GOLD COAST FARMLANDS - By M Hahn :: Screenshots :: Fishery | Main Road Crossing | Melon Farm | Stream to Anvil :: Overview :: Gold Coast Farmlands is a complete landscape overhaul of the region surrounding Anvil. This mod aims to transform the Gold Coast area into a thriving farm community. The hillsides are now dotted with settlements of all sizes, each having a unique ambience and specialty. Starting in the hills west of Brina Cross we have a fresh water fishery. This will have a series of descending ponds, waterfalls and streams that run all the to the walls of Anvil and passing through to feed the small pond inside the city walls. On the hills just above the city you will find a series of terraced fruit orchards that grow orange, lemon, and lime trees (perhaps others). Slightly east of the orchards we come across a small cattle ranch and a poultry farm just before reaching the Gottshaw Inn. South of those we have wheat fields and a farm specializing in cataloupe, melons, and pumpkins. As we approach Gweden farm and the lighthouse there is Berry farm, and a small coastal fishery. To the north and east of Gweden farm is a small village which hosts a weekend farmers Market for all the growers in the region. Several streams now wind their way through the hills and providing natural scenery. Current Progress: 50%
NIBEN BARNYARDS - By M Hahn :: Screenshots :: (Coming soon) :: Overview :: Transforming the banks of the Niben between Bravil and Leyawiin. This area has now become the bread basket for southern Cyrodiil. This mod will consist of farmhouses coupled with matching barns. The landscape will be dotted with working farms which range from terraced rice paddies to small Banana plantations, to standard poultry and livestock. There is also a clam farm on one of the river islands. Vanilla locations being overhauled include Waters Edge, White Stallion Lodge, and Greyland. Current Progress: 40%
I installed Better Cities and UniqueLandscapes from which I chose "95 Full Merge - Excludes Chorrol Hinterland" and ""08 Chorrol Hinterland - Better Cities Version" as readme said but the landscape around Chorrol is all broken. Can someone tell me where could I have a mistake? The full list of mods I have in load order is bellow:
EDIT: I managed to find the fix. I also added "ULM BetterCitiesCheydinhal-CheydinhalFalls patch.esp" near the end of load order from this mod: https://www.nexusmods.com/oblivion/mods/13834?tab=description
does this mod change the area around fingleam, thereby removing it? i don't have many mods installed and this seems like the only one that would affect that area
No, and no. It changes the island which Fin Gleam is close to, but does not change the area around Fin Gleam itself, which is still exactly where you would find it in an unmodded game - just off the coast, underwater.
A must-have mod in my opinion, adds lots of beatiful and interesting areas! Also I just got to the Eastern Peaks area quests, and the AI voice acting is flawless, like I legit thought it must've been spliced together from the original game audio or something like that, ElevenLabs is definitely very advanced compared to the previous xVASynth where every character sounded robotic and out-of-breath (not meaning to insult the creator of that, since for a while that was the only way to generate voices).
I don't know, I'll see if I can get back in touch with mhahn. We used to be in regular contact but since he stopped using Nexus to host his mods, I haven't heard from him much at all.
Which Full Merge sub-package should I enable if I intend to use BC? Also, do I need to enable the 00 Core sub-package when selecting one of the full merge sub-packages?
This is answered in the readme. The version which excludes Chorrol Hinterland should be used with BC, along with the separate BC-compatible version of Chorrol Hinterland.
1.) Are there any parts I should leave unticked if I want it to be compatible with Better Cities or is the full installation of Unique Landscapes compatible with Better Cities right out of the box?
2.) Which parts should I leave unticked if I want it to be compatible with The Living And The Dead?
1.) Use the BC-compatible version of the UL merged ESP (or all the separate ESPs except Chorrol Hinterland if you choose not to use the merged ESP), along with the BC-compatible version of Chorrol Hinterland, Load first the UL merged ESP (or all the separate UL ESPs except Chorrol Hinterland), then BC's BC Full ESP, then the BC-UL Chorrol Hinterland ESP.
2.) Presumably all the parts listed on that mod's page as being incompatible with it, if they actually are incompatible with it. Otherwise, none, just load them all.
Getting land mismatch right outside of imperial city. Before the talos bridge. The path that winds up to the hill/entrance to the city doesn't connect properly. And there's a gap. Could it be Oblivion Grass Overhaul? EDIT: Just found a patch that supposedly makes grass overhaul compatible with this. Investigating. Nope it did nothing. Land tear is still there
Had the same issue also without UL at that and some other locations around Imperial. It was Grass Overhaul, changing it's load order to have it's changes overwritten, fixed it. This same issue of yours I noticed first with Roads of Cyrodiil, and that's how I ended up on UL - because Lights of Cyrodiil - I combined it with - is based on UL landscape and thought that UL modifications may be at fault (long story, connected to their patches for UL). However, as it turned out, this had nothing to do with UL, nor did any UL patches for it fixed it. So I went and checked the whole list, only to find out, that without Grass Overhaul these tears were gone (after some tries at least - cells stored in save?). That's why I'm certain, it is the Grass Overhaul, as it actually does have many landscape edits.
Does it work on its own or do you have to run the bashed patch for it to work? Because I tried that very patch and even loaded the plugin after unique landscapes plugin, nothing. I got rid of roads of cyrodiil. I also have lights of cyrodiil
Here is my complete setup. I'm using a Wrye Bash Patch with all these.
Grass Overhaul.esp (either the original or from Oblivion Grass Overhaul Compatiblity - this issue I solved when I had not the compatiblity version though yet) ...loads of other tree/grass mods, which don't matter here... Then I load either UL or UL Imperial Isle, or none of these (the choice seems to not matter for the issue). Roads of Cyrodiil.esp ROC Standard Road Record.esp Roads of Cyrodiil Enhanced.esp (this is the one the author says he modelled it with UL) ROC+UL-II Patch.esp (from Roads of Cyrodiil Patches - I don't recall, it's either another mod or another file from RoC, it contains about 30+ patches for RoC) RoadLights.esp (Lights of Cyrodiil) RL+ROC patch.esp
Keep in mind, at my first tries it seemed to make no difference though, I'm not exactly certain, why. I think, I saved once without these mods, and only then loading this save, was when I would be seeing changes reflected inworld by different mods activated. Some changes could also only happen, when leaving the area and coming back (unloading outside cells with the pcb console command can help with testing too and then returning to an area). If you don't see changes, like I weren't when I only would deactivate mods one by mod while testing, you should try these, and then test again.
I remember there was a giant mudcrab from this mod in the Ayleid ruins not far from Leyawiin in the earlier releases, but in the latest one the crab is normal size, although the name that appears is still "giant mudcrab". I wonder whether you reduced its size for some specific purpose or is it some mod conflict in my playthrough? Just being curious.
You are right; when I created a new game with no other mods active, the mudcrab was big like he was supposed to be. What's very strange though is that TES4Edit doesn't show any mods as modifying the giant mudcrab, even though some mod obviously does...
I wonder if anybody could help me out? Trying to add this mod to a German non-deluxe version of the game and getting CTD near this place (a bit to the North of road to Cheyndinhal) - crash log is not helpful. The modlist is already relatively big - but everything is standard, tried to disable MOO/MMM/OOO/All natural - but neither of those seem to conflict.
Can this mod depend on some DLCs content I don't have in a GOTY version? Or maybe I'm missing some critical installation step?
That location is right on the edge of UL Rolling Hills. Check whether you have any other mods installed which adds chickens (Meshes\creatures\farmersUnite\chicken\) as some earlier versions of the chicken meshes (which are from Farmers Unite) crashed the game, but the ones in UL were fixed. If another mod contains the earlier versions of the same meshes, that could be the problem.
Many thanks for the reply! Unfortunately it doesn't seem like it. Nothing replaces this file directly, some BSAs/ESPs contain keyword "chicken", like MOO but to my scarce knowledge of Oblivion's internals those are unrelated plus I already tried to disable them in Bash and it didn't fix the crash (always starting a new game to check). Ok, I guess I'll then continue building the modlist to what I want it - I wanted to make a clean reinstall after that anyway and will try if I still experience a crash on a clean installation of Oblivion. I'll keep the current mods list https://pastebin.com/S3tG7M71 in case I'll give another go at investigating...
1484 comments
GOLD COAST FARMLANDS - By M Hahn
:: Screenshots ::
Fishery | Main Road Crossing | Melon Farm | Stream to Anvil
:: Overview ::
Gold Coast Farmlands is a complete landscape overhaul of the region surrounding Anvil. This mod aims to transform the Gold Coast area into a
thriving farm community. The hillsides are now dotted with settlements of all sizes, each having a unique ambience and specialty. Starting in the hills west of Brina Cross we have a fresh water fishery. This will have a series of descending ponds, waterfalls and streams that run all
the to the walls of Anvil and passing through to feed the small pond inside the city walls. On the hills just above the city you will find a series of terraced fruit orchards that grow orange, lemon, and lime trees (perhaps others). Slightly east of the orchards we come across a small cattle ranch and a poultry farm just before reaching the Gottshaw Inn. South of those we have wheat fields and a farm specializing in cataloupe, melons, and pumpkins. As we approach Gweden farm and the lighthouse there is Berry farm, and a small coastal fishery. To the north and east of Gweden farm is a small village which hosts a weekend farmers Market for all the growers in the region. Several streams now wind their way through the hills and providing natural scenery.
Current Progress: 50%
NIBEN BARNYARDS - By M Hahn
:: Screenshots ::
(Coming soon)
:: Overview ::
Transforming the banks of the Niben between Bravil and Leyawiin. This area has now become the bread basket for southern Cyrodiil. This mod will consist of farmhouses coupled with matching barns. The landscape will be dotted with working farms which range from terraced rice paddies to small Banana plantations, to standard poultry and livestock. There is also a clam farm on one of the river islands. Vanilla locations being overhauled include Waters Edge, White Stallion Lodge, and Greyland.
Current Progress: 40%
EDIT: I managed to find the fix. I also added "ULM BetterCitiesCheydinhal-CheydinhalFalls patch.esp" near the end of load order from this mod: https://www.nexusmods.com/oblivion/mods/13834?tab=description
Also I just got to the Eastern Peaks area quests, and the AI voice acting is flawless, like I legit thought it must've been spliced together from the original game audio or something like that, ElevenLabs is definitely very advanced compared to the previous xVASynth where every character sounded robotic and out-of-breath (not meaning to insult the creator of that, since for a while that was the only way to generate voices).
Thank you.
Use the install script and follow the guidance.
1.) Are there any parts I should leave unticked if I want it to be compatible with Better Cities or is the full installation of Unique Landscapes compatible with Better Cities right out of the box?
2.) Which parts should I leave unticked if I want it to be compatible with The Living And The Dead?
Any help would be greatly appreciated.
2.) Presumably all the parts listed on that mod's page as being incompatible with it, if they actually are incompatible with it. Otherwise, none, just load them all.
Install this alternative ESP for Grass overhaul, which eliminates all landscape issues of that mod and see, if it fixes yours.
Grass Overhaul.esp (either the original or from Oblivion Grass Overhaul Compatiblity - this issue I solved when I had not the compatiblity version though yet)
...loads of other tree/grass mods, which don't matter here...
Then I load either UL or UL Imperial Isle, or none of these (the choice seems to not matter for the issue).
Roads of Cyrodiil.esp
ROC Standard Road Record.esp
Roads of Cyrodiil Enhanced.esp (this is the one the author says he modelled it with UL)
ROC+UL-II Patch.esp (from Roads of Cyrodiil Patches - I don't recall, it's either another mod or another file from RoC, it contains about 30+ patches for RoC)
RoadLights.esp (Lights of Cyrodiil)
RL+ROC patch.esp
Keep in mind, at my first tries it seemed to make no difference though, I'm not exactly certain, why. I think, I saved once without these mods, and only then loading this save, was when I would be seeing changes reflected inworld by different mods activated. Some changes could also only happen, when leaving the area and coming back (unloading outside cells with the pcb console command can help with testing too and then returning to an area). If you don't see changes, like I weren't when I only would deactivate mods one by mod while testing, you should try these, and then test again.
Just in case, my load order:
Can this mod depend on some DLCs content I don't have in a GOTY version? Or maybe I'm missing some critical installation step?