Landscaping
Modifications to general landscaping.
6 files
-
The Hesu Mod Collection 1.5 - French Translation
By Akuburanir
This is french translation of Hesu Mod Collection. More information in English on orignal page
The new translation is hosted here by request of the author.
DESCRIPTION (IN FRENCH)
La série des mods HESU comprend 15 plugins incroyables qui altèrent principalement le paysage.
Chacun de ces mods transforme une région spécifique du jeu. Certains sont du même niveau que les Contrées de Tamriel en termes de qualité. Ce qui les rends vraiment remarquable est qu'ils utilisent seulement les ressources d'Oblivion et de Shivering Isles.
2 downloads
0 comments
Submitted
-
Add some flavor Series
By GWEOW
(I have moved these from TESNEXUS) my profile
English is not my native language. Plus, my poorly written brain has a bit of a hard time reading context and writing (even in my native language!)...
but I'll try. I use Google Translate as my assistant and I read and correct messages many times, but if I wrote something bad or rude, plz let me know.
---------------------------------------------------------------------------------------------------------------------------------------------
The "Add some flavor" series.
This is a mod that decorates various places in Cyrodiil, only uses vanilla+SI resources.
You can choose and merge.
Sometimes I can't use Great Scenery mods to keep my FPS. But I miss having none.
These mods are alternative options that add decorations without increasing the FPS burden too much.
(if I don't mind them or want something high quality, there are plenty of great mods out there already!)
If you're interested in my seasoning, try it ;D
[1.Add some flavor - city gates] v2.3
This will decorate around the gates of the IC and all other cities. The gates of the Cities in Tamriel, which used to be simple,
are now decorated. They are showing a warm and welcoming mood now (maybe).
I love water and wanted to add more water around cities, so I started this modding for myself.
As I did so, I felt that the gate was dark both in terms of the amount of light and the atmosphere, so I increased the lights and greenery.
Also... I added other things so that it wouldn't be lonely.
[2.Add some flavor - Talos Bridge] v1.2
Talos Bridge is big, but taste plain. It is now the gateway to Cyrodiil's central city, adorned with water & greenery & other things.
Decorate the Talos Bridge with an abundance of water, greenery, and other objects and several Ayleid relics (antiques?).
[3.Add some flavor - priories] v1.0
Slightly decorate the 4 monasteries that exist in the wilderness.
Priests tend to them, flowers and trees so that worshipers and adventurers can be healed.
(Uh, AI is not added, it's flavor text)
Decorate the exterior of the priory below.
・WeynonPriory
・GottlesfontPriory
・TempleOfTheAncestorMoth
・CadlewPriory
*As most Oblivion fans know, some spoilers are included
[4.Add some flavor - Roadside inns] v1.1
The innkeepers now show a little more love to their inns. Roadside inns are no longer just big huts,
they are more likely to be perceived as inns for weary travelers (or those wanting a drink outside of town).
Add more lights, fresh water, flowers, trees, other decorations, and...somewhat messy stuff
to the inn's garden in the wilderness.
Decorate the exterior of the inns.
・Brina Cross Inn
・Gottshaw Inn
・Roxey Inn
・Inn of Ill Omen
・Imperial Bridge Inn
・The Drunken Dragon Inn
[5.Add some flavor - Bridges] v1.5
The large bridge on the south side of the IC and several other small bridges and their surrounding areas will be slightly decorated.
The great bridge south of the IC was now decorated to show the wealth of the Empire.
And some small bridges have small drinking fountains and small shrines for short breaks. The Nine watch over travelers...
However, the activities of robbers are outside the jurisdiction of the gods.
[6.Add some flavor - Wayshrines and AyleidWells] v0.9b
Wayshrines near roads and towns are dedicated to the Nine Divines, all beloved by the people of Cyrodiil.
Other Wayshrines in secluded areas are still forgotten, but sometimes have small statues or flowers placed on them.
It may have been left there for humans or non-humans living in the wilderness to visit and pray from time to time...
And, as wander the wilderness, you may come across remnants of past glory around the mysterious wells,
along with some clutters placed there.
*Currently, I have only worked on the isolated Ayleid wells.
The wells in the ruins are basically left as they are because I am using another mod that modifies the dungeons.
*Editing many places and extends to the surrounding area in both places. I think it is less compatible with other mods.
However, I have kept the landscape change as minimal as possible, so there may only be minor incompatibilities such as overlapping objects.
------------------------
Requirements
------------------------
- Shivering Isles (Required)
- Ayleid Ruins Fixed - Mesh Replacer and Modder Resource (Fix some mesh defects)
------------------------
Compatibility
------------------------
- I made this for use in combination with other landscape changes mods in playthroughs that have FPS issues and
can't use large mods like BetterCities. As such, they are not compatible.
- May not be compatible with mods that edit landscape or objects in the same area.
(However, if the areas do not overlap, can use. so I choose and use.)
- And, you can use this page. (For 6, just for reference)
Compatible info + mods list + Q&A page
------------------------
Permissions
------------------------
Please abide by.
- You are not allowed to upload these files to any other sites, other place, and redistribute.
- The above applies regardless of whether the data has been changed or not.
- You are not allowed to convert this file to work on other games.
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
I share a little things, because I want to give back to the great community.
Thanks Bethesda, thanks the all TES4 community & modders & CSE(Can't edit without it!)
+Thanks to everyone for comments, endorse, set tags, encouragement and advice.
31 downloads
0 comments
Updated
-
Trails Of Cyrodiil Complete
By mhahn123
Trails Of Cyrodiil Complete
In the real world, it's common to find foot trails through the wilderness. These often
begin as game trails made by wildlife, and over time grow into foot paths as humans
use them. Eventually, with enough use, they may become trails or proper roads.
In Cyrodiil we see none of this. There is a basic road network, but no wilderness trails.
There are many wide open wilderness areas with no paths of any kind. Out of the way
places such as abandoned forts would logically have had established trails at one time,
degraded by now for sure, but still there to find.
Details
This is an overhaul of the Trails mods created by Malachi Delacot. It is my attempt to
improve things, while staying true to the original theme. Trails Of Cyrodiil Complete is
a single merged plugin that incorporates all of the previously separate Trails mods.
It adds wilderness trails through many areas in the game. Giving a more realistic way
to reach many places that previously were simply cut off. There are basic tent camps
along some of the routes, with a simple sleeping mat, fire, and something to sit on.
These are ideal for resting up after that long dusty hike.
Routes have been altered from the original mods in key areas to avoid mod conflicts
wherever possible. Better Cities and the UL mods were the primary concern, but other
mods were taken into consideration also. Path grids have been added along the entire
length of all trails. This means they are now companion friendly. Landscaping has seen
some improvements, but not too much. Just smoothing some of the jagged places.
New extensions have been added in places where Forts or Ruins were near enough to
the original trails to make this logical. Many of these places are inhabited by something.
Going to and fro creates a path over time. Bushes which previously marked trail heads
have been replaced by small rock cairns. Signs have been added at intersections and
other logical locations. These point to nearby cities and towns, fort ruins, mines, and
even the major vanilla roads.
This mod is considered to be in BETA form.
While it is playable at this stage, building, testing, and bug fixing are still actively in
progress. The main purpose for uploading at this point in time is to gain the benefit
of more eyes on. And hopefully garner feedback.
For those interested in testing something that is in development, and willing to give
honest constructive criticism, Welcome.
Locations
Many. This file is comprised of several previously separate trails. Below is an outline of
what areas are touched.
Bleaker's Way - The name says it all. Adds a trail into the village from the Silver Road.
Central - Adds a new multi branched path across the South Central portion of Cyrodiil.
The main path stretches from just south of Skingrad all the way to just outside Bravil.
Roughly half way along that route, another path branches off North and connects to
the Red Ring Road at Lake Rumare.
East - Adds a new path from Cheydinhal which winds SouthEast through the Valus Mtns
all the way over to Malada.
SouthEast - Adds a new path taking off from Malada where the East trail ends. Works
it's way South by SE all the way down to Blankenmarch near Leyawiin.
West - Adds a new path with several branches leading West from Chorrol. One route
South from Chorrol to Skingrad. Another path branches off from that and heads West
branching again to connect with Kvatch near Gottshaw Inn.
NorthWest - Adds a new path across the Colovian Highlands. Starts from Atrene Camp
just above Anvil. Heads NorthEast following the Brena River and meanders along the
highlands all the way to Hermaeus Mora's Shrine.
North Short Cut - Provides a quicker route between Bruma and Cheydinhal by adding a
new path from Fort Horunn over to the Silver Road.
Requirements
Oblivion patched to 1.2.0416
Install
1. Extract to your Oblivion Data folder either manually or using the mod manager of
your choice.
2. Set load order and play.
Load Order
Suggest using BOSS to set load order. This file is already recognized.
Compatibility
There is now a separate file in the download containing newly created compatibility patches. All
include detailed read-me files with load order instructions. Be sure to read them. Some of the
patches are already included in the BOSS Masterlist. The rest will be added in soon. It's likely
there will be more added. I've covered what I knew about from user comments and my testing.
Mod Conflicts That Have Been Patched:
Archfiend
Better Fort Dirich
Better Fort Doublecross
Better Fort Naso
Billsburg (English v1.5.esp. Need to download the "Billsburg english 1_41" folder)
Dark Anchor Dolmens
Elsweyr Anequina
Fighters Guild Quests
HESU Apple Hot Springs (To be released with HESU updates)
HESU Fairmere Village (To be released with HESU updates)
Plentiful Priories
Rathunas
Roads Of Cyrodiil
Shadowcrest Vineyard
Sutch Village
UL Ancient Redwoods
UL Brena River Ravine
UL Cloudtop Mountains
UL Colovian Highlands
UL Eastern Peaks
UL River Ethe
Verona House: Bloodlines
Mod Conflicts that have been eliminated:
Better Cities, UL Bravil Barrowfields, UL Cheydinhal Falls, UL Fallenleaf Everglade, UL The
Heath, UL Panther River, UL Skingrad Outskirts, UL Snowdale, Knights of the Nine Revelations,
HESU White Rose River, Settlements of Cyrodiil - White Rose Farm, Lilyvale Town, UL Chorrol
Hinterland (and the Better Cities version of Chorrol Hinterland).
Things I am on the fence about:
DLC Battlehorn Castle: There is a trail portion which runs just a short distance above the DLC
location. I really, really want to add a connector spur which links this trail with the Black Road
where it dead ends in the vanilla game. Unfortunately Battlehorn Castle makes cell edits much
farther out than is actually necessary. So I can't quite link them without knowingly creating yet
another conflict. I've run a trail spur in the direction of the Black Road...but cut it short for now.
Credits
Bethesda - for Oblivion and the CS
Tes4Edit - for cleaning the dirt from my mods
LHammonds - for the read-me generator this file was based on
Malachi Delacot - for the Trails of Cyrodiil mods, and allowing me to transform them
Lougian - for the small rock cairns from "Various Resources"
Me - for design and creation of the mod as it currently exists
Legal Stuff
Please do not upload these files to any other sites without my consent.
1729 downloads
Updated
-
The Hesu Mod Collection
By mhahn123
The Hesu Mod Collection
The Hesu mods came to my attention via a screenshot posted by Dennywood in late 2014. It was
an image of what I now know to be "The Ogre Den" in White Rose River. I was captivated from the
first moment and had to see for myself. The plugins, four packs of them, were on a Japanese mod
site, posted by an author known only as HESU. They were practically unknown in the English mod
community at that time.
There was little descriptive information aside from a very brief read-me in Japanese. And equally
brief text lines on the download site. Another community member translated for me, and delight,
the author gave permission to enhance and redistribute so long as the proper credits were given.
Over the next few months I made repeated attempts through the Japanese community to make
personal contact anyway. By all accounts HESU had already long since departed the mod scene
by the time Denny had first posted her screenshot. By April 2015 I uploaded the original Japanese
plugins to Nexus and the Marathon had begun.
Six years later, with countless hours of work put in, here we still are. 15 plugins fully translated to
English. At first with help from folks like WalkerInShadows. After a few plugins, solo. Pages of bugs
squashed, even more pages of compatibility patches created. What a journey, and near the end.
Details
The Hesu Mod Collection includes 15 amazing plugins which are primarily landscape mods. They also
contain small settlements, creatures, and NPCs. Each of the mods overhauls, and indeed transforms a
specific region of the game.
What makes them outstanding is the use of strictly Oblivion and Shivering Isles material. The creative
ways in which the vanilla items are used is masterful. Please read the brief description for each plugin,
and see the included screen shots, to get a better idea of what each does. There is also a cell grid map
available which shows the in-game footprint for all plugins. It can be viewed in the screenshot section
or downloaded from the files tab.
Download section contains four packages. The main English plugins, compatibility patches, the original
Japanese plugins, and a cell grid map. The original plugins are here for posterity. While they are fully
playable, there are many bugs and no compatibility support for them.
Current Status
Updated to version 1.5 on 11/13/21. Version number is for the series as a whole. All bug reports that
were outstanding from the old Nexus page have now been addressed. All conflict reports from the
old Nexus page have now been patched.
HESU is now FULLY COMPATIBLE with Unique Landscapes.
Download File Contents
Plugins
1. Apple Hot Springs - (HESU5 AppleOnsen). This plugin makes edits in and around Bleakers Way.
Contains exterior hot springs with streams and waterfalls running down into the village.
2. The Hell Lands - (HESU5 JigokuDani). This plugin transforms a large area West and Northwest from
Hermaeus Moras shrine. Turns the snowy mountain terrain into a series of sulfurous pools.
3. The Poison Swamp - (HESU5 PoisonNuma). This plugin overhauls landscaping for a large portion of
the Blackwood Forest due East of Blankenmarch. Extends from Fort Blueblood to roughly Onyx Caverns.
4. Skyrim Temple - (HESU4 SkyrimSinden). This plugin adds Skyrim themed nord ruin structures in the
mountains North of Sedor Ayleid Ruins, which spread East and West along the ridge. Vast majority of
this plugin is interior cells.
5. Gnoll Mountain - (HESU5 EudaBear). While there is a bear in the mod, the name didn't translate to
anything. Gnoll Mountain better describes the area that this mod edits. Adds a village, trails, hotsprings
which range from base of Gnoll Mountain to the Frostcrag area.
6. SmokeTown - (Name unchanged). This plugin adds a village and landscaping in the mountains NW of
Cheydinhal. Starts from Lake Arrius and spread to Azura's Shrine area. Lots of little gullies filled with mist,
hence the "Smoke Town" moniker.
7. Valenwood Mine - (Name unchanged). As the name would imply, this plugin adds a large Mine complex.
Edits start Southeast of Kvatch Mesa near Mortal Camp and spread all the way to the Strid River cliffs on the
Valenwood side, which is where the mine is located.
8. Great Forest Gorge - (HESU4 GaraGara). The name doesn't translate to anything in English, changed
to reflect what the mod actually does. This plugin is focused around massive landscaping which adds a gorge
and swift mountain stream. There are settlements along the length of the gorge. Edits start from Piukanda
at the top and run downhill to Fort Empire on the Red Ring Road where the creek empties into Lake Rumare.
9. Shipton - (HESU4 NomutonMura). The original name translates roughly to Sheep Village, which makes
sense considering what you find there, but sounds silly. Shipton is an Old English name which means pretty
much the same thing, and at least to me, fits better. This plugin overhauls an area between Anvil and Kvatch.
It adds settlements which hold a deep, dark secret.
10. Dive Rock - (Name unchanged). This plugin edits just what the name suggests. It adds a stream,
heavy landscaping, and settlements. Edits start North of Cheydinhal near Walker Camp and spread uphill all
the way to the Dive Rock area.
11. Seaside Settlement - (HESU5 IsobeGyoson). This plugin adds extensive landscaping changes along the
Strid River that wrap around near Anvil Castle. Includes a scenic fishing themed village and some underwater
exploring.
12. Koyo Town - (Name unchanged). It doesn't really translate in English, I liked the sound of it and couldn't
come up with anything better. This plugin adds significant landscaping and a rather large village along the
Orange Road. Edits start near Fort Coldcorn and spread uphill all the way to Moranda.
13. Wolf's Borough - (HESU5 GFBedTown). After very thorough investigation I was unable to find any internal
references that explained the original name. What I did find was that almost all of the CS references in the mod
begin with the prefix "ookuma" or "Wolf". This includes some of the NPCs. Hence the new name. This plugin
adds a small town beside the Gold Road, along with a good deal of wetlands themed landscaping.
14. White Rose River - (HESU5 GreenRoad). As the former name suggests, this plugin adds a settlement of
sorts along the Green Road. However, the far larger portion of this mod is focused on completely overhauling
landscaping along the entire length of the White Rose River. This includes various ruined structures, a gorge
complete with a large scale Ogre's Den, and a large Ayleid Ruin on the shore of Lake Rumare.
15. Fairmere Village - (HESU5 UraraMura). This one just didn't translate well. Urara is a girls name which kind
of equates to "pretty". Pretty Village sounded a little off to me. Fairmere, another Old English name meaning fair
view, or pretty view if you will, sounds better. This plugin adds settlements and extensive landscaping to a large
area North of White Rose River and Fort Roebeck.
Requirements
Oblivion patched to 1.2.0416
Shivering Isles - All the plugins use SI content so you will need it installed.
Install
1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
2. Set load order and play
Load Order
Suggest using BOSS to set load order. All of the plugins (original and updated versions), as well as
compatibility patches, have been added to the Masterlist.
Compatibility
As can be expected with any large scale landscape series, there are a number of mod conflicts. That
is simply the nature of covering so much ground in a mod packed game world. Compatibility patches
for every known conflict are available in the download.
A compatibility patch for The Ayleid Steps can be found here.
A compatibility patch for Water 17 can be found here.
A compatibility patch for Fall Hair Wig Shop can be found here.
Reported Conflicts - Patches Coming Soon
None at this time
Conflicts I Will Not Be Patching
1. Frostcrag Reborn + HESU Gnoll Mountain
Unfortunately Frostcrag Reborn makes the tower and associated structures cover a much
larger parcel of land. The tower, house, and large slice of mountain sit directly above the hot
springs bathing pool from HESU. I'm just going to surrender on this one.
HESU is compatible, via patches, with DLC Frostcrag and the Frostcrag Village mod.
2. Reaper's The Dark Tower + HESU Dive Rock
This is a complete overlap of the Coldstone area. Due to the enormous landscape differences
between the two mods, they just can't be merged. This is a case of users needing to choose.
Credits
Bethesda - for Oblivion and the CS.
LHammonds - for the Readme Generator this file was based on.
HESU - for doing a fantastic job creating the original mods
Vorians - for taking time out to create the Cell Grid Map
WalkerInShadows - for the priceless assistance with translations
Vrugdush - for testing and feedback with Fairmere related patches
me - for translation, bug fixing, and lots of patching
Legal Stuff
The original author listed the original Japanese plugins as free to use with proper credits. In keeping with
that you may use those plugins if you wish. They are available. However will require a good deal of work.
The heavily edited English versions, and nearly all of the compatibility patches, are my derivitive works.
Please do not upload them to other sites or otherwise use without my consent.
Community members are free to create compatibility patches if they choose to. I have no problem with folks
making patches on their own. Use basic courtesy and contact me so I can link to your patch. That's all I ask.
4085 downloads
Updated
-
AFK_IC Temple Cleanup
By Dwip
Cleans up the Imperial City Temple District a month after the events of the main quest, restoring the burnt trees and ripped-up streets to their former glory.
Includes a version for users of Let the People Drink.
228 downloads
0 comments
Updated
-
Roads of Cyrodiil
By Arthmoor
This mod adds some new roads to the game along with some new bridges to connect them together when the roads cross the Niben or Lake Rumare. It is intended to make travel just a bit easier to manage, especially when accessing the Imperial City island. You no longer have to go clear around to the Weye bridge just to keep dry. Two lesser roads are added to the Imperial Reserve and Great Forest to make travel between Chorrol, Anvil, and Skingrad easier to manage.
This is a combination mod composed of New Roads & Bridges, originally written by Ukrr, and West Roads, originally written by mariedanj. With additional modifications and additions by myself.
Specifically, the following is added:
A road from the south end of Imperial Isle, along the east outer wall of the Arcane University that connects across the lake with the Red Ring Road, not too far east of Pell's Gate.
A road from the north end of the Imperial City that goes around the prison to the east. It then splits from there.
One fork heads north across a bridge and meets the Red Ring Road just west of the Ayleid ruin Sercen. This extends the Silver Road down to the Imperial City.
The other fork goes east across a small bridge and passes along the south side of Fort Urasek, where it meets the Red Ring Road at the intersection with the Blue Road to Cheydinhal. This extends the Blue Road west up to the entry to the Market District of the Imperial City.
A road which originates just west of Cropsford and runs southwest past Cullote to the Niben, where a large bridge spans the river. On the other side, the road contiues south to the Green Road a bit north of Bravil.
The little stubby road to Faregyl is extended all the way west to the Gold Road just east of Skingrad. An inn is situated halfway between the two endpoints along this road. Appropriately called Halfway Inn.
A trail that extends from the road intersection outside of Kvatch on the Gold Road down to the east wall of Anvil at Fort Strand.
A short extension of road over a new bridge from the east side of the small island north of Leyawiin's Oblivion gate, past the Amelion family tomb, and meeting the Yellow Road right outside of Blankenmarch.
A trail from the Silver Road into the hills conecting Bleaker's Way with the rest of civilization.
A short road linking Border Watch with the Green Road.
A road that joins the Gold Road, about halfway between Anvil and Kvatch. This road crosses the high country in the Imperial Reserve, joining the Black Road west of Chorrol. This road was originally part of West Roads.
A road which joins the Gold Road north of Skingrad crossing the Great Forest. It connects to the Black Road east of Chorrol. This is the other road which was originally part of West Roads. I have added to this with a trail that breaks off to Hackdirt, and another which breaks off and leads to Brindle Home.
Several new road markers have been placed along the roads to help guide the way.
8250 downloads
Updated