File information

Last updated

Original upload

Created by

Cerebul0n

Uploaded by

Cerebul0n

Virus scan

Safe to use

20 comments

  1. ImmotalIce
    ImmotalIce
    • premium
    • 40 kudos
    Great mod, looks really good. I'm getting some floating grass using lush synthesis grass. Is there any hope for a patch? Thanks!
  2. AreaFive
    AreaFive
    • premium
    • 9 kudos
    Thank you for your continued support of this excellent mod (and wonderful complement to BCOM)!
  3. Serraphi
    Serraphi
    • supporter
    • 4 kudos
    This is a fantastic mod. Thank you for your work. However, there is a deprecated asset (big red box) located @ Alof's Farmhouse. Right beside the door. I suspect it probably has something to do with OAAB data but not sure.

    1. Cheberdante
      Cheberdante
      • member
      • 0 kudos
      Same for me
    2. Dyvalas
      Dyvalas
      • premium
      • 34 kudos
      Yes, it would be nice if this object could be removed or replaced with some other asset
    3. Cerebul0n
      Cerebul0n
      • supporter
      • 16 kudos
      I'll take a look at this when I have some time off work over the new year. I suspect another minor object has been deprecated in a newer OAAB release, which to me slightly defeats the point of a modders resource but hey, it's their pack.
  4. Dyvalas
    Dyvalas
    • premium
    • 34 kudos
    Thanks for this mod, it gives a much-needed touch-up to some neglected areas, most notably the manors of Hlaalu Councilors.

    I installed it along both Minor Plantations Overhaul and Arano Plantation Windmill, and they all play together nicely, except for a minor incompatibility: some landscape edits made by this mod cause bad placement of the Windmill, which assumes unedited landscape in this area.

    Especially when using the compatibility patch for Minor Plantations Overhaul, the landscape edits on the Arano plantation area are not really necessary, would you consider removing them in order to make this mod compatible also with the windmill?
  5. callistofalling
    callistofalling
    • member
    • 65 kudos
    finally, a mod for one of the most overlooked regions! very excited to see this in-game :) since you mentioned wanting to look into a patch between this and Bountiful Blue Kanet, I opened them both up in the CS to see where the 2 mods conflicted - it is in cells (4,-8), (4,-9), and (3,-6)!

    edited to add that this mod is also compatible with the mod Welcome Home and actually, the two mods work together very well!
  6. TheVisitingRabbit
    TheVisitingRabbit
    • premium
    • 1 kudos
    This is great. Thank you!

    If you're using the Corkbulb trees mod there is a minor collision with a cart outside Dirara's farmhouse otherwise they work great together :)
  7. pyslexicDerson
    pyslexicDerson
    • supporter
    • 0 kudos
    Newest version has TR_Mainland as a master
    1. Cerebul0n
      Cerebul0n
      • supporter
      • 16 kudos
      Fixed now, thanks for reporting.
  8. Silrorj
    Silrorj
    • supporter
    • 6 kudos
    Hi !

    juste one little problem, I use minor plantation redone and despite using your patch i have clipping issue on both Gro-Bagrat and Arano plantations.

    Thank you !
    1. Cerebul0n
      Cerebul0n
      • supporter
      • 16 kudos
      Looks like I accidentally put an older version of the file in instead of the compatch! Should be fixed in latest update!
  9. GregorianGangsta
    GregorianGangsta
    • member
    • 2 kudos
    Excuse me, Idk if it's just me. But I've got a depreciated asset in cell "4, -9"
    I can take care of it on my own end. But I thought you should know incase it's a problem for anyone else. <3
    1. Cerebul0n
      Cerebul0n
      • supporter
      • 16 kudos
      Thank you, this was pretty well hidden! It was a mushroom from an older version of TD which is in OAAB Data now, I've fixed it in the new version.
    2. GregorianGangsta
      GregorianGangsta
      • member
      • 2 kudos
      Np Buddy! :>
  10. Fluffalicious
    Fluffalicious
    • supporter
    • 11 kudos
    Hey, looks great.  I'm a bit confused about what the esps are for.  Obviously, we have a replacement here for Rem_AI grass.. but what is AscadianFarmhouses_RemGrass.ESP.  is that another grass plugin or is that some kind of compatibility patch that I need to load as a regular plugin?

    Using BCOM/CAP/MinorPlantations files
    1. Cerebul0n
      Cerebul0n
      • supporter
      • 16 kudos
      It's just another file to use for distant land generation in the same way as the base grass mods - I'm not sure if the process is different for openMW but for MGEXE it would then be disabled for normal gameplay. I swear I wrote a little install guide for it somewhere (maybe in an earlier version of the fomod?) but apparently it's not in the description anymore, oops! Readding that now.

      All that's in it are some manual grass additions where the Lawnmower script was overzealous, mostly some grass on 3D terrain on cliffs/overhangs to help them blend in with the ground mesh, so it's not completely essential either.
      Honestly I could probably just merge it into each of the grass patches, may do that in a future version to save the trouble.
    2. Fluffalicious
      Fluffalicious
      • supporter
      • 11 kudos
      Oh, so it's in addition to the modified Rem_AI, the process is different for openMW apparently but I don't play it anyway.  Can't bring myself to paly without mods like Ashfall

      This mod seems fantastic so far!!  it fleshes out the remaining areas of the isles that BCOM, and both the plantation mods don't.  I flew around for about an hour, and in my heavily modded game didn't see any issues anywhere.  Checked a bunch of interiors too!  Awesome work, it makes the whole isles area feel super cohesive.