Morrowind

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Tapetenklaus

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Tapetenklaus

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About this mod

Vivec always had the problem of not being an actual city. Other than patrons and shopkeepers, there were hardly any people actually living in Vivec. and where would they? Vivec was crammed and claustrophobic, although it looked huge from the outside. This mod aims to fix that.

Requirements
Permissions and credits
Changelogs
Hotfix 3 works, I am 100% sure!
Download and install the missing mesh and texture!

THE FOMOD FORCES YOU TO INSTALL PLAZA OPTIONS. UPDATED FOMOD FOLDER IS AVAILABLE UNDER MISCELLANIOUS. REPLACE THE FOLDER IN YOUR .ZIP OR SIMPLY DELETE ANY PLAZA.ESP FILES IF YOU WANT TO PLAY WITH VANILLA PLAZAS. YOU ONLY NEED THE MAIN .ESP IF YOU WANT TO PLAY WITH VANILLA PLAZAS.

Please download the Hotfix and replace the .esp. Otherwise you will have doors that lead to wrong interiors in the Foreign quarter. Otherwise, you can simply delete those doors ingame.

Join my Discord

VIVEC - GOD THE CITY

Update 1.3:
    This update is less focused on content and more on structure, hopefully making the installation more understandable and the mod a bit cleaner.
    There is now the base .esp, which only edits the interior cells of Vivec and adds entrances to the cantons. This is what previously was known as the Purist version. The first optional plugin is the Papermap Placement, which moves the Foreign Quarter to the centre of the Arena and Redoran canton.
    Then you can choose a preset (Open, Atmospheric, Glass Mixed or Mixed Plus) or choose modular to mix and match every canton.
    Bridge and Dock plugins are no longer mandatory for the Papermap placement but were moved to the addon section instead.

"Sing threefold joy! You walk in the arteries of God the City!" - the Joyful Dead
[Vivec Waistworks Expansion by autumn]

Vivec always had the problem of not being an actual city. Other than patrons and shopkeepers, there were hardly any people actually living in Vivec. and where would they? Vivec was crammed and claustrophobic, although it looked huge from the outside. This mod aims to fix that.

Features:

This is a complete overhaul of Vivec's interiors and exteriors so that the interiors use the vast space of the cantons.
The exterior is now fully modular. Either Purist (almost Vanilla) or completely modded out including various popular mods.
Atmospheric, open or glass domed plazas, concept art docks, various elements from Vivec City and BCOM, as well as new gondolier ports for every canton that connects to the new storage areas.
There are a few mods out there that add to the interiors of Vivec City, (most of which are included in this mod), but this mod remade the Waistworks from scratch.
Every canton now has a lower waistworks on the ground level and an upper waistworks on the upper level (the foreign quarter now has a median waistworks).
In between there are now the residential quarters, where the residents of Vivec actually live, and the storage areas, where food, etc is stored.
The waistworks are no longer small corridors, but halls within this great city. All these spaces are visually connected through an atrium.
I have also tried to make the cantons visually distinct from each other and make spaces more memorable, while still maintaining that mazey getting lost in Vivec feeling.
Many interiors have been redesigned to actually fit the exterior of the cantons and not invade other interiors' spaces, something, which many vanilla and modded interiors disregarded.
This leads to seemingly arbitrary, unnecessary changes to some interiors, but I assure you, I spent a lot of time on this.
Many other Interiors now feature more vertical elements and generally improved clutter using TR, DR, and OAAB assets.
The Temple Halls have also been unified and are (visually) connected to the redone high fane.
Both the Canalworks and the Underworks have been expanded. The latter are no longer within the Cantons, but below them so they are not only underwater, but underground.

Changelog:

v.1.0.1:    Replacer .esp for Adamantium Armor (base UMOPP version and Naturalized only use one!)
        Replacer .esp for Area of Effect (Naturalized only use one!)
        Iron Doors in the Stairwells
        Fixed countless floaters, bleeders, missing walls etc. because apperantly I went blind during testing. (Thanks Stiffkittin and Melchior Dahrk)
        New Tunnel in Hlaalu Canalworks in preperation for new content
        Minor updates to the Redoran Trader and Redoran Smith.
        Fixed some wrong door markers and door positions

v.1.0.2:    Fixed a lot of bad placements thanks to hokan42 and Stiffkittin
        Added a missing .nif
        Changed ceiling ornamentation for the Redoran Canton

v.1.1.0:    Reintroduction of the Underworks system
        Added missing assets
        Fixed floaters, bleeders, etc
        Fixed missing Census Agent in St. Olms
        Added a bit of lighting and clutter to the Canalworks
       
* 1.2.0Fully customizable Plazas, Bridges and Docks with a brand new fomod installer.

v.1.2.1        Added Alternative Mod Version with Open, Atmospheric and Glass Cantontops with an open Arena. My personal favourite.
        Added patches for Arvesa, Even More Mysterious Killings in Vivec, The Forgotten, Broadsheets and Notice Boards Redone, A Lords Man, Fetchers of Morrowind.
        Fixed pennyless Merchants + Further decoration, Moved the Scamp guy into the Canalworks (illegal summons).
        Added delete pathgrid lines to .bat files to get rid of pathing issues when running with BCOM etc.
        Introduced the Bloodworks from Welcome to the Arena in a Vanilla friendly fashion with no new objects, scripts etc. This is only aesthetic.
        Integrated OOAB banners for Vanilla & Modded merchants in Vivec.
        Added Wall Bellification Addon that adds Murals, Ivys and Flags from NM's Vivec City mod.

v.1.2.2        Adds more lights to make this mod playable with "True Lights and Darkness"
        Corrected cell orientation for some apartments and other rooms (thanks to Vidi_Aquam)
        Added patches for "Imperial emplyment office (MD)", "MWSE Containers" and "Saprius' Disguised"
        Minor reworks and touch-ups to selected waistworks. (Arena, Redoran, Hlaalu, St. Delyn and St. Olms)

Requirements:

OAAB_Data
TR_Data
DR_Data

Addons:

There are optional addons largely based on BCOM, Less empty Vivec Cantons, Vivec City and Dramatic Vivec:
Decoration
Lights
Street Vendors

Compatibility:

Any mod that changes or adds to Vivec's interiors or exteriors is probably incompatible.
Morrowind Optimization Patch has some faulty models that cause collision issues in this mod.

There are replacer .esps included for:
Area of Effect (Remiros edit)    or    Area of Effect (Remiros + Naturalized)     ONLY USE ONE
Adamantium Armor (UMOPOP)    or     Adamantium Armor (Naturalized) ONLY USE ONE
Vivec - Guild of Vampire Hunters
Vivec - Racer Dust Arms and Armor
Guild of Vampire Hunters
A Lords Man
Fetchers of Morrowind
Even More Mysterious Killings in Vivec
Saprius' Disguised
If you activate these .eps, you will still need the original assets (if the mod has any).

There are patches included for:
Vivec - Taddeus Foods of Tamriel
If you activate these .eps, you will still need the original assets and .esps.

There are .bat files included to remove any entries from some mods for Vivec so they become compatible:
Beautiful Cities of Morrowind
OAAB Tombs and Towers


Bugs and Issues:

There are a few assets that have incorrect collision meshes. Since I can not model, I will simply wait for those meshes to be fixed.
I have checked every quest and cell for bugs, floaters, missing objects and other errors (Big thank you to Caleb Melchior Dhark and StiffKitten).
But since this is a massive project, especially for one person: I honestly expect there to many more. Please report any issues to me.
I will work on a solution to stop it raining into cantons for non-MCP users


Dialogue:
I decided not to include dialogue at all in this mod. This includes dialogue from other modded content. (You will still be able to play with some dialogue changes if you play with BCOM)
However, I have also not edited ingame dialogue, so expect directions to be wrong or misleading (although NPCs are generally in the same area. This will hopefully be adressed in the future.

Future Plans:
Fixing rain in atmospheric plazas for OpenMW users
Dialogue
More patches
Fixes
Animated NPCS

Mods integrated:

Jobasha's Rare Books Expanded
Vivec Waistworks Expansion
Rethinking Vivec
Vivec Foreign Quarter Bridge
Library of Vivec Enhanced
Altar of the High Fane
Less empty cantons of Vivec

Mods copied in part:

Beautiful Cities of Morrowind
Tamriel Rebuilt
Dramatic Vivec
Vivec FQ Market
OAAB Tombs & Towers

Recommended Mods:
Vivec Striderport
Concept Art Palace
Humble Prayer Hall
Guar Stables of Vivec (Only compatible with a Paper Map placement version of my mod!)

Credits:

TR Team            : TR assets and clutter placements
MD and the OAAB Team    : OAAB assets
London Rook        : DR assets
WulfShaman        : FQ Bridge and Shelves
Orion            : Clutter placements and assets from Arvesa
Autumn            : Vivec Waistworks expansion
Atrayonis        : Rethinking Vivec
Jwalker92        : Jobasha's Rare Books Expanded
RandomPal        : BCOM and other assets
Vegetto            : Library of Vivec enhanced, Improved atmospheric plazas, Rugs, Less empty cantons of Vivec
Remiros            : Pillows
FyreAlchemage        : Altar of the High Fane
Vidi_acquam        : “The Sitting Mod” and other custom animations
N'Wahs and Mushroooms    : Vivec City, Guilds and manny assets
Seelof             : Readme Library of Vivec Overhaul
Resdayn Revival        : Many assets
Lord Berandas        : Holidays Across Tamriel assets
Heinrich Guil/Stav    : Guilds and Mages Guild's resource
Ashstaar        : Velothi Wall Art
Lukkar            : Rugs
Xero Foxx1        : Great House Fabrics
Colt & Siberian Crab    : RR Series Assets
ShadowMimicry         : Misc Assets
VitruvianGuar        : Misc Assets
mwgek            : FQ Market
Remiros            : Tombs & Towers
VK            : Love and support

Probably more... Please message me if I forgot you!