Elsweyr Deserts Of Anequina

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Elsweyr, the Deserts of AnequinaVersion 2 (January 2010) Download at TES Nexus2 (January 2010) Download from Megauploadforum thread:- Leyawiin to Bravil a broad range of mountains divides the verdant valleys of the Niben valley from dry plateau of central Elsweyr. Step across the border and explore a new desert land!This mod transforms the unused across-the-border Elsweyr region into a brand new playable area with a variety of distinct landscapes, settlements, monster spawns, and NPCs.

  1. Anequina Motif
  • Aug 24, 2013  Elseweyr: Deserts of Anequina. The Elder Scrolls. Morrowind Release Announcements. Oblivion Release Announcements. Skyrim Release Announcements. Iliana's LOD files, 'Tales from Elsweyr Anequina' and the very cool 'Topal Bay Walkabout' which has been cleaned with TES4edit. You of course need to open a 4shared.
  • Jun 1, 2019 - ELSWEYR ANEQUINA by Iliana An across-the-border expansion. Elsweyr the Deserts of Anequina (Version 2010) (must be completely.

ELSWEYR, THE DESERTS OF ANEQUINA An across-the-border landscape and cities expansion created by Iliana. And her team. Elsweyr is an Imperial Province on the Continent of Bethsoft's Tamriel. This area expansion mod is based on and compatible with the award winning Oblivion game.

Eve

The ring of hills keep the deserts self-contained, invisible from the green of Cyrodiil.The mod has its roots in TES lore. Anequina is the name of the northern region of Elsweyr province, and its cities Corinthe, Riverhold, Orcrest, Dune all appear on TES maps of the land. I'm sure Iliana is going to get tired of me doing this or something eventually, but I ran through the remaining textures I hadn't looked over yet to fix things like missing mipmaps and use of wrong compression types. Not as many as I figured it might be, but I only noticed it as I was doing updates for the RAEVWD pack.I'd thought about it sooner I could have had these done for the V2 update, but heyIts too much for just an update.

So they will have to wait for version3, perhaps towards the end of the year. If there's any really important fixes amongst those I would include them in the next update. That's likely it, then.Iliana: Finally got all my files installed, but I was wondering: You said that all the optional files are now included in the base mod. Does this include the Robert's Female files?

I want to ask before I go overwriting everything, because the new files might well be optimized and that would be kind of dumb.No, optional files aren't included in the main mod for obvious reasons. I also need to redo the Roberts Female esp to account for the new khajiit race just added to the mod. One thing I have noticed.there is a lot of empty space out in the desert. Seems kind of too empty.maybe make the occasional dungeon or cave? I kind of think it would be more appropriate to have more caves out in the areas far from roads, as opposed to dungeons.I have barely touched the northern desert. Its not an area I've gotten around to doing. Yes, it could have more dungeons.

If I had a tomb set I would some of those. I just don't like making generic caves though so I probably won't ever add any more of those unless I need one for a specific quest.Posts: 3341 Joined: Tue Feb 13, 2007 12:21 am. Its too much for just an update. So they will have to wait for version3, perhaps towards the end of the year. If there's any really important fixes amongst those I would include them in the next update.I'd have to check, but I don't think any of it is going to be especially critical. Most of it is Orcrest stuff that needed the attention.

Probably the worst that'll happen is someone might see some scrambled landscape since some of the desert textures had no mipmaps. Aside from that, just some bloaty VRAM wastage that won't hurt anything.@Everyone: The RAEVWD package for Elsweyr has been updated and is now available at and You'll also need to make sure you've got the RAEVWD 1.7 base package as some of the core textures there are used by the extension.The copies at Nexus are obsolete now - I'm not able to get the uploads done there.Posts: 3456 Joined: Mon Jul 24, 2006 4:37 am. Question about RAEVWD CRC mismatch:I created OMODs of both ElsweyrAnequina v2 and Arthmoor's new Anequina2 RAEVWD optional add-on. After activating the base-mod OMOD the not-yet-active RAEVWD turned red. Viewing conflicts showed these two files (please forgive any typos in following strings).1.) TexturesAnequinalowresArchitectureOrcrestloamwalldecor02.dds2.) TexturesAnequinalowresArchitectureOrcrestloamwalldecor02n.ddsThese appear in both the base mod and RAEVWD. The RAEVWD versions are much smaller (and seem to match the size of other files in the same base-mod directory) and newer. Are they per-chance optimized replacements for the base-mod versions?

Or should I delete the RAEVWD versions and keep the originals?Cut-and-paste from the OBMM conflict report:ElsweyrAnequina RAEVWD - no trees 2.0.omod (major conflict)Data file TexturesAnequinalowresArchitectureOrcrestloamwalldecor02.dds already exists- CRC mismatch. The new file is different from the old.- Data file owned by elsweyranequina 2.0.omodData file TexturesAnequinalowresArchitectureOrcrestloamwalldecor02n.dds already exists- CRC mismatch. The new file is different from the old.- Data file owned by elsweyranequina 2.0.omodThis conflict report displays only data file and script defined conflictsFor EDID conflicts, please use the full conflict report tool.Thanks in advance!-DecrepitPosts: 3439 Joined: Wed May 09, 2007 5:02 am. Just had to enter and share the praise of this creation. After seeing so many projects showing of their new landmass, and after seeing pics of Anequina, I thought it would be quite an anticlimix to enter it.

I was wrong.It's simply amazing. Just the fact I could pass the border and find a city there is amazing in itself, but when I got higher in Riverhold and could look out across the savannah. Wow.I remember wishing for Valenwood or Skyrim when I first played Oblivion, but now I don't really care anymore. Elsweyr is by far good enough for me!Posts: 3435 Joined: Sat Oct 27, 2007 7:13 pm.

Yes, these will be optimized versions of those files. So you should allow RAEVWD to overwrite them.Thanks. I had guessed that to be the case and altered my OMODs accordingly. I even restored Towerfar.nif so I can again see Two-Moons Temple at distance. (Just gotta remember to delete that once Iliana replaces the Temple.)So far all seems well. Unlike some, for me this version seems more laggy in spots than my previous Anequina build, but nothing I can't live with. No crashes yet, though I have avoided the one stretch of road (between Orcrest and Caravanserie) where they were most prone to happen.

Had I my druthers, I'd wish for Iliana to restore being able to see roads in the Dune-Orcrest section at distance. (They remain viewable (at least to an extent) in the Corinthe-Leyawiin section.)Gonna do a lot more exploring later and maybe work on a few Elsweyr quests.

Will report any issues found.UPDATE: Just had my first crash in the new Elsweyr. At Caravanserie. I'd been playing awhile.

Had returned to Verona House to pick up silver bars for trading, then rode to Elsweyr, via the Faregyl-Anequina road. Spent the night sleeping in the Riverhold Mages Guild.

Rode to Caravanserie. Upon arrival there I clicked my spacebar to dismount.

There was a long wait between clicking and dismounting. That had me worried. Went inside the one (so far as I know) access Caravanserie interior. That's when I crashed.Thanks again for this great mod.

Deserts

It just gets better and better!-DecrepitPosts: 3531 Joined: Sun Jun 24, 2007 5:55 am. I'd have to check, but I don't think any of it is going to be especially critical.

Most of it is Orcrest stuff that needed the attention. Probably the worst that'll happen is someone might see some scrambled landscape since some of the desert textures had no mipmaps. Aside from that, just some bloaty VRAM wastage that won't hurt anything.@Everyone: The RAEVWD package for Elsweyr has been updated and is now available at and You'll also need to make sure you've got the RAEVWD 1.7 base package as some of the core textures there are used by the extension.The copies at Nexus are obsolete now - I'm not able to get the uploads done there.I'll include some of the Orcrest ones in the next update. The city exterior probably only uses half a dozen of those older textures.The best time to upload to TESNexus seems to be around now: early morning Europe. The servers seem to be less busy then.

Just had to enter and share the praise of this creation. After seeing so many projects showing of their new landmass, and after seeing pics of Anequina, I thought it would be quite an anticlimix to enter it.

Anequina Motif

I was wrong.It's simply amazing. Just the fact I could pass the border and find a city there is amazing in itself, but when I got higher in Riverhold and could look out across the savannah. Wow.I remember wishing for Valenwood or Skyrim when I first played Oblivion, but now I don't really care anymore. Elsweyr is by far good enough for me!Thanks. Riverhold is where this mod began.

It was originally just a Town of Riverhold mod which I released a year and a half ago. UPDATE: Just had my first crash in the new Elsweyr.

At Caravanserie. I'd been playing awhile. Had returned to Verona House to pick up silver bars for trading, then rode to Elsweyr, via the Faregyl-Anequina road. Spent the night sleeping in the Riverhold Mages Guild. Rode to Caravanserie. Upon arrival there I clicked my spacebar to dismount. There was a long wait between clicking and dismounting.

That had me worried. Went inside the one (so far as I know) access Caravanserie interior. That's when I crashed.I don't know why. A faulty script?I need some more information. Like what time of day was it? Had you purchased the elephant or not? Which cell did it crash in?

UPDATE: Just had my first crash in the new Elsweyr. At Caravanserie. I'd been playing awhile. Had returned to Verona House to pick up silver bars for trading, then rode to Elsweyr, via the Faregyl-Anequina road. Spent the night sleeping in the Riverhold Mages Guild.

Rode to Caravanserie. Upon arrival there I clicked my spacebar to dismount. There was a long wait between clicking and dismounting. That had me worried. Went inside the only (so far as I know) accessable Caravanserie interior. That's when I crashed.-Decrepit. I don't know why.

A faulty script?I need some more information. Like what time of day was it? Had you purchased the elephant or not? Which cell did it crash in?Hmm.how do I determine which cell I'm in? As to time-of-day, it would be morning, not long after sunrise. As mentioned, I had slept the night in the Riverhold Mages Guild, then traveled directly (by road) to Caravanerie.

No, I did not buy an elephant. I did, however, talk with the elephant sales-lady.

She was in that one Caravanerie room I entered. It was just after exiting that room and zoning back onto the outside covered walkway that I crashed.I'm not sure what the issue is either. I too suspect AI or scripting. Not that either is necessarily faulty. But something in the area might well cause the game to push my system resources to their limit, especially after an already lengthy play-session. But that's pure speculation. With older builds of ElsweyrAnequina this same thing tended to happen while traveling (on horseback) the road between Orcrest and Caravanerie.It must be noted that Caravanie and/or its approach is not the only area this same sort of thing has occurred in.

It's happened a few times in, of all places, Border Watch, and also after I've traveled through the AFKWeye / VeronaHouseBloodlines area. The latter I've always suspected to be overloading my system resources to the point the game becomes unstable. (I've got a lot of mods in the Imp-Isle area.) Border Watch is, however, pretty much pure vanilla. Its only additions, so far as I know, are some mod-added npc quest dialogue (yours for merchant trade and Kragenir's Death for Wine Delivery). These crashes don't occur every time I pass through those areas. Indeed, until last night's Caravanerie crash I'd been crash free for at least a week, which included a good number of lengthy play-sessions. And it must be said that my play-session all involve much foot/horse travel, since I do not normally fast-travel.Oh!

I'd originally said that this new build seems, in spots, more laggy than my previous few builds (November/JanV1). After much exploring I no longer think this the case. I now suspect that the excessive lag noticed in my first v2 session was due to having re-ran TES4LOGgen and needing to get all that new info cached. In any case, later Elsweyr v2 sessions have been reasonably lag-free (considering I'm using Arthmoor's Anequina-RAEVWD addon, minus only trees).

Just about the only time I had any recent noticeable excessive lag in Elsweyr was while dismounting my horse outside Caravanerie (only a few minutes before my crash).Speaking of Caravanerie, I like its new look, and that the covered walkway is at last accessible without having to jump over a railing. In general I'm liking all the visual changes and additions.Thanks again!-DecrepitPosts: 3306 Joined: Sat Oct 20, 2007 1:26 am. There is this one-doesn't extend much further south than that.Of course it does otherwise I wouldn't have asked.

The map you posted is the cut off map. You'll notice it especially with the mini map mod. The player's location mark even goes off the mini map when going further south, e.g. That fisher village. Something with 'walk' in it.map is alright, but doesn't feature anything beside Elsweyr. It also comes without files for./textures/menu50 and menu75, so it doesn't work with the mini map mod either. I would have done it myself (putting OC LR and Elsweyr together), but my Abilities are very.

Limited in that case.Posts: 3442 Joined: Mon Oct 22, 2007 3:38 pm. Does anyone speak German???The new version of Valenwood Improved DV was just uploaded today, and in the description it mentions Elsewyr DoA compatibility something something.

Is that thing now compatible with EDOA??? If so, that would be PERFECT and I would download the thing immediately But someone needs to translate what it says / try out the mod. That would be BIG!!! Because then the next step could be an English translation of the MOD, and all of a sudden we have a playable Valenwood alongside Elseweyr??? That would be amazing, especially considering the quality of that mod as well.

I have downloaded it before and it was REALLY good, except for really nasty overlaps with EDOA and the German language, which contributed to me uninstalling it. If the German language is the only thing that's left, then. I suppose I could do use it, as long as I don't overwrite the default language files and simply use the mod as a region to play/explore. I could ignore the NPCs.Posts: 3414 Joined: Fri Sep 15, 2006 6:36 am.

Hey Iliana, Thankx for this V2, i'll be releasing my V2 soon, so i'm keeping all your new surprise(s) for my new come back in Elsweyr (i'll create a new character for the ocasion).Keep up the good work YOU and all of THE OTHERS, that have made this great and embitious project come to life!PS, about the thing we discuss for my mod, i recently learn to make dialogues and quests, so i think i'll be fine for 'questifying' V2, i think i told you already, but just in case.!ReaperPosts: 3315 Joined: Fri Jul 28, 2006 11:01 am. I can't seem to find the addax horn texture. I walked into Hzardirr Traders, and they're sitting on the table, but they're purple. I checked in the files under Textures/Anequina/Clutter and /Ingredient, but none of them appear to be the right one.

I know I have all the files this time - I deleted all the old files, then installed the new ones so I could make sure everything was right. Is it missing, or did I just miss something?Edit (to save posts): I'm missing some boar meshes/textures, so I have to redownload the big file. I'll see if the addax horn textures are in there too.I spent the last couple hours wandering around Elsweyr. It looks fantastic. King's Walk is gorgeous (love the architecture), the savannah looks really nice, the Orcrest slums are really nasty (they look and feel like slums), and everything is very stable. I just have a few minor bugs to report:There's an arch in the SE corner of King's Walk that's open - you can see into the empty space between the walls.There's an open rock near Riverside Keep (see this is north of the fort, which is in the background there.In the Corinthe Palace District, the arches on the ends of all the walkways have invisible force fields in front of them.

I took a which also happened to have a mis-aligned ledge or something (it's circled).Posts: 3431 Joined: Mon Mar 05, 2007 6:09 am. Couple of things. There are still some MAJOR issues between Valenwood Improved and EDOA. The road from Elseweyr that goes through Valenwood is ALL messed up, and some parts of Elseweyr cannot be crossed on foot (try walking SW from Corinthe towards the T.

NOT happening. The terrain is flat, but the character is NOT moving forward.Another thing. Is the Forest actually a forest??? Seems like flat unpopulated terrain with barely any trees right now and some MAJOR LOD issues. This is with Valenwood disabled.

Just EDOA enabled and that's it. Forest not really populated or developed right now?Posts: 3481 Joined: Tue Sep 25, 2007 9:06 amDisplay posts from previous: Sort.