Amazing addition, i really like how smooth it blends to the original atmosphere of the city.. love your mod!
Only a small contradiction i noticed, the dock administration building, on the west side, om the exterior the building has its glass window to the right of the door, but when you go in, the window is left to the door. This is really a small thing and please dont consider it a a criticism, i just felt like correcting that would make this mod even better.
I have not tested it with Dramatic Vivec, but I have a hunch that conflicts with it are minimal if they exist at all. From what I recall, most of Dramatic Vivec's changes are to the pathways along side the cantons and this mod simply builds into the side of the base of one of the Foreign Quarter and lightly modifies a small area of the canton's interior. All vanilla walkways in the exteriors of cantons remain untouched.
I'm not certain, but if anyone has tested it, I'd be interested in knowing. I'm caught up in various real life things at the moment, but if someone were to find a conflict, I'd be happy to make a patch.
Shoot. I don't want to mess with Abot's mod out of fear of messing it up, but if someone could alter the boat routes slightly to make it work, I'd definitely appreciate it.
This is a small mod that does exactly what it says. The docks fit seamlessly into the area. And the minor bits of dialogue to flesh out the new NPCs' backgrounds is a welcome inclusion. This mod will definitely be sticking around in my game!
I've been thinking about adding more actually. Just want to make sure I don't cause folks too much of an FPS hit and that it doesn't stand out too much compared to the relatively uncluttered exteriors of the cantons.
I'm not familiar with that mod, so I'm not sure. The only cell I touch inside the canton is the Foreign Quarter Canalworks and I tried to keep my changes minimal. I don't touch the Underworks.
After some checking of things, it looks like they are in fact compatible. The mod I mentioned actually only affects the interiors. Are there any plans to move Vivecs fast travel ship to the new dock, or add options of travel from the new docks?
I considered it, but I wanted to avoid creating unintended incompatibilities by changing the vanilla ship's location. I could just do it anyways or perhaps create a small boat travel route to locations around Lake Amaya.
Honestly, I think either would be cool. However, I do want to point out that (at least in my game, on a brand new save) it appears that this mod currently causes a tear in the ground right around the vivec, foreign quarter exit bridge heading towards the plantations. I can provide a photo as well if needed
This mod conflicts with Indybank-nohouses.esp lightly. When using both, Vivec Docks.Esp must load BEFORE Indybank-NoHouse.esp to prevent seams around the foreign quarter entrance of Vivec.
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have some seams issues with MDP near silt strider port but load order fixes that (Vivec Docks.Esp must load before MDP 2016.esp)
Only a small contradiction i noticed, the dock administration building, on the west side, om the exterior the building has its glass window to the right of the door, but when you go in, the window is left to the door. This is really a small thing and please dont consider it a a criticism, i just felt like correcting that would make this mod even better.
Looking forward to see your next projects!
Im an idiot...I managed to look at one mod and download the other. But since both are compatible I might as well just use both.
https://www.nexusmods.com/morrowind/mods/44600
This mod conflicts with Indybank-nohouses.esp lightly. When using both, Vivec Docks.Esp must load BEFORE Indybank-NoHouse.esp to prevent seams around the foreign quarter entrance of Vivec.