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      Orphan Attachments   07/31/2018

      I 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!


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Envy123 last won the day on February 3 2018

Envy123 had the most liked content!

About Envy123

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  1. [Relz, WIP] Elsweyr Pelletine

    It's in the OP - version 1.3 is the latest version, both on Nexus and TAL.
  2. [RELz] TWMP Valenwood Regrown BETA

    If we are overhauling things, I think that the Border Ranch should be a Valenwood Islands style house instead of a Cyrodiil farmhouse, with one small fenced off area. Otherwise, it doesn't really fit with what is on the other side of the border.
  3. [RELz] TWMP Valenwood Regrown BETA

    It is north-ish of Torval, on the Elsweyr side, don't exactly have the name.
  4. [RELz] TWMP Valenwood Regrown BETA

    Here's my fixes. Not all of them, but a good starting point. https://www.dropbox.com/s/yh16w267us83lyh/TWMP_ValenwoodRegrown.esp?dl=0 I got rid of as many floating objects as I could find, in Southpoint and Haven. I also rescued a buried sewer entrance. I also relocated the Border Ranch from the Elsweyr side of the border to the Valenwood side. There is also an Ayleid Ruin of some kind which interferes with the road between Torval and Dune (not available publicly), but I haven't done that yet.
  5. [RELz] TWMP Valenwood Regrown BETA

    Well, some of the Valenwood Improved locations are in my area, more specifically the area which will be released next. Lots of floating items too. If you don't mind, I'll give you an updated version by the end of this week.
  6. [RELz] TWMP Valenwood Regrown BETA

    There are floating rocks above Southpoint. Also, it is best to load Elsweyr Pelletine after this one, as otherwise you have missing distant landscape in Elsweyr. But other than that, the transition between regions is rather seamless and everything is great so far.
  7. [Relz, WIP] Elsweyr Pelletine

    Unfortunately, Valenwood Improved is incompatible with Elsweyr Pelletine. I tried to make the two mods compatible with each other, but the locations of the cities are wrong in terms of lore. Haven, lore-wise, is supposed to be next door neighbours with Torval, but Valenwood Improved has it closer to Dune. And thank you
  8. History: Desert Region was my first ever properly released mod back in 2007. Shortly after the release, I worked on its sequel with the total conversion "Ashes of Apocalypse" as a base. I had plans for a third and final installment for Oblivion, but the only work on it was lost. Until now. Planned features: More of the surreal humor that has become a staple of the Desert Region series. Over 120 quests, also a staple of the Desert Region series.
  9. Elsweyr: Desert of Anequina Remastered

    Thank you so much - I'm very excited!
  10. [Relz, WIP] Elsweyr Pelletine

    I'm intending to complete almost all of Elsweyr in the next update - this will include Fort Spinxmoth, Portneu View and Heimthor Mount (the village, not the small mountain as that was done by Iliana). Most of the exteriors have been done already and then I'll proceed with the usual interiors and path-grids. Tenmar Forest will be more dangerous than the Quin'rawl Peninsula, as there's a lot more creatures lurking about. There are some sugarcane plantations and a few Bosmer tribal villages close to the border of Valenwood.
  11. [Relz, WIP] Elsweyr Pelletine

    The fourth release is out now. Bug fixes: -Fixed Torval's minarets having a missing texture. -Fixed the tropical water being incredibly dark and murky. -Not a bug per se, but the roads to and from Torval have been smoothed slightly. -Added the topic to buy a house in Torval and fixed the new name being a Tenmar house instead of a Torval one. New content: -An upper class restaurant and a bath house in Markgran Brook. -A new underground system for Torval which allows you and NPCs to move between districts, with ease. -Expanded the Senchal player home's garden, added a patch of growing plants and a building with lots of new storage. Download TAL download coming tomorrow.
  12. [Relz, WIP] Elsweyr Pelletine

    Alright, here's my plan of action. Darvulk Haven is staying put. It offers a home for some exiled Bosmer who don't want to be in Torval for various reasons. The name is really similar to Haven just over the border, so I figured it should be Bosmer too. Markgran Brook will have a bath house and an upper class restaurant that Senchal's upper district sorely lacked. Torval's roads will be smoothed, but the best plan of action going forward is to also have an underground cave network to make the transition between districts more seamless. I can't seem to replicate the missing texture from my end. The minaret and towers share the same textures as the walls and buildings, so if one texture was indeed missing, it would be apparent everywhere.
  13. [Relz, WIP] Elsweyr Pelletine

    No matter how I flatten the landscape, Torval’s structure on the heightmap just doesn’t allow for a city like Senchal or Corinthe. Even if I was to make Torval a closed city, this would also be a problem. So, I settled for something similar to Russian “krais” - a collection of towns to form one city-state. I’ll only soften the actual roads and fix the missing texture issue, but the structure would remain the same. Darvulk Haven - I already settled on the structure and architecture and so it will not change. Sorry it’s not the news that you were hoping for, but I want this mod to be complete and if I was to re-do Torval and Darvulk Haven, a complete Elsweyr may not see the light of day. I work differently to most folks and it does get results, and I would have to accept that I won’t please everybody. And there are certain things in Anequina that I wished were different too, like the Dune player home essentially being a shoebox. Like I said, I will fix the roads and the texture issue and I thank you for it. I see where you’re coming from regarding the others, but I am unfortunately not going to change them.
  14. [Relz, WIP] Elsweyr Pelletine

    Released. Enjoy.