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ChildofDragons

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ChildofDragons

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About this mod

Patch collection for Fabled Forests to improve compatibility with Morthal Marsh overhauls. Main ESP is ESL-flagged and disables trees added by Fabled Forests to the Morthal Swamp for use with mods that add to/change the foliage, such as Enhanced Landscapes - Dead Marsh Standalone. Includes patches for high-poly and handplaced assets plus BOS swaps.

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Fabled Forests - Exclude Morthal Marsh is a simple patch for Fabled Forests to disable all changes to the Morthal Swamps area and all cells modified by Enhanced Landscapes - Dead Marsh Standalone. The "Exclude Morthal" patch provided in the Fabled Forests fomod only disables the trees added within the city limits. The "'Exclude Morthal Marsh" patch disables all changes made by Fabled Forests to the entirely of the Morthal swamp area, improving compatibility with mods that overhaul the same region. A version for users who do not use EL - Dead Marsh and want to disable ALL changes made by Fabled Forests to the marsh area is also provided. Note that this patch re-enables vanilla Reach Trees that were disabled by Fabled Forests. An optional additional patch is provided to revert these Reach Trees to their vanilla position and scale to play nice with mods that swap those trees with new models, such as Massive Outstandingly Insane Swamp Tree. All plugins are ESL-flagged ESPs so they won’t count toward your ESP limit.



In order for your game to look like the screenshots, you will need to download Enhanced Landscapes - Dead Marsh Standalone separately and load it after this patch. Loading Fabled Forests with Enhanced Landscapes - Dead Marsh Standalone without this patch won't break your game, you'll just see some overlapping assets. Be sure to add a LOOT rule for all patches to load AFTER Fabled Forests and BEFORE Dead Marsh.

Fabled Forests.esp
  • • •
  • Fabled Forests - Exclude Morthal Marsh.esp
  • Fabled Forests - Exclude Morthal Marsh - Revert Reach Trees (AE/No AE).esp
  • Handplaced MOIST Trees.esp
  • • •
Enhanced Landscapes - Dead Marsh.esp

If you are using the Dead Marsh - Handplaced MOIST Trees file, you do NOT need the Revert Reach Trees optional. The Revert Reach Trees file is specifically for use with the Base Object Swapper version of MOIST that comes with that mod. There is no dependency on Dead Marsh for this file, but no promises the trees will not clip with other assets if you're not using it.

Companion Mod Recommendations

  • Clouds Over Morthal Marsh makes the swamps feel much more claustrophobic without completely obscuring your view.
  • Animated Small Blackreach Mushrooms includes higher-poly assets plus added collision. You can delete everything except for mushroom04.nif and mushroom03.nif if you don't want the additional features. I've provided a version of the mushrooms without animations with high-poly meshes based on wSkeever's High Poly Blackreach Mushrooms as an optional file here.
  • Any of the Detailed Landscapes - Morthal Swamps BOS-based mods. I recommend changing the swapping chance to something less than 100% for each replacement to maintain some variety. 
  • You might want to check out Morthal Barrow if you're interested in new points of interest for the Morthal area plus a fun new quest.
  • Skull Caves adds a unique entrance to Movarth’s Lair which was somewhat lackluster in vanilla.
  • You might also want to check out Unique Marsh Trees which makes the Reach trees in the marsh use unique models.
  • Massive Outstandingly Insane Swamp Tree adds some unique trees to the Morthal wilderness using Base Object Swapper. Alternatively, I've provided an optional file that places those trees throughout the marsh in hand-selected areas. Requires the original MOIST mod for model and texture assets. Be sure to delete the SWAP.ini if you use the optional file provided here.

I am using Rudy ENB for NAT 3 in the screenshots.