Not sure where to start, I know this is an old mod so I shouldn't judge it too much but I'm writing this since images and descripton of the mod doesn't describe these thing. First of all the only town in the mod which is port septimia or something doesn't have any general store so there is no place to sell the junk you collected. There are some hunters and an alchemist but not a general store. Dungeons are extremely dark I was barely able to see anything even with a lantern mod installed, It gets completely pure dark If I turn off the lantern. Enemy outpost and dungeons do not contain any reward chests and It feels like they have no purpose to exist what so ever. There are some invisible walls in random places that block you for no reason and in abondoned Village there are static flying torches in the air. All npcs within the mod do have huge neck seams, this is caused because author didn't exported facegen files from creation kit. There are no sound while in wandering wilderness, In normal skyrim and other mods you hear chill ambiance music and ambiance sounds like birds singing in the mornig and cricket sound at dark. This mod however doesn't have any sound while wandering wilderness its extremely silent and feels a bit weird if not actually kind of creepy to hear nothing. Not to mention It also doesn't have any quests.
This could be a good project If worked on but like this feels like a pre-alpha version of a mod. Unfortunately it was abondoned long ago and Its unlikely to get any update from the community. I wouldn't recommend this mod for normal playthrough for these reasons.
If you are interested, some time ago I made a further update to this mod, trying to fix some dialogue issue (...) but mainly achieving a decent LOD and a hopefully suitable world map. It's only an Oldrim version, but feel free to check it out and use it, SETVI in your SSE port as well, if you want.
As I wrote above, if you are interested, some time ago I made a further update to this mod, trying to fix some dialogue issue (...) but mainly achieving a decent LOD and a hopefully suitable world map. It's only an Oldrim version, but feel free to check it out and use it in your SSE port as well, if you want.
Apparently not? I check it every few months, it is a pretty good mod for exploring, survival-play as it is, and has always felt to me that it had real major potential. I keep thinking i'll make a airships and archaeology stop for it, maybe add it to The Good Ship serenity destination pool, or Pirates of skyrim... a couple of simple fetch quests...
i would like to invite everybody interested in a resurrection project for this Akavir idea.
http://akavir-calling.freeforums.net/
if friedrice24 gives me permission, i would later see if i can re-design and update the page, fix some bugs and continue work with people who also volunteer.
Please don't let this awesome project to die, I really want to play some quest at Akavir! I can help with voice acting or something like that, if needed!
Is anyone doing anything with this, currently? I've been working on a sort of Radiant Quest system Expansion for a while now, and need a modifiable landscape that I can package as a demo...and the only new landscapes I like better than this one are Wyrmstooth and Kirkmore, but.... hassle.
So. if no is actually doing anything with this....?
If you are able to load quest or monsters that would be cool. I fixed a dialogue problem for myself in my game but I don't think Icould it without working with others for the whole product. I you or others are interested in working on it I would like to get involved. I have some experience on the Creation Kit and Steam.
I've played through all the areas I could find in this mod, but could not find the area shown in the first screenshot above. Its not "sacred grove" or "emperor's road", its something else. I even looked in xEdit but could not find it. Anyone know how to get there or know a COC code? Maybe its not implemented in the mod?
Hi, I managed to get an ingame world map of this worldspace. Well, kind of... I admit it's very poor but... I think a very poor map is better than nothing, isnt'it? It wasn't difficult to achieve, after all. First, I was messing a little with Oscape, trying to get something decent, honestly with no avail, though. Then, I found out that a textures subfolder in the main package seemed to have a wrong name: "terrian", instead of "terrain". So I renamed the folder with the right name and said to myself: let's try TES5LODGen, at least I'll have a decent LOD. So, I generated all the LODs of the "gobs" (="Akavir") worldspace, and yes, I obtained a decent LOD, but I got this world map as well.
But what's the problem? I guess the problem could be what I found out messing with Oscape. If you load the .esm in Oscape and go to the Preview page, you see that the "sea level" is at 0,00 while the "terrain level" ("Landlevel" in Oscape) is at -1000,00. This could be the reason why in the world map you can see only the mountains, namely the part of the land that's higher than the sea level. Obviously, I tried to raise the terrain level or lower the sea level, (in Oscape and in the CK) with the only outcome of messing all the landscape up without any change on the world map.
I'm not so skilled to solve this problem any better, so if someone would try, I think it would be an added value to this beautiful mod.
P.S. I somehow fixed the "..." issue as well, renaming the nameless topic in the CK (something like: "Is this place... Akavir?") and setting the dialogue only for the Akavir ("gobs") worldspace. It's not a great solution, I know, but at least I won't see that line in Skyrim as well.
310 comments
First of all the only town in the mod which is port septimia or something doesn't have any general store so there is no place to sell the junk you collected. There are some hunters and an alchemist but not a general store. Dungeons are extremely dark I was barely able to see anything even with a lantern mod installed, It gets completely pure dark If I turn off the lantern. Enemy outpost and dungeons do not contain any reward chests and It feels like they have no purpose to exist what so ever. There are some invisible walls in random places that block you for no reason and in abondoned Village there are static flying torches in the air. All npcs within the mod do have huge neck seams, this is caused because author didn't exported facegen files from creation kit. There are no sound while in wandering wilderness, In normal skyrim and other mods you hear chill ambiance music and ambiance sounds like birds singing in the mornig and cricket sound at dark. This mod however doesn't have any sound while wandering wilderness its extremely silent and feels a bit weird if not actually kind of creepy to hear nothing. Not to mention It also doesn't have any quests.
This could be a good project If worked on but like this feels like a pre-alpha version of a mod. Unfortunately it was abondoned long ago and Its unlikely to get any update from the community. I wouldn't recommend this mod for normal playthrough for these reasons.
This is how you can see the World Map ingame.
This is my update to LCOAUpdate.esp (Oldrim version).
--- edit
I finally published the updated version of the world map here.
--- edit 2
Even a patch for Convenient Horses here.
Lost Colony of Akavir !
Edit : Hi, thank you very much, SE WIP version uploaded !
This is how you can see the World Map ingame.
This is my update to LCOAUpdate.esp (Oldrim version).
I check it every few months, it is a pretty good mod for exploring, survival-play as it is, and has always felt to me that it had real major potential. I keep thinking i'll make a airships and archaeology stop for it, maybe add it to The Good Ship serenity destination pool, or Pirates of skyrim... a couple of simple fetch quests...
Then, the real world intrudes.
i would like to invite everybody interested in a resurrection project for this Akavir idea.
http://akavir-calling.freeforums.net/
if friedrice24 gives me permission, i would later see if i can re-design and update the page, fix some bugs and continue work with people who also volunteer.
Hannes821
So. if no is actually doing anything with this....?
It wasn't difficult to achieve, after all. First, I was messing a little with Oscape, trying to get something decent, honestly with no avail, though. Then, I found out that a textures subfolder in the main package seemed to have a wrong name: "terrian", instead of "terrain". So I renamed the folder with the right name and said to myself: let's try TES5LODGen, at least I'll have a decent LOD. So, I generated all the LODs of the "gobs" (="Akavir") worldspace, and yes, I obtained a decent LOD, but I got this world map as well.
But what's the problem? I guess the problem could be what I found out messing with Oscape. If you load the .esm in Oscape and go to the Preview page, you see that the "sea level" is at 0,00 while the "terrain level" ("Landlevel" in Oscape) is at -1000,00. This could be the reason why in the world map you can see only the mountains, namely the part of the land that's higher than the sea level. Obviously, I tried to raise the terrain level or lower the sea level, (in Oscape and in the CK) with the only outcome of messing all the landscape up without any change on the world map.
I'm not so skilled to solve this problem any better, so if someone would try, I think it would be an added value to this beautiful mod.
P.S. I somehow fixed the "..." issue as well, renaming the nameless topic in the CK (something like: "Is this place... Akavir?") and setting the dialogue only for the Akavir ("gobs") worldspace. It's not a great solution, I know, but at least I won't see that line in Skyrim as well.
Update: what should I say now? Oscape is great...
Following this video of the mod author of Falskaar (thanks beyond measure, AlexanderJVelicky), I managed to achieve an excellent LOD... and a Great World Map as well...