Attention please! When you install the mod, see if you have Improved Telvanni Architecture already! If you're not sure it's likely you don't have it!! It's this mod! It's VERY noticeable! If you have it, use ITA version!! If you don't - please USE VANILLA VERSION! Please! Thank you.
If you accidentally installed the wrong version, don't worry! All the difference is in the esp, and all I did was move a thing or two. So if you replace the wrong ver with the right one, and do a Wrye Mash save update, I don't see any problems happening even on a long existing playthrough.
As for the screenshots: All were made with MGE-XE; done on my modded setup with many model and texture replacers that I mixed together. The ones you'll likely to notice are Bump Mapped Telvanni Textures, Tyddy's Arkitektora for Telvanni. You probably saw Melchior's Dunmer Lanterns Replacer on many screenshots; I also play with Improved Telvanni Architecture for those extra gnarly roots you might have seen. The darkness on screens is caused by my custom lights mod, it should be easier to see for you (or not). In case it's too dark, there's a box with candles in Tower Dungeon. They all give light when placed somewhere.
Are the spells you find at the end of the 2nd stage useful ? Painting lock would be overpowerful, a kind of disintegrate which leaves a trace ! But unless these are scripted spells with a twist, they don't seem to have any other effect than the effect listed, so painting lock just locks a lot the target, so if it's a npc it has absolutely no effect, and Evaporate just dispels really everything on you (4 times 100% if I remember well !). For evaporate after reading the book I am not sure it could have a usefulness anyway, but for painting lock too bad !
The showcase module doesn't seem to work in OpenMW, as far as I can tell- the cranks both appear, but the "I build houses!" one doesn't function. I've tried loading the game with only this mod, and unfortunately I'm unable to preview it ;-;
The guest house exterior is missing for me. The door is there and I can go into the interior, but the exterior mushroom where the house should be isn't there. Has anyone else had this issue? I'm on OpenMW with rebirth, cheers
This happened in my OpenMW install too. You can add the missing house in manually using the console with these commands:
placeatpc ex_t_hold_housepod_02c *select the pod by clicking it with console up* setpos x 88910.859 setpos y 11042.456 setpos z 1619.317 setangle x 40.1 setangle y 0 setangle z 318.9 setscale 0.9
That adds it as it is shown in construction kit, I would add that afterwards I played with the scale and positioning just slightly to make some joints line up better. Also I seem to have a strange bug where when I use the setangle Z command that rotation is not saved when I reload the game, I had to work around this.
It's amazing how almost all of the additions weren't implemented before, the mod is spectacular, and the best part is it doesn't mess up any interiors modified by uviriths legacy, no invisible walls, colliding meshes or holes to void, so if you don't mind disabling a couple (i think less than a dozen) statics those mods are totally playing along
This mod is absolutely magical. I gasped several times with delight, wonder, and surprise. Everything in this mod is moody and evocative, from the creative use of mushrooms to the cozy little alcoves. I don't know how you used space and objects so efficiently and cleverly - maybe you're an interior designer in real life? This whole mod is just amazing. I didn't use the cursed books .esp so I can't speak to that. There are some things I haven't figured out how to use, and I'm sure there are things I haven't discovered yet, and that's exciting. I will say that I made coffee and my game crashes every time I try to drink it - I'm on OpenMW for what it's worth. My favourite part? The locust's quarters.
Are there any guards or npcs added by the mod? I always thought the few dwemer guards and few services were lacking for a reasonable powerful mage lord. Some other mods add those things. The Uvirith mods normally add lots of stuff thats not lorefriendly though.
I'd like to vent a little about something that I consider to be a design problem with this mod.
About half of the reworked areas and most of the showpiece features of this mod are all hidden in a secret area which is behind an invisible secret door. What's more, the most important of the new spells is behind an additional invisible secret door within the secret area, plus it's covered up in black on the player's map so you can't find it unless you're in the habit of walking into every square inch of seemingly solid cave wall that you come across while playing.
In game, there's no dialog to indicate that you should be looking for secret doors like this or pointing you in the right direction. It's all completely opaque. The information isn't anywhere online or in the documentation, either. I pulled this text from the mod's Readme: "You must find a hidden passage in order to get to those places, and I am not telling you where it is." You can almost see the self-satisfied smirk through the tone of the words. The following sentence encourages readers to "keep your eyes peeled," but this is literally completely useless advice because the secret doors are both invisible!
I had this mod installed for my current playthrough on the strength of the feedback I'd seen, and I had some free time last night so I decided to check out my finished stronghold. I spent two and a half hours searching for the secret passage to the key areas of the mod, and I couldn't find them. I could see the entrance to two additional interior cells on my map, but couldn't find any place to go or any activator that would take me there. Two and a half hours I spent searching and clicking on every millimeter of space that was near those entrances on the map, checking and rechecking, but there was nothing there. Two and a half hours for nothing. Two and a half hours.
Finally I gave up and opened the mod in the Construction Set, and then I found it. So instead of finding a clever way to hide the secret passage, you just made it invisible. What a lark.
By the way, it's not as though I hadn't checked those tapestries when I was looking for the hidden passage, before I checked the Construction Set. I checked behind them multiple times by carefully angling the camera around their edges, but there's no evidence of a hidden passage. All you see is more tapestries, so there's nothing at all to indicate to the player that it's not a solid wall. Very funny.
LOCATION OF THE SECRETS:
For those who are equally frustrated as I felt last night, you're supposed to walk through several layers of collision-disabled tapestries that are covering section of the wall in a narrow part of the hallway of the Tower Dungeon directly below the levitation shaft. There are identical arrangements of tapestries on both sides of the hallway -- the wall you're supposed walk through is the one that's on your right when you face toward the old Dwemer chest.
Once you've gotten through that initial hidden passage, you'll drop down an extra-long levitation shaft and into a lower hallway where you can access the Trama root coffee room and the main player base area, which is called the Understairs. From the Understairs, you have to walk through a cave wall behind the waterfall at the far end of the room in order to access the Fungal Observatory and the last spellbook, which has the most important spell. This is the secret passage which is masked on your map. Again, there's absolutely no indication that you can walk through the wall at this point in-game or in the documentation.
This mod is amazing, I just finished my first play through of Morrowind ( a little late I know) and was sad that my stronghold was so lacking in places to store things and display all my artifacts. Worked seamlessly with my already existing level 3 stronghold, everything still in place (though I did have to empty and refill the chest in the lower tower). This is just what I wanted and so much more, while still retaining the original feel of the tower. Awesome work, loved the secrets and cursed tomes. Endorsed.
30 comments
When you install the mod, see if you have Improved Telvanni Architecture already! If you're not sure it's likely you don't have it!! It's this mod! It's VERY noticeable! If you have it, use ITA version!! If you don't - please USE VANILLA VERSION! Please!
Thank you.
If you accidentally installed the wrong version, don't worry! All the difference is in the esp, and all I did was move a thing or two. So if you replace the wrong ver with the right one, and do a Wrye Mash save update, I don't see any problems happening even on a long existing playthrough.
As for the screenshots:
All were made with MGE-XE; done on my modded setup with many model and texture replacers that I mixed together. The ones you'll likely to notice are Bump Mapped Telvanni Textures, Tyddy's Arkitektora for Telvanni. You probably saw Melchior's Dunmer Lanterns Replacer on many screenshots; I also play with Improved Telvanni Architecture for those extra gnarly roots you might have seen. The darkness on screens is caused by my custom lights mod, it should be easier to see for you (or not). In case it's too dark, there's a box with candles in Tower Dungeon. They all give light when placed somewhere.
placeatpc ex_t_hold_housepod_02c
*select the pod by clicking it with console up*
setpos x 88910.859
setpos y 11042.456
setpos z 1619.317
setangle x 40.1
setangle y 0
setangle z 318.9
setscale 0.9
That adds it as it is shown in construction kit, I would add that afterwards I played with the scale and positioning just slightly to make some joints line up better. Also I seem to have a strange bug where when I use the setangle Z command that rotation is not saved when I reload the game, I had to work around this.
I've searched this stronghold high and low and have seemingly found every other spellbook in here.
Am I missing something?
I will say that I made coffee and my game crashes every time I try to drink it - I'm on OpenMW for what it's worth.
My favourite part? The locust's quarters.
About half of the reworked areas and most of the showpiece features of this mod are all hidden in a secret area which is behind an invisible secret door. What's more, the most important of the new spells is behind an additional invisible secret door within the secret area, plus it's covered up in black on the player's map so you can't find it unless you're in the habit of walking into every square inch of seemingly solid cave wall that you come across while playing.
In game, there's no dialog to indicate that you should be looking for secret doors like this or pointing you in the right direction. It's all completely opaque. The information isn't anywhere online or in the documentation, either. I pulled this text from the mod's Readme: "You must find a hidden passage in order to get to those places, and I am not telling you where it is." You can almost see the self-satisfied smirk through the tone of the words. The following sentence encourages readers to "keep your eyes peeled," but this is literally completely useless advice because the secret doors are both invisible!
I had this mod installed for my current playthrough on the strength of the feedback I'd seen, and I had some free time last night so I decided to check out my finished stronghold. I spent two and a half hours searching for the secret passage to the key areas of the mod, and I couldn't find them. I could see the entrance to two additional interior cells on my map, but couldn't find any place to go or any activator that would take me there. Two and a half hours I spent searching and clicking on every millimeter of space that was near those entrances on the map, checking and rechecking, but there was nothing there. Two and a half hours for nothing. Two and a half hours.
Finally I gave up and opened the mod in the Construction Set, and then I found it. So instead of finding a clever way to hide the secret passage, you just made it invisible. What a lark.
By the way, it's not as though I hadn't checked those tapestries when I was looking for the hidden passage, before I checked the Construction Set. I checked behind them multiple times by carefully angling the camera around their edges, but there's no evidence of a hidden passage. All you see is more tapestries, so there's nothing at all to indicate to the player that it's not a solid wall. Very funny.
LOCATION OF THE SECRETS:
For those who are equally frustrated as I felt last night, you're supposed to walk through several layers of collision-disabled tapestries that are covering section of the wall in a narrow part of the hallway of the Tower Dungeon directly below the levitation shaft. There are identical arrangements of tapestries on both sides of the hallway -- the wall you're supposed walk through is the one that's on your right when you face toward the old Dwemer chest.
Once you've gotten through that initial hidden passage, you'll drop down an extra-long levitation shaft and into a lower hallway where you can access the Trama root coffee room and the main player base area, which is called the Understairs. From the Understairs, you have to walk through a cave wall behind the waterfall at the far end of the room in order to access the Fungal Observatory and the last spellbook, which has the most important spell. This is the secret passage which is masked on your map. Again, there's absolutely no indication that you can walk through the wall at this point in-game or in the documentation.