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Sheogorad: Groves of the North
V 1.1: Due to overwhelming feedback, the Mushrooms have been resored to their vanilla models
v 1.1.1: added missing file
v 1.1.2: fixed a mesh path
v 1.1.3: minor placements and texture seam fixes, added missing meshes. Sorry for all the mesh trouble.
v 1.2: Unifications with Random Pals edit and Redaynia restored
v 1.3: New mountain Lakes at Ald Redaynia, Reimplementation of the Grove of Ben Abi, New shrines from Dagon Fel Updated, Major decluttering of redundant rocks (WIP), floatation fixes. Unification of Grass Plug-ins. New Rock Type from UV fixed rocks.
v 1.4: Menhirs are back. I used the menhirs from On the Rocks instead and made snowy variants of them. New gravel cliffs. New frozen mountain lake and OAAB cliff meshes at Sanctus shrine. Floating fixes as always. Toned down Dwemer stuff at Dagon Fel. Now dependent on OAAB and TR.
Description:
This mod overhauls the entire Sheogorad Region into a mountainous habitat, combining aspects of both
Vvardenfell and Solstheim.
No longer is the Sheogorad Region a mere continuation of the Azura‘s Coast.
It removes the darkstone textures and most menhirs from the region and replaces it with a blend of Bloodmoon and
Azura‘s Coast Rock textures.
This work is largely based on CarrotFerret‘s Winds of Sheogorad and started out as a personal patch between it and
Remiros‘ The Grove of Ben‘Abi, but eventually grew into much more.
Cleaned with tes3cmd
Features:
· Complete Landscape overhaul and a new aesthetic approach to the region
· Totally revamped Sanctus Shrine
· A new Shrine of Reconquest, where the Dunmer drove the Nords out of Morrowind
(until they came back to settle Dagon Fel)
· Three new dungeons (overhauled from Winds of Sheogorad)
. A new village by R0
Grass:
There are .esps included for both "Rytelier - Aesthesia Groundcover" and "Remiros - Groundcover", however, I have only handplaced grass on cliffs for Aesthesia.
However, there is a combined .esp that combines Remiros auto gen grass and Ryteliers grass on cliffs.
You will need the models from both mods for this option.
Also if you use a modded Grass.esp, remove all Cell Edits to Sheogorad Region cells in the Enchanted Editor.
Future plans:
Quests, Dialogue, Lore, Books, NPCs,New Creatures, Dungeon Overhauls
Recommendations:
vurt - Vurts Solstheim Tree Replacer II (or any other tree replacer, vanilla trees look worse and are very very bad for your fps)
mortimermcmire - Tribunal Rebalance (so the Goblins wont stomp you)
More TR and OAAB content and additions
Installation:
Extract the .rar into your DataFiles folder and select the .esp
Grass mods are in the optional folder
As always, when using grass mods, only select the .esp in MWSE only, not in your MW launcher.
If your Azuras coast is modded, and you need to generate grass again, remember to use the .ini in the optional folder, or there will be grass floating above Sheogorad
Credits:
CarrotFerret - Winds of Sheogorad - A Landscape Overhaul
For his mod, which is the basis ofthis overhaul
Remiros - The Grove of Ben'Abi
For his mod, as well as the small parasol mushrooms
Kanalhuhn - Telvanni Bump Maps
For the parasol meshes
Ragox - MDP Dagon Fel
Some Elements of hios mod
MacKom - Ancient Nordicarmor (modders resource)
For the Ancient Nord Helmet on thereconquest shrine
wollibeebee
for the mountain meshes
Tamriel Rebuilt
for the water meshes and more cliffs
Melchior Dhark / OAAB
rooted Cliff meshes
ZWolol
Correct UV Rrocks
Taddeus - On the Rocks lite
Greatness7 - MementoMoritius - Melchior Dahrk - TheDrunkenMudcrab - Legend of Chemua
For the Ice menhirs and mushroomtrees
HedgeHog12- HQ Weapons
For the Stone Axe
Asylum & Teli - Junk
for the broken bottles crates, etc
Mikeandike
For Epic Dagon Fel
Kursan
For Dagon Fel Mill
Random Pal
For his Patches
HedgeHog12
For the Shrines