So uhm, is Mountains and Hills compatible with Basic Roads?
EDIT: I guess so as they're both on the list
Yep! Sorry I didn't respond sooner, but they are compatible, I load Mountains and Hills higher in the load order though to make sure, but yes the roads added by that mod (as well as the rivers and streams in the recent version) will conform to the terrain and you can follow them up and down mountains and valleys. It is amazing to set the travel acceleration speed to x10 or so and just watch the scenery going past, flowing rivers that come down the sides of mountains and bifurcate into streams, thick clustered forests in the north filling a river valley, it is truly amazing with all these mods how much more "alive" the wilderness feels. With the Dungeon Exteriors Fixed mod you will see massive castle ruins and vast graveyards with huge networks of mausoleums, and on top of that World of Daggerfall Project is specifically designed as a project to bring the wilderness to life by adding all kinds of landmarks and interesting hand-placed locales and terrain features to make exploring the overworld more engaging. This game is today on a whole other level with these mods coming together.
One thing I should mention is that with Distant Terrain, I think it has an option in the mod configuration menu (accessible from within Daggerfall Unity's Launcher frontend) for "improved terrain" or something like that; make sure you do not have that option selected because otherwise Mountains and Hills will conflict with it. I've tried the other terrain mods like Interesting Eroded Terrain and Enhanced and Eroded Terrain, and I think there is (or was) another one even, but Mountains and Hills despite being an older mod remains my favorite by far and the most compatible with the mods I use it with. The mods page recommends to use Enhanced Sky with it, which apparently is no longer on the Nexus; you could use Dynamic Skies, but as I mentioned before I like the vanilla skybox graphics that have the giant trees and mountains and dunes at the horizon.
It might look odd to some people if you are using very high draw distances but I personally don't think so. Also I don't use the max draw distance; when you look to the "Advanced" tab on the launcher and go to the "Video" tab, to the right there is a slider for distant terrain which I keep on 2; I think it defaults to 4 but I could be wrong. Keep in mind if you don't have a fairly powerful computer even at this setting with the Distant Terrain mod maxed out you will encounter stuttering every time you advance to a new cell, and the more mods you add to enhance the wilderness the greater the stutters become, unfortunately. For reference my gaming laptop has a GTX1660ti and AMD Ryzen 7 4800H with 16GB RAM using an SSD and I get micro-stutters with the distant terrain set at 2 when I'm moving about in the wilderness. Oddly this only happens when I'm walking freely; when I use the Travel Options with the Basic Roads mod, even if I set the walking speed at x100 it doesn't stutter at all and just zooms past everything, but I don't know enough about how everything works to figure that one out.
And to clarify, everything on that list is part of my current load order and is as far as I've been able to determine (the game is massive, though) compatible, using this version of Daggerfall Unity: 0.14.5-beta, bearing in mind a decent load order. If anybody has any questions or encounters a problem I would be more than happy to help resolve them. I haven't had any major issues, and the few that have come up were load order related; for instance I had a conflict that was causing Fixed Dungeon Exteriors to not work properly. Basically that mod, which I cannot play Daggerfall without anymore, turns the exterior zones of dungeons, graveyards, ruined keeps &c from a little tiny bump mound with a door into actually appropriate instances of each type, so that approaching a ruined keep no longer amounts to finding a tiny hill but instead has huge castle walls that you can climb up on top of, with rooms and guard towers and everything, and even multiple entrances so you can come out of a dungeon at a different exit that you came in.
When I first tried this mod I approached a keep and it was beautiful, but the door tooltips were blank and clicking on them did nothing. I rearranged it in my load order (I apologize but I forget what was causing the conflict, I can find out later though) and reloaded the save, and suddenly there were knights and shit all over patrolling the keep, and the doors now had correct tooltips and functioned properly. I can't remember if it was the SIGIL mod or the options I activated of Warm Ashes that added the knights to the exterior, and yet another mod caused the knights to not be hostile because I was aligned to their kingdom so where before I would have just assumed them to be random enemies added by Warm Ashes, I could instead interact with them and they didn't mind my going into their keep!
I used to use the Convenient Clock mod but got rid of it because when using retro rendering mode at my resolution the HUD elements don't match up. And one of the most impressive mods that has come out since my last Daggerfall modding adventure is Diverse Weapons; it actually makes the weapons distinct and unique by type, so no longer will every iteration of a katana or a warhammer look the same, each material type has a unique style for each weapon, and they are both beautiful and made to conform to the vanilla graphics style. The Unique Armors mod is similar but so far only Dwarven armor has been finished, but even so just having that one armor set remade (again in vanilla style) makes it so worth it, the new Dwarven set is gorgeous to behold. Anyway I'm rambling here as usual for me, I just get so excited to share experiences with modding this game because we are in the middle of something relatively new and extraordinary with newer modders discovering the game and bringing their talents, and it is fascinating to watch unfold.