Unique Landscapes - Imperial Isle =========================================== Author: Gondor Wache Version: v2.0.2 ================ Release History: ================ v1.1 - Fixed some water bugs v1.2 - Multiple bugfixes v1.3 (done by cthulhu314) - Multiple bugfixes - Added: distantLOD files v1.4 (done by cthulhu314) - Multiple bugfixes - Regenerated pathgrid v1.5 (done by Arthmoor) - Cleaned pathgrids - Improved compatibility - Bugfixes - Added LOD water planes v1.6: (by Arthmoor) - Further cleanup of more floating objects - More path grid cleanups - Added 5 small farms to the northwest side of the island, courtesy of Richard7666 and his ICFarms plugin v1.6.1 (Arthmoor) - Fixed a land tear near Sinkhole Cave - Made the ram on one of the farms less aggressive, so it won't attack the sheep - Open face rock at the "stonehenge" formation closed with a new rock - Grounded a second floating rock nearby the "stonehenge" formation v1.6.2 (Arthmoor) - Various floaters grounded as reported by zaldir - Shaved off the grass growing under the mini-shrines and under one wayshrine, also reported by zaldir - Removed a cluster of 4 nirnroots from the eastern edge of the island v1.6.3 (Arthmoor) - Closed a small land tear near the IC prison sewer exit - Corrected terrain texture corruption around the same area. Somehow "roadstone" had crept in when it didn't belong v1.6.4 (Vorians) - Removed some redundant cell edits v1.6.5 (Arthmoor) - Fixed a land tear next to Vilverin - Added some more Ayleid structure clutter to the island v1.6.6 (Arthmoor/Vorians) - Removed one redundant path grid edit, and one redundant land cell edit to resolve compatibility issues - Incorporated 3beN's switchback road in front of the IC Talos Bridge v1.6.7 (Arthmoor) - Edited the SE portion of the island to resolve tearing when AFK_Weye is installed. Patch averted v1.6.8 (Arthmoor) - Corrected AI package configurations on the NPCs due to overlapping times and "creepy behavior" because of the "Continue if PC near" flag v1.6.9 (mhahn123) - Added bash tag C.Water v2.0.0 (Vorians) - ESP manually cleaned - Removed some redundant cell edits - Renumbered Form ID Range from 120000 v2.0.1 (Vorians) - Fixed an open-sided mesh near Sideways Cave - Fixed a land tear v2.0.2 (Vorians) - Removed two floating bushes =========== Description =========== The majesticness that is the Imperial Isle is finally brought to life through this Unique Landscape. City residents no longer have to leave the Isle in order to find naturally gorgeous scenery. Small shrines now dot the Isle, where travelers can rest and take in the view. Even the wildlife look better in this new environment...will make you think twice before slaughtering that venison for your next meal. Also, now that there is more foliage, you no longer think twice about where exactly that bird is that you heard, because it could be in any of the numerous new trees and bushes. The Cyrodiil Travelers' Guild lists the Imperial Isle as "One of the prettiest environments to visit", and also "Very convenient...just step outside the walls of the Imperial City, and you are there." Unique Landscapes (short: UL) is based on the vision of a diversified and beautiful Cyrodiil. Imagine a world where exploring not only means to find new enemies and treasures but to enjoy gorgeous landscapes, a world where every step could lead to a new and unique visual experience. That is the Cyrodiil UL is working on. To achieve a goal that huge, the UL project consists of multiple single mods. Each mod modifies a part of Cyrodiil, following a single theme. Usually UL mods get developed completely independently from each other. This way each modder has a maximum of freedom to work on his or her vision, so every UL mod gets its own style and contributes to the diversification of Cyrodiil. ========================= Compatibility Information ========================= This mod is compatible with the following mods that edit the Imperial City Isle or its suroundings: Weye, Imperial Cemetery, Natural History Museum, Open Cities Outer Districts, Adense Epic Dungeon, Cyrodiil Travel Services, AFK_Weye, Windfall For other mods, look here for compatibility patches: http://www.nexusmods.com/oblivion/mods/13834/ ============= Prerequisites ============= At least the official Oblivion patch v1.1 should be installed, otherwise most probably the game will crash from time to time. ============ Installation ============ Unpack the archive to the …\Oblivion\Data folder, it contains this readme, the .esp file and a meshes folder. Start the Oblivion launcher, select "Data Files" and activate the .esp. Alternatively activate in OBMM. If you currently have ICFarms.esp by Richard7666, that plugin will need to be deactivated as its content is merged into UL:II now. To generate LOD, please run the TES4LODGen utility. This will place the extra trees and the water planes. =============== Deinstallation ============== Delete this readme, the .esp file, and the xulImpIsle folder under Data\Meshes. If you generated LOD after installing this, you will need to regenerate it again to make sure any LOD changes are reversed. Simply rerun TES4LODGen again and it will undo the changes. =============== Acknowledgments =============== Thanks to all bug reporters, forum posters and of course the UL team. Thanks to Richard7666 for allowing us to incorporate his IC Farms plugin for the Northwest part of the island. Thanks to 3beN for allowing us to incorporate his "Imperial Serpentines" into the mod for the switchback road at the IC Talos gate. Thanks to Senten for his "big modders resource" that makes up the cliff wall in front of the Talos Bridge. Thanks to Mr. Siika for the additional cliff mesh at the IC switchbacks. ========================= Legal stuff/ Disclaimer ========================= Redistribution and modification of this mod is prohibited without explicit permission. Please don't upload it to any sites without asking me and the UL council first.