FYI.....I've updated the compatibility patch on the files tab. The old patch for Lush Woodlands was updated to be current with v2.0 of Unique Landscapes Lush Woodlands and the Unique Landscapes Compilation. This patch for Clearwater Farms is already available in the UL Patch Compilation. So if you already have it from there, no need to download from here. I just wanted to have up to date files here on this page.
Short answer..yes...I do plan to make a merged file once they are finished and updated to the best of my ability. I have no plans to make large farming estates...but do have two UL style overhauls that add numerous farms over a large, currently empty, area. Gold Coast Farmlands and Niben Barnyards, but they are still a few months away at my current rate of progress.
Yes. please merging more of your farm mods to one esp so we can have more of them. Thank you for a great idea, and execution of it. The north Gold coast is so barren and there really are not enough farms anywhere. Only Kvatch has two nice ones (if you use the Shetcombe Farm mod) and Kvatch does not even need any unless you have a mod to restore it also. So thank you for your mods, they are greatly appreciated by some of us.
Thank you so much for the kind comments. Looks like a merged file is something that would be popular indeed. There are still a few projects left to complete at this time. But I've already downloaded TES4Gecko and begun experimenting with it so everyone can have a merged file as an option eventually. There seem to be limitations in what can be done along those lines, so it will take some planning and a bit of work. Nothing that can't be managed though. So stay tuned..more coming soon.
This looks awesome, but it seems that the cute goats always slide down the hill after a while. The same happens with the cow and bull of Oranstad Township.
It's something to do with the collision on the creature mesh. I read a forum thread about the subject ages ago. In any case not something I know how to fix. I could level out the area inside the pen a little more so it doesn't happen. Noted for future update.
It was recently pointed out to me that there is a conflict with Runestone Village by Antiscamp. Runestone places a small camp on the hillside near Horstar's House, which causes a rather large landscape conflict. Since I have access and permissions to edit Antiscamp's Villages, I will most likely update Runestone Village and fix the conflict internally, rather than create yet another compatibility patch.
Will post confirmation here on the description page once the issue is resolved.
I looked around again and the visible conflicts to be just the already known messed up path on the side of the hill ,and a a few floating rocks bit further north. The area with runestone village and the associated camp itself seems fine, as well as most of the Clearwater farms proper.
The conflict with Runestone Village 2 has been resolved. Runestone Village 2 was recently updated and is now fully compatible with SOC Clearwater Farms.
Land elevation conflicts with: castle_domrose_v1.2 ClearwaterFarms RecalimSancreTor Domrose_RSTpatch combination, I did not test it with just Castle Domrose. It smoothed out loading Clearwater after those and then running Land Magic.
The feeble level one non essential farmers are not able to survive the local woodland spawns, and 2 for some reason got into a fight with a rooster after I dealt with the wolf that killed a farmer. I made them essential in the CS before reloading and then sweeping the area for wolves, bears, and spriggans.
Clearwater should load after the Domrose-RST Patch. I don't remember seeing any issues while testing way back when if it was set in that order. But I'll turn a fresh eye on this when time permits. As for NPCs and the rest, there are updates planned for this in the near future. It's been a struggle to upgrade the resource pack and work on other projects with my limited free time. But I'm getting ever so close to the end of the tunnel now.
Anyway thanks for the info, it's noted and I'll get things adjusted when the time comes.
Alright so I loaded up the CS and took a look at things just now. Your comment had me curious because I designed Clearwater to work with those two mods and the patch for them. Everything looked just as it should even with UL and it's patch active. No land tears, or any other disruptions.
The only real problem seems to have been improper load order. Load order as set by BOSS, or by following the read-me included with Clearwater is:
Yeah the load order change seems to have done the trick.
I noticed one of those cell-did-not load-glitches downhill from the west end of the Clearwater area, the type Arthmoor believes is caused by a loose object that sometimes rolls downhill when it spawns and crosses the boundary into a cell before it loads. I had enter the area from the north, so the downhill to the south would have loaded after the Clearwater area loaded and spawned. I have no way to confirm the actual cause. Since nobody else reports a replication of the issue, it is not likely a common problem there.
The Commoner NPC class has Blunt as a major skill, so a commoner farmer with a few levels and a work axe or hatchet that doubles as a weapons is much stouter against wolves and Black bears and other low level spawns.
Just letting you know that Golden Perch Inn is just up the road, and that there seem to be no conflicts whatsoever between the two. They work quite well together actually.
Well....as the description says...missing something is almost a given. Forgot to reset those after testing. Think I'll wait a few days and see if anything else turns up before doing an update.
All of your village mods are very well placed and thought out. They truly complement Cyrodiil's economy and general believability of the game world. I am overjoyed at every new village you make.
I have to ask do you plan to add any settlements near Skingrad? I found plenty of mods that add settlements to various areas in Cyrodiil, where according to lore there should be some, but I haven't managed to find any placed in the West Weald or between Skingrad and Kvatch. I think the West Weald in particular is quite barren and devoid of life.
Thank you for work and I look forward to all your future mods, especially the ones you mentioned below!
Thank you so much for the positive feedback. It's great to see folks enjoying all the work I put into these settlements. Now that you mention it I don't really have anything slated for that particular area of the game. This project started as a rescue effort for abandoned mods, and I just haven't found any placed in that region. Hmmmm...perhaps something to look into for the future.
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What I think we need for Oblivion is large farm estate(s) something similar to Lord Drad's Estate.
Short answer..yes...I do plan to make a merged file once they are finished and updated to the best of my ability. I have no plans to make large farming estates...but do have two UL style overhauls that add numerous farms over a large, currently empty, area. Gold Coast Farmlands and Niben Barnyards, but they are still a few months away at my current rate of progress.
Kudos to you mhahn123 for such a wonderful work.
The north Gold coast is so barren and there really are not enough farms anywhere. Only Kvatch has two nice ones (if you use the Shetcombe Farm mod) and Kvatch does not even need any unless you have a mod to restore it also. So thank you for your mods, they are greatly appreciated by some of us.
Thank you so much for the kind comments. Looks like a merged file is something that would be popular indeed. There are still a few projects left to complete at this time. But I've already downloaded TES4Gecko and begun experimenting with it so everyone can have a merged file as an option eventually. There seem to be limitations in what can be done along those lines, so it will take some planning and a bit of work. Nothing that can't be managed though. So stay tuned..more coming soon.
Will post confirmation here on the description page once the issue is resolved.
castle_domrose_v1.2
ClearwaterFarms
RecalimSancreTor
Domrose_RSTpatch
combination, I did not test it with just Castle Domrose. It smoothed out loading Clearwater after those and then running Land Magic.
The feeble level one non essential farmers are not able to survive the local woodland spawns, and 2 for some reason got into a fight with a rooster after I dealt with the wolf that killed a farmer. I made them essential in the CS before reloading and then sweeping the area for wolves, bears, and spriggans.
Anyway thanks for the info, it's noted and I'll get things adjusted when the time comes.
The only real problem seems to have been improper load order. Load order as set by BOSS, or by following the read-me included with Clearwater is:
Castle_Domrose_V1.2.esp
ReclaimSancreTor.esp
Domrose-RSTpatch.esp
ClearwaterFarms.esp
xulLushWoodland.esp (optional)
Clearwater-Woodlands Patch.esp (optional)
NPC and vanilla creature spawn issues within Clearwater will be addressed when I eventually get back around to update all the SOC mods.
I noticed one of those cell-did-not load-glitches downhill from the west end of the Clearwater area, the type Arthmoor believes is caused by a loose object that sometimes rolls downhill when it spawns and crosses the boundary into a cell before it loads. I had enter the area from the north, so the downhill to the south would have loaded after the Clearwater area loaded and spawned. I have no way to confirm the actual cause. Since nobody else reports a replication of the issue, it is not likely a common problem there.
The Commoner NPC class has Blunt as a major skill, so a commoner farmer with a few levels and a work axe or hatchet that doubles as a weapons is much stouter against wolves and Black bears and other low level spawns.
there is a odd thing none of the building seem to lock up at night and there's no trespassing when entering a building
I have to ask do you plan to add any settlements near Skingrad? I found plenty of mods that add settlements to various areas in Cyrodiil, where according to lore there should be some, but I haven't managed to find any placed in the West Weald or between Skingrad and Kvatch. I think the West Weald in particular is quite barren and devoid of life.
Thank you for work and I look forward to all your future mods, especially the ones you mentioned below!
Thank you so much for the positive feedback. It's great to see folks enjoying all the work I put into these settlements. Now that you mention it I don't really have anything slated for that particular area of the game. This project started as a rescue effort for abandoned mods, and I just haven't found any placed in that region. Hmmmm...perhaps something to look into for the future.