For those interested ... Vids of my work can be found @ https://www.youtube.com/user/AngkorBonsaiberg Some Oblivion Pics @ https://angkor.imgur.com/
From V12 upwards I'm using what looks like a "Buddha" statue, I don't like "real world" politics or religion in Oblivion so this "Buddha" statue is a "BhaRhaTah" statue which is a reference to the main character in Terry Pratchett's Disc World novel "small gods" , made some vids about it in my BhaRhaTah playlist, as an example see my vid @ https://www.youtube.com/watch?v=vWtMe9OL9UU
Just uploaded AKE V14.1 which has its focus on finetuning the Mor'Moth Ice dungeon by giving all caves the same lighting [16, 16, 8] and Fog [24, 26, 28] and by adjusting lights, stairs, crystals, etc... First impressions can be seen in my vid @ https://www.nexusmods.com/oblivion/videos/2551
Just uploaded AKE V14.0 ... I have uploaded both a full version and a V14 resource update for those who installed V13 with all its resources, there's also an optional texture replacer for the black dirt used as floor in caves.
In this version the focus is on the Londinii dungeon which connects the upper level Virinii dungeon with the Lower Level Argodiil dungeon and - with the Mor'Moth Ice dungeon now complete - I have placed Bella's snowy armor - with many credits given to perditio44, LHammonds and Bethesda - in five hidden caves you might find here ... A'Qua Doe had a North West extension connecting the A'Qua Forest in the South with the A'Qua San in the North ... Made a vid of the Thalossos extention while having a first test run - @ https://www.nexusmods.com/oblivion/videos/2399 - but I've worked on this update until yesterday so there's not much tested here Some tips for this dungeon: The intention of this dungeon is that you get lost here so if you are lost, DON'T PANIC Before you go in, make sure you have a way out ...
I'm impressed by the quantity of work you and Kielanai have put in this mod since the first version. The dungeons are huge and very orginal, you have a very good mix of very diverse elements. Keep up the good work.
so ashamed I have no words for it ... But you're fully right so I've uploaded these in the AKE V13 Resource Update 09. Thanks for warning and sorry for the late response
I haven't checked what the underwater grottos look like with the correct meshes.
You don't have any reason to feel ashamed, you haven't created any instability with your oversight or anything likely to corrupt the savegames. Everybody makes oversights sometimes.
Is there any documentation for official clashes with TWMP?
Ive heard of the one regarding TWMP hammerfell, but i would assume all the islands and shipping lanes would get lost somewhere around the massive land masses added on the southern end of the map when you use the whole TWMP package including southern alliance.
Ive always wanted to use this but felt the clashes would be too numerous
well, don't know for I'm not using TWMP hammerfell myself but in this region AKE makes no landscape edits that could interfere with Hammerfell, it only places a house, ship and ayleid well each of which can easily displaced for better integration with Hammerfell
Hello there. I find this mod via a recommendation from another mod. I may download and install it later. Though, I have a question: Would I need to use Wrye Bash or OBMM to install this mod? And do I need the original mod as well? Since it has extender in the name.
Thank you for giving it a try For installing you can use either and you need the Akaviri kojima Extended V13_0 Full and AKE V13 Resource Update 01 to 09 for the resources and Akaviri Kojima Extended V13_x ESP only with the newest esp file ...
Be careful when using Wrye Bash with this. The author doesn't have the file structure right and the esp doesn't install in Wrye; you have to open up the archive and manually put the esp in the data folder.
I usually decompress and assemble a folder to put in a mod manger anyway, getting rid of any unneeded stuff in the archive, like putting all readmes, pictures, and such in a separate location on the D drive.
Using OBMM as mod manager, I didn't know about the install problems with Wrye Bash ... If it was up to me AKE would have its resources as a BSA file but - using the bsa creator in OBMM - I can not connect the esp with this BSA for trying crashes the BSA creator so if anyone has a suggestion here And I too have a problem with readme and pictures for if you don't overwrite but uninstall before installing a new esp you loose the readme and pictures of the previous version so I'm thinking on a restructure of my updates by making a data\akavirikojima.esp file that can be uninstalled and a [data\docs\.. , screenshots] file you can leave untouched so it builds up on your pc in time ...
Just uploaded AKE's V13.3 A'Qua Doe extension which connects the A'Qua Doe dungeon in the East with the Argodiil dungeon in the West ... V13.2 was unexpected for me - updating the Tropical South - so there was not much time for the "4th Of July" upload and I decided to go for a submerged connection between the A'Qua Doe and A'Qua Gos caves. As it turned out, this became a set of submerged caves connecting the Argodiil with the A'Qua Doe dungeons and because this connection crosses the Red District I could make the caves hot and warm A vid showing some can be seen @ https://www.youtube.com/watch?v=nRGmxHcLryw
Just uploaded AKE V13.2 with ELT V2.4, both having their focus on the Topal Bay landscape modifications near ELT's Halfway Inn and - AKE - Black Marsh town of SoulRest. There was also a little challenge for me in that Black Marsh modifies the landscape by bringing it down and filling it with water so the challenge was to do a deeper integration with Black Marsh by going under the default landscape in AKE, made a vid of it though I have not published it yet ... Songlife warned me for conflicts between some mods and the ELT Leyawiin boat so I relocated AKE's Leyawiin ship to a new harbor on the other side of the Topal Bay where you also find ELT's boat.
well, I tried to do that with V13.0 but Murphy's Law interfered and a second upload became necessary ... And I don't want to do this more than once a year keeping all my other uploads just small esp files ... But I'm starting thinking about it
The resource update is not working properly. I've downloaded it 4 separate times, it completes, but each time it won't install, either in Wrye Bash or manually, with an "Unexpected end of archive" error.
thank you both for reporting this problem and especially you, TheRomans :thumbsup: for figuring out what is wrong ... In Nifskope there's no indication of anything being wrong with this mesh but I do remember uploading the Resource file was not a problem but after that the uploader kept processing it without end so this might be related :ermm: Anyway I'm deleting the existing file and replace it with a resource update without the "cpitwall03bc" mesh and that might fix the problem. As a side note, this mesh is not in use in AKE V13.1 so - at least - that is fine :wink:
Edit: I think there's a problem with the Nexus uploader ... I can unzip the Resource File I uploaded without problem but if I download this uploaded file I get the "can't open corrupt" message so something must have gone wrong with the upload ... When I tried to upload the Resource File without the "cpitwall03bc" mesh uploading - at 12:00 - was no problem but now - at 13:15 the uploader is still processing this 132 MB file :ermm: Suggestions are welcome here ...
Edit2: Problem with the uploader might be that's it very slow in processing for - using 7-zip - I noticed that the "cpitwall03bc" mesh was the last file processed and I remember that I left the "upload processing" window before completion so it might be that this mesh was were processing ended ... So, given it a try, I now let processing continue and see how that goes ...
Edit3: 14:25: your upload is being processed ... 15:35: your upload is being processed ...
Edit4: 15:55 Support request send to nexusmods.com
Edit5: 17:00 Stopped the full Resources upload, split in in 8 different files and tried to upload these one by one in the update section ...
As a reflection, with AKE V13.1 the Mount Mor'Moth dungeon - Ice dungeon, Nayada, Or's Hall, the Fort and A'Qua Doe - has its full first update but there's still a big hole in the Ice dungeon between Virinii and Argodiil which will be plugged with the Londinii dungeon in AKE V13.2, intended as my 4th Of July upload. After that I will focus on the integration with Hesu and Hammerfell, do some updates in the San Path and add more armors in "interesting" places, some fine tuning in and around Mount Mor'Moth, writing lore, etc.
230 comments
For those interested ...
Vids of my work can be found @ https://www.youtube.com/user/AngkorBonsaiberg
Some Oblivion Pics @ https://angkor.imgur.com/
From V12 upwards I'm using what looks like a "Buddha" statue, I don't like "real world" politics or religion in Oblivion so this "Buddha" statue is a "BhaRhaTah" statue which is a reference to the main character in Terry Pratchett's Disc World novel "small gods" , made some vids about it in my BhaRhaTah playlist, as an example see my vid @ https://www.youtube.com/watch?v=vWtMe9OL9UU
Just uploaded AKE V14.1 which has its focus on finetuning the Mor'Moth Ice dungeon by giving all caves the same lighting [16, 16, 8] and Fog [24, 26, 28] and by adjusting lights, stairs, crystals, etc...
First impressions can be seen in my vid @ https://www.nexusmods.com/oblivion/videos/2551
Just uploaded AKE V14.0 ...
I have uploaded both a full version and a V14 resource update for those who installed V13 with all its resources, there's also an optional texture replacer for the black dirt used as floor in caves.
In this version the focus is on the Londinii dungeon which connects the upper level Virinii dungeon with the Lower Level Argodiil dungeon and - with the Mor'Moth Ice dungeon now complete - I have placed Bella's snowy armor - with many credits given to perditio44, LHammonds and Bethesda - in five hidden caves you might find here ...
A'Qua Doe had a North West extension connecting the A'Qua Forest in the South with the A'Qua San in the North ...
Made a vid of the Thalossos extention while having a first test run - @ https://www.nexusmods.com/oblivion/videos/2399 - but I've worked on this update until yesterday so there's not much tested here
Some tips for this dungeon:
The intention of this dungeon is that you get lost here so if you are lost, DON'T PANIC
Before you go in, make sure you have a way out ...
For me AKE is a dream getting form step by step
But you're fully right so I've uploaded these in the AKE V13 Resource Update 09.
Thanks for warning and sorry for the late response
You don't have any reason to feel ashamed, you haven't created any instability with your oversight or anything likely to corrupt the savegames. Everybody makes oversights sometimes.
Ive heard of the one regarding TWMP hammerfell, but i would assume all the islands and shipping lanes would get lost somewhere around the massive land masses added on the southern end of the map when you use the whole TWMP package including southern alliance.
Ive always wanted to use this but felt the clashes would be too numerous
Thank you for giving it a try
For installing you can use either and you need the Akaviri kojima Extended V13_0 Full and AKE V13 Resource Update 01 to 09 for the resources and Akaviri Kojima Extended V13_x ESP only with the newest esp file ...
Fly Safe
If it was up to me AKE would have its resources as a BSA file but - using the bsa creator in OBMM - I can not connect the esp with this BSA for trying crashes the BSA creator so if anyone has a suggestion here
And I too have a problem with readme and pictures for if you don't overwrite but uninstall before installing a new esp you loose the readme and pictures of the previous version so I'm thinking on a restructure of my updates by making a data\akavirikojima.esp file that can be uninstalled and a [data\docs\.. , screenshots] file you can leave untouched so it builds up on your pc in time ...
Just uploaded AKE's V13.3 A'Qua Doe extension which connects the A'Qua Doe dungeon in the East with the Argodiil dungeon in the West ...
V13.2 was unexpected for me - updating the Tropical South - so there was not much time for the "4th Of July" upload and I decided to go for a submerged connection between the A'Qua Doe and A'Qua Gos caves. As it turned out, this became a set of submerged caves connecting the Argodiil with the A'Qua Doe dungeons and because this connection crosses the Red District I could make the caves hot and warm
A vid showing some can be seen @ https://www.youtube.com/watch?v=nRGmxHcLryw
Just uploaded AKE V13.2 with ELT V2.4, both having their focus on the Topal Bay landscape modifications near ELT's Halfway Inn and - AKE - Black Marsh town of SoulRest.
There was also a little challenge for me in that Black Marsh modifies the landscape by bringing it down and filling it with water so the challenge was to do a deeper integration with Black Marsh by going under the default landscape in AKE, made a vid of it though I have not published it yet ...
Songlife warned me for conflicts between some mods and the ELT Leyawiin boat so I relocated AKE's Leyawiin ship to a new harbor on the other side of the Topal Bay where you also find ELT's boat.
And I don't want to do this more than once a year keeping all my other uploads just small esp files ...
But I'm starting thinking about it
meshes\dungeons\caves_AKE\caves_AKE_Sand\cpitwall03bc.nif
It is the last file so I am not sure if the error is specifically with it or with the archive as a whole.
Edit: I can extract other sub folders not containing that file, and other files in the subfolder, so the error seems specific to that file.
In Nifskope there's no indication of anything being wrong with this mesh but I do remember uploading the Resource file was not a problem but after that the uploader kept processing it without end so this might be related :ermm:
Anyway I'm deleting the existing file and replace it with a resource update without the "cpitwall03bc" mesh and that might fix the problem.
As a side note, this mesh is not in use in AKE V13.1 so - at least - that is fine :wink:
Edit: I think there's a problem with the Nexus uploader ...
I can unzip the Resource File I uploaded without problem but if I download this uploaded file I get the "can't open corrupt" message so something must have gone wrong with the upload ...
When I tried to upload the Resource File without the "cpitwall03bc" mesh uploading - at 12:00 - was no problem but now - at 13:15 the uploader is still processing this 132 MB file :ermm:
Suggestions are welcome here ...
Edit2: Problem with the uploader might be that's it very slow in processing for - using 7-zip - I noticed that the "cpitwall03bc" mesh was the last file processed and I remember that I left the "upload processing" window before completion so it might be that this mesh was were processing ended ...
So, given it a try, I now let processing continue and see how that goes ...
Edit3: 14:25: your upload is being processed ...
15:35: your upload is being processed ...
Edit4: 15:55 Support request send to nexusmods.com
Edit5: 17:00 Stopped the full Resources upload, split in in 8 different files and tried to upload these one by one in the update section ...
After that I will focus on the integration with Hesu and Hammerfell, do some updates in the San Path and add more armors in "interesting" places, some fine tuning in and around Mount Mor'Moth, writing lore, etc.