
With all the TWMP mods (including Hammerfell) I installed all the main files (latest version only), all the resource files and all the LOD files, that is everything except the patches because I don't need them. The LOD files are really tricky because they are not in a BSA but just files on disk, and you have to install them in the right order because they overwrite what you've got already. But then - people say - you generate new LOD with TES4Edit and everything is fixed! Yeah, right... this has not been my experience. The files in distantLOD folder are overwritten when you generate LOD, and they contain data for trees, objects and some of the water (some? yeah, clear). Then there's texture LOD - some files in Textures/landscapeLOD, and I have not been able to regenerate those successfully with anything. I just get a lot of purple everywhere when I try. But all of those TWMP mods come with land LOD textures, and my mod doesn't change landscapes, so fortunately I don't need to update them. It does make it very important to load the mods in the correct order to get those things overwritten correctly.
Phew... if you are not confused yet, why not?

So, for the record I decided to write up exactly which mods from the TWMP suite I installed and in which order, that's the long list that follows. It is my intention to get Valenwood and Elsweyr working as well, they are not all TWMP, but they were made to work with TWMP, or so I hear. Bear in mind that I haven't explored those areas yet, so I might have to adjust the list later. This is based on this thread on Reddit.
My installation does not start from an empty Oblivion - I already have various mods, some with the dreaded LOD that gets overwritten. Besides, I started with TWMP for Skyrim and installed Elsweyr and Valenwood afterwards - which is the opposite of what they advise on Reddit. I also had my LOD messed up several times while developing my mod, fixed it, messed it up again... So then I decided to reinstall all those TWMP mods again, overwriting everything, but now I've done it in the right order according to Reddit. I have only checked Skyrim and Hammerfell so far, and they are fixed, and Cyrodiil seems to be in order also. So I think this might be a way to go.
EDIT 18 December 2021: I have updated these instructions now that my mod got a new release. Here is the up-to-date page.
Download and Installation
IMPORTANT: download the mods and save them in a safe place because you'll be reusing them a few times! I suggest Data/Downloads. Put each mod in its own folder so you know what's what. It gets confusing very quickly. I download everything first, then go about installing it - this helps to keep track of where you are at.
Installation needs to happen in the order listed below because files get overwritten in the process. Some of the mods also give installation instructions, I tried to take them all into account, but be sure to check them for notes regarding other popular mods that you might have in your game.
Note: I don't use Unique Landscapes, so I didn't download any of those resources. If you do use UL, you will need those files too! Top up your common sense reserves, they will be tested!
Oblivion Script Extender - OBSE - xOBSE

Go to their website and download and install the latest version. TWMP claims to need v21 on its latest mods, but v19 is probably already sufficient.
Under the sign of the dragon - Tamriel Heightmaps
- Tamriel LOD resources
- Tamriel Heightmap v 3.3
- Tr Stirk LOD resources
Under the sign of the dragon - Tamriel Landscape Pack
- BSA
- ESM
Under the sign of the dragon - Tamriel Resource Pack
- ESM ESP
- Full resource pack
The other files here are just the individual parts already contained in the full resource pack, in case you have to re-download (so save it first!).
Elsweyr the Deserts of Anequina
- Main file
Valenwood Improved
- 1020 Full German
- 1020 English translation (replacement ESP with English text)
With TWMP we don't need the ESPs from this mod, only the resources. So why did I download the ESPs as well? No reason. Just for my collection.

TWMP Valenwood Improved
- Main file (the ESP)
- Patch for Elsweyr
We will use this ESP with the resources from the other Valenwood mod. I also downloaded the patch for Elsweyr because I use Elsweyr. Download other patches as needed.
Valenwood Islands
- Valenwood Islands main file
- Valenwood Islands patch
- LOD fix
These are the three main files for this mod, I did not use any of the optional patches.
Under the sign of the dragon - Tamriel Landscapes
- Black Marsh ESP
- Summerset Isles ESP
- Summerset Isles meshes BSA
- Summerset Isles textures BSA
Note that I did not use any of the LOD resource archives from this mod, and also not the Valenwood-Elsweyr module. These are outdated (according to Reddit).
TWMP Summerset Isles Extension
- TWMP SI version 0.1.1
TWMP Castle Dunkerlore
- Main file
TWMP Hammerfell
- Main file
- Distant LOD
- Resource pack
- _far meshes
- LOD terrain meshes and textures
I don't have Sutch village, so I didn't use the patch. Apply your common sense here.

TWMP (only High Rock is needed, not Skyrim)
- High Rock ESP
- TWMP LOD resources
Note that you don't need Skyrim ESP but you do need Skyrim LOD resources included in the LOD pack.
TWMP Skyrim Improved
- Main ESP
- Resources
- LOD textures and meshes
Jerall Pass is integrated into this mod, so remove the stand-alone version.
TWMP Locations
- ESP and BSA
Skyrim Nord Tombs is integrated into this mod, so again remove the stand-alone version.
TWMP Skyrim Guard Armors and Shields
- Main file
TWMP Skyrim Alive

- Core
- Optional: Silent dialogue. I don't use Ely's Silent Voice, so I generated this for the whole of Skyrim.
Skyrim Alive is integrated into this mod, so remove the stand-alone version.
Load order is the same as the installation order. If you have any mods that edit the same areas, put them before this lot, or you'll have land tears and/or roads will be lost. Download what patches you need (e.g., for Unique Landscapes) and read descriptions of the corresponding mods for ideas where they go in the load order. I don't use them, so can't test it.
The map
I tried different options and found Dynamic Map to work best, it requires MenuQue.
MenuQue - OBSE Plugin
- Main file version 16b
Note that Dynamic Map states that MenuQue v17 is required, but the highest version we have here is 16b. I use it, it works fine.
Dynamic Map
The main archive contains several options for installation. Choose TWMP Heightmaps - the only option that shows all of Tamriel. Map pack that is available separately, is not needed.
High Detail Dynamic Map TWMP
- Main file
- Patch
Install the main file first, choose the version with Valenwood and Elsweyr. Then the patch because it overwrites the INI file. This is a replacement for the TWMP Heightmaps module of the Dynamic Map.
TWMP Skyrim Alive
- Map archive
This is my overlay for Skyrim - for the High Detail Dynamic Map from above. Again, it overwrites the INI file, so installation order is important.
Once you've got your Dynamic Map installed, have a look at its two configuration files in Data/Ini folder. The core file regulates things like keys used to zoom in and out, while the other file determins what is being displayed. I changed the zoom keys in the core file, for example.
This is the map I shall be maintaining as I explore more of Tamriel. So if I find problems in Elsweyr and Valenwood related to the map, I'll be fixing them for the High Detail version. Unfortunately it is not compatible with "standard" versions because the map is not simply scaled, it is also cropped, so you can't simply resize your old modules - they don't fit properly, you have to redo them in GIMP or something.
Recommended additions
These are the mods I use in my game and they work well with TWMP, at least the Skyrim part which I have so far explored. I understand that some don't work very well with OOO or perhaps something else - check what you are using. For Unique Landscapes there are patches and patches, I've seen them everywhere, so you should be able to fix it.
Load these mods before the TWMP lot, or anyhow before TWMP Skyrim Alive, or you will lose the roads in the Jeralls.
Skyrim Observatory - North-East from the Dive Rock.
HESU Mod Collection - Skyrim Temple - West from the shrine of Azura.
Jerall Home Remastered - puts a house just North of the Dragonclaw Rock.
The Ancient Dwemer Ruins - right on the road West of the Temple of Ancestor Moths.
Ancient Dwemer Ruin Vornhuzduc - in Cyrodiil West of Bruma.
Pinevale - in the Jeralls West of Bruma. There is a pass from below.
Nordinkarst- Nordic Meadhall - in the Jeralls West of Pinevale. Easy access from Falkreath! Use this patch with TWMP. Load the main mod before TWMP mods, and load the patch after the TWMP mods.
The Crystal Chasm - North-West from the shrine of Mora, on the vanilla road to Hammerfell (vanilla road to Hammerfell? Oh yes!!). This puts a road from the shrine connecting to the vanilla road. I hear this conflicts with bandits from the OOO, so you might have to choose.
Red Mead Hall - just West of the shrine of Hermaeus Mora. Quite something. Conflicts with the road from the Crystal Chasm which goes under the building, unfortunately - you have to choose or use my patch for it. This does not depend on TWMP, so can be used without it. Load Chasm first, then Red Mead Hall, then the patch. This block of three can be loaded before all the TWMP mods.
Falkreath - Ghastley's mod, no longer on Nexus. Fits beautifully!
Start playing!
This is the important bit... get out there! Start exploring!!

Oh, and people say you can also safely install Morroblivion on top of all of this. I plan to do it too, at some point.