Oblivion rough install guide
Preparing myself to go to Bravil with a sailboat.
As always, before installing anything, make sure you have back ups of all the files about to be overwritten.
While on the Imperial Isle I first installed Reaper9111's Waterfront with mhahn123's Improved Waterfront Ships to give the Waterfront region some more "love".
However, before doing this I replaced SilentResident's ImpeREAL City - Unique Districts - All The Districts - Merged with his optional "LTPD File requested by Aetavicus" which removes all ImpeREAL's changes in the Waterfront district.
And only because I had forgotten it I install An_dz' Immersive Interiors - Imperial City now instead of some time ago in Chapter 7.
Next I installed Angkor's - yes, my own :) - Im Garten Kosh.
This was my first mod motivated by an issue between Khornate and Qazaaq's Let the People Drink - @ http://www.nexusmods.com/oblivion/mods/10223/? - and Gondor Wache's Unique Landscapes, Imperial Isle - @ http://www.nexusmods.com/oblivion/mods/9531/? - where I modified the xul mod to make it compatible with LTPD but since this was my first contact with the editor I proceeded with some landscaping which eventually resulted in this mod. After getting permission to upload this "modified xul" mod I started working on ELT walkabout - @ http://www.nexusmods.com/oblivion/mods/30816/? - and when I returned to IGK much later it had become incompatible with the higly recommended Roads of Cyrodiil - @ http://www.nexusmods.com/oblivion/mods/20218/? - and Region Revive, Lake Rumare - @ http://www.nexusmods.com/oblivion/mods/22751/? - and since there where no requests for an update I abondened IGK and replaced it with a new mod that was fully compatible with all other mods in this region: ImpIsle Walkabout @ http://www.nexusmods.com/oblivion/mods/41089/?
As a remark, you can use the mod ID's to see the chronological order in which they where - first - published:
Unique Landscapes, Imperial Isle [ 9531]
Let the People Drink [10223]
Im Garten Kosh [17521]
Roads of Cyrodiil [20218]
Region Revive, Lake Rumare [22751]
ImpIsle Walkabout [41089]
To conclude, though I do not intend to keep IGK in my install, for now it's the only ImpIsle mod installed so it should work fine and I'm very interested in seeing it again after such a long time :)
After this I installed Kielanai and Angkor's Akaviri Kojima Extended.
This mod was started by Kielanai as an Akaviri styled island for the coast of Anvil and I have extended it with "player houses" around the borders of Cyrodiil province, a shipping line going from Leyawiin via Elsweyr, Valenwood and Anvil to the Oyster Bay and a "high event density" mountain on the border between Cyrodiil and Morrowind.
I'm installing AKE now for three reasons:
In the current versions there is an AKE fort on the Imperial Isle that is integrated in the landscape as modified by my ImpIsle Walkabout junglised mod - @ http://www.nexusmods.com/oblivion/mods/41089/? - so I'm very interested to see if it holds its own when this mod is not installed.
Then there are some weapons and armor hidden in the houses on the Imperial Isle that I need during my upcoming exploration of "new worlds".
And last but not least, these "border houses" give me direct access to the landscape so in chapter 8 I can easily go to the new lands I intend to install and in Chapter 9 - after installing the xul compilation mod - I need these houses to check for compatibility issues between this and the mods I have already installed.
And since AKE uses some I also installed xrayy's better cloudrulertemple texture replacer.
Since the aim is to go to Bravil, I installed Elioden Ward's Dirtier Bravil, Marco Arecibo's Falling Rubbish Bravil, Lyriath01's Bravil Internal Docks, Kengon's Bravil Harbour and Draken's Bravil Argonian Suburbs to make this town more interesting with mods that all work together well :)
Then I used OBMM for install, BOSS for loadorder and Tes4Edit for cleaning.
As a special note, there are many esp's BOSS does not recognize which you must order with the BOSS-User list, after doing this you must run ALL these non recognised mods - many are rather old - i.e. before we understood how to clean our mods - through TES4Edit's Cleaning Filter.
After this I had no problems using Wrye Bash and TES4LODGen for integration and in the next vids I have a look at the result.