Oblivion

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Angkor

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angkor

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About this mod

Have a walkabout around the Imperial Isle to find all the statues of the Nine Divine, each containing usefull items for the beginning player. Be aware though for their guardian angels :)

Requirements
Permissions and credits
ImpIsle Walkabout Junglised [IWJ].

Name: ImpIsle Walkabout [IW]
      ImpIsle Walkabout Junglised [IWJ]


Category: Landscape

Requirements:
None for IW
For IW xul:
Gondor Wache's Unique Landscapes - Imperial Isle @ http://www.nexusmods.com/oblivion/mods/9531
For IWJ:
Shivering Isles DLC
Gondor Wache's Unique Landscapes - Imperial Isle @ http://www.nexusmods.com/oblivion/mods/9531
Arthmoor - Ukrr - mariedanj's Roads of Cyrodiil @ http://www.nexusmods.com/oblivion/mods/20218
I_Need_Money's Region Revive - Lake Rumare @ http://www.nexusmods.com/oblivion/mods/22751
Instead of Gondor's XUL you can also use the XUL compilation.

Highly recommended:
Phitt's Natural History Museum @ https://www.nexusmods.com/oblivion/mods/7593/?
Xilvers Midas Magic Spells of Aurum @ http://www.nexusmods.com/oblivion/mods/9562
Dain Ironfoot's Talos Bridge Gatehouse @ https://www.nexusmods.com/oblivion/mods/37366/?
For IWJ:
Betty's Jungle for Everyone @ http://www.nexusmods.com/oblivion/mods/46118
Betty's Jungle Ambiance @ http://www.nexusmods.com/oblivion/mods/45568
Betty's Town Wall Retexture @ https://www.nexusmods.com/oblivion/mods/46671/?
 
Author: Angkor
With many thanks to
Betty for the jungle resources
David Brasher for the daedric resources

Description
===========

Have a walkabout around [junglised] Imperial Isle to find all the statues of the Nine Divine, each containing useful items for the beginning player. Be aware though for their guardian angels :)

This mod is intended for those starting a new game in the imperial prison.
My main motivation for this mod was a corrupt lvl 40 savegame forcing me to start a new character with a clean install. Though I can give it the old attributes and skills using Wrye Bash this does not work for spells so I decided to make the "Midas Path" on which I placed container statues of the nine divine with the items necessary for making the most elementary midas spells. While doing this I noticed that the XUL mod "imperial isle" also places "static" statues for eight of the nine so I overplaced their statues with my container statues. For those not using XUL imperial isle I have added a seperate esp that does its own landscape editing.

Inspired by Elbethien and Tamira 's jungle modifications for Oblivion I have used these to make a new version celebrating Oblivion's 10th anniversary with a junglised Imperial City Isle  with the "Teacher's Path" where three statues - Bha, Rha and Tah - can be found "telling" you the story of a man and his Lord, from V2 upward you also find the key to Nakh Nor in the Tah statue ....

From version 2 upwards I have given IWJ a different architecture so older esp's can not be used with the V2 resources, nor can the V2 esp be used with the older resources.

Both IW as IWJ can be used without the mods referred to as "requirements" but these mods make huge landscape changes so if you do not use them you will see many floating rocks, trees and plants.

In my opinion, one of the best mods for Oblivion is Midas Magic Spells of Aurum, http://www.tesnexus.com/downloads/file.php?id=9562
In Midas book Aurum Incantem you learn how to make the spells using Midas reactor and how to combine three gems into a flawless gem using his Assimulator, a usefull spell to use here is the "open easy lock" spell sold by Calindil in the Mystic Emporium [market district].

And many thanks to Volkopus for helping me out with some texture problems :)

From 2016 upwards I've stopped working on IW and IW XUL and focused my attention on IWJ, in the image gallery there are some of IW but most are - recent - IWJ images.
The video section is more of a "historical archive" of IWJ's evolution and on my YouTube channel - @ https://www.youtube.com/user/AngkorBonsaiberg  - you find the IWJ Quest playlist showing you around :wink:


Installation:
Choose between the bsa version or the full version but never use them both :)
Either install manually all the files you find in the zip-file or use your favorite mod manager to install the mod.
If asked to overwrite say NO to all.
To uninstall just remove the files again ...

Load Order:
After: New roads and Bridges Revised
Before: XULimperial Isle

Updates:

Version 3.3
Still celebrating Oblivion's 15th anniversary with an updated entanglement between ELT and IWJ via a structure in the default Ayleid "Atatar Loria" that connects ELT's Nakh Nor tempel with IWJ's House Of The Emerging BhaRhaTah.
More precise, that connects ELT's Nakh Loria with IWJ's Nor cave :wink:
Also retextured most of IWJ structures using Betty's jungle and David Brasher's daedric resources.
Added scrolls to all statues telling you what to do with their content ..
A vid showing some of it can be found @ https://www.nexusmods.com/oblivion/videos/1746

Version 3.2
Celebrating Oblivion's 15th anniversary with an entanglement between ELT and IWJ via a structure in the default Ayleid "Atatar Loria" that connects ELT's Nakh Nor tempel with IWJ's House Of The Emerging BhaRhaTah.
Also retextured most of IWJ structures using Betty's Island asian resources and fixed that annoying entrance problem with the Nakh Nor introduced in the 3.1 update.

ImpIsle Walkabout Junglised V3.1:
An emergency update for IWJ triggered by some floating rocks as can be seen at the end of my vid @ https://www.nexusmods.com/oblivion/videos/1594
I will not update IWJ every time I see this but these rocks were very annoyingly floating in the beginners area on the Imperial Isle and I do not want new players confronted with them, on the other hand - of course - being a modder I don't like the idea of an update that only removes thingy's so I also placed a little Buddha statue in the imperial pond :)

ImpIsle Walkabout Junglised V3.0:
In this version I have entangled IWJ with my AKE mod and have prepared an entanglement with my ELT mod.
In AKE there is a "deepest" section called "The Rim" and here you find connections between the Nayada Ayleid, Or's Hall and the Loria Si'Lath - which would be the AKE's "end room" if you do not use my ELT mod which has ITS deepest room entangled with the Loria Si'Lath so that you can walk from one to the other, see the vid @ https://www.nexusmods.com/oblivion/videos/592 ...
In Nayada's Rim section there's a player house - Nayada's Lost Sanctum, see vid @ https://www.nexusmods.com/oblivion/videos/883 - and it was my intention to make something similar for Or's section too but this ended up as the "Nakh Nor" in this IWJ mod so I decided to make an entanglement between AKE and IWJ connecting AKE's Or path with IWJ's Nakh Nor and how this goes can be seen in the vid @ https://www.nexusmods.com/oblivion/videos/1559
In this vid you also see a new IWJ room - Nakh Or - connecting the Nakh Nor with the Rim.
There's also a new room in the "default" Atatar Loria which will be used to entangle IWJ with a new ELT "Asian mooded" structure on the Imperial Isle but ELT is not there yet :)
I have also changed the name Nakh Nor into "Nakh Nor, House Of The Emerging Buddha" so that the missing "far .nif file" for the Buddha statue is now "part of the fun" ...
However, both AKE and IWJ are intended as "explorer" mods so with two different ways into the Nakh Nor there must be a challenge before you can use them both and this is done by making both ways locked with special keys that can be found in the entrance rooms only so that if you find the Nakh Nor via the IWJ entrance you can not use the AKE entrance and vice versa :wink:
Last but not least, in AKE I have a number of "teleport rings" all starting with "satai .." and to keep my inventory as consistent as possible I have renamed IWJ's Nakh Nor teleport ring into the "satai Nakh".

ImpIsle Walkabout Junglised V2.2:
In this update I only modified the Nakh Nor player house by giving it a bathroom - for those using Ronyn's Bloody Mess @ https://www.nexusmods.com/oblivion/mods/11182/? and some flora planters for mods like proudfoots' Grow Plants! @ https://www.nexusmods.com/oblivion/mods/3785

ImpIsle Walkabout Junglised V2.0:
Besides changing the architecture of the mod I made new rocks using Betty's Ha Long Bay rock and Brittany's Lush textures and placed them in the North West section of the Imperial Isle, around the Prison Pond and near the Arcane University, also made new meshes for some wood and stone structures which are placed all over the Isle ...
There's also "Nakh Nor", a player house with an asian plateau made with Betty's Cambodian Ayleid textures, you can find its entrance north west of the "Teacher Path" ...

ImpIsle Walkabout Junglised V1.3:
Corrected the misplaced Ayleid textures in V1.2 and replaced most fences "in the wild" with Bettys Bamboo fences ...

ImpIsle Walkabout Junglised V1.2:
Besides a small rock displacement making IWJ more compatible with naritete's Oblivion Fragrance in this version I have "asiated" Dain Ironfoot's Talos Bridge Gatehouse Entrance to the Imperial City and I have replaced most of the Ayleid textures I'm using with Elbethien's Cambodian Ayleid Retexture.
I did this because I intend to use these textures in my ELT mod and here I'm having a first look at how this will look :)

ImpIsle Walkabout Junglised V1.1:
In the landscape I have given the Arcane University its own connection with the road leading to the waterfront and I have placed some small islands in the prison pond. I have also replaced all wooden stairs in the landscape with stony stairs made from "door stones", hereby giving it a more "natural" feeling. And there is a major revision on the "default" path grid by removing all path points under rocks and adjusting the rest to the rocks and stairs ...

ImpIsle Walkabout Junglised V1.00:
I have redirected the texture paths of both terrainmud01 and swamp_IWJ, with many thanks to Volkopus for taken his time to tell me about it :)
There is a little update in the new Teacher Path and I made some changes in the BhaRhaTah Tale ...


ImpIsle Walkabout Junglised V0.99:
Besides removing the Cobl master dependency, in this version I've modified the region north of the Talos Gate Bridge by adding some junglised small islands. Here there is a little - implicit - quest during which you find three "Buddha" statues, each containing a "link" to my YouTube channel where there are three vids telling BhaRhaTah's Tale in a strange Daedric Realm.

Spoiler:  
Show
[xml]
EVE Oblivion: the story of BhaRhaTah  1/5
https://www.youtube.com/watch?v=-f88FTBvFQY
==========================================================================
EVE Oblivion: the story of BhaRhaTah  2/5
https://www.youtube.com/watch?v=EBoPo8xGNPY
==========================================================================
EVE Oblivion: the story of BhaRhaTah  3/5
https://www.youtube.com/watch?v=3WTLS6ZfkYI
==========================================================================
EVE Oblivion: the story of BhaRhaTah  4/5
https://www.youtube.com/watch?v=cPM6a4rdd-k
==========================================================================
EVE Oblivion: the story of BhaRhaTah  5/5
https://www.youtube.com/watch?v=wPRgHBrCXxo
==========================================================================
[/xml]




ImpIsle Walkabout Junglised V0.98:
In this version - besides some minor landscaping - I've added Muddy's "Anvil Beach Retexture" to the IWJ landscape giving the small roads on the Imperial City Isle a sandy look.


Credits:
Bethesda for giving use Oblivion with its fine editor ..
Many, many thanks for the beautiful work done by
Tamira's New Plants @ http://www.nexusmods.com/oblivion/mods/43157
betty's Jungle for Everyone @ http://www.nexusmods.com/oblivion/mods/46118
betty's Asian conversion @ http://www.nexusmods.com/oblivion/mods/46139
betty's Cambodian Ayleid Ruins and Retexture @ https://www.nexusmods.com/oblivion/mods/46232/?
Muddy / 12345678's Anvil Beach Retexture @ http://www.nexusmods.com/oblivion/mods/32790

Disclaimer:
I can not guarantee that this mod will work as intended on your pc, I have made it for my [W10 64bit, GTX 960] and here - with Alanet's Oblivion Reloaded at least:) - it works fine. My idea is that this mod is made for the future and with today's high end machine being tomorrow's default this should make this lush jungle modification one day available for all.


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://www.tesnexus.com/downloads/file.php?id=40832 gives you player homes in the wilderness of Tamriel,
ImpIsle Walkabout @ http://www.tesnexus.com/downloads/file.php?id=41089 gives you the most elementary Midas spells and
SanBackUp @ http://www.tesnexus.com/downloads/file.php?id=41133 gives you Akaviri Armor and Weapons.




Spoiler.
IW and IW xul:
Akatosh  [12,18]: Midas Chest [silverurn, lockpick]
Arkay    [10,21]: Midas Force Push [Varlastone, flawless pearl]
Dibella  [ 7,19]: Midas Glaive [5 silver daggers]
Julianos [ 0,19]: Midas Light Arrow [silver arrow, torch]
Kynareth [ 3,13]: Midas Missile Shield [crystal ball, scales]
Mara     [11,14]: Midas Entangle [arrow root, daedra silk]
Septim   [ 8,11]: Midas Lightning Bolt [glowdust, flawless topaz]
Stendarr [ 4,17]: Midas Coin Seeker [ceramic bowl, ectoplasma]
Zenithar [ 9,14]: Midas Touch [clannfear claw]
Extra: Stedarr has a Minotaur Horn for the Midas Astral Combat, though you still need an Astral Beacon Cap to make the spell and when completed your walkabout you have - besides a Journeyman Alchemy set - the gems necessary for his Astral Mark and Recall spell.

IWJ:
Akatosh  [12,18]: Midas Touch [clannfear claw]
Arkay    [10,21]: Midas Coin Seeker [ceramic bowl, ectoplasma]
Dibella  [ 7,19]: Midas Snowball [flawless sapphire, frost salts]
Julianos [ 0,19]: Midas Light Arrow [silver arrow, torch]
Kynareth [ 3,13]: Midas Glaive [5 silver daggers]
Mara     [11,14]: Midas Chest [silverurn, lockpick]
Septim   [ 8,11]: Midas Force Push [Varlastone, flawless pearl]
Stendarr [ 4,17]: Midas Entangle [arrow root, daedra silk]
Zenithar [ 9,14]: Midas Missile Shield [crystal ball, scales]
Extra:
When completed your walkabout you have - besides a Journeyman Alchemy set - the gems necessary for the Astral Mark and Recall spell.
When completed the Teacher Path you also have the gems necessary for the M&R spell AND the key to Nakh Nor.
If you have problems finding the TAH statue, there's a SPOILER vid @ https://www.youtube.com/watch?v=tlczF86-k5s