Out of curiosity, would it be safe for me to merge the various plugins from this mod? Likewise, could I merge the contents of OLOB as well? Trying to keep my list tidy. Thanks!
Wow such an amzing mod especially in interiors, new update coming soonish? I ask because i am making a comp patch berween this and BCOM. A question - is there a version where all the cantons are domed (ie the plaza is interior)?
I wanted to ask if there is a possibility for a compatibility patch with Welcome To The Arena.
I feel that these mods in combination would really finish Vivec as a true city, but currently their incompatible due to your rework of the bloodworks - basically the Welcome to the Arena mod immediately disqualifies you, because I think the scripting excepts you to be in a different cell. (Since in the og vivec, it locks surrounding doors.)
I'm not sure how complicated this is, but the combination would be awesome.
Regardless of what you decide to do, thanks so much for this mod, it's absolutely fantastic!!!
The last update was supposed to do that actually. I did not include it in the end, because I was unable to. Now, after 1 year of not updating the mod, it is back on the agenda.
hands down my favourite vivec mod as it's the only one that makes it seem like a city, not to mention a city worthy of the name of vivec himself, may he be blessed. absolutely pumped for the next update as I just started another playthrough, but I can wait ;)
I must say out of everything this mod does I particularly love the interior changes. the sense of scale is amazing, and I love just wandering around wasting arvesa's time looking at everything lol
Hello! I'm running bcom and there's presently doubling of the foreign quarter canton in vivec even with the latest patches applied. thought this was worth pointing out.
As some of the others have reported, I am having an issue with the cantons "doubling." I am running the paper map version, no BCoM, and have the paper map versions of all the optional esps.
I'm left to wonder - is the hotfix esp perhaps conflicting with the paper map esp?? Does it need to be renamed to work with the paper map version?
Really hoping to figure this out, as this is looking to be my favorite Vivec overhaul if this issue can be solved. Thanks!
EDIT: Nvm I'm a dummy. Just needed the main esp to load before all the other stuff. 🤦♀️
I love what this mod is trying to do, all the more open and lived in feeling space the temple interior is A+ I'm just running into an issue with planters missing I think? I keep finding floating plants and even a yellow ! unloaded asset in St Olms I think? one of those 2 on an upper ledge also some missing ropes between lanterns hanging in the interior The ramp leading down to the wastwork is a bit confusing also jumping down opens up to 4 voids around me and i have to levitate back out
not sure if these are all known bugs but thought I'd report it, I'll have to keep my eye on this, probably the best vivec interior mod I've found so far
alright a few things to report, brand new character just in case to test looks like the arena upper waistworks has a grated door that spawns in the middle of the room and 2 side doors down around that lead into the void, also have temple seems just fine except the door to the hall of wisdom leads to a broken cell with a lot of openings, ya still no planters with floating plants everywhere and some unloaded !'s in a few places I didn't notice a difference between glass and atmospheric cantons, but not a big deal it's nice the open ones worked
hopefully this helps track down some bugs when life finally gives you a chance to work on this again. I'll be keeping my eye for an update, it's a nice refreshing take on the claustrophobic vivec. Good luck ^^
I was just very busy and didnt touch it for a year. But with my Balmora mod released, I am currently updating the mod. I have ideas for a thousand things, but real life gets in the way.
I am glad, you gonna continue this mod. I have tested your mod a little bit on Paper version. There are two problems for me: weird velothi braizers placement and almost every new npcs don't have even vanilla topics. Is shouldn't be hard to fix. Would be great if give every new NPC their own background lines, if not they are just meanless doll.
Speaking about compatibility. It will conflict with Tribunal Temple Expanded as it changes Hlaalu and Telvanni temple interiors. And with Balmora Temple Questline as it adds one NPC before Hlaalu temple entrance which your mod moves. Also small incompatibility with Gates of Ascadia which add gates to Vivec. Should i install not Paper version?
I see you've made Imperial Employment Office replacer, but recently Melchor made new version Imperial Employment Office (MD Edit). The office of Fetchers of Morrowind looks weird by having only table in it's interior. I know it's original mod's problem but you could add some clutter like a shelf with contracts.
Good work, Vivec feels like a real city now. I have a slight problem though: I choose glass domes for the House cantons and for some reason these cantons exteriors are all white, no usual textures or other decorations. The other cantons are fine. Has this happened to anybody else? This and patched Web of Mephala are the only mods installed (plus the required data repositories, of course).
285 comments
A question - is there a version where all the cantons are domed (ie the plaza is interior)?
All the plazas are interiors in the base mod.
Imo fomod isnt that popular these days maybe just release it normally? 0 core, 01 etc seems fien
I wanted to ask if there is a possibility for a compatibility patch with Welcome To The Arena.
I feel that these mods in combination would really finish Vivec as a true city, but currently their incompatible due to your rework of the bloodworks - basically the Welcome to the Arena mod immediately disqualifies you, because I think the scripting excepts you to be in a different cell. (Since in the og vivec, it locks surrounding doors.)
I'm not sure how complicated this is, but the combination would be awesome.
Regardless of what you decide to do, thanks so much for this mod, it's absolutely fantastic!!!
I must say out of everything this mod does I particularly love the interior changes. the sense of scale is amazing, and I love just wandering around wasting arvesa's time looking at everything lol
I'm left to wonder - is the hotfix esp perhaps conflicting with the paper map esp?? Does it need to be renamed to work with the paper map version?
Really hoping to figure this out, as this is looking to be my favorite Vivec overhaul if this issue can be solved. Thanks!
EDIT: Nvm I'm a dummy. Just needed the main esp to load before all the other stuff. 🤦♀️
I'm just running into an issue with planters missing I think? I keep finding floating plants and even a yellow ! unloaded asset in St Olms I think? one of those 2 on an upper ledge
also some missing ropes between lanterns hanging in the interior
The ramp leading down to the wastwork is a bit confusing also jumping down opens up to 4 voids around me and i have to levitate back out
not sure if these are all known bugs but thought I'd report it, I'll have to keep my eye on this, probably the best vivec interior mod I've found so far
temple seems just fine except the door to the hall of wisdom leads to a broken cell with a lot of openings, ya still no planters with floating plants everywhere and some unloaded !'s in a few places
I didn't notice a difference between glass and atmospheric cantons, but not a big deal it's nice the open ones worked
hopefully this helps track down some bugs when life finally gives you a chance to work on this again. I'll be keeping my eye for an update, it's a nice refreshing take on the claustrophobic vivec. Good luck ^^
Speaking about compatibility. It will conflict with Tribunal Temple Expanded as it changes Hlaalu and Telvanni temple interiors. And with Balmora Temple Questline as it adds one NPC before Hlaalu temple entrance which your mod moves. Also small incompatibility with Gates of Ascadia which add gates to Vivec. Should i install not Paper version?
I see you've made Imperial Employment Office replacer, but recently Melchor made new version Imperial Employment Office (MD Edit). The office of Fetchers of Morrowind looks weird by having only table in it's interior. I know it's original mod's problem but you could add some clutter like a shelf with contracts.
I have a slight problem though: I choose glass domes for the House cantons and for some reason these cantons exteriors are all white, no usual textures or other decorations. The other cantons are fine.
Has this happened to anybody else?
This and patched Web of Mephala are the only mods installed (plus the required data repositories, of course).