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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



40 minutes ago, Federica said:

Hi! Will Koyo Town work along with Falling Leaves? (https://www.nexusmods.com/oblivion/mods/44257?tab=description

And thank you again for your dedication to making Cyrodiil a more beautiful place. :wave:

Falling Leaves adds particle effects to vanilla tree locations. So you may see leaves falling in areas where trees have been moved from. Aside from that Koyo would have no impact on the particle effects actually functioning. If things are too weird a patch for that would be easy enough.

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2 hours ago, mhahn123 said:

Falling Leaves adds particle effects to vanilla tree locations. So you may see leaves falling in areas where trees have been moved from. Aside from that Koyo would have no impact on the particle effects actually functioning. If things are too weird a patch for that would be easy enough.

So the biggest "risk" are just falling leaves without trees: I think it may be nice anyway, they would look like they're carried by the wind :rolleyes:

Thank you for your fast reply, bye! 

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As for the patches, I believe I use the correct ones: i.e., no need for the OOO-Seaside when it's part of the UL-Anvil patch. And I use the RST solo patch as well, but you say it might not work correctly in conjunction with all the rest. Thx for the info that RST affects the dock area; that could be the main problem. I didn't check the rest of Seaside, I assume there's more than just the docks by Anvil, so I dunno what other areas using all the mods together might mess up. I'll probably end up giving Seaside another shot down the line, esp. if it's part of a potential merged version in the future. Not a big deal for now since it takes up the 4 slots w/patches, that I don't have room for presently. But finding a way to make ALL the HESU mods work together along w/OOO, RST, UL Full Merged, & AFK is a challenge I'll probably take on down the line, as far as load order & all that, to see if I can get it working. It's so close now, actually...

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6 hours ago, songlife said:

As for the patches, I believe I use the correct ones: i.e., no need for the OOO-Seaside when it's part of the UL-Anvil patch. And I use the RST solo patch as well, but you say it might not work correctly in conjunction with all the rest. Thx for the info that RST affects the dock area; that could be the main problem. I didn't check the rest of Seaside, I assume there's more than just the docks by Anvil, so I dunno what other areas using all the mods together might mess up. I'll probably end up giving Seaside another shot down the line, esp. if it's part of a potential merged version in the future. Not a big deal for now since it takes up the 4 slots w/patches, that I don't have room for presently. But finding a way to make ALL the HESU mods work together along w/OOO, RST, UL Full Merged, & AFK is a challenge I'll probably take on down the line, as far as load order & all that, to see if I can get it working. It's so close now, actually...

Yes you are on the right track. no need for the solo OOO patch as it's included in one of the COA variants. Regards docks, I was referring to the docks area in River Strid near the settlement. Seaside Settlement adds some docks, Cliffs of Anvil adds some, RST  adds some, Sides Sailing Ships adds some, MTC Thieves Grotto adds some. and they all converge in 2-4 game cells. So until I can expand the selection of patches choices are limited. What you want is doable, but may require some more precisely targeted patches to make it happen. What I have at the moment can easily be reconfigured later on.

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The SS patches I used were: OOO/SS/COA for UL; AFK/SS; HESU Shipton/SS; & RST/SS. According to the readme, those are the ones to be used with those mods installed (UL, OOO, AFK, Shipton, RST.) But it was messed up. So what you're saying is, if I understand correctly: if the OOO/COA UL patch is used, RST can't be installed *at all*, otherwise it'll mess everything up (the RST patch, in other words, conflicts with OOO/COA UL patch.) So one could use AFK, UL, OOO, & Shipton with SS, with no problems -- but adding RST into the mix is a no-go, even with the RST patch.

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5 hours ago, songlife said:

The SS patches I used were: OOO/SS/COA for UL; AFK/SS; HESU Shipton/SS; & RST/SS. According to the readme, those are the ones to be used with those mods installed (UL, OOO, AFK, Shipton, RST.) But it was messed up. So what you're saying is, if I understand correctly: if the OOO/COA UL patch is used, RST can't be installed *at all*, otherwise it'll mess everything up (the RST patch, in other words, conflicts with OOO/COA UL patch.) So one could use AFK, UL, OOO, & Shipton with SS, with no problems -- but adding RST into the mix is a no-go, even with the RST patch.

Correct. RST is the stumbling block at the moment. The standalone patch for RST/Seaside isn't configured to also work with Cliffs Of Anvil. I will remedy that in the future however.

The Seaside/Shipton patch will work with any of the other Seaside patches. The AFK patch sits off in it's own little corner of the world so "should" work with any of the Cliffs Of Anvil variants.

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Thanks. I now fully understand. Just wanted to make sure it wasn't user error on my part.

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An fyi on Gnoll Mountain. I've noticed for months a bad area in Frostcrag Village: when you enter, 2 houses down on the right, between & behind them, there's a conflict with, apparently, UL. That area of the village is above the ground due to conflicting snowy mountain meshes & the landscaping problem it creates with FV. I used FormID on the land and the offending parts belong to UL. Also a couple rocks at the entrance are in the air. I couldn't figure out what was causing the problem until I disabled HESU Gnoll & all associated patches. Then the village went back to normal. Patches I used (all sorted by BOSS) were: DLC Frostcrag-GM; GM-FrostcragVillage; ULM GM-Snowdale. So it looks one or more of those is the culprit. It's not a gamebreaker, one can still go between the houses & down the mountain, but when you look back up, FV is in the air.

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I tried to merge the HESU collection into a single ESP, but I experienced land tears in many areas. Why is this and how can I resolve it?

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On 4/1/2022 at 7:37 AM, 4444444444 said:

I tried to merge the HESU collection into a single ESP, but I experienced land tears in many areas. Why is this and how can I resolve it?

I'm not going to clog the comment thread with a discussion of that length. I have no idea of how you tried to go about it. Could be any number of things. Merging isn't always so straightforward. PM me and we can talk about it.

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If you ever get back to the HESU gig, the mod Akaviri Kojima Extended https://www.nexusmods.com/oblivion/mods/40832 has some horrendous conflicts up there in the NE with Hesu Dive Rock. Dive Rock puts a Sunken Ruins around there and the Akaviri mod pretty much destroys it. I had to use TCL just to find & get in the door of the Sunken Ruins, which was mostly underground. It's a total mess. It seems like HESU put something else near that region, but I can't recall it & didn't check it. This might be one of those "pick one or the other" situations like you described for a few mods on the HESU page.

UPDATE: The author of Akaviri says he has fixed the Hesu conflicts in his latest release.

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Interesting. Akaviri Kojima is ship related mod right?  I wouldn't have expected it to place locations way out there. Never know what's under the hood until you open it I guess.

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Hi there, I wanted to point out a conflict between Koyo Town and Stone Head Inn (https://www.nexusmods.com/oblivion/mods/43049), which looks half buried with both mods active. 

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On 4/20/2022 at 9:54 AM, Federica said:

Hi there, I wanted to point out a conflict between Koyo Town and Stone Head Inn (https://www.nexusmods.com/oblivion/mods/43049), which looks half buried with both mods active. 

Noted and thank you Federica.

 

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Hi mhahn

Thanks for the HESU mods. These are mind blowing! Just started playing with Skyrim Temple and Dive rock and it goes so seamlessly with MOO and UL.

There were a few issues I encountered for land tears with UL Jerrall Glacier - I think as I am using the merged esp file. Land tears on HESU Skyrim West entrance. Bandit camp is floating above the ground at certain places. I am using the Snowy Road, Jerall Glacier, Dark Anchor Dolmens, and Snowdale patches included here.

 

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Hi, thank you so much for providing these; I've enjoyed them immensely in my Oblivion playthrough. I did have a minor bug report -- the 'village' map icon for Fairmere Village (both icon and text 'Fairmere Village' beside it) occasionally shows up when I pull up the local map in an interior, like a dungeon. It doesn't affect anything, but I have no idea why it would do that.  I'm using Northern UI with Dynamic Maps and Map Marker Overhaul, so I'm guessing it's something to do with one of those, but it's weird that the problem is exclusively and consistently Fairmere Village showing up, never some other map location. Any ideas?

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On 4/14/2022 at 9:17 PM, mhahn123 said:

Interesting. Akaviri Kojima is ship related mod right?  I wouldn't have expected it to place locations way out there. Never know what's under the hood until you open it I guess.

  Akavira Kojima is definitely not a ship mod and touches all over the map. It adds a lot of japanese style player homes and massive underground dungeons/tunnels etc. Probably more but I forget the extent now. 

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Wolf's Borough is one that needs some work. When you fast travel there, you're near several steep steps that lead up to a couple large houses. Near the top flight of steps, it gets really messed up; there's a huge chasm there, you fall into a glitched abyss, etc. The area to the right around the top of the steps has many floating objects and horrific land tears, & some structures are partially in the air. The houses don't have activators at all on the doors so you can't get in. Totally a wreck, as are most other parts of the town. The only thing working is the underground tunnel. BTW I'm following your BOSS load order precisely.

I'm using the patches for Dark Brotherhood Chronicles, Oranstad, RST/Shezries, Legion Forester Outposts/ROC, & UL Ancient Redwoods. To test, I removed all patches & tried it that way; still glitched. Then put them all back one by one; no change. If this were some unknown mod conflicting, you'd typically be able to see pieces of it by using FormID and figure it out that way (usually you'd see misplaced stuff belonging to UL since it causes so many conflicts), but all I see is Wolf's Borough stuff in the entire area. And there's nothing on the map near there anyway, other than an RST house a distance away. There's just nothing else there in that area to be doing this.

Ultimately I had to give up & delete Wolf's Borough. I literally ran out of things to try. I really do think something's wrong with either the main mod or one or more of the patches.

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I posted this on the Nexus mod page for 'Nobody Goes into the Mountains but Hunters', but there's a significant conflict between that mod (both the original and the UL-compatible version) and your HESU Great Forest Gorge. Specifically, there's a Fisherman's Camp at -1,20, right where the Gorge meets Lake Rumare, with land tears and pathgrid issues. Even if you just remove the LAND records, the tents and table end up hovering over the ground.

I ended up deleting those cells entirely from NGIM, but I was wondering if you'd be willing to make a patch to make it compatible with HESU, like you did for Fairmere Village. Thanks!

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hello there, many thanks for providing these mods and their patches for the English speaking players, they are wonderful! :) are you still taking conflict reports? If so, I believe I have 2 conflicts to report, one mild and one a bit more serious. Firstly, Koyo Town seems to conflict with the mod Little Shops by IcelandicPsychotic. This is the conflict that is only a bit mild, provided you load Koyo Town after Little Shops you end up with a big rock covering the shop and the landscape burying some of it, but the door is still accessible (provided you use the console to disable the big rock, like I did). The other more serious conflict is between Hoarfrost Castle and the Apple Onsen. There is a quest related farm (Mannick Farmhouse) and nearby dungeon entrance (Glowing Tunnels) added by Hoarfrost Castle that gets quite close to the pathway up the waterfalls added by Apple Onsen, which results in land tears and floating rocks and the like. The specific cell where problems start to happen seems to be cell 4,30 if that's important to know. Anyway that's it, thanks again for all your work! :)

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Any chance you could just upload two folders, one with the readmes, and one with the plugins? It's very tedious having to unpack each plugin. Just put them all into one folder, and the readme's in another.

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I have converted all the patches and readmes into one BAIN archive for the purpose of hot swapping patches in and out, for example, depending on what mods you are using sometimes it was the case that the patch you would want would be in a separate archive (lets say something was patching Hesu mod X, youd find that patch in the compilation, but UL patches have their own, so if there was a patch for Hesu mod X + UL, you wouldn't notice it unless you were comparing them both side by side) 

With mhahn123 permission i could upload it somewhere (you can do it yourself ofcourse, its just time consuming)

 

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Something that i just noticed is that the Valenwood Improved patch is for the original Valenwood Imrpoved (not the TWMP version) 

Would we be able to get a patch for this (as the TWMP project is still being kept up by Lena) 

Or since it only conflicts with the outskirts near seaside settlements, would it be as simple as changing the master for the patch? 

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On 1/29/2022 at 1:48 AM, Metam0q said:

are you planning on making a merged version of these mods? there are so many and oblivion is so very limited when it comes to esps :(

I have merged them and modified the patches.

Hesu Mods Merged + Patches.zip

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