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    • AndalayBay

      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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Everything posted by Envy123

  1. [Relz, WIP] Elsweyr Pelletine

    Halfway through the Dark Brotherhood questline.
  2. The third version has now been released. Bug fixes: -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. New content: -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. Nexus Download TAL download
  3. [Relz, WIP] Elsweyr Pelletine

    Released the new version. Bug fixes: -Removed the floating rocks near Heimthor Mount. -Removed the stray changes to the existing Anequina quests. -Cleaned the .esp file of UDRs. New content: -The last 4 Merchants Guild quests, set both in Anequina and Pelletine. No new interiors yet, sadly.
  4. [Relz, WIP] Elsweyr Pelletine

    Thanks, I removed both cells from my .esp file and there isn't an issue in cleaning anymore. I'd also suggest to wait for the next update, as there will be at least 3 new Merchants Guild quests set both in Anequina and Pelletine. Currently testing them now.
  5. [Relz, WIP] Elsweyr Pelletine

    These are just UDRs. Comes with the package of removing lots of landscape data from TWMP Valenwood Elsweyr. It would be trivial for me to fix in the next version.
  6. Elsweyr: Desert of Anequina Remastered

    As far as I know, they're still very much active on Discord these days. And the work required to make both Elsweyr mods work in Skyrim, well, both mods would combine to the size of a whole game once I finish my side of things. It would be better for someone to then recreate Elsweyr from the ground up in Skyrim - at least that would have new stories and new story concepts to uncover, and an actual buzzing and full of life Senchal given the time difference (instead of the ruined and mostly abandoned city in the Third Era).
  7. Elsweyr: Desert of Anequina Remastered

    I don't think it'd be worth the effort to remaster Elsweyr Pelletine either. Oblivion Reloaded gives the necessary graphics boost, UV gives great combat... etc. I'd rather see a new Elsweyr mod, set in the same time as Skyrim.
  8. [Relz, WIP] Elsweyr Pelletine

    Another update. I haven't spoken to Deeza yet, but I have spoken further with Iliana. The new update will at the very least, also restore 2 planned Merchant Guild quests. These guild quests will this time, take you to the places in Pelletine and is the first step in having pan-Elsweyr quests.
  9. [RELz] TWMP Valenwood Regrown BETA

    I decided to bite the bullet and move the locations myself. I think I managed to do almost all of them, just doing one casual glance around to see if everything is on the Valenwood side.
  10. [RELz] TWMP Valenwood Regrown BETA

    Not sure if there are any plans to work on this further, but more locations are on the Elsweyr side. Shall I move them for you or would you do it?
  11. [Relz, WIP] Elsweyr Pelletine

    After speaking to Iliana, the plan of Elsweyr Pelletine will be as follows: The Anequina quests will be left intact. You can play them now and won't need to worry about updates touching them. My edits to the Corinthe player home will be removed. The next release will have bug fixes and the last 3 locations for the entirety of Elsweyr to be finally completed. I haven't yet spoken to Deeza about permissions to use the 2 questlines documents and use them in this mod but I will do so.
  12. [Relz, WIP] Elsweyr Pelletine

    Things don't get baked in the save in Oblivion, as much as later games, so you should be fine playing both now. The incompatibilities between the two mods are near the road between Torval and Dune only. I should be able to fix that this week.
  13. [Relz, WIP] Elsweyr Pelletine

    Should be compatible with Tales from Elsweyr Anequina and with its UL patches, you should be fine. Regarding Valenwood, there is Valenwood Regrown which fits Valenwood Improved to the new heightmap but there are a few locations which got brought over to the Elsweyr side, so I'd need to work on a patch for that.
  14. [Relz, WIP] Elsweyr Pelletine

    Alright, I decided to release Version 1.4 today. I had hoped that I would've been able to do two more dungeons but I'd figured that the wait was long enough for a new update. Change log: Bug fixes: -Fixed Torval's furniture in having no name. New content: -The full road between Torval and Dune. -The villages of Portneu View, Heimthor Mount and two new Bosmer villages. -All of the remaining dungeons, except Closed Mine, Fort Spinxmoth and the Halls of Colossus. The next release will have the last three dungeons done, as well as the Mane's Palace. And there will also be an optional add-on to add more RPG elements to Iliana's quests. As she is unreachable, I am not making this a part of the main mod. If she comes back and says that she doesn't like my additions, I'll remove that add-on without affecting the rest of the mod. It's available on the Nexus and TAL now from the links in the OP.
  15. [Relz, WIP] Elsweyr Pelletine

    It's in the OP - version 1.3 is the latest version, both on Nexus and TAL.
  16. [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.
  17. [RELz] TWMP Valenwood Regrown BETA

    It is north-ish of Torval, on the Elsweyr side, don't exactly have the name.
  18. [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.
  19. [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.
  20. [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.
  21. [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
  22. 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.
  23. Elsweyr: Desert of Anequina Remastered

    Thank you so much - I'm very excited!
  24. [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.