Please report any bugs here in the comments or using the bug tracker. Be sure to include either the FormID of the offending object, or the cell location.
Regarding patches: most of the og NR patches should work fine. If you're finding that the patches add or re-enable clutter, either make your own patch to address the issue, or politely request for an NRR specific patch from me here in the comments. I can't promise to provide many more patches, as I'm only one person; but if the mod is large/mainstream enough or I personally use it, I will provide patches as I become aware of the need for them.
Regarding roadsigns: some places (most notably areas in the Reach) I've left the og NR design choices for roadsigns. There are also a small number of locations (maybe 2 or 3) where I left some of the og NR clutter enabled as well. They're mostly personal preference, but I'll provide patches for complete vanilla design in the next few releases.
Thank you to lilmetal and DarkMatterValkyrie for their assistance in pointing out bugs and other oddities. =]
Do you think you could add a patch to restore the vanilla bridge near the coc Whiterun location like you did for Riverwood? I'm not sure what's causing it, but npcs keep getting stuck in a specific spot near it only if the bridges are selected, with this mod or just the main northern roads, but it doesn't happen with only roads. It can be easily observed by the guards patrolling there and even followers.
Nice! Could you give me a few tips? If I wanted to remove northern roads from snowy areas, how would I go about it? I would like to use a different road mod for that, simply dirt roads.
Load SimpleDirt.esp wherever and Northern Roads.esp at the bottom as usual. Make a patch by copying vanilla records for snowy region roads into your .esp. Load patch into the CK and fix any landscape issues by hand. It'll be a long, tedious, and boring process. :|
I've waited a long time for a working Bridges only version of NR. Thank you! I read in the comments below that an update with fixes is in your plans, so I'll wait until then, but I'll download and endorse the mod anyway.
I'm still speedrunning through, checking some locations. I've got some other side notes (Bridges Only): I don't think the Landscape and Water Fixes should be offered in the FOMOD for the Bridges Only version. Tried with and without the LaWF patches, and the roads are much worse when using it with those patches than without.
Also, when I used full Northern Roads, I thought there was a bridge from Ivarstead to the 7000 steps trail (not the one leading to the town), but it's just the vanilla bridge here. The 2 NPCs there are moved to the locations they would be if the NR bridge was there.
Regarding the LaWF patch, it's completely optional and mostly meant as a bandaid for consistency at the Whiterun coc location. I'll probably remove it from the fomod altogether, since I'm 99% sure the seam I found there was a load order issue to begin with. Thanks for the suggestion.
In the og Northern Roads, you're right, there is a bridge leading to the 7000 Steps. I thought I fixed Gwilin and Klimmek, but I must have forgotten to save. :| I think I was having issues with that bridge so I defaulted it to vanilla. No one has said anything about it before you. I'll revert it to the NR bridge and offer a patch for those that prefer the vanilla bridge.
Again, thanks. User feedback is much more useful than me running around everywhere in game and making notes in the middle of the night. =P
running around everywhere in game and making notes in the middle of the night
Haha, that's basically what I'm doing anyway. Just doing a normal playthrough, and noting anything weird I find.
Might want to take another pass at the areas around Markarth. Lots of clutter in the region still. Some vanilla signposts are removed and replaced with the NR clutter versions. Not sure how I feel about the rock clutter in the area. I do like it, but I think it counts as clutter, and should probably all be removed. The rock bridges are fine. Again, I'm using Bridges Only, and it seems that the bridge to Karthspire needs some work. It looks like base NR used some rocks and landscape terrain edits to make a "natural" path in some points. My opinion would be to keep most of the original edits on this specific spot. I'm testing by loading this as high as possible in my load order and no patches at all, so if anything conflicted in a bad way, it'd be obvious. This spot is totally fine with base NR, but more broken with Remix.
Fixed the Karthspire bridge you mentioned, as well as a few others nearby. I'll adjust the roadsigns again.
As per the sticky at the top, some clutter I left alone out of pure laziness, but the majority of the stuff (i.e. roadsigns in the Reach) I left as NR because I felt it fit the aesthetic of the environment. So, personal preference, I guess. If you make a list of cells you think would be better as vanilla, I can make some custom patches, since it doesn't take much time.
(I'll wait until I've fixed more stuff before rolling out the next update, instead of doing a hotfix.)
99% of Northern Roads clutter has been removed. The last 1% are things I was either too lazy to revert to vanilla, or due to design choices, I left intact. When you come across the NR clutter in game, if you don't like it, make a note of where it is and just create your own patch to disable it.
Here's the error from Dyndolod with the Bridges Only version: Skipped Load: Duplicate FormID [031A52D5] in file [EB] Northern Roads.esp.
EDIT: XEdit also reports these errors: [00:00] Checking for Errors in [EB] Northern Roads.esp [00:00] [REFR:EB4C5F27] (places RiftenDoorLoad01 "Door" [DOOR:0004D6ED] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 34,-26) [00:00] REFR \ XNDP - Navmesh Door Link \ Navmesh -> [EB4C5F2B] <Error: Could not be resolved> [00:00] [REFR:EB4C5F29] (places RiftenDoorLoad01 "Door" [DOOR:0004D6ED] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 34,-26) [00:00] REFR \ XNDP - Navmesh Door Link \ Navmesh -> [EB4C5F2A] <Error: Could not be resolved> [00:00] Done: Checking for Errors, Processed Records: 1401, Errors found: 2, Elapsed Time: 00:00
53 comments
Regarding patches: most of the og NR patches should work fine. If you're finding that the patches add or re-enable clutter, either make your own patch to address the issue, or politely request for an NRR specific patch from me here in the comments. I can't promise to provide many more patches, as I'm only one person; but if the mod is large/mainstream enough or I personally use it, I will provide patches as I become aware of the need for them.
Regarding roadsigns: some places (most notably areas in the Reach) I've left the og NR design choices for roadsigns. There are also a small number of locations (maybe 2 or 3) where I left some of the og NR clutter enabled as well. They're mostly personal preference, but I'll provide patches for complete vanilla design in the next few releases.
Thank you to lilmetal and DarkMatterValkyrie for their assistance in pointing out bugs and other oddities. =]
Edit: Another question, which bridge replacer/retexture do you use with this? The vanilla bridges with your mod look very out of place.
Sorry for the delayed response.
I read in the comments below that an update with fixes is in your plans, so I'll wait until then, but I'll download and endorse the mod anyway.
I'm still speedrunning through, checking some locations. I've got some other side notes (Bridges Only):
I don't think the Landscape and Water Fixes should be offered in the FOMOD for the Bridges Only version.
Tried with and without the LaWF patches, and the roads are much worse when using it with those patches than without.
Also, when I used full Northern Roads, I thought there was a bridge from Ivarstead to the 7000 steps trail (not the one leading to the town), but it's just the vanilla bridge here. The 2 NPCs there are moved to the locations they would be if the NR bridge was there.
Regarding the LaWF patch, it's completely optional and mostly meant as a bandaid for consistency at the Whiterun coc location. I'll probably remove it from the fomod altogether, since I'm 99% sure the seam I found there was a load order issue to begin with. Thanks for the suggestion.
In the og Northern Roads, you're right, there is a bridge leading to the 7000 Steps. I thought I fixed Gwilin and Klimmek, but I must have forgotten to save. :| I think I was having issues with that bridge so I defaulted it to vanilla. No one has said anything about it before you. I'll revert it to the NR bridge and offer a patch for those that prefer the vanilla bridge.
Again, thanks. User feedback is much more useful than me running around everywhere in game and making notes in the middle of the night. =P
Haha, that's basically what I'm doing anyway. Just doing a normal playthrough, and noting anything weird I find.
Might want to take another pass at the areas around Markarth. Lots of clutter in the region still. Some vanilla signposts are removed and replaced with the NR clutter versions. Not sure how I feel about the rock clutter in the area. I do like it, but I think it counts as clutter, and should probably all be removed. The rock bridges are fine.
Again, I'm using Bridges Only, and it seems that the bridge to Karthspire needs some work. It looks like base NR used some rocks and landscape terrain edits to make a "natural" path in some points. My opinion would be to keep most of the original edits on this specific spot.
I'm testing by loading this as high as possible in my load order and no patches at all, so if anything conflicted in a bad way, it'd be obvious. This spot is totally fine with base NR, but more broken with Remix.
As per the sticky at the top, some clutter I left alone out of pure laziness, but the majority of the stuff (i.e. roadsigns in the Reach) I left as NR because I felt it fit the aesthetic of the environment. So, personal preference, I guess. If you make a list of cells you think would be better as vanilla, I can make some custom patches, since it doesn't take much time.
(I'll wait until I've fixed more stuff before rolling out the next update, instead of doing a hotfix.)
I wonder if your mod can be used to eliminate entirely NR clutters in my game?
As for your DynDOLOD error, what was it?
Skipped Load: Duplicate FormID [031A52D5] in file [EB] Northern Roads.esp.
EDIT: XEdit also reports these errors:
[00:00] Checking for Errors in [EB] Northern Roads.esp
[00:00] [REFR:EB4C5F27] (places RiftenDoorLoad01 "Door" [DOOR:0004D6ED] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 34,-26)
[00:00] REFR \ XNDP - Navmesh Door Link \ Navmesh -> [EB4C5F2B] <Error: Could not be resolved>
[00:00] [REFR:EB4C5F29] (places RiftenDoorLoad01 "Door" [DOOR:0004D6ED] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 34,-26)
[00:00] REFR \ XNDP - Navmesh Door Link \ Navmesh -> [EB4C5F2A] <Error: Could not be resolved>
[00:00] Done: Checking for Errors, Processed Records: 1401, Errors found: 2, Elapsed Time: 00:00