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Trails Of Cyrodiil Complete 0.8.b


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About This File

 Trails Of Cyrodiil Complete

 

In the real world, it's common to find foot trails through the wilderness. These often
begin as game trails made by wildlife, and over time grow into foot paths as humans
use them. Eventually, with enough use, they may become trails or proper roads.

In Cyrodiil we see none of this. There is a basic road network, but no wilderness trails.
There are many wide open wilderness areas with no paths of any kind. Out of the way
places such as abandoned forts would logically have had established trails at one time,
degraded by now for sure, but still there to find. 


Details

This is an overhaul of the Trails mods created by Malachi Delacot. It is my attempt to
improve things, while staying true to the original theme. Trails Of Cyrodiil Complete is
a single merged plugin that incorporates all of the previously separate Trails mods. 

It adds wilderness trails through many areas in the game. Giving a more realistic way
to reach many places that previously were simply cut off. There are basic tent camps
along some of the routes, with a simple sleeping mat, fire, and something to sit on.
These are ideal for resting up after that long dusty hike.

Routes have been altered from the original mods in key areas to avoid mod conflicts
wherever possible. Better Cities and the UL mods were the primary concern, but other
mods were taken into consideration also. Path grids have been added along the entire
length of all trails. This means they are now companion friendly. Landscaping has seen
some improvements, but not too much. Just smoothing some of the jagged places.

New extensions have been added in places where Forts or Ruins were near enough to
the original trails to make this logical. Many of these places are inhabited by something.
Going to and fro creates a path over time. Bushes which previously marked trail heads
have been replaced by small rock cairns. Signs have been added at intersections and
other logical locations. These point to nearby cities and towns, fort ruins, mines, and
even the major vanilla roads.


This mod is considered to be in BETA form.  

While it is playable at this stage, building, testing, and bug fixing are still actively in
progress. The main purpose for uploading at this point in time is to gain the benefit
of more eyes on. And hopefully garner feedback.

For those interested in testing something that is in development, and willing to give
honest constructive criticism, Welcome.


Locations

Many. This file is comprised of several previously separate trails. Below is an outline of
what areas are touched.


Bleaker's Way - The name says it all. Adds a trail into the village from the Silver Road. 

Central - Adds a new multi branched path across the South Central portion of Cyrodiil.
The main path stretches from just south of Skingrad all the way to just outside Bravil.
Roughly half way along that route, another path branches off North and connects to
the Red Ring Road at Lake Rumare.

East - Adds a new path from Cheydinhal which winds SouthEast through the Valus Mtns
all the way over to Malada.

SouthEast - Adds a new path taking off from Malada where the East trail ends. Works
it's way South by SE all the way down to Blankenmarch near Leyawiin.

West - Adds a new path with several branches leading West from Chorrol. One route
South from Chorrol to Skingrad. Another path branches off from that and heads West
branching again to connect with Kvatch near Gottshaw Inn.  

NorthWest - Adds a new path across the Colovian Highlands. Starts from Atrene Camp
just above Anvil. Heads NorthEast following the Brena River and meanders along the
highlands all the way to Hermaeus Mora's Shrine.

North Short Cut - Provides a quicker route between Bruma and Cheydinhal by adding a
new path from Fort Horunn over to the Silver Road.


Requirements

Oblivion patched to 1.2.0416


Install

1. Extract to your Oblivion Data folder either manually or using the mod manager of
    your choice. 

2. Set load order and play. 


Load Order

Suggest using BOSS to set load order. This file is already recognized.


Compatibility

There is now a separate file in the download containing newly created compatibility patches. All
include detailed read-me files with load order instructions. Be sure to read them. Some of the
patches are already included in the BOSS Masterlist. The rest will be added in soon. It's likely
there will be more added. I've covered what I knew about from user comments and my testing.


Mod Conflicts That Have Been Patched:

Archfiend
Better Fort Dirich
Better Fort Doublecross
Better Fort Naso
Billsburg (English v1.5.esp. Need to download the "Billsburg english 1_41" folder)
Dark Anchor Dolmens
Elsweyr Anequina
Fighters Guild Quests
HESU Apple Hot Springs (To be released with HESU updates)
HESU Fairmere Village  (To be released with HESU updates)
Plentiful Priories
Rathunas
Roads Of Cyrodiil
Shadowcrest Vineyard
Sutch Village
UL Ancient Redwoods
UL Brena River Ravine
UL Cloudtop Mountains
UL Colovian Highlands
UL Eastern Peaks
UL River Ethe
Verona House: Bloodlines


Mod Conflicts that have been eliminated:

Better Cities, UL Bravil Barrowfields, UL Cheydinhal Falls, UL Fallenleaf Everglade, UL The
Heath, UL Panther River, UL Skingrad Outskirts, UL Snowdale, Knights of the Nine Revelations,
HESU White Rose River, Settlements of Cyrodiil - White Rose Farm, Lilyvale Town, UL Chorrol
Hinterland (and the Better Cities version of Chorrol Hinterland). 


Things I am on the fence about:

DLC Battlehorn Castle: There is a trail portion which runs just a short distance above the DLC
location. I really, really want to add a connector spur which links this trail with the Black Road
where it dead ends in the vanilla game. Unfortunately Battlehorn Castle makes cell edits much
farther out than is actually necessary. So I can't quite link them without knowingly creating yet
another conflict. I've run a trail spur in the direction of the Black Road...but cut it short for now.
 


Credits

Bethesda                 - for Oblivion and the CS
Tes4Edit                  - for cleaning the dirt from my mods
LHammonds           - for the read-me generator this file was based on
Malachi Delacot      - for the Trails of Cyrodiil mods, and allowing me to transform them  
Lougian                    - for the small rock cairns from "Various Resources"  
Me                            - for design and creation of the mod as it currently exists


Legal Stuff

Please do not upload these files to any other sites without my consent.


User Feedback

Recommended Comments



Updated the patches folder in the download. This update adds a new patch for Guinefort's "Dark Anchor Dolmens" mod. Fixes conflicts at the Bravil Trailhead portion of the Central Trail.

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Hi mhahn123! Good to see you keep working on your mods. I'm not clear about one thing, though. You say that you've resolved a conflict with Rathunas, but no esp for that is in the patches' package. Does it mean that in this version of TOCC it's not needed?

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50 minutes ago, maczopikczo said:

Hi mhahn123! Good to see you keep working on your mods. I'm not clear about one thing, though. You say that you've resolved a conflict with Rathunas, but no esp for that is in the patches' package. Does it mean that in this version of TOCC it's not needed?

Hi maczo,

Thought for a moment I maybe made a mistake. Downloaded the patches from here to double check. There are indeed Rathunas patches included. In the TOCC patches folder, look for the "Rathunas" folder. Inside there are "UL Merged" and "UL Separate" folders. Each will contain a "TrailsOfCyrodiilComplete-BrenaRiver-Rathunas Patch". One prefixed ULS for UL separate modules, the other prefixed ULM for UL merged compilation.

Rathunas actually requires UL Brena River Ravine as a master so the patches had to be made with the UL included in the mix. No way to get around it.

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Oh my, I'm sorry I kind of reacted like a noob - posted here first without investigating on my own. But it's because I totally trust WB, and WB (309.1) actually gives you only this choice: http://i.imgur.com/LsQZ5Gw.png. I wonder why?

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1 hour ago, maczopikczo said:

Oh my, I'm sorry I kind of reacted like a noob - posted here first without investigating on my own. But it's because I totally trust WB, and WB (309.1) actually gives you only this choice: http://i.imgur.com/LsQZ5Gw.png. I wonder why?

Well they aren't packaged in a BAIN format strictly speaking. Maybe Wrye gets confused with the sub-folders. I'll look into repackaging on the next update. 

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songlife

Posted (edited)

I used Merge Plugins to merge all the UL plugins that MHahn didn't make mergeable (black in Wrye Bash instead of green), plus the Sutch Village patch, and put that esp at the end of the UL plugins. Seems to have worked, but it's hard to check since these paths don't have map markers and I'm not interested in running around every square inch of a large village like Sutch trying to find the path, to see if the merge worked properly. If I eventually find that it's messed up, I'll remove Sutch from the merge to keep it strictly UL patches. I have no idea where all these trails are, so it's virtually impossible to check on how merging patches is working until I spend a lot of time in-game discovering them.

There should've been merged versions created originally, because it's not reasonable to have to use a ton of patches that eat up load slots, for a mod that has only 1 esp. For example TOCC + all Merged UL patches merged into 1 esp.

Edited by songlife
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The ULM patches should probably be all put together in their own directory instead of having "UL Shared" and "UL Merged" subdirectories in each UL patch directory. This would also make an archive of all the patches work a lot nicer inside Wrye Bash. (To that regard, I attach a BCF to convert TOCC Patches.7z as AFK-Mods now provides from the download button to this structure.)

TOCC Patches-BCF.7z

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Thank you cold acid.

Otherwise I concur that this mod would be great with less patches ... a dream we all have.

Has anyone got experience merging plugins with the newer (to me) Merge Plugins program? I'm mostly used to Gecko style merging and the bashed patch.

The readme says that conflicts with Roads of Cyrodiil has been patched .. does that mean a patch in this collection or mod altered to be compatible. Seems the former.

thanks.

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songlife

Posted (edited)

ROC has been patched in various combo ways. Makes it brutal to have to determine which patches you need to use, particularly the ones for TOCC + HESU + Elsweyr + ROC, etc. This whole collection desperately needs an intelligent auto-patcher like UL & BC have. He spent all that time on this project, but ended up doing a severe rush job at the end just to get a working project out there, and ran out on it before a better way to handle the patches was done, thus users are spending way too much time trying to sort out his patches.

He was the sole remaining admin for BOSS, but while putting these mods & patches in the system, he didn't add the standard notes in BOSS about what shouldn't be used with what. This creates countless patch confusions with TOCC, HESU, Highwood, OOO, ROC, Elsweyr, and many more. You need to be extremely diligent that a combo patch for one set of mods isn't overlapping another combo patch for another set of mods that might have one or more mods in common. His readmes aren't comprehensive & don't cover the patch clashes between projects, forcing a lot of time-consuming trial & error.

I've tried it 3 or 4 times now, each time merging more patches and so on, and always end up deleting it. I think I've seen only a few random trails over all that time. It's just not worth the hassle.

Edited by songlife
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Psymon

Posted (edited)

Hard conflict with Shezrie's Villages ... specifically cloudtop mountain area. Three way patch would be needed to have it load with UL cloudtop/merged and Shezrie town ravenview.

I agree with above. Both TOCC and ROC need BAIN wizards that will determine patches needed. It is laborious to search through hundreds of patches each time there is a small change to load order.

I would say a wizard installer for HESU patches would be more desired than even one for either TOCC or ROC. But really they are all needed.

Edited by Psymon
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