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.
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.
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?
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!
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
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?
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.
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.
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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?
edited to add that this mod is also compatible with the mod Welcome Home and actually, the two mods work together very well!
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 :)
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 !
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
Using BCOM/CAP/MinorPlantations files
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.
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.