This mod looks awesome, but I can't seem to get it to work. I use OpenMW and I know I've gotten plugin-less textures to work, since I use the Landscape Retexture mod. I've tried both just extracting the .7z to Data Files and, just to see if it did anything, put the loose files in the respective textures and meshes folders. Neither of those have worked. What's the correct way to install this?
Have fan-made Morrowind scripts produced a way you could create a female model, and then allow players to switch Vivec's gender back and forth safely during play? And if so... could such a mod be compatible with mods that allow him as a companion?
I'd have a lot of fun making him do that in places where there were too many of his current gender, in an obvious effort to get laid easier!
The first part has already been done - I set it up (and fixed it up) last year when I modded my last attempt at the game.
She Vivec: https://www.nexusmods.com/morrowind/mods/45201 Check my comment on the latest page of the Posts tab for fixes you may need to grab, especially if you're using any other Vivec changes, like Divine Vivec, Voice VIvec, or wanting to use the Femme Vehk replacer for the FemVehk side only.
The thing with the way it's done, and why it'd be a nightmare for anything that makes Vehk a companion, is that model-swapping in-game isn't really a thing the engine can easily do, even in OpenMW. Instead, the mod works by outright replacing the actual Vivec entity with a Femme Vivec NPC when you enter their hall, with scripting around it to allow for regular dialogue/interaction with the game's systems around Vivec. (I only know this b/c I had to fix it in a patch b/c you couldn't talk to Femme Vivec in OpenMW - see my comment on the mod to learn more.)
In terms of a companion mod, if the modmaker figured out a way to neatly make Vivec a companion, they'd have to make an appropriate method of performing that swap - probably via a dialogue option that causes Vehk to cast a spell/play an animation, or a spell you'd cast yourself. The other issue then is companion management - the other Vivec NPC would have to be updated with anything the current Vivec had - buffs/debuffs, stats, items, etc - ported in, and also made your companion. No idea how the companion system works in Morrowind, not keen to find out, but while possible, it's not just a simple swap, sadly.
Wow, what an amazing overhaul of his in-game design; absolutely love it, especially the glowmaps - makes him look like a proper god. Even better when combined with the other recommendations. Been almost 5 years since I last played Morrowind, and with how many cool new mods are around now, definitely gonna be a wonderful and fresh experience :D (Weirdly enough, the Floating Vivec plugin didn't fix his animation loop error, but the buoyant one did.)
I neglected to update the recommendations, but this version of Illuminated Palace is a lot more optimized and easier on performance.
And thanks for the Floating Vivec report. It worked for me the last time I used it, but I'll link Buoyant Vivec as an alternative for anyone else having issues.
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Have fan-made Morrowind scripts produced a way you could create a female model, and then allow players to switch Vivec's gender back and forth safely during play? And if so... could such a mod be compatible with mods that allow him as a companion?
I'd have a lot of fun making him do that in places where there were too many of his current gender, in an obvious effort to get laid easier!
She Vivec: https://www.nexusmods.com/morrowind/mods/45201
Check my comment on the latest page of the Posts tab for fixes you may need to grab, especially if you're using any other Vivec changes, like Divine Vivec, Voice VIvec, or wanting to use the Femme Vehk replacer for the FemVehk side only.
The thing with the way it's done, and why it'd be a nightmare for anything that makes Vehk a companion, is that model-swapping in-game isn't really a thing the engine can easily do, even in OpenMW. Instead, the mod works by outright replacing the actual Vivec entity with a Femme Vivec NPC when you enter their hall, with scripting around it to allow for regular dialogue/interaction with the game's systems around Vivec. (I only know this b/c I had to fix it in a patch b/c you couldn't talk to Femme Vivec in OpenMW - see my comment on the mod to learn more.)
In terms of a companion mod, if the modmaker figured out a way to neatly make Vivec a companion, they'd have to make an appropriate method of performing that swap - probably via a dialogue option that causes Vehk to cast a spell/play an animation, or a spell you'd cast yourself. The other issue then is companion management - the other Vivec NPC would have to be updated with anything the current Vivec had - buffs/debuffs, stats, items, etc - ported in, and also made your companion. No idea how the companion system works in Morrowind, not keen to find out, but while possible, it's not just a simple swap, sadly.
I neglected to update the recommendations, but this version of Illuminated Palace is a lot more optimized and easier on performance.
And thanks for the Floating Vivec report. It worked for me the last time I used it, but I'll link Buoyant Vivec as an alternative for anyone else having issues.