It's late in the game but Im reinstalling. There is a shorter grass mod that works well in that you wouldn't need to disable grass if you're having navigation issues along the trails.
I noticed a small interruption in the east / south east trail: Just when you are south of the Ayleid ruin of Malada the path diappears. You have to go a short distance to the east to find it again. In reality you can have this too, so it feels quite realistic.
Instead of reshaping terrain, you could build up a trail with overlapping boulders giant [base]/medium [fill spaces]/small [top]. Also use various sizes of logs. The ancients weren't stupid, they built their roads around or through the mountains or zigzag down the slope. Indeed, a lot of vanilla Cyrodiil roads are at almost impossible steepness [45 degrees]. Perhaps, you could rebuild up the existing roads to reduce the steepness and/or build side routes around the hills.
I notice you said "roads" and "built". However, trails are left by people and animals repeatedly using the same path. Not too many people, and certainly not animals, build up trails they follow through the wilds. They may eventually be made into roads if traffic through that area increased dramatically and a use is found for improvement. It could happen in years to come. Thank for your comment on a file you have not downloaded as of this date....
Great idea. I made a nature type character and had a lot of fun with the trails .I did have to turn the grass all the way down to be able to see the trails. Thanks for sharing. Very immersive.
The west trail seems like it crosses the West Road mod at a few points. Will this conflict or overwrite that mod if I were to use it? Or would the trail actually lead up to the road and continue on the other side?
I like the idea behind these trails. Thank you for this work.
"If you've got to travel, by the Nine Divines, stay on the roads!". Why?? Where's the adventure in that?! Bethesda's unmarked trails of the Jerall and Valus Mountains, as well as the Colovian Highlands, have always held my interest. So why there weren't other worn trekking/tracking paths around the rest of the province just seemed...odd. After all, not all citizens of the Empire wish to stay on the roads.
These preview screenshots look well-blended into the terrain, which leads to my query: Were the West and Central trails made primarily with path textures or were major heightmap edits performed? While the heightmap changes to create portions of the East trail are obvious, I just wondered if the others more or less followed the lay of the land, as it were.
I would like to try this out and see that there are patches for both BC and UL. Does anyone know how this interacts with West Roads/Villages/Shezries Villages?
I realize there are too many mods to design around, just curious if it had been tested with any of these.
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In reality you can have this too, so it feels quite realistic.
"If you've got to travel, by the Nine Divines, stay on the roads!".
Why?? Where's the adventure in that?!
Bethesda's unmarked trails of the Jerall and Valus Mountains, as well as the Colovian Highlands, have always held my interest. So why there weren't other worn trekking/tracking paths around the rest of the province just seemed...odd. After all, not all citizens of the Empire wish to stay on the roads.
These preview screenshots look well-blended into the terrain, which leads to my query: Were the West and Central trails made primarily with path textures or were major heightmap edits performed? While the heightmap changes to create portions of the East trail are obvious, I just wondered if the others more or less followed the lay of the land, as it were.
Thank you for any feedback.
I realize there are too many mods to design around, just curious if it had been tested with any of these.
The UL Total Patch Compilation OMOD has patches for this mod so it plays nice with ALL the Unique Landscape mods.