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The Hesu Mod Collection 1.5


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About This File

                   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

Spoiler

Hesu Mods - All of the current, up to date, English main plugin files. Note: If you want to use Shipton and Seaside Settlement
                         together there is a patch required, which can be found in the Seaside Settlement compatibility patches. This is
                         due to the way the original author built the two plugins, which left an unavoidable overlap in one game cell. I can't
                         undo this without significantly altering both plugins. 
 

Included:

Apple Hot Springs
The Hell Lands
The Poison Swamp 
Skyrim Temple
Gnoll Mountain
Smoke Town
Valenwood Mine
Great Forest Gorge
Shipton
Dive Rock
Seaside Settlement
Koyo Town
Wolfsborough
White Rose River
Fairmere Village


Hesu Mods Patches - All of the current, up to date, English compatibility patches.

Included:

Apple Hot Springs Patches   - Five compatibility patches to repair conflicts with Roads of Cyrodiil, Trails Of Cyrodiil Complete,
                                                Reaper's Bleaker Way Village Revamp, and Alternative Beginnings.

Hell Lands Patches               - Eleven compatibility patches to repair conflicts with Oscuro's Oblivion Overhaul, Kvatch Rebuilt,
                                                NNW Ayleid Ruins, Archfiend, Cyrodiil Inns, Random Ruins of the First Era, Stars Rest, and UL
                                                Cloudtop Mountains.

Poison Swamp Patches        - Seven compatibility patches to repair conflicts with Dwarves of the Mountain, MTC Expanded
                                                Villages, Random Ruins of the First Era, The Other Spheres: Prelude, Better Fort Blueblood, and
                                                UL Blackwood Forest.

Skyrim Temple Patches        - Six compatibility patches to repair conflicts with Order of the Dragon, Dark Anchor Dolmens, Snowy
                                                Road to Bruma, Fort Akatosh Redux, UL Snowdale, and UL Jerall Glacier.

Gnoll Mountain Patches        - Five compatibility patches to repair conflicts with DLC Frostcrag, Snowy Road to Bruma, Frostcrag
                                                Village, UL Snowdale, and Better Cities.

Smoke Town Patches            - Four compatibility patches to repair conflicts with Snowy Road to Bruma, UL Arrius Creek, and UL
                                                Jerall Glacier.

Valenwood Mine Patches      - Two compatibility patches to repair conflicts with Valenwood Improved and Daedric Shrine Ruins.

Great Forest Gorge Patches - Five compatibility patches to repair conflicts with Legion Occupied Forts, Verona House Bloodlines,
                                                Hoarfrost Castle, and UL Lush Woodlands.

Shipton Patches                    - Ten compatibility patches to repair conflicts with Oscuro's Oblivion Overhaul, Highwood, Reclaiming
                                                 Sancre Tor, Roads of Cyrodiil, and Mages Cross.

Dive Rock Patches                -  Five compatibility patches to repair conflicts with Secrets, Servant of the Dawn, Heart of the Dead,
                                                 UL Arrius Creek, and UL Jerall Glacier.

Seaside Settlement Patches - Twenty Three compatibility patches to repair conflicts with Oscuro's Oblivion Overhaul, Kragenir's
                                                 Death Quest, Romancing Ahnassi, Side's Sailing Ships, Dragon Captions Pride of Wolf's Gate, 
                                                 Valenwood Improved, AFK Weye, Reclaiming Sancre Tor, MTC Thieves Grotto, HESU Shipton, UL
                                                 Cliffs Of Anvil, and Open Cities Reborn.

Koyo Town Patches               - Ten compatibility patches to repair conflicts with Orange Maple Inn, Better Fort Coldcorn, Clearwater
                                                 Farms, UL Lush Woodlands, and Golden Perch Inn.

Wolfsborough Patches          - Fifteen compatibility patches to repair conflicts with Castle West Weald, Fighters Guild Quests, Legion
                                                Forester Outposts, Dark Brotherhood Chronicles, Reclaiming Sancre Tor, Roads of Cyrodiil, Oranstad
                                                Township, Shezries Towns, and UL Ancient Redwoods.

White Rose River Patches     - Eighteen compatibility patches to repair conflicts with Artifacts, Old Crow Inn, Glenvar Castle, MTC
                                                 Expanded Villages, Knights of the Nine Revelation, Lost Spires, Elsweyr Anequina, Roads of Cyrodiil,
                                                 Faregyl Village, Shezries Towns, and White Rose Farms.

Fairmere Village Patches      - Fifteen compatibility patches to repair conflicts with Nobody Goes Into the Mountains but Hunters, 
                                                Plentiful Priories, Silverflow Ranger camp, Verona House Bloodlines, Knights of the Nine Revelation,
                                                Shadowcrest Vineyard, Elsweyr Anequina, Roads of Cyrodiil, and Trails of Cyrodiil Complete.


Hesu Cell Grid Map - Self explanatory. A Cyrodiil cell grid map showing all of the Hesu mod locations. Very useful as a quick reference
                                         conflict detector.


Original Japanese Plugins - All of the original Japanese language main plugins. These have been cleaned with Tes4Edit, but nothing
                                                      else is edited. I kept them as is out of sheer respect. You can absolutely play them. But there are many
                                                      bugs and no compatibility patches for them.
                                   



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.  


What's New in Version 1.5

Released

1. Numerous updates to all of the main plugins. Fixes for every bug report that had been lingering on the Nexus comment section. Plus a number of things that were spotted while taking care      of those.

2. Updates for most of the pre-existing compatibility patches. Syncing them up with edits in the main plugins, and correcting things I missed on the first run.

3. Brand new compatibility patches (23 of them for the series) covering all of the conflict reports which were left on the Nexus comment section. Plus a number of new combo patch variants        designed to save load order space and give users more choices.

4. No more un-patched conflicts with Unique Landscapes. Hesu is now fully compatible with UL separate plugins or UL Merged.


User Feedback

Recommended Comments



Thanks again Allister. Yes...the White Rose River plugin has many patches lol. White Rose Farm is among them.

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Took some time away from this to get the next update for Trails Of Cyrodiil Complete finished up. I needed that done because it has compatibility issues with Apple Hot Springs and Fairmere Village from this series. Now that is wrapped up, I'm back to iron out the last few wrinkles over here.

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Burned the midnight oil working on the Seaside-Cliffs of Anvil patch. Upgraded it to 90% status. Although, I believe it is actually ready. Want to go through it a few more times to see if anything was missed. There were just sooo many rocks. So many rocks.

Anyone want to play test it and critique?

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The Seaside Settlement-Cliffs Of Anvil patch is now 100% complete. Spent yesterday afternoon building a few variants of it. There are now several 3 way variants for it which include lesser conflicts like Kragenirs, OOO, and Valenwood Improved. There's no way I can cover every mod which touches this area. Simply not enough space, and some don't merge well to begin with. But this gives people more choices at least. Wrapping up one more variant for MTC Thieves Grotto this afternoon and then I'm off to conquer the final Dive Rock patch.

 

See ya soon.
 

 

 

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Thank you very much, I first discovered this amazing compilation on Nexus and I'm glad you are still supporting it:clap:

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Thank you both for the encouragement. It helps. Good to see you over here Federica!

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Thank you, I actually created the account here last year, but I haven't frequented the site much. Now that you're here too I'll come back more often, to check how your projects are going ;)

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Progress report: 

Let me start by saying that as we all know, real life interferes with hobbies. My work schedule is ramping up for the Holiday Season and modding time will be limited beginning this week through the New Year. So I just want to get this update out for people to use. I've been on a multi month expedition performing this update. Every bug report from the old Nexus page has been addressed now. There probably are still things to fix. But we've made miles of progress from the last installment. Lots of bugs squished. Lots of new compatibility patches, giving end users much more freedom to choose what HESU can be used with.

I spent all of yesterday on the Dive Rock-Arrius Creek patch and am hoping to complete by tonight. Which will be a godsend as it will allow HESU to be completely compatible with the Merged UL Compilation. Users will no longer be limited when using HESU alongside Unique Landscapes.

The bad news is I'm going to have to skip creating an "Install Wizard" for this update. Simply not going to have enough free time right away. And I don't want to keep this update waiting for further weeks, or possibly months while I fiddle with that amidst a busy holiday work schedule.

Look for an update to be posted very, very soon.

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Well, I got really close to finishing that patch. But there was still more to do than I thought. Have it trimmed down to the bare minimum number of cells needed to do the job at least. All it needs now are the finishing touches. Path grid final adjustments, vertex shading along cell borders, double checking there aren't any floating or buried objects left. Still on track to release soon.

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All updates for the main plugins and compatibility patches are now complete. Currently updating all of the read-me files to account for what's been done. Hopefully ready to upload by 11/07.

Edit: 11/11 - I really should know better than to even try setting a deadline for myself lol. Real Life work has ramped up for the holiday season and is already hampering my efforts. I have two read-me files left to update. And i am too exhausted this evening to focus on it. By this weekend for sure folks. Apologies.

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And the update is now available. I most likely won't be able to do any further work here until after the Holidays. But more updates will be coming.

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They're all fairly easy to install with the help of the read me's, except WRR which was difficult to figure out with all the combo patches. I had some trouble with that one: I've been using Glenvar & Fall Wig Hair Shop (with a patch) together successfully for years, but when I added WRR & its Glenvar patch, suddenly there's a river & boulders in the air, etc; a total disaster area. I got rid of Glenvar, which at least fixed the conflicts enough to use the door on FWHS & took stuff out of the air, but now the shop is sunken halfway in the ground & the area around there looks pretty messed up. So you may want to make a note that FWHS & WRR don't get along at all, lol. Which is weird because it's just a little shop. But it's still usable with WRR kinda, if anyone wants to do that. But don't add Glenvar into the mix, for sure.

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2 hours ago, songlife said:

They're all fairly easy to install with the help of the read me's, except WRR which was difficult to figure out with all the combo patches. I had some trouble with that one: I've been using Glenvar & Fall Wig Hair Shop (with a patch) together successfully for years, but when I added WRR & its Glenvar patch, suddenly there's a river & boulders in the air, etc; a total disaster area. I got rid of Glenvar, which at least fixed the conflicts enough to use the door on FWHS & took stuff out of the air, but now the shop is sunken halfway in the ground & the area around there looks pretty messed up. So you may want to make a note that FWHS & WRR don't get along at all, lol. Which is weird because it's just a little shop. But it's still usable with WRR kinda, if anyone wants to do that. But don't add Glenvar into the mix, for sure.

Yeah I'm hoping to get an installer set up for the next update to alleviate the confusion. With so many potential options the read-me files kind of become more like books lol. The key is in looking at the patch names I suppose, they tell you what mods they are for. And in knowing that the larger patches should be used in place of smaller ones in cases where more than one patch exists for the same thing.

Thanks for the conflict report, first one in a new list. Yay. That little shop is one that was never ever reported previously. I had no idea it existed up until now. It's not at all surprising to me that things are borked with that in the mix. Landscape around Glenvar in my patch is a custom tailored combination of HESU landscaping and Glenvar landscaping blended together. Undoubtedly there are land height differences between that and whatever exists in that other mod/patch. For sure different placement of lots of objects. A prime example of why you can't expect any one patch to work alongside any other mod/patch combo. Especially a big patch like Glenvar-WRR.

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Luckily FWHS & WRR are usable together, barely; just ugly landscaping & height issues which is not a game-breaker. But Glenvar can't be a part of it if FWHS is used in the trio, which is fine with me; Glenvar's an old, problem-plagued mod anyway.

I had trouble with WRR figuring out the ROC patches; that's what was tough. I use ROC, UL Full merged, BC full, Faregyl, RST, Rumare, AFK, MTC & your patches for that area with those mods, etc. Figuring out what patches to use & not use with ROC is hard, but I just redid my load order with what patches I think are needed, ran LODgen & started a new game, so I'll let you know if I see any issues around those areas.

TIP: If people used HESU before, I recommend they delete those files & start over, since both patches AND main mod esp's have changed. They should download the files he has up now & use *only* those, then let BOSS sort it all with the updated Master list that is in his file collection.

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9 minutes ago, songlife said:

Luckily FWHS & WRR are usable together, barely; just ugly landscaping & height issues which is not a game-breaker. But Glenvar can't be a part of it if FWHS is used in the trio, which is fine with me; Glenvar's an old, problem-plagued mod anyway.

I had trouble with WRR figuring out the ROC patches; that's what was tough. I use ROC, Faregyl, RST, Rumare, AFK, MTC & your patches for that area with those mods, etc. Figuring out what patches to use & not use with ROC is hard, but I just redid my load order with what patches think are needed, ran LODgen & started a new game, so I'll let you know if I see any issues around those areas.

TIP: If people used HESU before, I recommend they delete those files & start over, since both patches AND main mod esp's have changed. They should download the files he has up now & use *only* those, then let BOSS sort it all with the updated Master list that is in his file collection.

Ah yes, ROC and the Faregyl area. Every mod that touches the Faregyl area overlaps every other mod touching that area. Because it's very close quarters and the way cell borders play out around the Inn. I especially want more combo patches for this area on the next update cycle. This is one of those spots where more choices is beneficial. I just plain ran out of free time this go round.

So admittedly I struggle with finding ways to clarify the read-me files. Is there some way I can explain things better, without making the read-me substantially...more of a read?

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All read-me's were fabulously helpful, except for WRR, which was unclear about whether it's okay to use these ROC combo patches together, such as with MTC, Elsweyr, Lost Spires, etc. I'm thinking, if one combo patch was adjusted for ROC in one place, is it okay to use another combo patch with it that adjusts ROC too even if the locations might overlap; and then there's ROC's own patches (which don't appear to have been updated in years) such as "ROC + Ancient Redwoods", and UL has patches for it too. Gets incredibly confusing. The only other thing I was unclear about is whether the 3-way skyrim/smoke town//jerall patch supercedes the skyrim/jerall patch in the Skyrim folder, or whether both should be used. I gather the 3-way is the only one to be used if using Skyrim, Smoke, & UL together.

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Understood. I'll try to clarify that read-me a bit more. Regards patches being used together, it's hit or miss. Mostly miss in that Faregyl area. To be honest you need a dedicated combo patch for mods a, b, c, d, etc. if you want to use more than one mod with White Rose River. Things are packed too tightly in some places.

Example: Faregyl Inn area (roughly)           3, 1    4,1    5,1                     N
                                                                    3,0     4,0    5,0                 W     E
                                                                    3,-1    4,-1   5,-1                    S

Faregyl Village uses all of the 0 cells and all of the -1 cells, plus a few more. White Rose River uses all of the 0 cells and all of the positive 1 cells, plus more North and East. Roads of Cyrodiil runs East to West through the area in 6,0, 5,0, 4,0, 3,0, 2,0 and beyond. Elsweyr Anequina also adds a road into Faregyl which comes in from the SW corner and hits 2,-2, 2,-1, 3,-1, 4,-1, 5,-1, 5,0. MTC Expanded Villages edits Faregyl in 4,0, 5,0...maybe more but for sure those two. And lastly Glenvar Castle uses a portion of 5,1.

Now keep in mind that when you patch any two of these mods, some things may need to be shifted to make them work together. MTC places a house which had to be moved to another cell. Also there are typically land height differences between mods at cell borders, and path grid misalignment at cell borders. Getting any of the one-on-one patches to work together is virtually impossible in this small area. And that's where the combo patches come in if you want the ability to use more than two mods at once. Hopefully this helps illustrate why patches don't always play nice with one another.  

About 3rd party patches. Yes I can see how that can get confusing as well. It would take a good bit of research to identify and log what is what. Maybe one day when I have more time I'll do that. At least so far as 3rd party patches may relate to my own projects.                                                 

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Yep, I get that it's hit or miss with patching. I can say that I've seen zero problems other than WRR conflicts with the mods I use. I quickly checked out Dive Rock, Gnoll Mountain, & a couple others that blow me away with the creative ingenuity of the original author. I had to give up a lot of old familiar mods to fit in all the HESU esps & patches -- totally worth it. I don't know how many others are using them, but I greatly appreciate your efforts & look forward to each update. They breathe new life into old Oblivion - and they don't overwrite other mods, so there aren't conflicts with meshes & textures.

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Totally out of the blue, the author of FHWS made a patch for Hesu WRR. It's a 12-year-old mod, I thought it was abandoned years ago, but she saw my little comment and got right to work on the patch. Amazing.

Edit: I added Glenvar back in, and the area turned into a total mess again. Turns out FHWS has nothing to do with the problem; it looks fine now that there's a patch. it's Glenvar & WRR conflicting. The castle, a river, boulders, etc are completely up in the air; NPC's are falling out of the sky. I'm still adjusting the load order for WRR/Glenvar. The Glenvar/Faregyl/WRR patch is the one really throwing things askew no matter where I put it. Maybe I can figure out something to make it work, otherwise that patch may need some adjusting, or some of the other WRR patches are conflicting with that one, I'm not sure yet.

Edit 2: I'm giving up on Glenvar permanently. When used with WRR it's the biggest disaster area I've ever seen in the game. I don't think the two can be used together; the patch doesn't seem to work, at least for me. If it works for you & others then we must have a diff mod setup and something's conflicting big time. At least FHWS & WRR are fine together now.

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FHWS - Just goes to show you never know who is still lurking in the background. I'll get a link to the mod page posted today.

Regards the other patches. They all work as intended for their respective fixes. I think the problem is you are trying to use multiple patches at once, and that can be troublesome when some edit the same spaces. Glenvar patches in particular edit a large number of cells, because they have to. They border or overlap areas touched by other patches in the series. I don't even know about other 3rd party patches out there for some of the mods in this area. (ROC, MTC, Faregyl patches) But any of them could also be having a bad influence. 

There will most likely need to be more dedicated combination patches created for specific combinations of mods touching this area. Unfortunately I need a break from this series for a while. So that will have to wait a bit.

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I totally agree, it's a patch conflict. I just redid my mod order without Glenvar & its patches, started a brand new game, and everything is right in that area along with some of the other Hesu locations I've briefly looked at. Glenvar is a pain to deal with; I suspect it might also need a patch for Reworked Lampposts since I saw some buried in the ground - but that was when it was all messed up with Hesu, so I'm not sure about that. Much easier to just not install it. If you ever get a 3-way patch worked up for FHWS & the two patches made for it (which I think might be conflicting with your patches), Glenvar, & WRR, I'd be willing to put Glenvar back in just to try it -- but it's certainly not a priority, if your WRR patches are already working for Glenvar & WRR together.

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Ok so I took a look at Selene's mod and the two patches you mentioned (Glenvar & WRR respectively). Several things to bear in mind, and I'm not trying to slight anyone's work. Fall Hair Wig Shop places that building ever so slightly across a cell border. Main edits in cell 6,1, minor edits in cell 5,1. It also, for no apparent reason, makes landscape edits in cells 5,2 and 6,2. Effectively doubling the conflict area. Also there are no path grid edits in the mod, the pathing runs right through the building. So any creatures or NPCs will try to walk through the building.

Looking at both of those patches reveals kind of the same theme. Same cells edited, no path grid adjustments. When compared to my own patch for Glenvar-WRR, the Wig Shop sits right on top of the downhill stream in the Glenvar-WRR patch. Needless to say that there is very different landscape between the mods in that area. And indeed between her patches and my own. Which explains why it botches things so badly.

The fix is as simple as moving the Wig Shop slightly in a new patch and adjusting things around it. I can create a 3-way for it alongside Glenvar and WRR rather easily as it's a simple tweak to my existing patch. In fact I could do a 4 way with Faregyl Village also. Give me a few days as I'm already digging into another project and trying to wrap my head around that one.

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Seems I was totally wrong; FHWS is indeed the cause of the disaster area, apparently. Moving the shop would probably fix the problems, agreed. I assume Selene's patches would no longer be needed? A 4-way patch would be ideal to save load order space, whenever you get a chance. Thanks for taking a look at that.

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