Oblivion

About this mod

ReUpload of Kielanai's Akaviri Kojima island extended with playerhomes allover Cyrodiil and a huge dungeon on its border with Morrowind .

Requirements
Permissions and credits
AKAVIRI KOJIMA Extended.

Created by: Kielanai
Modified by: Angkor


1. Introduction
2. Credits
3. What's Up
4. The Old One

1.Introduction.

AKE is an Oblivion mod intended to let you explore the wonders of this world.

It has - following the images - eleven parts:
01. Akaviri Kojima, a little akaviri [= japanese] styled island for the coast of Anvil made by Kielenai and junglised in AKE. Besides being beautiful in all its little details it's also very useful as the central trading hub for this mod.
02. Shipping Line, these are ships that bring you from Leyawiin via Elsweyr and Valenwood to Anvil or even farther to the Oyster Bay region.
San Path, a set of akaviri styled player houses scattered - mostly - along the borders of Cyrodiil province. The San Path has a wheel structure with a central hub from where teleportation portals lead to the bigger houses on its spokes and from there to the smaller houses on its rim. Since many other modders have modified the landscape "somewhere" the intention of the San Path is to give players easy and direct access to their work specifically. The San Path has three parts:
03. San Path Exterior with small - mostly jungle - modifications integrating San Path with a modified Cyrodiil landscape.
04. San Path central hub.
05. San Path Interior with mostly "akaviri" styled player houses intended as "centers for exploration" of the surrounding landscape.
06. Impy Dimpy and Fort Gale. These are a huge dungeon and interesting fort I made for new and returning players on the Imperial City Isle while celebrating Oblivion's 10th anniversary.
Mount Mor'Moth is a high event density mountain on the border between Cyrodiil and Morrowind. Besides an interesting landscape it has two Ayleids [ Nayada and Or's Hall of Chasms], Fort Lower Heaven and a huge dungeon with big "combat" caves embedded in a "Ring" system that connects them all.
07. Mount Mor'Moth's landscape, going from North to South you find Lake Mor'Moth, Nayada, Fort Lower Heaven, Or's Hall and some statues at its top in the South. Highly recommended here are David Brasher's Dwemer Ruins, Hesu's Dive Rock and Colourwheel's Sexy Ayleid shrine.
08. Mount Mor'Moth dungeon has the lava filled "red district" as its deepest section and Ice filled caves connecting this with landscape, structures and A'Qua Doe, a fully submerged cave system that runs through the entire Mount Mor'Moth dungeon.
09. Or's Hall Of Chasms is a red ayleid city running from West to East on the Southern end of Mount Mor'Moth with a "Rim Gate" in its deepest section.
10. Nayada is a white ayleid city on the East side of the mountain with its entrances in the North and a huge dungeon running North to South with two hidden Rim Gates.
11. Fort Lower Heaven also runs North to South on the rim of the mountain with a huge dungeon going deep.
12. The Rim Shi'Lath, a "Daedric/Cambodian" dungeon with hidden entrances in both Nayada and Or's Hall which is the deepest dungeon in AKE connecting AKE with ELT's - @ https://www.nexusmods.com/oblivion/mods/30816/? - deepest dungeon the Tsu Ghu.

I made a new AKE structure with 11 distinct parts represented in its image gallery which can easily be updated with images of something "new", for now it's showing what you might find in AKE V13.0.
The video section is more a "historical" presentation of the evolution of AKE throughout the years, better representations can be found on my YouTube - @ https://www.youtube.com/user/AngkorBonsaiberg - where I've made "Oblivion Sweeties" playlists showing some of the best vids for a given year.

And last but not least ...
For me there are 4 ways that mods can interact with each other:
1. Patching where you leave both mods unaltered but connect them with an extra esp file.
2. Integration where you adapt one mod leaving the other untouched.
3. Merger where you rebuild both mods into a new esp while destroying the old esp's.
4. Entanglement where you modify both mods in a default cell giving the feeling of a merger but leaving the mods independent.

In AKE I'm using both integration and entanglement and no mergers or patches ...
So, as an example of integration, most of the San Path player houses are in terrain modified by other mods - usually Unique Landscapes - and to
deal with this the houses are build on rocks, making them independent and thus causing no problems with the texture, water or height
modifications made by these landscape mods. To do this I load the landscape mod in the editor, place some rocks and use notepad to mark
their coordinates, then close the editor without saving and then load AKE in default Oblivion and use notepad to place these rocks in AKE so
the house I build on them will merge with the landscape mod without modifying it.
And as examples of entanglement there are the shipping line connections with several Valenwood cities via a default ship in Anvil harbor and this Rim connection with ELT which forces me to take into account that players can come from ALL directions :wink:

I've started using OBS Studio to record ingame testing and with Openshot Video Editor I make small vids of these test runs which I upload to a YouTube playlist @ https://www.youtube.com/user/AngkorBonsaiberg , of interest here are my "Oblivion Sweeties" showing my selection for that year and some extra screenshots can be found @ http://angkor.imgur.com

Installation:


Manual install: put the AKE Vx.y Full into Oblion\Data and unzip here.
Updating: overwrite the Vx.y esp with the Vx.y+1 esp
Or use your favorite mod manager ....
If asked to overwrite, say no to all.

Manual uninstall: in your Oblivion\Data folder remove the files you have installed.

Or use your favorite mod manager :)



Loadorder:
Anywhere AFTER Valenwood Improved.esp and before Black Marsh.esp

Naming Issues:
Dungeons and caves:
A dungeon is a set of caves.
The Mount Mor'Moth dungeon is the set of all dungeons in Mount Mor'Moth.
The Ice Dungeon is the set of the Ice dungeons Morden, Virinii, Londinii, Hircines Call, Thalossos and Argodill
The Ayleid dungeons are Nayada and Or's Hall.
Fort Lower Heaven is a dungeon on its own  ..
A'Qua Doe is the dungeon containing all submerged caves.
And, making it more interesting, many caves belong to more than one dungeon :wink:

Combat and Transition caves:
Combat caves are big [more or less] open spaces where you fight boss level enemies. These caves are embedded in Ring systems of smaller caves with are intended as [more or less] peaceful transitions between the various combat caves.

Requirements:
Oblivion with SI installed.

Highly Recommended because of AKE integration with houses and/or ships:
1. Illiana's Elsweyr - Anequina Desert @ https://www.nexusmods.com/oblivion/mods/25023
2. Eldarie's Valenwood Improved @ www.nexusmods.com/oblivion/mods/22555
3. ArgonianLord's Black Marsh @ www.nexusmods.com/oblivion/mods/42515
and my own
4. Elsweyr_Leyawiin_Topal Bay Walkabout @ www.nexusmods.com/oblivion/mods/30816
5. ImpIsle Walkabout Junglised @ http://www.nexusmods.com/oblivion/mods/41089


Upload Restriction:
AKAVIRI Kojima is NOT to be hosted anywhere else without Kielenai's permission.
Also, the original Kojima-crafted items are no longer allowed for use in other mods without her permission.
On the oher hand, the new cave, rock and flora meshes made by me have Tamara, Betty and Brittainy textures free available for modders so ALL of these meshes are free to use :)



2. Credits and Recommendations:

Spoiler:  
Show
[xml]
Credits.

1. Bethesda for this wonderful game and for giving us the editor.
2. Kielenai for her beautiful island and Akaviri interiors.
3. Tamira for her New Plants [Id=43157]
4. Momo77 for his Palm Resources [Id=33175]
5. Texian and Godhugh for their Animated Water Meshes Shoreline [Id=8781]
6. Brittainy for her crystals,trees,shrubs and blue rocks [Id=41118]
7. Glowplug for his corals [Id= 46329]
8. Psychotic and the (now defunct) "Skyrim for Oblivion project" fir their Ice Cave Tileset [Id= 26319]
9. For the Snus dungeon textures:
Bethesda, Niftools-Team, Blender, Gimp, Elminster, Ordenator, dxtbmpx, PaintNetPro, Stroti, Yughues aka Nobiax, Tamira, Meo, Malo, DaMage, DaBrain, LilaMue, AlAnomin, Celeryuc, Edocsil, Helborne, Ivellion-Team, JDFan&PacificMorrwind, SureAI, Lady Nerevar, MrSiika, mk94, Oe, Phitt, Rebel, Texian, godhugh, VaPER, Valkyrie, vfb, Uwabami Nisiki, LauraCroft, Koldorn, Discovery, Dennywood, rileymarks, Psychotic, Alasdair, Visman, StarX, Vurt, kj666, NeilMc, NMC, JoWood (DungeonLords), elinen, zaga86, xclear, AgnusDei47, Blary, muppetpuppet, Mirlollipop, Egg-Of-Time, http://horrorwallpapers.blogspot.co.at/2009/11/skull-wallpapers.html, http://openwalls.com/image?id=15393&hsearch=moss
10. Didius for the Floating Boulder [Id= 47067]
11. Herculine for his Ayleid Ruins Textures [Id= 28851]
12. Lougian for his Ayleid Ruins Textures [Id= 44671]
13. David Brasher for his Daedric textures [Id=31636]
14. Vacuity for the bubbles [Id=35526]
15. betty for the aurora [Id=46917]
16. betty for the tropical fish [Id=46360]
17. VeylinRun for his samurai helmet [Id=52727]
18. perditio44 and LHammonds for the artic gear [Id=12155]

And special thanks to Elbethien for her kind permission to use whatever I wanted from her work :)

*********************************************************
Special Thanks and Credits from Tamira, Momo and Texian:
*********************************************************

Yughues aka Nobiax (http://www.sharecg.com/pf/full_uploads.php?pf_user_name=yughues) for creating the original "New Plants" models and textures.
Koniption for a leaf texture used in Momo's resources.
And from all three of them:
Bethesda Softworks for Oblivion and the CS
Nifskope-Team for creating Nifskope
Adobe-Team for creating Photoshop

And Last, but CERTAINLY not least ...

**************************************
Kielanai's Special Thanks and Credits:
**************************************

* Bethesda for the original game meshes and textures. Makers of Nifskope and GIMP for making new textures possible.
* Calislahn's beautiful teapot mesh from "Cali's Kitchen" (which is actually a Morrowind mod), because no ordinary jug or pitcher would do for the tea room.
* Lady Eternity for the bamboo mesh and texture from "Cheydinhal Pet Shop".
* Ronin's "Snow Dragon Temple" Mod -- for tatami, shoji, vase, dish, some wood stains, some chests, and some of the Japanese tapestry art textures.
* Specific Japanese tapestry art:
Ito Yuhan -- "Evening at Miyajima", "Fuji from Taganoura", "Temple Corner", and "Sacred Bridge"
Yoshito Tsukioka -- "Sojobo Tengu King" (in magic room)
Kuniyoshi Utagawa -- "Karasu Tengu" (in doujou) and "Miyamoto Musashi" (in genkan behind fusuma)
* The green, rose, and blue flower dish designs are from my own teapot and dishes. Many of the silk designs are from my throw pillows. The blue and yellow futon design is from my real futon, the black and pink sakura design is from my yukata. The "Aki" and "Fuyu" tapestries are from my calendar. I can't give names for these people, but I appreciate their talents. The painted red and yellow dragon in the minka's small bedroom is from a washi kite that I painted and made.
* Special thanks goes to Corthian for the meshes and original texture designs that I used as templates for all clothing. ^_^

**************************************
Thank You All :)
**************************************


Recommendations:

A Bloody Mess by Ronyn @ http://oblivion.nexusmods.com/mods/11182
Adonnays Elven Weaponry @ http://oblivion.nexusmods.com/mods/4804
Ancient Dwemer Ruins by Bugged @ http://oblivion.nexusmods.com/mods/39706
Ancient Dwemer Ruin Vornhuzduc by argonianlord @ http://oblivion.nexusmods.com/mods/39815
Argonianlord's Black Marsh @ http://www.nexusmods.com/oblivion/mods/42515
Betty's Island @ http://www.nexusmods.com/oblivion/mods/46360
Castle Wolfspike V2 @ http://www.nexusmods.com/oblivion/mods/34320
Dibella Temple andWillow Lake Village @ http://oblivion.nexusmods.com/mods/13285
Dungeons of Blackwood by David Brasher @ http://oblivion.nexusmods.com/mods/36152
Dwemer Ruins by David Brasher @ http://oblivion.nexusmods.com/mods/38163
Eldarie's Valenwood Improved @ http://www.nexusmods.com/oblivion/mods/22555
Elsweyr the Deserts of Anequina by Iliana @ https://www.nexusmods.com/oblivion/mods/25023
Elsweyr_Leyawiin_Topal Bay Walkabout @ http://www.nexusmods.com/oblivion/mods/30816
Enchantment Restore Over Time OBSE by flyfightflea @ http://oblivion.nexusmods.com/mods/9544
The Hesu Mod Collection @ https://www.nexusmods.com/oblivion/mods/46090
ImpIsle Walkabout @ http://oblivion.nexusmods.com/mods/41089
Reapers_Anequina_Manor V_4 @ http://oblivion.nexusmods.com/mods/40825
Rise of a Samurai by Ronyn @ http://oblivion.nexusmods.com/mods/8897
Rise of a Samurai Female AddOn by Ronyn @ http://oblivion.nexusmods.com/mods/8908
Sutch Village by Arthmoor - Hanaisse @ http://oblivion.nexusmods.com/mods/40882
Swampier Swamp Complete Set by yoplatz @ http://oblivion.nexusmods.com/mods/26899
The Lost Province of Zedar @ http://oblivion.nexusmods.com/mods/17018
Trails of Cyrodiil by Malachi Delacot @ http://oblivion.nexusmods.com/mods/25839
Unique Landscapes Compilation @ http://oblivion.nexusmods.com/mods/19370
Valenwood Improved by Eldarie @ http://oblivion.nexusmods.com/mods/22555
Pinevale by Ruikuli @ https://www.nexusmods.com/oblivion/mods/23804
Colourwheel's Sexy Ayleid shrine @ https://www.nexusmods.com/oblivion/mods/37087
[/xml]



3. What's Up

Version 1.0 : Prelude
Version 2.0 : The San Path
Version 3.0 : The San Path Extended
Version 4.0 : Going Deep
Version 5.0 : Mount Mor'Moth
Version 5.1 : Going Scrum
Version 5.2 : Mount Mor'Moth Revisited
Version 5.3 : San Path Revisited
Version 5.4 : Nayada
Version 5.5 : Thalossos
Version 5.6 : Heaven's Path
Version 6.0 : Hircine's Call Revisited
Version 6.1 : Questing Nayada's Lost Sanctum
Version 6.2 : Nayada Plateau
Version 6.3 : A'qua Doe
Version 6.4 : Heaven's Plaza
Version 7.0 : Akaviri Kojima Junglised
Version 7.1 : Impy Dimpy
Version 7.2 : Fort Gale
Version 7.3 : Fort Gale Updated
Version 8.0 : Si'Lath
Version 8.1 : Ice Age
Version 8.2 : San Path Reddified
Version 8.3 : Valenwood Haven
Version 8.4 : Sailing West
Version 9.0 : Winter Is Coming
Version 9.1 : San Path, The Strike
Version 9.2 : San Path, The Wheel
Version 9.3 : Nayada Path
Version 9.4 : Nayada Catacombs
Version 10.0 : Deep Jungle Kojima
Version 10.1 : Nayada Round'a'bout
Version 10.2 : Ice Dungeon Morden
Version 10.3 : A'Qua Adath Doe
Version 10.4 : Nayada Plaza
Version 10.5 : Hircine's Call Unplugged
Version 10.6 : A'Qua Lake Entrance
Version 10.7 : Nayada gardenised.
Version 10.8 : Or's Hall Rockified.
Version 11.0 : Going BSA
Version 11.1 : Daedric Rim Intervention
Version 12.0 : BhaRhaTah Whispers
Version 12.1 : Red District
Version 12.2 : Satai Heaven
Version 12.3 : Heaven's Landscape
Version 13.0 : Mor'Moth Heights
Version 13.1 : Sheo Whispers
Version 13.2 : Topal Bay SoulRest
Version 13.3 : A'Qua Forest
Version 14.0 : Londinii
Version 14.1 : Dark Roast

====================================================================================================

Version 14.1 : Dark Roast

In this version the focus is on finetuning the Mor'Moth Ice dungeon by giving all caves the same lighting [16, 16, 8] and Fog [24, 26, 28] and by adjusting the lights, stairs, crystals, etc...


Fixes:
All fixes went into the updates ...

Updates:
All Ice dungeons - Morden, Hircine Call, Virinii, Londinii, Thalossos and Argodiil - are made darker in both lighting as fog and all their caves had upgrades in lights, FXfog, crystal, stairs and more :wink:

New:
Not really new but I've split a few caves giving Mythodiil Fall, Red District En'Trance and A'Qua Sink as new caves to explore ...

================================================================================================================

Version 14.0 : Londinii

In this version the focus is on the Londinii dungeon which connects the upper level Virinii dungeon with the Lower Level Argodiil dungeon and - with the Mor'Moth Ice dungeon now complete - I have placed Bella's snowy armor - with many credits given to perditio44, LHammonds and Bethesda - in five hidden caves you might find here ...
A'Qua Doe had a North West extension connecting the A'Qua Forest in the South with the A'Qua San in the North ...


Fixes:
all push blocks in Hircine's Call now work as intended.

Updates:
Hircine's Call is split in the combat cave Hircine's Call and the Hircine Hall which connects it with the new Londinii dungeon.
The Red District had some renaming replacing "Thalossos" with "Mythos" and there was a small extention of the cave - now Mythos Wall - that connected in earlier versions with Hircine's Call.
The cave connecting the Hircine San player house with the A'Qua Doe has its name changed in "A'Qua San" and now connects with the old East and the new West A'Qua Doe caves.

New:
Thalossos used to connect the lava caves with the icy caves but now - with the help of two new caves "Thalossos Deep" and "Thalossos Chasm" - it connects the Virinii and Londinii dungeons with Fort Lower Heaven.
Argodiil is extended with two new caves - Argor and A'Qua Diil - and has new connections with the Red District in its - renamed - Argodiil Fingers cave.
Red District:
All connections with Thalossos are replaced with connections to the new caves "Mythos Garden" and "Mythodiil Garden" which connect the Red District with the Londinii and Argodiil Ice dungeons.
A'Qua Doe:
In the East A'Qua Doe is a "continuous" dungeon where you can go from cave to cave while being submerged but in the West - though there's still a fully submerged path - it's most likely you find waterfalls interrupting your swim.
Londinii:
Londinii is an icy dungeon with 6 caves:
Virilon connecting with Virinii, Virinos, Londinii Abyss, Londivir and Londinii Sinkhole.
Londinii Abyss connecting the landscape with the dungeon.
Londivir connecting with Virinos, Virilon, Argor, Londinii Abyss, Sinkhole and Londinii itself.
Londinii Sinkhole connecting with Virilon, Londivir, Londinii, Londos and A'Qua Lon.
Londos connecting with Hircine Hall, Mythos Garden, A'Qua Lon, A'Qua Dill and Londinii.
A'Qua Lon connecting with "some A'Qua Doe caves" and Mythodiil Garden.  


================================================================================================================

Version 13.3 : A'Qua Forest

Besides some small updates in AKE's "Tropical South" the focus of this update is on an extension of the submerged A'Qua Doe dungeon connecting the A'Qua Doe cave with the Argodiil dungeon in the South West of the Mount Mor'Moth dungeon ...
A vid of it can be found @ https://www.nexusmods.com/oblivion/videos/2306


Fixes:
The hut in the Leyawiin outskirts harbor is now functional ...

Updates:
Small updates in AKE's tropical South and some more Fort interiors retextured.

New:
There are 5 new submerged caves connecting the A'Qua Doe dungeon with the Argodiil dungeon.
These are:
A'Qua Lav is a hot cave closest to the red district connecting the rest with the A'Qua Doe cave.
A'Qua Forest is a warm big cave connecting the rest with Argos.
A'Qua Blue and Bless are two small transition caves between Lav and Forest.
Lower Argodiil is a warm/cold transition cave connecting the upper levels of Argodiil with this A'Qua Doe extension.

================================================================================================================

Version 13.2 : Topal Bay SoulRest

In this update the focus is on the Topal Bay landscape modifications near ELT's Halfway Inn and Black Marsh town of SoulRest.


Fixes:
Some fixes were made while updating ...

Updates:
The San Path Topal Bay player house had an update making it more "player friendly" ..

New:
A deeper integration with the Black Marsh landscape and flora near the San Path player house.
Relocated the Leyawiin ship to a new harbor on the other side of the Topal Bay where there's also an integration with ELT's Leyawiin boat.
Also relocated the Elsweyr ship to bring it closer to the coast but I don't think this was an improvement :ermm:


================================================================================================================

Version 13.1 : Sheo Whispers

Besides introducing new resources for the fort and updating the A'Qua Doe "Tourist Path" the focus of this update is on Argos, one of the first huge caves I made and long overdue for its upgrade ...
Since Argos is near the Red District it is a warm cave and my idea here was some Nakh Nor structure - from AKE's Rim - with "Sheo Whispers" making this - another - unique cave, worth a visit ...
A vid of this can be found @ https://www.youtube.com/watch?v=LQ3VyaRpA9k
In the V13.0 resources some fort meshes and many cave meshes were missing so I made a resource update to fix this, also used the opportunity to add some armor meshes and textures ...
And special thanks to VeylinRun for permitting me using his samurai helmet - @ https://www.nexusmods.com/oblivion/mods/52727 - as "Swimming Bell" :thumbsup:


Fixes:
small issues here and there in the A'Qua Doe dungeon found and fixed, nothing of importance though ...

Updates:
The A'Qua Doe "Tourist Path" -  A'Qua Lake Passage and Dana, Morada, A'qua Funnel, Catac, Loc, Dath and Doe - had an update ..
Of Fort Lower Heaven's 4 parts "exterior, sewer and dungeon" are mostly done with only its "bastion" still in default ..
Small updates in the Nayada rooms containing the new armor ..
A small update making Argodiil better connected with Argos ..
Following the idea that making more does not make it better, in Argos I introduced "Sheograd Whispers" in a "Nakh Nor" setting giving the player a unique immersion beyond the frontline of "Oblivion Lore" :wink:

New:
Since Argos is a "heavy load" cave all its 7 entrances now have a small "entrance cave" where you can make a safe save game ...
In a few San Path houses you can find a special swimming suit "for those in need" ..
In Nayada a heavy and light amber armor set can be found in its special rooms, visit the Inner City and Inner Sanctum for more details ..

================================================================================================================

Version 13.0 : Mor'Moth Heights

In this version the focus is on introducing new resources for both fort and dungeon.
The texture replacers I use for the fort are intended to give it a more "rough and tough" feeling, for the dungeons I made a new "Black Ice" tile set for the Ice dungeon, a lava tile set for the red district and coral and sand cave sets for later next year when I go "jungle" again.
Beside these I used betty's resources for some new fish in the submerged caves where I also added Vacuity's Bubble stream ...
And last but not least there's now one of betty's aurora's on top of Mount Mor'Moth :thumbsup:


Fixes:
small issues here and there in the Mount Mor'Moth dungeon found and fixed, nothing of importance though ...

Updates:
The Mount Mor'Moth Argodiil dungeon - Argodiil, Argodiil Crystal Cave, Thalodiil and Argos with A'Qua Doe Gos - has had an update ..
Mount Mor'Moth Fort Lower Heaven's exterior and Dragon Hall as the first of its interiors has the new meshes added ..
In A'Qua Doe the Tourist route - going from Bloodmoon to the A'Qua Doe cave - is updated with new fish and bubbles and now connects with Fort's "Guest House" ..

New:
Fort Lower Heaven's Guest House now has a small sewer connection with the A'Qua Doe cave.
After relocating Fort's Guest House a new barrack was added to its original location in the Dragon Hall.

================================================================================================================

Version 12.3 : Heaven's Landscape

With many thanks to songlife, this version has its focus on updating Mount Mor'Moth's Fort Lower Heaven landscape with an integration of Colourwheel's Sexy Ayleid shrine, a better integration with David Brasher's Dwemer Ruins and some updates on the fort itself ...


Fixes:
small issues here and there in the Mount Mor'Moth dungeon found and fixed, nothing of importance though ...

Updates:
San Path, Colovian Highlands now has its proper name and I'm trying some new sand textures in the water filled cave here ...
Mount Mor'Moth Virinii cave as the last cave of the Virinii dungeon in need of an update ..
Mount Mor'Moth Fort Lower Heaven's landscape has a massive update for using it with or without Colourwheel's Sexy Ayleid shrine, a much better integration with David Brasher's Dwemer Ruins and two new entrances leading to the fort's interior ..

New:
Fort Lower Heaven now has a small room - Main Entrance - connecting Hall Of Akatosh and Heaven's Plaza - with the exterior ...

================================================================================================================

Version 12.2 : Satai Heaven

In this version the focus is on updating both Mount Mor'Moth landscape and dungeon as the Impy Dimpy dungeon on the City Isle ...
Also added a new ring - the Satai Heaven - that teleports you to a player house in a save part of Fort Lower Heaven from where you have an interesting starting point for your adventure in the Mount Mor'Moth dungeon :wink:


Fixes:
A number of issues with Mount Mor'Moth's submerged A'Qua Doe dungeon found and fixed ...

Updates:
1. Main focus of V12.2 is the update on Mount Mor'Moth's "Thalossos" dungeon which connects the deeper lava with the upper Icy caves, connecting landscape with this dungeon is the Virinii dungeon which has two of its caves updated ...
2. There are smaller updates on the Morden dungeon and the caves connecting Nayada Vath with the landscape, both of these are in the Northen part of Mount Mor'Moth
3. The Impy Dimpy dungeon has its lighting dimmed, "exterior lighting" removed from its deeper caves, new mist added and some extra secrets to be uncovered :wink:
4. On the other hand, its submerged caves now have this "exterior lighting" which changes the lighting in these caves depending on weather and daytime outside, in A'Qua Doe I did this also with the caves closest to the landscape ...
5. Changed most of the "Thick" into "Thin" mist in most of the San Path player houses, don't know if it works well but there are many different "textures and lightings" in these houses so at least I can compare :ermm:
6. And - last but not least - a small landscape update in the SnowBlood landscape ...

New:
1. Inspired by songlife's observation of a problem between HESU's sunken ruins and Nayada Vath I upgraded the landscape here by making a path between the BloodMoon and Hircine player houses, a vid of it can be seen @ https://www.nexusmods.com/oblivion/videos/1994
2. I split the Nayada Nakh Nor Ayleid connecting the Lost Entrance with the Lost Sanctum into two rooms, one with dungeon and the other with exterior lighting ..
3. Imperial Virinii - which connects the deeper Fort Lower Heaven with the Ice caves - has been split into an icy and an imperial part ...
4. Some new small transition caves connecting Thalossos with the rest :wink:


================================================================================================================

Version 12.1 : Red District

In this version - besides a major fix of AKE's unintended landscape modifications - the focus is on updating Mount Mor'Moths lava caves ...
I've also updated Nayada's "House Of Despair" which is a hidden room with a "Rim Gate" connecting Nayada with the Rim ...
And, very experimental of course, in V12.0 I made some "dungeon mist" and in V12.1 I've added these to the San Path player houses to see if these are improvements :ermm:  


Fixes:
Used TES4Edit to fix an issue - as noted by Oblivionaddicted - with landscape cells "not touched by AKE" unintentionally getting a modified water height ...

Updates:
1. Main focus of V12.1 is the update on Mount Mor'Moth's "Red District" ...
There are about 10 caves with lava centered around Mythos and all have been made darker with new mists, flora and "lava burned" rocks added ...
2. Concluded my Rim update with a rebuilding of Nayada's "House Of Defiance" which is now split in the original house and a new room ...
3. Modified the lighting in some of Nayada's "bigger rooms with flora" ...
4. Added some of the new AKE V12 mist to most of the San Path player houses, don't know if it works well but there are many different "textures and lightings" in these houses so at least I can compare :ermm:

New:
1. Nayada's "Nakh Defiance"
While updating Nayada's "house Of Defiance" I split it into two and named the new room "Nakh Defiance", it's a room that connects the Nayada ayleid with "Nakh Nor" structures where you find the Rim Gate that brings you in the Rim region.
2. The Rim, "Nakh Nayada"
Coming from Nayada you enter the "white mountainous" Lost Entrance and from V12.1 upwards you can use the ayleid here to proceed to the Lost Sanctum via a room where Nayada structures "merge" with "Nakh Nor" structures.

================================================================================================================

Version 12.0 : BhaRhaTah Whispers

In this version - besides a major update on AKE's mesh architecture - the focus is on its Rim Shi'Lath section which has been updated to a more deep "Daedric/Asian" set of dungeons for you to explore ...
As a side note I don't like "real world" politics or religion in Oblivion so the new "Buddha" statue is a "BhaRhaTah" statue which is a reference to the main character in Terry Pratchett's Disc World novel "small gods" ...


Fixes:
Fixed an issue on the Akaviri Kojima island by replacing all objects that turned black during fog ...
Fixed a hole in Or's Hall of Chasms ...

Updates:
1. Moved all meshes in use to a more simple data structure ...
2. All San Path houses have their "magic guild" portals replaced by "San Path" portals ...
3. Akaviri Kojima island has most of the interiors of the shops replaced with bamboo resembling their exteriors ...
4. BhaRhaTah statues are added to the San Path and the Rim Shi'Lath ...
5. Rim Shi'Lath - the three bridges connecting Or and Nayada entrances with the deeper Shi'lath - has its lighting adjusted to a more darker atmosphere and also has a "jungle" horizon added ...
6. Or's Hall is retextured with its "greys" replaced by "greens" and now has its own portals - T'Or's - with new fog and its lighting adjusted to a more darker atmosphere ...

New:
1. Gold Coast Kissan: replaced the player house here with a new one using betty's "island" textures and hut mesh ..
2. Rim Shi'Lath Lai, Mai and Thai: Formerly known as the hugh "Loria Shi'Lath" I split this into three smaller - well connected - "Daedric/Asian" rooms with the Lai containing the Rim Gate connecting with ELT via the default ayleid "Atatar Loria" ...

================================================================================================================

Version 11.1 : Daedric Rim Intervention

In this version the focus is on AKE's Rim section which has been transformed in a "Cambodian/Daedric Dungeon" for you to explore ...
Celebrating Oblivion's 15th anniversary I've also updated the huge "Impy Dimpy" dungeon I made 5 years ago for new - and returning - players on the Imperial Isle.



Fixes:
Fixed an issue with the integration of the Cloud Top player house and the default landscape ...
Fixed a hole in the Dimpy Chasm underwater cave at the Imperial Isle ...

Updates:
AKE's Rim section has been retextured with David Brasher's Daedric and Betty's Cambodian meshes/textures to make it more interesting for the brave traveler :)
Updated the Impy Dimpy dungeon on the Imperial Isle by lowering the "crystals" in the different caves and a new connection with the default "Sinkhole Cave" which also gets connected with a new ELT dungeon ...
There are also some updates in the landscape of the "winter player houses" and Fort Lower Heaven on Mount Mor'Moth.

New:
In the default ayleid "Atatar Loria" an entanglement structure is made connecting Or's Rim Path with IWJ's Nakh Nor ...

================================================================================================================

Version 11.0 : Going BSA

My intention with V11.0 is to offer AKE's resources as a .bsa file thus making installing new resource updates much more easy.
So from now on my upload should look like:
upper level: data and screenshots
The reason for screenshots at this level is Oblivion Reloaded which also has its screenshots here.
lower level:
data > docs
data > Akaviri Kojima Extended.BSA
data > akavirikojima.esp

Of course I also added many new meshes to be used in a dark junglised landscape as might be found around all houses excluding the snowy ones ...
A problem I had no time to fix was giving the trees a new file structure so that's for later ...


Fixes:
All fixes were taken up by the updates ..

Updates:
For Or's Hall I've made some new meshes and reduced the bright glow you could see on the red bricks I'm using here ..
Retextured some of the Akaviri meshes and made many new meshes using Betty's "green docksend" and "red wall" to give the landscape near the San Path player houses a "deeper dark" jungle feeling ..

New:
No new rooms, only new meshes added ..

================================================================================================================

Version 10.8 : Or's Hall Rockified.
In this update the focus is on the Mount Mor'Moth Ayleid Or's Hall.
Or's Hall was the first Ayleid "city" with a "Rim Gate" - in Or's Hall Of Chasms - I made in Mount Mor'Moth where it - original - was close to the lava in the deepest caves which inspired me to use Herculines red "evil" textures I found @ https://www.nexusmods.com/oblivion/mods/28851/?
It has both a Tourist - Mythos, Or's Hall Of Last Regrets, M'Orthos, Lower M'Orthos and Or's End Rance - and an Explorer - Or's Hall Of "Chasms, Forgotten Hope, Damnation" and of course Or's Hell Hall, each explorer favorite :ermm: - section giving you a lot of rooms for very interesting adventures AND screenshots ...
Nayada is "consistent" in its layout with doors taking into account the horizontal, vertical and compass orientation of the rooms they connect but Or's Hall has this consistency only in its Tourist section, in its deeper levels you find the main room - Or's Hall Of Chasms - which has only portals to make random connections with the other rooms in this Explorer section so I strongly suggest using the goodol' pen and paper for finding your way around here :)

Fixes:
A few small fixes in the Mount Mor'Moth landscape ...

Updates:
Or's Hall has gotten its update in which I used "CreepyIntense" red light for its red textured structures and preventing it from becoming too reddish I used "ArBlueGreen" for its floor sections giving each room interesting colour contrasts.
Whereas Nayada has some caves where you find entrances, Or's Hall is much more an Ayleid structure with caves in it giving it its own "organic" structure ..
There where also updates to Nayada and some of the Mount Mor'Moth caves ..

New:
Lower M'Orthos and the "Gate Cave" are new rooms I made to better connect the deeper lava rooms with the upper snow rooms.

================================================================================================================

Version 10.7 : Nayada gardenised.
In this update the focus is on the Nayada Ayleid.
Besides updating some of the older rooms the intention is to make Nayada feel "warm and friendly" and I tried this by placing "swampy flora" in its bigger rooms while also giving most rooms a purple haze while replacing the "ambient" with a more intense lighting.


Fixes:
Besides some made while updating rooms, most important - with many thanks to Oblivionaddicted :thumbsup: - fixes are the changing of all editor Id's starting with a number and the identifcation of missing blue rock meshes in the V10 resources.

Updates:
Most of the rooms - catacombs excluded - have gotten a purple haze [62, 61, 89] fog with ambient lights replaced by more intense lighting, the bigger - combat - rooms, such as Inner City, Plaza and Inner Sanctum have been gardenised and Or's End Rance - at the southern end of Nayada where it "mergers" with Or's Hall Of Chasms - also had its update.
Nayada Ring had many of its rooms revisited ...
And last but not least the Lost En'Trance - connecting Nayada with the Lost Sanctum - too had some love :)

New:
In Nayada one of the connections with the Rim goes via the - hidden - Despair section which is rebuild into 4 bigger rooms - Outer Despair, Hall Of Despair, Garden Of Despair and Deep Despair with a new Gate Of Despair teleport room.

================================================================================================================

Version 10.6 : A'Qua Lake Entrance
In AKE V10.6 I've given an old dream form by making a landscape connection between Lake Mor'Moth and the submerged A'Qua Doe dungeon which manifests itself as a labyrinth of caves and abysses.


Fixes:
Since Bettys Jungle mod transforms all fern in more wider variants I have removed them all from the San Path interiors.
Removed the wood in bloodmoons bathroom and fixed some "look trough" issues in the A'Qua Funnel cave.
 

Updates:
Hircine's Call had some extra lights added ...
Some of the existing A'Qua Doe caves had some small additions making them more compatible with the new caves ...
Made little "crystal adjustments" in some of the caves on the Imperial Isle.


New:
Besides the A'Qua Doe expansion with 11 new caves Icedungeon Morden also has a new cave - Morden Deep - connecting it with the fully submerged A'Qua Doe caves.
A'Qua Doe caves: a dark labyrinth with many small and big caves and deep abysses - blue rocks in the East and brownies in the West - made for "explorers only" who take their time understanding its structure and finding its loot ...
Depending on hardware and mods in use these submerged caves can be very dark and if this is a problem you might consider Bettys excellent "diving glass" mod @ https://www.nexusmods.com/oblivion/mods/46735
Tourist Path   : this is a path of submerged caves from the Lake En'Trance to the A'Qua Doe cave with statues near exits and ropes connecting these in a cave leading you fastest and "savest" to interesting places like Nayada and Fort Lower Heaven ...

================================================================================================================

Version 10.5 : Hircine's Call Unplugged
This AKE V10.5 update focuses on the huge multilayer combat cave Hircine's Call in Mount Mor'Moth.
It is a huge update giving this cave a new "rough and moody" feeling by not only replacing all its white textures with "icy" blue and brown ones but also by adding many new rocks - making this cave "unplugged" in the sense that by showing more of its potential it also becomes a more heavy load on your pc.


Fixes:
Though there were things to be fixed these were done while updating ..
 

Updates:
In this update I replaced the low res "white" textures with blue and brown textures I found in Brittainy's Lush and Gaudy Floriana Gloria @ https://www.nexusmods.com/oblivion/mods/41118/?
Beside Hircine's Call some smaller caves around also had their update:
1. A'qua Doe: "one day" this will be the central cave of the A'qua Doe dungeon which is a - mostly - submerged dungeon running through the Mount Mor'Moth dungeon(s) ...
2. Mara's Crystal Cave: a hidden cave connecting Argos with Hircine's Call.
3. 3 transition caves between Nayada and Hircine's Call
4. 3 small caves in the Hircine's Call ring system
And last but not least I've changed the Argos default textures into Snus textures ...


New:
Only updates this time around :)

================================================================================================================

Version 10.4 : Nayada Plaza
This AKE V10.4 expansion focusses on the North West section of the Nayada Ayleid on Mount Mor'Moth.
There is a huge update giving this section a "rough and moody" feeling and I've made a few new rooms to extend the pleasures of exploration.


Fixes:
Though there were things to be fixed these were done while updating ..
 

Updates:
All rooms in the North West interior of Nayada have been updated to a more "rough and moody" atmosphere.
There is a renaming of the inner ring path into the Plaza Ring and the outer ring path into the Bound Ring.
Many stone doors are replaced by "open gate" doors giving passages a more immersive feeling.

New:
Beside some new small transition rooms there are 3 big rooms added:
1. Nayada Catacombs, Whispers Wing
This is an extention of the catacombs to the North which lies underneath the "Hall Of Whispers" and is connected with the Inner City and the Plaza Underworks. It's a "special" room with one of those "push block" puzzles to solve :wink:
2. Nayada Plaza
The Nayada Plaza is a huge "open" space between the "House Of Reflections" and the "Hall Of Whispers" and it connects with the Plaza Ring, the Hall and the Plaza Underworks.
3. Nayada, Plaza Underworks
The Plaza Underworks is a room with a "twist" connecting the Plaza, "Hall Of Whispers" and the transition room leading to catacombs "Whispers Wing".

================================================================================================================

Version 10.3 : A'Qua Adath Doe
In version 10_3 there is a huge extension of the A'Qua Doe dungeon with a row of caves running from the Hircine San player house in the west, via some of the fort's sewer entrances to the Nayada Ayleid in the East.
Best way to enter, in the San Path there's a portal to the Mythos San where you find a portal to the Hircine San player house where you can find the entrance to A'Qua Doe in the bathroom.


Fixes:
Nothing fixed in 10_3
 

Updates:
Small updates to the Hircine San player house, making it a bit more "player friendly" :)
Some small updates to the landscape and its connection with the Hircine San ...

New:
A'Qua Doe has been extended with five new caves connecting the Hircine San with Fort Lower Heaven and the Nayada Ayleid.
Going from the bathroom in the Hircine San these are:
1. Hircine Doe
 The entrance to the A'Qua Doe is only partially submerged and has a waterfall which forced me to use "exterior lighting" in this cave.
2. A'Qua Fall
 A cave I rotated 90 degrees over its X-axis giving it a "confined" vertical passage to the rest of A'Qua Doe though you also find a sewer entrance to the fort here.
3. Lower Doe
 A small transition cave connecting the Hircine San entrance with the rest of A'Qua Doe via the A'Qua Adath cave though Lower Doe too has an entrance to the fort.
4. A'Qua Adath
 A huge cave with a coral section connecting it with A'Qua Doe and a player "house" above the water.
5. Adath Doe
 This cave is the "keystone" for this section of A'Qua Doe because it makes many connections with Nayada related caves.


=================================================================================================================

Version 10.2 : Ice Dungeon Morden
In AKE V10.2 I'm introducing many new Ice cave textures to my work and use them in the Ice Dungeon Morden to rebuild its "dungeon scape". The textures I'm using are Brittany's blue and brown "winter" rocks - which can be found @  https://www.nexusmods.com/oblivion/mods/41118/?
For modders, default meshes often have 4 variants which only differ by their orientation so I've given them distinct textures making them all different and thus giving me many more options in combining them, a vid showing this can be seen @ https://www.youtube.com/watch?v=6yxrwsEOrO0
Also, by using the same textures for rocks and caves I can merge these in many interesting ways :)
Last but not least small modifications are made to some of the player houses by giving their interior darker wood and the Ayleid structures in their exterior some of Bettys "cambodian" textures ...


Fixes:
Fixed some issues with the Morden Caves :)
 

Updates:
Some player houses have new interior and exterior meshes, most notable the Watch, Blackwood and Ne-Quin Al houses ...
On Mount Mor'Moth the Ice Dungeon Morden - in the North of the mountain with entrances near the Bloodmoon player house at Lake Mor'Moth - has its white textures replaced by the new blue, brown and ice textures while also being modified to a more intense "dungeon scape" in its interior ...


New:
1. Nayada's Lost Sanctum player house has a new interior ...
2. The "waterway" A'Qua Doe has an extension that connects it with the Morden Crystal Cave ...

=================================================================================================================

Version 10.1 : Nayada Round'a'bout
Triggered by a compatibility issue noticed by SnickerToodles I made a small modification to the southern end of the Kojima island which is now connected via a bridge with the Valenwood mainland but the main focus of this upload is the Nayada Ayleid on Mount Mor'Moth. In Nayada there are a number of "heavy load" big rooms which are connected with each other through "low load" transit rooms and in the V10.1 expansion I have connected most of these transit rooms with each other in a structure I've named the Nayada Ring. I have also injected many of the new "Ice Cave" meshes and textures in V10.1, I have to learn how to use these and Nayada is my training ground for now as can be seen in the new and updated structures ...

Fixes:
Fixed a problem with some of the load doors in Nayada
 

Updates:
Many of the smaller transition rooms between the Hall Of Whispers, Inner City and Inner Sanctum have been updated with new structures, connections and textures giving them the feeling of "narrow passages inbetween the Halls of Nayada" ...
All the landscape entrances in the Outer City - Nayada Wath, Vath and Path - have been updated with new textures ...


New:
1. There is now a bridge connection between the Kojima island and the Valenwood Mainland.
2. Nayada Ring Hall and Round'a'bout are two bigger rooms in the Nayada Ring connecting the different Ring sections with each other.

=================================================================================================================
Version 10.0 : Deep Jungle Kojima
With the focus of this upload on new "Jungle" and "Ice Cave" resources I made using Nifskope linking Betty's and Brittany's textures to rocks and caves there are also some new rooms in Nayada and I have retextured Nayada's Rim Entrance, the Kojima Island and a small Topal Bay section near the player house there :)


Fixes:
Nayada's Lost Entrance and Necropolis should be fine now and I reworked the "imperial loot" in Nayada's Lower Catacombs Entrance.


Updates:
While prepairing to make the resources a .bsa file someday I have changed the internal architecture of the mod in order to make it more independent against "default texture changes", as a consequence though this means that you can not use an older esp with the V10 resources nor can you use the V10 esp with the older - V9 and downwards - resources.
Retextured Kielanai's Kojima Island to give it a more darker - := deeper - feeling.

New:
1. Two new hidden passages connecting Nayada with the "House of Defiance" and its "Outer Sanctum".
2. Nayada Locus Hall: a big room in Nayada's West giving a second connection with the submerged dungeon A'qua Doe.
3. An extension of AKE's landscaping in the Topal Bay region between ELT's Halfway Inn and Elsweyr.

=================================================================================================================
Version 9.4 : Nayada Catacombs

Besides some updates to the San Path and a few new ice and water caves, V9.4 adds the catacombs to the Nayada Ayleid on Mount Mor'Moth.
Also added again the two meshes made by roblesstevena, one which removes the collision on the gate to Castle Mor'Moth which is used by the V9.3 esp and the other replaces the Mephala mesh with one more "player friendly".



Fixes:
None I remember :)

Updates:
Made some changes to the Cloud Top player house landscape and did some work in the Anli San.

New:
1. A new ice cave that's part of Hircine's Ring system and connects Hircine's Call with Nayine and Fort Lower Heaven's Sewer.
2. An extension of A'qua Doe which connects the water way with the new A'qua Deep cave.
3. Nayada Catacombs, a narrow labyrinth in its massive fundament.
There are 6 rooms of which 3 are entrances connecting with Inner City, Sanctum and A'qua Doe, there's Hall's Way connecting these entrance with the Great Hall and - last but not least - the Anti Chambre


=================================================================================================================

=================================================================================================================
Version 9.3 : Nayada Path

Besides some updates to the San Path, V9.3 focusses on Nayada's Ring system.
I made some extra "rooms" connecting Nayada with Hircine's Call and added three new Ayleid rooms and one ice cave to the Nayada Path landscape entrance, all consistent with the Nayada interior.
 
Also added two new meshes, with many thanks to roblesstevena, one which removes the collision on the gate to Castle Mor'Moth which is used by the V9.3 esp and the other replaces the Mephala mesh with one more "player friendly".



Fixes:
The roof in the San Path Heath has been uplifted.


Updates:
Updated the Oyster Bay landscape.
Numerous small updates in both Ayleid as caves on Mount Mor'Moth.
Replaced the Colovian Mountain Teleport room with a more interesting "cave structure".
Renamed the Topal Bay MenSan into the Akura San and split its teleportation room into a Wheel and San Path section.

New:
Replaced the small transition Ayleid between Hircine's Call and Nayada with a bigger, more interesting "Ayleid\ice cave" structure and made a new cave - Nayinos - connecting this with the Thalossos dungeon.
Nayada Path is a new Ayleid section that connects the Mount Mor'Moth landscape with the Nayada Ayleid.
Being part of Nayada's Ring it has two exterior Ayleid rooms - Nayada Path and Nayada Path, House En'Trance, an ice cave - Mount Mor'Moth, Nayada Path - and an interior room - Nayada Path, Ring En'Trance.

=================================================================================================================
V9.2 : San Path, The Wheel

In this version San Path's Wheel section has been closed.
I did this by adding the San Path Anli San player house in the North somewhere between Pinevale and Stendarr Valley which - being a MenSan - is connected with San Path's central hub, also has a connection with the Bladeweaver - thus closing the Strike Path - and with both the Cloudtop Mountain and Gnoll Mountain KisSans - thus closing San Path's Wheel.
Removed some "kinks" in the Wheel by adding a new KisSan in the Topal Bay region and reconnected AKE's houses on - and in - Mount Mor'Moth.
Also added two new meshes, with many thanks to roblesstevena, one which removes the collision on the gate to Castle Mor'Moth which is used by the V9.2 esp and the other replaces the Mephala mesh with one more "player friendly".

Recommendations for V9.2:
Rancen's Unique Landscapes - Stendarr Valley @ https://www.nexusmods.com/oblivion/mods/7054
Ruikuli's Pinevale @ https://www.nexusmods.com/oblivion/mods/23804


Fixes:
None I can remember :)

Updates:
Updated the Strid and Heath player houses ...
Split both the San Urai Hall as its Strike Path into two for better FPS ...
Some reconnections have been made in the San Path, Mount Mor'Moth houses ..
A new - more bright and bluish - lighting to most houses ...

New:
In the Topal Bay a new house is added with some landscaping around it, in this region the "Garden" MenSan now has a bigger teleport region ...
In the North the Anli San MenSan has been added which closes both San Path's Wheel and Strike section.
Some new landscape transition rooms have been added to the "heavy load" San Path houses ...

=================================================================================================================
V9.1 : San Path, The Strike

In this version the focus is on the San Path which has as its new extension "the Strike Path".
Whereas most San Path houses are on the borders of Cyrodiil - the Wheel - the Strike consist of those that don't: Bladeweaver, ImpIsle, San Urai and Anequina. The idea for the strike is that of a lightning strike that starts in the North, goes via the Imperial Isle to the South where it splits in many directions ...

Fixes:
None I can remember :)

Updates:
Using the new winter resources I've made many small landscape modifications near the player houses in the Northern part of the San Path ...


New:
Two huge "halls" - Urai Strike Hall and Anequina Strike Hall - giving the San Path some "grandeur".
A new teleport room in the San Urai - Urai Strike Path - and an extension to the Anequina Teleport room.
Some landscape transition rooms have been added to the "heavy load" San Path houses ...

=================================================================================================================
V9.0: Winter Is Coming

In an attempt to make AKE more robust I have replaced many of the default meshes - and textures - with new ones that are independent of any changes made to the defaults by other mods.
I have asked BastetGoauld for his permission to use his darker groundmist textures - [Id= 46976] - but I have not recieved an answere so I've made a new groundmist mesh which I named *_dark and I used Nifscope to link it with the textures in dungeons\misc\FXMistDark and if you replace the - default - textures in this map with the darker BastetGoauld textures you will have brighter groundmist in the Ice caves and darker groundmist in the rest.

Fixes:
Numerous small issues in many of the caves in the Mount Mor'Moth dungeon ...

Updates:
Replaced trees and shrubs in the Mount Mor'Moth region with new ones made from Brittany's and Betty's resources ...
Replaced Ayleid textures in Or's Hall with Herculines and in Nayada with Lougian's Ayleid texture replacers ....
Replaced the Ice layers with Betty's [id= 47441] and added her Snow Gusts [id= 46543]

New:
Cyrodiil Heaven, a small burned down village somewhere on Mount Mor'Moth ...
Some landscape editions connecting the Watch player house with the Malada Ayleid in the Nibenbay Region ...
Some new small transition caves in the Mount Mor'Moth dungeon ...
         
=================================================================================================================

In V8.4 - besides some swamp extention in the Topal Bay - I've connected AKE's Shipping Line with the Valenwood harbors Waldherz and Südspitz, I've replaced most wooden stairs in the landscape near the player houses with door stones and I've given all "rooms" connecting with the landscape the "behave like exterior" option.

Fixes:
Found and corrected some glitches in San Path rooms.

Updates:
Had another look at the Black Wood player house which is now a lot more "player friendly" ...
While wooden stairs in the landscape are very useful when you wanna get "things done", they will never be more then place holders for stony stairs and in this version I have "updated" many of them ...
By replacing all goldcoast rocks with GreatForest..FGTDMoss rocks I made Kielanai's Akaviri Kojima island part of the Valenwood landscape ...

New:
Valenwood Waldherz and Südspitz - two new harbor exits - have been added to the Shipping Line.
Many interiors - houses and En'Trance caves - have the "behave like exterior" option flagged ...

If you're not interested in these new harbors - or if Eldarie's Valenwood Improved is not in your game - I have reconnected the ship in Fanesti with the one in Iliana's Duncori Beach ...
On the other hand, if you are interested in visiting you must modify Eldarie's Valenwood with two new rooms in Anvil's - default - clarabella pirate ship and the precise instructions on where to do this can be found in the spoiler and the read me ...

Spoiler:  
Show
[xml]

AnvilTheSeaTubClarabellaLowerDeck    Fanesti - Waldherz

ChorrolTrapDoor01 in Waldherz
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=====================================================================

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==============================================================
==============================================================

AnvilTheSeaTubClarabellaMidDeck  Waldherz - Südspitz

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===============================================================


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FreePillar01

x= 2400.0000
y= 1008.0000
z= -320.0000

rotz= 90

scale= 1.5

=============================================================

SIInteriorWall01

x= 2704.0000
y= 848.0000
z= -336.0000

scale= 1.21

=============================================================

ShipLampOrange256

x= 2624.0000
y= 1024.0000
z= -128.0000

rotz= 90

=============================================================

CommonLightOrange256

x= 2544.0000
y= 800.0000
z= -256.0000

=============================================================

Leyawiindeck04

x= 2544.0000
y= 1200.0000
z= -416.0000

rotz= 90

=============================================================

SILoadLadder01

x= 2562.3467
y= 1132.3513
z= -282.7239

rotz= 90

scale= 1.2

=====================================================================
=====================================================================

AnvilTheSeaTubClarabellaLowerDeck  Südspitz - Haven

ChorrolTrapDoor01 in Haven-VIHavenschiff

x= -40475.8164
y= -211247.234
z= 250.4843


AKE BloatedFloatCabinInterior02

x= 2272.0000
y= -224.0000
z= 131.0000

rotz= -90.0000

===============================================================

BloatedFloatCabinInterior02

x= 2368.0000
y= -416.0000
z= 64.0000

rotz= 90

scale= 1.5

=============================================================

SIInteriorWall01

x= 2624.0000
y= -480.0000
z= 64.0000

rotz= -90

scale= 1.5

=============================================================

SIInteriorWall01

x= 2352.0000
y= -480.0000
z= 64.0000

rotz= -90

scale= 1.5

=============================================================

SIInteriorWall01

x= 2080.0000
y= -480.0000
z= 64.0000

rotz= -90

scale= 1.5

=============================================================

FreePillar01

x= 2496.0000
y= -464.0000
z= 64.0000

rotz= 90

scale= 1.5

=============================================================

FreePillar01

x= 2208.0000
y= -464.0000
z= 64.0000

rotz= 90

scale= 1.5

=============================================================

SIInteriorWall01

x= 2368.0000
y= -160.0000
z= 48.0000

rotz= -90

scale= 1.21

=============================================================

ShipLampOrange256

x= 2184.6963
y= -246.5392
z= 251.2054

rotz= 90

=============================================================

CommonLightOrange256

x= 2417.3694
y= -332.5067
z= 119.7140

=============================================================

Leyawiindeck04

x= 2016.0000
y= -320.0000
z= -37.5383

=============================================================

SILoadLadder01

x= 2080.0000
y= -320.0000
z= 96.0000

scale= 1.2

[/xml]



=================================================================================================================

V8.3 had its major focus on the Valenwood - Shipping Line entanglement.
There are three options with mods you want to work together:
Merger by which you destroy the originals and make a new one containing both.
Integration by which you make modifications in one mod that show up - during game play - in the other mod.
Entanglement in which both mods modify a DEFAULT cell in such a way that during gameplay these - independent - mods appear to be merged.
As an example, the AKE landscape modifications near ELT's Halfway Inn are an example of "integration" whereas the cabin connecting AKE's shipping line with VI's haven is a form of "entanglement".
To make entanglement work you mmust modify both mods, I have done this in AKE V8.3 but you must do this in Eldarie's Valenwood Improved yourself, if you're interested just follow the directions in the spoiler.


Fixes:
Found and corrected glitches in some San Path rooms.

Updates:
Lake Mor'Moth has its many ice lake planes replaced with a few - scaled up - ones.
In the Rim's Atatar Si'Lath I have given the push button that opens the "new" section a more logical location.
Some interior work has been done in the new Black Marsh player house.

New:
Valenwood Haven - a new harbor exit - has been added to the Shipping Line.
Some of Elbethien's big rocks are added to the Halfway Inn landscape.
An Ayleid well is placed in the landscape near the Black Marsh player house.


Spoiler
Spoiler:  
Show
[xml]
In the TES4Construction Set load Eldarie's Valenwood Improved.esp, in the lower window go to iteriors\
AnvilTheSeaTubClarabellaLowerDeck and add these objects at the given locations:

BloatedFloatCabinInterior02

x= 2368.0000
y= -416.0000
z= 64.0000

rotz= 90

scale= 1.5

=======================================================================================

SInteriorWall01

x= 2368.0000
y= -160.0000
z= 48.0000

rotz= 90

scale= 1.2

=======================================================================================

SInteriorWall01

x= 2080.0000
y= -480.0000
z= 64.0000

rotz= 90

scale= 1.5

=======================================================================================


SInteriorWall01

x= 2352.0000
y= -480.0000
z= 64.0000

rotz= 90

scale= 1.5

=======================================================================================

SInteriorWall01

x= 2624.0000
y= -480.0000
z= 64.0000

rotz= 90

scale= 1.5

=======================================================================================

FreePillar01


x= 2208.0000
y= -464.0000
z= 64.0000



scale= 1.5


=======================================================================================

FreePillar01


x= 2496.0000
y= -464.0000
z= 64.0000

scale= 1.5

=======================================================================================

SILoadLadder01


x= 2080.0000
y= -320.0000
z= 96.0000

rotz= 180

scale= 1.2

=======================================================================================

LeyawiinDeck04


x= 2016.0000
y= -320.0000
z= -37.5383

=======================================================================================

CommonLightOrange256


x= 2417.3694
y= -332.5067
z= 119.7140

=======================================================================================

ShipLampOrange256


x= 2184.6963
y= -246.5392
z= 251.2054

=======================================================================================
=======================================================================================
Door Marker problem:
After you connected the "Anvil cabin" with Valenwood Haven you must adjust the height of the internal door marker to that of the AKE modification.
One of the - many :blink: - ways to do this:
In the Valenwood modification of "AnvilTheSeaTubClarabellaLowerDeck" you place a BloatedFloatCabinInterior02 at the same location as in AKE, this gives you the floor level upon entry from Valenwood haven.
So:
x= 2272
y= -224
z=  131
rotz= -90

After this you place the door marker above this new floor level [z= 131] and then you remove the newly placed BloatedFloatCabinInterior02.
[/xml]


Recommendations:

Eldarie's Valenwood Improved @ http://www.nexusmods.com/oblivion/mods/22555


=================================================================================================================

Version 8.2 : San Path Reddified

V8.2 had its major focus on the San Path which has seen a massive overhaul and a new MenSan in the Black Marsh region between Gideon - ArgonianLord's Black Marsh - and Hesu's Poison Swamp.
Beside these there's also an overhaul of Nayada's Lost sanctum and an extension of The Rim's Atatar Si'Lath ...


Fixes:
Having made all San Path interiors darker I got problems with some walls and paintings not reacting well to this new lighting so I fixed this by properly orientating all walls in all houses and by replacing "dark" with "bright" paintings.

Updates:
Beside some landscape modifications in the Strid River and Oyster Bay region all player houses have their lighting changed into a darker redish brown which is compensated by adding many more -CaveGloShroom and ArBlueAmb - lights which reflect in the walls and many CaveFire128 lights on the - reflective - paintings ..
Nayada's Lost Sanctum had the problem of staying very dark despite many attempts in the editor to brighten it up so I've added many lights which give it a warmer yellowish look which motivated me to change its fog into a - complementary - Purple Haze.

New:
The Atatar Si'Lath in the Rim region has been extended with some more - interesting :) - rooms.
The Black Marsh player house is a new MenSan that replaces the Swamp MenSan, meaning that this house is connected with the San Path and that the Swamp player house is now a KisSan with no connection to the San Path anymore. Black Marsh is located in cell [35,-34] which is between the town of Gideon and  the Poison Swamp and it has two extra teleporters connecting it with the Topal Bay KisSan in the South and the Blackwood Swamp KisSan in the North.
I have also connected the Swamp KisSan with the NibenBay MenSan so starting in the Gnoll Mountain KisSan in the North you can now stay "indoors" while traveling clockwise along Cyrodiil's circumference to the CloudTop KisSan in the North West.

Recommendations:
Betty's Island @ http://www.nexusmods.com/oblivion/mods/46360
Eldarie's Valenwood Improved @ http://www.nexusmods.com/oblivion/mods/22555
Argonianlord's Black Marsh @ http://www.nexusmods.com/oblivion/mods/42515
HESU's Poison Swamp @ http://www.nexusmods.com/oblivion/mods/46090


=================================================================================================================


Version 8.1 : Ice Age

In this version - besides some adjustments to the Si'Lath in AKE's Rim region and the Stir River KisSan - I have used Alasdair's Ice Cave Tileset [Id= 26319] to make both the Ayleid city Nayada as all of the higher caves in the Mount Mor'Moth dungeon "icy".

Fixes:
Two statues blocking passage in the Si'Lath and some glitches  here and there ...
Some minor issues in both Nayada as the Mor'Moth caves ...

Updates:
Though the mood of both Nayada as the Ice caves have been completely changed I consider this retexture more as an update than as something new ..

New:
Transition caves are small caves between massive loads and I've made them to offer you a safe place for making a safe save game :)
Some new ones are added around Hircine's Call and the Lost Entrance ...

=================================================================================================================

Version 8.0 : Si'Lath

Si'Lath is an "Esher-type" structure deep in AKE's Rim section that connects Nayada's Lost Sanctum with Or's Hall Of Chasms and Atatar Loira from where you can travel to the ELT Rim section - if ELT-Walkabout V1.2 is installed - that is :)

Fixes:
Sorry but I found nothing wrong :)

Updates:
Replaced all cave textures in both Gale's Deep as the Impy Dimpy with the Snus dungeon textures.
Did the same with all Or's Hall related caves in Mount Mor'Moth but this was before Lougian's Red caves [Id= 47407] so things might change here
again :)
Placed some of Elbethien's huge rocks in Nayada's Lost Entrance and Sanctum, they should give the illusion of being on a high mountain surrounded by other mountains but this is not tested yet ..

New:
The Si'Lath, a moody Esher-like triangle that connects Nayada and Or's Hall with the Atatar Loira where I've made a connection between ELT's and
AKE's Rim sections. In total, six new "Ayleids" have been made here with an extra "structure" in the default Oblivion Ayleid ruin "Atatar".
Extended my Oblivion 10th anniversary project with the Impy Wimpy which connects the Impy Dimpy with the Sinkhole Cave on the Imperial City Isle.


Spoiler:  
Show
[xml]

Version 7.3 : Fort Gale Updated

This version should have been named V7.2 Updated for there are no new additions to what's already there but because it's probably the last V7 upload of AKE before version 8 - which should be part of the 5 December "Sinterklaas" upload - I've left it at this :)
So there are only small fixes to the Fort Gale dungeon [= fort Gale, its entrances and Gale's Deep] making the exploration of it as smooth as intended .....


=================================================================================================================

Version 7.2 : Fort Gale

Fort Gale is a small sized fort containing bandits on the Imperial City Isle located south of the Arcane University. It has two levels and its lower level connects with Gale's Deep, a big 3D dungeon that links it with both the landscape and the "Fatback cave".

Fixes:
Sorry but I found nothing wrong :)

Updates:
Kielenai's Akaviri Kojima island had some finetuning.
Small cosmetical changes in some of the player houses.


New:
The Shadow Touch, this is an apprentice invisibility spell [works 10 sec] which can be bought from the sea witch on the Akaviri island.
Fort Gale is a small sized fort containing bandits located south of the Arcane University. It has two levels and its lower level connects with Gale's Deep, a big 3D dungeon that links it with both the landscape and the "Fatback cave".
Impy Dimpy Dungeon is a set of caves on the East side of the Imperial City Isle connecting landscape with the sewers under Arboretum, Arena and Marketplace. Besides numerous smaller "entrance and passage" caves it has two big exploration caves - Impy Chasm and Dimpy Chasm - a huge combat cave - Impy Dimpy - and a "Loot" cave - the House Of The Honoured Brave.

=================================================================================================================

Version 7.1 : Impy Dimpy

Celebrating Oblivion's 10th anniversary in this expansion I have added a huge dungeon to the Imperial City Isle for new players to enjoy.

Fixes:
Sorry but I found nothing wrong :)

Updates:
Nayada's Lost Sanctum has its fog lighting changed to brownish.
Small cosmetical changes in the Snowblood player house.
Bitchy Witchy now has her own ingame readme.

New:
The Impy Dimpy, a huge dungeon on the Imperial City Isle intended as a birthday present for the Oblivion game.
I have copy/pasted the Argos dungeon and modified it for low level players to enjoy while exploring.


=================================================================================================================

V7.0 : Akaviri Kojima Junglised

In this expansion I have junglised Kielenai's Akaviri Kojima island for the coast of Anvil. I've also made three new player houses - on the Gold Coast, the Akaviri Kojima island and River Ethe - and connected these via a new boat line. I have extended the Ring Path with a section going from CloudTop Mountain in the High North via the Heath, Oyster Bay, Gold Coast, West Weald, Ne-Quin Al desert and the Gardens of Th'Lenn to the Black Marsh in the Deep South. And last but surely not least I've tried to make the interiors of the San Path houses more interesting by adding some new models.

Fixes:
Fixed for some plants the nirnroot sound continuing playing after harvesting, still many to go though ...

Updates:
I've made three new interior models with which I have updated some of the existing player houses.

New:
San path Extension with three new player houses:
Kojima San on Kielenai's Kojima island and Coral San on the Gold Coast both use an updated KisSan model and there is also a new player house at the River Ethe, near its major split.
Shipping Line Extension with three new small boats connecting these new player houses.
Ring Path Extension giving a travel option using magical portals in Akaviri player houses going from the high North via the West Coast to the deep South.
And together with Kielenai's island I have junglised many of the player houses in the South, West and middle regions.


Experimental:
I've brought in aggressive fog levels in the houses, just to see what effect they give and what compensations in construction they require. Suggestions here are always welcome ...
The outside of the River Ethe player house is of the "leaking roof" type, have to see how it works out.

=================================================================================================================

V6.4 : Heaven's Plaza

in this expansion the lower parts of Fort Lower Heaven's Bastion have been added, the integration of AKE with ELT_Walkabout in the Topal Bay region has been updated and two teleportation rings are added giving easy access to San Path and the Lost KisSan.


Fixes:
Topal Bay and Jerall MenSan. Fixed the floors that were missing collision, making you fall through.
Shipping Line Anvil and Leyawiin had [save game]problems with doors after repositioning, I fixed this by making new doors for both.

Updates:
Topal Bay Region.
Topal Bay OnSan [= bathroom] has been rebuild into a cave with a pond ...
Rickety Mine transition cave did not show its lighting, fog or waterlevel. To adjust for this I've given it an Ayleid structure.
In order to avoid heavy landscape loads I've replaced the two small rowboats connecting Topal Bay with Black Marsh by small boats with an interior.
Fort Lower Heaven.
I'm adjusting lighting in the fort to make it more dark but this is still WIP ..
To stabilize combat FPS I've split the Sewers in smaller parts.
Adjusted the Hall Of Akatosh to the new Lower Bastion entrance.

New:
There are many large buildings in Fort Lower Heaven and between these are many open spaces.
Heaven's Plaza and Akatosh Plaza are two such spaces, both connecting with many different parts of the fort.
Tiber Hall, Tiber Mensa and the Lower House Of The Septim are interiors of some of the buildings mentioned above.
Lower Bastion and Bastion Sewer are the first - and lowest - parts of the main Bastion building that will rise into the second tower of the fort [WIP].
And there's also a new - abandoned - Barrack to be found, names for these barracks are still WIP in this version :)

And last but not least there are now two rings to be found.
Satai Path Ring: this ring can be found in a "homebound" chest in the San Path and gives the option of teleportation to the San Path if equiped.
Satai Lost Ring: this ring can be found in a "homebound" chest in the Lost KisSan in Nayada's Lost Sanctum and might be thought of as the goal of the "Lost sanctum" quest. One day the Lost sanctum will be a crossroad leading to Nayada or the Rim but until then it's "only" a playerhouse with an interesting garden.

=============================================================================

V6.3 : A'qua Doe

In this expansion both Fort Lower Heaven's basement as the northern part of the Waterways are completed.

The structure of Fort Lower Heaven has three parts: the Bastion [its core], the landscape and the Underground. The Underground has been completed in V6.1, the landscape is still in flux and in V6.3 I introduce the Bastion's basement [Cyriil and Morrow Sewer connected via the Hall of Akatosh, first impressions of these can be found @ http://www.nexusmods.com/oblivion/videos/202].

The V6.3 expansion is named A'qua Doe because this cave is part of a new extension of the AKE dungeon: a submerged cave system that connects Nayada's Outer Sanctum in the North with Lower Argos in the South.

New meshes for the decorative fern have been added in this version so installing all files in the data folder is necessary.


Fixes:
Removed the necessity of using concole TCL to proceed in Nayada Wall and Call and the entrances to Nayada's Lost Entrance and Sanctum :(

Updates:
All indoor "Decorative Fern" have been replaced by "new models". If using Oblivion default fern you won't see any change but if you don't, the decorative fern in the Akaviri houses will remain "default".
Morden Crystal Cave has a new connection [with Narden].
Nayada's Garden Of Despair has gotten some extra love :)
Nayada's Lost Sanctum is now intended to be a small player house [the Lost KisSan] with a huge - and dangerous - garden.
Nayada's Lost Entrance - the icy part of the Lost Sanctum - has a more interesting [and functionally] landscape ...

New:
A'qua Doe is a fully submerged cave that is part [and namegiver] of the new "waterway dungeon" that runs from Nayada's Outer Sanctum in the North to Lower Argos in the South. In V6.3 it goes from the Outer Sanctum via Narden to the Morrow Sewer where it splits to recombine again in A'qua Doe.

In Nayada:
Narden and Nayada Ring are two small extensions of the Nayada Ring system.

In Fort Lower Heaven:
Morrow and Cyriil Sewer: two huge spaces with many small combat arena's, both with submerged parts that are part of the new waterway.
Heaven's Crypt and the Hall of the Nine: the church in this fort, connecting Heaven's Shrine with the Morrow Sewer and Heaven's Stairway.
Heaven's Stairway is a vertical extension of the Line connecting the deeper parts of the fort with the higher ones.
And last but not least, a new barrack has been added that connects with Heaven's Stairway, Imperial Viriini and the Cyriil Sewer.

=============================================================================

Version 6.2

Nayada Plateau.

In version 6.2 new plant meshes have been made to make AKE more robust against mods that change these meshes, the crystals in the caves are now independent of crystals in the landscape, fort Lower Heaven's Twin Tower entrance has been adjusted for David Brasher's "Dwemer Ruins" mod, the Ring San has been expanded to include the Valus KisSan and Nibenay MenSan, Nayada's interior and exterior are now compatible with Betty's Cambodian Temple replacer and  - last but not least - the scattered Nayada entrances on mount Mor'Moth have been renamed and connected with each other via the Nayada Plateau.

Meshes and textures in the V6.2 data file are not optional and must be installed to avoid a jungle of "missing meshes" signs cluttering houses and caves.

1. Fixes
2. Updates
3. What's New

1. Fixes

Nayada's Hall Of Whispers.
 In its hidden passage there were a few blockades I have removed.
Lower Heaven Landscape.
 Made the "rocky stairways" more smoothly.
Ableftunch.
 Up until V6.1 there was a major integration problem between Ableftunch - one of David Brashers dwemer ruins [id=38163] - and fort Lower Heaven and in V6.2 I've fixed this by rebuilding the fort's Twin Tower entrance.
Betty's Cambodian Temple Replacer [id= 45569].
 The AKE Ayleids are and will always be fully consistent with the default Oblivion Ayleid meshes and textures. This being said however I really like Betty's Cambodian mesh replacers which significantly change the size and shape of some Ayleid structures so V6.2 is compatible with these as well :)
 
2. Updates

 Renamed Valus Mountain MenSan to Nibenay MenSan.

Crystals
 Being a fan of Brittany's work I use her crystal rocks extensively in the AKE dungeon. But up until V6.1 a problem with these rocks was that you either had them everywhere - dungeon AND landscape - or you would not see them at all. In V6.2 I fixed this by making the crystal rocks in the dungeon independent of the rocks in the landscape so that even when you don't use them in the landscape you still have them in the dungeon.

To do this I've copy/pasted the original files in Meshes\Rocks\JeralMountains  :
JMRockSmall01.NIF => JMRockSmall01_mod.NIF
JMRockSmall02.NIF => JMRockSmall02_mod.NIF
JMRockSmallSnow01.NIF => JMRockSmallSnow01_mod.NIF
JMRockSmallSnow02.NIF => JMRockSmallSnow02_mod.NIF

After this I used the editor to make four new rocks in Meshes\Rocks\JeralMountains with these new meshes:
JMRockSmall01mod
JMRockSmall02mod
JMRockSmallSnow01mod
JMRockSmallSnow02mod


Then I renamed Brittany's meshes to:
Meshes\Rocks\JeralMountains\JMRockSmall01_mod.NIF
Meshes\Rocks\JeralMountains\JMRockSmall02_mod.NIF
Meshes\Rocks\JeralMountains\JMRockSmallSnow01_mod.NIF
Meshes\Rocks\JeralMountains\JMRockSmallSnow02_mod.NIF

Next I've used the search_and_replace option in the editor to change all JMsmallrocks[] in the caves of the AKE dungeon into JMsmallrocks[]mod. In the next "Sinterklaas" [5 dec] upload this all will be part of the main file but until then you have to install them manually.

If you want the crystals install the meshes and textures from the "meshes\rocks" and "textures\obelisk" part of the data file. If you don't want these crystals install the "DefaultJMsmRocks" file. And as a sidenote, the crystal meshes are much larger than the default rock meshes so if you don't use them you won't see the small rocks either because they are all placed below the cave surfaces :)


New Plants
 The same I've done for the crystals I've done for the plants I use as decoration in my caves and Akaviri player houses. My main motivation for this has been Betty's jungle mod which has an optional file that replaces some of the mushrooms I use in the caves by banana trees. Since I appreciate the intention of this I sought a way to prevent my caves from becoming very "unmoody" and thought it best to make my "decorations" as independent as possible so now everything is having meshes that are independent of mesh replacing mods, making AKE more robust to stand its ground.


Cave Lighting
 In an attempt to give different parts of the AKE dungeon different lighting I've given all "icy" caves a bluish fog.


3. What's New

Ring San.
 The Ring San is still very WIP. When done it will encircle Cyrodiil with Akaviri styled player houses that are connected through magic portals. In V6.2 it has been expanded with the Valus Mountain KisSan and Nibenay MenSan.

Hircine Transition cave.
 Since the Hircine KisSan has become rather large I made a transition cave - best place to make a safe save game ! - connecting it with the Lower Heaven landscape.


Nayada Plateau.
 While modifying Nayada's exterior to be used with Betty's Cambodian meshes I got the idea to give them a "free hand", resulting in the new Nayada where all its former scattered entrances have been renamed - Hill => Path and Vath, main => Wath - and connected with each other via the Plateau.


Nayada Path.
 Don't really know to call this "new" or "updated". It has always been here as a hidden entrance to Nayada's House of Reflections but now it has a new function as training field intended to give you a feeling for what to expect in the rest of the AKE dungeon. Its entrance Nayada Path - being part of the Nayada Plateau - is no longer hidden and leads you from the hidden section of the House of Reflections to the Morden Crystal Cave from where you exit in the Nayada Defence Wall.


=============================================================================

Version 6.1

Questing Nayada's Lost Sanctum.
In this expansion I've added a new structure to Nayada, extended fort Lower Heaven's underground and landscape and made a little quest showing you these new structures.



Fixes:
Fixed some clipping in the Anequina OnSan and removed invisible walls in both Jerall as Topal Bay portal rooms.


Update:
1. Some renaming in fort Lower Heaven:
Deep Keep => Dragon Hall
Imperial Underground => Hall of Akatosh
And Jerall Mountain KisSan => Gnoll Mountain KisSan
2. Improved the landscape integration between ronin's Rise of a Samurai [id=8897] and the Gnoll Mountain KisSan.
3. Added some readme's and a book with console commands to the San Path.


New:
Fort Lower Heaven.
1. The Bunker is a room structured as a cube turned inside out that contains the prison and is located on the south end of the fort's underground structure.
2. The Hall of Julianos which connects Dragon Hall and Imperial Viriini with the Line and Heaven's Shrine and where you find the Armory.
3. Heaven's Shrine is a "spiritual" room with a pond near the main building.
4. The Armory is a small room between the Hall of Julianos and Heaven's Shrine.
5. The Line is a linear structure between the fort's two landscape entrances [Trunk and Twin Tower] and its deeper structures.
6. In its upper level these two landscape entrances are connected with each other and the Mess via the Soldier's Path.
7. The Mount Mor'Moth landscape has been modified with many new imperial structures.
8. Many small barracks are scattered through the underground structure, each containing a respawning chest with 1000 gold and two Welkeynd stones.
And last but not least, one of these barracks is the guest house which functions as a player house where the Quest for Nayada's Lost Sanctum has its starting point.

Nayada.
The Lost Sanctum is a hanging garden floating in some spatial rift. It's a very spoiler sensitive place that is the goal of a little 3-part quest which intends to give a deeper insight in Nayada's evolution and hidden structures and rewards you with a new KisSan.
In part 1 you have to find the guest house, part 2 ends when you find your player house [the Lost KisSan] in the Lost Sanctum and part 3 ends when you're back in the landscape again. The Mythos travellers advice for this region now contains some clues for finding the guest house.

=============================================================================


Version 6.0

Hircine's call Revisited.
In this expansion, beside major changes to Akaviri Kojima island and Topal Bay region, I've focused on making Hircine's Call a "deep" cave by embedding it with a Ring system. In its North you find the Morden dungeon, Viriini to its upper South- West, Thalossos in its lower South, Nayada in its East and the Imperial Underground going above :)



Fixes:
Fixed the compatibility issue between AKE and Centurion's Castle Wolfspike V2 by rebuilding the Topal Bay KisSan [renamed as Black Marsh KisSan] and Shipping Line, in the process integrating the Shipping Line with ArgonianLord's City of Soulcrest.


Small updates:
1. MenSan, KisSan and OnSan.
MenSan: Player house connected with the San Path
KisSan: Player house not connected with the San Path
OnSan : Bathroom, for use with Ronyn's "Bloody Mess", [Id=11182]


Major updates:
1. Teleport system in some KisSans.
Black Marsh and Anequina KisSan are now connected with the Topal Bay MenSan.
Jerall and Morrowind KisSan are connected with the Jerall Mountain MenSan. and
Morrowind KisSan has an extra portal to the Dwemer KisSan.
2. Topal Bay region rebuild, see Fixes.
3. Akaviri Kojima Tropical Facelift.
Somehow I've always thought of Kielenai's Akaviri Kojima as being a tropical island and in this version I'm giving it a first try by adding lots of palms from Momo's resources, Tamira's new plants and Texian and Godhugh's shoreline waves.

New:
1. Lower Morden.
Morden is a large icy dungeon in the North of the AKE dungeon with landscape entrances near the Morrowind KisSan. It has three caves with Lower Morden its newest [and last] extention. Lower Morden, being part of Hircine's Call Ring system, is an icy transition cave connecting Morden with Hircine's Call, Fort Lower Heaven and Viriini.
2. Fort Lower Heaven's Imperial Underground.
In later expansions this will become the underground entrance to Fort Lower Heaven but now it's only a transition between Morden and Viriini dungeons.
3. Viriini.
While watching my favorite space opera it came to my attention that Morden without Vir is like an ocean without land to break its waves so I renamed the dungeon facing Morden in the South-West to Viriini. Being part of Hircine's Call Ring system it is a dungeon that has three caves:
Viriini in the West is an icy cave with two Cyrodiil landscape entrances to the AKE dungeon connecting with Morden and [ofcourse :)] Hircine's Call.
Imperial Viriini in the South of Hircine's Call is a big icy cave with a strong Imperial presence. It connects Fort Lower Heaven's Underground with its Deep Keep and has transits to Thalossos and Hircine's Call.
Viriinos in the South-West of Hircine's Call is another icy cave connecting with Hircine's Call and Thalossos.
4. Thalossos Chasm.
A small vertical lava cave connecting Viriini with Thalossos.

Recommended Mods:
Black Marsh by ArgonianLord @ http://www.nexusmods.com/oblivion/mods/42515
Castle Wolfspike V2 by Centurion @ http://www.nexusmods.com/oblivion/mods/34320


==================================================================================



Update from 5.5 to 5.6.

I've named this expansion "Heaven's Path" because there is now a - more or less - direct underground passage between the Cyrodiil and Morrowind sides of Mount Mor'Moth and Heaven's Path is the cave central in this.
To enjoy it, Or's Crystal Cave's entrance is located near Le Dukh, the Ayleid entrance to Mythos which can "easily" be found on the Cyrodiil side of Mount Mor'Moth near the Dwemer KisSan. From Or's cave you go to Heaven's Path, Imperial Thalossos and Or's End which has a landscape entrance on the Morrowind side near the Imperial graveyard.


Fixes:
1. The secret walls in Mor'Moth's Deep Keep, Thalossos and Hirmyth now work as intended.
2. To prevent SI Quest items from dropping, all SE03GrummiteShaman100 in Argos are replaced by SE03GrummiteShamanNoCrystal100.

Small updates:
1. A new entrance connecting Argos with Or's Crystal Cave.
2. Argos' landscape entrances now connect with Argodiil.
3. Added some rats to Thalossos.
4. Added Killboxes to the abysses in caves and Ayleids.
5. Changed lighting in Lower Argos to that of Argos.
6. Renamed castle Mor'Moth's secret path.
7. Some small modifications in Hyrmith.

Major updates:
1. Rebuild the abyss in Mara's Crystal Cave.
2. Rebuild castle Mor'Moth's Argos path.
3. Rebuild Or's Crystal Cave.

New:
1. Mor Qat, a small transition cave between the Dwemer KisSan and castle Mor'Moth's secret path.
2. Argodiil, a cold icy cave that lies between the Cyrodiil landscape and Argos.
3. Fort Lower Heaven's Deep Keep, basically it's a cave with an abyss but "dressed" as an imperial interior. It connects with Imperial Thalossos and Heaven's Path and one day it will be one of the underground entrances to Fort Lower Heaven.
4. Heaven's Path, a cold icy cave connecting Or's Crystal Cave with Imperial Thalossos.

==================================================================================

Update from 5.4 to 5.5
In this update I've introduced the Thalossos cave system located on Mount Mor'Moth.

AKE 5.5 modifications.

Shipping Line.
There are two ships added:
1. in Leyawiin bringing you to Topal Bay or Elsweyr and
2. in Anvil connecting with Valenwood, Oyster Bay and the Kojima island.

Mount Mor'Moth.
New in V5.5:
1. Thalossos cave system. A huge central transition cave connecting Mythos, Hircine's Call, Nayada, Or's Hall and - evt. - fort Lower Heaven.
2. Or's Hall is extended with the Hall of Last Regrets connecting it with Mythos.
3. Armyth and Hirmyth, small transition caves between Mythos, Argos and Hircine's Call.
4. Lower Argos, a totally submerged cave connecting Argos with somewhere else :)
Updates:
1. rebuild the vertical cave between Dwemer KisSan and Dungeon Keep.
2. modified the Dungeon Keep.
3. Extended both Mara's Crystal Cave as the Abyss of the Lost Souls.
4. revisited Argos.
5. renamed some of the caves.
6. some small landscape modifications.

And again many, many things I can't tell without spoiling the fun of finding them :)


==================================================================================

Update from 5.3 to 5.4
In this update I've introduced the Nayada Ayleid City located on Mount Mor'Moth.

AKE 5.4 modifications.

San Path.
1. Modified the doors in Oyster Bay and Anequina houses.
2. Small landscape modifications by the Anequina and Bladeweaver houses.

Mount Mor'Moth.
1. Mor'Moth Cave revisited.
2. A new cave - Or's End - added with a new underground entrance to Or's Hall.
3. Or's Hall has its landscape entrance moved to a more realistic location.
4. Renamed Or's "Winter Wing", "Dalensel" and "Valendel" to "Mor Dukh", "Mor Juth" and "Mor Shu" resp.

Nayada.
A huge ice locked Ayleid city with "indian styled" architecture.
Its landscape entrances are the Hall of Lords[ former Winter Wing] and the House of Relections[ former Nayada proper]. These lead to the Hall of Whispers from where you go to the Inner City or the Inner Sanctum. The Inner City also gives passage to Or's Mor Dukh and Hircine's Call. There is a hidden path that connects the Outer Sanctum with the House of Defiance and another that leads to the Garden of Despair. And while in the neighbourhood don't forget the Defence Wall or Damnation's Catacomb. Forgetting a few but these are the major parts of Nayada, there are also many small transition Ayleids to enjoy on your way through :)
Lots of loot to be found, enchanted armors, skill books, alchemy sets, Ayleid containers and even two Ayleid statues ...

And as usual many, many things I can't tell without spoiling the fun of finding them :)

================================================================================


Update from 5.2 to 5.3
In this update I've finetuned many of the houses this mod has to offer.

AKE V5.3 modifications.

Mount Mor'Moth.
1. A new path connecting the little lake near the Dwemer KisSan[42,22] with mount Mor'Moth.
2. Small modifications to some of the runestone sites.
3. Modified some of the creature spawns to give more diversity in the wild life.
4. Made some changes to the Nayada Hill Entrance exterior.

San Path.
1. Changed the Oyster Bay Kissan[-54,05] into a player house connected with the San Path.
2. Changed the Colovian player house[-43,06] into a KisSan by removing its connection with the San Path, though it remains connected with the Colovian Mountain player house[-28,20].
3. Made a new KisSan at cloudtop mountain[-18,38] which also has a connection to the Colovian Mountain player house.
4. Small modifications to the Anequina KisSan[8,-13] and the Ne Quin-al desert player house[-5,-19].
5. Trying a new lighting scheme for the OnSans.
6. Checked all mapmarkers.

And again many things I can't tell without spoiling the fun of finding them :)

===================================================================================

Update from 5.1 to 5.2

AKE V5.2 modifications.

Mount Mor'Moth.
1. Added Fort Lower Heaven, an ancient border fort build in the days that Morrowind was still an independent state, now only ruins remain ....
2. The Imperial Highway, connecting Fort Lower Heaven with Castle Mor'Moth via the imperial graveyard on top of the mountain ...
3. All the roads have been upgraded with landscape sweeties and path grid bounded creatures, making them a lot more fun to travel ..
4. Many off road landscape modifications making Mount Mor'Moth a high event density place to be :)

Dungeons.
5. Revisited Mor'Moth Cave, its secret Ayleid structure now has a cell of its own.
6. Removed obstacles in Nayada, which I renamed as "Nayada, Hill Entrance".
7. Reworked the castle dungeon exits to Argos and the dwemer KisSan.
8. Made the Argos entrance to this dungeon a hidden exit.
9. Numerous new small transition caves giving safe places for your save game.

And many, many things I can't tell without spoiling the fun of finding them :)

================================================================================

Update from 5.0 to 5.1


AKE V5.1 modifications.

1. The landscape of mount Mor'Moth has been extended with a path connecting the two landscape entrances of the Argos cave with the Dwemer KisSan, making the positioning of this cave a lot more consistent with the other caves.
2. Lighting has been improved in Hircine's Call - I hope :). Modified the Or's KisSan entrance here to make it more fog friendly.
3. Lighting has been adapted in the Mor'Moth cave, the new name for what was known as the winter cave. Also moved crystals away from the passages here.
4. Modified the Lower Heaven Basement to make it more player friendly, it's now the retreat of a painter who has placed numerous new painter lookouts in the landscape.
5. Small modifications in the Morrowind KisSan.


================================================================================

Update from 4.0 to 5.0

This extension adds:
A new playerhome:
10. San Path, Blades Weaver : [22,22].

Two new thearooms (KisSans):
Anequina KisSan: [08,-13]
Morrowind KisSan: [43,32]

One new cave: the Winter Cave. [43,30] and [42,30]
Two new Ayleids: Nayada [41,29] and [42,27]
the Winter Wing. [44,28]

Beside these there are:
Numerous landscape improvements on mount Mor'Moth between the Morrowind and the Dwemer Kissans.
Hircine's Call and Algos now have more landscape entrances.
The deep passage has been rebuild.
And in the Walkabout mod a connection has been made between the bathroom of the Topal Bay playerhome and the G'Kar Dungeon.



Recommendations for version 5:

Unique Landscapes - Ancient Yews @ http://oblivion.nexusmods.com/mods/11458
Unique Landscapes - Arrius Creek @ http://oblivion.nexusmods.com/mods/16818
Ancient Yews and Arrius Creek Patch @ http://www.nexusmods.com/oblivion/mods/16818
Unique Landscapes - Rolling Hills @ http://oblivion.nexusmods.com/mods/10768
The Lost Province of Zedar @ http://oblivion.nexusmods.com/mods/17018
Adonnays Elven Weaponry @ http://oblivion.nexusmods.com/mods/4804

================================================================================



==============================================================================================

Update from 4.0 to 4.1

Some flaws in V4.0 have been corrected:
1. The teleportation room in Or's KisSan.
2. The missing piece behind Or's KisSan's entrance in Hircine's Call.
3. The misalignment in Mara's secret passage.
Though not a "flaw" as such, the landscape modifications in V4.0 might have been necessary, they were not sufficient and since I had some time to despair I have adjusted them. There is now a path leading from Or's KisSan to Bzungthand linking the Ayleid entrance and the Dwemer KisSan, Argos entrance is still isolated though.
Last but not least here is also a minor improvement on the local fauna in Argos :)


================================================================================

Update from 3.0 to 4.0

This extension contains minor improvements on V3 and adds:
A new playerhome:
9. San Path, Or's Hall Of Chasms: Underground.

Three new thearooms (KisSans):
KisSan Jerall Mountains: [15,37]
Dwemer KisSan: [42,22]
Or's KisSan: [39,27]
Where necessary landscape editions have been made.

Or's Hall Of Chasm: a recently discovered cave system with an ancient Ayleid ruin on the border between Cyrodiil and Morrowind with entrances close to the dwemer ruin of Bzungthand.

The cave is divided into five sections - following the images:
Hircine's Call: a cold cave with a huge statue of the Hunter. You can find Or's kisSan and a passage leading to Mythos here.
Mythos: a hot cave you enter when leaving the San Path, Or's Hall Of Chasms. Besides an old Ayleid moratorium and one of the entrances to the Ayleid ruin you can find passages here to Hircine's Call and Argos.
Argos: a dark cave with a low waterlevel giving access to the outside world, Mythos and the "Deep Entrance" cave.
The Deep Entrance cave has three independent ways down to - or up from - the Ayleid ruin.
Finally, last but not least, there is a cave named the "Dark Ninja Path" which connects Mythos with the Ayleid ruin via SECRET entrances.

The Ayleid ruin has a huge underground entrance structure called Or's Hall Of Chasm and two inner levels, Varlasel and Sancremathi.

San Path and kisSans in this cave are interconnected via mage portals.

Minor improvement on V3:
1. Numerous bright candles have been replaced by soft lights.
2. Don't know if I may call it an improvement but I've softend the lighting in the houses ..

Recommendations for version 4:

Rise of a Samurai by Ronyn @ http://oblivion.nexusmods.com/mods/8897
Rise of a Samurai Female AddOn by Ronyn @ http://oblivion.nexusmods.com/mods/8908
Dwemer Ruins by David Brasher @ http://oblivion.nexusmods.com/mods/38163
Ancient Dwemer Ruins by Bugged @ http://oblivion.nexusmods.com/mods/39706
Ancient Dwemer Ruin Vornhuzduc by argonianlord @ http://oblivion.nexusmods.com/mods/39815
================================================================================

Update from 2.0 to 3.0

This extension contains major improvements on V2 and adds:
Two new playerhomes:
7. San Path, Colovian Mountains: [-28,20]
8. San Path, Swamp Hole: [33,-24] .
Three new thearooms (KisSans):
KisSan Oyster Bay: [-54,5]
KisSan Topal Bay: [35,-45]
KisSan Valus North: [34,21]
Where necessary landscape editions have been made.
A shipping line connecting the Akaviri Kojima island with:
Oyster Bay, Valenwood West, Elsweyr and Topal Bay.

Major improvements on V2:
1. The annoying problem of the camera going behind screens is fixed, making the houses enjoyable in 3th person camera mode.
2. Numerous entrances have been added. These are small rooms containing only a few objects where you can make a safe save game before entering a heavy load - which on my pc, XP with 2 Gb memory, usually ends in a CTD.
3. Numerous bathrooms (OnSans) have been added. If you are playing with Ronyn's "A Bloody Mess" mod they even have an actual use !!
4. Numerous improvements on both exterior as interior.

As an extra note, I know the roof in the Swamp Hole is leaking but YOU know the problem:
if it's raining it's way to dangerous to fix it and if it's not raining, well .. , the roof ain't leaking :)



Recommendations for version 3:

A Bloody Mess by Ronyn @ http://oblivion.nexusmods.com/mods/11182
Enchantment Restore Over Time OBSE by flyfightflea @ http://oblivion.nexusmods.com/mods/9544
Trails of Cyrodiil by Malachi Delacot @ http://oblivion.nexusmods.com/mods/25839
Swampier Swamp Complete Set by yoplatz @ http://oblivion.nexusmods.com/mods/26899
Dungeons of Blackwood by David Brasher @ http://oblivion.nexusmods.com/mods/36152
Sutch Village by Arthmoor - Hanaisse @ http://oblivion.nexusmods.com/mods/40882
Valenwood Improved by Eldarie @ http://oblivion.nexusmods.com/mods/22555

================================================================================
Update from 1.0 to 2.0

Introduction of the San Path, which can be seen as either lots of interconnected player homes in the landscape of Tamriel or as a huge player home with lots of doors. The idea is to give you easy access to the different landscape mods [xul, Elsweyr, Leyawiin Swamp, etc]. Anyway, besides three new player homes in the Colovian Highlands, Jerall and Valus mountains it has also led to major modifications of the existing player homes. Realizing that these are player homes which can be loaded with lots of stuff, two remarks: first of all, if you are UPGRADING, make a clean safe FIRST and secondly I promise that in coming extensions I will not change the interiors of the existing houses again so a new clean safe will only be necessary once.
Though not all houses give you ALL the pleasures of home, combined they do, with the Akavir Kojima island as the major trading hub. In every house you can find a readme giving some info about the location, to make this consistent I've added some recommendations for mods to use. All houses contain a non respawning "San Desk" with useful Midas items and a RESPAWNING "San Box" with useful items of a more general nature [repair hammers, Welkeynd stones, etc].
There are two weapon and two armor boxes HIDDEN as is one of the San Boxes :)

Locations of these houses:

1. San Path, San Urai : [10,17]
2. San Path, Ne Quin-Al desert : [-05, -19]
3. San Path, Topal Bay : [15,-42]
4. San Path, Valus Mountains : [43,01]
5. San Path, Jerall Mountains : [20, 38]
6. San Path, Colovian Highlands : [-43, 06]

Recommendations:
Reapers_Anequina_Manor V_4 @ http://oblivion.nexusmods.com/mods/40825
Dibella Temple andWillow Lake Village @ http://oblivion.nexusmods.com/mods/13285
Unique Landscapes Compilation @ http://oblivion.nexusmods.com/mods/19370
ImpIsle Walkabout @ http://oblivion.nexusmods.com/mods/41089
Any of the Sutch cities ...

================================================================================

version : 1.0

Prerequisites:
Elsweyr the Deserts of Anequina by Iliana:
http://www.theassimilationlab.com/forums/files/file/1070-elsweyr-anequina/
http://www.theassimilationlab.com/forums/files/file/886-elsweyr-anequina-meshes-and-textures/
Angkor's "Elsweyr_Leyawiin_Topal Bay Walkabout" at http://oblivion.nexusmods.com/mods/30816


This is a small extension of Kielanai's wonderful mod AKAVIRI KOJIMA [01, 02, 03] that adds a few player homes in the Tamriel Worldspace:
the San Urai [04] on the Imperial Isle near the Imperial Prison,
the San O'Bay [05] somewhere in region of the Walkabout mod and
the San O'Sand [06, 07] somewhere in Elsweyr, see screenshots[].
In each of these houses you'll find a desk [Tsukue] containing some useful items and they all are linked via the San Lin'Q [08] which also leads to Kielanai's island.
There is a small thearoom [09] near the Arcane University and added on the Akaviri island are two rowboats, one transporting you to Anvil Docks, the other to the Vardenwood landscape.

Though all containers in them should be safe to use - playerowned, no respawn - it's always wise to test this by placing some arrows in them, wait your respawn period [default is 3 days] and check if they are still there.


This modification is fully compatible with:
Ukrr and Arthmoor's "New Roads and Bridges Revised"[id=20218] and xulImperial Isle[id=9531], only issues being a bush near the San Urai and a rock near the thearoom, both can best be deleted using the "disable" console command.
There is a compatibility issue with orna's Fort Akatosh Redux [id=21856] which places a watchtower on the island though its doors are fully functional - but closed of course ....

Installation:
New install: just install the files you find in the data folder in the corresponding folders in your Obliviondata folder and activate the AkaviriKojima.esp in the data menu. Of course, if you know the drill, best to make an omod or bain of these files and then install them using obmm or wrye bash.
Update : if you are using version 6.1 now but you want to use my extension - which has the same name[!]: the only interiors on the Akaviri Kojima island that are modified in this mod are the Akavir no Minka and its lowerlevel [10, 11], so you should remove all your items from these rooms, save yourself in a safe space, change the .esp file, load your safe, wait out the respawn time and check if all's well.
If you don't use either Walkabout or Elsweyr, Kielanai's original AkaviriKojima.esp is added in a seperate folder, just follow the steps above with the .esp's replaced.


To uninstall, if you don't use a mod manager look for these paths and remove only the Akaviri folders:
Oblivion > Data > AkaviriKojima.esp
Oblivion > Data > Meshes > Architecture > AkaviriKojima
Oblivion > Data > Textures > Architecture > AkaviriKojima
Oblivion > Data > Meshes > Clothing > KielanaiKimono
Oblivion > Data > Textures > Clothing > KielanaiKimono
Oblivion > Data > Textures > menus > icons > clutter > AkaviriKojima
Oblivion > Data > Textures > menus > icons > clothing > KielanaiKimono


[/xml]



Ps.
This mod is part of a project containing 3 complementary mods aimed at assisting a "new" player.
My motivation for this project was a lvl 40 corrupt savegame forcing me to start a new game with a clean install. Using Wrye Bash I can give this avatar the attributes and skills of my former lvl 40 but not the "visited" worldmap, spells or armor and weaponry and the intention of this project was to deal with this.
So:
Akaviri Kojima Extended @ http://oblivion.nexusmods.com/mods/40832 gives you player homes in the wilderness of Tamriel,
ImpIsle Walkabout @ http://oblivion.nexusmods.com/mods/41089 gives you the most elementary Midas spells and
SanBackUp @http://oblivion.nexusmods.com/mods/41133 gives you some Akaviri armor and weaponry.


Happy hunting
Angkor



4. The Old One

From Kielanai's original readme:

"Akaviri Little Island"
Version 6.0

************************************

Created by: Kielanai
Date: Sept. 29, 2006
Last Update: May 18, 2007
For Game: Oblivion


This mod makes an Akaviri (Asian, Japanese) style island south of Anvil in the Abecean Sea with two furnished homes.


********************
Features:
********************

* Fast travel or access by pilotable pirate ship mod from Anvil. (TELEPORT FIRST if you wish to take your ship to the dock, or the game might lock up trying to load location you've never been before with the ship mod.)
* Stable and sheepfold with two sheep. Garden with some deer like in Kyoto.
* Garden plot and flower beds for use with gardening mods. Rice paddy on shore below stables.
* Fusuma allow you to open and close off certain parts of the home (according to seasonal weather and guests) similar to real Japanese home.
* Lots of storage, even in minka (small farmhouse).
* Minka has main room divided into shop/dining area and kitchen/alchemy area. Lower level divided into two bedrooms with one doubling as a library and the other doubling as an armory. There is a bath house behind it.
* Main house has entrance hall divided into guest areas, office, and memorial parlors. East wing was converted to dining area, kitchen area, and magic/library/workroom. West wing was converted into doujou, and two bedrooms. There is an onsen and tea room behind it.
* There is a letter on the desk in the farmhouse to welcome you and recommend some mods that may enhance your enjoyment of this one. There is a book near it with a little story about the history of the island.
* Since most Japanese homes have a lot of beds, desks, tables, and cushions low to the floor, I lowered most in this setting and fashioned zabuton tabs out of benches, so PC can sit on floor.
* Items of "Akaviri" clothing included.

Spoiler:  
Show
[xml]

*******************
Possible Issues:
*******************

* VERSION 6.0 WILL REWRITE PREVIOUS VERSIONS. IT IS STRONGLY RECOMMENDED THAT YOU EMPTY ALL CONTAINERS BEFORE REWRITING. A few containers changed in version 5, and new containers have been added for 6.
* Any gardening done in previous versions, especially near the temple estate (Uchi) may be affected. (You can delete floating flowers by using "~" to open your console. Click on the flower and type "disable".)
* I don't know of any conflicts with other mods, but it completely alters the wilderness cells in the sea where the island is located. Map location is provided in the screenshots.
* If your PC is not a member of the Blades yet, picking up or wearing the armor may cause it to appear stolen.
* Animals may wander in weird places. I set them to respawn and return to editor mark if anything happens to them.
* The fusuma have visible gaps between them if you look at them sideways. This is because I wanted all of them to open the way they should, but it was very difficult to line them up straight and not have them cut into each other.
* Most of the labels are a mix of Japanese and English. Unfortunately, this is how my brain usually works. :P If this bugs you, use the construction set to rename in whatever language you prefer. ^_^
* Many of the large containers are labelled "Kimono Dansu", but these are not just for ladies "Kimono". The word "kimono" means "thing worn", and men wear them, too. So, anything worn can be stored there, including armor. But if you prefer, you could use construction set to rename "Yoroi Dansu" for armor or "Ishou Dansu" for clothing.
* I included oshiire in all bedrooms because I originally wanted to make the futon able to fold and put away (like a real futon is supposed to be kept to prevent mold) so the rooms have more than one use. But, I couldn't get the hang of scripting easily. So futon is stuck to the floor like regular bedrolls and you can store something else in oshiire.
* In order to get the "kneeling effect", I had to sink chairs and stools into the floor. When the PC stands, it will take a few seconds to rise from floor to normal height, but it takes about that time to turn and walk after sitting anyway.
* This island is literally at the end of the world's in-game map. Don't be alarmed if you go for a walk or swim behind the minka and bump into a warning telling you to turn back. It was too much work to correct that once I discovered it was a problem, so I made up a story about it instead. ^_^ The rest of the island is perfectly accessible for wandering and swimming.
* This was my first mod, which I originally made for my PC's personal use. But I saw a lot of articles of people requesting Japanese things, so I'm offering to share "as is". If you prefer a quest to earn the house, swim there instead of fast travel and fight the fish along the way. If you prefer to pay for it, drop 300,000 gold in the ocean somewhere along the way. Quest and purchase done. :D ... Sorry, but that's the best I can do without knowing how to script.
* There is a fish that flops around on the ground on the path between the minka and the estate house. I have tried to find it in the CS and delete it, but for some reason it eludes me. It will flop itself down into the water if left alone, and then it will stay out of your way. Or you can try deleting it through the console (press ~ key, click only on fish, then type "disable"). Or you can turn it into sashimi as it respawns. :P
* The clothing in this mod is almost the same as my other clothing mod, but free with home. It is not dependent on it, so the other mod can be deleted before this one is installed. (It will overwrite several of the mesh and texture files, but not the esp.) Look for kimono in minka, lower level multipurpose room, blue chest. In some cases, male and female clothing patterns differ, but are paired by name/theme.

*************************
Version 6.1 Changes
*************************
* Removed old sacks and drink barrels. Inserted new containers that look identical, but have own unique Akaviri IDs. This is to prevent contamination from other mods that change PC label containers. I have not changed the exterior barrel and crates at the minka to unique ID's, but they are still player safe, as they are vanilla PC containers. They will not respawn, and you will not lose your items. But I will try to give them unique ID's as extra protection as well in future version of this mod when I have more time.

* Moved kimono to their own chest. It is a small blue chest in the lower level, small bedroom, labeled "Kielanai no Kimono". There are only 2 sets of each item. Now the other blue chests should not have copies of kimono. Nothing about the other blue chests have been changed. Your items should be safe for this change.



*************************
Version 6.0 Changes
*************************
* Cleaned the ESP file!!
* Levelled the land around and behind the temple estate (Uchi) to make it more walkable. Adjusted landscape as necessary.
* Added harvestable bamboo plants.
* Darkened the lighting a little and added a few active lights -- as much as my PC could handle.
* Fixed bright "patch" in minka bedroom with window mat.
* Replaced pheasant fusuma with another, originally painted by Kano Sanraku (1559-1635) from a fusuma at Myoshinji Temple, Kyouto.
* Retextured smaller floor pattern in Uchi kitchen.
* Added new containers to alchemy lab and onsen.
* Added kimono and kutsu from my clothing mod.
* Replaced all Uchi doors after cleaning previous file.
* Shifted kaidan tansu and nearer to small bath. Shifted torch fire away from it. Bath is more accessible now.

*************************
Version 5.0 Changes
*************************
* Fixed magic room of temple, so now you can actually conjure things in the magic circle.
* Fixed grid paths (which I knew nothing about before). No more lost companions because they are wandering into rooms that no longer exist. If there is any further problem, please let me know and I'll try another fix, but they should stay in the room they were told to wait now.
* Fixed some statics that shouldn't have been moveable (like jars and washing basins).
* Clutter icons now match the actual item, except for a few that were just shrunk versions of the original models.
* Lowered the flower beds in front of the minka for easier gardening with "Complete Gardening" mod. Added morning glory to the stable fence and buckets and static water to the well.
* Lowered the lighting to a uniform moderate gray in all rooms.
* Adjusted the water area under the bridge at the back of the island so it's deep enough for swimming.
* Added a couple of new containers.

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Version 4 Changes
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* Fixed path in nif file for minka floor rug.
* Fixed spelling on a nif file

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Version 3 Corrections
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* Corrected Katana practice dummy base texture ... again. -_-*
* Lowered floating bench and bucket with onsen
* Updated welcome letter

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Version 2 Corrections
*************************
* Corrected spelling in book
* Corrected "Tansu (Kiiroi)" to read "Tansu (Chest)" like other chests
* Corrected Katana practice dummy base texture
* Updated Read-Me

[/xml]


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Contact:
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[email protected]
Kielanai ~ Elder Scrolls Official Forums (I usually browse the construction set and mods forums)

Douzo tanoshinde kudasai! Enjoy! :)

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Clear Skies
You All

Angkor