Compatible, download the appropriate file from this mod's 'Optional' section (parallax or non-parallax meshes) and merge with my mod. My mod must load after
If you want my fixes, then yes, you need to overwrite their meshes. Whichever mod is loaded last (or overwrites the other) will have their changes in game. This does mean, however, that you will be missing out on the changes made by their mod. Nothing I can do about that unless I add my changes to their meshes. I can reach out to JP and see if I can make a version that works with their mod, but until then you'll have to choose
From my quick glance through their mod, we only have 2 conflicting meshes. I fix collision for 3 meshes, so if my mod is overwritten, you'll still get the "COTN_runestone02" collision fix. So regardless of which mod is overwriting the other, you'll still get some fixes from mine and some from theirs. I'll update this post once I look further into it
I reached out to JPdreamer and got his permission to edit and make compatible meshes. Please check out the 'Optional' files for the parallax and non-parallax version of the meshes. I had to separate these meshes into two separate files due to how Northern Concept's fomod was setup
Download the appropriate version, merge with my mod, and load my mod after 'Northern Concept - Northern Roads'
Tbf, most of the patches aren't designed to 'fix' the mod, but to make it run smoothly with other mods that may overwrite its data (thus causing visual discrepancies, world seams, and the like)
Running in a vanilla game with only this mod activated, it's pretty well built. Just a few issues that I hope to continually fix for my current playthrough and for others!
Ahh. I see. Thanks for clarification. It makes sense that NR is working well on a vanilla game. And makes sense that NR author is not patching every mod in existense.
nice man can you fix the area at the back entrance in riften its got a lot of problems with road gaps as well as the area near the goldenglow bridge There are holes to fill such as outside the wretching netch in raven rock and on the road to solitude from dragon bridge and the road in riverwood is noticably lower then the vanilla road was so objects float above it if it could be raised it would fix the issue :) thanks for setting out to do this it is sorely needed!
I do have to ask: are these issues present within the base mod or are they caused by mod interactions? Road gaps and severe potholes are typically due to how other mods interact with the landscape data that NR edits
As to Riverwood's road, I won't be raising it up (or any road, for that matter), as that'll cause WAY more issues than it'll solve (and may make other patches for it incompatible with mine). I will see what I can do about any floating objects there, though!
Cool man sounds great the cart and grass on the road outside the riverwood trader defiantly floats for me as well as sven's house I dont believe i have any other mods that conflict no town road or city overhauls in my case a few more notable mentions: for me the main gate near the kajiet camp outside whiterun is too high above the ground and npcs are often stuck trying to walk through it from the road there is also a gap on the road coming into rorikstead from whiterun near the enterence to the town :)
The biggest difference is that this mod fixes collision of several meshes that did not have it working before. Look at images 2-4 for an example of what I mean. One of these collision fixes prevents a game-breaking bug where you can walk into an object (that you shouldn't be able to), but can't walk out of it
As to the object replacements, some of these changes may or may not be covered in the other mod. I've not taken a look at it personally. It's also possible that the ones I've caught are not caught by the other mod. If you have both mods installed, there should be no issues. If we both reposition the same objects, whichever mod is loaded last will have its changes present in game
EDIT: Taking a look through both mods in xEdit, there are a handful of objects we share between ours. There are also some that are UNIQUE to my plugin and not addressed in theirs (and vice versa). As noted above, whichever mod you want to take priority when it comes to shared objects, load it last. With future updates, I'll ensure continued compatibility between both mods
I'm keeping track of this cuz NR has a lot of bad meshes and bad nav meshes specially in those towers, some bridges like the one going north in Whiterun, and the ruins near bloat mans grotto, several other places too, also no collitions, that mod deff needs a rework.
18 comments
I strongly recommend you download and use ALL of the below fixes; this patch is designed to work with them
If you use JPdreamer's Northern Concept - Northern Roads:
You need to add a folder called "meshes" and drop both file folders in there.
That said, I have uploaded a version with this file structure to the 'Optional' file section. If this has issues, please let me know.
From my quick glance through their mod, we only have 2 conflicting meshes. I fix collision for 3 meshes, so if my mod is overwritten, you'll still get the "COTN_runestone02" collision fix. So regardless of which mod is overwriting the other, you'll still get some fixes from mine and some from theirs. I'll update this post once I look further into it
Download the appropriate version, merge with my mod, and load my mod after 'Northern Concept - Northern Roads'
So many patches. Now again. A new one.
Great work ofcourse but JP might consider redoing NR
Running in a vanilla game with only this mod activated, it's pretty well built. Just a few issues that I hope to continually fix for my current playthrough and for others!
It makes sense that NR is working well on a vanilla game.
And makes sense that NR author is not patching every mod in existense.
There are holes to fill such as outside the wretching netch in raven rock and on the road to solitude from dragon bridge
and the road in riverwood is noticably lower then the vanilla road was so objects float above it if it could be raised it would fix the issue :) thanks for setting out to do this it is sorely needed!
I do have to ask: are these issues present within the base mod or are they caused by mod interactions? Road gaps and severe potholes are typically due to how other mods interact with the landscape data that NR edits
As to Riverwood's road, I won't be raising it up (or any road, for that matter), as that'll cause WAY more issues than it'll solve (and may make other patches for it incompatible with mine). I will see what I can do about any floating objects there, though!
I dont believe i have any other mods that conflict no town road or city overhauls in my case
a few more notable mentions:
for me the main gate near the kajiet camp outside whiterun is too high above the ground and npcs are often stuck trying to walk through it from the road
there is also a gap on the road coming into rorikstead from whiterun near the enterence to the town :)
this
As to the object replacements, some of these changes may or may not be covered in the other mod. I've not taken a look at it personally. It's also possible that the ones I've caught are not caught by the other mod. If you have both mods installed, there should be no issues. If we both reposition the same objects, whichever mod is loaded last will have its changes present in game
EDIT: Taking a look through both mods in xEdit, there are a handful of objects we share between ours. There are also some that are UNIQUE to my plugin and not addressed in theirs (and vice versa). As noted above, whichever mod you want to take priority when it comes to shared objects, load it last. With future updates, I'll ensure continued compatibility between both mods