Morrowind
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ffann1998

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ffann1998

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About this mod

Fighting Vivec is no longer comparable to child abuse. Prepare yourself for a decent challenge with a Tribunal God. Recommended level is 50+

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With this mod Vivec Boss Fight becomes a real challenge that only True Nerevarine can handle. As it should be.

For the mod to work properly I recommend starting a new game.

To begin with:

The modification shares similar concept with Versus Vivec but apart from that they're completely different. In contrast to Versus Vivec, my mod tweaks Vivec's combat behaviour with little amount of scripts and has better mod compatibility. It is worth noting that I in no way belittle the merits of that mod. Trainwiz had done a truly great work and I definitely recommend to check it out in case my rebalance is not your cup of tea.

I also set Vivec's scale to 1.20 and added Muatra, the famous Vivec's, ahem.. spear that he will use in combat. I borrowed these changes from Vivec's Muatra mod.

The assets from Tamriel_Data mod are required, so be sure to install it first. 

IMPORTANT!

If you're an OpenMW user, use my "No Floating Script" version instead. The floating script from original version doesn't play as intended in OpenMW, so I had to remove it. In case you happen to know how to adapt it to this engine, please inform me.

List of other changes:

I marked some changes as spoilers for those who want to try to defeat Vivec without hints, thus bringing the element of surprise into their game.

1. Vivec will now levitate at a certain point of combat.
# By the way, making this change was quite easy which leads to question why Bethesda didn't even bother.
2. Vivec's health increased to 4000.
3. Reworked spells: "Wrath of Vivec" and "Hand of Vivec" are now deadly for everyone who is not resistant enough to magicka and elements. You've been warned.
4. Floating animation is now persistent unless Vivec is attacked, so he will no longer interrupt during his mid-air meditation just to look around and scratch his head lol. - This feature is not included in "No Floating Script" version
5. New passive abilities

Spoiler:  
Show
- Now immune to Paralysis (like Almalexia)

- Now Immune to Fire
# It's a rather subjective change BUT starting from lore I find it logical to assume that Vivec is partly a fiery being.
~The wispy mass of his fire hair floats as if underwater, milky in the nimbus of light that crowns... yada yada~

- Now Immune to Normal Weapons (like Almalexia)

- Now resistant to Shock (75 pts)

- Now resistant to Frost (75 pts)

- Now resistant to Poison (75pts)

- Now resistant to Magicka (50 pts)

- Now can Reflect Spells (60 pts)

- The effects of Divine Abilities passive has been changed to: Restore Willpower (5-10); Restore Intelligence (5-10); 
Restore Strength (5- 10); Restore Speed (5-10); Restore Luck (5-10); Restore Endurance (5-10); Restore Fatigue (50-100); Sanctuary (70). 
# The reason for these changes is to make Vivec almost invulnurable to "damage/drain attribute" spells" as well as fatigue damage by spells and hand-to-hand because they are way too OP. My apologies to players who RP as monks.

6. Scripted Boss Stages  
Spoiler:  
Show
Stage 1
As soon as you attack Vivec you will not be able to leave the palace. Vivec will securely lock the door and forbid teleportation.
Good luck :D
Stage 2
IF Vivec's Health less than 3500 he will start levitating. 
Stage 3
IF Vivec's health less than 3000 a shield spell will be added to his passive abilities
Stage 4
IF Vivec's health less than 2500 a fire shield spell will be added to his passive abilities and he will spawn four clones, each with 500 HP and weaker stats than Vivec. They cast dangerous debuff spells with additional elemental damage. They also use bows with poisoned arrows.
Stage 5
IF Vivec's health is less than 1500, a frost shield spell will be added to passives and he will spawn two clones, each with 1000 HP and slightly better stats than the previous ones. They cast spells that include elemental damage and "damage skill" effects. They have bows too but the arrows are far more dangerous as they're enchanted with paralysis effect
and deal damage with poison and fire.
Stage 6
IF Vivec's health is less than 750, the following will happen:
1) Vivec will activate a storm shield (At this point Vivec will have 4 type of shields active at the same time). 
2) Vivec will enter a rage mode which slightly increases attack speed, willpower, luck and slightly improves health regeneration.
3) Vivec will cast a custom spell, with a huge radius, named "Vivec's Fury". The spell restores some of caster's health over 10 seconds and deals heavy damage with fire, ice, shock, health absorption, magicka and stamina over 30 seconds. It's very likely that you won't be able to dodge the spell (which is intended). If your character is really strong and resistant to different types of damage, they have better chances to survive this stage. However, you can try to disrupt the spellcasting process by staggering Vivec.
Stage 7
IF Vivec's health is less than 250, he will cast "Vivec's Fury" again and spawn four clones: two strong clones from stage 5 and two weaker clones from stage 4. The spell will damage them too which means Vivec will gain more health from absorbtion.

 
Compatibility:

Keep in mind that my mod includes Floating Vivec script (except OpenMW version) and inherits some tweaks from Vivec's Muatra.
Therefore, you no longer need them if you stick with my mod.

Compatible with pluginless mods that change Vivec's appearance. Yeah, this one too - Vivec Fargoth Replacer (Pluginless)

Not compatible with plugins that change Vivec creature ID (vivec_god) in any way. By that I mean mods touching Vivec's inventory, stats, abilities, spells list, adding scripts, tweaking AI settings, altering his sounds, and everything else affecting Vivec's vanilla behaviour. Mods altering dialogue should be compatible though.

Not compatible with plugins that add doors to Vivec's Palace or change the original one. I know only of one mod that does this (Concept Art Palace), so I made patches for it.

Versus Vivec - not compatible. My mod is basically an alternative to this.
Concept Art Palace - compatible with a patch. Look for the patch in "optional files" section. Make sure to load it after both this mod and mine.
Palace of Vehk - compatible without a patch.
Vivec Voice Addon Tribunal Version - It touches vivec_god creature ID however doesn't do any changes to it. Besides, I tested how this mod works along with mine and found no issues. That said, my mod should load last. If you find any conflicts, let me know and I will make a compatibility patch.
Voiced Vivec and Yakety Yagrum - compatible with my tweaked version of this mod. You can find it here.
She Vivec - not compatible, but I'll consider making patch if you ask for it.


Recommended mods:

Palace of Vekh
Concept Art Palace - 
I use "Untouched palace" version for compatibility with Palace of Vehk.
Divine Vivec - my favorite Vivec replacer
OR
VEHK - Concept art Vivec replacer - my second favorite Vivec replacer

Credits:

- A hundred thanks to the amazing Tamriel Rebuilt team and their beautiful models.
- My thanks to OffworldDevil and abot for creating and distribuiting the floating animation script.
- I used RedDesArt drawing as a header. Check out her works, they are amazing!