Realms of Asuron - Nordania by ZekAonar
Oblivion » New Lands
Added: 24/12/2013 - 09:01AM
Updated: 24/08/2014 - 07:11PM

17 Endorsements

0.9.5 Latest version

286 Unique D/Ls

325 Total D/Ls

12,064 Total Views

Uploaded by ZekAonar


Last updated at 19:11, 24 Aug 2014 Uploaded at 9:01, 24 Dec 2013

v 0.9.5 Pre-Alpha

(Load after Oblivion.esm)
YouTube Channel: http://www.youtube.com/ShadowWolf1496
Official RoA Facebook Fan Page: http://www.facebook.com/RealmsOfAsuron
Welcome to the Realms of Asuron!

This latest update includes an all-new expanded heightmap set within a single zone (as opposed to the entire realm) for a greater level of geographical detail. In addition to version 0.9.5, I have also decided to release two older versions of the mod to the Oblivion Nexus (Prototypes A and B), which explored different world designs. The first fans of RoA have already played through them, but I decided to bring them back as a tribute to the longevity of this project (and to add to my game design portfolio for future employers/modding team members).

That said, I hope you'll continue to offer this legendary project your support, and I hope you have enjoyed all that I have contributed thus far. It's all come such a long way. More importantly, I hope you'll not only join me in looking back, but also in looking ahead.

- Project Lead, ZekAonar

Drop everything into "Bethesda Softworks/Oblivion/Data", overwriting any files that ask for your permission to do so. Note that the "Music" file folder is filled with a few variations of a generic explore theme I composed for the mod. For a more unique experience, if you wish, you may go into Oblivion's Music folder and move Oblivion's tracks elsewhere so that only my tracks will play.
Whenever you'd like to restore the vanilla resources that were overwritten by Realms of Asuron, be sure to download the optional file hosted here (Vanilla Resources). Next, drop the contents of the folder into "Bethesda Softworks/Oblivion/Data".
Activate the file, launch the game, and then proceed to play from either a saved game or a new game.
Once you are ready, use the following console command in order to transport your character to the world of Asuron:
coc ForestSP
In the future, a more immersive means of getting players to Asuron (i.e., a short 'discovery' quest, like how players were introduced to the Shivering Isles) will hopefully be introduced to the mod.

Special thanks to Laast for his custom Imperial City model textures.
Check often for new details, images, videos, and of course, new versions of RoA! I have made it a personal goal to release a new version near the end of every month.

Monetary Donations
Monetary donations via PayPal will be used to..

1. ...upgrade/maintain existing hardware (to improve the overall size and quality of the mod).

2. ...fund other present and future projects (like the publishing/manufacturing of the related book).

3...purchase additional and more professional resources (especially original music and artwork).

4. ...support the author's efforts.
(A portion will go towards personal salary, so that I can spend less time stressing over my financial reality, and more time realising the 'Realms of Asuron' franchise)

CONCEPT        0.0.1        (Released 24 Dec 2013)
This version was basically a 'proof of concept' demo, set within a remote part of the Forest.

PROTOTYPE A    0.0.1-to-0.1.0     (Released 23 Jan 2014)
- New Title Screen: Original artwork provided by Narandel at deviantart.com (title screen has since been removed), original music provided by the now-disbanded MERP (Middle-Earth Roleplaying Project) Team (music has since been removed)
- One Moon: This change was made because, according to RoA lore, the planet of Asuron bears only one moon (Soteira).
- Extended Moon Cycle: Moon phases now last 4 days each (up from 3) for added realism.
- Expanded Playable Area: Entire Avalonian Forest region unlocked, plus some territory from bordering regions of Darkwood and the Fields of Dawn
- Bare Interiors Added: Stonevale Garrison, Stonevale Tower and the West Tower
- Increased Road Visibility: Roads were widened and then decorated with lights and fences.
- Improved CharGen Area: The CharGen room featured new door types and less flickering light sources.

PROTOTYPE A    0.1.0-to-0.3.0    (Released 25 Feb 2014)
- Transformed "Midshire" into an Encampment
- New Playable Areas: The Fields of Dawn, Darkwood
- Racial Changes: Hyperian: Removed all skill bonuses, Removed all special powers -- References to TES conflicted with the lore of RoA.. I also felt that the presence of bonuses/powers conflicted with the mechanics of my upcoming combat system (race was removed as a result of 0.9.0 revamp -- was forced to continue with a new esm file).
- Guards have been temporarily removed -- They were causing crashes, most likely due to lack of voice files.
- Fixed position of some fences along roads in the Avalonian Forest

PROTOTYPE B    0.3.0-0.9.0    (Released 31 Mar 2014)
This version featured a total revamp of the game world. The entire world space was destroyed in favour of new foundations.
New Heightmap: Massive Vvardenfell-inspired heightmap was designed and appropriately altered for the mod using TESAnnwyn
All 9 Regions Completed: Base landscapes for all 9 regions were finished + weather, unique lighting, and ambient sounds
Reduced Weather Volatility to 125 (was 174): Weather changes less frequently for added realism

PROTOTYPE B    0.9.0-0.9.1    (Released 27 April 2014)
- Road Network Was Completed in Darkwood
- Khitan Was Completely Revamped
- All Trees in Malensia Were Removed
- Missing Terrain Textures in Darkwood Were Fixed
- New Moon Texture
- Altered Weather Chances:
Avalon:         Fog +5%, Cloudy +10%, Clear -15%
Darkwood:     Fog +5%, Cloudy +5% Overcast +5%, Cloudy -15%, Clear -15%
Evenia:         Fog -5%, Rain -5%, Thunderstorm -5%, Overcast -15%, Clear +10%
Khitan:         Rain +10%, Thunderstorm +10%, Overcast +5%, Cloudy -5%, Clear -10%
Kal'Mnoria:     Fog +25%, Snow = 20% (never recorded the original value, so I don't know the trend), Cloudy -10%, Clear -5%
Malensia:     Fog -25%, Snow, +10% Cloudy +10%, Clear +10%
- All Roads Were Changed to Dirt Roads for Added Realism
- First 'Explore' Theme Was Finished For Mod Soundtrack (plus a variation named "Glowing Embers")
- Changed World Lighting
- Extended Moon Cycle: Moon phases now last 5 days each (up from 4) in preparation for an upcoming set of revised moon textures.
- Fixed a Number of Terrain Issues: Missing textures, spikes, bottomless pits, floating objects, etc.

PROTOTYPE B    0.9.1-0.9.15    (Released 28 May 2014)
- Avalon Revamp: Now features beaches, greener grass, less trees
- Krudan Revamp: Now features drier, Colovian Highlands-inspired textures/models
- Malensia Revamp: Now features blacker terrain textures, more varied rock models -- renamed "Maloria"
- Smoother Terrain: Avalon, Krudan, Khitan, Evenia

PROTOTYPE C    0.9.15-0.9.5    (Released 19 Aug 2014)
- Unique Calendar: Renamed the days of the week
- New Heightmap: The new map is just as large as the previous one. The only difference is that it takes place in a single zone rather than the entire realm. I wanted to experiment with higher levels of detail/geographic diversity within local regions.
- More Realistic Weather: The weather pattern becomes noticeably wetter as you approach the west coast of the zone.. drier as you move away.
- Road Diversity: You'll find a wide variety of experimental roads throughout the zone, as I wanted to experiment with different techniques when confronted with hills, rivers, turns, etc.
- First Major City: The Tyrendarian Capital City stands on an island in the centre of the Bay of Zephyros. At the moment, only the Harbour District is accessible, which may be found on the far west side of the city (swim or use 'tcl' to get there).
- Natural Barriers: The entire zone is contained by strategic placement of high walls and steep hills, as I wanted to experiment with different 'player containment' methods besides ocean-water or border regions. I also raised the terrain around most of the roads so as to suppress player instinct to wander off-road (not that the mod punishes you for doing so.. I just wanted to up the immersion factor and encourage players to use the roads).