Oblivion

About this mod

ReUpload of Kielanai's Akaviri Kojima island extended with playerhomes allover Cyrodiil and a huge dungeon on its border with Morrowind .

Requirements
Permissions and credits
AKAVIRI KOJIMA Extended.

Created by: Kielanai
Modified by: Angkor


1. Introduction
2. Credits
3. What's Up
4. The Old One

1.Introduction.

AKE is an Oblivion mod intended to let you explore the wonders of this world.

It has five parts:
1. Akaviri Kojima, a little akaviri [= japanese] styled island for the coast of Anvil made by Kielenai. Besides being beautiful in all its little details it's also very usefull as the central trading hub for this mod.
2. Shipping Line, these are ships that bring you from Leyawiin via Elsweyr and Valenwood to Anvil or even farther to the Oyster Bay region.
3. San Path, a set of akaviri styled player houses scattered - mostly - along the borders of Cyrodiil province. The San Path has a wheel structure with a central hub from where teleportation portals lead to the bigger houses on its spokes and from there to the smaller houses on its rim. Since many other modders have modified the landscape "somewhere" the intention of the San Path is to give players easy and direct access to their work specifically.
4. Mount Mor'Moth, a high event density mountain on the border between Cyrodiil and Morrowind. Besides an interesting landscape it has two Ayleids [ Nayada and Or's Hall of Chasms], Fort Lower Heaven and a huge dungeon with more than 50 interconnected caves, all made to explore in beauty.
5. Impy Dimpy and Fort Gale. These are two huge dungeons on the Imperial City Isle I made celebrating Oblivion's 10th anniversary.

I've started using OBS Studio to record ingame testing and with DaVinci Resolve 15 I make small vids of these test runs which I upload to a YouTube playlist @ https://www.youtube.com/user/AngkorBonsaiberg , some extra screenshots can be found @ http://angkor.imgur.com

Installation:


Manual install: put the AKE Vx.y Full into Oblion\Data and unzip here.
Updating: overwrite the Vx.y esp with the Vx.y+1 esp
Or use your favorite mod manager ....
If asked to overwrite, say no to all.

Manual uninstall: in your Oblivion\Data folder remove the files you have installed.

Or use your favorite mod manager :)



Loadorder:
Anywhere AFTER Valenwood Improved.esp

Naming Issues:
Dungeons and caves:
A dungeon is a set of caves.
The AKE dungeon is everything that's underground Mount Mor'Moth.
The XXX dungeon is a set of caves which together form this dungeon.

Combat and Transition caves:
Combat caves are big [more or less] open spaces where you fight boss level enemies. These caves are imbedded in Ring systems of smaller caves with are intended as [more or less] peaceful transitions between the various combat caves.

Requirements:
Oblivion with SI installed.

Highly Recommended because of AKE integration with houses and/or ships:
1. Illiana's Elsweyr - Anequina Desert @ www.theassimilationlab.com/forums/files/file/862-elsweyr-the-deserts-of-anequina
2. Eldarie's Valenwood Improved @ www.nexusmods.com/oblivion/mods/22555
3. ArgonianLord's Black Marsh @ www.nexusmods.com/oblivion/mods/42515
and my own
4. Elsweyr_Leyawiin_Topal Bay Walkabout @ www.nexusmods.com/oblivion/mods/30816
5. ImpIsle Walkabout Junglised @ http://www.nexusmods.com/oblivion/mods/41089


Upload Restriction:
AKAVIRI Kojima is NOT to be hosted anywhere else without Kielenai's permission.
Also, the original Kojima-crafted items are no longer allowed for use in other mods without her permission.
On the oher hand, the new cave, rock and flora meshes made by me have Tamara, Betty and Brittainy textures free available for modders so ALL of these meshes are free to use :)



2. Credits and Recommendations:

Spoiler:  
Show



3. What's Up

Version 1.0 : Prelude
Version 2.0 : The San Path
Version 3.0 : The San Path Extended
Version 4.0 : Going Deep
Version 5.0 : Mount Mor'Moth
Version 5.1 : Going Scrum
Version 5.2 : Mount Mor'Moth Revisited
Version 5.3 : San Path Revisited
Version 5.4 : Nayada
Version 5.5 : Thalossos
Version 5.6 : Heaven's Path
Version 6.0 : Hircine's Call Revisited
Version 6.1 : Questing Nayada's Lost Sanctum
Version 6.2 : Nayada Plateau
Version 6.3 : A'qua Doe
Version 6.4 : Heaven's Plaza
Version 7.0 : Akaviri Kojima Junglised
Version 7.1 : Impy Dimpy
Version 7.2 : Fort Gale
Version 7.3 : Fort Gale Updated
Version 8.0 : Si'Lath
Version 8.1 : Ice Age
Version 8.2 : San Path Reddified
Version 8.3 : Valenwood Haven
Version 8.4 : Sailing West
Version 9.0 : Winter Is Coming
Version 9.1 : San Path, The Strike
Version 9.2 : San Path, The Wheel
Version 9.3 : Nayada Path
Version 9.4 : Nayada Catacombs
Version 10.0 : Deep Jungle Kojima
Version 10.1 : Nayada Round'a'bout
Version 10.2 : Ice Dungeon Morden
Version 10.3 : A'Qua Adath Doe
Version 10.4 : Nayada Plaza
Version 10.5 : Hircine's Call Unplugged
Version 10.6 : A'Qua Lake Entrance
Version 10.7 : Nayada gardenised.
Version 10.8 : Or's Hall Rockified.

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Version 10.8 : Or's Hall Rockified.
In this update the focus is on the Mount Mor'Moth Ayleid Or's Hall.
Or's Hall was the first Ayleid "city" with a "Rim Gate" - in Or's Hall Of Chasms - I made in Mount Mor'Moth where it - original - was close to the lava in the deepest caves which inspired me to use Herculines red "evil" textures I found @ https://www.nexusmods.com/oblivion/mods/28851/?
It has both a Tourist - Mythos, Or's Hall Of Last Regrets, M'Orthos, Lower M'Orthos and Or's End Rance - and an Explorer - Or's Hall Of "Chasms, Forgotten Hope, Damnation" and of course Or's Hell Hall, each explorer favorite :ermm: - section giving you a lot of rooms for very interesting adventures AND screenshots ...
Nayada is "consistent" in its layout with doors taking into account the horizontal, vertical and compass orientation of the rooms they connect but Or's Hall has this consistency only in its Tourist section, in its deeper levels you find the main room - Or's Hall Of Chasms - which has only portals to make random connections with the other rooms in this Explorer section so I strongly suggest using the goodol' pen and paper for finding your way around here :)

Fixes:
A few small fixes in the Mount Mor'Moth landscape ...

Updates:
Or's Hall has gotten its update in which I used "CreepyIntense" red light for its red textured structures and preventing it from becoming too reddish I used "ArBlueGreen" for its floor sections giving each room interesting colour contrasts.
Whereas Nayada has some caves where you find entrances, Or's Hall is much more an Ayleid structure with caves in it giving it its own "organic" structure ..
There where also updates to Nayada and some of the Mount Mor'Moth caves ..

New:
Lower M'Orthos and the "Gate Cave" are new rooms I made to better connect the deeper lava rooms with the upper snow rooms.

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Version 10.7 : Nayada gardenised.
In this update the focus is on the Nayada Ayleid.
Besides updating some of the older rooms the intention is to make Nayada feel "warm and friendly" and I tried this by placing "swampy flora" in its bigger rooms while also giving most rooms a purple haze while replacing the "ambient" with a more intense lighting.


Fixes:
Besides some made while updating rooms, most important - with many thanks to Oblivionaddicted :thumbsup: - fixes are the changing of all editor Id's starting with a number and the identifcation of missing blue rock meshes in the V10 resources.

Updates:
Most of the rooms - catacombs excluded - have gotten a purple haze [62, 61, 89] fog with ambient lights replaced by more intense lighting, the bigger - combat - rooms, such as Inner City, Plaza and Inner Sanctum have been gardenised and Or's End Rance - at the southern end of Nayada where it "mergers" with Or's Hall Of Chasms - also had its update.
Nayada Ring had many of its rooms revisited ...
And last but not least the Lost En'Trance - connecting Nayada with the Lost Sanctum - too had some love :)

New:
In Nayada one of the connections with the Rim goes via the - hidden - Despair section which is rebuild into 4 bigger rooms - Outer Despair, Hall Of Despair, Garden Of Despair and Deep Despair with a new Gate Of Despair teleport room.

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Version 10.6 : A'Qua Lake Entrance
In AKE V10.6 I've given an old dream form by making a landscape connection between Lake Mor'Moth and the submerged A'Qua Doe dungeon which manifests itself as a labyrinth of caves and abysses.


Fixes:
Since Bettys Jungle mod transforms all fern in more wider variants I have removed them all from the San Path interiors.
Removed the wood in bloodmoons bathroom and fixed some "look trough" issues in the A'Qua Funnel cave.
 

Updates:
Hircine's Call had some extra lights added ...
Some of the existing A'Qua Doe caves had some small additions making them more compatible with the new caves ...
Made little "crystal adjustments" in some of the caves on the Imperial Isle.


New:
Besides the A'Qua Doe expansion with 11 new caves Icedungeon Morden also has a new cave - Morden Deep - connecting it with the fully submerged A'Qua Doe caves.
A'Qua Doe caves: a dark labyrinth with many small and big caves and deep abysses - blue rocks in the East and brownies in the West - made for "explorers only" who take their time understanding its structure and finding its loot ...
Depending on hardware and mods in use these submerged caves can be very dark and if this is a problem you might consider Bettys excellent "diving glass" mod @ https://www.nexusmods.com/oblivion/mods/46735
Tourist Path   : this is a path of submerged caves from the Lake En'Trance to the A'Qua Doe cave with statues near exits and ropes connecting these in a cave leading you fastest and "savest" to interesting places like Nayada and Fort Lower Heaven ...

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Version 10.5 : Hircine's Call Unplugged
This AKE V10.5 update focuses on the huge multilayer combat cave Hircine's Call in Mount Mor'Moth.
It is a huge update giving this cave a new "rough and moody" feeling by not only replacing all its white textures with "icy" blue and brown ones but also by adding many new rocks - making this cave "unplugged" in the sense that by showing more of its potential it also becomes a more heavy load on your pc.


Fixes:
Though there were things to be fixed these were done while updating ..
 

Updates:
In this update I replaced the low res "white" textures with blue and brown textures I found in Brittainy's Lush and Gaudy Floriana Gloria @ https://www.nexusmods.com/oblivion/mods/41118/?
Beside Hircine's Call some smaller caves around also had their update:
1. A'qua Doe: "one day" this will be the central cave of the A'qua Doe dungeon which is a - mostly - submerged dungeon running through the Mount Mor'Moth dungeon(s) ...
2. Mara's Crystal Cave: a hidden cave connecting Argos with Hircine's Call.
3. 3 transition caves between Nayada and Hircine's Call
4. 3 small caves in the Hircine's Call ring system
And last but not least I've changed the Argos default textures into Snus textures ...


New:
Only updates this time around :)

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Version 10.4 : Nayada Plaza
This AKE V10.4 expansion focusses on the North West section of the Nayada Ayleid on Mount Mor'Moth.
There is a huge update giving this section a "rough and moody" feeling and I've made a few new rooms to extend the pleasures of exploration.


Fixes:
Though there were things to be fixed these were done while updating ..
 

Updates:
All rooms in the North West interior of Nayada have been updated to a more "rough and moody" atmosphere.
There is a renaming of the inner ring path into the Plaza Ring and the outer ring path into the Bound Ring.
Many stone doors are replaced by "open gate" doors giving passages a more immersive feeling.

New:
Beside some new small transition rooms there are 3 big rooms added:
1. Nayada Catacombs, Whispers Wing
This is an extention of the catacombs to the North which lies underneath the "Hall Of Whispers" and is connected with the Inner City and the Plaza Underworks. It's a "special" room with one of those "push block" puzzles to solve :wink:
2. Nayada Plaza
The Nayada Plaza is a huge "open" space between the "House Of Reflections" and the "Hall Of Whispers" and it connects with the Plaza Ring, the Hall and the Plaza Underworks.
3. Nayada, Plaza Underworks
The Plaza Underworks is a room with a "twist" connecting the Plaza, "Hall Of Whispers" and the transition room leading to catacombs "Whispers Wing".

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Version 10.3 : A'Qua Adath Doe
In version 10_3 there is a huge extension of the A'Qua Doe dungeon with a row of caves running from the Hircine San player house in the west, via some of the fort's sewer entrances to the Nayada Ayleid in the East.
Best way to enter, in the San Path there's a portal to the Mythos San where you find a portal to the Hircine San player house where you can find the entrance to A'Qua Doe in the bathroom.


Fixes:
Nothing fixed in 10_3
 

Updates:
Small updates to the Hircine San player house, making it a bit more "player friendly" :)
Some small updates to the landscape and its connection with the Hircine San ...

New:
A'Qua Doe has been extended with five new caves connecting the Hircine San with Fort Lower Heaven and the Nayada Ayleid.
Going from the bathroom in the Hircine San these are:
1. Hircine Doe
 The entrance to the A'Qua Doe is only partially submerged and has a waterfall which forced me to use "exterior lighting" in this cave.
2. A'Qua Fall
 A cave I rotated 90 degrees over its X-axis giving it a "confined" vertical passage to the rest of A'Qua Doe though you also find a sewer entrance to the fort here.
3. Lower Doe
 A small transition cave connecting the Hircine San entrance with the rest of A'Qua Doe via the A'Qua Adath cave though Lower Doe too has an entrance to the fort.
4. A'Qua Adath
 A huge cave with a coral section connecting it with A'Qua Doe and a player "house" above the water.
5. Adath Doe
 This cave is the "keystone" for this section of A'Qua Doe because it makes many connections with Nayada related caves.


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Version 10.2 : Ice Dungeon Morden
In AKE V10.2 I'm introducing many new Ice cave textures to my work and use them in the Ice Dungeon Morden to rebuild its "dungeon scape". The textures I'm using are Brittany's blue and brown "winter" rocks - which can be found @  https://www.nexusmods.com/oblivion/mods/41118/?
For modders, default meshes often have 4 variants which only differ by their orientation so I've given them distinct textures making them all different and thus giving me many more options in combining them, a vid showing this can be seen @ https://www.youtube.com/watch?v=6yxrwsEOrO0
Also, by using the same textures for rocks and caves I can merge these in many interesting ways :)
Last but not least small modifications are made to some of the player houses by giving their interior darker wood and the Ayleid structures in their exterior some of Bettys "cambodian" textures ...


Fixes:
Fixed some issues with the Morden Caves :)
 

Updates:
Some player houses have new interior and exterior meshes, most notable the Watch, Blackwood and Ne-Quin Al houses ...
On Mount Mor'Moth the Ice Dungeon Morden - in the North of the mountain with entrances near the Bloodmoon player house at Lake Mor'Moth - has its white textures replaced by the new blue, brown and ice textures while also being modified to a more intense "dungeon scape" in its interior ...


New:
1. Nayada's Lost Sanctum player house has a new interior ...
2. The "waterway" A'Qua Doe has an extension that connects it with the Morden Crystal Cave ...

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Version 10.1 : Nayada Round'a'bout
Triggered by a compatibility issue noticed by SnickerToodles I made a small modification to the southern end of the Kojima island which is now connected via a bridge with the Valenwood mainland but the main focus of this upload is the Nayada Ayleid on Mount Mor'Moth. In Nayada there are a number of "heavy load" big rooms which are connected with each other through "low load" transit rooms and in the V10.1 expansion I have connected most of these transit rooms with each other in a structure I've named the Nayada Ring. I have also injected many of the new "Ice Cave" meshes and textures in V10.1, I have to learn how to use these and Nayada is my training ground for now as can be seen in the new and updated structures ...

Fixes:
Fixed a problem with some of the load doors in Nayada
 

Updates:
Many of the smaller transition rooms between the Hall Of Whispers, Inner City and Inner Sanctum have been updated with new structures, connections and textures giving them the feeling of "narrow passages inbetween the Halls of Nayada" ...
All the landscape entrances in the Outer City - Nayada Wath, Vath and Path - have been updated with new textures ...


New:
1. There is now a bridge connection between the Kojima island and the Valenwood Mainland.
2. Nayada Ring Hall and Round'a'bout are two bigger rooms in the Nayada Ring connecting the different Ring sections with each other.

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Version 10.0 : Deep Jungle Kojima
With the focus of this upload on new "Jungle" and "Ice Cave" resources I made using Nifskope linking Betty's and Brittany's textures to rocks and caves there are also some new rooms in Nayada and I have retextured Nayada's Rim Entrance, the Kojima Island and a small Topal Bay section near the player house there :)


Fixes:
Nayada's Lost Entrance and Necropolis should be fine now and I reworked the "imperial loot" in Nayada's Lower Catacombs Entrance.


Updates:
While prepairing to make the resources a .bsa file someday I have changed the internal architecture of the mod in order to make it more independent against "default texture changes", as a consequence though this means that you can not use an older esp with the V10 resources nor can you use the V10 esp with the older - V9 and downwards - resources.
Retextured Kielanai's Kojima Island to give it a more darker - := deeper - feeling.

New:
1. Two new hidden passages connecting Nayada with the "House of Defiance" and its "Outer Sanctum".
2. Nayada Locus Hall: a big room in Nayada's West giving a second connection with the submerged dungeon A'qua Doe.
3. An extension of AKE's landscaping in the Topal Bay region between ELT's Halfway Inn and Elsweyr.

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Version 9.4 : Nayada Catacombs

Besides some updates to the San Path and a few new ice and water caves, V9.4 adds the catacombs to the Nayada Ayleid on Mount Mor'Moth.
Also added again the two meshes made by roblesstevena, one which removes the collision on the gate to Castle Mor'Moth which is used by the V9.3 esp and the other replaces the Mephala mesh with one more "player friendly".



Fixes:
None I remember :)

Updates:
Made some changes to the Cloud Top player house landscape and did some work in the Anli San.

New:
1. A new ice cave that's part of Hircine's Ring system and connects Hircine's Call with Nayine and Fort Lower Heaven's Sewer.
2. An extension of A'qua Doe which connects the water way with the new A'qua Deep cave.
3. Nayada Catacombs, a narrow labyrinth in its massive fundament.
There are 6 rooms of which 3 are entrances connecting with Inner City, Sanctum and A'qua Doe, there's Hall's Way connecting these entrance with the Great Hall and - last but not least - the Anti Chambre


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Version 9.3 : Nayada Path

Besides some updates to the San Path, V9.3 focusses on Nayada's Ring system.
I made some extra "rooms" connecting Nayada with Hircine's Call and added three new Ayleid rooms and one ice cave to the Nayada Path landscape entrance, all consistent with the Nayada interior.
 
Also added two new meshes, with many thanks to roblesstevena, one which removes the collision on the gate to Castle Mor'Moth which is used by the V9.3 esp and the other replaces the Mephala mesh with one more "player friendly".



Fixes:
The roof in the San Path Heath has been uplifted.


Updates:
Updated the Oyster Bay landscape.
Numerous small updates in both Ayleid as caves on Mount Mor'Moth.
Replaced the Colovian Mountain Teleport room with a more interesting "cave structure".
Renamed the Topal Bay MenSan into the Akura San and split its teleportation room into a Wheel and San Path section.

New:
Replaced the small transition Ayleid between Hircine's Call and Nayada with a bigger, more interesting "Ayleid\ice cave" structure and made a new cave - Nayinos - connecting this with the Thalossos dungeon.
Nayada Path is a new Ayleid section that connects the Mount Mor'Moth landscape with the Nayada Ayleid.
Being part of Nayada's Ring it has two exterior Ayleid rooms - Nayada Path and Nayada Path, House En'Trance, an ice cave - Mount Mor'Moth, Nayada Path - and an interior room - Nayada Path, Ring En'Trance.

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V9.2 : San Path, The Wheel

In this version San Path's Wheel section has been closed.
I did this by adding the San Path Anli San player house in the North somewhere between Pinevale and Stendarr Valley which - being a MenSan - is connected with San Path's central hub, also has a connection with the Bladeweaver - thus closing the Strike Path - and with both the Cloudtop Mountain and Gnoll Mountain KisSans - thus closing San Path's Wheel.
Removed some "kinks" in the Wheel by adding a new KisSan in the Topal Bay region and reconnected AKE's houses on - and in - Mount Mor'Moth.
Also added two new meshes, with many thanks to roblesstevena, one which removes the collision on the gate to Castle Mor'Moth which is used by the V9.2 esp and the other replaces the Mephala mesh with one more "player friendly".

Recommendations for V9.2:
Rancen's Unique Landscapes - Stendarr Valley @ https://www.nexusmods.com/oblivion/mods/7054
Ruikuli's Pinevale @ https://www.nexusmods.com/oblivion/mods/23804


Fixes:
None I can remember :)

Updates:
Updated the Strid and Heath player houses ...
Split both the San Urai Hall as its Strike Path into two for better FPS ...
Some reconnections have been made in the San Path, Mount Mor'Moth houses ..
A new - more bright and bluish - lighting to most houses ...

New:
In the Topal Bay a new house is added with some landscaping around it, in this region the "Garden" MenSan now has a bigger teleport region ...
In the North the Anli San MenSan has been added which closes both San Path's Wheel and Strike section.
Some new landscape transition rooms have been added to the "heavy load" San Path houses ...

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V9.1 : San Path, The Strike

In this version the focus is on the San Path which has as its new extension "the Strike Path".
Whereas most San Path houses are on the borders of Cyrodiil - the Wheel - the Strike consist of those that don't: Bladeweaver, ImpIsle, San Urai and Anequina. The idea for the strike is that of a lightning strike that starts in the North, goes via the Imperial Isle to the South where it splits in many directions ...

Fixes:
None I can remember :)

Updates:
Using the new winter resources I've made many small landscape modifications near the player houses in the Northern part of the San Path ...


New:
Two huge "halls" - Urai Strike Hall and Anequina Strike Hall - giving the San Path some "grandeur".
A new teleport room in the San Urai - Urai Strike Path - and an extension to the Anequina Teleport room.
Some landscape transition rooms have been added to the "heavy load" San Path houses ...

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V9.0: Winter Is Coming

In an attempt to make AKE more robust I have replaced many of the default meshes - and textures - with new ones that are independent of any changes made to the defaults by other mods.
I have asked BastetGoauld for his permission to use his darker groundmist textures - [Id= 46976] - but I have not recieved an answere so I've made a new groundmist mesh which I named *_dark and I used Nifscope to link it with the textures in dungeons\misc\FXMistDark and if you replace the - default - textures in this map with the darker BastetGoauld textures you will have brighter groundmist in the Ice caves and darker groundmist in the rest.

Fixes:
Numerous small issues in many of the caves in the Mount Mor'Moth dungeon ...

Updates:
Replaced trees and shrubs in the Mount Mor'Moth region with new ones made from Brittany's and Betty's resources ...
Replaced Ayleid textures in Or's Hall with Herculines and in Nayada with Lougian's Ayleid texture replacers ....
Replaced the Ice layers with Betty's [id= 47441] and added her Snow Gusts [id= 46543]

New:
Cyrodiil Heaven, a small burned down village somewhere on Mount Mor'Moth ...
Some landscape editions connecting the Watch player house with the Malada Ayleid in the Nibenbay Region ...
Some new small transition caves in the Mount Mor'Moth dungeon ...
         
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In V8.4 - besides some swamp extention in the Topal Bay - I've connected AKE's Shipping Line with the Valenwood harbors Waldherz and Südspitz, I've replaced most wooden stairs in the landscape near the player houses with door stones and I've given all "rooms" connecting with the landscape the "behave like exterior" option.

Fixes:
Found and corrected some glitches in San Path rooms.

Updates:
Had another look at the Black Wood player house which is now a lot more "player friendly" ...
While wooden stairs in the landscape are very useful when you wanna get "things done", they will never be more then place holders for stony stairs and in this version I have "updated" many of them ...
By replacing all goldcoast rocks with GreatForest..FGTDMoss rocks I made Kielanai's Akaviri Kojima island part of the Valenwood landscape ...

New:
Valenwood Waldherz and Südspitz - two new harbor exits - have been added to the Shipping Line.
Many interiors - houses and En'Trance caves - have the "behave like exterior" option flagged ...

If you're not interested in these new harbors - or if Eldarie's Valenwood Improved is not in your game - I have reconnected the ship in Fanesti with the one in Iliana's Duncori Beach ...
On the other hand, if you are interested in visiting you must modify Eldarie's Valenwood with two new rooms in Anvil's - default - clarabella pirate ship and the precise instructions on where to do this can be found in the spoiler and the read me ...

Spoiler:  
Show



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V8.3 had its major focus on the Valenwood - Shipping Line entanglement.
There are three options with mods you want to work together:
Merger by which you destroy the originals and make a new one containing both.
Integration by which you make modifications in one mod that show up - during game play - in the other mod.
Entanglement in which both mods modify a DEFAULT cell in such a way that during gameplay these - independent - mods appear to be merged.
As an example, the AKE landscape modifications near ELT's Halfway Inn are an example of "integration" whereas the cabin connecting AKE's shipping line with VI's haven is a form of "entanglement".
To make entanglement work you mmust modify both mods, I have done this in AKE V8.3 but you must do this in Eldarie's Valenwood Improved yourself, if you're interested just follow the directions in the spoiler.


Fixes:
Found and corrected glitches in some San Path rooms.

Updates:
Lake Mor'Moth has its many ice lake planes replaced with a few - scaled up - ones.
In the Rim's Atatar Si'Lath I have given the push button that opens the "new" section a more logical location.
Some interior work has been done in the new Black Marsh player house.

New:
Valenwood Haven - a new harbor exit - has been added to the Shipping Line.
Some of Elbethien's big rocks are added to the Halfway Inn landscape.
An Ayleid well is placed in the landscape near the Black Marsh player house.


Spoiler
Spoiler:  
Show


Recommendations:

Eldarie's Valenwood Improved @ http://www.nexusmods.com/oblivion/mods/22555


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Version 8.2 : San Path Reddified

V8.2 had its major focus on the San Path which has seen a massive overhaul and a new MenSan in the Black Marsh region between Gideon - ArgonianLord's Black Marsh - and Hesu's Poison Swamp.
Beside these there's also an overhaul of Nayada's Lost sanctum and an extension of The Rim's Atatar Si'Lath ...


Fixes:
Having made all San Path interiors darker I got problems with some walls and paintings not reacting well to this new lighting so I fixed this by properly orientating all walls in all houses and by replacing "dark" with "bright" paintings.

Updates:
Beside some landscape modifications in the Strid River and Oyster Bay region all player houses have their lighting changed into a darker redish brown which is compensated by adding many more -CaveGloShroom and ArBlueAmb - lights which reflect in the walls and many CaveFire128 lights on the - reflective - paintings ..
Nayada's Lost Sanctum had the problem of staying very dark despite many attempts in the editor to brighten it up so I've added many lights which give it a warmer yellowish look which motivated me to change its fog into a - complementary - Purple Haze.

New:
The Atatar Si'Lath in the Rim region has been extended with some more - interesting :) - rooms.
The Black Marsh player house is a new MenSan that replaces the Swamp MenSan, meaning that this house is connected with the San Path and that the Swamp player house is now a KisSan with no connection to the San Path anymore. Black Marsh is located in cell [35,-34] which is between the town of Gideon and  the Poison Swamp and it has two extra teleporters connecting it with the Topal Bay KisSan in the South and the Blackwood Swamp KisSan in the North.
I have also connected the Swamp KisSan with the NibenBay MenSan so starting in the Gnoll Mountain KisSan in the North you can now stay "indoors" while traveling clockwise along Cyrodiil's circumference to the CloudTop KisSan in the North West.

Recommendations:
Betty's Island @ http://www.nexusmods.com/oblivion/mods/46360
Eldarie's Valenwood Improved @ http://www.nexusmods.com/oblivion/mods/22555
Argonianlord's Black Marsh @ http://www.nexusmods.com/oblivion/mods/42515
HESU's Poison Swamp @ http://www.nexusmods.com/oblivion/mods/46090


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Version 8.1 : Ice Age

In this version - besides some adjustments to the Si'Lath in AKE's Rim region and the Stir River KisSan - I have used Alasdair's Ice Cave Tileset [Id= 26319] to make both the Ayleid city Nayada as all of the higher caves in the Mount Mor'Moth dungeon "icy".

Fixes:
Two statues blocking passage in the Si'Lath and some glitches  here and there ...
Some minor issues in both Nayada as the Mor'Moth caves ...

Updates:
Though the mood of both Nayada as the Ice caves have been completely changed I consider this retexture more as an update than as something new ..

New:
Transition caves are small caves between massive loads and I've made them to offer you a safe place for making a safe save game :)
Some new ones are added around Hircine's Call and the Lost Entrance ...

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Version 8.0 : Si'Lath

Si'Lath is an "Esher-type" structure deep in AKE's Rim section that connects Nayada's Lost Sanctum with Or's Hall Of Chasms and Atatar Loira from where you can travel to the ELT Rim section - if ELT-Walkabout V1.2 is installed - that is :)

Fixes:
Sorry but I found nothing wrong :)

Updates:
Replaced all cave textures in both Gale's Deep as the Impy Dimpy with the Snus dungeon textures.
Did the same with all Or's Hall related caves in Mount Mor'Moth but this was before Lougian's Red caves [Id= 47407] so things might change here
again :)
Placed some of Elbethien's huge rocks in Nayada's Lost Entrance and Sanctum, they should give the illusion of being on a high mountain surrounded by other mountains but this is not tested yet ..

New:
The Si'Lath, a moody Esher-like triangle that connects Nayada and Or's Hall with the Atatar Loira where I've made a connection between ELT's and
AKE's Rim sections. In total, six new "Ayleids" have been made here with an extra "structure" in the default Oblivion Ayleid ruin "Atatar".
Extended my Oblivion 10th anniversary project with the Impy Wimpy which connects the Impy Dimpy with the Sinkhole Cave on the Imperial City Isle.


Spoiler:  
Show



Ps.
This mod is part of a project containing 3 complementary mods aimed at assisting a "new" player.
My motivation for this project was a lvl 40 corrupt savegame forcing me to start a new game with a clean install. Using Wrye Bash I can give this avatar the attributes and skills of my former lvl 40 but not the "visited" worldmap, spells or armor and weaponry and the intention of this project was to deal with this.
So:
Akaviri Kojima Extended @ http://oblivion.nexusmods.com/mods/40832 gives you player homes in the wilderness of Tamriel,
ImpIsle Walkabout @ http://oblivion.nexusmods.com/mods/41089 gives you the most elementary Midas spells and
SanBackUp @http://oblivion.nexusmods.com/mods/41133 gives you some Akaviri armor and weaponry.


Happy hunting
Angkor



4. The Old One

From Kielanai's original readme:

"Akaviri Little Island"
Version 6.0

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Created by: Kielanai
Date: Sept. 29, 2006
Last Update: May 18, 2007
For Game: Oblivion


This mod makes an Akaviri (Asian, Japanese) style island south of Anvil in the Abecean Sea with two furnished homes.


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Features:
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* Fast travel or access by pilotable pirate ship mod from Anvil. (TELEPORT FIRST if you wish to take your ship to the dock, or the game might lock up trying to load location you've never been before with the ship mod.)
* Stable and sheepfold with two sheep. Garden with some deer like in Kyoto.
* Garden plot and flower beds for use with gardening mods. Rice paddy on shore below stables.
* Fusuma allow you to open and close off certain parts of the home (according to seasonal weather and guests) similar to real Japanese home.
* Lots of storage, even in minka (small farmhouse).
* Minka has main room divided into shop/dining area and kitchen/alchemy area. Lower level divided into two bedrooms with one doubling as a library and the other doubling as an armory. There is a bath house behind it.
* Main house has entrance hall divided into guest areas, office, and memorial parlors. East wing was converted to dining area, kitchen area, and magic/library/workroom. West wing was converted into doujou, and two bedrooms. There is an onsen and tea room behind it.
* There is a letter on the desk in the farmhouse to welcome you and recommend some mods that may enhance your enjoyment of this one. There is a book near it with a little story about the history of the island.
* Since most Japanese homes have a lot of beds, desks, tables, and cushions low to the floor, I lowered most in this setting and fashioned zabuton tabs out of benches, so PC can sit on floor.
* Items of "Akaviri" clothing included.

Spoiler:  
Show


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Contact:
**********

[email protected]
Kielanai ~ Elder Scrolls Official Forums (I usually browse the construction set and mods forums)

Douzo tanoshinde kudasai! Enjoy! :)

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Clear Skies
You All

Angkor