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kyrielle

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kyrielle

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14 comments

  1. Hollywood2023
    Hollywood2023
    • member
    • 3 kudos
    Can this mod be used for Oblivion Remastered? Or does it have to be updated first?
  2. comespm
    comespm
    • member
    • 5 kudos
    Fantastic addition to another fantastic mod (BC), now I can sail from the Imperial City all the way to Valenwood and Anvil. Kudos.
  3. HateRaiver
    HateRaiver
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    • 2 kudos
    WHY I think about ponies!!??
  4. jefthereaper
    jefthereaper
    • supporter
    • 35 kudos
    you missed the bridge or the IC when you go on the river to the IC islands you get blocked by that large bridge where that bandit is always waiting for you (and the bridge from the IC entrance is no Drawbridge too)
    it does not really make sense that boats cant go true there but the waterfront does have boats in it
  5. Riveon
    Riveon
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    • 2 kudos
    Does anyone know if this is compatible with OC Leyawiin Reborn?
  6. side777
    side777
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    • 102 kudos
    I have given this file my endorsement.

    are you still interested in removing the BC bridge in leyawiin? this is pretty easy...
  7. E.K
    E.K
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    Hi Kyrielle,

    First one, on the NPC's, my wording left a little to be desired in my post, it is not all of them, it is some of them do this, others as you say do walk back down.

    Can not help you with the scripting, as I am not a scripter. Will have to leave that one to you. But I do have the mod at the bottom of the load order, and OBMM's conflict detector shows no conflicts with your mod, which is pretty good in any case.

    Keep up the good work

    E.K
  8. kyrielle
    kyrielle
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    • 8 kudos
    I tried to ensure that at least when the cell loads, they go down. I suppose something could be interferring with that happening on your end. There was no line or function that would check when the GAME loaded, which was ideally what I wanted. I will continue to look.

    What happened is during the testing, having the script for the drawbridges attempt to lower the bridges when character is in game mode (meaning no menus open), did not cause them to lower at all but instead remain glitched so that they looked open eventhough they were technically closed. For some reason, having them shut when the cell loaded was much more stable--at least for me.

    I have a few qualifiers I could try to use to fix that. (Like making the script close them when during game mode, but only if the script to open the drawbridges is not running.)

    Thank you for your input. I will look into it and see if there is a more accurate way to get the drawbridges to behave as they should more consistently. (I would love to phase out the cell load part as that is not entirely realistic either.)

    As for the NPCs acting weird, it sounds like the linked paths nodes are not being turned off there. What should happen is they should STOP trying to walk across when the bridge is up. I may need to go in and fix this so it is more likely they will walk back down the stairs rather than fall off to their deaths.
  9. E.K
    E.K
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    Hi Kyrielle,

    Is there any way to ensure that when the game loads for the first time, that both draw bridges are down/closed.
    The reason I ask is that in my game the bridges are both up/open when first loaded until I close them for foot traffic.
    The NPC's are head butting the bridge, and some times they are leaping to their deaths trying to get around it.

    I am using the OMOD version with normal lights.

    I am not using Better Cities or any shipping mods, it is just the concept and realism that this mod adds to the game.

    Have a good one
    E.K
  10. mbishop63
    mbishop63
    • member
    • 6 kudos
    Very nice!