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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



Yes precisely. The 3 way patch (or 4 way) would take the place of any smaller patches for the same mods. More compatibility, less load order slots.

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Quick question: I'm sure you put a lot of time into your AFK-MTC-RR patch, but I notice Hesu has some patches which affect MTC & AFK. As does UL. BOSS has the load order with the AFK-MTC-RR patch 1st, then all the Hesu stuff, then ULM & ULE patches last. Do you still suggest keeping the AFK-MTC-RR patch above all those? Or should it now go below them all? I took a quick walk through Weye & Pell's Gate area and didn't see any major problems, but I don't know what other areas AFK-MTC-RR patch touches. You don't need to check it out; just wondering if you'd have a guess off the top of your head. btw I'm not using any of Arthmoor's AFK-included patches since you said your 3-way supersedes those, if I understand correctly.

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Yes things are just fine as is since we are looking at completely different locations. My Weye patches touch only Weye and nothing else. Neither Hesu nor UL do anything in Weye. So there is no overlap to be concerned with. 

As for 3rd party patches such as Arthmoor's for AFK (or any others), you need to look at what location they touch. AFK adds locations to areas near Anvil, Chorrol, and Cheydinhal, in addition to Weye. My patches take care of everything in Weye, any other locations would need to be addressed by other patches. I didn't bother with that because at the time there were already existing patches which took care of the other locations.

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Not sure why,  but the UL Arrius Creek + Dive Rock doesn't seem to be working for me? Its not showing up in the installer and also when I try to manually install it, it won't work either.

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5 hours ago, jack829 said:

Not sure why,  but the UL Arrius Creek + Dive Rock doesn't seem to be working for me? Its not showing up in the installer and also when I try to manually install it, it won't work either.

Not sure what you are referring to. There is no installer. The patch is a standard plugin type file which just gets dropped in the data folder. Then activate. You can install with a mod manager also, just make sure it is activated and load order is correct.

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Hi can you explain what do the "UL merged" and "UL separate" folders do in the patches download?

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5 hours ago, 4444444444 said:

Hi can you explain what do the "UL merged" and "UL separate" folders do in the patches download?

They are patches for the Unique Landscapes series, or UL as it is commonly known. UL is available in two forms, as separate plugins, or as a single merged plugin. Because of this you will find compatibility patches for the series with 3 different prefixes. ULS prefixed patches can only be used with the separate Unique Landscapes plugins. ULM prefix can only be used with the merged UL compilation. ULE prefix can be used with either.

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Deleted Base Records

The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin.

•  HESU DiveRock.esp: 1 deleted base record

Wrye Bash reports this in mod checker, will this cause any issues?

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19 hours ago, Sabre said:

Deleted Base Records

The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin.

•  HESU DiveRock.esp: 1 deleted base record

Wrye Bash reports this in mod checker, will this cause any issues?

You'll have to be more specific than that. I don't have any idea what Wrye Bash is alerting you to. Is there any other information to reference? Are we talking about a deleted vanilla object? There was one UDR in an older version of Dive Rock, but that was pruned out a while back. All of the current plugins are cleaned with Tes4Edit v4.0.3. My Wrye Bash is not showing any issues via mod checker.

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6 hours ago, mhahn123 said:

You'll have to be more specific than that. I don't have any idea what Wrye Bash is alerting you to. Is there any other information to reference? Are we talking about a deleted vanilla object? There was one UDR in an older version of Dive Rock, but that was pruned out a while back. All of the current plugins are cleaned with Tes4Edit v4.0.3. My Wrye Bash is not showing any issues via mod checker.

The record in question is 000CC319. HESU DiveRock.esp deletes this vanilla record entirely. I was able to find it via the CK. Do you think it will cause any problems by deleting it, if another mod references the same record?

000CC319.jpg

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It's a path grid record, which isn't nearly as volatile as navmesh in the newer games. No cause for concern. 

I'll keep this info for next update. Easy enough to restore the vanilla PGs and rework so there are no error flags thrown up in the future. But honestly, this isn't Skyrim. Or Fallout 4. Pathing doesn't cause those kinds of headaches in this game.

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3 hours ago, Allister said:

How bad is the conflict? Is it minor or bad?

IDK, haven't loaded them up yet to see.

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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 :(

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I don't think it's all that limited, you can squeeze several hundred in there.

But more to the point, this is no small thing to accomplish. Merging the mods into a single file is easy enough. Converting over a hundred patches to then work with a merged version is lots of work. Several weeks worth of work in fact. Then any future patches have to be made for both the separate version and merged version (just like UL requires already). And any future maintenance updates also have to be done twice.

Idk friend, I'm kind of worked out with real life work at the moment. Modding is something I do for fun, not to feel like work. Maybe in the future when I have more free time on my hands again.

 

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3 hours ago, Metam0q said:

that sucks but its understandable. hopefully there might be an easier way

I could do what you and others have asked for, and drop the separate plugin option altogether. That would save some hassles. But that would alienate some users who want to choose which plugins they install. Most likely I will eventually just cave in and make a merged version. Right now time is too limited for it.

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I found that of all the HESU mods, Seaside is the one I can't use. It had some problems in my setup with UL (apparently), despite all appropriate patches being applied & sorted w/BOSS. I'd walk down the boardwalk from the west side to the east & suddenly the walkway completely disappears and I'm on dirt with the landscape radically changed as though I went through a portal or something. Reversing direction makes the boardwalk appear again - sorta like: Seaside Settlement's here, now it's not, depending which direction I go. I also saw at least 2 huge hills colliding with buildings; some fairly major landscaping issues. Sorry I can't be more specific; I only looked at it briefly before removing it. It could be some other mod or patch conflicting with the huge Cliffs of Anvil patch - for example several UL & BC patches go below it in the order, and some affect that area. Maybe putting the Anvil patch below everything else might solve the problems, I dunno. Also the original author seems to have left a lot of doors/rooms locked & inaccessible; strange choice, makes it feel incomplete. I decided against using Seaside since maybe it might be too big to reasonably use w/o problems when one is using as many mods as I do, plus several of the patches aren't mergeable and take up 4 active slots, which is a lot for one mod. It was an admirable effort to try to merge it in to UL, OOO, RST, & AFK, all of which I use, but it seemed to be problematic, at least with my setup. Considering that it interferes so much with Cliffs of Anvil & other mods, requiring a patch that deletes content & may not be working correctly anyway, maybe Seaside could be excluded from any future merged version you might put together.

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5 hours ago, songlife said:

I found that of all the HESU mods, Seaside is the one I can't use. It had some problems in my setup with UL (apparently), despite all appropriate patches being applied & sorted w/BOSS. I'd walk down the boardwalk from the west side to the east & suddenly the walkway completely disappears and I'm on dirt with the landscape radically changed as though I went through a portal or something. Reversing direction makes the boardwalk appear again - sorta like: Seaside Settlement's here, now it's not, depending which direction I go. I also saw at least 2 huge hills colliding with buildings; some fairly major landscaping issues. Sorry I can't be more specific; I only looked at it briefly before removing it. It could be some other mod or patch conflicting with the huge Cliffs of Anvil patch - for example several UL & BC patches go below it in the order, and some affect that area. Maybe putting the Anvil patch below everything else might solve the problems, I dunno. Also the original author seems to have left a lot of doors/rooms locked & inaccessible; strange choice, makes it feel incomplete. I decided against using Seaside since maybe it might be too big to reasonably use w/o problems when one is using as many mods as I do, plus several of the patches aren't mergeable and take up 4 active slots, which is a lot for one mod. It was an admirable effort to try to merge it in to UL, OOO, RST, & AFK, all of which I use, but it seemed to be problematic, at least with my setup. Considering that it interferes so much with Cliffs of Anvil & other mods, requiring a patch that deletes content & may not be working correctly anyway, maybe Seaside could be excluded from any future merged version you might put together.

Your second to last line narrows in on the problems. You use at least two mods (OOO,RST) which would overlap the main area being patched. But there is no patch variant which addresses using them all together. In fact there is no Cliffs-Seaside variant which includes RST at all. RST makes major changes in the docks area. The problem here, as we've discussed previously, is 3rd party content overlapping the game cells edited by the Seaside-Cliffs patch. Anything else thrown into the mix is going to require a dedicated patch of it's own, which also includes that specific content. I made a few variants of the Cliffs-Seaside patch (which also account for OOO, Kragenirs, Sides Sailing, Thieves Grotto, etc). You should use only one of them, as each makes very different changes to the area. That means either the Seaside-Cliffs main patch OR one of the variants. AFK patch should be ok to use in conjunction, IIRC it doesn't touch any of the same cells as the Cliffs patches.

I will return to expand on options for people to choose from. Until then you have 7 choices where Seaside-Cliffs patching is concerned. Try throwing something else in there and things break. 

 

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