[REL] Minor Urban Overhaul (08/01/2020)

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LAFAYET47
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Location: Poland/Spain

Re: [REL] Minor Urban Overhaul (07/16/2020)

#381 Post by LAFAYET47 » 28 Jul 2020 11:37

and your load order is?


Quaristice
Posts: 90
Joined: 21 Jun 2019 00:08
Location: Los Angeles, USA

Re: [REL] Minor Urban Overhaul (07/16/2020)

#383 Post by Quaristice » 28 Jul 2020 17:47

Is the map-falling consistent? I've always played with road events and detours completely turned off, so if there's errors with their spawning, I would never notice them. If that's the case I have no idea how to fix it either.

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Vinnie Terranova
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Re: [REL] Minor Urban Overhaul (07/16/2020)

#384 Post by Vinnie Terranova » 28 Jul 2020 18:32

Well, I just drove past a road construction random event without falling into the void. Maybe it's just one particular random event that causes trouble.
I'll let you know if it happens again.

kduell01
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Joined: 16 Feb 2019 19:11
Location: Kentucky

Re: [REL] Minor Urban Overhaul (07/16/2020)

#385 Post by kduell01 » 29 Jul 2020 23:44

I noticed what I think is a bug related to this mod. I was taking a job up to Sandpoint, ID and I noticed that the traffic spawning in Sandpoint was like Los Angeles. I got stuck at a traffic light trying to turn left for like 10 mins irl time. I haven't been to other cities in the DLC with this mod active except CDA, which seemed fine, but I feel the high levels of traffic in Sandpoint are very unrealistic and really ruin the immersion of being in a relatively small town. I must also note that I don't use any other traffic density mods as I like the high density in big cities.

Quaristice
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Joined: 21 Jun 2019 00:08
Location: Los Angeles, USA

Re: [REL] Minor Urban Overhaul (07/16/2020)

#386 Post by Quaristice » 30 Jul 2020 18:53

You're right. For some reason, SCS put a traffic area of the highest spawn frequency possible encompassing the entire Sandpoint region. It's probably a mistake, even Boise doesn't have a traffic area like that in it. I wanted to avoid including changes to Idaho, just for the sake of not requiring every single map DLC down the line, but that's pretty grating.

Here's a small fix for that. It includes only a single sector in Idaho. Load order should be just over the main mod. https://www.mediafire.com/file/d53efptrjsmmj0f

kduell01
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Joined: 16 Feb 2019 19:11
Location: Kentucky

Re: [REL] Minor Urban Overhaul (07/16/2020)

#387 Post by kduell01 » 30 Jul 2020 18:57

Ok, thanks for the response.

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LAFAYET47
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Re: [REL] Minor Urban Overhaul (07/16/2020)

#388 Post by LAFAYET47 » 30 Jul 2020 19:46

Oakland traffic is quite annoying too. I always face huge traffic there. Might be because the city is just a road leading to the container port?

defeoac
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Joined: 02 Oct 2018 15:39

Re: [REL] Minor Urban Overhaul (07/16/2020)

#389 Post by defeoac » 31 Jul 2020 21:39

Pazzmod is now updated. If you now use it with MUO and the patch, you will get a hole at I-10 near the rest area. (sec-0023+0004);-91960.5;9.14338;19841.9;1.63517;-0.142035
Plus some old sectors around Indio. PaZz said that the texture and landscape has been reworked in his mod after exit 146. And that rest stop doesn't exist anymore. You may have to update your patch.

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PaZz_
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Re: [REL] Minor Urban Overhaul (07/16/2020)

#390 Post by PaZz_ » 02 Aug 2020 00:30

I've created a simple patch to make PaZzMod 1.3.00 compatible with MUO 11.2: https://bit.ly/PaZzModMUOPatch

I've kept this patch is very basic. I have used the San Diego sector in my latest release, so the MUO stuff in San Diego is now gone and ends in Carlsbad in a rather suboptimal way. Though it will make it work for now.
@Quaristice Sorry for breaking your work in San Diego. Feel free to make your own patch if you like. I will start working on San Diego probably in early 2021, so you have to decide whether it's worth it to you to bring back stuff to SD or not.

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