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Vivec Guild of Mages Expanded
By Mordaxis

Version: 2.2

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Contents
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1. Requirements
2. Description
3. Permissions
4. Installation
5. Removal
6. Incompatibilities
7. Known Issues or Bugs
8. Changelog
9. Credits

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Requirements
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Morrowind

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Description
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Ever felt that the Vivec Mages' Guild is rather lackluster for the regional headquarters of such a distinguished Imperial guild? Ever wonder just where all those guild members in Ald'ruhn were supposed to meet to hear Trebonius' speech? Well I have and, as part of a series of mods I'm starting to work on, I decided to spruce up the Vivec Guild of Mages hall while keeping the feel and look of the original.

List of changes:

-Added Archmage's Quarters to a new cell. This is a small room (nobody really likes Trebonius and he's only arch-mage of a backwater area anyway) but has a lot of fairly good loot in it (perhaps too much for some) for the sake of "realism." The door is locked and trapped and Trebonius has the key. Hopefully the key will drop when you defeat him in the arch-mage duel but this hasn't been tested.

-Added a small lecture hall for classes and guild meetings.

-Added a library with most if not all of the common, non-skill magic, history, and religious books. Has a few of the more expensive magic-oriented books.

-Added a kitchen/alchemical practice area with apparatuses and ingredients set out that are set to certain levels in the MG faction.

-Added another sleeping area with 3 bunkbeds, 2 chests, and 1 armoire since, as the local hub of the guild, it needed more sleeping areas. I've kept it styled in the cheap style because of the bunkbeds and also because I figured it's more for lower-ranked members passing through.

-Added a small storage closet in the entry room on the top floor.

-Added a few new NPCs to fill out the areas a bit. These NPC's are very bare-bones as I haven't figured out the dialogue system yet. I recommend MCA or another mod that adds NPCs to cells to fill out the original space more.

-Updated/edited pathgrids to account for the additions/changes.


Also, I have cleaned this mod with TESCMD but if anyone notices any more dirty edits or other issues, please let me know.

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Permissions
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Modify my mod, but credit me as the original creator

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Installation
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Use a mod manager to install. I prefer Wrye Mash but will probably work with NMM. Or, just drop into your Data directory and install like any other mod.

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Removal
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Just delete the esp file.

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Incompatibilities
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Likely not compatible with anything else that modifies the "Vivec, Guild of Mages" cell in a major way, or at least adds stuff to the areas I modified.

Currently known to be slightly incompatible with Nemon's Vivec Interiorator (some object clipping).

Also, slightly incompatible with Antares' Enchanting Desk mod (not sure if it's part of his Big Mod). The new closet is in the location of the enchanting desk.

Mods that add new NPC's to cells, like MCA, should still work.

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Known Issues or Bugs
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None right now that I know of.

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Changelog
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2.2
-Changed Alarm of all new NPCs to 100 so that they properly report/attack when they catch you stealing.

2.1
-Switched out Julianos tapestries in library (I loved them but it isn't technically lore-friendly due to Temple restrictions on the Imperial Cult outside Imperial areas).

-Changed ownable items in Arch-Mage's Quarters to Faction Owned by Mages Guild at AM rank so they should become your property once you become Arch-Mage.

2.0
-Moved sleeping area to other side of cell.

-Removed door to vanilla bedroom.

-Added Kitchen/Alchemy room.

-Moved library to new cell and expanded it a bit.

-Added Arch-Mage's Quarters in new cell.

-Added a couple of new NPCs

-Possibly changed a few other things I forgot.

-Added version compatible with True Lights and Darkness (specifically the "No Daylight" version that comes with MGSO as this is the version I use).

1.2
- Changed the AI Wander package of new NPCs so they don't wander quite so far.

1.1
- Moved the closet to the opposite nook to ensure compatibility with MCA. Now is fully incompatible with the enchanting desk added by Antares' Enchanting Desk mod (but does not affect enchanting desks added elsewhere).

-Added 3 new NPCs to fill out the new areas.

-Added ownership to all new items.

-Added ownership to all the beds in the cell.

-Changed mod folder name to "Data Files."



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Credits
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Thanks to Bethesda Softworks for developing Morrowind and the Construction Set.
Thanks to Brucoms for developing the TES3 Readme Generator this readme was made from.