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Posted

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.
Posted

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.

Posted

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.

Posted

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

Posted
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...

  • 1 year later...
Posted (edited)

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
  • 4 months later...
Posted

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.

  • 1 year later...
Posted (edited)

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

 

 

PzCrN2oRIKKR7SmS.png

 

 

V4gRaLt5qgEnpT8u.png

 

 

 

Save files for the screenshots.

https://demo.s42.io/f.php?h=61492540631&mail=1

Edited by TorNyan

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