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About this mod
Building on TWMP Skyrim Improved, this mod fills in the province of Skyrim, adding new towns, castles, dungeons and quests.
- Requirements
-
DLC requirements
DLC name Shivering Isles Nexus requirements
Mod name Notes Dynamic Map Optional - for the map. Lena's Companions for Tamriel and Morroblivion Only the master package is required. MenuQue - OBSE Plugin If using Dynamic Map. Oblivion Script Extender (OBSE xOBSE) v.21 or higher recommended, v.19 should be sufficient Tamriel HD module for Dynamic Map If using Dynamic Map. Tamriel in-game maps in HD Optional - if not using Dynamic Map. TWMP High Rock modules only, not Skyrim. TWMP Hammerfell TWMP Locations Optional but highly recommended. TWMP Skyrim Guard Armors and Shields Optional. TWMP Skyrim Improved Under the sign of the dragon -Tamriel Landscape Pack - Under the sign of the dragon - Tamriel Heightmaps - Under the sign of the dragon - Tamriel Resource Pack - - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Skyrim Alive by braveheart101
Bruma No Snow Architecture by mhahn123
Farmhouse Expansion Kit by mhahn123
Generic Signs by AndalayBay
Empty Road Sign by Obliviation 101
Donation Points system
This mod is opted-in to receive Donation Points
- Changelogs
-
-
Version 2.9.2
- Added an optional extra: TWMP Northern Realms Localised. Read main description - Optional Extras - for full details.
-
Version 2.9.1
- Generated voice files with xVAsynth voice synthesizer for the entire TWMP Northern Realms - all the mods covering Hammerfell, High Rock, Skyrim, Stirk and Chain Islands. This will now be a part of the main download - silent voice files have been removed! Voice files for:
- TWMP Hammerfell v1.2.1
- TWMP Skyrim Improved v1.1.2
- TWMP Locations v1.0.9
- TWMP Skyrim Alive v2.9
- Generated voice files with xVAsynth voice synthesizer for the entire TWMP Northern Realms - all the mods covering Hammerfell, High Rock, Skyrim, Stirk and Chain Islands. This will now be a part of the main download - silent voice files have been removed! Voice files for:
-
Version 2.9
- Updated Lena's Companions to version 1.4.
Fixed healing during sleep - a work-around for an OBSE bug with NPC attribute values. Previous versions raised some attributes sky high (this was the OBSE bug). This version corrects such sky high values bringing them down to earth, and performs healing in a different way, now correctly. (No more whizzing around with a speed of 1035, sorry.)
This is for the Companions only! Player or other NPCs not affected. - Updated Lena's Companions to version 1.3.
Fixed a bug with companions wasting hammers during auto-repair.
Cleaned up verbose debugging console messages with a new setting in the INI (set debug to 0 to turn them off).
Packaged voice files as loose files since they are not being read correctly from the BSA. - Files updated: TWMP Skyrim Alive ESP, BSA supplementary, LOD, Lena's Transport ESM, Morroblivion to Skyrim Transport ESP.
- Added the town of Dunkreath in Morrowind, on the other side of the Dunmereth Pass, with ship transport to Ald Velothi on Vvardenfell (Morroblivion). Transport is only possible if you also have Morroblivion installed, as well as the Skyrim to Morrowind transport mod from the optional extras section.
- Added a Dwemer artifact collection quest based in Dunkreath, eventually leading to a Dwemer Artifact Collectors Guild with more quests to come later.
- Added Dwemer treasure piles in ruins - plunder at your own risk!
- Welkynd Masons Guild in Sunev (Winterhold) becomes joinable after you've done some fetch quests for them, 11 tasks are included. Further quests of a different nature will become available to the members of the Guild later on.
- Fixed long distance travel system for followers when travelling within the same worldspace (e.g., within Skyrim or from Skyrim to Cyrodiil). Travel to Morrowind is not affected. - Lena's Companions will no longer be published here - it has now been published as its own mod. Please use the master files from there instead.
- Updated Lena's Companions to version 1.4.
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Version 2.8
- - Updated supplementary resources BSA (required).
- Updated LOD (required or regenerate your own).
- New with this version: Lena's Transport ESM (required). Scripting for long distance travel compatible with basic needs mods - tries to account for hunger and sleep during your journey. Tested with Bare Necessities.
- Optional update: Lena's Companions ESM (optional but recommended). Adds horse commands on hot keys configurable in an INI file - call horse and horse wait or follow toggle. This applies to your companions' horses as well as your own, so the whole herd can follow you around. Works with other mounts too!
- Added Kogotel in Morrowind with a road to the Rift Pass and Riften and optional ship transport to Gnaar Mok in Morrowind.
- Optional extra: Morroblivion Skyrim Transport for Morroblivion v66. Ship transport between Windhelm and Solstheim (Fort Frostmoth), and Kogotel and Gnaar Mok. If you are using my Gnaar Mok Extended Patch, there's a patch to put on top of that, too.
==== Other changes ====
Fixed locked doors inside a number of dungeons.
Reduced intensity of the mist over the moors near Morthal.
Added new quests for Dawnstar.
Added ship travel within Skyrim and to Cyrodiil but you need to do quests to unlock it.
- - Updated supplementary resources BSA (required).
-
Version 2.7
- Fixed locked doors inside a few forts.
Fixed blacksmiths' and woodcutters' animations.
Modified randomised AI of various NPCs for better performance (hopefully).
Added even more missing meshes and textures.
Added a notice board quest to Dawnstar (more to come).
- Fixed locked doors inside a few forts.
-
Version 2.6
- Fixed doors in some passages.
Fixed doors in Winterhold inns and guard house.
Improved lighting and buttons in Sunev underground.
Replaced street lights in Sunev.
Added missing meshes and textures.
Removed unnecessary masters - no more Location or Skyrim Guard Armor.
- Fixed doors in some passages.
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Version 2.5.1
- Fixes to companions to match changes to the Companions ESM.
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Version 2.5
- Improved stability with manual cleaning. Improved LOD around Winterhold.
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Version 2.4
- Regraded all new creatures to make them less difficult to beat.
- Lena's Companions v1.1: removed corrupting records that caused some inns to lose interior. All inns have floors and walls again. :)
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Version 2.3
- Fixed floating rocks near Morthal. Fixed Gnoll Castle quest. LOD improved and regenerated (Castle Volkihar no longer floating above water, among other things).
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Version 2.2
- You can now load old saves! Also fixed bugs with notices from the notice boards - they now trigger correct quests.
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Version 2.1
- Fixed a bug with taking notices off the board. Grounded floating objects and regenerated LOD.
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Version 2
- A large release with new towns, dungeons and quests.
-
Version 1.1.1
- This is a maintenance release. It contains missing ship meshes, repositions a few floating objects here and there and fixes some minor bugs. It also corrects the order of masters. The LOD is the same as in version 1.1.
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Version 1.1
- Added Helgen, Crystal Chasm and three mountain passes to connect Riften with Falkreath.
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Version 1.0.1
- Added missing texture files. Everything else is the same as in version 1.0.
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Version 1.0
- Initial version.
-
This mod fills in the province of Skyrim. This project started because I wanted to replace a few trees!
WARNING: This interpretation of Skyrim does not strive to be 100% lore-compliant. The choices here are my choices. If you don't like the screenshots, this mod is likely not for you.
To access Skyrim or any area outside of Cyrodiil, you need to turn off borders in Oblivion INI file. See this Wiki page on how to do it.
IMPORTANT: Do NOT use Vortex to install the TWMP suite of mods! Several users have contacted me with a completely messed up installation. I do not know if other installers are any better, I always install everything manually, then use Wrye Bash to set the load order.
Release 2
This is a big release, with new towns, villages, dungeons, castles, etc., and roads! Skyrim becomes a big place indeed. Previews and current progress is published here. I am still adding new settlements and quests, in batches. The final update of the season - 2.10 - is expected by the end of December 2022.
Main features
Companions
Long distance travel
Prerequisites
Installation
LOD (distant view data)
Dialogue and voice files
Maps
Optional extras
Recommended additions
Conflicts and patches
Known bugs
Acknowledgements
But what about...
What's in the future?
Playing! Then fleshing out some of the ideas I had while making this release.
You can follow the development on this thread on Chorrol forums.
WARNING: This interpretation of Skyrim does not strive to be 100% lore-compliant. The choices here are my choices. If you don't like the screenshots, this mod is likely not for you.
To access Skyrim or any area outside of Cyrodiil, you need to turn off borders in Oblivion INI file. See this Wiki page on how to do it.
IMPORTANT: Do NOT use Vortex to install the TWMP suite of mods! Several users have contacted me with a completely messed up installation. I do not know if other installers are any better, I always install everything manually, then use Wrye Bash to set the load order.
Release 2
This is a big release, with new towns, villages, dungeons, castles, etc., and roads! Skyrim becomes a big place indeed. Previews and current progress is published here. I am still adding new settlements and quests, in batches. The final update of the season - 2.10 - is expected by the end of December 2022.
Main features
Spoiler:
The following are the features of TWMP Skyrim Alive, including the features from release 1.
Proper roads cover the entirety of Skyrim, so you could travel everywhere on foot or mounted without the need to teleport, ever. Guides remain as they are, you can still use them, but you don't have to. Every village is accessible by road, although admittedly some passages may be too steep or narrow for a horse. Roads are not just a painting on the ground. Roads require landscaping so that the player and NPCs could walk them - the surfaces need to be flat, the inclines not too steep. Stairs may be used to help with that, but horses might not be able to climb stairs. And finally, for NPCs to "see" and recognise the difference between a road and just wilderness, roads have to have preferential nodes and full path grids. All my Skyrim roads are made like that - as proper roads, not just a painting on the ground.
Towns and villages from TWMP Skyrim Improved by Haldar: Solitude, Windhelm, Snowhawk, Riverwood, Oakwood, Blackmoor, Granitehall, Laintar Dale, Vernim Wood, Dungar Wall, Greenwall, Nimalten City, Sungard and Riften Watch (the burned down part of Riften). Castles (without interiors yet): High Hrothgar and Sky Haven Temple. There are also a number of caves and mines in the original mod. And Oblivion gates. All this is preserved and unchanged, I am only adding new things to let Skyrim grow.
New towns and villages added by this mod: Riften, Helgen, Whiterun, Morthal, Dawnstar, Winterhold, Dragon Bridge, Ivarstead; plus Kogotel and Dunkreath in Morrowind. Riverwood was doubled in size. All towns have their own look and feel (new or retextured models everywhere). Not all towns have quests yet, but I'm filling them in a bit more in each update.
Over 100 new multi-level dynamically linked dungeons are dotted all over Skyrim. Forts, caves, mines. Although they are based on vanilla dungeons, they are sufficiently altered to feel different. The deeper you go, the harder it gets. Watch out for curses, too!
Some two dozen other custom dungeons are thrown in as well - Nordic crypts, spider lairs, bear dens, falmer tunnels, etc. Think that bear dens are easy? See for yourself.
New fortresses and high altitude forts seemingly impossible to reach without levitation... But no, this is not Morrowind, levitation is not required. There's always a way, the trick is to find it.
Dwemer ruins from David Brasher's mod have been imported from Morrowind and placed in Skyrim, with significant modifications. They will feel sufficiently different to the original, so you can in fact also have David's ruins loaded and not have a sense of deja vu. Dwemer ruins are marked as Ayleid ruins on the map to differentiate them from fort ruins. We have no special marker type for Dwemer ruins, but you can tell what's what from the name.
Castle Volkihar rose in the Sea of Ghosts. Several quests lead you there, but still - enter at your own risk! Think you can take on Lord Horkan and his clan?
Several other castles appeared in the mountains, usually with quests, if not always big. But anyhow, you won't be able to just waltz in and take possession. Castles are marked as fort ruins.
Doomstones rose here and there. Every birthsign stone is found in Skyrim in locations similar to those in TES5. Rune stones are still to do, they will appear in later releases in various random locations. Their magic is the same as in Cyrodiil, so if you have a mod that alters it, the stones in Skyrim will be changed too.
There are new enemies, including a dozen new types of bosses dropping special ingredients - ichor. This can be used to eventually make witcher decoctions, or at least my interpretation of it within Oblivion. Don't worry if you don't know what it is! All will become clear. These are no ordinary potions, although standard alchemy is used. Of course, this is compared to vanilla Oblivion. If you are using big magic mods that already make anything and everything possible, you might not be that impressed.
Many villages are getting notice boards that have local quests. No world-shattering quests here, no saving the Empire from the jaws of Oblivion or anything like that. Still nice I hope, and people have been asking for quests. Some are fetch quests, but quite a few have lasting consequences, so Skyrim will be changing through your actions, even if only a little.
Half a dozen larger quests are spread throughout Skyrim, journalled and unjournalled. More quests are planned for the next season. (I might have figured out how to make quests.)
Total number of quests in this release is over 50. However, none of them will apper in your journal at load time, you have to find them. (This is including a dozen of new quests to be included in the last update of the season - release 2.10 which is expected shortly.)
Companions! There are mercenaries about and some of those people you're doing favours for, might agree to accompany you. I am including my own Companions system that will be released later as a separate mod as well. It uses custom companions and therefore does not interfere with anything else - you can use another system alongside it. See a separate section further down for full details.
Unmarked and unjournalled treasure hunts and surprises are also included. Not all surprises may be pleasant (Skyrim is a wild and dangerous place).
Passes from Morrowind have been added - the Rift Pass and the Dunmereth Pass. These passes have a gate, and you won't be able to cross into Morrowind anywhere else, unless you levitate. Velothi Mountains are very high and rugged, and you really can't cross them just anywhere. Open the gates and enter Morrowind. There will be a town or two there with an optional transport to Vvardenfell in Morroblivion.
Long distance travel is added - usually by ship. Scripting tries to account for sleep and hunger, tested with Bare Necessities. Optional long distance travel to Morrowind uses the same scripts.
Show
The following are the features of TWMP Skyrim Alive, including the features from release 1.
Proper roads cover the entirety of Skyrim, so you could travel everywhere on foot or mounted without the need to teleport, ever. Guides remain as they are, you can still use them, but you don't have to. Every village is accessible by road, although admittedly some passages may be too steep or narrow for a horse. Roads are not just a painting on the ground. Roads require landscaping so that the player and NPCs could walk them - the surfaces need to be flat, the inclines not too steep. Stairs may be used to help with that, but horses might not be able to climb stairs. And finally, for NPCs to "see" and recognise the difference between a road and just wilderness, roads have to have preferential nodes and full path grids. All my Skyrim roads are made like that - as proper roads, not just a painting on the ground.
Towns and villages from TWMP Skyrim Improved by Haldar: Solitude, Windhelm, Snowhawk, Riverwood, Oakwood, Blackmoor, Granitehall, Laintar Dale, Vernim Wood, Dungar Wall, Greenwall, Nimalten City, Sungard and Riften Watch (the burned down part of Riften). Castles (without interiors yet): High Hrothgar and Sky Haven Temple. There are also a number of caves and mines in the original mod. And Oblivion gates. All this is preserved and unchanged, I am only adding new things to let Skyrim grow.
New towns and villages added by this mod: Riften, Helgen, Whiterun, Morthal, Dawnstar, Winterhold, Dragon Bridge, Ivarstead; plus Kogotel and Dunkreath in Morrowind. Riverwood was doubled in size. All towns have their own look and feel (new or retextured models everywhere). Not all towns have quests yet, but I'm filling them in a bit more in each update.
- Whiterun interiors are not complete in this release - the lower town is largely filled in with shops and inns, but Dragonsreach is closed for now. Jorrvaskr is open but there's nothing going on - to be filled in later.
- Winterhold College of Magic is also included (not to be confused with Winterhold town), and it is so much more. It is in fact a part of the Ayleid City of Sunev - imported and completed to suit the College. Everyone is moving around and you can visit the shops, but quests aren't filled in yet. Watch the updates.
- Kogotel is supposed to be a large city but here it only has the docks district for now.
- Install the optional Morroblivion Skyrim Transport ESP to unlock travel to Morrowind from Windhelm, Dunkreath and Kogotel.
Over 100 new multi-level dynamically linked dungeons are dotted all over Skyrim. Forts, caves, mines. Although they are based on vanilla dungeons, they are sufficiently altered to feel different. The deeper you go, the harder it gets. Watch out for curses, too!
Some two dozen other custom dungeons are thrown in as well - Nordic crypts, spider lairs, bear dens, falmer tunnels, etc. Think that bear dens are easy? See for yourself.
New fortresses and high altitude forts seemingly impossible to reach without levitation... But no, this is not Morrowind, levitation is not required. There's always a way, the trick is to find it.
Dwemer ruins from David Brasher's mod have been imported from Morrowind and placed in Skyrim, with significant modifications. They will feel sufficiently different to the original, so you can in fact also have David's ruins loaded and not have a sense of deja vu. Dwemer ruins are marked as Ayleid ruins on the map to differentiate them from fort ruins. We have no special marker type for Dwemer ruins, but you can tell what's what from the name.
Castle Volkihar rose in the Sea of Ghosts. Several quests lead you there, but still - enter at your own risk! Think you can take on Lord Horkan and his clan?
Several other castles appeared in the mountains, usually with quests, if not always big. But anyhow, you won't be able to just waltz in and take possession. Castles are marked as fort ruins.
Doomstones rose here and there. Every birthsign stone is found in Skyrim in locations similar to those in TES5. Rune stones are still to do, they will appear in later releases in various random locations. Their magic is the same as in Cyrodiil, so if you have a mod that alters it, the stones in Skyrim will be changed too.
There are new enemies, including a dozen new types of bosses dropping special ingredients - ichor. This can be used to eventually make witcher decoctions, or at least my interpretation of it within Oblivion. Don't worry if you don't know what it is! All will become clear. These are no ordinary potions, although standard alchemy is used. Of course, this is compared to vanilla Oblivion. If you are using big magic mods that already make anything and everything possible, you might not be that impressed.
Many villages are getting notice boards that have local quests. No world-shattering quests here, no saving the Empire from the jaws of Oblivion or anything like that. Still nice I hope, and people have been asking for quests. Some are fetch quests, but quite a few have lasting consequences, so Skyrim will be changing through your actions, even if only a little.
Half a dozen larger quests are spread throughout Skyrim, journalled and unjournalled. More quests are planned for the next season. (I might have figured out how to make quests.)
Total number of quests in this release is over 50. However, none of them will apper in your journal at load time, you have to find them. (This is including a dozen of new quests to be included in the last update of the season - release 2.10 which is expected shortly.)
Companions! There are mercenaries about and some of those people you're doing favours for, might agree to accompany you. I am including my own Companions system that will be released later as a separate mod as well. It uses custom companions and therefore does not interfere with anything else - you can use another system alongside it. See a separate section further down for full details.
Unmarked and unjournalled treasure hunts and surprises are also included. Not all surprises may be pleasant (Skyrim is a wild and dangerous place).
Passes from Morrowind have been added - the Rift Pass and the Dunmereth Pass. These passes have a gate, and you won't be able to cross into Morrowind anywhere else, unless you levitate. Velothi Mountains are very high and rugged, and you really can't cross them just anywhere. Open the gates and enter Morrowind. There will be a town or two there with an optional transport to Vvardenfell in Morroblivion.
Long distance travel is added - usually by ship. Scripting tries to account for sleep and hunger, tested with Bare Necessities. Optional long distance travel to Morrowind uses the same scripts.
Companions
Spoiler:
Companions in this mod use my own Lena's Companions custom companion system with extensive functionality. It uses dedicated companion characters, and as such does not interfere with other companion systems. Skyrim companions are included in the main TWMP Skyrim Alive ESP - you will meet them as you travel around.
Each companion has his or her own skills, features and quests, they can be simple or complex, it really varies greatly. Skyrim companions use most of the main functionality available from the master file, but advanced functionality like letter writing or house share is not implemented here. Most companions have their own horse though.
Show
Companions in this mod use my own Lena's Companions custom companion system with extensive functionality. It uses dedicated companion characters, and as such does not interfere with other companion systems. Skyrim companions are included in the main TWMP Skyrim Alive ESP - you will meet them as you travel around.
Each companion has his or her own skills, features and quests, they can be simple or complex, it really varies greatly. Skyrim companions use most of the main functionality available from the master file, but advanced functionality like letter writing or house share is not implemented here. Most companions have their own horse though.
Long distance travel
Spoiler:
Travel between towns in Skyrim, travel to Cyrodiil, Morrowind or other provinces becomes possible with the addition of Lena's Transport ESM. Well, I didn't invent long distance travel, but this master file contains the scripts for my version of it which I use in several mods. It attempts to reset your sleep and hunger needs so that you do not arrive exhausted to the point of collapse after a week of travel. Instead, it assumes that you've been eating and sleeping during your journey. Tested with Bare Necessities.
Travel works not just for the player but also for your followers, but not your horses. This can be tricky sometimes, so please report any issues.
Travel within Skyrim as well as travel to Cyrodiil is included in this mod. Travel to other provinces requires additional modules that are mastered on the mod for the province in question. At the moment this only includes Morrowind - mastered on Morroblivion v66. I have plans to add travel to Valenwood and Elsweyr later. All necessary files will be posted here.
Note that this isn't the only way to get around. There is also travel with Skyrim guides from TWMP Skyrim Improved and travel by boat between Anvil and Rihad from TWMP Hammerfell, among other things. Those forms of travel use different scripting.
Show
Travel between towns in Skyrim, travel to Cyrodiil, Morrowind or other provinces becomes possible with the addition of Lena's Transport ESM. Well, I didn't invent long distance travel, but this master file contains the scripts for my version of it which I use in several mods. It attempts to reset your sleep and hunger needs so that you do not arrive exhausted to the point of collapse after a week of travel. Instead, it assumes that you've been eating and sleeping during your journey. Tested with Bare Necessities.
Travel works not just for the player but also for your followers, but not your horses. This can be tricky sometimes, so please report any issues.
Travel within Skyrim as well as travel to Cyrodiil is included in this mod. Travel to other provinces requires additional modules that are mastered on the mod for the province in question. At the moment this only includes Morrowind - mastered on Morroblivion v66. I have plans to add travel to Valenwood and Elsweyr later. All necessary files will be posted here.
Note that this isn't the only way to get around. There is also travel with Skyrim guides from TWMP Skyrim Improved and travel by boat between Anvil and Rihad from TWMP Hammerfell, among other things. Those forms of travel use different scripting.
Prerequisites
Spoiler:
For detailed installation instructions please see How to install TWMP Tamriel. This is particularly important if you don't have TWMP installed yet. The installation must happen in a particular order, and this guide explains how to do it.
For those who just want a quick list of prerequisites, here they are:
Install the mods in the order listed above, followed by this mod. Some files get overwritten as you go along and it has to happen correctly, so the order in which you install the mods, is very important. The above is also a good load order. In addition, OBSE 21 is required.
Version 2.6 and higher no longer requires TWMP Locations or TWMP Skyrim Guard Armors and Shields as masters. However, these mods are highly recommended. Load them before TWMP Skyrim Alive.
Show
For detailed installation instructions please see How to install TWMP Tamriel. This is particularly important if you don't have TWMP installed yet. The installation must happen in a particular order, and this guide explains how to do it.
For those who just want a quick list of prerequisites, here they are:
- Tamriel Heightmaps
- Tamriel Landscape Pack
- Tamriel Resource Pack
- TWMP Hammerfell
- TWMP High Rock (the mod is called TWMP but only High Rock is needed from it, not Skyrim)
- TWMP Skyrim Improved
Install the mods in the order listed above, followed by this mod. Some files get overwritten as you go along and it has to happen correctly, so the order in which you install the mods, is very important. The above is also a good load order. In addition, OBSE 21 is required.
Version 2.6 and higher no longer requires TWMP Locations or TWMP Skyrim Guard Armors and Shields as masters. However, these mods are highly recommended. Load them before TWMP Skyrim Alive.
Installation
Spoiler:
This mod does not have any loose files except LOD. All the resources are packed in BSA archives. I have split up the download into several parts because of the file size, for the ease of updating. All ESPs and BSAs under Main Files on the files tab are required. LOD is only required if you are not generating your own.
Download all the ESP and BSA archives in the Main Files section and unpack them in your Oblivion Data folder. Download the master files from Lena's Companions. This should give you the following files:
If you have old BSA files from the previous versions, you can safely delete them. If you need to go back to the previous version, you can still use the resources from version 2, there's no need to downgrade the BSA, just the ESP. The companions ESM by itself won't affect your game either.
If you are not generating your own LOD, then download also the LOD archive, see section below for installation details.
If you wish to use any of the optional extras or the silent dialogue BSA, download the corresponding archives as needed and read the separate sections below.
Show
This mod does not have any loose files except LOD. All the resources are packed in BSA archives. I have split up the download into several parts because of the file size, for the ease of updating. All ESPs and BSAs under Main Files on the files tab are required. LOD is only required if you are not generating your own.
Download all the ESP and BSA archives in the Main Files section and unpack them in your Oblivion Data folder. Download the master files from Lena's Companions. This should give you the following files:
- TWMP Skyrim Alive.esp
- TWMP Skyrim Alive - Resources v2.bsa
- TWMP Skyrim Alive - Resources2 v2.bsa
- TWMP Skyrim Alive - Voices.bsa
- LenasCompanions.esm
- LenasCompanions.bsa
- Ini\LenasCompanions.ini
- LenasTransport.esm
If you have old BSA files from the previous versions, you can safely delete them. If you need to go back to the previous version, you can still use the resources from version 2, there's no need to downgrade the BSA, just the ESP. The companions ESM by itself won't affect your game either.
If you are not generating your own LOD, then download also the LOD archive, see section below for installation details.
If you wish to use any of the optional extras or the silent dialogue BSA, download the corresponding archives as needed and read the separate sections below.
LOD (distant view data)
Spoiler:
LOD for this mod covers Skyrim and the border regions in Northern Cyrodiil and Eastern Hammerfell and High Rock. This is because Oblivion makes land LOD only in very large chunks. This means that if you have extensive land edits to the Northern areas of Cyrodiil, their LOD will be overwritten by this one. In this case you will need to generate your own LOD for your personal collection of mods, or live with the inconsistencies.
Land LOD covers cells from <-32,32> to <63,159>, while object LOD is more precise and covers cells from <-17,39> to <36,130>. The object LOD was generated with optimised atlassed meshes for improved performance.
If you have LOD for the previous version of this mod as a BSA, please delete the BSA as I found that loose files work better. (Or rather, BSA doesn't always load.) If you've been using loose files, then these will overwrite it, no need to delete anything.
To install, unzip the LOD archive into your Oblivion Data folder, overwriting files when prompted.
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LOD for this mod covers Skyrim and the border regions in Northern Cyrodiil and Eastern Hammerfell and High Rock. This is because Oblivion makes land LOD only in very large chunks. This means that if you have extensive land edits to the Northern areas of Cyrodiil, their LOD will be overwritten by this one. In this case you will need to generate your own LOD for your personal collection of mods, or live with the inconsistencies.
Land LOD covers cells from <-32,32> to <63,159>, while object LOD is more precise and covers cells from <-17,39> to <36,130>. The object LOD was generated with optimised atlassed meshes for improved performance.
If you have LOD for the previous version of this mod as a BSA, please delete the BSA as I found that loose files work better. (Or rather, BSA doesn't always load.) If you've been using loose files, then these will overwrite it, no need to delete anything.
To install, unzip the LOD archive into your Oblivion Data folder, overwriting files when prompted.
Dialogue and voice files
Spoiler:
The dialogue is now voiced! I generated voice files using xVAsynth for all the mods covering the Northern Realms of TWMP Tamriel:
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The dialogue is now voiced! I generated voice files using xVAsynth for all the mods covering the Northern Realms of TWMP Tamriel:
- TWMP Hammerfell
- TWMP Skyrim Improved
- TWMP Locations
- TWMP Skyrim Alive
Maps
Spoiler:
A static map replaces the in-game Cyrodiil map with one for the entire Tamriel. It has no performance cost and doesn't flicker, but it also does not zoom and the choice of maps is limited. See Tamriel in-game maps in HD.
Dynamic Map is a separate mod that puts together a correct map for your personal collection of mods, with the correct module. It allows to zoom the map but also has a performance cost and sometimes glitches on some hardware. To install it, you need the following:
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A static map replaces the in-game Cyrodiil map with one for the entire Tamriel. It has no performance cost and doesn't flicker, but it also does not zoom and the choice of maps is limited. See Tamriel in-game maps in HD.
Dynamic Map is a separate mod that puts together a correct map for your personal collection of mods, with the correct module. It allows to zoom the map but also has a performance cost and sometimes glitches on some hardware. To install it, you need the following:
- Dynamic Map - install the core of the mod but no map modules (or select any map module as it will be overwritten anyway). This mod requires MenuQue.
- Tamriel HD module for Dynamic Map - the module with entire Tamriel.
Optional extras
Spoiler:
I am including a few optional extras - small mods that are designed to work with TWMP Skyrim Alive. Use at will. Find them in the files tab. Load all additions after TWMP Skyrim Alive.
TWMP Northern Realms Localised makes it so that items introduced by this suite of mods are only available in Hammerfell, High Rock and Skyrim and no where else. You won't be able to buy Nordic armour or Skyrim ingredients in Elsweyr, for example. In addition, items that cannot be found in game are also not included in vendor lists. You cannot get deathbell flower heads if you have no deathbell plants anywhere. Some weapons and armour introduced in TWMP Locations are extremely overpowered - this mod brings them in line with other weapons and armour. Finally, this mod rewrites two scripts from Hammerfell and Locations that run every time you enter any cell - they scan all actors and containers and distribute items to them. These loops have been removed in this mod, improving performance and preventing unexpected items from appearing.
Scripts, containers and items from the following modules are affected: TWMP Hammerfell, TWMP Skyrim Improved, TWMP Locations, TWMP Skyrim Alive. The file has many more masters however - do not remove them as this will cause crashes.
TWMP Skyrim Less Scary reduces the number of monsters being spawned in Skyrim and makes monster spawn leveled, and modifies Skyrim Oblivion gates to be less obtrusive. No more level 22 werewolves for a level 1 player character! You'll be just meeting wolves and mudcrabs, and perhaps an occasional ogre or troll. The overall effect is a bit stronger than in Cyrodiil, but not over the top.
Oblivion gate changes do not affect vanilla Oblivion gates in Cyrodiil! This mod makes the 125 Oblivion gates in Skyrim and Hammerfell different from the standard Oblivion gates and completely independent from the Main Quest. The Skyrim gates are now transient - they appear and disappear every now and again, and continue doing so until you go in and close them. Once closed, the gate does not reopen, so you can in fact clear them all up! Also, the red sky phenomenon is much more localised with these gates compared to standard. Mehrunes Dagon finally spread himself too thin, it seems...
Morroblivion Skyrim Transport adds travel by ship between Windhelm and Solstheim (Fort Frostmoth), Kogotel and Gnaar Mok, and Dunkreath and Ald Velothi. Tested with Morroblivion v66 but will likely work also with older versions. Compatible with Morroblivion MDP 2016 in Ald Velothi - no patches required.
Gnaar Mok - Skyrim Transport Patch reconciles Morroblivion Skyrim Transport with my Morroblivion Gnaar Mok Expanded Patch which in itself reconciles More Detailed Places (MDP) 2016 and Gnaar Mok Expanded for Morroblivion. The Gnaar Mok - Skyrim Transport Patch is very small, there's just a small land tear and a fix to path grids.
~~~~~~~~~~~
The following are alternative start mods, select only one! They require a new game, naturally.
TWMP Skyrim Arrive by Ship is an add-on for Alternative Start Arrive by Ship that extends it with three extra choices: start in Solitude, Windhelm or Rihad. As usual, find your traveler's sack somewhere near the spot where you disembark. The other choices are still preserved. Requires the original Alternative Start Arrive by Ship.
TWMP Skyrim Arrive by Ship - Classic Witcher is an alternative add-on that allows you to play as Geralt of Rivia, getting off the ship in Solitude, Windhelm or Rihad (as well as other places). This requires both Alternative Start Arrive by Ship and Classic Witcher.
TWMP Skyrim Arrive by Ship - New Witcher is yet another alternative. It allows you to play as a witcher - any witcher, not just Geralt of Rivia. It uses the resources from the Classic Witcher with some modifications. To get Geralt's face and scarred body, choose race Rivian, but characters of any race can be made into a witcher. You will find a witcher's letter among your things at the start; read it to make your character into a witcher with signs and abilities, and to get your witcher gear. If you don't read the letter, you won't get the signs. The gear can be bought at various blacksmiths throughout Skyrim, Hammerfell and Cyrodiil. Sign upgrades can be bought from spell merchants in Skyrim and Cyrodiil who are not affiliated with the Mages Guild. Compared to the Classic Witcher, the gear has been completely regraded, so some of it is light armour and some heavy armour, and so it is no longer overpowered but instead fits in with the other gear in game. The signs have been redesigned to resemble the signs in Witcher games making them more complex and also much more powerful at higher grades. These are no longer plain area effect spells, they only hit your enemies and are safe to use with allies around. This mod requires Alternative Start Arrive by Ship and Witcher in Cyrodiil. Does not require Classic Witcher (relevant resources have been repackaged).
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I am including a few optional extras - small mods that are designed to work with TWMP Skyrim Alive. Use at will. Find them in the files tab. Load all additions after TWMP Skyrim Alive.
TWMP Northern Realms Localised makes it so that items introduced by this suite of mods are only available in Hammerfell, High Rock and Skyrim and no where else. You won't be able to buy Nordic armour or Skyrim ingredients in Elsweyr, for example. In addition, items that cannot be found in game are also not included in vendor lists. You cannot get deathbell flower heads if you have no deathbell plants anywhere. Some weapons and armour introduced in TWMP Locations are extremely overpowered - this mod brings them in line with other weapons and armour. Finally, this mod rewrites two scripts from Hammerfell and Locations that run every time you enter any cell - they scan all actors and containers and distribute items to them. These loops have been removed in this mod, improving performance and preventing unexpected items from appearing.
Scripts, containers and items from the following modules are affected: TWMP Hammerfell, TWMP Skyrim Improved, TWMP Locations, TWMP Skyrim Alive. The file has many more masters however - do not remove them as this will cause crashes.
TWMP Skyrim Less Scary reduces the number of monsters being spawned in Skyrim and makes monster spawn leveled, and modifies Skyrim Oblivion gates to be less obtrusive. No more level 22 werewolves for a level 1 player character! You'll be just meeting wolves and mudcrabs, and perhaps an occasional ogre or troll. The overall effect is a bit stronger than in Cyrodiil, but not over the top.
Oblivion gate changes do not affect vanilla Oblivion gates in Cyrodiil! This mod makes the 125 Oblivion gates in Skyrim and Hammerfell different from the standard Oblivion gates and completely independent from the Main Quest. The Skyrim gates are now transient - they appear and disappear every now and again, and continue doing so until you go in and close them. Once closed, the gate does not reopen, so you can in fact clear them all up! Also, the red sky phenomenon is much more localised with these gates compared to standard. Mehrunes Dagon finally spread himself too thin, it seems...
Morroblivion Skyrim Transport adds travel by ship between Windhelm and Solstheim (Fort Frostmoth), Kogotel and Gnaar Mok, and Dunkreath and Ald Velothi. Tested with Morroblivion v66 but will likely work also with older versions. Compatible with Morroblivion MDP 2016 in Ald Velothi - no patches required.
Gnaar Mok - Skyrim Transport Patch reconciles Morroblivion Skyrim Transport with my Morroblivion Gnaar Mok Expanded Patch which in itself reconciles More Detailed Places (MDP) 2016 and Gnaar Mok Expanded for Morroblivion. The Gnaar Mok - Skyrim Transport Patch is very small, there's just a small land tear and a fix to path grids.
~~~~~~~~~~~
The following are alternative start mods, select only one! They require a new game, naturally.
TWMP Skyrim Arrive by Ship is an add-on for Alternative Start Arrive by Ship that extends it with three extra choices: start in Solitude, Windhelm or Rihad. As usual, find your traveler's sack somewhere near the spot where you disembark. The other choices are still preserved. Requires the original Alternative Start Arrive by Ship.
TWMP Skyrim Arrive by Ship - Classic Witcher is an alternative add-on that allows you to play as Geralt of Rivia, getting off the ship in Solitude, Windhelm or Rihad (as well as other places). This requires both Alternative Start Arrive by Ship and Classic Witcher.
TWMP Skyrim Arrive by Ship - New Witcher is yet another alternative. It allows you to play as a witcher - any witcher, not just Geralt of Rivia. It uses the resources from the Classic Witcher with some modifications. To get Geralt's face and scarred body, choose race Rivian, but characters of any race can be made into a witcher. You will find a witcher's letter among your things at the start; read it to make your character into a witcher with signs and abilities, and to get your witcher gear. If you don't read the letter, you won't get the signs. The gear can be bought at various blacksmiths throughout Skyrim, Hammerfell and Cyrodiil. Sign upgrades can be bought from spell merchants in Skyrim and Cyrodiil who are not affiliated with the Mages Guild. Compared to the Classic Witcher, the gear has been completely regraded, so some of it is light armour and some heavy armour, and so it is no longer overpowered but instead fits in with the other gear in game. The signs have been redesigned to resemble the signs in Witcher games making them more complex and also much more powerful at higher grades. These are no longer plain area effect spells, they only hit your enemies and are safe to use with allies around. This mod requires Alternative Start Arrive by Ship and Witcher in Cyrodiil. Does not require Classic Witcher (relevant resources have been repackaged).
Recommended additions
Spoiler:
If you use any mods that modify the areas of Southern Skyrim or Northern Jeralls near the Skyrim border, generally load them before this mod, otherwise roads will be overwritten.
Here are some suggestions for the area - mods that work well with this mod and TWMP in general (I have them in my game):
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If you use any mods that modify the areas of Southern Skyrim or Northern Jeralls near the Skyrim border, generally load them before this mod, otherwise roads will be overwritten.
Here are some suggestions for the area - mods that work well with this mod and TWMP in general (I have them in my game):
- Skyrim Observatory - North-East from the Dive Rock. Causes minor land tears near Aerin's camp.
- HESU Mod Collection - Skyrim Temple - West from the shrine of Azura.
- The Ancient Dwemer Ruins - sits right on the road. Conflicts with UL Jerall Glacier - choose either one or the other. Load before Skyrim Alive - the landscape in Skyrim Alive has been altered to match that of the Ruins, so no compatibility patches are needed. See also my patch for the Dwemer Ruins to fix automatic doors - this is a fix for the mod, not a compatibility patch, it does not edit the landscape. Load the fix right after the Dwemer Ruins mod. Load the Ruins after the HESU Skyrim Temple to avoid land tears.
- Ancient Dwemer Ruin Vornhuzduc - in Cyrodiil West of Bruma.
- Pinevale - in the Jeralls West of Bruma. There is a pass from below.
- Ghastley's Falkreath from his own website.
- Nordinkarst- Nordic Meadhall - in the Jeralls West of Pinevale. Easy access from Falkreath! Use this patch with TWMP. Load the main mod and the patch after TWMP Skyrim Alive.
- Red Mead Hall - just West of the shrine of Hermaeus Mora. Load this after TWMP Skyrim Alive. No patches required.
Conflicts and patches
Spoiler:
Skyrim Alive by braveheart101 is integrated into this mod with author's permission. Please remove the original Skyrim Alive.
Skyrim Nord Tombs is integrated into TWMP Locations (a recommended mod by Haldar). Please remove the original Skyrim Nord Tombs if using TWMP Locations.
Jerall Home Remastered has been incorporated into this mod, with modifications. Please remove the original Jerall Home.
The Crystal Chasm by twoshedzzz and my Patch for Red Mead Hall and Crystal Chasm are now both integrated into this mod. Please remove the originals. If you are using the Red Mead Hall, you no longer need the patch with it.
If you are using Oscuro's Oblivion Overhaul, please use my patch for Crystal Chasm and OOO to save those bandits from falling into the chasm. The same patch is also available from the files tab on this mod page, for convenience.
Nordinkarst- Nordic Meadhall fits nicely with Skyrim, but please use my patch for it, either from the files tab here or from its own mod page (it is the same patch).
This mod conflicts with Unique Landscapes Snowdale and Jerall Glacier. Please download patches from the Unique Landscapes Compatibility Patches page. Patches for Snowdale are also available from the files section here - these are only for TWMP Skyrim Alive release 2.
Users reported a possible incompatibility with Oblivion Character Overhaul (OCO v2) leading to game crashes. The problem seems to reside with OCO though, please use OCO Compatibility Edition as a solution.
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Skyrim Alive by braveheart101 is integrated into this mod with author's permission. Please remove the original Skyrim Alive.
Skyrim Nord Tombs is integrated into TWMP Locations (a recommended mod by Haldar). Please remove the original Skyrim Nord Tombs if using TWMP Locations.
Jerall Home Remastered has been incorporated into this mod, with modifications. Please remove the original Jerall Home.
The Crystal Chasm by twoshedzzz and my Patch for Red Mead Hall and Crystal Chasm are now both integrated into this mod. Please remove the originals. If you are using the Red Mead Hall, you no longer need the patch with it.
If you are using Oscuro's Oblivion Overhaul, please use my patch for Crystal Chasm and OOO to save those bandits from falling into the chasm. The same patch is also available from the files tab on this mod page, for convenience.
Nordinkarst- Nordic Meadhall fits nicely with Skyrim, but please use my patch for it, either from the files tab here or from its own mod page (it is the same patch).
This mod conflicts with Unique Landscapes Snowdale and Jerall Glacier. Please download patches from the Unique Landscapes Compatibility Patches page. Patches for Snowdale are also available from the files section here - these are only for TWMP Skyrim Alive release 2.
Users reported a possible incompatibility with Oblivion Character Overhaul (OCO v2) leading to game crashes. The problem seems to reside with OCO though, please use OCO Compatibility Edition as a solution.
Known bugs
Spoiler:
Please see the top sticky in the comments section for a list of recently discovered bugs that I aim to fix in the near future (or at least try to fix).
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Please see the top sticky in the comments section for a list of recently discovered bugs that I aim to fix in the near future (or at least try to fix).
Acknowledgements
Spoiler:
This mod uses textures and models from the following mod resources included in this mod (in no particular order):
Voice files were generated with xVAsynth.
This mod has been tested and cleaned with TES4Edit.
Many thanks to starlessmao81ac for explaining things about the order of masters to me.
Many thanks to Haldar1248 for testing and discussions.
Many thanks to AllisterHenderson for feedback and quest ideas.
Many thanks to Ghastley, Acadian, macole and chambcra for the discussions, feedback and encouragement.
Many thanks to everyone who posted constructive comments and reported bugs!
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This mod uses textures and models from the following mod resources included in this mod (in no particular order):
- Bruma No Snow Architecture by mhahn123
- Farmhouse Expansion Kit by mhahn123
- Ships made Simple by mhahn123
- Generic Signs by AndalayBay
- Empty Road Sign by Obliviation 101
- Crystal Chasm by twoshedzzz - incorporates this mod, it's freeware
- Gnoll Castle-BETA by guitar115 - imported, modified and placed in Skyrim
- The Forgotten Castle by Elioden Ward - imported and modified
- Daggerfall Books by MrDarkSim
- Daggerfall (City) - Tileset by DaggerfallTeam
- Strotis Ayleid Clutter by stroti
- Meos Ayleid Clutter - Resource by Meo3000
- TESA Clutter Pack by various authors
- Armory Clutter by Omegacron
- Highleaf Estate MODDERS RESOURCE by XPerience101
- Strotis New Dungeon Meshes Playable Tomb by stroti and David Brasher - imported and placed in Skyrim
- Strotis new house resource by stroti
- Tattoo Armor by Jenius
- strotis Ayleid Furniture by stroti
- Ayleid Ruins Renewed by zenman53186
- Clean Ayleid Ruins Independent Version by Ceano and AxlRocks
- Dragon Paintings and Pictures Modders Resource by clintmich
- Paintings Galore by trollf
- Birthsign Tapestries by mannimagnus
- Snow Objekts by Spook2U
- Snow Roofs Cheydinhal Pack by bioxx
- City of Sunev by Blizzardream - imported, modified, completed and relocated to Skyrim
- Meos Celtic Tombstones - Resources by meo3000
- Castle Dracula by gorky45 - imported, modified and relocated to Skyrim
- OBMK Nordish Architecture by Oblivimonk
- Castle In The Mountain by Retta - imported, modified and relocated to Skyrim
- Loreless Creature Pack 1 by Phitt
- AL Monster Revisited by Ancient_Laws and ThekingdomSCH
- Diverse Liches (Modders Resource) by KnightofNeverwinter
- Vanilla Horror by Elbethien
- XCV monsters
- Armored Skeletons by tiny lampe
- Wraiths without faces by Nealus
- Lich - Skeleton Hand-To-Hand Animations by aAaZzZ000oOo
- Sword-WIelding Liches Resource by roblesstevena
- Mythical Creature - Frost Troll by ArxVallium
- Meos Modular Fireplaces - Resource by meo3000
- New animations for day-to-day activities - Resources by stesha
- Strotis complete bath meshes by stroti
- Sitting take notes animation without lower body movement - Modders Resource by mixxa77
- Blacksmith animation without heating - Modders Resource by mixxa77
- Kaizits new animations for NPC and player by stesha
- Nordic House Tileset by Alasdair
- Jerall Home Remastered by viceroy1 - imported and modified
- Momos Skyrim Ruin Tileset by Momo77
- Dwemer Ruins by David Brasher - imported, modified and used in Skyrim
- Chorrol Snow Architecture by mhahn123
- Skyrim Holds Guard Armor by Medtech
- RealSwords Goblin by Walx
- Mithril and Orcish Weapon Sets Version 2 by Ionis
- Orcish Armory by lordaloa
- Cyrodiil Rebuild II - Imperial Capital by COTR for various animations
- Morrowindesque Houses - Modders Resource by perolozhach
- Skyrim Nord Tombs by David Brasher - resources used to make new tombs
Voice files were generated with xVAsynth.
This mod has been tested and cleaned with TES4Edit.
Many thanks to starlessmao81ac for explaining things about the order of masters to me.
Many thanks to Haldar1248 for testing and discussions.
Many thanks to AllisterHenderson for feedback and quest ideas.
Many thanks to Ghastley, Acadian, macole and chambcra for the discussions, feedback and encouragement.
Many thanks to everyone who posted constructive comments and reported bugs!
But what about...
Spoiler:
But there aren't any quests... Actually, there are over 50 quests. Not epic, but still. None of them will appear in your journal at load time though - you have to find them. Hint: read books, scrolls and notes lying around!
Does it crash a lot? No, not in my game. I've had it in for over a year now - literally, and all the while I've been changing this mod, going back and forth, reloading old saves (a big no-no), so some confusion did occur, but no crashes. Seems to be stable. My big thanks for that go to everyone who worked on the TWMP mods on which this one is based.
Do I need a new game for this? No. I loaded the whole TWMP suite at 800 hours into a game - and it went without a hitch. It is probably a good idea though to load it while your hero is located outside of the affected area, just to be on the safe side.
Can I use it with Valenwood and Elsweyr? Yes. This mod itself only modifies Skyrim, but TWMP mods do work with Elsweyr, as well as with Morroblivion, and there is a TWMP version of Valenwood Improved. See my TWMP installation guide for the entire Tamriel.
Why don't you merge all TWMP mods together so it would be easier to install? Because they are not my mods. Because not everyone wants to have every province of Tamriel. Because that is likely to blow up your Oblivion. Because the merged file will greatly exceed 2GB and will be impossible to load - Oblivion is still a 32-bit application. Because I would never be able to work on such a huge file. Because I would not be able to upload it here over our slow and unstable internet connection. Is that enough?
I want more pictures! For a look behind the scenes and the "making of" of this mod, see this thread on Chorrol forums - I'm posting updates there as I go along.
Where do the stories in the fiction books come from? "I am Lena Wolf" on Chorrol. Not all of the book stories have made it into the main narrative yet - some are just glimpses of the future.
But I don't want the rest of TWMP! Then you cannot use this mod. Sorry.
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But there aren't any quests... Actually, there are over 50 quests. Not epic, but still. None of them will appear in your journal at load time though - you have to find them. Hint: read books, scrolls and notes lying around!
Does it crash a lot? No, not in my game. I've had it in for over a year now - literally, and all the while I've been changing this mod, going back and forth, reloading old saves (a big no-no), so some confusion did occur, but no crashes. Seems to be stable. My big thanks for that go to everyone who worked on the TWMP mods on which this one is based.
Do I need a new game for this? No. I loaded the whole TWMP suite at 800 hours into a game - and it went without a hitch. It is probably a good idea though to load it while your hero is located outside of the affected area, just to be on the safe side.
Can I use it with Valenwood and Elsweyr? Yes. This mod itself only modifies Skyrim, but TWMP mods do work with Elsweyr, as well as with Morroblivion, and there is a TWMP version of Valenwood Improved. See my TWMP installation guide for the entire Tamriel.
Why don't you merge all TWMP mods together so it would be easier to install? Because they are not my mods. Because not everyone wants to have every province of Tamriel. Because that is likely to blow up your Oblivion. Because the merged file will greatly exceed 2GB and will be impossible to load - Oblivion is still a 32-bit application. Because I would never be able to work on such a huge file. Because I would not be able to upload it here over our slow and unstable internet connection. Is that enough?
I want more pictures! For a look behind the scenes and the "making of" of this mod, see this thread on Chorrol forums - I'm posting updates there as I go along.
Where do the stories in the fiction books come from? "I am Lena Wolf" on Chorrol. Not all of the book stories have made it into the main narrative yet - some are just glimpses of the future.
But I don't want the rest of TWMP! Then you cannot use this mod. Sorry.
What's in the future?
Playing! Then fleshing out some of the ideas I had while making this release.
You can follow the development on this thread on Chorrol forums.