[REL] The Unique Landscapes Project

Post » Fri May 27, 2011 8:26 am

Welcome to...

The
Unique
Landscapes

      Project


This is our Release Thread LVII. Here you find our current releases and information about updates. Praise, criticism, questions and bug reports should be posted in here.

Please also visit our current http://www.gamesas.com/bgsforums/index.php?showtopic=1017184. We are always in search of new modders! The previous Release Thread can be found http://www.gamesas.com/bgsforums/index.php?showtopic=988694.

Unique Landscapes (short: UL) is based on the vision of a diversified and beautiful Cyrodiil. Imagine a world where exploring not only means to find new enemies and treasures but to enjoy gorgeous landscapes, a world where every step could lead to a new and unique visual experience. That is the Cyrodiil UL is working on.

To achieve a goal that huge, the UL project consists of multiple single mods. Each mod modifies a part of Cyrodiil, following a single theme. Usually UL mods get developed completely independently from each other. This way each modder has a maximum of freedom to work on his or her vision, so every UL mod gets its own style and contributes to the diversification of Cyrodiil.

To get a quick impression, please take a look at this http://www.youtube.com/watch?v=itgFAEwV_uA done for UL by Egger3rd!

All information about UL can also be found in the http://www.oblivionmodwiki.com/index.php?title=Unique_Landscapes#Unique_Landscapes_Team.

:: UL Mod Counter ::
** Released: 21 ** Work-in-progress: 6 ** Planned: 1 **

:: Progress Status ::
███████████████████ Anvil Farming
████████████████████ Aspen Wood
████████████████████ River Strid
████████████████████ Silverfish River Valley
███████████████████ Skingrad Outskirts
████████████████████ Snowdale
More information about these mods that are currently work in progess can be found in our http://www.gamesas.com/bgsforums/index.php?showtopic=1017184.

:: UL Map ::
These maps show the location of all released and WIP mods: http://i87.photobucket.com/albums/k140/cthulhu314/ULMap-ReleasedMods.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/ULMap-ReleasedandWIPMods.jpg
Important: We moved the mod ideas to a separate map; you can find it in our http://www.gamesas.com/bgsforums/index.php?showtopic=1017184 at the top of the ideas section.

:: Latest Headlines ::
2009-Oct-04: Imperial Isle was updated to v1.6.3...2009-Oct-04: Cheydinhal Falls was released...2009-Sep-08: Blackwood Forest was updated to v1.0.1...2009-Aug-10: Bravil Barrowfields was updated to v1.3.2...2009-Jul-22: The Dark Forest was updated to v1.0.3...2009-Jul-22: Stendarr Valley was updated to v1.2.1...2009-Jul-20: Ancient Yews was updated to v1.4.1...2009-Jul-18: River Ethe was updated to v1.0.1...2009-Jul-17: Arrius Creek was updated to v1.1.2...2009-Jul-16: Imperial Isle was updated to v1.6.2...2009-Jul-14: Blackwood Forest was released...2009-Jul-14: Cloudtop Mountains was updated to v1.0.1...2009-Jul-12: Beaches of Cyrodiil: Lost Coast was updated to v1.6.2...2009-Jul-12: Chorrol Hinterland was updated to v1.2.2...2009-Jun-24: Stendarr Valley was updated to v1.2...2009-Jun-17: The Heath was updated to v1.1.1...2009-Jun-15: Bravil Barrowfields was updated to v1.3.1...2009-June-03: The new work-in-progress mod Silverfish River Valley by Darthsloth74 was announced...2009-May-18: The Great Forest: Ancient Redwoods was updated to v1.6...2009-May-15: Brena River Ravine was updated to v1.0.2...2009-May-13: Chorrol Hinterland was updated to v1.2.1...2009-May-12: Rolling Hills was updated to v1.3.2...2009-May-08: Great Forest: Lush Woodlands was updated to v1.3...

:: Historic List of Saints ::
* St. Aberneth II
* St. Addiktive I
* St. Aelius II
* St. Arthmoor I
* St. bananasplit II
* St. Carel de Winter III
* St. Gondor Wache I
* St. Malachit III
* St. Meg I
* St. Phitt II
* St. roobsi I
* St. Rancen I
* St. trollf I

Content
1 User Information
1.1 FAQ
1.2 Compatibility Issues
1.3 Other Known Issues
1.4 Cooperating Mods
2 The Mods
2.1 Released UL Mods
2.2 Modder's Resources
3 The Project
3.1 The UL Modstitution
3.2 UL History
3.3 The Team

To see our current WIPs, planned mods and mod ideas, please take a look at our http://www.gamesas.com/bgsforums/index.php?showtopic=1017184!


=======================================================================

Section 1

:: User Information ::

1.1: FAQ

- Is UL compatible to ? Take a look into our Compatibility section below to find answers for the most common cases, otherwise post your question in the thread.

- What about performance? The only UL mod for which some people reported a performance hit is Dark Forest, but with an average gaming computer this should be no problem. Otherwise there is a LowPolyGrass patch available (see at the bottom of the Dark Forest description).

- Is there a complete UL package that contains all of the mods? Not yet. Maybe there will be a UL package some day, but we have no ETA for it.

- Do I have to use a specific load order for the UL mods? If all of the UL mods that you use are up-to-date, you can load them in any order you want to.

- What exactly is a Saint? A Saint is a title we give to modders who have completed a UL mod in recognition of their accomplishment. The Roman Numeral after their name represents how many UL mods they have finished.


1.2: Compatibility Issues

First: We strongly recommend the use of http://timeslip.chorrol.com/obmm.html. Its .omod format allows to easily deinstall the UL mods if needed and (even without using .omods) to adjust the load order.

As a rule of thumb you can say that UL mods should be loaded last; there are lots of mods that have issues with UL otherwise, so if you find a problem, please try if loading the according UL mod last resolves the issue. In general, UL is compatible to any mod that doesn't edit the outdoor landscape. This includes Texture packs, Grass mods and so on. Some other mods are not compatible with single ULs, but there are patches to make them work. These can be found in the Compatibility Patches list. Finally, at the end of this section, you will find a list of mods that are incompatible with single UL mods in a way that no patch is possible without destroying one of the mods' spirit, so you will have to choose between them, sorry!

Instructions for Special cases:
AliveWaters: This has to be loaded prior to UL mods. There may be less fishes and vegetation near the beaches when used together with Beaches of Cyrodiil: Lost Coast.
Almost Everything VWD: Install AEVWD prior to UL mods or ensure that UL's data files overwrite the AEVWD ones by using http://timeslip.chorrol.com/obmm.html, then everything is fine.
Bartholm: This mod has to be loaded after Panther River.
Gates Map Marker Remover: This mod has to be loaded after all UL mods.
House mods: This depends on which location the house is placed. If it is outside of current UL locations, it is compatible, otherwise you have to try out.
Knights of the Nine: All UL mods are compatible to KOTN. Ancient Redwoods and River Ethe have to be loaded after Knights.esp.
Kvatch Aftermath: We strongly recommend using the KA 6.3 Cleaned and Fixed 6.3 by ElminsterEU. With other versions, multiple conflicts with many ULs may occur. Even that one has to be loaded after Entius Gorge.
Natural Vegetation (part of Natural Environment): If you feel that the vegetation gets too dense when combining this with UL, set your load order to load Natural Vegetation prior to the UL mods which you want to use with default vegetation size.
Natural Water: To avoid conflicts with water areas, you should load this before the UL mods.
OOO: In general: Yes, UL mods are compatible to OOO. Beaches of Cyrodiil: Lost Coast however has to be loaded after OOO to avoid graphical glitches. There may occur more problems with OOO when new UL mods or OOO versions come out. Just visit this post again to stay up-to-date.
Official Oblivion Patch 1.2: There are no known issues with any UL mod.
StarX Vanilla Vampires Revised: This mod has to be loaded after Stendarr Valley.
The Lost Spires: This mod has to be loaded before Bravil Barrowfields.
Unofficial Oblivion Patch: That one should be loaded prior to all UL mods. Currently there is a minor conflict with Blackwood Forest that causes a floating rock; this will be fixed in the next version of Blackwood Forest. IMPORTANT: If you also use Wrye Bash, you have to remove the C.Water tag from UOP's .esp. To do this with older versions of WB, you manually have to remove "C.Water," (including the comma) from the description box. With newer versions, you have to right-click on it and uncheck C.Water in the menu.
Wrye Bash's "Bashed Patch": Obviously this one has to be loaded after UL because it is thought to resolve conflicts by overwriting them.

Compatibility Patches
The following patches fix issues that appear when using the given non-UL mod with the given UL mod. If not noted otherwise, they were created by Arthmoor and Vorians (alias "display name is already in use"). If no special instruction is given, the non-UL mod has to be loaded first, then the UL mod and at last the patch.
Download location for all mods (if not mentioned otherwise): http://www.tesnexus.com/downloads/file.php?id=13834
Akaviri Stronghold and Beaches of Cyrodiil: Lost Coast
An-Arane Cey - Lost Sword of the Ayleids and Arrius Creek
Anvil Bay Expansion and Beaches of Cyrodiil: Lost Coast - done by luna_panshiel, available on http://rapidshare.com/files/66014486/anvilbay_BOCpatch.RAR.html)
Baddy and Entius Gorge
Bartholm and Panther River
Berg des Kriegers and Cloudtop Mountains
Belda Elysium and Rolling Hills
Better Cities: Bravil and Bravil Barrowfields - also works for Open Better Cities: Bravil; BC:B has to be loaded after BB! Available on http://www.tesnexus.com/downloads/file.php?id=14323
Better Cities: Bravil - Blood & Mud v3.2.0+ and Bravil Barrowfields
Better Cities: Chorrol and Chorrol Hinterland - BC:C has to be loaded after CH!
Billsburg and Colovian Highlands
Blood & Mud and Bravil Barrowfields
Bravil Docks and Bravil Barrowfields
Brew House (v1.5 or later) and Beaches of Cyrodiil: Lost Coast
Castle Seaview and Beaches of Cyrodiil: Lost Coast
CDM-Necromancy and Rolling Hills
Country Home and Arrius Creek
Dibella Temple & Willow Lake Village and Entius Gorge
Et In Arkay Ego and Bravil Barrowfields & Colovian Highlands (one patch for each)
Elsweyr Anequina and Fallenleaf Everglade
FF Waldnir's Woods and Ancient Redwoods
Francesco's More Wilderness Life plugin and The Heath
Fuses Snail Racing and Imperial Isle - Done by ziggy, available on http://www.tesnexus.com/downloads/file.php?id=21430 and http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=1291
Galendryll and Brena River Ravine
Golden Arrow Archery and Rolling Hills
Grow Plants! and Chorrol Hinterland
Helms Deep and Arrius Creek
Hoarfrost Castle and Lush Woodlands
House on the Bluff and Beaches of Cyrodiil: Lost Coast
Kvatch Aftermath and Entius Gorge
Mad Mage's Tower and Cloudtop Mountains
Martigen's Monster Mod - More Wilderness Life plugin and Rolling Hills
Martigen's Monster Mod - More Wilderness Life plugin and The Heath
MTC Bravil River Shack & Village and Bravil Barrowfields
Naheema Player Home and Imperial Isle
Open Better Cities: Bravil and Bravil Barrowfields - OBC:B has to be loaded after BB!
Open Better Cities: Bravil - Blood & Mud v2.4.1+ and Bravil Barrowfields
Open Better Cities: Chorrol and Chorrol Hinterland
Open Cities Complete: Chorrol and Chorrol Hinterland
Quelldorf and Bravil Barrowfields
Region Revive - Lake Rumare and Imperial Isle - RR:LR has to be loaded after II!
Roads and Bridges and Imperial Isle
Sacryn's Shivering Store and Bravil Barrowfields
Seawatch Abode and Beaches of Cyrodiil: Lost Coast
Sentient Weapon II and Ancient Yews
Shezrie's Villages: Ravenview and Cloudtop Mountains
Skingrad Market and Beaches of Cyrodiil: Lost Coast
Sousmarin Manor and Beaches of Cyrodiil: Lost Coast
Suliin Village and Bravil Barrowfields
The Ancient Source and Chorrol Hinterland
The Elder Council and Fallenleaf Everglade
The Heart of the Dead and Arrius Creek
The Imperial City of Sutch Reborn and Beaches of Cyrodiil: Lost Coast
[The Lost Spires and Dark Forest
The Necromancer and Entius Gorge
The Lost Spires and Fallenleaf Everglade
Treasure Maps: Captus Demus and Rolling Hills
Tree Home and Chorrol Hinterland
Valley View Estate and River Ethe
Windspear Tower and Stendarr Valley

Incompatible Mods
The following mods have conflicts with a UL mod that are not yet resolved.
Haunted House Quest and Ancient Yews: No patch planned.
HAZ Classic Travel and Bravil Barrowfields: There's a pathgrid issue in BB that causes a problem with the horse rider from HAZCT. It will be fixed in a future version of BB.
Ravenview Village (before it was merged with other mods to Shezrie's Villages) and Cloudtop Mountains: No patch planned.
Wicker Man and Beaches of Cyrodiil: Lost Coast: Issue with two trees near the wicker man that can get disabled in-game using the console. No patch planned.


1.3: Other Known Issues

Currently we don't know of any issues that don't have to do with compatibility. For compatibility issues take a look at the section above.


1.4: Cooperating mods

This is a list of mods whose makers stay in contact with the UL council to avoid compatibility conflicts and/or exchange resources. If those mods edit cells in Cyrodiil, these cells may be marked in our map as reserved.
  • http://farmersunite.myfreeforum.org/
  • http://www.gamesas.com/bgsforums/index.php?showtopic=695795
=======================================================================

Section 2

:: The Mods ::

2.1: Released UL Mods

A regularly updated OMOD containing all UL mods is available at http://www.tesnexus.com/downloads/file.php?id=19370. Thanks to Kerghan for creating, uploading and maintaining it!

ANCIENT YEWS: Version 1.4.1 - By Carel de Winter
Current Version Released 2009-Jul-20

:: Download (2.21 MB) ::
English: http://www.4shared.com/dir/2154056/9348a158/Ancient_Yews.html, http://www.tesnexus.com/downloads/file.php?id=11458, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2930, http://theelderscrolls.info/?go=dlfile&fileid=244 | German: http://theelderscrolls.info/?go=dlfile&fileid=204, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=28&func=fileinfo&id=301, http://www.worldofelderscrolls.de/?go=dlfile&fileid=104 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___ifs_seculaires.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Ancient%20Yews/01-Collage01.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Ancient%20Yews/02-Collage02.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Ancient%20Yews/03-Before-After.jpg
:: Overview ::
The Ancient Yews features a complete landscape makeover, inspired by the Yew trees of England. It includes a major water feature, with waterfalls, and stone pathways. Adorning the hill is Arkved's Spike, which is the ideal spot to survey the land. The spike reminds the adventurer that The Ancient Yews might have been some kind of region of power in the days of Olde. Longmans Barrow is an ancient sealed tomb that is closed due to unknown reasons at this stage. It is easy to waste time, just looking at the scenery while in the Yews. We can not blame you if you do. Just hold your horses, someday we shall all discover the truth about Longmans Barrow and its contents. It may not be so nice. Remember, if you stay away from the Ancient Yews, you may be doing yourself a visual disservice!


ARRIUS CREEK: Version 1.1.2 - By Malachit
Current Version Released 2009-Jul-17

:: Download (31.1 MB) ::
English: http://www.4shared.com/dir/6760342/65acc0d0/Arrius_Creek.html, http://www.tesnexus.com/downloads/file.php?id=16818, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4333, http://theelderscrolls.info/?go=dlfile&fileid=308, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=146 | German: http://theelderscrolls.info/?go=dlfile&fileid=307, http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=1070, http://www.worldofelderscrolls.de/?go=dlfile&fileid=121 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___vallon_darrius.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Arrius%20Creek/01-Mountainstream01.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Arrius%20Creek/02-Mountainstream02.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Arrius%20Creek/03-Mountainstream03.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Arrius%20Creek/04-Mountainstream04.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Arrius%20Creek/05-Waterutilization.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Arrius%20Creek/06-Waterfall.jpg
:: Overview ::
Ice cold springs rise in the Mountains and unite to a creek that feed Lake Arrius north of Cheydinhal and continues its way to the southeast. In the eastern part, the landscape is sparse and rocky while the tree density increases when going westwards, repeatedly interrupted by big groups of rocks. Unrestrained by its stony streambed, the water rushes downwards in the steep, sharp gorge it milled out during eons. Lake Arrius is a deep and cold mountain sea, whose shore line is mostly formed by overhanging rocks. Its depth takes most of the power of the rushing water masses. From the lake, the water finds its way to the lower regions of inner Cyrodiil in a more calm, but not less impressive way.
At some places, humanoid traces are highly visible: Chopped trees lead to a charburner's camp and bridges offer a safe way to pass the stream. Some resourceful craftsmen learned to utilise the power of the streaming water: In a water driven hammer mill, supplied with ore from the nearby mine, tools get manufactured, and a grinding mill, powered by the water, produces granite plates.


BEACHES OF CYRODIIL: LOST COAST : Version 1.6.2 - By aberneth
Current Version Released 2009-Jul-12

:: Download (3.54 MB) ::
English: http://www.4shared.com/dir/2154064/566b93b7/Beaches_of_Cyrodiil_-_Lost_Coast.html, http://www.tesnexus.com/downloads/file.php?id=14720, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3139, http://theelderscrolls.info/?go=dlfile&fileid=245, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=147 | German: http://www.theelderscrolls.info/?go=dlfile&fileid=200, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=28&func=fileinfo&id=395, http://www.worldofelderscrolls.de/?go=dlfile&fileid=105 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___estuaire_de_brena.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/BoC%20-%20Lost%20Coast/ULBoCTheLostCoastCollage01.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/BoC%20-%20Lost%20Coast/ULBoCTheLostCoastCollage02.jpg | http://i84.photobucket.com/albums/k37/aberneth/wallpaper.jpg
:: Overview ::
This is the first in a series of UL mods designed to be a total conversion of the beaches of our beloved Cyrodiil. The Lost Coast overhauls the entire area north of Anvil, and divides it into three regions: The Anvil Cliffsides, The Lost Coast, and Oyster Bay. The Anvil Cliffsides are large, stout cliffs that reach from Anvil to Crowhaven. It features a large, tall rock, known as Beacon Rock, along with a very extensive history of the Rock. The Lost Coast is a stretch of long, wide beaches, littered with driftwood and occasional rocks. Even though they are wide open, they protray a sense of solitude and seclusion, hence the name. Oyster Bay is an old oyster farming town, long since ruined. Of course, there is a good piece of history to go along with it, but it is (of course) featured in the mod as a series of books and journals. Don't get creeped out by the solitude and loneliness of Oyster Bay. After all, it is only a ghost-town. Or is it "just a ghost-town"? Go visit it and you decide...


BLACKWOOD FOREST: Version 1.0.1 - By roobsi
Current Version Released 2009-Sep-08

:: Download (1.14 MB) ::
English: http://www.4shared.com/dir/17698234/b842c4b6/Blackwood_Forest.html, http://www.tesnexus.com/downloads/file.php?id=25799, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5712, http://theelderscrolls.info/?go=dlfile&fileid=379, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=148 | German: http://theelderscrolls.info/?go=dlfile&fileid=376, http://www.worldofelderscrolls.de/?go=dlfile&fileid=161
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Blackwood%20Forest/UL-BlackwoodForest-01-Water01.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Blackwood%20Forest/UL-BlackwoodForest-02-Water02.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Blackwood%20Forest/UL-BlackwoodForest-03-TreesintheWat.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Blackwood%20Forest/UL-BlackwoodForest-04-IntheWood.jpg
:: Overview ::
This mod overhauls the southern half of the Blackwood, east and southeast of Leyawiin. It changes the area to a dense wood on moist ground, in consistence to the closeness of the swamps in the north. Small creeks meander between the trees, leading to the south below the canopy of leaves, until they unite to a small stream that flows into the sea.


BRAVIL BARROWFIELDS: Version 1.3.2 - By bananasplit
Current Version Released 2009-Aug-10

:: Download (1.86 MB) ::
English: http://www.4shared.com/dir/9909841/cefad538/Bravil_Barrowfields.html, http://tesnexus.com/downloads/file.php?id=20426, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5029, http://theelderscrolls.info/?go=dlfile&fileid=348, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=149 | German: http://theelderscrolls.info/?go=dlfile&fileid=347, http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=1284, http://www.worldofelderscrolls.de/?go=dlfile&fileid=140 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___comte_de_bravil.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Bravil%20Barrowfields/UL-BravilBarrowfields-01-WildMeadow.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Bravil%20Barrowfields/UL-BravilBarrowfields-02-Barrowfiel.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Bravil%20Barrowfields/UL-BravilBarrowfields-03-Road01.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Bravil%20Barrowfields/UL-BravilBarrowfields-04-Road02.jpg
:: Overview ::
Bravil Barrowfields improves the area around Bravil and the Larsius River. It creates a wide grassland with small hills, intermitted by small groups of trees and speckled with bushes. Though nature is gorgeous in this region, signs of decay can be seen whereever civilization left its mark: Ruinous buildings and crumbled walls testify to the poverty of County Bravil's inhabitants. In the hinterland, ancient graves can be found that give this mod its name and create a somewhat enchanted atmosphere.
This mod is based less on spectacular views than on a lot of carefully placed details which can be found everywhere in Bravil Barrowfield's area, so it's worth to explore it thoroughly.


BRENA RIVER RAVINE: Version 1.0.2 - By chuck21, IAMTHEEMPEROR, Arthmoor
Current Version Released 2009-Apr-14

:: Download (7.39 MB) ::
English: http://www.4shared.com/dir/10727125/f550b754/Brena_River_Ravine.html, http://tesnexus.com/downloads/file.php?id=23573, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5463, http://theelderscrolls.info/?go=dlfile&fileid=361, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=150 | German: http://theelderscrolls.info/?go=dlfile&fileid=360, http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=1429, http://www.worldofelderscrolls.de/?go=dlfile&fileid=148 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___le_ravin_de_la_riviere_de_brena.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Brena%20River%20Ravine/01-Dam.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Brena%20River%20Ravine/02-AyleidTerraces.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Brena%20River%20Ravine/03-RuinsintheWater.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Brena%20River%20Ravine/04-SuicideFalls.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Brena%20River%20Ravine/05-BanditsFortification.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Brena%20River%20Ravine/06-BanditsCamp.jpg
:: Overview ::
Brena River Ravine stretches from BoC:Lost Coast to the headwaters of both forks of the Brena River. At the river's fork, the area is divided by a system of ancient Ayleid dams which serve to create 3 distinct regions in the area.
The north fork of the river stretches back into a thick forest lined with many rocks, trees, and old Ayleid fortifications. One dam here creates a reservoir of deep water. A group of bandits has made the area its home and headquarters of their smuggling operations.
The east fork is marked by a pair of large and ancient Ayleid dams, the purpose of which has been lost to the ages. The twin dams stand as a testament to the engineering skills of the Ayleids. The waters here are very deep and the ravine is lined by massive cliffs. A giant waterfall marks the headwaters of the east fork, rising thousands of feet up the wall to a small lake in the Colovian Highlands.
Below the dams the Brena River's waters are shallow. It lazily winds through the Colovian Highlands on its way to the Abecean Sea. Here, amongst the greenery lie the humble old remains of a once great Ayleid city, interspersed with clusters of rocks and flowers.


CHEYDINHAL FALLS: Version 1.0.0 - By Meg.
Current Version Released 2009-Oct-04

:: Download (6.57 MB) ::
English: http://www.4shared.com/dir/21202569/aaa8a811/Cheydinhal_Falls.html, http://tesnexus.com/downloads/file.php?id=27494, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5913, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=160
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Cheydinhal%20Falls/UL-CheydinhalFalls-01-Lake.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Cheydinhal%20Falls/UL-CheydinhalFalls-02-Waterfall.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Cheydinhal%20Falls/UL-CheydinhalFalls-03-Inthewoods.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Cheydinhal%20Falls/UL-CheydinhalFalls-04-Cheydinhal.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Cheydinhal%20Falls/UL-CheydinhalFalls-05-Cliffs.jpg
:: Overview ::
Cheydinhal Falls overhauls the surrounding of Cheydinhal. It prolongs the Reed River to the city and continues it to a peaceful lake at the bottom of the mountains that is surrounded by dense forest. From this source, the water quietly flows through the wilderness and then, after the city, changes to a wild creek that splashes through steep gorges and over waterfalls until it becomes the again slowly flowing Reed River.


CHORROL HINTERLAND: Version 1.2.2 - By Carel de Winter
Current Version Released 2009-Jul-12

:: Download (5.53 MB) ::
English: http://www.4shared.com/dir/2638127/725f179e/Chorrol_Hinterland.html, http://www.tesnexus.com/downloads/file.php?id=11189, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2869, http://theelderscrolls.info/?go=dlfile&fileid=246, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=151 | German: http://theelderscrolls.info/?go=dlfile&fileid=179, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=702, http://www.worldofelderscrolls.de/?go=dlfile&fileid=106 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___arriere_pays_de_chorrol.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i80.photobucket.com/albums/j190/Carel_de_Winter/Pencarrow-Farmyard.jpg | http://i80.photobucket.com/albums/j190/Carel_de_Winter/ScreenShot157.jpg | http://i80.photobucket.com/albums/j190/Carel_de_Winter/ScreenShot148.jpg | http://i80.photobucket.com/albums/j190/Carel_de_Winter/ScreenShot149.jpg
http://i80.photobucket.com/albums/j190/Carel_de_Winter/The-river-Ethe.jpg
:: Overview ::
50 years or so ago, the villagers of Chorrol took it upon themselves to become agriculturally self-sufficient. No more having to rely on imports from the Imperial City that rarely showed up on schedule. But they also noticed how dangerous the woodlands on the borders had become. The answer to this dilemma was the creation of a wall surrounding the farmlands. This farming area outside of the main town walls became known as the Chorrol Hinterland. If the occasional monster does happen to cross the wall, it is quickly taken care of by the many dillegent gaurds who patrol the perimeter. Many sister villages in Cyrodiil have become jealous of this engineering feat that the Chorrol villagers undertook. The Chorrol townsfolk just wink and smile when they hear this.


CLOUDTOP MOUNTAINS: Version 1.0.1 - By bananasplit
Current Version Released 2009-jul-14

:: Download (2.14 MB) ::
English: http://www.4shared.com/dir/6330340/d8d36c9a/Cloudtop_Mountains.html, http://www.tesnexus.com/downloads/file.php?id=16677, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4283, http://theelderscrolls.info/?go=dlfile&fileid=304, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=152 | German: http://theelderscrolls.info/?go=dlfile&fileid=303, http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=1046, http://www.worldofelderscrolls.de/?go=dlfile&fileid=120 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___vifs_monts.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Cloudtop%20Mountains/UL-CloudtopMountains-01-Mountains.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Cloudtop%20Mountains/UL-CloudtopMountains-02-Lakes.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Cloudtop%20Mountains/UL-CloudtopMountains-03-SteepRoad.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Cloudtop%20Mountains/UL-CloudtopMountains-04-DebrisAvala.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Cloudtop%20Mountains/UL-CloudtopMountains-05-MountainPat.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Cloudtop%20Mountains/UL-CloudtopMountains-06-Mountainsid.jpg
:: Overview ::
This mod changes the mountaineous area north-west of Chorrol. The lower mountainside is covered by dense and dark conifer wood and lots of rocks, with small paths running through the area. Halfway to the top, plateaus with grass and flowers separate the woody lower half from the rocky upper part of the mod, where more and bigger rocks change the landscape to a cliffy and inhospitable place. Lots of small paths form a labyrinthine network there, and at the top as well as on the plateaus, ruins of old fortifications show that you are near the border to Hammerfell.


COLOVIAN HIGHLANDS: Version 1.1.1 - Malachit
Current Version Released 2008-Nov-06

:: Download (62.5 MB) ::
English: http://www.4shared.com/dir/8437758/18f70e69/Colovian_Highlands.html, http://www.tesnexus.com/downloads/file.php?id=15511, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3346, http://theelderscrolls.info/?go=dlfile&fileid=234, http://www.4shared.com/dir/3891617/f7f86f37/UL_Colovian_Highlands_OMOD.html | German: http://theelderscrolls.info/?go=dlfile&fileid=233, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=815, http://www.worldofelderscrolls.de/?go=dlfile&fileid=107 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___massif_colovien.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml, http://www.tesall.ru/plugins/authors/fable/#colovian-plato
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Colovian%20Highlands/ScreenShot14.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Colovian%20Highlands/ScreenShot18.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Colovian%20Highlands/ScreenShot26.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Colovian%20Highlands/ScreenShot21.jpg
http://i87.photobucket.com/albums/k140/cthulhu314/Colovian%20Highlands/ScreenShot46.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Colovian%20Highlands/ScreenShot48.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Colovian%20Highlands/Before-Aftersmall.gif
:: Overview ::
A highly defensible trading post was built in the Colovian Highlands at the beginning of the first era and after Colovia was conquered. Rich Trade goods were brought from Hammerfell and even High Rock over the mountains to County Chorrol. But, because of the addition of a faster route to the port of Anvil and the border expansion in the year 1E 1029, the Colovian trading post became unimportant and was eventually forgotten.
More than one thousand years later, a group of smugglers discovered the expanded natural rock caves and started to use them as a resting place and hideout. Then the Thrassian plague broke out and more than half of Tamriels inhabitants died. The few surviving smugglers secured their loot with traps and left to find a cure. They planned to locate and identify their traps by certain noises and deactivate them, if and when they returned. They didn't return and the traps are still activated. No one knows if exploring the caves is worth the risk. All those who tried and lived to tell were unwilling to return to the caves and risk their lives again. They told of horrible fluttering, biting animals and devious traps that reactivate themself when tripped. Do you have what it takes to reconquer the Colovian Highlands?


ENTIUS GORGE: Version 1.1 - By Phitt
Current Version Released 2006-Sep-21

:: Download (1.5 MB) ::
English: http://www.4shared.com/dir/2152101/54f2f555/Entius_Gorge.html, http://www.tesnexus.com/downloads/file.php?id=7037, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1865, http://theelderscrolls.info/?go=dlfile&fileid=247 | German: http://theelderscrolls.info/?go=dlfile&fileid=237, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=28&func=fileinfo&id=364, http://www.worldofelderscrolls.de/?go=dlfile&fileid=109 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___gorge_dentius.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://s66.photobucket.com/albums/h271/Phittte/Gorge4Up.jpg | http://s66.photobucket.com/albums/h271/Phittte/Gorge98.jpg | http://s66.photobucket.com/albums/h271/Phittte/Gorge2Night.jpg | http://s66.photobucket.com/albums/h271/Phittte/Gorge5Source.jpg
:: Overview ::
Entius Gorge is a deep gorge located inside the Nibenay Basin Region, near the source of the Silverfish River. It features mist and firefly ambience effects and a new creature, the Degenerated Slaughterfish. A recent poll of adventurers conducted by Cyrodiil Travellers' Guild notes that Entius Gorge is among the most beautiful regions across the land. Don't forget to be careful if you want to take a dip; the combination of the currents and the shape of the riverbed has been known to trick unwary swimmers. Plus the slaughterfish, mind you. But don't get scared away by my warnings. First-time visitors are bound to be blown away by the "gorge"ous scenery. In fact, the CTG makes regular trips here with new members to showcase the beauty of it. This is a wonderful environment, but watch out when petting the fish...they just might take a piece out of you!


FALLENLEAF EVERGLADE: version 1.3.1 - By aberneth
Current version released 2009-Jul-19

:: Download (1.07 MB) ::
English: http://www.4shared.com/dir/2154080/cf857a20/Fallenleaf_Everglade.html, http://tesnexus.com/downloads/file.php?id=17562, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4520, http://theelderscrolls.info/?go=dlfile&fileid=248, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=153 | German: http://theelderscrolls.info/?go=dlfile&fileid=238, http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=457, http://www.worldofelderscrolls.de/?go=dlfile&fileid=110 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___marais_vivefeuilles.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Fallenleaf%20Everglade/Everglade-01.jpg l http://i87.photobucket.com/albums/k140/cthulhu314/Fallenleaf%20Everglade/Everglade-02.jpg l http://i87.photobucket.com/albums/k140/cthulhu314/Fallenleaf%20Everglade/Everglade-03.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Fallenleaf%20Everglade/Sunset.jpg l http://i87.photobucket.com/albums/k140/cthulhu314/Fallenleaf%20Everglade/Ruins.jpg
:: Overview ::
Fallenleaf Everglade, the ninth chapter in the Unique Landscapes series, is a breathtaking swamp southeast of Skingrad. Its shallow, murky waters and ancient deep green trees add to the mystery of the primeval swamp. The large basin that houses the Everglade overlooks an ancient ayeleid ruin, and further beyond, a deep gorge carved by the mighty Ferid river. The Fallenleaf Everglade is the headwater for the Ferid, and home to an abundance of flora and fauna. It is a miniature ecosystem in its own. There is nowhere else like it in all of Tamriel. Further more, the Ferid Gorge has been added. It is a deep gorge lined with steep, gigantic mossy rock walls. The ancient trees that sprout from cracks in the wall overlook the pristine waters like ancient guardians. The Granite cliff, measuring over 70 feet tall is a unique landmark definitely worth a visit. The Cyrodiil Travelers Guild gives it a 5 star rating and adds that this is another must-see location out in the wilderlands. The Fighters' Guild in Skingrad is another group that uses the area; in this case, it is to train their recruits in cliff climbing. This is a very scenic landscape to visit, so make plans to see it while in the area.


IMPERIAL ISLE: Version 1.6.3 - By Gondor Wache
Current Version Released 2009-Oct-04

:: Download (577 kB) ::
English: http://www.4shared.com/dir/2151516/c6315685/Imperial_Isle.html, http://www.tesnexus.com/downloads/file.php?id=9531, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2495, http://theelderscrolls.info/?go=dlfile&fileid=249, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=154 | German: http://theelderscrolls.info/?go=dlfile&fileid=239, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=557, http://www.worldofelderscrolls.de/?go=dlfile&fileid=111 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___ile_de_rumare.php
:: Screenshots ::
http://img129.imageshack.us/my.php?image=oblivion2006092517154165yu5.jpg | http://img133.imageshack.us/my.php?image=oblivion2006091917494854wp8.jpg | http://img133.imageshack.us/my.php?image=oblivion2006091917514334lg4.jpg | http://img46.imageshack.us/my.php?image=oblivion2006092218441142ge4.jpg
:: Overview ::
The majesticness that is the Imperial Isle is finally brought to life through this Unique Landscape. City residents no longer have to leave the Isle in order to find naturally gorgeous scenery. Small shrines now dot the Isle, where travelers can rest and take in the view. Even the wildlife look better in this new environment...will make you think twice before slaughtering that venison for your next meal. Also, now that there is more foliage, you no longer think twice about where exactly that bird is that you heard, because it could be in any of the numerous new trees and bushes. The Cyrodiil Travelers' Guild lists the Imperial Isle as "One of the prettiest environments to visit", and also "Very convenient...just step outside the walls of the Imperial City, and you are there."


PANTHER RIVER: Version 1.1 - By trollf
Current Version Released 2008-Oct-14

:: Download (3.08 MB) ::
English: http://www.4shared.com/dir/9823205/7e4d3152/Panther_River.html, http://www.tesnexus.com/downloads/file.php?id=20332, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5010, http://theelderscrolls.info/?go=dlfile&fileid=345 | German: http://theelderscrolls.info/?go=dlfile&fileid=344, http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=1285, http://www.worldofelderscrolls.de/?go=dlfile&fileid=139 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___riviere_panthere.php
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Panther%20River/UL-PantherRiver-01-River01.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Panther%20River/UL-PantherRiver-02-River02.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Panther%20River/UL-PantherRiver-03-River03.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Panther%20River/UL-PantherRiver-04-River04.jpg
:: Overview ::
This mod beautifies the Panther River east of Bravil. It focuses on the river and it's banks, making it a quietly and peacefully flowing stream through the lush forest.


RIVER ETHE: Version 1.0.1 - By Carel de Winter
Current Version Released 2009-Jul-18

:: Download (1.94 MB) ::
English: http://www.4shared.com/dir/5471136/1ca46086/River_Ethe.html, http://tesnexus.com/downloads/file.php?id=17330, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4462, http://theelderscrolls.info/?go=dlfile&fileid=323, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=156 | German: http://theelderscrolls.info/?go=dlfile&fileid=322, http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=1116, http://www.worldofelderscrolls.de/?go=dlfile&fileid=122 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___riviere_ethe.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/River%20Ethe/UL-RiverEthe-01-River01-.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/River%20Ethe/UL-RiverEthe-02-River02-.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/River%20Ethe/UL-RiverEthe-03-River03-.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/River%20Ethe/UL-RiverEthe-04-River04-.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/River%20Ethe/UL-RiverEthe-05-Waterfall-.jpg
:: Overview ::
This plugin continues the river Ethe in UL - Chorrol Hinterland to the Strid River at the southern border of western Cyrodiil.


ROLLING HILLS: ROLAND JENSERIC'S FARM: Version 1.3.2 - By Malachit
Current Version Released 2009-May-12

:: Download (29.3 MB) ::
English: http://www.4shared.com/dir/2576346/c34df7bd/Rolling_Hills.html, http://www.tesnexus.com/downloads/file.php?id=10768, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2741, http://theelderscrolls.info/?go=dlfile&fileid=251, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=157 | German: http://www.4shared.com/dir/2576346/c34df7bd/Rolling_Hills.html, http://theelderscrolls.info/?go=dlfile&fileid=241, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=703, http://www.worldofelderscrolls.de/?go=dlfile&fileid=113 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___collines_onduleuses___ferme_de_roland_jenseric.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Rolling%20Hills/Horsemeadow.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Rolling%20Hills/Sheepmeadow.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Rolling%20Hills/Mill.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Rolling%20Hills/Wheatfield.jpg
http://i87.photobucket.com/albums/k140/cthulhu314/Rolling%20Hills/Chicken.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Rolling%20Hills/Drinkingtrough.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Rolling%20Hills/Kitchengarden.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Rolling%20Hills/Barn.jpg
:: Overview ::
This plugin adds a Grass Hills environment between the Imperial City and Cheydinhal, complete with grazing sheep, a wheat field and a windmill.
Finally, after centuries of having to import food from neighboring provinces, the Imperial City has a farm relatively nearby. It happens to be north of the Blue Road, which connects the Red Ring Road with the village of Cheydinhal. Several farm buildings and fenced off pastures make Rolling Hills quite the idyllic agricultural dreamland. The farm workers are hard working, have schedules to keep, and have little time for idle pvssyr, so don't bug them too much. Otherwise, the Imperial City will not have enough food to feed the masses. And guess what? You are one of the masses!
The chickens were provided by http://farmersunite.myfreeforum.org/. The mill and the remaining new models in the mod were created by RA II.


STENDARR VALLEY: Version 1.2.1 - By Rancen
Current Version Released 2009-Jul-22

:: Download (0.34 MB) ::
English: http://www.4shared.com/dir/2152119/43324c26/Stendarr_Valley.html, http://www.tesnexus.com/downloads/file.php?id=7054, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1874, http://theelderscrolls.info/?go=dlfile&fileid=252 | German: http://theelderscrolls.info/?go=dlfile&fileid=207, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=28&func=fileinfo&id=365, http://www.worldofelderscrolls.de/?go=dlfile&fileid=114 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___vallee_de_stendarr.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://server6.theimagehosting.com/image.php?img=ulstendarrvalley.jpg
:: Overview ::
Stendarr Valley features a winter wilderness, a dead forest, and a few places of interest to the Jerral Mountains region. If you enjoy mountain climbing, exploring snow-covered regions, and plain old winter adventuring, this is the mod for you! But one must take care when one climbs in the Jerrals; it is easy to get hurt because falls can happen often, even when you are not expecting it . Remember, this is the wilds...quite a ways away from any healing temples, so pack plenty of potions. So many folk have been involved in mishaps while traveling through this region that the Cyrodiil Travelers' Guild only recommends this area if you are well-equipped and armored. Also, you might want to watch out for the wild beasts; wolves and bears are all over. Many an unwise adventurer has found themselves bleeding to death because of a few too many wild-beast bites. But, fear not! Perhaps you have a spell to control them? All-in-all, get ready for a decent adventure with some realistic mountaineering in the coldest part of Cyrodiil...BRRR!!!


THE DARK FOREST: Version 1.0.3 - By addiktive
Current Version Released 2009-Jul-22

:: Download (20.8 MB) ::
English: http://www.4shared.com/dir/2151783/641dcd2d/The_Dark_Forest.html, http://www.tesnexus.com/downloads/file.php?id=11162, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1513, http://theelderscrolls.info/?go=dlfile&fileid=253, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=158 | German: http://theelderscrolls.info/?go=dlfile&fileid=180, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=28&func=fileinfo&id=229, http://www.worldofelderscrolls.de/?go=dlfile&fileid=108 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___vallee_arcane.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
Optional: Download mmmp1ds' Dark Forest LowPolyGrass Patch: http://www.tesnexus.com/downloads/file.php?id=11162
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Dark%20Forest/UL-DarkForest-01-Collage.jpg
:: Overview ::
This plugin adds a UniqueLandscape to the area south of the Imperial City. It is called The Dark Forest. Located within the forest is Harcanes Grove, a place of magic and wonder, and Lorikh Village, a forsaken and cursed ruin of a village. The area features several new re-textured trees and plantlife along with unique creatures and ambience effects. Most of the rock ledges and tree logs are sittable. However, it is a good idea to not be sitting around for too long in this spooky environment. One never knows what will happen. In fact, there is a rumor that tells something about what happens to you if you fall asleep in The Dark Forest. But no one remembers how the rest of the rumor went. This mod is not recommended for players who are faint of heart. We warned you.
Please Visit The Dark Forest RELEASE Thread for the full feature description:http://www.elderscrolls.com/forums/index.php?showtopic=513149 Use Oblivion Mod Manager and load Slofs Horses AFTER The Dark Forest.
Optional: Use mmmp1ds' Dark Forest LowPolyGrass Patch to increase performance: http://www.tesnexus.com/downloads/file.php?id=11162



THE GREAT FOREST: ANCIENT REDWOODS: Version 1.6 - By Aelius
Current Version Released 2009-May-18

:: Download (3.2 MB) ::
English: http://www.4shared.com/dir/2151838/1b678a53/The_Great_Forest_-_Ancient_Redwoods.html, http://www.tesnexus.com/downloads/file.php?id=11163, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1418, http://theelderscrolls.info/?go=dlfile&fileid=243, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=144 | German: http://theelderscrolls.info/?go=dlfile&fileid=203, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=28&func=fileinfo&id=227, http://www.worldofelderscrolls.de/?go=dlfile&fileid=103 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___val_sylverouge.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Ancient%20Redwoods/UL-AncientRedwoods-01-Collage.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Ancient%20Redwoods/UL-AncientRedwoods-02-Before-After0.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Ancient%20Redwoods/UL-AncientRedwoods-03-Before-After0.jpg
:: Overview ::

This plugin adds a dense Redwood Forest to the Great Forest, south-east of Chorrol. Additionally, there are Kodiak Bears who inhabit the area and feature advanced AI. There are even families of Kodiaks. You'll see an advlt Kodiak protectively accompanying its cub or cubs. You can chase the cubs and they will play around, while the parents will keep a watchful eye on them, making sure they don't wander too far! The Kodiaks are all harmless to you, unless, of course, you attack them. The Kodiaks have a sleep schedule too. They'll find a suitable spot, and sleep soundly unless you or an enemy is nearby. In fact, we've included snoring sounds when the Kodiaks sleep! They will awake if you come to close, but if you're quiet enough, you'll be able to sneak around them without waking them from their sleep. They also have a keen interest in berries. You'll see the Kodiaks eating them occasionally. A Kodiak Den is provided, with a Kodiak family nearby. You can even use the den as a home if you'd like. It features a soft mossy interior with a log that you can sit on and sittable rocks, along with the sleeping area. Have yourself a good nap on the soft moss...pleasant dreams!


THE GREAT FOREST: LUSH WOODLAND: Version 1.3 - By Aelius
Current Version Released 2009-May-08

:: Download (2.07 MB) ::
English: http://www.4shared.com/dir/2151823/95ae629a/The_Great_Forest_-_Lush_Woodland.html, http://www.tesnexus.com/downloads/file.php?id=11164, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1649, http://theelderscrolls.info/?go=dlfile&fileid=250, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=155 | German: http://theelderscrolls.info/?go=dlfile&fileid=240, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=28&func=fileinfo&id=288, http://www.worldofelderscrolls.de/?go=dlfile&fileid=112 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___val_sylverin.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Lush%20Woodland/UL-LushWoodland-01-Inthewood01.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Lush%20Woodland/UL-LushWoodland-02-Inthewood02.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Lush%20Woodland/UL-LushWoodland-03-Scenicview.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Lush%20Woodland/UL-LushWoodland-04-Before-After01.jpg
http://i87.photobucket.com/albums/k140/cthulhu314/Lush%20Woodland/UL-LushWoodland-01-Inthewood01.jpg
:: Overview ::
The Lush Woodlands adds many more trees to the Great Forest, east of Chorrol. To match these green trees, the ground is now much more green, consisting of mostly grass and clover. Also, the ground without this mod is very jagged, consisting of many ugly vertices that pop out of the ground We have made the ground is much smoother. The ruin called "Lindai", directly east of Chorrol, now features a very, very detailed graveyard site, containing many tombstones. There's also added vertex shadows beneath the trees to further give the illusion of a dense forest with a thick tree canopy. The shadow that is added comes with no performance hit, so that's taken advantage of. The only thing that causes a performance hit is the added trees of course, but it's only an average of -3 frames per second loss. There is minimal FPS Loss. Please read this thread for more info and guides on optimising Oblivion.


THE HEATH: WETLAND: Version 1.1.1 - By Phitt
Current Version Released 2009-Jun-17

:: Download (3.25 MB) ::
English: http://www.4shared.com/dir/2151742/bfafb2b7/The_Heath.html, http://www.tesnexus.com/downloads/file.php?id=11165, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1598, http://theelderscrolls.info/?go=dlfile&fileid=254, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=159 | German: http://theelderscrolls.info/?go=dlfile&fileid=242, http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=28&func=fileinfo&id=282, http://www.worldofelderscrolls.de/?go=dlfile&fileid=115 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___marais_vivefeuilles.php | Russian: http://tes.ag.ru/oblivion/mods/UL_rus.shtml
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/The%20Heath/UL-TheHeath-01-Sunset.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/The%20Heath/UL-TheHeath-02-Atnight.jpg
:: Overview ::
This plugin adds a Heath/Wetland type environment to the County Kvatch area with additional Muskrats and features night-time mist effects and fireflies for ambience. When your adventurer becomes tired, most of the rock ledges and tree logs are sittable; the realism makes many an adventurer want to slow down and enjoy. However, we all know that the object of the game is not just to sit around and marvel at the landscape; do so if you want, though. It's up to you, because THE HEATH was the very first of the UniqueLandscapes, and still is considered by many to be one of the best. But aren't they all pretty good? It is hard to decide which is "the best." Centuries from now, scholars will be downloading remnants of THE HEATH and marveling, "This is the one that began it all." Who knows, there may be a new interpretation of the game out by then, called "Elder Scolls: UniqueLandscapes Version."


2.2: Modders Resources

6 DESERT LAND TEXTURES & 8 DESERT ROCKS - Modders Resource - By addiktive
Includes 6 Land textures & Meshes and Textures for 8 Rocks
:: Download ::
Link: http://www.4shared.com/dir/2151648/5eb8319e/Modders_resources.html

48 BLACKWOOD ROCKS - Modders Resource - By IAMTHEEMPEROR
Includes Meshes and Textures for 48 Blackwood Rocks
:: Download ::
Link: http://www.4shared.com/dir/2151648/5eb8319e/Modders_resources.html

CYRODIIL 'MODDERS RESOURCE' CELL GRID MAP:
This is an Oblivion Cell Numbered Grid Map of Cyrodiil, designed for Modders to utilise. It is in very high res to enable easy viewing.
http://server6.theimagehosting.com/image.php?img=OBOriginalCellGridMap.jpg

MODDERS RESOURCES RECOMMENDATIONS: http://elderscrolls.filefront.com/file/Land_Texturepack;77457


=======================================================================

Section 3

:: About the Project ::

3.1: The UL Modstitution

History: v1.0: 2006-Nov-19, v2.0: 2006-Dec-29, v2.1: 2007-Mar-10


Part One: Council Rules

1.) UL is led by a council that has the purpose to control the development of the UL project. The council members declare one of their own as the council spokesman whose job it is to organize votings and announce decisions that have been made.

2.) A vote by the council may be done in two ways:
- If a possible decision has been discussed upon and a majority of the council member unambiguously agree on it in the thread, the council spokesman announces that decision, by which it gets official.
- Otherwise the council spokesman organizes a voting by formulating "voting ballots" which get sent to the council members. He also counts the votes and announces the result.

3.) New council members have to be voted upon by the council. This includes both new modders and other people that help with aspects of UL. Council members can be removed from the council for cogent reasons by voting so.

4.) Before a mod gets the status of a "UL WIP mod" it must be voted upon by the council. The council also may deprive a mod of that status. If a UL WIP mod gets finished without becoming deprived during beta stage, it automatically gets an UL mod.

5.) Finished mods that were developed independently from UL may be voted upon by the council to make them UL mods. This includes formerly deprived UL WIP mods.

6.) Everybody may suggest mod ideas in the threads, but the council decides if a mod idea gets added to the OP and it also has the right to remove ideas.


Part Two: Modding Rules

1.) UL mods must be conflict free with all other UL mods.

2.) UL mods must not break any Vanilla Oblivion quests.

3.) UL mods must be lore friendly. They do not need to be cited in the lore and they do not have to explicitly follow the lore, but they must fit into the Elder Scrolls world.

4.) UL mods may not use outside resources without the owner's permission.

5.) UL mods shall focus on landscaping. Buildings, Quests, NPCs and/or creatures are allowed to be part of an UL mod only if they are essential for the credibility or the atmosphere of the mod.

6.) UL mods are allowed to edit cells outside of Cyrodiil only if this is needed to create a consistent landscape that also edits cells inside of Cyrodiil.

7.) When the mod is finished, a short description of the mod must be written to be posted in the release section. If any help is needed, contact any of the council members for assistance.

8.) UL Mods shall only use Shivering Isles resources if they are located in Sheogorath's Realm.


3.2: UL History

Chapter 1: Back around the end of May 2006, several modders, led by addiktive, had gotten tired of the vanilla landscapes. They knew that better and more interesting lands could be carved out of the Construction Set with a little bit of effort. They called their initial thread UniqueForests, because those were some of the first landscapes to be worked on. Later on, the title was switched to UniqueLandscapes to better define the actuality of their work. Little did they know back then, but they had created one of the most popular threads on ElderScroll.com/forums! They worked hard on their creation and positive results soon followed. Many downloads and positive comments later, by thread XX, addiktive had found new dreams and departed.

Chapter 2: There was lots of insecurity when addiktive left and no one was sure what would happen to the thread. Yzerman19, with little experience running threads, took over in the middle of September, righted the listing of UL mods (with assistance from the team) and started to renew the OP with fresh ideas. But the lack of an leading authority in the team caused further problems and ended in big verbal fights in the thread. To avoid this in the future, a collection of rules for UL, the "Modstitution", was written by DarkAsmodeous and cthulhu314. This cleared up some things but could not prevent long discussions in the public. So a second version of the modstitution was formulated by cthulhu314. Following the Modstitution v2.0, the UL council was founded with the initial members yzerman19, aberneth and cthulhu314.

List of old Release Threads: http://www.gamesas.com/bgsforums/index.php?showtopic=1008890, http://www.gamesas.com/bgsforums/index.php?showtopic=988694, http://www.gamesas.com/bgsforums/index.php?showtopic=975677, http://www.gamesas.com/bgsforums/index.php?showtopic=938831, http://www.gamesas.com/bgsforums/index.php?showtopic=891932, http://www.gamesas.com/bgsforums/index.php?showtopic=875786, http://www.gamesas.com/bgsforums/index.php?showtopic=852464, http://www.gamesas.com/bgsforums/index.php?showtopic=843082, http://www.gamesas.com/bgsforums/index.php?showtopic=830029
List of old Development Threads: http://www.gamesas.com/bgsforums/index.php?showtopic=931793, http://www.gamesas.com/bgsforums/index.php?showtopic=863881, http://www.gamesas.com/bgsforums/index.php?showtopic=863881

3.3: The Team

The UL Council: Arthmoor, cthulhu314 (spokesman), Vorians (user name "display name is already in use")
The currently active UL modders: Apallo, Carel de Winter, DarthSloth74, GrandDukeAdense, MarcH, Verganon
German Translations: ThreeD
French Translations: Roi_liche
Russian Translations: DJk
Patch Makers: Arthmoor, Vorians (user name "display name is already in use")
OMOD Manager: Kerghan55
UL teaser video: Egger3rd
Wiki pages Manager: MiSP
Thread I to XX Manager: addiktive
Thread XXI to XXXII Manager: Yzerman19
Thread XXXIII to ??? Manager: cthulhu314
Founder of UL: addiktive
Special Credits go to our Beta Testers and all Forum Posters!
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Thu May 26, 2011 9:26 pm

Looking forward to playing this when I start playing Oblivion again.

Note that the teaser video link is no longer valid. Is there an updated link?
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Fri May 27, 2011 9:34 am

That last 10% to finish on ULs can be the trickiest...
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Fri May 27, 2011 12:36 pm

Jesus [censored] christ. This is still going. I see I have a few new ones to download. GJ, guys :goodjob:
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Fri May 27, 2011 7:47 am

Jesus [censored] christ. This is still going. I see I have a few new ones to download. GJ, guys :goodjob:

This literally will never end...at least not until ES V is on the shelves...
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Fri May 27, 2011 4:21 am

I'm currently running all the UL mods and have recently updated them, thanks to the many updates made available this year. Thanks for the all the hard work, folks!
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Fri May 27, 2011 9:54 am

This literally will never end...at least not until ES V is on the shelves...


...at which point the process will begin anew :)
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Fri May 27, 2011 10:00 am

...at which point the process will begin anew :)

Which will be another great day!!!!
User avatar
M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Fri May 27, 2011 1:23 am

i've always wanted to ask but always forgotten: does UL use the vanilla water at all or you modified it too?

i use the http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3247, i guess this also should be loaded before UL.
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Fri May 27, 2011 1:44 am

I don't recall any of the ULs modifying the water, so whatever water replacement mod you use should work fine.
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Fri May 27, 2011 12:33 am

I don't recall any of the ULs modifying the water, so whatever water replacement mod you use should work fine.

oops, thx for the quick answer...asked because just read above about natural water compatibility although i don't know that water mod. only use natural vegetation from natural env.
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Fri May 27, 2011 7:29 am

Natural Water is a part of the Natural environments mod.
And normally, in cases where you are uncertain of the load order, just put the UL mods as close to the bottom as possible, and it'll sort out your problems. :)


I can never say it enough, Great Work guys! Keep it up! :D
User avatar
Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Fri May 27, 2011 12:39 pm

Quick question -

I want to try out some new dungeon mods, but I'm unsure about their compatibility with UL, they're all from the same modder and are getting quite old, they look ok but I wouldn't use them if they would conflict with any of the UL's, anyway, the list:

Ruins of Tarnesia http://www.tesnexus.com/downloads/file.php?id=6372
Fort Krakatus http://www.tesnexus.com/downloads/file.php?id=8431
Fort Ferrion http://www.tesnexus.com/downloads/file.php?id=6397
Fort Charrish http://www.tesnexus.com/downloads/file.php?id=7100
Fort Falkenshire http://www.tesnexus.com/downloads/file.php?id=9404
Edolsians Furnace, Kamal Volcano Lava Caves http://www.tesnexus.com/downloads/file.php?id=6660
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Thu May 26, 2011 10:26 pm

Aren't you lucky I saw this!

I had tested out pretty much all independently made dungeons at one point and was specifically looking for conflicts with other mods. Here is what my notes say (as I don't recall each dungeon visually):

Ruins of Tarnesia - no conflicts
Fort Krakatus - no conflicts
Fort Ferrion - Black Rock mountain and Necromancer and Moriacis
Fort Charrish - The only way to access is through a magic portal left on the IC waterfront peninsula and if yu have BC it will conflict (plus it looks ugly)
Fort Falkenshire - will conflict with the even older mod Lair of the Hydra and the more current mod 300_Feudal Empire (and update of knights of the white stallion)
Edolsians Furnace - again with the portal on the IC waterfront (and a second portal at that).

If anyone is interested here are some other independent dungeon conflicts:

Mouth of the serpent has conflicts with Midas Magics Beholden shrine (all for yet another portal entrance at that)
Molag Fel puts a portal entrance near rune stone near anvil and does conflict with Lost Coast UL
Black Rock Mountain will conflict with the Necromancer and Fort Ferrion and Moriacis; however, if you use ZiggyX's patch for Moriacis you can almost get away with having Fort Ferrion Necromancer and Moriacis loaded - gotta juggle load order.
A Strage Cave will conflict with Bravil docks and therefore Better Cities (I think I heard it messes up a theives guild quest too).
Ancient Goblin city will be conflicting heavy with the Sancre Tor/Blades mod coming out.
Fogotten Tomb will conflict with UL lost coast badly
Rivana - will conflict with River Ethe UL
Island of Fire - will conflict with Vile Lair and fort Akatosh (which need a patch to work together anyway)
Crypt of Decay - will conflict with Bravil Barrowfields UL

I think that is all I wrote down. What I did do was clean the following dungeons:
1. Gelden Halls
2. Darbenshire Keep
3. Fort Krakatus
4. Fort Ferrion
5. Ruins of Tarnesia
6. Torynwyll
7. Ruins of Nalcarum
8. Cave of Lost Souls
then remove things like travel to and visible map markers
then merged them into a 'dungeon pack'.
They all work with the currently released UL mods.

And as you may know the Edolsian mod Gaelendryl is patched for UL already.
The thing about these older dungeon mods is that if you have either darker dungeons or let there be darkness these will not be affected.
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Fri May 27, 2011 12:48 am

I'm happy to announce that Unique Landscapes is now completely compatible with the upcoming Kragenir's Death Quest mod. Thanks 'display name is already in use'!

Party at my place? :celebrate:
User avatar
Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Fri May 27, 2011 9:46 am



:lol: glad indeed, this will save me a lot of time not having to test them all, I too merged them in a dungeon pack before I actually realised I should test them
Anyway, wanted to say thanks and would like to ask for more :) if you know anything about conflicts with the following mods, if not, I'm going to test myself later on

CDEP - Underpall Cave
Temple of Zealots
Unique Dungeons - Lichs Lair
Unique Dungeons - Lost Glory

Also the following aren't really dungeons or part of Tamriel mainland but if you know conflicts with other mods (conflicting mods for SI for Aeris Zul)

ImpeREAL Empire - Unique Forts
The Ruins of Aeris Zul
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Fri May 27, 2011 6:43 am

I've been away for some time. What (and where) exactly is this Ravenview and Cloudtop patch? And how was it done...as they both pretty extensively used the same space?
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Fri May 27, 2011 11:38 am

The patch is here: http://www.tesnexus.com/downloads/file.php?id=13834 assuming you meant where to get it.

It was a rather complex operation. The fort ruins that were sitting in the same place as Ravenview were the biggest issue. I had to start by loading only Cloudtop and an empty patch ESP into the CS, move the fort, then once that was done I loaded both mods and the patch into the CS and fixed the remaining issues. Land tears, trees inside buildings, etc. Far easier to do without the fort and the buildings all clashing with each other. Would have been 10x more of a pain to move the village instead due to all the persistent objects and the fact that it was designed with the assumption that you'd be looking over the cliff south into Cyrodiil.
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Fri May 27, 2011 4:56 am

It really makes me happy that this project is still up and running for so long. UL hasn't stopped swinging yet :P

Kinda sad since there is little modders on the project...are such teams looking for help?
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Thu May 26, 2011 8:31 pm

It really makes me happy that this project is still up and running for so long. UL hasn't stopped swinging yet :P

Kinda sad since there is little modders on the project...are such teams looking for help?

UL will never die...
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Fri May 27, 2011 6:59 am

It really makes me happy that this project is still up and running for so long. UL hasn't stopped swinging yet :P

Kinda sad since there is little modders on the project...are such teams looking for help?


UL doesn't work as a team. Each modder works individually on their own UL area, taking as long as they want (though of course if a UL modder wanted assistance they can always work with other modders). If you're interested in creating your own UL mod, please PM cthulhu with a brief description of the location you're interested in and any ideas and plans you might have for the location. If you already have something which you've been working on, you could send him that too. Cthulhu will then present your request to the rest of the UL Council for initial acceptance. And then if it doesn't get accepted, you can still work on the mod as a non-UL mod anyway, obviously!
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Fri May 27, 2011 12:11 am

I found massive land tear from Blackwood Forest, near Leyawiin. Since I'm also using Better Cities, I suspect this is a result of a minor mod conflict. This might need a compatibility patch.
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Thu May 26, 2011 10:52 pm

Today I noticed there is an area east of sewers exit where water is too high compared to sea level. There is a hugr rock and on both sides the water level is floating in the air. It is caused by UL for sure, I guess from Imperial Isle since it is the only part that edits this part. Confirmed by deactivating omod. Is this solved in newest release 1.4.6?


EDIT: loaded 1.4.6 and everything is OK!

What is the difference if I choose to overwrite distant lod in Tamriel cells when I am ask during UL instalation and if I don't. Is it a must? When installing 1.4.2 i did overwrite, but don't know what exactly I did.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Fri May 27, 2011 5:46 am

If you overwrite the Vanilla Distant LODs, you'll be able to see the stuff added/altered by Unique Landscape from afar.
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Fri May 27, 2011 11:54 am

What is the difference? Which looks better?
User avatar
Emma-Jane Merrin
 
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