Improved Imperial Infrastructure
Current version : Beta 0.3
by Section 31
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"Before Tiber Septim, Cyrodiil's roads varied greatly in quality, and were often impassable in bad weather and winter season." - Arcane University scholar
i.Preface
Over 300 years after the reign of Tiber Septim, it seems the roads of Cyrodiil have not received any major improvements. As the center of Tamriel Empire, the shape of roads as presented in Elder Scrolls IV: Oblivion barely represent the condition of a cosmopolitan province. Sections of major roads appear more like cross-country track not to mention the lack of any supporting infrastructures. Moreover, without roads or other infrastructure connecting Cyrodiil with the other provinces, it seems rather odd that the Empire could hold on and kept the provinces from seceding for a very long time.
Improved Imperial Infrastructure aims to transform Cyrodiil from backwater countryside into the craddle of civilization. This modification was inspired by the unfinished work of The Wayfarer. Its planned features include:
- New and extended roads to the border
- New border forts and settlements
- Enhanced major roads (e.g: less roller-coaster ride)
- Custom meshes for many new Cyrodiilic infrastructure
- Voiced NPCs
ii.Description
I highly recommend you to use VOILA along with Improved Imperial Infrastructure to adjust the crime-handling behaviour of the non-Cyrodiil border guards.
With the development of Elder Scrolls community, new modifications featuring the western provinces of Tamriel have been created along with roads connecting Cyrodiil with those provinces. The focus then, at least in the beginning, will be the improvement of major Imperial roads and some "untouched" border region. Thus far, the modification consisted of the following:
Improved Green Road (the road which stretches from northwest of Leyawiin to crossroads next to Pell's Gate), it is roughly 85% complete Improved Silver Road (the road which stretches from east of Bruma to crossroads next to Sercen ruin), it is roughly 90% complete Extended road from Dragonclaw Rock further north onto Skyrim border and beyond A new fortified Imperial-Skyrim border crossing located on the road north of Dragonclaw Rock New small road or cobblestones connecting Bleaker's Way with Silver Road and Border Watch with Green Road
I have created compatibility patches for certain modifications, which are:
- Knights of the White Stallion
- Mountain Shack
- New Road and Bridges
- Open Cities with Leyawiin Reborn
- UL : Bravil Barrowfields
I might build patches for another modifications (or alternatively, you might politely ask the chief architect of another modification to create compatibility patch if you notice any peculiarity)
Lastly, if you want to extract the modification from the compressed archive, type "s31" (without quotations) as the keyword. This "barrier" shall be removed in the next release.
iii.Gallery
Border crossing to Skyrim Fort and Border Guard barracks Road access to and from Bleaker's Way Bandit's hideout should not be exposed clearly with a dirt road leading directly to it from a major road, it should be hidden, with the old dirt road transformed to cobblestone and rerouted to Border Watch settlement. Non-sensical road layout, a U-turn with stairs on a major road? Why didn't the designers make the road straight? It must be assumed that wagons and horses can somehow move via stairs...
Features on the work:
A custom tower with a circular stair The upper floor of the custom tower A custom tavern on the border complex Inside the tavern A musician to entertain visitors East of Cheydinhal, Blue Road is extended Another view of the extended Blue Road, completely compatible and complements greatly with UL: Cheydinhal Falls Somewhere in Cyrodiil... ...with new view.
Latest images (23/7/2010):
Welcome to the Imperial province, traveler. Major overhaul of Skyrim-Imperial province pass Shadowgate Pass, connecting Morrowind and the Imperial province New location of Fort Farragut, with a new road below The view from the "new" Fort Farragut.
iv.Transference
First Location (TES Alliance) Second Location Third Location
v.Acknowledgments
Arthmoor, daemondarque, PacificMorrowind, Phant0m32, and other folks at TESAlliance for their help and guidance.
Fawzib Rojas, creator of Oblivion Dynamic Dialog Creation.
The Wayfarer, from whom the idea emerged and convinced me to make certain it is not forgotten.