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Expands the Vivec Mages Guild to make it feel more like the regional hub of such a large institution while keeping the same feel of the original space.

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Vivec Guild of Mages Expanded
By Mordaxis

And special thanks to Darkelfguy for doing this showcase! Note: This video is outdated for version 2.0.

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 while you robbed them blind?  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.


-Added Archmage's Quarters to a new cell.  NOTE: this room is full of loot that might be a bit much for one space but it is designed for "realism" and you're supposed to only enter it once you become arch-mage or if you're a higher-level thief (although 100-level unlock scrolls become a dime a dozen at about level 10 or so), when you'll be swimming in loot already.  The key is on Trebonius and can be pick-pocketed or picked up after you duel him, although the latter 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 bunk-beds, 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 bunk-beds and also because I figured it's more for lower-ranked members passing through.  The bunk-beds, chests, and side tables are set to MG faction-owned and useable by Associate rank and up.

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

-Added 5 new NPCs to fill out the areas a bit.  They are VERY bare-bones so 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.


-Should work with OpenMW.

-Version for use with True Lights and Darkness (specifically the "No Daylight" version) mod that comes with MGSO and which I use.  This version is my preferred version and will likely have the most support.  The lighting fixtures were designed around the low lighting from the mod so the regular version might look a little too bright without TLaD.  This version can be used without TLaD but the 2 new cells will probably look much darker than other cells but then the lighting I used should make up for that and look more natural as well (how are these rooms supposed to get sunlight anyway?).

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

Third Party Patch
Thanks to qwertyquit for making a patch for this file that fixes a few minor issues!

And, check out my other mod, Wolverine Hall Interior Expanded!

Modify my mod, but credit me as the original creator

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.

Just delete the esp file.

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.

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

-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.

-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; this version also has some different light fixture usage).

- Changed the AI Wander packages of new NPCs so they don't wander so far away.

- 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."

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.