Oblivion

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Created by

Marco Arecibo

Uploaded by

MarcoArecibo

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About this mod

adds windmills and other small stuff to some locations

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ABOUT PROJECT AMBIENCE:
These city-specific mods are just proofs of concept for testing and ideas
(and should be treated as such) I will hopefully add to the actual P.A.
(tweaked and improved). The
actual mod will contain (for its urban part) many fx per city as
appriopriate (no snow in Cheydinal for instance, no dust clouds in
Bruma, etc).
They are very rough and de facto incomplete. But I thought I'd release them anyway.

Official Thread: here

CHANGELOG:


v 4.0:
-Added normalmaps for all sails textures for those having transparency/colour changing problems
-exchanged the most ruined sails textures for something a bit less extreme
-Placed 2 Windmills on the Imperial Island. They look best (decent really) when used in conjunction with: Region Revive-Lake Rumare
-Placed 1 Watermill in Water's Edge, along with clutter, boats, fishing nets and whatnot.
-Placed 1 Watermill near the Imperial Bridge Inn, along with clutter, other structures, lamposts etc.
-Placed 1 Watermill near WhiteRose Farm (recommended), along with stuff
All the watermills (and the bigger windmill) are unique with meshes/textures edited by me from Silka's stuff.
I also placed some vapour, splash, drip and foam fx without going overboard.
The result is ok.



v 3.0 hotfix:

-Repositioned Gottshaw
-Repositioned Weatherleah
-Fixed weatherleah's wrong model

v 3.0:
-Removed many ITMs
-Moved Bruma mill slightly for BC compatibility (then moved it again for some other mod's stupid tree addition)
-Moved Wind Farm for Unique Forts compatibility
-Fixed Wickmere mill missing texture

New Mills (in order of interest):
-Leyawiin Docks unique model (by me using Silka+vanilla stuff)
-Shardrock unique model (by me using vanilla stuff)
-Lord Drad's Estate (Mr Silka's Highrock model)
-Skingrad western countyside (Rolling Hills model)
-Gottshaw Inn medieval model
-Cropsford standard plaster model (enabled only when you finish the quest and the village is built)
-Drunken Dragon Inn standard model
-Applewatch standard model
-Gweden Farm NO actual mill.. I removed it when discovered Highwood is right next to it
Usual other clutter and stuff, moved some things, etc.




v 2.0
-Removed many ITMs
-Moved Weye mill
-Fixed Weye mill texture
-Moved Pell's Gate
-New Mill in Bruma with snow fx+ snow fx added to area
-New Mill in Harlun's watch with Cheydinhal style mesh
-New Mill in Blankenmarch with Greek style mesh
-New Mill in Weatherleah with ruined mesh
-New MillHouse/small farm along the Gold Road near Clavicus Vile statue
-New Mill in Whitmond farm with Greek style mesh
-New Mill at Wickmere farm with Medieval style mesh (looks best with:
Settlements Of Cyrodiil-Wickmere Farm)

There will probably be bugs / identical to master records / missing textures.
Please let me know in the comment section.




DESCRIPTION:

I fired up Witcher 3 yesterday to check out its atmosphere (which is simply amazing).
One thing I noticed is the Windmills giving a sense of dynamism/realism to the scenery
(in addition to animated banners, flags, laundry (!) and a WHOLE lot of clutter).
So here it is.


I initially added only 4 mills as a test, in the following locations:

Aleswell
Weye
Odill Farm
Pell's gate

All 4 mills are slightly different* in appearance and animated of course (thanks to beeratwork not me).

I did NOT alter the ground and/or landscape in any way, to ensure maximum compatibility with other mods.

The mills have very low FPS impact as they are not crazy dense-poly like some house mods.

What this changes is simply the actual space occupied by the mill and the few other objects.

I also added some Scarecrows which I think are pretty nice, a couple crates and a cart.

I simply used resources from Beeratwork, Stroti, Momo, Meo all from resources packs here on Nexus, plus some new textures and tweaks.

Optional plain original textures included in a folder in textures\PAMills.

Check the pictures.. also added 4 videos in 1080p, one for each location.



Next:

-Other different models
-A broken down mill in Weatherleah
-Water mill in Water's edge and other fluvial locations
-Mossy mill variant added to Blankenmarch
-One to Shardrock
-One in the Skingrad outskirts
-One on the hill overlooking Anvil next to the road
-One to Brindle Home
-One to Harlun's Watch
-One to Shetcombe Farm
-One along the Orange Road
-One on the north-eastern shore of lake Rumare
-Others to farm mods in a compatible way

-One or more to the Imperial Isle itself of course!

-Bugfixes, Normal Maps



ISSUES:
None for now?


COMPATIBILITY:

Should be compatible with all mods provided they do not alter the ground too much.
Compatible with Region Revive Lake Rumare
Compatible with Aleswell Cottage
Compatible with Settlements of Cyrodill
Compatible with MTC Expanded Villages

REQUIREMENTS:
None at the moment.

INSTALL:
Use NMM or copy/paste

BASH:
?

LOAD ORDER:
Below other farms/settlement/landscape mods would be best probably

CREDITS:
Beeratwork
Stroti
Momo
Meo
cthulhu314
Mr. Silka