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Hraefngar

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Hraefngar

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27 comments

  1. ffann1998
    ffann1998
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    • 17 kudos
    Looks like it should've been in vanilla game. Thank you
  2. PetraXD
    PetraXD
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    • 0 kudos
    good mod.
    have some seams issues with MDP near silt strider port but load order fixes that (Vivec Docks.Esp must load before MDP 2016.esp)
    1. ffann1998
      ffann1998
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      Not really. Putting it before MDP screws up the landscape underwater however it's easily fixed with a brush in CS
  3. DDavid98
    DDavid98
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    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.

    Looking forward to see your next projects!
  4. LordBluBlood
    LordBluBlood
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    anyone test it with "Dramatic Vivec" mod?
    1. Hraefngar
      Hraefngar
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      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.
    2. KhemikalS0da
      KhemikalS0da
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      I just tested it out with Dramatic Vivec and everything seems to work just fine
  5. Shehriazad
    Shehriazad
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    • 11 kudos
    Edit: My problem has been solved.

    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.
  6. iodizedsalt
    iodizedsalt
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    Anyone knows if this plays well with gondoliers by abot?
    1. Hraefngar
      Hraefngar
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      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.
    2. Kriiks
      Kriiks
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      Sadly yes. I did not test all routes, but scenic boat with a customer has a route straight through the docks.
    3. Hraefngar
      Hraefngar
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      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.
  7. Kirya
    Kirya
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    • 8 kudos
    Looks great! Anybody tested whether it works with Vivec Expansion?
  8. MelchiorDahrk
    MelchiorDahrk
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    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!
  9. Hentiamenti418
    Hentiamenti418
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    Looks cool, but imo needs a bit more clutter
    1. Hraefngar
      Hraefngar
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      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.
  10. Dmettler182
    Dmettler182
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    Any ideas if this plays nice with the Vivec City underworks mod?

    https://www.nexusmods.com/morrowind/mods/44600
    1. Hraefngar
      Hraefngar
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      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.
    2. Dmettler182
      Dmettler182
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      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?
    3. Hraefngar
      Hraefngar
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      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.
    4. Dmettler182
      Dmettler182
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      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
    5. Hraefngar
      Hraefngar
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      Sure. I can't seem to find anything when I load the mod in the CS. Could there be a conflict with another mod?
    6. Dmettler182
      Dmettler182
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      • 4 kudos
      [SOLVED]

      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.