Arthmoor Posted October 27, 2016 Posted October 27, 2016 A small landscaping tweak to connect Heljarchen Hall, Lakeview Manor, and Windstad Manor, to the nearby main roads. Nothing particularly fancy other than it not using the standard crappy road meshes. The roads have preferred navmesh pathing so if you're using mods that allow your spouse and/or children to travel, they'll stick to a safe path instead of aimlessly wandering the wilderness. Download Locations AFK Mods ModDB Bethesda.net - PC + XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.5 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Manor Roads.esp file into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Just delete the Manor Roads.esp file. There are no scripts and no permanent data changes. Load Order LOOT (https://loot.github.io/) should be used for optimal placement. Compatibility Other mods which may alter the landscape and/or navmeshes at the two affected houses will not be compatible. Compatible with my Oakwood village mod. Compatible with my Storefront mod. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates. Korentin 1
Zed99 Posted October 29, 2016 Posted October 29, 2016 Not a big deal, however no description was listed for this in the game's mod menu. (At least none that displayed for me.) Therefore it was not obvious what had changed - though the name, looking back, does clarify it.
Arthmoor Posted March 15, 2019 Author Posted March 15, 2019 Version 2.0.1 Cleaned with updated versions of xEdit.
Arthmoor Posted July 21, 2019 Author Posted July 21, 2019 Version 2.0.2 Updated the navmesh for the road next to Lakeview Manor to take USSEP's fixes into account for the cell borders.
ejnomad07 Posted March 18, 2020 Posted March 18, 2020 This mod conflicts with your Oakwood mod. The road stops halfway down the hill if Oakwood loads later. Looks better if this loads last. Might want to add a disclaimer about load order unless you devise a different fix.
Arthmoor Posted March 18, 2020 Author Posted March 18, 2020 You should first make sure you have the current versions of both Manor Roads and Oakwood, then make sure Manor Roads loads before Oakwood. Unless something has magically changed, there is no conflict between these 2 mods in that setup. I checked it myself which is why Manor Roads ended up needing an update. Oakwood doesn't edit the cells on the HF property where Manor Roads does its work.
ejnomad07 Posted March 18, 2020 Posted March 18, 2020 Using your latest updates for Xbox. Here is the difference in roads. The road appears when I set Manor roads to load AFTER Oakwood.
Arthmoor Posted August 13, 2020 Author Posted August 13, 2020 Version 2.0.3 Removed a deleted navmesh that got in somehow.
DayDreamer Posted August 13, 2020 Posted August 13, 2020 You should probably also clean the masters. No reason for all 3 DLC.
Arthmoor Posted August 14, 2020 Author Posted August 14, 2020 It's an SSE mod and removing masters from it would make it invalid.
DayDreamer Posted September 15, 2020 Posted September 15, 2020 Any plans for a Morthal area road? After many years of requests, I've finally got around to touring Hearthfires carriages. I've tried to make it compatible with these roads (and others). It was quite a surprise to me that Bethesda has a vanilla (pre-Hearthfires) preferred navmesh up the hill behind Morvarth's Lair, connecting to the path to Ustengrav.
Arthmoor Posted September 15, 2020 Author Posted September 15, 2020 It's been asked for before but that's a pretty big piece of distance to cover to go all the way to Winstad Manor. So I wouldn't expect to see it anytime soon but I do plan to look into the routing for it.
DayDreamer Posted September 16, 2020 Posted September 16, 2020 Most is already two long dirt paths, just needs to be joined up a bit in 2 places (essentially the middle passing over Movarth's Lair, then joining the Ustengrav path up to the carriage on the hill). I'll take a look at how you implemented here, and do something like it for Touring. I'll try a separate light file, as a proof of concept, just in case you do something later. Honestly, in all my previous partial runs, I'd never even hired a Steward, let alone the house carriage. Usually I've already bought so many horses that they are anywhere needed. After 7 years of requests, having rather a lot of time on my hands at the moment (and not yet dead from incurable lymphoma), I've finally buckled down and done the Hearthfires touring work. It surprised me, but changes my gameplay approach much more than I'd anticipated.
Arthmoor Posted May 28, 2021 Author Posted May 28, 2021 Version 2.0.4 The snow version of the stone path texture is now set to the stone material.
Arthmoor Posted December 10, 2023 Author Posted December 10, 2023 Version 2.0.5 Updated USSEP synchronization.
Arthmoor Posted July 26, 2024 Author Posted July 26, 2024 Version 2.0.6 The .esp file has been changed to lowercase. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. For the benefit of people using linux or the Steam Deck, it would be greatly appreciated if any mods which currently use this mod as a file dependency change the case of that dependency in their master lists. (Bug #34096)
Arthmoor Posted July 6 Author Posted July 6 Version 2.0.7 Added a road to Windstad Manor, connecting to the main road between Dawnstar and Morthal.
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