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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
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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 Alternatively use a stud from the Miscellaneous Files section of this mod page (TWMP Skyrim Alive). TWMP Locations Optional but highly recommended. TWMP Skyrim Guard Armors and Shields Optional. TWMP Skyrim Improved Under the sign of the dragon - Tamriel Heightmaps - Under the sign of the dragon - Tamriel Resource Pack - Use version 2 full pack. It includes also landscape resources. Mods requiring this file
Mod name Notes Wolf Alternate Start Optional. For starting in Skyrim. - Permissions and credits
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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 not opted-in to receive Donation Points
- Changelogs
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Version 3.0.3
- Added a stud for TWMP Hammerfell. Use it if you don't have the original mod, or if you don't want to have it in your game. The stud has no playable content, but includes all the resources required by TWMP Skyrim Improved. Find it under Miscellaneous Files.
- Added a patch for the border region between High Rock and Skyrim. This removes excessive rocks and trees due to the overlap of the two mods over the same area. This is needed for TWMP Skirym Alive release 3 because it starts putting buildings and roads there, and without this patch you'll have rocks and trees blocking things.
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Version 3.0.2
- PREVIEW of the Bleak Isle module for the upcoming TWMP Skyrim Alive v3.
Complete module - setting and quests.
Requires updated TWMP Skyrim Alive ESP - also available from File Updates tab.
To visit: find a boat along the shore near Morthal.
To play the quests: speak to Queen Frema in Solitude.
Console: coc BleakIsleTown
NOTE: if you play these quests, all progress will be lost when this module is integrated into TWMP Skyrim Alive - you will have to play them again.
Status: Beta. Bugs possible - please report any issues.
This is one of seven quest lines that will make up the Main Quest. It will be linked with the others.
- PREVIEW of the Bleak Isle module for the upcoming TWMP Skyrim Alive v3.
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Version 3.0.1
- PREVIEW of the Bleak Isle module for the upcoming TWMP Skyrim Alive v3.
This will be integrated into TWMP Skyrim Alive and removed!
Done: land, LOD, exteriors, interiors, NPCs with schedules.
No quests, dialogue or dungeons yet.
Load after TWMP Skyrim Alive.
To visit: find a boat along the shore near Morthal or find a ship in Solitude.
Console: coc BleakIsleTown
- PREVIEW of the Bleak Isle module for the upcoming TWMP Skyrim Alive v3.
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Version 2.10.1
- Added a few missing resources in a separate small BSA.
Fixed ogre AI package - uploaded a replacement ESP.
- Added a few missing resources in a separate small BSA.
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Version 2.10
- Final update for release 2.
- Added notice boards and other quests for Riften, Morthal, Winterhold, Sunev and Dawnstar.
- Improved path finding in Dawnstar with more detailed grids.
- Repackaged everything into one file for the ease of downloading: ESP, BSA and Transport ESM.
- BSA contains all the resources and all the voice files. Please remove old BSAs as they duplicate the same resources released previously.
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Version 2.9.2
- Added an optional extra: TWMP Northern Realms Localised. Read main description - Optional Extras - for full details.
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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:
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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).
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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.
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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.
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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.
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This mod fills in the province of Skyrim. This project started because I wanted to replace a few trees!
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.
Nudity warning
This mod uses a creature "water nymph", also known as a "watersprite" which is a common resource. These creatures are quite nude, if not detailed. If you have issues with it, please download an alternative water nymph texture based on the spriggan.
Release 1
Fills in the area just North of the border, building mountain passes and roads to be able to travel from Falkreath to Riften. Adds Riften, Helgen and expands Riverwood. Takes care of roads into Cyrodiil - Skyrim is now properly accessible.
This release is still available for those people who just want to have the "other side" of the Jerall Mountains but don't want to or don't have the capacity to run later releases of TWMP Skyrim Alive.
Release 2
This is a big release, with new towns, villages, dungeons, castles, etc., and roads! Skyrim becomes a big place indeed. You can now reach every location by road, although teleportation-based guides from eariler releases are still there, if you want them. There are over 120 new dungeons and over 50 small to medium-sized quests dotted all over Skyrim, but no "main quest" or an overarching quest line.
This is the current release.
Release 3
I started work on this year's installment - release 3. See this thread for previews and gossip. This release will be adding a Main Quest. It is a brand new story with seven interconnected quest lines that sends you all over Skyrim. I don't know yet how many individual quests it will have, but it will be large enough to qualify for a "main quest". I am adding an island in the Ghost Sea with a city on it, an outworldly realm, a dozen new castles, several major roads, as well as some caves and dungeons where existing ones cannot be used. That's in addition to filling in those interiors that were left unfilled previously: Dragonsreach in Whiterun, Sky Haven Temple and High Hrothgar. Whiterun will be completely finished up and filled with NPCs. Ysgramor's Companions will also appear, if the player chooses to rescue them from yet another mead sampling expedition gone wrong... or something like that. Whiterun is currently largely empty, and this will be used in a quest.
I wrote the story in such a way that it will feed into the stories for future releases. I still plan to build further cities going West, but I decided to push it to releases 4 and 5, as the story continues. Let's fill in the gaps from release 2 first.
Release 3 is expected in the Autumn 2023.
I am releasing previews as parts become available. These will be additional ESPs and BSAs mastered on TWMP Skyrim Alive, to appear under Updates on the Files tab. These modules will be merged into TWMP Skyrim Alive for release 3 and removed, so any progress on quests you make within them, and any items that you acquire, will be lost and will need to be done again. However, you get an early sneak peek and I would be grateful for a bit of help with testing.
Preview v3.0.2 - Bleak Isle
Preview v3.0.3 - Castles, roads, coach travel
This update is delayed because a master of this mod TWMP Hammerfell was taken offline by Nexus Mods for moderation following a complaint from a user. The mod has now been unlocked again, but it was a bit of a shock because this breaks the chain and makes it impossible to install my mod either. I therefore have to spend some time making a stud mod to substitute the missing link in such a way as not to break things down the line. In addition, TWMP Skyrim Alive has to be decoupled from TWMP Hammerfell (and TWMP High Rock while I'm at it) so as to avoid running into further disasters. This all takes time, please bear with me.
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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?
The Reach: Markarth, Karthwasten and Dragonstar, as well as the rest of Whiterun, including quests to rescue all those absent citizens. The Reach is mostly inspired by Arena rather than TES5, so Karthwasten will be rather more than just a two-house mining hovel. Markarth is inspired by TES5 though with distinct buildings and layout. Dragonstar is based on Arena again. Plus one brand new city as a surprise, almost a fable.
You can follow the development on this thread on Chorrol forums.
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.
Nudity warning
This mod uses a creature "water nymph", also known as a "watersprite" which is a common resource. These creatures are quite nude, if not detailed. If you have issues with it, please download an alternative water nymph texture based on the spriggan.
Release 1
Fills in the area just North of the border, building mountain passes and roads to be able to travel from Falkreath to Riften. Adds Riften, Helgen and expands Riverwood. Takes care of roads into Cyrodiil - Skyrim is now properly accessible.
This release is still available for those people who just want to have the "other side" of the Jerall Mountains but don't want to or don't have the capacity to run later releases of TWMP Skyrim Alive.
Release 2
This is a big release, with new towns, villages, dungeons, castles, etc., and roads! Skyrim becomes a big place indeed. You can now reach every location by road, although teleportation-based guides from eariler releases are still there, if you want them. There are over 120 new dungeons and over 50 small to medium-sized quests dotted all over Skyrim, but no "main quest" or an overarching quest line.
This is the current release.
Release 3
I started work on this year's installment - release 3. See this thread for previews and gossip. This release will be adding a Main Quest. It is a brand new story with seven interconnected quest lines that sends you all over Skyrim. I don't know yet how many individual quests it will have, but it will be large enough to qualify for a "main quest". I am adding an island in the Ghost Sea with a city on it, an outworldly realm, a dozen new castles, several major roads, as well as some caves and dungeons where existing ones cannot be used. That's in addition to filling in those interiors that were left unfilled previously: Dragonsreach in Whiterun, Sky Haven Temple and High Hrothgar. Whiterun will be completely finished up and filled with NPCs. Ysgramor's Companions will also appear, if the player chooses to rescue them from yet another mead sampling expedition gone wrong... or something like that. Whiterun is currently largely empty, and this will be used in a quest.
I wrote the story in such a way that it will feed into the stories for future releases. I still plan to build further cities going West, but I decided to push it to releases 4 and 5, as the story continues. Let's fill in the gaps from release 2 first.
Release 3 is expected in the Autumn 2023.
I am releasing previews as parts become available. These will be additional ESPs and BSAs mastered on TWMP Skyrim Alive, to appear under Updates on the Files tab. These modules will be merged into TWMP Skyrim Alive for release 3 and removed, so any progress on quests you make within them, and any items that you acquire, will be lost and will need to be done again. However, you get an early sneak peek and I would be grateful for a bit of help with testing.
Preview v3.0.2 - Bleak Isle
Spoiler:
Show
I released a preview of the first module in work - Bleak Isle. Find it under File Updates. This is based on Bleak Isles - City of Freeport and Isle Resource by MsFrankenstein - thank you!
This version has the complete module with land with LOD, all exteriors and interiors, 100 new NPCs with schedules, two markets, shops, inns, a chapel, a pigsty, two vineyards, caves, dungeons, jail... And other things that you will have to discover yourself. And quests! This is a complete quest line, one of seven, that will make up the Main Quest. That is, this is the self-contained part of it - it will be linked with the other quest lines later.
NOTE that if you play the quests, your progress will be lost when this module is integrated into TWMP Skyrim Alive for release 3. This is a PREVIEW! Fully functional but transient.
The city is quite busy, please report if you have serious performance issues. Some small slow down is expected on an old PC because of all the NPCs and this being an open plan setting.
To get to the island, either do it the proper way and find a boat along the shore near Morthal or cheat and use "coc BleakIsleTown". To play the central quest of this quest line, speak with Queen Frema in Solitude. Side quests are available also without it.
I have also released an updated map, both for Dynamic Map and a static version. These are separate mods, see Maps below.
Please report any bugs if you find them (I did try to hide them well).
This version has the complete module with land with LOD, all exteriors and interiors, 100 new NPCs with schedules, two markets, shops, inns, a chapel, a pigsty, two vineyards, caves, dungeons, jail... And other things that you will have to discover yourself. And quests! This is a complete quest line, one of seven, that will make up the Main Quest. That is, this is the self-contained part of it - it will be linked with the other quest lines later.
NOTE that if you play the quests, your progress will be lost when this module is integrated into TWMP Skyrim Alive for release 3. This is a PREVIEW! Fully functional but transient.
The city is quite busy, please report if you have serious performance issues. Some small slow down is expected on an old PC because of all the NPCs and this being an open plan setting.
To get to the island, either do it the proper way and find a boat along the shore near Morthal or cheat and use "coc BleakIsleTown". To play the central quest of this quest line, speak with Queen Frema in Solitude. Side quests are available also without it.
I have also released an updated map, both for Dynamic Map and a static version. These are separate mods, see Maps below.
Please report any bugs if you find them (I did try to hide them well).
Preview v3.0.3 - Castles, roads, coach travel
This update is delayed because a master of this mod TWMP Hammerfell was taken offline by Nexus Mods for moderation following a complaint from a user. The mod has now been unlocked again, but it was a bit of a shock because this breaks the chain and makes it impossible to install my mod either. I therefore have to spend some time making a stud mod to substitute the missing link in such a way as not to break things down the line. In addition, TWMP Skyrim Alive has to be decoupled from TWMP Hammerfell (and TWMP High Rock while I'm at it) so as to avoid running into further disasters. This all takes time, please bear with me.
Spoiler:
Show
This is a large module that adds a dozen castles and manor houses (that is, twelve in total, not twelve of each). Each castle, temple, abbey, cloister or manor has interiors and inhabitants, and each will be used in one or more quests - that's why I'm making them. The quests are not included in this module and will come in the next one. I am also adding several major roads that not only lead you to these new settings, but also generally improve travel in Skyrim.
With new roads I am adding coach travel. You can book a coach from all major cities and some prominent coach inns. You cannot go from anywhere to anywhere though, but have to do it in stages. Coach travel takes time, and a single journey cannot be longer than 12 hours or so - the horses have to rest. Which means that I am building a network.
This module will come with an update of the map as well.
With new roads I am adding coach travel. You can book a coach from all major cities and some prominent coach inns. You cannot go from anywhere to anywhere though, but have to do it in stages. Coach travel takes time, and a single journey cannot be longer than 12 hours or so - the horses have to rest. Which means that I am building a network.
This module will come with an update of the map as well.
~~~~~~~~~~~~~~~~~
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.
Companions! There are mercenaries about and some of those people you're doing favours for, might agree to accompany you. They are based on my own Companions system that 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 are a couple of towns 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. Some quests are already available, more to come later.
- 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.
Companions! There are mercenaries about and some of those people you're doing favours for, might agree to accompany you. They are based on my own Companions system that 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 are a couple of towns 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. 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.
At this time release 1 of Lena's Companions is sufficient (version 1.7.3 is available under Old Files). Release 2 of Lena's Companions will work but is optional. Read the mod description to decide which release is right for you.
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Companions in this mod use my own Lena's Companions custom companion system. 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.
At this time release 1 of Lena's Companions is sufficient (version 1.7.3 is available under Old Files). Release 2 of Lena's Companions will work but is optional. Read the mod description to decide which release is right for you.
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.
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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.
NOTE: the stud for TWMP Hammerfell is not fully sufficient for TWMP Locations because Locations makes changes to TWMP Hammerfell and these fall outside the purpose of the stud. If you want to use Locations, you need the full version of TWMP Hammerfell.
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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 Resource Pack - use version 2 full pack, it contains also landscape resources
- TWMP Hammerfell or a stud from the Miscellaneous Files section on this mod page
- 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.
NOTE: the stud for TWMP Hammerfell is not fully sufficient for TWMP Locations because Locations makes changes to TWMP Hammerfell and these fall outside the purpose of the stud. If you want to use Locations, you need the full version of TWMP Hammerfell.
Installation
Spoiler:
First, install all the prerequisites listed above, if you haven't got them yet.
This mod does not have any loose files except LOD. All the resources are packed in a BSA archive. LOD is only required if you are not generating your own.
Download "full pack" and the additional resources from the Main Files section and unpack them in your Oblivion Data folder. Download the master files from Lena's Companions, either the latest version or a lighter older version 1.7.3 from old files (read mod description to make your choice!). This should give you the following files:
If you have old BSA files from the previous versions, please 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.
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, download the corresponding archives as needed and read the separate sections below.
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First, install all the prerequisites listed above, if you haven't got them yet.
This mod does not have any loose files except LOD. All the resources are packed in a BSA archive. LOD is only required if you are not generating your own.
Download "full pack" and the additional resources from the Main Files section and unpack them in your Oblivion Data folder. Download the master files from Lena's Companions, either the latest version or a lighter older version 1.7.3 from old files (read mod description to make your choice!). This should give you the following files:
- TWMP Skyrim Alive.esp
- TWMP Skyrim Alive.bsa
- TWMP Skyrim Alive - Complement.bsa
- LenasTransport.esm
- LenasCompanions.esm
- LenasCompanions.bsa
- Ini\LenasCompanions.ini
If you have old BSA files from the previous versions, please 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.
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, 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.
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The following are alternative start mods, select only one! They require a new game, naturally.
Wolf Alternate Start has an option of starting in Skyrim, as well as Hammerfell, High Rock and other provinces.
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. This mod requires Alternative Start Arrive by Ship and Witcher in Cyrodiil.
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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.
Wolf Alternate Start has an option of starting in Skyrim, as well as Hammerfell, High Rock and other provinces.
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. This mod requires Alternative Start Arrive by Ship and Witcher in Cyrodiil.
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.
- Sutch Village - in the Mouth of the Brena river, connects nicely with the road from Hammerfell. Use this patch for TWMP Hammerfell to reconcile them, or get this patch from the Files tab on this mod page - it is the same file.
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).
Sutch Village - in the Mouth of the Brena river, connects nicely with the road from Hammerfell. Use this patch for TWMP Hammerfell to reconcile them, or get this patch from the Files tab on this mod page - it is the same file.
A different patch for the same conflict is available with TWMP Hammerfell. Obviously, choose only one of them!
This mod conflicts with Unique Landscapes Snowdale and Jerall Glacier. Please download patches from the Unique Landscapes Compatibility Patches page. Patches for Snowdale come in two versions: ULE is for TWMP Skyrim Alive release 1, while ULM and ULS are for TWMP Skyrim Alive release 2. The ULM and ULS Snowdale patches are also available from this mod page.
If you are using The Ancient Dwemer Ruins and UL Jerall Glacier, download a 3-way patch from the files section here. Both ULM and ULS versions are available. This patch works for all releases of TWMP Skyrim Alive.
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).
Sutch Village - in the Mouth of the Brena river, connects nicely with the road from Hammerfell. Use this patch for TWMP Hammerfell to reconcile them, or get this patch from the Files tab on this mod page - it is the same file.
A different patch for the same conflict is available with TWMP Hammerfell. Obviously, choose only one of them!
This mod conflicts with Unique Landscapes Snowdale and Jerall Glacier. Please download patches from the Unique Landscapes Compatibility Patches page. Patches for Snowdale come in two versions: ULE is for TWMP Skyrim Alive release 1, while ULM and ULS are for TWMP Skyrim Alive release 2. The ULM and ULS Snowdale patches are also available from this mod page.
If you are using The Ancient Dwemer Ruins and UL Jerall Glacier, download a 3-way patch from the files section here. Both ULM and ULS versions are available. This patch works for all releases of TWMP Skyrim Alive.
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:
A project of this size would have never been possible to do from start to finish by just one person (myself). I used a large number of resources created by model and animation makers, and I copied and modified castles, manor houses or even a whole island, all offered for free reuse by their respective authors. Plus, of course, I used resources contained in the mods on which this one is mastered - TamRes, TWMP Hammerfell and TWMP Skyrim Improved. Below is a list of resources other than the masters, in no particular order.
Models and textures - buildings:
Models and textures - ships:
Models and textures - objects and clutter:
Books:
Creatures:
NPC animations:
Clothing, weapons and armour:
Dungeons and caves:
Castles and manor houses - imported, modified and placed in Skyrim:
Islands and cities - imported, modified, completed and placed in Skyrim:
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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A project of this size would have never been possible to do from start to finish by just one person (myself). I used a large number of resources created by model and animation makers, and I copied and modified castles, manor houses or even a whole island, all offered for free reuse by their respective authors. Plus, of course, I used resources contained in the mods on which this one is mastered - TamRes, TWMP Hammerfell and TWMP Skyrim Improved. Below is a list of resources other than the masters, in no particular order.
Models and textures - buildings:
- Bruma No Snow Architecture by mhahn123
- Farmhouse Expansion Kit by mhahn123
- Daggerfall (City) - Tileset by DaggerfallTeam
- Daggerfall Tileset - Resource by DaggerfallTeam
- Strotis new house resource by stroti
- Ayleid Ruins Renewed by zenman53186
- Clean Ayleid Ruins Independent Version by Ceano and AxlRocks
- Snow Roofs Cheydinhal Pack by bioxx
- OBMK Nordish Architecture by Oblivimonk
- Meos Modular Fireplaces - Resource by meo3000
- Nordic House Tileset by Alasdair
- Momos Skyrim Ruin Tileset by Momo77
- Chorrol Snow Architecture by mhahn123
- Morrowindesque Houses - Modders Resource by perolozhach
- Meos City Manors - Resource by meo3000
Models and textures - ships:
- Ships made Simple by mhahn123
- VWD Ships by elpattos
Models and textures - objects and clutter:
- Generic Signs by AndalayBay
- Empty Road Sign by Obliviation 101
- Strotis Ayleid Clutter by stroti
- Meos Ayleid Clutter - Resource by Meo3000
- TESA Clutter Pack by various authors
- Armory Clutter by Omegacron
- Strotis New Dungeon Meshes Playable Tomb by stroti and David Brasher - imported and placed in Skyrim
- strotis Ayleid Furniture by stroti
- Dragon Paintings and Pictures Modders Resource by clintmich
- Paintings Galore by trollf
- Birthsign Tapestries by mannimagnus
- Snow Objekts by Spook2U
- Meos Celtic Tombstones - Resources by meo3000
- Strotis complete bath meshes by stroti
- Strotis static skeleton resource by stroti
- Strotis static skeleton chest resource by stroti
- Strotis static meshes Marketstand by stroti
- Strotis static alchemy clutter by stroti
- Strotis static meshes bakerman is baking bread Oven by stroti
- Lunas Lowerclass Alchemy Shelf by lunasprite13
- Alchemy - new equipment by Horinf
- Strotis filled Mage desk alchemy furniture by stroti
- Momos Fishery Resource for Oblivion by Momo77
- Light Your Way - Lanterns Torches and Candles - by ElderScrollsFan001 - for resources
- Momos Cart Resource by Momo77
- Strotis static Carriage Upperclass Version by stroti
- Strotis static Carriage Resource by stroti
- Static Garden Plots by rileymarks
- Meos Room Dividers - Resource by meo3000
- Strotis Castle Furniture I by stroti
- Strotis Castle Furniture II by stroti
- Strotis Castle Furniture III by stroti
Books:
- Daggerfall Books by MrDarkSim
Creatures:
- 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
- Playable Ogre for the resources of ogre NPC
NPC animations:
- New animations for day-to-day activities - Resources by stesha
- 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
- Cyrodiil Rebuild II - Imperial Capital by COTR for various animations
Clothing, weapons and armour:
- Skyrim Holds Guard Armor by Medtech
- RealSwords Goblin by Walx
- Mithril and Orcish Weapon Sets Version 2 by Ionis
- Orcish Armory by lordaloa
- Half-off Shield Set by stasc
- Tattoo Armor by Jenius
Dungeons and caves:
- Crystal Chasm by twoshedzzz - incorporates this mod in its original location
- Dwemer Ruins by David Brasher - imported, modified and used in Skyrim
- Skyrim Nord Tombs by David Brasher - resources used to make new tombs
Castles and manor houses - imported, modified and placed in Skyrim:
- Gnoll Castle-BETA by guitar115
- The Forgotten Castle by Elioden Ward
- Highleaf Estate MODDERS RESOURCE by XPerience101
- Castle Dracula by gorky45
- Castle In The Mountain by Retta
- Jerall Home Remastered by viceroy1
- Thundercliff Castle by spokorni
- Pinnacle Citadel by Pierrick
- Korenos Hot Body Retreat by Koreno
- Aberwiin Manor by col888
- Castle Jerell by gwmyers2011
- Vetur Fortess EV by lullwer
- Mountain Fortress by snipperbes
- Castle of Night by sugawara
- Misty Castle by Majordomo
Islands and cities - imported, modified, completed and placed in Skyrim:
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.
Show
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?
The Reach: Markarth, Karthwasten and Dragonstar, as well as the rest of Whiterun, including quests to rescue all those absent citizens. The Reach is mostly inspired by Arena rather than TES5, so Karthwasten will be rather more than just a two-house mining hovel. Markarth is inspired by TES5 though with distinct buildings and layout. Dragonstar is based on Arena again. Plus one brand new city as a surprise, almost a fable.
You can follow the development on this thread on Chorrol forums.