Please report any issues, I shall be making maintenance releases to address them.
I cleaned this mod with TES4Edit, but if you are cleaning it yourself, do NOT clean masters because TES4Edit removes masters that should not be removed in this case and your game may crash or hang on load! Be warned.
Reduced masters Version 2.6 and up has a reduced master list - this is simply a cleaning exercise. It is not necessary to change your load order unless you want to remove TWMP Locations or TWMP Skyrim Holds Guard Armor mods. However, both these mods are highly recommended to keep! Locations fixes some bugs and adds content, and Guard Armor adds guards to the cities from Skyrim Improved.
Known bugs Hold names are not everywhere correct. For example, it says "Whiterun Hold" when you are in Dragon Bridge. This needs a thorough review (as soon as I get a suitable mouse with a working middle button!).
Voice files The Northern Realms of Tamriel are now voiced! Voice files generated with xVAsynth covering these mods:
TWMP Hammerfell
TWMP Skyrim Improved
TWMP Locations
TWMP Skyrim Alive
These voice files are bundled together in one archive. Updates will be posted in a supplementary archive due to the size of the file.
Next release Release 2.10 is expected in December. This will be the last update of the season. It will include notice board quests for Morthal, Riften and the College of Magic in Winterhold, as well as several larger quests starting in those areas. No new towns this time, but there will be some new caves, dungeons and creatures connected to the quests. From here on and until release 3 any updates will only be bug fixes.
Haldar recently updated TWMP Locations and TWMP Skyrim Improved removing many Oblivion gates, among other things. These updates are fully compatible with TWMP Skyrim Alive, and you are encouraged to update.
If you are using TWMP Skyrim Less Scary from the optional files in this mod, please update it to version 2.1 to reflect changes to Haldar's files.
Any idea how I get rid off the voice files? With them ALL npc's have no voice anymore. I have a german Oblivion game. It took me days for the installation and now I can start from new without this mod just because the voice files mess up my game. :/
Actually I don't have many mods. And if, then with this plugin at the end of the loadorder everything should be fine. It is fine till now .. just left the starting prison. ^^
Please read mod description. Pale Pass Inn has been integrated in TWMP Skyrim Alive. I do not update the guide every time one of the mods changes. Missing body parts mean that you are missing some of the BSAs. Verify your installation - you didn't install TWMP Skyrim Improved BSA.
Thank you. I though Pale Pass Inn and Jerall House Remastered are in different area. For TWMP Skyrim Improved, i installed whole TWMP package with it, both TWMP Skyrim Improved.bsa and TWMP Skyrim Improved.esp. It seems odd since there no way Oblivion bypass resources packed in BSA. Sorry if i wasting your time.
LenaWolfBravil, my load order about 165-ish esp and esm and i can be lower since i didn't build any bashed patch. But i found the culprit. BSA Commander didn't pack resources to bsa file properly as your guide stated. Since i using your lod package so i need to check each TWMP module for LOD then remove, TWMP_SkyrimImproved is one of them. After i removed and packed it again, Oblivion engine didn't recognize these resource though i check the contents of both original TWMP_SkyrimImproved.bsa and lod-removed TWMP_SkyrimImproved.bsa. File structures are same for both. Thank you btw.
As I understand it, BSA Commander doesn't get the flags right. But I don't know how they should be set, so I just avoid using it. Glad you figured it out!
I've re-installed a few times and still seem to be missing the outhouse meshes. Besides that, loving the mod, and performance is much improved over my first playthrough last year. Thanks for all the hard work!
Hi, outhouse meshes come from TWMP Hammerfell. Did you install the BSA from it? It's under Resource Pack. If you do have it, then where is the outhouse with a missing mesh? There are quite a few of them around Skyrim, may be one is defective. Glad you're enjoying it otherwise. Thanks!
Jeez, sorry for the brain fart. You're right, I was missing the BSA, installing now.
EDIT: I've experimented with TWMP several times, but one issue or another always kept it out of my permanent load order. After a week adventuring through Skyrim (and Elsweyr) I'm hooked. Understated but creative, lived-in but not cluttered, fun and polished (which is a feat in and of itself given the scale and scope of the project.)
ESO is great, but Oblivion's my favorite TES game, so being able to ride my horse (or fly my Dwemer skyship) from Solitude to Senchal in one go is quite the treat. Incredible mod that alongside Pelletine has made TWMP an essential component of my load orders moving forward. Thanks again!
Thank you! This is so nice to read. This has also been my feeling and motivation - it is here, it is ours, we make it as we want it. It is the House that We've Built. It isn't TES5 or ESO - it's Oblivion, with its own feel and atmosphere. If I wanted it to be like TES5, I would have just played TES5, right?
No, it's optional. Exactly the same as it is optional now, even though there is transport from Kogotel and Windhelm. Transport is done with a separate patch. Without it, you get the town and the quests, but not the transport.
Okay! Now a quick question! If one has Morrowind and Tamriel Rebuilt which adds in all of Morrowind mainland into TES III: Morrowind, and they get Morrowblivion installed into Oblivion, which will add in all of TES III plus TAmriel Rebuilt, is that gonna somehow duplicate the town of Dunkreath, Morrowind? Just curious!
Morroblivion (including Tamriel Rebuilt) plays in its own worldspace. So in there they've got Kogotel and Dunkreath. TWMP Skyrim Alive plays in the Tamriel worldspace, so there is no overlap in land between Morrowind in TWMP and Morrowind in Morroblivion. Kogotel and Dunkreath in TWMP Skyrim Alive are different towns from Kogotel and Dunkreath in Tamriel Rebuilt. The reason I built my own versions is that Western Morrowind in Tamriel Rebuilt is still too unfinished to use. And anyhow, my towns are only small, just filling in a bit of landscape, it is no competition to the grand cities that will eventually be filled in with Tamriel Rebuilt.
Already downloaded and installed version 2.9 and so far it's working like a charm, and I already have 134 .esp and .esm files total with 128 of them activated and 6 (4 of them patches and 2 of them for a mod I no longer play) deactivated!
I came upon the two gates leading to Morrowind and they had a note with a message to them! I don't really wanna name the mod that takes place in Morrowind for fear of getting into trouble, but what version of that mod does one need installed into their Oblivion data folder to make that mod taking place in Morrowind compatable with TWMP Skyrim Alive's 2 gates leading into Morrowind?
Hi, at the moment those gates don't connect to anything. You can just open them and keep walking into TWMP Morrowind. It is a part of basic TWMP, it has landscapes but not much else. I intended to eventually connect the gates to the corresponding gates in Tamriel Rebuilt for Morroblivion, but that part in Tamriel Rebuilt is not ready yet. So in the near future I shall add some content on the other side of the gates within TWMP Skyrim Alive and provide transport to Vvadenfell. This will be a separate patch for Morroblivion v66.
I feel like it'd be a good idea to release the Companion System mentioned in this mod's description as its own standalone mod page, instead of just being part of this one?
Yes, but stand-alone companions are not yet ready for release. Without them, the master file alone is pointless. I shall indeed release it when companions are ready.
I wanna report a bug from TWMP Skyrim Alive latest versions (from either 2.3 or 2.4, not exactly sure) that somehow affects the Imperial City's All Saint's Inn interior! Don't know why it would even do that, and yes I did everything possible to try fixing it, including load order, and nothing fixed it! The bug affects the All Saint's Inn by somehow making the interior not there at all, thus resulting in the player and any other NPC there falling down in total darkness! I'm not sure if there's any other interiors affected as well as I only noticed it when I went into the All Saints Inn and noticed it wasn't there when TWMP Skyrim Alive 2.4 and above was active and the interior reappears as normal when the mod became deactivated!
I beleive I already solved the invisible inn glitch and brought it back to normal after downloading and installing the latest Lena Companion mod! Now it seems all is normal once again! But I'll also see about and download and install any future updates of your Skyrim Alive mod as well!
Yes, the glitch was caused by the Companions ESM. However, I had to make changes in Skyrim Alive ESP as well to match the fix in the Companions. Otherwise the companions are a bit broken. But if you are not using them, it can certainly wait. There will be another update later today.
164 comments
Please report any issues, I shall be making maintenance releases to address them.
I cleaned this mod with TES4Edit, but if you are cleaning it yourself, do NOT clean masters because TES4Edit removes masters that should not be removed in this case and your game may crash or hang on load! Be warned.
Reduced masters
Version 2.6 and up has a reduced master list - this is simply a cleaning exercise. It is not necessary to change your load order unless you want to remove TWMP Locations or TWMP Skyrim Holds Guard Armor mods. However, both these mods are highly recommended to keep! Locations fixes some bugs and adds content, and Guard Armor adds guards to the cities from Skyrim Improved.
Known bugs
Hold names are not everywhere correct. For example, it says "Whiterun Hold" when you are in Dragon Bridge. This needs a thorough review (as soon as I get a suitable mouse with a working middle button!).
Voice files
The Northern Realms of Tamriel are now voiced! Voice files generated with xVAsynth covering these mods:
- TWMP Hammerfell
- TWMP Skyrim Improved
- TWMP Locations
- TWMP Skyrim Alive
These voice files are bundled together in one archive. Updates will be posted in a supplementary archive due to the size of the file.Next release
Release 2.10 is expected in December. This will be the last update of the season. It will include notice board quests for Morthal, Riften and the College of Magic in Winterhold, as well as several larger quests starting in those areas. No new towns this time, but there will be some new caves, dungeons and creatures connected to the quests. From here on and until release 3 any updates will only be bug fixes.
If you are using TWMP Skyrim Less Scary from the optional files in this mod, please update it to version 2.1 to reflect changes to Haldar's files.
Missing body parts mean that you are missing some of the BSAs. Verify your installation - you didn't install TWMP Skyrim Improved BSA.
For TWMP Skyrim Improved, i installed whole TWMP package with it, both TWMP Skyrim Improved.bsa and TWMP Skyrim Improved.esp. It seems odd since there no way Oblivion bypass resources packed in BSA. Sorry if i wasting your time.
If you do have it, then where is the outhouse with a missing mesh? There are quite a few of them around Skyrim, may be one is defective.
Glad you're enjoying it otherwise. Thanks!
EDIT: I've experimented with TWMP several times, but one issue or another always kept it out of my permanent load order. After a week adventuring through Skyrim (and Elsweyr) I'm hooked. Understated but creative, lived-in but not cluttered, fun and polished (which is a feat in and of itself given the scale and scope of the project.)
ESO is great, but Oblivion's my favorite TES game, so being able to ride my horse (or fly my Dwemer skyship) from Solitude to Senchal in one go is quite the treat. Incredible mod that alongside Pelletine has made TWMP an essential component of my load orders moving forward. Thanks again!
This has also been my feeling and motivation - it is here, it is ours, we make it as we want it. It is the House that We've Built.
Also, when does 2.9 version come out?
I hope to finish up 2.9 this weekend.
Great job on v2.9!
Thanks for the warning... but I am going to go ahead and plunder anyway... LOL
I wanna report a bug from TWMP Skyrim Alive latest versions (from either 2.3 or 2.4, not exactly sure) that somehow affects the Imperial City's All Saint's Inn interior! Don't know why it would even do that, and yes I did everything possible to try fixing it, including load order, and nothing fixed it! The bug affects the All Saint's Inn by somehow making the interior not there at all, thus resulting in the player and any other NPC there falling down in total darkness! I'm not sure if there's any other interiors affected as well as I only noticed it when I went into the All Saints Inn and noticed it wasn't there when TWMP Skyrim Alive 2.4 and above was active and the interior reappears as normal when the mod became deactivated!