The Unique Landscapes Project

Post » Wed Aug 11, 2010 4:59 pm

Welcome to...

?The
Unique
?Landscapes

??????Project

??????Thread LXI

Here you find our current releases and information about updates. Praise, criticism, questions and bug reports should be posted in here. The previous Release Thread can be found http://www.gamesas.com/index.php?showtopic=1076009.
If you are interested in becoming a UL modder, if you have ideas for a new UL mod or if you already are a UL modder and have a problem with your WIP mod, this is the right place to post in.

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.

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: 23 ** Work-in-progress: 4 ** Planned: 1 **

:: Progress Status ::
████████████████████ Kvatch Lowlands
████████████████████ River Strid
████████████████████ Silverfish River Valley
███████████████████ Snowdale


:: UL Map ::
These maps show the location of all released and WIP mods: http://bettercities.free.fr//UniqueLandscapes/Maps/UniqueLandscapesGridMapReleased.jpg | http://bettercities.free.fr//UniqueLandscapes/Maps/UniqueLandscapesGridMapReleasedAndWIP.jpg. Thanks go to worm82075 for the original map PSD resource file, available here: http://www.tesnexus.com/downloads/file.php?id=23939.

:: Latest Headlines ::
2010-Mar-13: Beaches of Cyrodiil: The Lost Coast was updated to v1.6.4...2010-Feb-19: The Dark Forest was updated to v1.0.4...2010-Feb-17: Stendarr Valley was updated to v1.2.2...2010-Feb-14: Skingrad Outskirts was released...2010-Jan-25: Cloudtop Mountains was updated to v1.0.3...2010-Jan-16: Aspen Wood was updated to v1.0.1...2010-Jan-10: Arrius Creek was updated to v1.1.3...2009-Dec-20: Blackwood Forest was updated to v1.0.3...2009-Dec-18: Entius Gorge was updated to v1.2...2009-Dec-17: River Ethe was updated to v1.0.2...2009-Dec-17: Ancient Yews was updated to v1.4.2...2009-Dec-17: Cheydinhal Falls was updated to v1.0.1...2009-Dec-17: Aspen Wood was released...2009-Dec-12: Bravil Barrowfields was updated to v1.3.3...2009-Dec-13: Blackwood Forest was updated to v1.0.2...2009-Dec-13: Imperial Isle was updated to v1.6.4...2009-Dec-12: Cloudtop Mountains was updated to v1.0.2...2009-Dec-07: Beaches of Cyrodiil: Lost Coast was updated to v1.6.3...2009-Oct-24: Colovian Highlands was updated to v1.2.1...2009-Nov-03: Landscape LOD files are available for any combination of the UL mods Arrius Creek, Cheydinhal Falls, Entius Gorge and Rolling Hills...2009-Oct-24: Colovian Highlands was updated to v1.2...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. Apallo I
* St. Arthmoor I
* St. bananasplit II
* St. Carel de Winter III
* St. Gondor Wache I
* St. GrandDukeAdense I
* St. Malachit III
* St. Meg I
* St. Phitt II
* St. Rancen I
* St. roobsi I
* St. trollf I

Content
1 User Information
1.1 FAQ
1.2 Compatibility Issues
1.3 Other Known Issues
2 The Mods
2.1 Released UL Mods
2.2 Work-in-Progress UL Mods
2.3 Planned UL Mods
2.4 UL Mod Ideas
2.5 Modder's Resources
3 The Project
3.1 The UL Modstitution
3.2 Becoming a UL modder
3.3 UL History
3.4 The Team


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

Section 1

:: User Information ::

1.1: FAQ

- Is UL compatible with ? 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? Yes, but it is not maintained by the UL Council. The file can be downloaded from http://www.tesnexus.com/downloads/file.php?id=19370, and requires Oblivion Mod Manager to install. Because the UL Council does not maintain this compilation, we cannot promise that the latest versions of each UL is included, but Kerghan is fairly prompt to update as needed.

- 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. We recommend loading the UL mods nearer the end of your load order.

- 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 uninstall the UL mods if needed and (even without using .omods) to adjust the load order.

For having correct LOD landscape when using more than one of the UL mods Arrius Creek, Cheydinhal Falls, Entius Gorge and Rolling Hills together, you have to download one of the UL landscape LOD patches available on http://tesnexus.com/downloads/file.php?id=27495.

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 see 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:
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.
Better Cities The ESPs from this mod have to be loaded after all UL mods.
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.
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.
Open Better Cities The ESPs from this mod have to be loaded after all UL mods.
Open Cities The ESPs from this mod have to be loaded after all UL mods.
StarX Vanilla Vampires Revised: This mod has to be loaded after Stendarr Valley.
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
Many popular mods which conflict with one or more UL have had patches created to fix the conflicts. Most of these patches can be downloaded individually from http://www.tesnexus.com/downloads/file.php?id=13834. There is also a compilation OMOD package available http://www.tesnexus.com/downloads/file.php?id=21496, but (like the OMOD compilation of the ULs themselves) this is not maintained by the UL Council so we cannot promise that the latest versions of each UL patch is included, however Chaky is fairly prompt to update as needed. The compilation includes a few patches not found on the Nexus page offering the individual patches (the ones not made by UL Council members).
If no special instruction is given, the non-UL mod has to be loaded first, then the UL mod and last the patch. Check the patch readmes to confirm load order as there are some exceptions to this.

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.
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.
=======================================================================

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 1.4.2 - By Carel de Winter
Current Version Released 2009-Dec-13

:: Download (2.24 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, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=145 | 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 1.1.3 - By Malachit
Current Version Released 2010-Jan-10

:: 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
:: Landscape LOD Patches ::
http://tesnexus.com/downloads/file.php?id=27495
:: 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.


ASPEN WOOD: Version 1.0.1 - By Apallo
Current Version Released 2010-Jan-16

:: Download (21.76 MB) ::
English: http://www.4shared.com/dir/25810331/1f344e9a/Aspen_Wood.html, http://tesnexus.com/downloads/file.php?id=28763, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6038, http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=231
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Aspen%20Wood/UL-AspenWood-01-Hilltop.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Aspen%20Wood/UL-AspenWood-02-LakeShore.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Aspen%20Wood/UL-AspenWood-03-Shrine.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Aspen%20Wood/UL-AspenWood-05-WoodmansLodge.jpg
:: Overview ::
Aspen woods overhauls an area placed between Cerbele River and Silverfish River, bordered by Entius Gorge and the Yellow Road. It adds cascading waterfalls, more realistic foliage, legion outposts and scenic lookouts. Enjoy a peaceful spot, filled with dense wood surrounding a beautiful lake placed in the middle of nowhere.


BEACHES OF CYRODIIL: LOST COAST: Version 1.6.4 - By aberneth
Current Version Released 2010-Mar-13

:: Download (3.89 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 1.0.3 - By roobsi
Current Version Released 2009-Dec-20

:: Download (1.15 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 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___boinoir.php
:: 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 1.3.3 - By bananasplit
Current Version Released 2009-Dec-13

:: Download (1.91 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 1.0.1 - By Meg.
Current Version Released 2009-Dec-17

:: Download (7 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 | French: http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/ct___les_chutes_de_cheydinhal.php
:: Landscape LOD Patches ::
http://tesnexus.com/downloads/file.php?id=27495
:: 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 1.0.3 - By bananasplit
Current Version Released 2009-Jan-25

:: Download (2.15 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 1.2.1 - Malachit
Current Version Released 2009-Nov-22

:: Download (55.1 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 1.2 - By Phitt
Current Version Released 2009-Dec-18

:: Download (1.08 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
:: Landscape LOD Patches ::
http://tesnexus.com/downloads/file.php?id=27495
:: 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 1.6.4 - By Gondor Wache
Current Version Released 2009-Dec-13

:: Download (586 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 1.0.2 - By Carel de Winter
Current Version Released 2009-Dec-17

:: Download (2 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
:: Landscape LOD Patches ::
http://tesnexus.com/downloads/file.php?id=27495
:: 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.


SKINGRAD OUTSKIRTS Version 1.0.0 - By GrandDukeAdense & Vorians
Current Version Released 2010-Feb-14

:: Download (7.44 MB) ::
English: http://www.4shared.com/dir/31155456/ff1498d/Skingrad_Outskirts.html, http://www.tesnexus.com/downloads/file.php?id=29948, http://www.invision.tesalliance.org/forums/index.php?/files/file/342-unique-landscapes-skingrad-outskirts/
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Skingrad%20Outskirts/UL-SkingradOutskirts-01-Road01.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Skingrad%20Outskirts/UL-SkingradOutskirts-02-Road02.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Skingrad%20Outskirts/UL-SkingradOutskirts-03-Road03.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Skingrad%20Outskirts/UL-SkingradOutskirts-04-Creek.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Skingrad%20Outskirts/UL-SkingradOutskirts-05-Slope.jpg
:: Overview ::
This mod redesigns the surroundings of Skingrad. It adds a small river as well as lots of cliffs and in general, the vegetation gets densified and more detailed. In addition to the landscape improvements, Skingrad Outskirts adds new farms, and also implements ruins of farms, abandoned by their owners for unknown reasons and reconquered by nature.


STENDARR VALLEY: Version 1.2.2 - By Rancen
Current Version Released 2010-Feb-17

:: 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://www.tesnexus.com/downloads/images/7054-2-1206195399.jpg | http://www.tesnexus.com/downloads/images/7054-1-1206195399.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 1.0.4 - By addiktive
Current Version Released 2010-Feb-19

:: Download (21.33 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.


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: Work-in-Progress UL Mods

KVATCH LOWLANDS - By Ddraiggoch06
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Kvatch%20Lowlands/UL-KvatchLowlands-01-Well.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Kvatch%20Lowlands/UL-KvatchLowlands-02-Farm.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Kvatch%20Lowlands/UL-KvatchLowlands-03-NecroLair.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Kvatch%20Lowlands/UL-KvatchLowlands-04-Waterfall.jpg
:: Overview ::
This mod overhauls the barren area North of Kvatch. Sightseers will appreciate the luscious landscape full of forests, waterfalls and rivers, whilst skilled adventurers will be rewarded if they stumble across long lost treasure. Small shrines, lost ruins and traces of the mighty Ayleids dot the landscape, making the area perfect for explorers and adventurers alike.
Current Progress: ████████████████████

RIVER STRID - By Carel de Winter
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/River%20Strid/UL-RiverStrid-01-RiverStrid.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/River%20Strid/UL-RiverStrid-02-AnotherSunset.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/River%20Strid/UL-RiverStrid-03-ALongWayUp.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/River%20Strid/UL-RiverStrid-04-TheHouseontheEdge.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/River%20Strid/UL-RiverStrid-05-AHoleintheRoof.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/River%20Strid/UL-RiverStrid-06-BuildingsamongtheR.jpg
:: Overview ::
River Strid overhauls the southern border river of western Cyrodiil. It elevates the water of the Strid River, improves its surroundings and creates a whole new landscape on the other side of the border. This mod stretches the project definition of UL to the max and is by far Carel de Winters most ambitious mod. It contains two new world spaces, a Castle and the darkest thickest forests yet seen. There are rapids, an underground village on a lake built out of old ayleid bits and pieces, mountain streams, marshlands, and more waterfalls than you could shake a stick at. Carel is teaching himself how to use Nifskope and blender, so there will be a lot of custom meshes and you will be seeing things that oblivion has never seen before.
Current Progress: ████████████████████

SILVERFISH RIVER VALLEY - By DarthSloth74
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Silverfish%20River%20Valley/UL-SilverfishRiverValley-01-Silverf.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Silverfish%20River%20Valley/UL-SilverfishRiverValley-02-Silverf.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Silverfish%20River%20Valley/UL-SilverfishRiverValley-03-Imperia.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Silverfish%20River%20Valley/UL-SilverfishRiverValley-04-Graveya.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Silverfish%20River%20Valley/UL-SilverfishRiverValley-05-Imperia.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Silverfish%20River%20Valley/UL-SilverfishRiverValley-06-Path.jpg
:: Overview ::
This mod overhauls the Silverfish river, including the island of Fort Grief. The surrounding wood becomes thick fir forest full of broken rocks, with hidden paths and lost clearings. The river itself gets spiced up with a gorge-like area and a large waterfall called Stredria Falls. Above the falls, a large ruined memorial sits atop the hill and offers beautiful views of the valley. Existing content gets improved: Fort Arus gets enlarged, Cadlew chapel has an included graveyard and tomb, with far more obvious signs of necromantic activities, and the Imperial Bridge is now way more easy to find, including a proper stable, a relaxing garden as well as an obvious cliff top path that leads to the end with proper signposting and pathway lanterns. Nenalata gets changed into a much bigger and significant Ayleid ruin with an ancient Ayleid harbour and lighthouse. And finally, there will be additional landmarks like an abandoned ranger camp and the ruins of a very large Imperial fort called Fort Commadrius.
Current Progress: ████████████████████

SNOWDALE - By Verganon
:: Screenshots ::
http://i87.photobucket.com/albums/k140/cthulhu314/Snowdale/UL-SnowDale-01-Canyon.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Snowdale/UL-SnowDale-02-WinterForest02.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Snowdale/UL-SnowDale-03-CloudRulerTemple.jpg | http://i87.photobucket.com/albums/k140/cthulhu314/Snowdale/UL-SnowDale-04-Road.jpg
:: Overview ::
Snowdale overhauls the Jerall Mountains around Bruma. It creates a rough, but beautiful snow landscape with cliffy mountain sides. At the east, an idyllic dale including an icy lake is surrounded by dense conifer wood. At some places, the civilization has left heavy signs: The wood around Bruma is lumbered at many places and in the mountains there are still remains of camps built in ancient wars.
Current Progress: ███████████████████


2.3: Planned UL Mods

These mods are assigned to a modder, but not yet started.

ALPINE MOUNTAINS v1.0 - By Carel de Winter
:: Screenshots ::
http://i80.photobucket.com/albums/j190/Carel_de_Winter/On-the-ice.jpg | http://i80.photobucket.com/albums/j190/Carel_de_Winter/Glacier.jpg | http://i80.photobucket.com/albums/j190/Carel_de_Winter/Jerall-Mountains.jpg
:: Samples ::
http://www.bigfoto.com/themes/nature/landscapes/mountains-snow-j4vd.jpg | http://www.du.edu/clipart/mountain.jpg
:: Overview ::
This plugin adds an Alpine Mountains Region to the Jerall Mountains. It has been started but is currently on hold due to common problems with LOD.


2.4: UL Mod Ideas

Sorry, currently we don't have any mod ideas to offer.


2.5: Modder's 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

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: Becoming a UL modder

Why should I participate in UL?
To be a UL modder has some advantages, compared to being a member of other big projects:
  • The relaxed ambience: There is no haste. UL mods usually get developed independently from each other, so nobody's work depends on your mod getting finished. If you have responsibilities that leave you little time to work on UL, be it the ominous thing called real life or other modding projects, this is no problem. Quality is more important than speed, so take your time!
  • The fun: In UL you can be creative. Of course your mod has to match the quality standards of UL and there are a few rules regarding the mod's content, but besides that you are free to design your mod the way you like, including fancy ideas and gimmicks.
This shall in no way be a try to poach modders from other big modding projects. We just want to show that it is okay to do an UL mod as a side project, as something you can relax on when whatever else you do gets rough on you.

Are there any special requirements I have to meet?
  • You need to have some experience with the CS. Of course you can always ask for help in the threads, but we simply don't have the manpower to teach you modding.
  • The UL team is much more loosely organized than most modding projects because of its special scope, but you still need to follow some rules. The UL modstitution rules are enlisted in Section V of this post; please take a look at them and see if your plans fit into UL prior to volunteering to do a UL mod.
What kind of Landscapes may I create?
You can either implement one of our mod ideas which can be found below in Section IV or you can realize your own ideas. To get an impression of what can be done within the scope of UL aside from the given ideas, take a look at the descriptions and screenshots of our releases and WIPs. And don't worry if you would like to implement an idea in a different way or want to realize a completely different concept in an ideas location: Those mod ideas are not carved in stone, they are simply proposals. Just check in the UL modding rules (they can be found at the end of this post) if your vision fits into UL.

Okay, I am convinced, what do I have to do to become an UL modder?[list=1]
[*]Decide which mod idea you would like to realize. If you want to implement your own concept, formulate a description with a few words, including the location. If you want to implement one of the existing mod ideas, think about how you would like to realize it, what you want to change and describe that with a few words.
[*]Send your plans to the UL council spokesman (currently cthulhu314). He will forward it to the other council members.
[*]If your plans get accepted by the UL council (usually they will ;)), a few things have to be discussed (an initial cell list for the location, the name of the mod, ...), then your mod will get enlisted here as a WIP mod.


3.3: 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/index.php?showtopic=1076009, http://www.gamesas.com/index.php?showtopic=1060682, http://www.gamesas.com/index.php?showtopic=1045160, http://www.gamesas.com/index.php?showtopic=1021457
List of old Development Threads: http://www.gamesas.com/index.php?showtopic=1017184

3.4: The Team

The UL Council: Arthmoor, cthulhu314 (spokesman), Vorians (user name "display name is already in use")
The currently active UL modders: Carel de Winter, DarthSloth74, GrandDukeAdense, 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 LVIII Manager: cthulhu314
Thread LVIX to ??? Manager: Vorians (user name "display name is already in use")
Founder of UL: addiktive
Special Credits go to our Beta Testers and all Forum Posters!
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Thu Aug 12, 2010 2:12 am

Well, to start off this new thread, I'll announce another one of my compatibility patches. That sounds like a good idea, I think.

I've just uploaded a new patch for http://www.tesnexus.com/downloads/file.php?id=21284 and http://www.tesnexus.com/downloads/file.php?id=16818, resolving the land height conflict all around the Well House. Do be aware that this patch will NOT work with the original release of Amen'thalas Well House from 2008. It is only for versions released this year in 2010 (currently there's beta v4 available). It's doubtful that future releases of Amen'thalas Well House will need me to update the patch, but if they do, I'll update!
User avatar
Cash n Class
 
Posts: 3430
Joined: Wed Jun 28, 2006 10:01 am

Post » Wed Aug 11, 2010 6:57 pm

Congrads for officially becoming the 4th manager of the thread!
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Wed Aug 11, 2010 11:56 pm

I am using Colovian Highlands and I found two cave doors missing some textures:
http://img341.imageshack.us/i/screenshot31b.jpg/
Here is a screen from FormID Finder4:
http://img215.imageshack.us/i/screenshot30v.jpg/
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Thu Aug 12, 2010 4:06 am

I am using Colovian Highlands and I found two cave doors missing some textures:
http://img341.imageshack.us/i/screenshot31b.jpg/
Here is a screen from FormID Finder4:
http://img215.imageshack.us/i/screenshot30v.jpg/


Thanks for reporting that. As it happens, there are no missing textures, but for some reason the NIF itself is blacking out instead of showing the texture. I guess some shadowing setting or something (notice the technical terms I use to show I know what I'm talking about) must be accidentally maxed out. Or zeroed out. Or something. Will be fixed whenever Colovian Highlands gets an update. Somehow.
User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Thu Aug 12, 2010 2:46 am

I am installing all the Unique Landscapes mods.
As I wander to try them sometimes I find a little glitch that I like to report for a possible future fix.
I have just reported a few in previous posts.
I would like to try to fix them just for my game in the CS and I would like to know if it is possible to fix everything just in one esp, loading all UL mods at the same moment in the CS.
I know that doing it this way I will create dependencies to all mods but I don't care about that as I will not remove them.

I want just report something I found on Arrius Creek:
a floating tree (cell 34,29) http://img443.imageshack.us/i/screenshot27a.jpg/
In cell 27,29, just after "Hammer Mill" there is this rock with different textures but I don't know if it is Ok or not:
http://img408.imageshack.us/i/screenshot28w.jpg/
http://img697.imageshack.us/i/screenshot33n.jpg/

In the Arrius Creek-Ancient Yews patch there is this little rock out of place:
http://img202.imageshack.us/i/screenshot29s.jpg/

In BravilBarrowfields two floating trees in cell 10,-15
http://img535.imageshack.us/i/screenshot34bu.jpg/
User avatar
KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Wed Aug 11, 2010 11:34 pm

I am installing all the Unique Landscapes mods.
As I wander to try them sometimes I find a little glitch that I like to report for a possible future fix.
I have just reported a few in previous posts.
I would like to try to fix them just for my game in the CS and I would like to know if it is possible to fix everything just in one esp, loading all UL mods at the same moment in the CS.
I know that doing it this way I will create dependencies to all mods but I don't care about that as I will not remove them.


We really don't recommend doing that. Instead, you should just fix each issue directly in each ESP.
User avatar
Stephy Beck
 
Posts: 3492
Joined: Mon Apr 16, 2007 12:33 pm

Post » Wed Aug 11, 2010 1:50 pm

We really don't recommend doing that. Instead, you should just fix each issue directly in each ESP.

Thank you.
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Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Wed Aug 11, 2010 5:52 pm

I was looking at Cheydinhall Falls, which I installed along with the Blood&Mud patch and in cell 31,20 I found this: http://img7.imageshack.us/i/screenshot35lt.jpg/
It looks like ground but you can walk/swim trough it and under it you can see the landscape as it should be: http://img7.imageshack.us/i/screenshot36o.jpg/
I gave a look at the location I pointed in Arrius Creek in my previous post (cell 27,29) and it looks the same: http://img338.imageshack.us/i/screenshot37g.jpg/
Swimming through you can see: http://img85.imageshack.us/i/screenshot38l.jpg/
So I think this is not a bug/glitch in the mod.
Sorry for my English but I hope you can understand.
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Wed Aug 11, 2010 2:20 pm

Hi.

I've come across a Rip in the castle wall surrounding The White Horse Lodge.

[IMG]http://i667.photobucket.com/albums/vv32/Nilms09/WhiteHorseLodge.jpg[/IMG]

I'm using The latest Full OMOD version of This great MoD.

If the Rip is not caused by This.Please accept my appology.

Thank you all for a wonderfull and beahtifull Mod.

James. :foodndrink:
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Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Wed Aug 11, 2010 11:29 pm

Are you talking about the White Stallion Lodge? If so, that's not covered by a UL. That's probably something you need to take up with the Feudal Empire guys.
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Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Thu Aug 12, 2010 12:03 am

Imperial Isle 1.6.5 has been uploaded to Nexus and TESA.

- Fixed a land tear next to Vilverin.
- Added some more Ayleid structure clutter to the island.

Users of Region Revive will need to download version 1.3.3 of that patch from the http://www.tesnexus.com/downloads/file.php?id=13834
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Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Wed Aug 11, 2010 7:37 pm

Are you talking about the White Stallion Lodge? If so, that's not covered by a UL. That's probably something you need to take up with the Feudal Empire guys.


Hi Arthmoor.

Thank you for the information.

I posted it here because your the Pro's when it comes toknowing how to fix these problems. :tops:

Cheers.

James. :foodndrink:
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Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Wed Aug 11, 2010 10:12 pm

quick question....the only colovian UL area you are providing a lod mesh for is Brena River (60.-64.00.32) ...right ????

regards

onra
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Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Wed Aug 11, 2010 6:45 pm

Dark Forest 1.0.5 is up now at Nexus and TESA. This one fixes the error in the script with the dream sequence videos. They will no longer loop when accessing menus while passing through the area at night.

@onra: Correct. Brena River is the only LOD mesh for the Colovian region.
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Lucie H
 
Posts: 3276
Joined: Tue Mar 13, 2007 11:46 pm

Post » Wed Aug 11, 2010 9:15 pm

Dark Forest 1.0.5 is up now at Nexus and TESA. This one fixes the error in the script with the dream sequence videos. They will no longer loop when accessing menus while passing through the area at night.

@onra: Correct. Brena River is the only LOD mesh for the Colovian region.



thx

so I have to provide just one lod patch for my Hammerfell map :-)
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Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Wed Aug 11, 2010 4:42 pm

Dark Forest 1.0.5 is up now at Nexus and TESA. This one fixes the error in the script with the dream sequence videos. They will no longer loop when accessing menus while passing through the area at night.

@onra: Correct. Brena River is the only LOD mesh for the Colovian region.


Cheers for your (and the rest of the UL team's) continued support, even for the older ULs. :D :foodndrink:
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Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Wed Aug 11, 2010 5:03 pm

I was looking at Cheydinhall Falls, which I installed along with the Blood&Mud patch and in cell 31,20 I found this: http://img7.imageshack.us/i/screenshot35lt.jpg/
It looks like ground but you can walk/swim trough it and under it you can see the landscape as it should be: http://img7.imageshack.us/i/screenshot36o.jpg/
I gave a look at the location I pointed in Arrius Creek in my previous post (cell 27,29) and it looks the same: http://img338.imageshack.us/i/screenshot37g.jpg/
Swimming through you can see: http://img85.imageshack.us/i/screenshot38l.jpg/
So I think this is not a bug/glitch in the mod.
Sorry for my English but I hope you can understand.

I give an update on this problem.
I tried to load the save game disabling all plugins and then enabling them one at a time.
Doing so I realized that the glitch you can see in the screenshots only occurs when Castle Wolfspike is loaded (no matter if the UL patch is loaded too).
Any idea about this?
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Thu Aug 12, 2010 1:58 am

I give an update on this problem.
I tried to load the save game disabling all plugins and then enabling them one at a time.
Doing so I realized that the glitch you can see in the screenshots only occurs when Castle Wolfspike is loaded (no matter if the UL patch is loaded too).
Any idea about this?


Your screenshots show the LOD land mesh which is meant to be beneath the land you walk on. It's gotten above the walkable land in those locations, so one of your mods has changed landheight at those locations. You've already determined which mod it is - Castle Wolfspike - now there's not much you can do about that, either accept it and use Castle Wolfspike, or don't accept it and uninstall Castle Wolfspike. You could also choose to regenerate the LOD land mesh for the quad that mod occupies, but that's rather fiddly from what I've read by others who've created LOD land meshes.
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Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Wed Aug 11, 2010 10:06 pm

Your screenshots show the LOD land mesh which is meant to be beneath the land you walk on. It's gotten above the walkable land in those locations, so one of your mods has changed landheight at those locations. You've already determined which mod it is - Castle Wolfspike - now there's not much you can do about that, either accept it and use Castle Wolfspike, or don't accept it and uninstall Castle Wolfspike. You could also choose to regenerate the LOD land mesh for the quad that mod occupies, but that's rather fiddly from what I've read by others who've created LOD land meshes.

Thank you for your kind answer.
I think I will use Castle Wolfspike as it is very nice.
Do you think I should report this problem to the Castle Wolfspike thread?
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Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Thu Aug 12, 2010 1:44 am

Thank you for your kind answer.
I think I will use Castle Wolfspike as it is very nice.
Do you think I should report this problem to the Castle Wolfspike thread?


You could mention it to them, but it might not be worth it. It's not too big a problem, and fixing it is long-winded and irritating. Also, land LOD meshes are massive, they cover a large number of cells (most annoyingly) so it would conflict with any other mod also providing the same land LOD mesh which might need one more than Castle Wolfspike. Your screenshots suggest that the LOD land mesh is only visible in a couple of locations, and is fairly close to the walkable land height, so I think it would be better to just leave it alone and enjoy the mod.
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Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Wed Aug 11, 2010 3:32 pm

You could mention it to them, but it might not be worth it. It's not too big a problem, and fixing it is long-winded and irritating. Also, land LOD meshes are massive, they cover a large number of cells (most annoyingly) so it would conflict with any other mod also providing the same land LOD mesh which might need one more than Castle Wolfspike. Your screenshots suggest that the LOD land mesh is only visible in a couple of locations, and is fairly close to the walkable land height, so I think it would be better to just leave it alone and enjoy the mod.

Thank you again.
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Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Thu Aug 12, 2010 4:29 am

I have a question about UL:Cheydinhal Falls. In my game I've noticed that the section of the stream between the waterfall under the bridge at red-river waterfall running south to the falls immediately above Vahtacen doesn't appear to have any water in it. The water is visible in the falls themselves, and all sections of the stream above and below that section, just not in that one section. The stream bed is there and there doesn't appear to be any "obstruction" there which might hide the water, i.e. the level of the stream bed seems to be correct the water just isn't visible.

This isn't really noticeable unless you're actually following the stream bed, so it isn't easy to get there unless you turn collision off (which I happened to do just to test my mod installation) or turn on god mode and drop down into that area of the stream.

I'm just wondering if this if this is something that has already been reported?

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Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Thu Aug 12, 2010 2:36 am

Hi , Couple things.

First Thank you all for the Continued hard work on Making Oblivion Unique!!

Second. Just Stumbled upon the Shrine to Addictive! Nice touch. don't know who or when that was put there , again nice touch. Ohh and Side note also found Oscuro's(OOO Fame)

Wonder how many more of these are in the Game...lol

Thanks again!
User avatar
Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Thu Aug 12, 2010 6:06 am

Hi , Couple things.

First Thank you all for the Continued hard work on Making Oblivion Unique!!

Second. Just Stumbled upon the Shrine to Addictive! Nice touch. don't know who or when that was put there , again nice touch. Ohh and Side note also found Oscuro's(OOO Fame)

Wonder how many more of these are in the Game...lol

Thanks again!

The Shrine to Addictive was put in by Aberneth....or should I call him St. Aberneth II now...when he made the Beaches of Cyrodiil. This was way back in Fall of 2006...I believe. He did it to honor the creator of UL.
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Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

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