I think you can safely delete [REFR:01000FFA] and [REFR:01001000] as they aren't referenced by anything and marked as deleted anyway. Not sure how much of an in-game impact these records have (probably cosmetic only). Yes, I have old version, which should be still the same as this one (so checking what version I downloaded will show nothing, just saying).
Is this mod compatible with Unique Landscapes? I can't tell from the description how significant the changes made by this mod are, or whether it might conflict with UL's overhaul of e.g. the Imperial Isle. There isn't a compatibility patch available on the page, but this mod is very new, so I wanted to make doubly sure.
I couldn't say outright, as I've never used that mod. I can say, however, that if it changes the landscapes mesh (shapes) of the vanilla farm landmasses, then it won't be compatible. As long as the landmass meshes themselves are untouched it should be fine. You could give it a shot, and if you see floating plants at the farms, simply remove my mod. If you do see something that it's not compatible, It would be really helpful if you'd drop me a note and let me know so I can update on incompatibilities. I'd check it myself, But I have to reinstall oblivion and all the mod mangers, etc, since I built my new PC.
I just checked in TES4Edit, and used 'Filter to Show Conflicts'; the only Worldspace cell that shows a conflict between your Farmers mod and Unique Landscape is related to 'Drakesford' farm. However, the UL changes seem to apply to the X,Y,Z position of various crops, which probably indicates that there were landscape mesh changes made but since 'CompetentFarmers.esp' doesn't make landscape mesh edits, TES4Edit wouldn't show conflicts there.
In the game itself, I checked Odill Farm outside Chorrol and there was no floating plants (very happy with how much more realistic the farm looks!), but I'm pretty sure Odill Farm isn't affected by UL Chorrol Hinterlands. I'll check UL Imperial Isles tomorrow to see if there are conflicts there and report back.
alexpublius I suspect that they had already moved some of the crops that I also move. The X,Y,Z positioning hints at that. Both mods probably moved the same vanilla crops suggesting a conflict (which really isn't since UL will move them, then mine will move them again). Whichever is in the lowest load order will take effect. If you want to keep the uniformity that I set with the pre-existing vanilla crops, put mine under Unique landscapes so my movement/placement of the vanilla crops takes effect. If you're not worried about UL's vanilla crops placement possibly mixing a bit with the new ones I placed, then it doesn't matter what the load order is. You'll still have all the new ones I added regardless. Honestly, I don't think It would make too much of a visual impact, with a little mixing, overall. Hell, it might even make it look a little more organic.. lol.. Thanks for the info, Alex. :)
This is a cool concept but has the potential to break game balance (particularly alongside some mods) due to the huge amount of alchemy ingredients this would give you.
It might be worth adding an optional patch to make crops owned by the farmers, such that trying to harvest them would be considered theft. This would make sense for immersion, too; it's a bit weird that you can just take someone's crops at will.
single player game "Balance" entirely up to each player, with choices of settings and mods, including the choice to simply not avail himself of any particular feature of mod that does not suit his specific role playing.
To be honest, I built this mod for myself. The farms simply looked too pathetic, and I'd imagine they were lowly populated simply because of computational limitations of the times, so as not to overload graphics with too many higher def items.. A problem we don't really have in this day and age anymore. At least not for something like oblivion. Aside from that, I don't really use too many mods, so I never really hit an unbalancing issue. granted some people might, with a certain mix of mods. But as 'TheRomans' basically said, "to each their own". I hope you enjoy the mod regardless.
how much has changed fromt he past version of this mod to this new one? I always noticed lord drad and the farm close to Weynon Priory be much bigger with it, but other places mostly looked the same(did I install it wrongly?) I'm gonna try this mod soon
This is still v1.0, It's just a re-upload, after I had taken the old one down due to some misgivings I had with the way some things were being handled on the nexus. All farms get crops added. The larger farms get way more, though. I had to use the space that was available inside fences at each farm, so they unfortunately don't get as much love as the larger farms. It does always at least triple/quadruple the amount of the smaller farms, though. The larger ones end up with 15x (ish). I had been considered cracking open oblivion again, and making an auto-potion maker for quick cash. (no more mashing the craft button on single ingredients after master level, and switching ingredients just to make money.) You'd just cast a spell, and it would turn every ingredient into a potion instantly. Available only after you hit master level alchemy, It will be a quest that gives you the spell. More of an earned 'quality of life' spell.
I see, I have been playing with this mod in my games for several hours now, and I guess I got used to the bigger number of crops, kinda like how you dont notice yourself growing older. the auto-potion thing would be great, if you ever do make it, hit me up, making my thousands of potions (I'm an alchemist loot goblin, I pick EVERY single plant I see) will be easier and useful. Needless to say I endorse it
ty vm for the mod, and the response, have a good one ;)
Heh.. Yeah.. Vanilla farmers are pretty lazy. I suspect they are actually the beggars that are strewn about the streets, since they plant a few melons, tomatoes, etc, and that's it. nobody can survive on that little bit. LOL
24 comments
In the game itself, I checked Odill Farm outside Chorrol and there was no floating plants (very happy with how much more realistic the farm looks!), but I'm pretty sure Odill Farm isn't affected by UL Chorrol Hinterlands. I'll check UL Imperial Isles tomorrow to see if there are conflicts there and report back.
It might be worth adding an optional patch to make crops owned by the farmers, such that trying to harvest them would be considered theft. This would make sense for immersion, too; it's a bit weird that you can just take someone's crops at will.
"Balance" entirely up to each player, with choices of settings and mods, including the choice to simply not avail himself of any particular feature of mod that does not suit his specific role playing.
I'm gonna try this mod soon
I had been considered cracking open oblivion again, and making an auto-potion maker for quick cash. (no more mashing the craft button on single ingredients after master level, and switching ingredients just to make money.) You'd just cast a spell, and it would turn every ingredient into a potion instantly. Available only after you hit master level alchemy, It will be a quest that gives you the spell. More of an earned 'quality of life' spell.
the auto-potion thing would be great, if you ever do make it, hit me up, making my thousands of potions (I'm an alchemist loot goblin, I pick EVERY single plant I see) will be easier and useful. Needless to say I endorse it
ty vm for the mod, and the response, have a good one ;)
Recommended.