Love this! Exactly what I wanted! Unfortunately the manor stairs are in the exact. same. place. as the little add-on in Tel Uvirith Lite. I tried changing it with my OpenMW TESCS and...no dice, it's a nightmare on my OS. Sigh. Guess I'll deal with clipping stairs because I love both these mods.
I've never bothered with any of the Uvirith mods, but I gave this one a whirl on a whim after I hit Archmagister, and I'm glad I did! This is a lovely mod with a few surprises that delivers on its premise. If you want a mod to add just enough grandeur to Tel Uvirith without completely overhauling it or seeming out of place, this mod delivers!
This is exactly what I was looking for! While I loved how lush and alive Tel Uvirith seemed with "Uvirith's Legacy," I never ended up using that mod because it just changed/added to too many of the characters and added way too much dialog which I found out of character or awkwardly phrased. Nothing against people that like the dialog in Llegacy," it just isn't for me. And the teleporters are too much for me, as well. "Legacy" just adds too much everything, I guess.
I do like and use "Building Up Uvirith's Grave," though, and this mod is compatible with it insofar as I've tested them together. And yes, "Uvirith's Manor" really makes Tel Uvirith more of a home. Now I really feel like living there! Instead of mooching off Aryon in Tel Vos forever and living on his couch indefinitely.
For some reason when I installed this, there are a bunch of meshes missing? I have yellow signs everywhere. All I did was put the .esp in the Data Files. What am I missing?
I've now had time to review this mod and wish to give it my full endorsement! A short review is provided below:
This mod adds an additional manor house to the top of Tel Uvirith for the player to live in, and is fully compatible with the "triumvirate" of Telvanni mods. The first good thing to note about this mod is that, unlike the original Tel Uvirith, the manor house puts everything you need in one place with no need to change cells. I.e., instead of having to go between the dungeon, lower tower, upper tower, etc., you have your library, bathing room, bedroom, dining room, and kitchen all accessible in one area.
The layout is logical and makes sense. The entrance opens up into a moderate-size, vertical foyer that a character must levitate up from (in traditional Telvanni fashion) to access the rest of the private rooms. One room is a spacious dining room that seats at least 12, and is built for entertaining (there is even a small stage where a bard character could perform!). Off the dining room is a small kitchen. I suspect the author is a chef (or has a lot of cooking experience), because the level of detail in the kitchen is phenomenal. .
On the other side of the kitchen you have a spacious master bedroom and sitting area, servants quarters that could fit 5-6 servants, and a bathing area to levitate down to. The tower also has 1-2 secrets that I won't spoil here.
Overall, I found this house mod to be heavily enjoyable, and would recommend it heavily to anyone who feels the traditional Tel Uvirith Tower requires too much back and forth between cells to enjoy. The manor house, being a house mod, is empty of NPCs, but that can be easily remedied with mods like Lords Men Mercenaries, Pegas Staff Agency, or other mods that allow the players to purchase servants. One could also make the house a home for one of the deeper companions, such as Julan or Jasmine. It's full of possibilities and, as stated previously, there's no reason NOT to download it because its compatible with all major Tel Uvirith mods.
I do have a couple of critiques, although these are very minor: (1) the seams in the entry room between the ceiling pieces and the entrances to the rooms don't line up perfectly. Although there don't appear to be any splits at first glance, if you levitate up to the ceiling at certain angles, you can enter and/or view the black void above the cell. I wasn't able to break out into the void (a good thing), but it was still visible when levitating to the top. I don't know much about actually building interiors, but maybe there's a grid snap command that could fix this? (2) the entry room could use some more pomp and circumstance. This is the home of the Telvanni Archmagister, after all. I would suggested broadening it a little bit and making it a bit grander (toss in some flashier banners, and maybe some armor mannequins or statues). The rest of the house is quite grand, so I don't think making these changes would mess with the theme (3) Most of the items used to decorate the various areas of the home are not items, but are in fact containers made to look like items. While some players might like this, I found it a little frustrating because it was hard to tell in such cases which items were real items to be picked up and which ones were containers. It can also take up display space because players may not be able to pick up and move these containers if they wish to put different things there. However, for aesthetic purposes, I thought these containers were a nice touch.
The above critiques are more stylistic/personal preference things though. I highly recommend this mod to any Telvanni player out there, and am looking forward to whichever future mods the author decides to produce for Morrowind!
By the way, if you haven't already, you may want to consider making a release thread on the morrowind modding forums (http://forums.bethsoft.com/forum/12-morrowind-mods/). Some mods have gone unnoticed in the past due to lack of PR over there. A lot of long-time Morrowind players spend more time hanging around over there than on Nexus. Your mods could even be featured in one of Darkelfguy's modding showcases
What else are you planning on making in the future?
Thanks for the tip! I will consider it. And Darkelfguy has already been kind enough to feature my previous two mods that I've released in his showcases. which definitely helped to popularize them. Especially Broadsheets and Notice Boards.
As for what I would like to work on, I am hoping to get back around to completing Broadsheets and Notice Boards as it was very small in comparison to what I hope to have for a final scale. I also have a few ideas for a mod to add and expand upon certain locations in the Bloodmoon expansion. However I have been very busy recently, so I would not expect anything on these for quite sometime.
Great! I'll see about giving your other mods a try too.
By the way, if I want to use the console command coc to get into the interiors added by this mod, what cell ID should I use? I'm in the process of testing several mods, some of which require me to delay becoming archmagister, so being able to use coc would allow me to check it out earlier and provide more thorough feedback.
This mod looks fantastic! Once I get Morrowind up and running again I'll try it out and see about adding it to my list (which is in need of an update anyway, http://forums.bethsoft.com/topic/1490690-jasons-quintessential-telvanni-mod-list/)
Just to clarify, the mod doesn't change the Upper Tower at all really, right? The manor is just an addition at the top? I suppose that makes the upper rooms of the tower redundant, but those rooms could just be taken over by retainers I suppose
Correct! The vanilla interior cells of Tel Uvirith have remained untouched to ensure maximum compatibility with other mods. The manor is accessible from a new exterior addition on top of the tower.
Excellent! Just need to get a few more texture replacers installed after work and then I'll be able to start testing again. Going to need to use the console to build a test character of sufficient skill/level/rank though.
Well this looks highly interresting. I have never played UL before, but i plan to in my current playthrough. Is it necessary that you install this mod before tel uvirith been built ?
This mod is compatible with all Telvanni play-throughs at any point. The manor is automatically enabled via a new script that detects when/if you are the Archmagister, and it does not rely on the vanilla construction quests at all. The manor's sudden appearance out of nowhere is explained via a note that can be found in the manor itself.
20 comments
Seriously, this is beautiful.
I do like and use "Building Up Uvirith's Grave," though, and this mod is compatible with it insofar as I've tested them together. And yes, "Uvirith's Manor" really makes Tel Uvirith more of a home. Now I really feel like living there! Instead of mooching off Aryon in Tel Vos forever and living on his couch indefinitely.
Thanks for all the work on a great mod.
This mod adds an additional manor house to the top of Tel Uvirith for the player to live in, and is fully compatible with the "triumvirate" of Telvanni mods. The first good thing to note about this mod is that, unlike the original Tel Uvirith, the manor house puts everything you need in one place with no need to change cells. I.e., instead of having to go between the dungeon, lower tower, upper tower, etc., you have your library, bathing room, bedroom, dining room, and kitchen all accessible in one area.
The layout is logical and makes sense. The entrance opens up into a moderate-size, vertical foyer that a character must levitate up from (in traditional Telvanni fashion) to access the rest of the private rooms. One room is a spacious dining room that seats at least 12, and is built for entertaining (there is even a small stage where a bard character could perform!). Off the dining room is a small kitchen. I suspect the author is a chef (or has a lot of cooking experience), because the level of detail in the kitchen is phenomenal. .
On the other side of the kitchen you have a spacious master bedroom and sitting area, servants quarters that could fit 5-6 servants, and a bathing area to levitate down to. The tower also has 1-2 secrets that I won't spoil here.
Overall, I found this house mod to be heavily enjoyable, and would recommend it heavily to anyone who feels the traditional Tel Uvirith Tower requires too much back and forth between cells to enjoy. The manor house, being a house mod, is empty of NPCs, but that can be easily remedied with mods like Lords Men Mercenaries, Pegas Staff Agency, or other mods that allow the players to purchase servants. One could also make the house a home for one of the deeper companions, such as Julan or Jasmine. It's full of possibilities and, as stated previously, there's no reason NOT to download it because its compatible with all major Tel Uvirith mods.
I do have a couple of critiques, although these are very minor:
(1) the seams in the entry room between the ceiling pieces and the entrances to the rooms don't line up perfectly. Although there don't appear to be any splits at first glance, if you levitate up to the ceiling at certain angles, you can enter and/or view the black void above the cell. I wasn't able to break out into the void (a good thing), but it was still visible when levitating to the top. I don't know much about actually building interiors, but maybe there's a grid snap command that could fix this?
(2) the entry room could use some more pomp and circumstance. This is the home of the Telvanni Archmagister, after all. I would suggested broadening it a little bit and making it a bit grander (toss in some flashier banners, and maybe some armor mannequins or statues). The rest of the house is quite grand, so I don't think making these changes would mess with the theme
(3) Most of the items used to decorate the various areas of the home are not items, but are in fact containers made to look like items. While some players might like this, I found it a little frustrating because it was hard to tell in such cases which items were real items to be picked up and which ones were containers. It can also take up display space because players may not be able to pick up and move these containers if they wish to put different things there. However, for aesthetic purposes, I thought these containers were a nice touch.
The above critiques are more stylistic/personal preference things though. I highly recommend this mod to any Telvanni player out there, and am looking forward to whichever future mods the author decides to produce for Morrowind!
--Jason
Score (9/10)
What else are you planning on making in the future?
As for what I would like to work on, I am hoping to get back around to completing Broadsheets and Notice Boards as it was very small in comparison to what I hope to have for a final scale. I also have a few ideas for a mod to add and expand upon certain locations in the Bloodmoon expansion. However I have been very busy recently, so I would not expect anything on these for quite sometime.
By the way, if I want to use the console command coc to get into the interiors added by this mod, what cell ID should I use? I'm in the process of testing several mods, some of which require me to delay becoming archmagister, so being able to use coc would allow me to check it out earlier and provide more thorough feedback.
Just to clarify, the mod doesn't change the Upper Tower at all really, right? The manor is just an addition at the top? I suppose that makes the upper rooms of the tower redundant, but those rooms could just be taken over by retainers I suppose
Can't wait to try it!