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Created by
FuzzBeed - RoastlawyerUploaded by
TheOneTrueFuzzBeedVirus scan
About this mod
An ongoing project to add diversity to the geology of Skyrim.
- Requirements
- Permissions and credits
- Changelogs
Volcanic Tundra
Overview:
If Skyrim's landscape is known for anything, it's that its an incredibly mountainous region. You can't look anywhere but straight up without seeing a boulder, cliff or mountain in your view. However, the logic and consistency of the regions geology is incredibly lacking.
For example: Many Ancient Nordic Ruins, Such as Bleak Falls Barrow, can be assumed to have been carved out of the stone its home mountain is made of. If that is so, why does it not match the aesthetic of its neighboring stone? How come when you enter the Nordic ruin, the stone suddenly becomes tinged yellowish green. Why is it that when this chamber carved out of rock is collapsed into a cave, the cave rock Doesn't match either?
In real life, geological formations are very distinct from each other, with differing mountain ranges consisting of differing rocks and minerals. Skyrim unfortunately, displays none of this, dividing up its rock types by which dungeon tile set uses it.
This Project Intends to solve this once and for all. The plan is simple: Divide up Skyrim into several geological regions depending on the context clues given in the world design. Mountain ranges, and the underlying basins they reside in, will now have a distinct geological aesthetic. No longer will the peaks of Mount Anthor, Kilkreath, and The Throat of the World all share the same bland gray identity.
How it works:
Using the power of xEdit & Synthesis, new diverse objects will be distributed Via custom region records unique to the mod.
Synthesis: Not many people know about synthesis, which is one of the biggest travesties in the modding community. It is a very powerful tools in the realm of patching that any modder should have. While its list of functions are numerous, it's use in this mod is the dynamic forwarding of region records into the cell headers while preserving the changes of later loading plugin, to ensure seamless compatibility with all mods also editing the cells touched by this mod. Instead of needing to patch every mod in your load order with Regional Rock Rampage, simply place our ESP as high (overwritten by everything) in your load order as you can, and run the synthesis patcher. Then, enable Synthesis.esp, and you now have all the region records ready the main xEdit patch in an automatic conflict free Regional Rock Experience.
xEdit: Using a custom made xEdit script, all instances of rock or mountain objects will be swapped with appropriate custom regional variants. Instead of each and every mod adding such statics to the area needing to have an individual custom made patch, by running the script a single comprehensive patch will be created uniquely custom to your individual load order by swapping the rocks in all areas where the appropriate region record exists in the cell header.
The Best Part about this, is the seamless compatibility with any given texture mod of your choice! If you don't like the textures shipped with this mod, simply rename a mountainslab01 and mountainslab02 texture & normal, as well as the respective LOD texture, to the naming convention of my mod, and replace them! Texture artists can even develop textures specifically using the esp framework of this mod, to design bespoke regional landscapes, that now match the custom mountain textures! Welcome to Skyrim In 2025!
Installation:
Download the core mod files. This includes the Main .esm resource file, and a second esm file that overrides any vanilla master rock records (this was split off into it's own esm file separate from the load order patcher to improve the speed of the patcher. If you use PBR, also download that from the downloads as well.
Step 2: Install Synthesis (Optional) to forward region records. While not required, it makes conflict resolution with between our mod, and any other conflicting mod, as simple as pressing a buttons. Follow the path above to the github download link, download and extract synthesis into a folder of your choice, and run it as a program in your mod loader. This mod is still patchable without Synthesis, but region records would need to either be forwarded manually, or have patches made specifically for each and every mod that modifies a cell or anything in a cell used by this mod. Open up synthesis through your mod launcher. With the program open, double click the Regional Rock Rampage Patcher that is found in the main download, and it should become added to the list of usable patchers. Click Run, and move the esp into the location you wish it to be (near the end of the modlist)!
Step 3: Install Xedit & the .pas xEdit Regional Rock Load Order Patcher script from the downloads. Put the script into the 'edit scripts' folder withing the xEdit install folder. Run xEdit with your full load order activated, right click on any plugin and apply script. Filter for the script '00_RockRampageLoadOrderPatcher' then once it is selected click 'OK'. After a moment you will be prompted to browse to the 'RegionalRockRampage_object_replacement_map.txt' file that is included with the main mod download. Once located, click open. Xedit will then run the script on your entire load order, patching rocks or mountains to instead use the new regional variants. When prompted about adding a mod as a master to the patch, allow it.
Step 4: Run ParallaxGen (optional). If you use Parallax, Complex Material, or PBR Landscapes, the landscape textures used on the trims of certain objects will require forwarding of necessary data in order to remain consistent with your game. Additionally, the PBR version WILL NOT WORK without running ParallaxGen, unless you feel like patching every mesh yourself of course. After Running Parallaxgen, Place at the BOTTOM of your Load Order. It must win all conflicts
Step 5: Run DynDOLOD (Optional) If you want distant mountains and objects to retain the new colored rocks, you must run both TexGen and DynDOLOD. These are both intricate pieces of software, so instead of walking you through it incorrectly, I will just like a Handy Tutorial.
Proper Load Order (Lower items in this overwrite higher items)
Regional Rock Rampage - (Regional Plugin)
Regional Rock Rampage - Vanilla Overrides.esm
...
...
Synthesis.esp
Regional Rock Rampage - Load Order Patch.esp
...
ParallaxGen plugins
DynDOLOD Output
FUTURE PLANS:
Add Further Cave, Mine, and Dungeon Integration
Integrate Interior Dungeons
Add further regions
Regional rock shape variety?
COMPATIBILITY:
Now for the part you've all been waiting for, how big of a footprint will this mod have on conflicts in your game. The answer to this question is entirely up to whether you use the Synthesis patcher or not.
If you choose to not use the patcher, any mod that overhauls the header of a cell will require a custom patch. this is limited but not included to:
Landscape Mods
Location Mods
Weather Mods
Northern Roads
Water For ENB
If you DO decide to use the Synthesis Patcher, the only conflicts will be mods that add new rock object types (as in entirely new assets) in regions that did not have them. This will not cause any major issues besides visual inconsistencies.
Permissions:
The Intention of this Project is to provide a framework for texture artists and players alike to add a further level of customization to the world. I give full permission to all authors to modify or replace my textures and meshes, as long as they retain the file structure used in the mod. This is meant to retain full compatibility with the rest of the suite, so other additions to the framework can be used in conjunction.
For example, all textures and meshes must be Put in the FuzzBeed/Landscapes path.
If you have any suggestions, recommendations, or concerns, or wish to see what I'm currently working on, do not hesitate to reach me on my
Discord Servers:
The Writers Wroom
The Cistern
Happy Modding :D