Oblivion

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Prettyfly and WalkerInShadows

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Vorians

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Unique Landscapes - The Eastern Peaks
=====================================
Author: Prettyfly & WalkerInShadows
Version: v2.0.3


===========
Description
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The Eastern Peaks is a vast overhaul of the Valus mountains, containing a huge range of environments, from huge cliffs to deep gorges to vast forests to enchanted swamps. Civilization has made its mark on the area as well, many a crumbling ruin dots the landscape and several small settlements can still be found today. Integrating two previously dead UL concepts, this mod seeks to give the user an actual reason to go and visit the Valus mountains and stick around for more than just the scenery.

Unique Landscapes (short: UL) is based on the vision of a diversified and beautiful Cyrodiil. Imagine a world where exploring not only means to find new enemies and treasures but to enjoy gorgeous landscapes, a world where every step could lead to a new and unique visual experience. That is the Cyrodiil UL is working on.

To achieve a goal that huge, the UL project consists of multiple single mods. Each mod modifies a part of Cyrodiil, following a single theme. Usually UL mods get developed completely independently from each other. This way each modder has a maximum of freedom to work on his or her vision, so every UL mod gets its own style and contributes to the diversification of Cyrodiil.


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Contact
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Unique Landscapes project: https://bethesda.net/community/topic/39762/relz-the-unique-landscapes-project


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Compatibility Information
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Please visit the Unique Landscapes Compatibility Patches page for a list of known and patched conflicts: http://www.nexusmods.com/oblivion/mods/13834

All UL mods are compatible with each other. However, there is one issue arising from the limitations of the game's graphic engine: Landscape LOD may overlap for different mods.
To make the landscape look the same in the distance as it does up close, you need to download two tools. Use the Landscape LOD Generator TES4LL (http://www.nexusmods.com/oblivion/mods/40549) to create distant ground, and use TES4LODGen (http://www.nexusmods.com/oblivion/mods/15781 to create distant objects. These tools create entirely different things so there is no conflict between them, and both should be run after you have sorted your load order using BOSS (http://www.nexusmods.com/oblivion/mods/20516). The results will be unique to your personal game, not a generic combination of only the most popular mods.


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Prerequisites
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Official Oblivion patch 1.2.0416.


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Installation
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Unpack the archive to the �\Oblivion\Data folder, it contains:
- This readme
- The .esp file
- The .bsa file

Start the Oblivion launcher, select "Data Files" and activate the .esp. Alternatively activate in Wrye Bash or OBMM.


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Deinstallation
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Delete this readme and the .esp file. Also all related data in the included directories should be removed. To do this, unpack the archive again to a temporary directory and compare, which files you should delete.

If you generated LOD after installing this, you will need to regenerate it again to make sure any LOD changes are reversed.
Simply rerun TES4LODGen again and it will undo the changes.



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Changelog
===============

16/11/2011 1.0.0: initial public release
22/09/2012 1.0.1: (update by Vorians)
- Grounded several floating trees and bushes.
- Added map marker for Xindia.
- Resolved rock clipping down in front of Malada entrance
- Removed duplicated vanilla NPCs from unused interior.
- Uncovered rock-buried vanilla nirnroot.
01/09/2013 1.1.0: (update by WalkerInShadows)
- Added three new quests: New Damage, Searching for the Dead, and The Outlaw Kingdom (walkthrough provided)
- Fixed Jahn Mergo's dialogue not adding a book to the player
- Fixed the interior teleport markers in Fort Cuptor and one part of the Lost City (they were buried in the doors and pointing backwards)
- Added map markers for Forester's Camp, Slate Chambers, Sliphole Cave, Sullen Hollow, White Rim Bastion
- All the slaves will now remain in Lake Town after being rescued, as intended
- Fixed the music in most of the interior cells
- Fixed numerous typos and grammatical errors in the text
- Fixed errors in several scripts and many NPCs' AI packages
- Added/fixed ownership of items as necessary
- Adjusted the ground level in various places as necessary
- Grounded/adjusted various objects
- Assorted other tweaks and fixes
- Textures for the hen replaced with correct version
- All textures passed through Texture Optimiser
- Added compatibility for Oblivion XP
15/09/2013 1.1.1: (update by WalkerInShadows)
- Restored missing dialogue for one of the original quests by Prettyfly, which had been accidentally overwritten
- Fixed a few buried/clipping objects
22/09/2013 1.1.2: (update by WalkerInShadows)
- Fixed all the dialogue
- Fixed several quest bugs
- Minor tweaks and fixes
27/10/2013 1.1.3: (update by WalkerInShadows)
- Fixed some bugs related to the Ogre Hunting quest
- Set as Persistent the AI-targeted rocks in the mine
04/11/2013 1.1.4: (update by WalkerInShadows)
- Fixed looping dialogue
- Fixed dialogue to trigger the Ogre Hunting quest
16/08/2014 1.1.5:(update by WalkerInShadows)
- Jezza is now a Redguard, to prevent the Khajiit highwayman dialogue from coming up.
- Fixed a couple dirty dialogue edits.
28/12/2014 1.1.6:(update by WalkerInShadows)
- Fixed a necromancer's "infinite greeting" bug.
18/02/2015 1.2.0:(update by WalkerInShadows)
- Fixed the placement of the Disturbed Recluse.
- Fixed or improved pathgrid nodes in many cells.
- Fixed various minor bugs.
01/10/2016 1.2.1:(update by Vorians)
- Added bash tag C.Water
- NPC Mahus set to Initially Disabled, will be enabled at the intended stage during the related quest
2.0.0 (Vorians)
- ESP manually cleaned
- Removed some redundant cell edits
- Renumbered Form ID Range from 080000
- Fort Bulkward prison cell doors are now closed instead of open
2.0.1 (Vorians)
- A quest item was not removed from inventory when it should have been
- Two quest-related keys no longer flagged as quest items
- Fixed a typo in dialogue
- Removed leading space from names of all White Ayleid items
2.0.2 (Vorians)
- Placed missing objects to cover some open-sided Ayleid Ruins around Malada
- Deleted a number of duplicated rocks and a floating bush
- Spelling corrections to books, dialogue and quest journal entries
- Northmarkers added to interiors
20/08/2023 2.0.3 (Vorians)
- Voices for all dialogue generated using ElevenLabs. Thanks to xenogearslucas for letting me use his ElevenLabs account
- Added dialogue conditions to ensure Jason says the correct lines to progress quest Searching for the Dead
- Quest Ogre Hunting now uses a vanilla quest icon (instead of no icon)
- Various quest items will now be removed from your inventory when the quest is completed


===============
Acknowledgments
===============

MEO; Static Dishes, Dummies, Globes, props, settlement resources
Phitt; Sheogorad and Mudwater resources
Mr_Siika; chickens, bloomery, rocks
Xiamara; wine racks
SachiefMF; rocks
Malachit; flowing stream resources
washington and connary; Morrowind Style Houses
Trollf and Team Arma; Bandit Armors
Someone1074 and Belenos; Capes
Lore Creatures team; Yeti


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Legal stuff/ Disclaimer
=========================

Redistribution of this mod is prohibited without express permission. Please don't upload it to any sites without asking me or the UL Council first.