Orphan Attachments 07/31/2018I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!
By IlianaELSWEYR ANEQUINA (ALTERNATE VERSION) & VALENWOOD IMPROVED PATCH
This file contains an alternate version of the ElsweyrAnequina.esp (version Mar 2014) with a ElsweyrValenwoodImprovedPatch.esp.They build and patch the border between the two province mods to create a smooth transition.
As the patch requires the specially modified version of the ElsweyrAnequina.esp provided, it will only work with the Mar 2014 version of the mod.
The land between Corinthe and Haven is not playable -- it is essentially a no-man's-land (much like the unreachable regions beyond Cyrodiil in the vanilla game which exists only to complete the vistas). Neither mod creates southern Elsweyr and the Tenmar Forest region. The patched mountain and hills between the two are there simply to provide a background vista for both mods so they visually mesh together.
You can, of course, soar over them with something like the Akatosh Mount! The hills are otherwise bare of anything except grass and there is no direct walking route between Corinthe and Haven.
The proper Elsweyr-Valenwood border crossing is located above the city of Dune (see the second screenshot below) where the two mods abut each other properly.
The following two mods are required:-
Elsweyr Anequina (Mar 2014) (only compatible with this version) http://www.theassimilationlab.com/forums/files/file/1070-elsweyr-anequina/
Valenwood Improved (+ English translation if required) https://www.nexusmods.com/oblivion/mods/22555/?
ElsweyrAnequina.esp (Use the replacement esp provided with this download)
MESHES & TEXTURES
The meshes and textures are replacement LOD landscape files (for distant view).
You will need to run TES4LodGen afterwards to properly generate distant trees and cities. DistantLOD for cities and trees is dependent on your load order so if you change that you will need to run TES4LodGen again.
To use TES4LodGen just download and double click the exe. The program will do the rest.
ELSWEYR ANEQUINA VALENWOOD LANDSCAPE LOD QUICK FIX
This small file can be downloaded to quickly restore the distant landscape if it becomes broken (that is, if the distant landscape loses its colour or large gashes appear in the mountains after you install some other mod).
The files define the shape and colour of the distant landscape (sandy mountains, green hills, etc.).
Please do not upload this file to other sites. The only valid one is my upload on the AssimilationLab website.
The region between Haven and Corinthe is not playable! Neither mod covers southern Elsweyr and the Tenmar Forest which should lie between the two. The trees west of Corinthe are simply there to suggest "edge of the jungle!" so just pretend you receive the message "you can't go this way turn back!" when you slam into the invisible wall blocking your path west.
... but you can cross between Elsweyr and Valenwood in the north near the cities of Dune and Arenthia. The village in this picture isn't Arenthia!
You can't see it here but the city lies on the far side of the forested hill in the top left hand corner of the pic. There is a direct road linking Dune, Arenthia and Skingrad.
Tamriel Landscapes - Valenwood_Elsweyr
OBSE -Elys- Universal Silent Voice
Install Tamriel Heightmaps, including Tamriel.esp
Install Tamriel Landscapes - Valenwood_Elsweyr, including TWMP_Valenwood_Elsweyr.esp
Install Valenwood Improved, disincluding ValenwoodImproved.esp
Install Elsweyr Anequina, including ElsweyrAnequina.esp
Install Valenwood Islands, and either include Valenwood Islands.esp or disinclude Valenwood Islands.esp but unpack its .bsa file into loose files in your Data folder
Install TWMP_ValenwoodRegrown, and overwrite any files you're prompted about: I corrected the UV Map on several models
I suggest having them somewhere in the upper-middle of your Load Order, or wherever BOSS positions them, but in this sequence:
Valenwood Islands.esp's position doesn't matter to my knowledge, and ElsweyrPelletine.esp can go before or after TWMP_ValenwoodRegrown. I haven't found any land tears between the two mods, yet.
Corrected some terrain, added streets and pathgridding to Falinesti Harbor
Added a basic quest to Falinesti Harbor: check the northmost warehouse, but not while there's a guard around!
Added a Hydra to the mod, but currently it isn't implemented into the game
By puddlesThis is a translation of the brilliant Dwemer Art: Desert Alik'r mod by Usher7r and his team, which brings to Oblivion the Alik'r Desert of Hammerfell in all its glory. Due to Usher7r's abrupt disappearance (from which I hope he'll return soon!), there's a few unaddressed glitches (such as scorpion/snake venom causing messages to stop appearing on the top left if you or any Actors in the cell have it), which I attempted to rectify by adding a dialogue to give poisoned actors an antidote if you have it in your inventory. With that indirectly remedied, I can personally say -- as I played through both of its main quests and visited almost every dungeon -- that the mod is quite stable, although expect a bit of lag in Alik'ra due to its sprawling size. This .esp obviously won't work without downloading the original mod from:
Accessing the mod's contents currently requires being Arch-Mage of Cyrodiil to initiate the series of events that will lead you there, but it's possible to access the worldspace via cow on the console, and you'll be able to play everything but the quests that directly reference you as Arch-Mage...probably. There's bound to be some incomplete/crude translations of dialogue left that I missed, so please report such instances to me and I'll try to fix them in my next update. Certain books -- specifically ones from Skyrim -- are intentionally untranslated because I either lack the books, or it's a foreign "fan fiction" that's too in-depth for my to translate.
I have an HGEC/RM patch for the mod's clothing and armor available, as well as an OCO2 patch for its races, if people are interested in it. If someone requests either I'll upload them, but it's a bit more complicated than just uploading an .esp.
I claim no credit for this mod beyond the 100+ man hours put into translating it to English. Please refer to the link above for full credits.
By Swedish Fish
All the Glorious Background
Hammerfell is a continuation of Hammerfell: The Eastern Grasslands. The Team Goal is to recreate the province of Hammerfell, The idea is to recreate everything as lore friendly as Possible and Maintain a Friendly Balanced World. The Cities and Towns are very different from Cyrodiil even the Terrain and Creatures that live in this Region of Tamerial; for the DaggerfallTeam to achieve such goals, We have to Create New Unique Models and Textures, That Represent those found in TES Chapter II Daggerfall and TESA Redguard.
Please Remove the Previous Version of Hammerfell with TES4Files
1. Extract the Archive to a "Temporary Location"
2. Copy the files to "install folder" \Oblivion\Data\
3. Start the Oblivion Launcher, Select "Data Files" and place a check mark beside Hammerfell.esm & HammerfellBorders.esp
To Enter Hammerfell without Hammerfell Borders.esp, Open the console and type "cow Hammerfell 12 4"
Please Use TES4Files, as it guarantees a Clean installation of Hammerfell
Hammerfell - The Fix
Known Issues or Bugs
MUST Load Harmmerfall.esm after Oblivion.esm
Licensing and Legal Information
Due to Certain User-Made Assets being Converted, Other Permission may be needed
You may NOT Redistribute, Modify or use parts of this mod without (DaggerfallTeam and/or Lady Nerever) Explicit Permission.
A shout out to all the Mod Authors who made this Province Come Alive
Models & Textures
Adanorcil - Aewen - Aiwyn the Breton - Aro101
Balthazar - Ciin - Doxas - Eraser - Eyeball88 - Fairwater
Fishcake - FLESH - Jelle - Joopson - Lady Nerevar
Morden - Mr.Siika - NexUmMonastica - Noirgrim - PoHa! - Syscrusher
Exteriors & Interiors
Adanorcil - Ayedail - Billay - CleverClothe - FLESH
Lady Nerevar - JonarusDrakus - Nemon
PoHa - ShadowBeast - Tyrion - Rockwell - Vegor - Nex
Heightmap & Region Generation
Noirgrim - Lady Nerevar
Michael Kirkbride (MK) - Defining Hammerfell and continual support of the lore community
Display Name is Already in Use (Vorians) - Assistance and comments
Sload - Contributions to lore and firm guidance of the project
Lutemoth - Establishing Hammerfell's visual style
Noirgrim - Giving TRs start
Sifonseal - Giving Daggerfall Dev the Guidance
Elsweyr Pelletine is a project which aims to complete the province of Elsweyr, as depicted by Iliana in her Anequina mod, one piece at a time.
The easiest way to experience the content is to fast travel to Corinthe or somewhere further south and walk along the road which goes towards Senchal. Alternatively, you can swim all the way from southern Cyrodiil to Senchal if you're athletic enough.
If you already discovered Senchal, you can fast-travel there and use the road towards Torval.
The current version includes:
-The city of Senchal.
-The city of Torval, except the Mane's Palace and the Halls of Colossus outside.
-The full road between Corinthe and Senchal.
-The full road between Corinthe/Senchal and Torval. -The full road between Torval and Dune.
-A couple of settlements and several interesting locations on the roads.
1. Copy files to (install folder)\Oblivion\Data\
2. Start Oblivion Launcher, click 'Data Files', place a checkmark beside ElsweyrPelletine.esp
1. Start Oblivion Launcher, click Data Files, uncheck ElsweyrPelletine.esp
2. Delete ElsweyrPelletine.esp and ElsweyrPelletine.bsa
Elsweyr Anequina - http://www.theassimilationlab.com/forums/files/file/1070-elsweyr-anequina/
TWMP - http://www.nexusmods.com/oblivion/mods/27235/?
TWMP Valenwood Elsweyr (esp, lod resources and resouces - make sure you download all 3!) - http://www.nexusmods.com/oblivion/mods/38792/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmodfiles%2F%3Fid%3D38792&pUp=1
Not compatible with TWMP Valenwood Improved, due to the requirement of TWMP Valenwood Elsweyr.
Known Issues or Bugs
Some of the hostile skooma addicts can become unresponsive for some reason, while running away.
1.0, 22/12/2016 - Initial release.
1.1, 29/05/2017 - Content and bug update.
-Every Khajiit which is not an Ohmes-related race, has a beast skeleton.
-Removed some floating rocks from the Senchal cliffs.
-One of the Senchal slaves had the wrong aggression settings.
-Fixed a bleeding Senchal city wall and removed a duplicate tower.
-Fixed you not being able to buy the Senchal house.
-The NPCs in the Upper District should now be able to go home.
-Dune's previously abandoned Mages Guild is now accessible and some detail was added to the interior, for a future possible quest to recruit new members for that guild.
-Senchal's upper palace and its two towers are finished.
-The village of Chasegrove, which has Torval architecture. Includes a new player house.
-A few smaller places for you to explore.
-Made one of the Senchal merchants a fence.
-A new book detailing the Pelletine settlements, in a similar way to how Iliana does for Elsweyr Anequina.
1.2, 25/03/2018 - Content and bug update.
-Fixed you not being able to open the Senchal upper district gates after purchasing the property there.
-Fixed a slightly floating building in the Senchal slums.
-The city of Torval, excluding the Mane's Palace.
-The village of Darvulk Haven.
-The full road between Corinthe/Senchal and Torval.
-Three new player homes - one in Torval, another in Darvulk Haven and the other one in Senchal (a starter home).
-The entire peninsula itself is fully populated by locations - except that the Halls of the Colossus have no interiors yet.
-The merchants in Senchal should lock up now.
-The Senchal Palace has a harem now, but at the moment, it's mainly for show.
-A newly expanded coral reef west of Senchal which transitions into Torval's sea.
-Tropical water for a good chunk of the peninsula.
You can find me on the official Elder Scrolls forums as 'Envy123'
You can find me on TESNexus as 'EnvyDeveloper'
Thanks to Bethesda for creating Oblivion.
Thanks to Iliana for creating the Elsweyr Anequina mod.
Thanks to Onra for the heightmap and landscape generation.
Thanks to thekarithian for the cliffs.
Thanks to Barabus for the cooking range.
Thanks to Mr Siika for the ships.
Thanks to AlAnonim for the lower class Senchal architecture as well as the stable.
Thanks to Stroti for the rest of the Senchal assets, new furniture, as well as the retextured shipwreck.
Thanks to Aisis for the upper blue bed and pillows in Torval's upper houses.
Thanks to the Valenwood Islands team for the Bosmer houses and clutter in Torval.
Thanks to Betty for the butterflies and the Ha Long Bay rocks.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to God for creating us all.
You must contact me and obtain my permission before re-packaging any part of
this mod. If I do not respond within 2 weeks, feel free to do whatever you
like with this mod.
By avalon2260Elsweyr Anequina - Integration The Stranded Light Patch TCv1.0
tweaked by avalon2260
Integration: The Stranded Light
Race Balancing Project 10.52
Less Annoying Magic Experience 1.7
This is a modification of tegeus-Cromis's Elsweyr Anequina Integration patch,
adjusted for the non-Integrated version of Integration.
If you're using IntegrationIntegrated, you'll need tegeus's original patch,
which can be found on TheAssimilationLab and NexusMods.
There is also an existing patch for the non-Integrated version by Haldar.
tegeus-Cromis made this patch for Integration Integrated. Since there are,
naturally, some landscaping differences between this and Haldar's patch, I
decided to frob it to work with the non-Integrated version as an alternative
to Haldar's version. You may want to look at both to see which you prefer.
I've made a few screenshots for comparison.
As far as changes go, I merely changed the filename in the master list to the
non-Integrated version; since all the affected FormIDs are the same in both
versions of Integration, that's all that needed to be done.
This should install with Wrye Bash (I do not use it to install mods so I
cannot test that) or you can install manually.
Load somewhere after Integration. Thus:
See tegeus's README below for further install notes.
Existing game? Saved Refs? Fix.
This patch moves Smiling Camp a small distance to the West. When adding this
to an existing game (with Integration already loaded) there are several
references which may not be moved with the rest of the camp. For some reason,
these are being saved in the save game (at least for me), thus a mod cannot
change their position. In particular, this applies to Karrizy's bed-roll (the
only physical object affected), which remains in its original position and
thus outside her tent (you can see this in screenshots 5 and 6). A couple of
markers, including the camp marker, are also affected. This is presumably
caused by these objects being referenced in Karrizy's and Shivaya's AI
packages, which is causing their state to be saved, although it could just be
some weirdness with my install.
This is not an issue if you are starting a new game or loading Integration for
the first time. (Nor is it an issue with Haldar's patch as that doesn't move
If you find that this applies to your game, I wrote a quick script to fix it,
the esp is in the package (eaipfix.esp). Load this anywhere (since it's only
temporary, just load it last), and wait for the message stating that the
positions have been fixed. You can then save the game and remove the fix esp.
Alternatively, you can simply move the references in question manually via the
console (see the fix script for the FormIDs and coordinates, or use TES4Edit).
There are a couple of quirks to note if the Smiling Camp cell is loaded when
the fix quest runs. Therefore, it is best to be elsewhere when loading this
If Karrizy is in bed, then she won't be moved, so she'll continue sleeping on
the ground. Wake her up, and she'll find her bed.
The bed-roll may no longer highlight when the crosshairs are over it. In this
case, just disable and enable it with the console or leave the area (enter one
of the farmhouses or Rimmen) and come back. You can't sleep in it anyway so it
shouldn't matter. I didn't bother dealing with this as scripts need to wait a
frame between the disable and enable and that is not worth the hassle for this
tegeus-Cromis did all the work here, I merely modified the master list with
TES4Edit and verified that it works in-game.
This obviously wouldn't exist without the amazing work of Iliana and bg2408.
See tegeus's README below for additional information.
By mhahn123The Hesu mods initially came to my attention via screenshots posted
on Oblivion Nexus. The mods were located on a Japanese website, with
very little descriptive information included, and were mostly unheard of
in the English speaking mod community. Translated text reveals that
the author gave permission to enhance and redistribute so long as the
proper credits are given.
I am uploading here so that the English modding community can enjoy
these wonderful creations as well. At the moment only the original
Hesu plugins are included. I've given them a good cleaning with
Tes4Edit and made very minor adjustments.
It's been a while since I have checked in here at TAL..much to my regret.
Real Life work as always just seems to hinder all the fun stuff , and I'm
just not able to keep up with all the files I have posted on multiple sites.
Even though free time is in short supply, a lot of progress has been made
with this series.
At the moment I have completed translation, bug fixes, and compatibility
patches for 11 of the 15 HESU mods. Unfortunately, the files have not been
uploaded here yet. They can be found on the Nexus page only for now. It is
my plan to finish work on the entire series and then upload the files here.
The Hesu Mod Collection includes 15 amazing plugins which are primarily
landscape mods. There are also a number of author created compatibility
patches. Each of the mods in this collection overhauls, and indeed truly
transforms a specific region of the game. In my humble opinion some of
these are easily on par with what you might expect to see in a Unique
What makes them truly outstanding is the use of strictly vanilla Oblivion
and Shivering Isles material. The creative ways in which the vanilla
items have been used is masterful. Please read the brief description for
each plugin to get an idea of what they do.
There are four main folders, each containing from 3 to 6 plugins. Here is
the lineup as they were originally packaged:
Pack 1 - Contains three plugins:
1. HESU5 AppleOnsen ( Apple Hot Springs) - Makes extensive landscaping
changes directly north and east of Bleakers way. Contains exterior hot springs
with streams and waterfalls running down into Bleakers Way. Also some SI
structures which serve as bath houses.
2. HESU5 JigokuDani (doesn't translate well but Hell Lands or some such) -
Transforms a large area West and Northwest from Hermaeus Mora shrine. Turning
the snowy mountain terrain into a series of sulfurous pools with liberal use
of SI flora, fauna, architecture. Several large structures in the area.
3. HESU5 PoisonNuma (Poison Swamp) - Landscaping overhauls for a large portion
of the Blackwood area East of Leyawiin and North of Fort Blueblood. Also makes
extensive use of SI flora and fauna.
Pack 2 - Contains four plugins:
1. HESU4 SkyrimSinden (Skyrim Temple) - Adds SI structures in the mountains due
North from Sedor Ayleid Ruins, which spread to the East and West along the ridge.
Minimal landscaping which is kept to the immediate vicinity of the structures.
The larger part of this plugin is interior cells which have a ruins type theme.
2. HESU5 EudaBear - Adds landscaping and quite a bit of building which starts
near Bruma Oblivion Gate and spreads East all the way to the Frostcrag area.
There is a hotsprings near the top with a bear swimming in it, which may explain
3. HESU5 SmokeTown - Adds landscaping and SI structures starting from Lake
Arrius and spreading all the way to Azura's Shrine area. Lots of little gulleys
in the terrain filled with mist, hence the "smoke town" title.
4. HESU5 ValenwoodMine - As the name would imply this adds landscaping and
structures starting due Southeast of Kvatch Mesa near Mortal Camp and spreading
all the way to the Strid River cliffs on the Valenwood side. Which is where the
mine is located.
Pack 3 - Contains five plugins and one patch file:
1. HESU4 GaraGara (Doesn't translate) - Massive landscaping and lots of new
structures starting from near Fort Empire on the Red Ring Road. Spreads uphill
to Piukanda and outlaw Endres Cave.
2. HESU4 NomutonMura (doesn't translate well...something Village) - Overhauls
a portion of the area between Anvil and Kvatch.
3. HESU5 DiveRock - Just what the name suggests. Adds a stream, landscaping,
and settlements starting near Walker Camp and spreading uphill all the way to
the Dive Rock area.
4. HESU5 IsobeGyason (??Seaside Village??)...what can I say, Google translate
is terrible - This adds landscape and settlements which start just East of Anvil Castle
and wraps around the coastline well up into Strid River.
5. HESU5 KoyoTown - Adds significant development and landscaping which starts
near Fort Coldcorn and spreads uphill all the way to Moranda.
6. HESU6 Patch Nomuton Isobe - As the name would suggest, this is a patch file
for two of the plugins which overlap (NomutonMura and IsobeGyason). Fixes a
small tear at one cell border and repairs path grids. Plugins need to be loaded
in that order for the patch to work properly.
Pack 4 - Contains three plugins:
1. HESU5 GFBedTown - Adds a small town along with a good deal of landscaping and
other structures along the Gold Road. Situated between Grayrock Cave and
Ceyatatar Ayleid Ruin.
2. HESU5 GreenRoad - Just as the name suggests makes heavy landscaping changes
along the Green Road near Charcoal Cave. Also is a complete overhaul for most of
the White Rose River. Unfortunately that includes cell 3'3 which causes glitches
in-game. I am working on a number of fixes for this particular plugin and will
upload as soon as possible. This is still very much worth exploring in it's current
3. HESU5 UraraMura - Adds settlements and heavy landscaping to a large area North
of White Rose River and Fort Roebeck
Oblivion patched to 1.2.0416
Shivering Isles - All the plugins use SI content so you will need it installed.
1. Extract to your Oblivion Data folder either manually or using the mod manager of
2. Set load order.
3. Play and enjoy!
Suggest using BOSS to set load order. It knows where to place them all. If setting
load order manually they should be placed just above the Unique Landscapes mods.
There are a number of un-patched conflicts at this time, depending on which of these
plugins you choose to use. Potential conflicts exist with The Lost Spires, Castle
West Weald, Reclaiming Sancre Tor, SOC White Rose Farm, UL Cliffs Of Anvil, DLC
Frostcrag, Frostcrag Reborn.... just to name a few. The list is rather extensive.
With that said, please don't let potential conflicts stop you from checking these
out. Conflicts can and will be resolved in due time.
Bethesda - for creating Oblivion.
LHammonds - for the Readme Generator this file was based on.
HESU - for doing a fantastic job creating the original mods
me - for general cleaning, patching, and packaging everything up.
The original author listed these as free to edit and redisribute with proper credits. With
that in mind feel free to use these as you wish, just be sure to list me in the credits as
well since I have done some work on all of these.
By AndalayBayPatch for Elsweyr Anequina and Integration: The Stranded Light.
Fixes land tear and floating objects near Rimmen.
By IlianaELSWEYR ANEQUINA by Iliana
An across-the-border expansion.
Version March 2014
If you need to contact me please send me a PM. I don't check this site's forums and so questions posted there won't receive a reply. ~ Iliana
THE MAIN FILE IS NAMED : Elsweyr Anequina Mar 2014.rar
This includes all the files you need to run the mod.
High beyond the hills of the Niben lies the great desert plateau of central Elsweyr. From sandy desert wastes to rocky, red badlands, from grassy savannah to jungle coast, the lands of Anequina beckon.
This new region, spanning the section of Elsweyr between Skingrad and Leyawiin, includes four new landscapes (desert to jungle), five new towns, several villages, Khajiit sub-races, a couple dozen quests, four player homes and a monster-filled wilderness to explore.
The deserts and badlands of Anequina are hidden behind high hill ranges so are not readily visible from Cyrodiil despite their close proximity.
When you first install the mod an Elsweyr Anequina book will be added to your inventory which provides a quick overview of all the settlements, as well as the location of quest givers, inns, merchants and trainers. Copies of this book can also be found sitting in the middle of the Elsweyr border bridges near Riverhold and Rimmen.
I hope you have lots of fun exploring these new lands!
IMPORTANT, PLEASE READ THIS!
1. You must have your in-game borders disabled or you won't be able to reach the new region. See the installation instructions to learn how.
2. If you have the 2010 version of Elsweyr installed and the Unofficial Elsweyr Anequina Patch please uninstall both and make a clean save before installing this new version.
3. This version of the mod is not compatible with the Unofficial Elsweyr Anequina Patch (the contents of which were reviewed and incorporated). So do not later install that patch.
4. The mod is fully playable but not 100% complete. (E.g. Some buildings in the cities are closed off and a few other minor locations.)
* When you first load the mod a book will be added to your inventory describing the settlements, merchants, trainers and other features of the mod.
* Twenty-four new mini-quests and three small joinable guilds.
* The cities of Corinthe, Riverhold, Orcrest, Dune and Rimmen.
* Four new landscapes: Savannah, Sand Desert, Rocky Badlands, Coastal Jungle and also a small coral reef.
* The villages of Alabaster & Duncori Walk.
* The waystops of King's Walk and Darkarn Place.
* The imperial forts of Seaplace and Riverkeep.
* More than 400 new NPCs including custom desert bandits and Khajiit tribesmen.
* Buyable elephant mount from the King's Walk caravanserai (on the road between Riverhold & Orcrest).
* Buyable houses in Riverhold, Orcrest, Dune, and Rimmen.
* A few caves and three hostile tribal villages.
* Custom monster-spawns and new creatures in the wilderness.
* A new road from Skingrad to Leyawiin, and from Faregyl Inn south.
* New plants, ingredients, armor, weapons, and other items.
* New Khajiit NPC sub-races (based on lore).
A. The in-game borders must be disabled. See installation instructions below.
B. The latest official Oblivion patch is needed to run this mod.
1. . If you have the 2010 version of ElsweyrAnequina installed and the Unofficial Elsweyr Anequina Patch please uninstall both, make a clean save (in an interior cell in Cyrodiil), delete the folders Meshes/Anequina/ and Textures/Anequina/ from your directory, and then reinstall.
2. Extract the files from both downloads to your Oblivion/Data/ folder. Answer "yes" when it prompts you to overwrite.
3. Check the file ElsweyrAnequina.esp in your mod lists.
4. The in-game borders MUST be disabled. This can be done either by--
A. By switching the "bBorderRegionsEnabled=1" to "0" in your Oblivion game ini file. You can find this ini in your folder My Documents/My Games/Oblivion. The setting can be found near the top of the ini file under the heading [General].
B. Or by installing a border removal mod, e.g. "Borderless Cyrodiil."
6a. (Optional) If you wish to see the cities and Elsweyr trees in the distant view load this mod 10th in your load order (9th after Oblivion.esm), OR
6b. (Optional) Run TES4LODGen after installing this mod. Distant view for new types of architecture is dependent on load order, so you need to generate these yourself. If you ever change your load order run it again as the records are load order dependent.
TES4LODGen is very simple to use! Just double click on the file exe from the download.
7. (Optional) If you wish to create a character using any of the new races download the Custom Race Fix mod, which tweaks some of the vanilla quests to allow for new races.
Available files include:-
1. Elsweyr Anequina Mar 2014.rar 399MB
The Elsweyr Anequina mod's main esp and support files (meshes, textures, distantLOD, etc.).
2. ElsweyrAnequinaNoSpidersPatch.rar 1MB
For arachnophobes! This tiny patch removes giant spiders from the wilderness. Load after the ElsweyrAnequina.esp. You may need to wait a while if you've already traveled through Elsweyr as the monster spawn points take time to reset. (P.S. Spiders still infest the spider cave.)
3. ElsweyrAnequinaLandscapeLODQuickFix.rar 6MB
This small files can be downloaded to quickly restore the distant landscape if it becomes broken (that is, if the distant landscape loses its colour or large gashes appear in the mountains after you install some other mod). These LOD files are incompatible with TWMP and the Elsweyr Anequina-Valenwood Improved patch comes with its own set of quick fix LOD files.
1. "You can't go this way, please turn back" message means the borders haven't been disabled yet. See the installation instructions. Its just a matter of changing a single digit in a text file.
2. Some things are pink and/or there are giant exclamation marks. The ElsweyrAnequina - Meshes.bsa and ElsweyrAnequina - Textures.bsa files must be placed in your Data/ folder. There are also a few loose files in the Meshes/Anequina/ folder which must be included.
3. Game Crashes
Make sure you have Bethesda's latest Official Patch installed.
Also make sure that all the download files have been placed in your game's Data/ folder.
4. Distant landscape loses its textures or a giant gap appears in the mountain. This mod comes with a new set of distant landscape files for the Elsweyr region. But sometimes other mods will overwrite these and the new distant landscape in the area with vanish.
If it becomes broken you can quickly fix it by downloading and installing the tiny file called ElsweyrAnequinaLandscapeLODQuickFix and extracting that to your Oblivion folder.
5. Cannot activate the door to exit many of the buildings in Orcrest and Corinthe. This is caused by faulty replacement meshes for the Elsweyr buildings provided by the AWLS (Animated Window Lighting System) mod. To fix delete the folder Meshes/Anequina/Architecture/. Deleting this folder won't affect the core mod as the original files are stored in the provided bsa archives.
This file is not compatible with:-
* Elsweyr the Deserts of Anequina (Version 2010) (must be completely uninstalled before adding the 2014 version)
* The Unofficial Elsweyr Anequina Patch (the contents of which were reviewed and incorporated in the update)
* Elsweyr Valenwood Improved Patch (Version 2010) (there is a replacement for this).
* AWLS (Animated Windows Lighting System) contains a number of faulty replacement Elsweyr building meshes which prevent you from exiting some buildings. See "Troubleshooting" for a quick fix.
* anything located in the Rimmen area (between the village of Border Watch and the shrine of Sheogorath).
A couple of mods create a few anomalies but are otherwise compatible:-
* Natural Environments doubles the size of the shrubs which buries Riverhold and Rimmen in foliage making both towns difficult to navigate (I may patch this at some point).
* One of the weather mods will override the Elsweyr weather settings and cause rain and snow to fall in the desert.
* The Unofficial Oblivion Patch contains altered Ayleid meshes which cause flickering in the village of Alabaster.
There is a new (Feb 2015) patch for Valenwood Improved available. See:-
A special thanks to Mr Siika who created a large number of custom models for this mod including architecture tilesets for the city of Dune and much of Orcrest and Rimmen, the desert fortress, King's Walk caravanserai, the ziggurat, the noria, and the slarjei bird creature.
And Auryga who created the fortress, palace, temple, garden and retaining walls of Rimmen.
And also to LogicDragon (author of the Unofficial Elsweyr Patch) for creating many mesh and texture fixes and suggested esp fixes which have been incorporated into this update.
Mr Siika (Dune city architecture, Rimmen city architecture & marketplace stalls, some Orcrest city architecture (palace, arena & walls), King's Walk caravanserai, desert fortresses, Minotaur village, ziggurat temple)
Auryga (Rimmen fortress, palace and temple buildings, bridges, garden and terrace retaining walls)
DarknessEternal (Corinthe city architecture, some Orcrest city architecture (township houses))
TheKarithian (some Orcrest city architecture (oasis buildings), Two Moon temple)
SevenRavens (Tribal huts)
LANDSCAPE & FLORA
Addiktive (Desert textures)
Koniption (Tropical trees, plants, corals, ingredients)
Texian (Water rapids & coastal waves)
Siegfried (Palmetto trees)
Momo (Flowering cacti)
DeathlessAphrodite (Plain cacti & baobab trees)
Senten (Barrel cactus)
Mr Siika (Animated seagulls & vultures)
Sachiel (Rock formations)
Phitt (Animated fish)
Mr Siika (Animated seahorse).
KHAJIIT & OTHER RACES
AlienSlof (Khajiit retextures)
Luchaire (Ohmes-raht Khajiit "Tabaxi")
Veld (Khajiit black)
SniperDaria (Tattooed Ohmes)
Trollf (Desert armor retextures (chain, leather, mithril, pit, chain, elven, daedric), Daedric collar & skirt)
Ghogiel (Bonemold armor)
Koniption (Maomer armor)
Frank (Tribal shields)
Frankpants (Lamellar armor)
Uglulyx (Retextures of lamellar & pit armor, hide cuirasses)
Ayhan (Ottoman & archer helms)
AlienSlof's Orc (Tribal fur armor)
Exanimis (Elephant shield)
Corthian (Scale armor)
Trollf (Peasant weapons)
Exanimis (Tribal weapons)
Waalx (Khajiit blades)
Hel Borne (Broad spear, trident)
Koniption (Meat cleaver)
Trolff (Misc robes & clothing)
KrimsynKane & Kikaimegami (Scarves)
Waalx (Fat clothes)
Pale Rider (Straw hat)
Nessa (Upper05 clothing retextures)
Mr Siika (Market produce and meats and fish, spinning wheel, tapestry frame, clothes line)
Koniption (Ingredients, canoes, nets, & misc clutter)
Hel Borne (Orc skulls)
Senten (Road/Shop signs & tree fix)
Lazarus (Tall baskets)
Meo3000 (Moon globes, open books)
McMuffin (Skooma pipe)
Der Kriger (Mounted heads)
Phaedra (Vomit & urine puddles)
Khugan (Gold & silver bars)
LiquidGraph (Arabian lamp, talon, giant rib, geode)
Trolff (Portable lamps & candles)
MrMuh & RPG-BlackDragon (Havoked crates, barrels, sacks)
Mr Siika (Animal skull)
DominickCryomonde (Khajiit skulls)
Prometheus (Lacquered table & stool)
Xiamara & Lazarus (Cushions)
Lutur (Dried corn)
Washington (Morrowind beverages)
Darkness Eternal (Urns)
Phitt (Old iron chest)
Critterman (Icons (barrel, crate, chest)
AndalayBay (Generic signs)
Prometheus & Xilver (Lizard, glyptodon, addax, monkey-apeman, sandcrawler)
Mr Siika (Camel, slarjei bird, minotaur ox, minotaur cow, minotaur bull, minotaur chief)
Mr Siika, Divine Avenger & Yarharhar (Elephants, elephant mount)
Mr Siika, Corepc & Jdfan (Durzogs)
Corepc (Red & black boars, fat bellied minotaurs)
Cryonaut, Xmarksthespot & Grimdeath (Pahmer & crocodilion)
CGChaos & Infiniti (Sea lamia, spore cat, marine abominations)
Francesco (Goats, cats)
InsanitySorrow (Brown troll)
Cryonaut (Red wolf)
Cyronaut, Malo, Elveon & AlienSlof (Spiders)
Argentsol (Skavens "desert rat goblins")
DeathlessAphrodite (Red sand crabs)
Sjors Boomschors & Toru Miyazawa (Sharks, variety of fish)
Hel Borne (Orc zombies)
b3w4r3 (White deer)
Raggidman ("Hunting Hunted Hunters")
DavidWolf (Custom loadscreens)
Watadarkstar (Custom loadscreens)
MISC ADJUSTMENTS & OPTIMISATIONS
LogicDragon (Various mesh and texture fixes)
PacificMorrowind (Various mesh customisations and adjustments)
The AWLS team (Illuminated windows)
Arthmoor (Optimised meshes)
And Bethesda of course for providing us with this wonderful open ended game in the first place!
TES4Edit 3.0.32 (Trimming and cleaning)
TES4Gecko 15.2 (Silent voice files)
TES4LodGen (Distant view vanilla trees)
Please do not upload this mod to other sites. The only valid one is my upload here on the Assimilation Lab website.
The French translation of the mod is available here: http://www.confrerie-des-traducteurs.fr/oblivion/mods/cyrodiil/lieux/elsweyr__le_desert_danequina
There is also a German translation of the 2010 version of mod available at pagan-tes-mods.com.
By Envy123The patch for Valenwood Islands. Needs the main file to work.
By Envy123This was part of Beyond Cyrodiil: Valenwood. While the work on the mainland has fallen apart, there has been a lot of progress with the isles. The project fell apart because of lack of scripters back in 2007, now the mod has found a new scripter, me. I have done a lot of changes to the original Main Quest document, far too numerous to fully mention them. While the mod is still focusing on pirates and shipwrecks, the culture of the Bosmer is fully fleshed out by complex dialogue trees with the villagers and to a lesser extent, books. The Main Quest is morally grey - it does not depict either side to be just good or bad. Both your comrades and the villagers have conflicting interests - it is up to you to decide their fate.
All of the major characters have their own dialogue trees, so you can have a say on what is going on in the isles and find out more about who
you are dealing with. Even the minor characters have their own trees, though far less complex.
There is now choice and consequence (C&C). All paths will open some doors and close others, so not everything in the isles can be seen
with one character. In fact, the mod needs several playthroughs in order to experience every single thing in the isles. There is also a faction
reputation system - your actions will be recognised by the factions, for better or for worse.
Treasure exists in old battered treasure chests, which require a certain key to open. This unmarked quest requires vigilance and the
willingness to look at every nook and cranny.
Starting the Mod
Go to Anvil's The Counts Arms and approach or be approached by the town crier, who will start the main quest by giving you a flier.
While you go through the mod, please keep an eye on the faction reputation at all times. Your reputation can be found under Factions (the same place where you can normally view your faction ranks). It determines what paths you can and cannot follow.
And please be careful when dealing with NPCs. This is not Cyrodiil where your actions can be forgiven by a slap on the wrist.
Q: I ticked off (insert faction name here)and now they won't speak to me!
A: Well, if you tick someone off, no wonder. If due to your actions, you are unable to finish the main quest, I'd suggest to investigate the isles. Things you can do:
-Pickpocket Boldur for his journal.
-Investigate the abandoned house near Uldib's house.
-Speak to the people in the Water Drake Tavern.
Then, you will be able to activate the back path and proceed normally.
Q: I failed a quest!
A: Perfectly normal. You can't finish all of the quests in one playthrough, without heavy cheating. This mod requires you to play it a few times, in order for you to see everything.
If a side quest failed, that means you have bad reputation with the villagers.
No incompatibilities known. Compatible with TWMP Valenwood Elsweyr as the isles are in a separate worldspace. Also compatible with UL Cliffs of Anvil and Snowdale with the included patches.
Please let me know if a mod is incompatible with Valenwood Islands and I will do my best to resolve it.
Known Issues or Bugs
-When you enter the small isle, the local map bug will kick in. As far as I've seen, this bug only happens in the small isle and nowhere else in the worldspace.
This was part of Beyond Cyrodiil: Valenwood. While the work on the mainland has fallen apart, there has been a lot of progress with the isles. The project fell apart because of lack of scripters back in 2007, now the mod has found a new scripter, me.
1.0, 11/09/2014 - Initial release.
You can find me on the official Elder Scrolls forums as 'Envy123'
You can find me on TESNexus as 'EnvyDeveloper'
Thanks to Bethesda for creating Oblivion.
Thanks to Windsurfer, morcroft and the rest of the Valenwood Islands original team for creating the great worldspace where the story could be told.
Thanks to Deeza for the original Main Quest document and lore advice.
Thanks to AndalayBay for the world map and helping me to resolve scripting issues.
Thanks to zilav for helping me with the LOD.
Thanks to TAL for hosting the project.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to God for creating us all.
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://HammondsLegacy.com/obmm/tools_readme_generator1.asp
You must contact me and obtain my permission before re-packaging any part of
this mod. If I'm unreachable within 2 weeks, then contact Deeza or AndalayBay.
If they do not respond within 2 weeks, feel free to do whatever you
like with this mod.