I recently had the pleasure of asking Arthmoor, one of the heads of the Unique Landscapes project, some questions about his work on these influential mods. I have been using UL since it was first released, and it has grown into a comprehensive re-imagining of Oblivion's greatest asset; its natural environment. See the interview below to learn a bit more about it.
You can find examples of the project here and here, and all of Arthmoor's mods can be found at the bottom of this page.
Lest I forget...I have no exact favorite UL...just all of them bunched together...I couldn't play without them. I am very glad though, that the cliffs by the Strid River were completed. Back in 2006, that was on the drawing board, but the modder who was going to do it, the one who did Fallenleaf Everglade, gave up on the project. Oh yeah...Trivia Time...What was the original name for Fallenleaf Everglade? Fallenleaf Glade. But I mentioned to the modder that it would sound better as EVERGLADE...sort of like a swamp.
I used to help run the thread back in 06-07. The LOST UL mods, that I think would have been great is some grand canyon idea that we had for the region to the north of Kvatch, and I do not recall the exact name, but we were going to create a lengthening of those two little rivers, one is called the White River, and add waterfalls and things.
It is possible, and it works like a charm actually! BUT, managing such a compilation would be a task no one would ever want!
It would mean that every time one of the UL mods are updated, a new compilation would have to be made, as you can't just merge the changes into the compilation.
But on a private level, you could actually do it yourself. TES4Gecko should work for that, and it is all automated.
@SilverNirvash; there's actually technical reasons why it isn't really possible to do that. Its actually a question that comes up fairly often; perhaps its time the there was a UL FAQ brought up to answer such queries
the only one issue i have with UL is that it takes up SO much of the mod slots in the manager. i mean its all in one zip file but when you install the mod it turns out to be like 12 or more. could they find a way to minimize the ammount of ESP's used to make the mod? maybe but will they? i doubt it because each UL is made by one or more modders at a time and each person has their name on a specific region on the whole. so agreeing to push the mods together into one solid mod is sadly out of the question. even if people want it which im sure you all wish they would do that.
The UL mods are all indispensible as far as I am concerned. It doesn't matter to me that my middle-end system sometimes groans at the extra load put on it, the fact is I could not imagine playing the game without each and every one of these priceless gems installed. Thanks must also go to those who provide patches for the numerous mods that need them, too. Good work, guys and gals.
14 comments
BUT, managing such a compilation would be a task no one would ever want!
It would mean that every time one of the UL mods are updated, a new compilation would have to be made, as you can't just merge the changes into the compilation.
But on a private level, you could actually do it yourself. TES4Gecko should work for that, and it is all automated.
Ot take a break at the pond of Fallenleaf Everglade.
I also cross as faster as I can the Dark Forest!
Thanks for all your efforts for make this real.
Xtudo
UL team does/did/will do a great job!