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Envy123

[RELz] Elsweyr Pelletine

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Elsweyr Pelletine

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Description
===========
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.

Location
========
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.

Details
=======
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.

Install
=======
1. Copy files to (install folder)\Oblivion\Data\
2. Start Oblivion Launcher, click 'Data Files', place a checkmark beside ElsweyrPelletine.esp

Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck ElsweyrPelletine.esp
2. Delete ElsweyrPelletine.esp and ElsweyrPelletine.bsa

Requirements
===============
Elsweyr Anequina - https://www.afkmods.com/index.php?/files/file/2170-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

Incompatibility
===============
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.

History
=======

1.0, 22/12/2016 - Initial release.

1.1, 29/05/2017 - Content and bug update.

Bug fixes:
 
-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.
 
New content:
 
-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.

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.


Contact
=======

You can find me on the official Elder Scrolls forums as 'Envy123'
You can find me on TESNexus as 'EnvyDeveloper'

Credits
=======
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.

Licensing/Legal
===============
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.
 

 

Edited by Envy123

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Welcome to TAL! :banana:

 

So you couldn't resist to get yourself Assimilated in Anda's personal modding Lab. :P

 

Here can download Illiana's Elsweyr - The Deserts Of Anequina mod and the Unofficial Elsweyr Anequina patch if you need to check those mods with yours.

 

Thank you :)

 

I have both of them already - thank you. And this mod will have a dependency on the Anequina mod as I don't want any quests to be restricted to just Pelittle and I've added tropical water to the sea close to Duncori Walk.

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You're welcome. :)

 

I'm not familiar with the geographic of Valenwood, but something tells me that Duncori Walk is either to the South-West or to the South or am I mistaken.

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You're welcome. :)

 

I'm not familiar with the geographic of Valenwood, but something tells me that Duncori Walk is either to the South-West or to the South or am I mistaken.

 

Duncori Walk is to the southeast of Corinthe. It's close to the seaside. The road apparently leading to Torval and Senchal stops right before the coast and there is thick jungle over to the west of the town. I've already removed the collision boxes, generated the swamp and jungle up until you reach a huge hill. From then on, it will be Valenwood-style jungle.

 

I can use the VI resources as long as I can help Deeza to get the actual Valenwood Islands mod to be finished. He and I are in talks about it now and most likely VI in its finished state will be released first before my first release of Pelittle.

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This is great news to see Elsweyr has a chance to be Completed.

 

On Rimmen will you use the work of Auryga and his team?

I can not find the English version so I'll put the link to the French translation of insight.

 

PS : Rimmen

 

I also found a video on Youtube

 

 

And an idea about the release date of the first version?

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I can use the VI resources as long as I can help Deeza to get the actual Valenwood Islands mod to be finished. He and I are in talks about it now and most likely VI in its finished state will be released first before my first release of Pelittle.

I recall this Elsweyr mod, but unfortunately the old TES Nexus link is dead and I've already tried to search for it on Nexus without luck.

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This is great news to see Elsweyr has a chance to be Completed.

 

On Rimmen will you use the work of Auryga and his team?

I can not find the English version so I'll put the link to the French translation of insight.

 

PS : Rimmen

 

I also found a video on Youtube

 

 

And an idea about the release date of the first version?

 

Yep, the stuff from Kingdom of Rimmen will be used, as long as I get permission from the old team :)

 

I don't have an ETA atm. I'm planning to come back to this after finishing the main quest of Valenwood Islands.

 

 

I can use the VI resources as long as I can help Deeza to get the actual Valenwood Islands mod to be finished. He and I are in talks about it now and most likely VI in its finished state will be released first before my first release of Pelittle.

I recall this Elsweyr mod, but unfortunately the old TES Nexus link is dead and I've already tried to search for it on Nexus without luck.

 

 

Oh, I have that on my hard-drive. The architecture is unique but the actual city is in beta.

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Valenwood Resource http://www.nexusmods.com/oblivion/mods/23177/

 

http://web.archive.org/web/20101127233000/http://oblivionsrealestate.com/MoreMods/OREnativeTileSet.zip

 

I believe Giskard's the elder council mod also contains a valenwood city and relevant resources, you would need to check permissions on that one though. http://www.theengineeringguild.co.uk/node/20

 

Would these be useful for Tovral?

Edited by gep5

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Valenwood Resource http://www.nexusmods.com/oblivion/mods/23177/

 

http://web.archive.org/web/20101127233000/http://oblivionsrealestate.com/MoreMods/OREnativeTileSet.zip

 

I believe Giskard's the elder council mod also contains a valenwood city and relevant resources, you would need to check permissions on that one though. http://www.theengineeringguild.co.uk/node/20

 

Would these be useful for Tovral?

 

I already have the top one :)

 

Thank you - they are useful though Torval won't be a 100% tree city.

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Valenwood Resource http://www.nexusmods.com/oblivion/mods/23177/

 

http://web.archive.org/web/20101127233000/http://oblivionsrealestate.com/MoreMods/OREnativeTileSet.zip

 

I believe Giskard's the elder council mod also contains a valenwood city and relevant resources, you would need to check permissions on that one though. http://www.theengineeringguild.co.uk/node/20

 

Would these be useful for Tovral?

 

I already have the top one :)

 

Thank you - they are useful though Torval won't be a 100% tree city.

 

I also found this caravan resource, I thought it looked a bit 'Valenwoodish'

 

http://www.nexusmods.com/oblivion/mods/43464

 

THe USEP description of Tovral mentions "massive timbers of a Valenwood oak, sometimes taken from waylaid Bosmeri wood caravans" so the Caravan resource might be used to somehow represent this.

 

I also found these

 

http://www.nexusmods.com/oblivion/mods/36550

 

http://www.nexusmods.com/oblivion/mods/37721

 

and maybe if some of this Egypt stuff was re-textured, it would be suitable for the Mane's palace.

 

http://www.nexusmods.com/oblivion/mods/27020

 

 

also mentioned at USEP is some kind of geographical feature in Southern Elswery called "The Great Divide" http://www.uesp.net/wiki/Lore:Great_Divide.

 

It apparently has very tall cliffs and I think the Mesogea mod has so nice Skyrim style cliff resources, so you might want to tr talking to the author of that mod http://tesalliance.org/forums/index.php?/files/file/554-mesogea/.

 

They've got an account on this site actually. 

 

http://www.theassimilationlab.com/forums/user/2865-thekarithian/

Edited by gep5

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Valenwood Resource http://www.nexusmods.com/oblivion/mods/23177/

 

http://web.archive.org/web/20101127233000/http://oblivionsrealestate.com/MoreMods/OREnativeTileSet.zip

 

I believe Giskard's the elder council mod also contains a valenwood city and relevant resources, you would need to check permissions on that one though. http://www.theengineeringguild.co.uk/node/20

 

Would these be useful for Tovral?

 

I already have the top one :)

 

Thank you - they are useful though Torval won't be a 100% tree city.

 

I also found this caravan resource, I thought it looked a bit 'Valenwoodish'

 

http://www.nexusmods.com/oblivion/mods/43464

 

THe USEP description of Tovral mentions "massive timbers of a Valenwood oak, sometimes taken from waylaid Bosmeri wood caravans" so the Caravan resource might be used to somehow represent this.

 

I also found these

 

http://www.nexusmods.com/oblivion/mods/36550

 

http://www.nexusmods.com/oblivion/mods/37721

 

and maybe if some of this Egypt stuff was re-textured, it would be suitable for the Mane's palace.

 

http://www.nexusmods.com/oblivion/mods/27020

 

 

also mentioned at USEP is some kind of geographical feature in Southern Elswery called "The Great Divide" http://www.uesp.net/wiki/Lore:Great_Divide.

 

It apparently has very tall cliffs and I think the Mesogea mod has so nice Skyrim style cliff resources, so you might want to tr talking to the author of that mod http://tesalliance.org/forums/index.php?/files/file/554-mesogea/.

 

They've got an account on this site actually. 

 

http://www.theassimilationlab.com/forums/user/2865-thekarithian/

 

 

That's great - thank you! :)

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Just wondering, but what kind of resources are you looking for in relation to Senchal

 

PS - It also appears that Torval has an asylum catering to "posh" clients.

 

"The asylum my great great uncle worked in was apparently very posh. Only the right class of lunatics were admitted. Eccentric dukes, mad baronesses, touched lords, and daft ladies filled the asylums tapestried and gilded halls. Still, it was a time of great excitement when the rumor began that the unhinged Emperor of TamrielPelagius III, was transferring there from a resort in Valenwood."

 

http://www.uesp.net/wiki/Tes3Mod:Tamriel_Rebuilt/The_Asylum_Ball

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Just wondering, but what kind of resources are you looking for in relation to Senchal

 

PS - It also appears that Torval has an asylum catering to "posh" clients.

 

"The asylum my great great uncle worked in was apparently very posh. Only the right class of lunatics were admitted. Eccentric dukes, mad baronesses, touched lords, and daft ladies filled the asylums tapestried and gilded halls. Still, it was a time of great excitement when the rumor began that the unhinged Emperor of Tamriel, Pelagius III, was transferring there from a resort in Valenwood."

 

http://www.uesp.net/wiki/Tes3Mod:Tamriel_Rebuilt/The_Asylum_Ball

I'm looking for a good retexture for Corinthe architecture. And Torval is a river city mainly so also houses which are suitable for a river delta :)

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Well, I think this tile set is good for a coastal city http://www.nexusmods.com/oblivion/mods/23604/?

 

Also, Senchal has a slum area, so this might be good http://www.nexusmods.com/oblivion/mods/36886/? 

 

http://www.nexusmods.com/oblivion/mods/40369/?

 

Senchal is the "biggest port in tamriel" according to USEP.

 

Thank you - it's very useful :D

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The Elsweyr Confederacy has moved on to Skyrim and are part of Beyond Skyrim on DC. I don't think they are sharing any of their resources yet because they're porting them to Skyrim. They might retain exclusive use of Shewter's set, if that ever got done. In the thread on ST, it's all just images - no actual files or links.

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Deeza said that we can use TOYB's old meshes but no-one else's atm.

Alright, any luck securing a sugar cane mesh yet?

 

Also, are there any plant meshes needed? I could hunt around for some.

Edited by gep5

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Deeza said that we can use TOYB's old meshes but no-one else's atm.

Alright, any luck securing a sugar cane mesh yet?

 

Also, are there any plant meshes needed? I could hunt around for some.

 

 

Afaik Iliana's Elsweyr mod already has a sugar cane mesh and since this will be dependent on her mod, I can already use it ;)

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