Gives the central most part of Azuras Coast a distinct Appearance.

Although it is not mentioned alot in game. The Zafirbel bay is an actual named part of the Azuras Coast region. Considering that it’s home to three Telvanni settlements as well as a few other notable locations, it could be hard to identify if you aren’t looking at the world map.

Well now you will find large black marble pillars in place of most of the original Menhirs that were identical to the ones in the rest of the region. As well as unique sand and rock textures for certain parts of the landscape.

Features:

  • Large marble pillars in place of the original Menhirs.
  • Unique sand and darkstone textures in several areas.
  • Large ridges and cliffs on the isles to make the area feel more isolating
  • Additional cluttering of the two bandit camps you can find in the region.
  • Minor cluttering around the exteriors of Anudnabia and Yansirramus. This does not touch the interiors.
  • Normal maps for OpenMW users.

World Edits:

Extensive exterior and landscape edits to the central Azura’s Coast Region, surrounding and including the towns of Sadrith Mora, Tel Aruhn, and Tel Fyr.

Landscape edits are extensive, covering 75 exterior cells in total, including the south-eastern most edge of the Grazelands.

Also includes interior overhauls for the dungeons of Vassamsi Grotto and Baram Ancestral Tomb.

Other Notes:

Confirmed Compatible with Beautiful Cities of Morrowind and Telvanni Sea Beacons.

A compatibility patch is available for Azura’s Coast Redone on that mod’s download page. Likewise, that patch also provides compatibility for Zafirbel Beacons.

Includes a merged version of Vassamsi Island.