This is just a housecleaning suggestion, but the canal ward bridge that now sports transitions is so much smoother that when it used invisible placeables. That being said, it's the only bridge that made the upgrade, and others, like the bridges on the Gate Road and especially the bridge spanning the canal as it goes into Dark Shore South, would really benefit from this little change.
Bridges
Seconded. I've been meaning to make this suggestion ever since I noticed the change in the Canal Ward. Thanks to whoever did that, by the way.
Whole heartedly agree!
Mentioned bridges upgraded for v1378. Keep mentioning placeable transitions (that don't involve conversations) that could do to be updated, and I'll try to get around to them (though probably not as fast as this).
Do you want a list of all the Rope/climing placeables?
Do you want a list of the Ladder/ladder-top placeables as well?
As rope/climbing involves a tumble check with a script to fire upon using the placeable, they will probably stay the way they are.
Nevermind, OnEnter scripts can be placed on transition triggers.
You know what, they can! They could just knock creatures back if you fail the check, and raise the DC if you're in combat (or have no DC at all unless you're in combat).
Would anyone like a specific area to try implementing such transitions? Maybe the alley walls in Lower (although the "jump" option would be gone, the combat DC modifier might make up for it)?
Or would the Upper gate area be preferable for trying this out?
Sure! Lower walls could work.
Though I'm not entirely sold on having no DC for getting over the Lower walls.
Try it out on the rope in UD - East and get rid of that ugly boulder.
UD - The Narrows is a big one!