Jump to content


Photo
accepted

Point The Way (by Arthmoor)

mod

  • Please log in to reply
10 replies to this topic

#1 WilliamImm

WilliamImm

    Legendary Blue Dragon

  • Mod Author
  • PipPipPip
  • 1,453 posts

Posted 16 March 2013 - 12:46 AM

Discussion thread:
Point The Way by Arthmoor
Wiki Link 

Bethsoft thread.

Adds road signs to places that needed them, like major intersections or places that didn't have enough signs. This also adds signs that point to the smaller villages (not in the vanilla game), and fixes a few issues with signs pointing the wrong way.

If that wasn't enough for you, then this mod was created by none other than Arthmoor himself. Looks really promising. And if you are going to ask about mod conflicts - they aren't likely, as this mod simply places world objects (unless one overlaps another). I'd recommend this for STEP, personally.


  • 0

#2 z929669

z929669

    Ixian Inventor

  • Administrator
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 7,062 posts

Posted 20 March 2013 - 10:57 PM

I can second this one in concept. As long as there are no conflicts and the models use the vanilla textures (or texture replacers), this one is a no-brainer. ... as long as someone that has been using this mod creates the mod page in full on the wiki.

#3 WilliamImm

WilliamImm

    Legendary Blue Dragon

  • Mod Author
  • PipPipPip
  • 1,453 posts

Posted 21 March 2013 - 06:46 AM

I can second this one in concept. As long as there are no conflicts and the models use the vanilla textures (or texture replacers), this one is a no-brainer.

Point The Way uses the vanilla roadsigns - some of them actually exist in the ESM, but are not actually used in the game. They will use the vanilla textures and replacers - so it is compatible with any roadsign texture replacer. In fact, the mod author recommends using the replacer currently in STEP (Legible Road Signs) or the one that I suggested (Roadsigns Redone).

And, as I said before, there should be no ESP conflicts. There should be no practical conflicts in game, unless one object clips into another.
  • 0

#4 z929669

z929669

    Ixian Inventor

  • Administrator
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 7,062 posts

Posted 21 March 2013 - 02:26 PM

Cool, I'll add it to the confirmed for 2.2.4

#5 Kelmych

Kelmych

    Emperor

  • VIP-Supporter
  • PipPipPipPipPipPipPipPipPipPipPip
  • 3,903 posts

Posted 21 March 2013 - 11:56 PM

Sounds like a very useful addition (although it does add yet another esp).
  • 0

#6 z929669

z929669

    Ixian Inventor

  • Administrator
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 7,062 posts

Posted 22 March 2013 - 11:30 AM

Yes... I am thinking that some of the wiser mod authors will eventually offer a consolidated solution of their little enhancements (e.g., Arthmoor).

#7 rootsrat

rootsrat

    High King

  • Mod Author
  • PipPipPipPipPipPip
  • 2,610 posts

Posted 22 March 2013 - 11:41 AM

[quote name=''z929669' pid='31038' dateline='1363969837']Yes... I am thinking that some of the wiser mod authors will eventually offer a consolidated solution of their little enhancements (e.g.' date=' Arthmoor).[/quote']
It may be worth suggesting that to them...
  • 0

#8 Veezy

Veezy

    Thane

  • Citizen
  • 95 posts

Posted 10 December 2014 - 10:16 AM

Do we still need to follow this:

 

Meta Rule Instructions

RealisticWaterTwo.esp

Load after:

  • Point The Way.esp (this mod)

 

I only ask because the same is not mentioned in the actual page for Realistic Water Two.

 

EDIT:  Nevermind, found it.  This rule may need to be deleted as it's also in the Realistic Water Two wiki page.


Edited by Veezy, 10 December 2014 - 10:42 AM.

  • 0

#9 TechAngel85

TechAngel85

    Akatosh

  • Administrator
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 12,985 posts

Posted 10 December 2014 - 06:52 PM

We meant for it to be in both places.



#10 FuzzRocket9

FuzzRocket9

    Knight

  • Citizen
  • Pip
  • 266 posts

Posted 10 May 2015 - 06:26 PM

I sorta missed this mod when I installed Core. So hopefully this is the only question I'll need for Point the Way.

 

Do we still need to follow the LOOT rule for RW2 and this mod as said above? It's not on the wiki. Thank you guys. You're all beautiful people.


  • 0

#11 TorNyan

TorNyan

    Thane

  • Citizen
  • 85 posts

Posted 18 April 2017 - 01:22 PM

The Kynesgrove signs added by Point the Way and the Heljarchen signs added by Cutting Room Floor looks quite out of place. I think the Kynesgrove sign is designed to match Roadsigns Redone's signs, and the Heljarchen signs to match vanilla? Although it looks a bit different from vanilla. Solutions I can think of:

A. Switch out Hi-res Legible Road Signs for Roadsigns Redone. Roadsigns Redone is based off the modders' resource Hanas Blank Roadsigns, so I think a matching sign could easily be made for Heljarchen.

B. Switch to HD Road Signs, which has a compatibility patch for both Point the Way and Cutting Room Floor. There is no version for original Skyrim but perhaps it can be used as is or be ported if one asks the author, either by the author or by STEP.

C. Ask the author of Hi-res Legible Road Signs to make compatibility patches. The author seems to be active on Nexus.

D. Re-texture Kynesgrove and Heljarchen signs to match the style of Hi-res Legible Road Signs. The author has written that anyone is free to do whatever they wish with the mod as long as they give credit. Perhaps some Photoshop magic? Perhaps one can ask the author for the source files.

E. Settle the way it is.

 

Screenshots

 

Save files for the screenshots.

https://demo.s42.io/...92540631&mail=1


Edited by TorNyan, 18 April 2017 - 01:37 PM.

  • 0



Also tagged with one or more of these keywords: accepted, mod, accepted

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users