Oblivion

About this mod

Completes the landscape of Hammerfell in TES4 Oblivion.
Monsters, NPCs, locations, player homes...the works.

Requirements
Permissions and credits
Mirrors
Changelogs
Happy 10th, Oblivion!

This is Hammerfell. Well...not the lore friendly Hammerfell. But rather, the Hammerfell as seen in the distant LOD in the stock Oblivion. A grassy forested collection of mountains and valleys. So don't expect any of the lore locations to exist. As this Hammerfell occupies the same world space as the rest of Tamriel, other Hammerfell projects that use a separate world space can likely run alongside this one without much conflict. Eastern Grasslands for example.

Hammerfell started as a personal project to join two mods I was using...Hammerfell Beach House by Yevic1992 and The Adaman Fortress by jefe323 (both in Hammerfell). I began, rather innocently enough, filling in the space between the two distant mods...not aware of the MASSIVE job ahead (probably for the best!). So these two mods are the initial core of the Hammerfell mod and are built right into the esp. But it became much, much more than that...

It includes dozens upon dozens of locations both marked and unmarked and spans the entire Hammerfell map right up to the edges...don't fall off. It has a complete path grid for both interior and exterior locations. Monster spawns...sounds...etc, etc. It should be more or less a complete landscape with lots of spare room for extras. Interiors besides the beach house and keep are copies of stock interiors with some changes here and there. Note that the landscape extends north and west quite a ways past the edge of the in-game map (F4). Spawns are generally handled by percentage. So what was an empty area once before can be overrun with critters next time you visit. Many spawns are NOT leveled. So, low level characters can encounter big critters and high level characters can encounter wolves and other low end spawn. Plus there are plenty of cells that could be used by other modders for their own locations...you house builders, dungeon masters and quest makers out there.

A wizard ended-up losing all his luggage at some point flying over Hammerfell, so many Easter eggs also exist for those that look closer than others.

This is my first public mod for TES.

As for conflicts, most mods should work with Hammerfell Wilderness with minimal issues. One very notable exception is UL's Brena River Ravine which occupies the same region as this mod.

A note about AI pathing. All exterior AI grids were automatically generated. Often, Oblivion does a fairly good job at building them. However, it can also lead to some weird bits where obvious connections are not made. When I locate areas that are incomplete or buggy, I fix them by hand. However, Hammerfell is huge and I'm bound to miss many. If you notice some odd AI behaviour...companions running around trying to find a path...etc...use the console command TPG to display the grid. If it is incomplete and you think it needs a fix...note its approximate location and let me know. I'll see what I can do for an update. :)

June 25th, 2016: new version released (ver. 06252016) Includes: new NPCs, new locations, more Easter-eggs, tons more Flora, re-textured terrain and countless fixes. Mass AI (available here) is recommended. Mine is personally set to 100. Even so, some AI lock-up has been noted around the Adaman Fortress. I'll be addressing this.

Future updates: At some point in the future, I'll update this with any accumulated fixes that build-up.