File information

Last updated

Original upload

Created by

Tyrant

Uploaded by

DREAMDECEIVER

Virus scan

Safe to use

99 comments

  1. DREAMDECEIVER
    DREAMDECEIVER
    • member
    • 10 kudos
    Locked
    Sticky
    RECOMMENDED - LawnMower mod: https://www.nexusmods.com/morrowind/mods/53034

    This will "patch" the grass in front of the city.

    Latest update has rebuilt the Hlaalu canton interior, and other various misc fixes.

    (Next update: Rebuild Redoran interior canton, then a total overhaul of Baar Dau)

    Enjoy
  2. LordVolar
    LordVolar
    • premium
    • 2 kudos
    Awesome mod, this is my favorite depiction of Vivec :) I saw your March 17 update, and wanted to ask if there are plans for compatibility with BCOM? I actually left a request on the BCOM page for a patch to work with your Vivec, and haven't gotten a reply. Most mod lists/collections include BCOM, so a patch for that, even if just to deactivate BCOM's changes to the city, would be amazing.
    1. DREAMDECEIVER
      DREAMDECEIVER
      • member
      • 10 kudos
      Thanks for the feedback.

      This has been requested a lot. I'll definitely look into this.
    2. Sweezly
      Sweezly
      • member
      • 8 kudos
      I'm pretty sure BCOM's page includes .bat scripts for most towns like Vivec that'll clean the mod of any specific changes made to them. Just download and run one of the .bats in Morrowind's Data Files alongside 'Beautiful Cities of Morrowind.esp.'
  3. DREAMDECEIVER
    DREAMDECEIVER
    • member
    • 10 kudos
    Announcement / Update

    - regarding some questions being commonly brought up about compatibility:

    The next update is going to be the Hlaalu canton interior (waistworks and canalworks). Could be done this weekend, but may also get pushed back.

    As far as compatibility goes:

    Grass - i will have to look into this one. Some have mentioned the lawnmower mod. I will explore the best solution.

    Concept art palace - if I can make it fit in the new palace location I will make a patch, but I haven't experimented with this yet

    Library - the location of the library has been moved, and this new library was built from scratch to specifically accommodate that. The doors are in different locations. No plans to try and make a different library mod compatible.

    Happy to see the feedback.

    When Hlaalu canton is done compatibility will be the next priority

    Thanks
  4. voro117
    voro117
    • member
    • 0 kudos
    idk as cool as this mod is, it's pretty crazy to demand people rip out their groundcover mods to accommodate one city mod
    groundcover is a pretty important addition to modernize and graphically overhaul this game. no grass and foliage just feels so.... desolate and 2002
  5. voro117
    voro117
    • member
    • 0 kudos
    is there gonna be a compatibility patch for the concept art palace? I love how much this mod breathes some new life into vivec's feels and the interiors, but I really miss how mystical and magical vivec's palace feels with that mods, a long with all the candles going up to his palace like worshipers all leaving a prayer behind

    also would love a compatibility with the library of vivec mod, this is certainly WAY better then vanilla, but Imo I feel the openness of that mod's library adds to the open grandeur feel this mod's layout gives

    Also it appears this mod is not compatible with ground cover mods due to terrain changes, specifically a hill by the silt strider creates a big grass mound with a tree through the main steps
    this is using the remiros ground cover mod
  6. BioX853
    BioX853
    • supporter
    • 13 kudos
    Hello, I wanted to know if the following mods are compatible, as of version 2.5:

    Concept Art Palace

    Baar Dau - Ministry of Truth

    Roaring Arena - Betting and Bloodletting AND/OR Welcome to the Arena

    Lore-Accurate Arena

    Guar Stables of Vivec

    Great Seawall of Vivec

    Gates of Ascadia

    Humble Prayer Hall AND/OR Passage of Prayers

    Additionally, I assume most library mods are incompatible?
    1. DREAMDECEIVER
      DREAMDECEIVER
      • member
      • 10 kudos
      Hello

      I have not tested any mods for compatibility, some may be, but most will not be compatible.

      - baar Dau and Vivec Sea Wall are both shown in DEG's video, so it would appear there is no conflict there.

      - no library mod will be compatible since I moved the library and rebuilt it from scratch with a different entry.

      - concept art palace I'm curious about myself. I only moved the vanilla palace, so it would depend if it still fits in the location I placed it.

      Haven't heard of the other mods

      Let me know what works!

      Cheers
    2. BioX853
      BioX853
      • supporter
      • 13 kudos
      Hi, thanks for the clarification.

      I have also seen DEG's video. Are you planning on moving Baar Dau above the relocated palace in the center? In his video, Baar Dau remains in its original position where the palace is originally located below.
    3. Bassaganza
      Bassaganza
      • member
      • 0 kudos
      I tested it and the concept art palace shows up as another palace. 
    4. Bassaganza
      Bassaganza
      • member
      • 0 kudos
      The seawall of vivec works well imo
    5. presidentofthemoon
      presidentofthemoon
      • premium
      • 1 kudos
      I've taken the time to try to figure out fitting Concept Art palace and it seems to be scaled up and not fit in the middle where the vanilla palace goes. Im sure someone better than be could figure it out.
  7. SBF1
    SBF1
    • member
    • 0 kudos
    Well, this layout/design is a heck of a lot nicer-looking than vanilla. I never really minded the old Canton cross setup, but this feels much more grandiose and open. Definitely gonna give this a try for my next character!

    Kind of curious, though: does this edit the World Map at all? I usually use that "Cantons on the World Map" mod to help me navigate, but obviously that wouldn't match this new layout. (If not, that's fine! I mostly just wondered :U )

    EDIT: Also I just realized this, but how compatible would this be with something like AFFresh? Since I know a few of that mod's quests take you to places like Jim Stacy's hideout, or the Farmer/Laborer hall in St. Olms.
  8. DREAMDECEIVER
    DREAMDECEIVER
    • member
    • 10 kudos
    New update

    Telvanni Canton interior overhaul

    Rebuilt the Waistworks and Canalworks, mostly from scratch. Goal was to create a more grand appearance, and also to make things feel more open and easy to navigate.

    Hallways are now less congested. Redundant duplicate entryways have been eliminated.

    Various miscellaneous fixes.

    Underworks and plazas not changed.

    Hlaalu canton is next.

    Open to feedback
  9. DREAMDECEIVER
    DREAMDECEIVER
    • member
    • 10 kudos
    New update based on Sweezly's input. Mostly dialogue updates. Corrected position of two objects. Added NPC's. Adjusted lighting and clutter in Grand Plaza.

    Enjoy, and feel free to leave feedback
    1. C3pa
      C3pa
      • supporter
      • 25 kudos
      Could you fix up the versions in your release files? There are two downloads with versions 2.4 and 2.5.
    2. DREAMDECEIVER
      DREAMDECEIVER
      • member
      • 10 kudos
      Thanks for pointing that out.

      Should be fixed now
    3. Sweezly
      Sweezly
      • member
      • 8 kudos
      Oh hell yeah
  10. Sweezly
    Sweezly
    • member
    • 8 kudos
    I definitely prefer this layout over vanilla. Only criticism I really have is how the north/south apartments aren't really placed in the directions of their namesake, although I imagine with how the city is already laid out, would be too difficult to correct at this point.

    I also would like to know, does the mod also include edits to dialogue/journal entries to better match the description of the new layout?
    1. DREAMDECEIVER
      DREAMDECEIVER
      • member
      • 10 kudos
      Currently there are no dialogue edits, but if you find a quest that now gives explicitly wrong directions because of my changes please let me know.

      Cheers
    2. Sweezly
      Sweezly
      • member
      • 8 kudos
      If it's all the same to you, I also looked at most generic dialogue to show you what I mean, but as far as quests? I've managed to only find one... Listed below are the dialogue topics. Quotes which are now incorrect are highlighted for an easier read. Different quotes have different colors, connecting them to corrections which I listed at the bottom.

      Specific place
      "Vivec has eight cantons. On a map, it looks like a cross. The Foreign Quarter is at the top, the Temple Compound and Vivec's Palace are at the bottom. Four cantons are grouped together at the center of the cross -- the Redoran Compound is northwest, the Arena is northeast, St Delyn Canton is southwest, and St Olms Canton is southeast."

      Temple Compound
      "The Temple Compound includes the High Fane, the largest Tribunal temple on Vvardenfell, and The Ministry of Truth, a moon suspended by Vivec's power above the Temple Compound"

      Ministry of Truth
      "The Ministry of Truth is a celestial body suspended by Vivec's mighty power over the Great Temple of the High Fane in Vivec City."

      Arena
      "The Arena Compound lies between the Redoran compound on the west and the Telvanni compound on the east."

      Redoran Compound
      "Redoran Compound is the canton south of the Foreign Quarter, west of and next to the Arena."

      Vivec
      "Vivec is a city made up of nine cantons, each a little town in itself. Each Great House has its own canton, and outlanders have their own canton called the Foreign Quarter. The Arena is for public entertainments like mock battles and comic plays. Commoners and paupers live in St. Delyn and St. Olms Cantons. But most of all, this is Lord Vivec's holy city. The Ministry of Truth, the Temple prison, hangs above the great temple of the High Fane, the Halls of Wisdom and Justice, and Lord Vivec's Palace."

      Cantons
      "Vivec's cantons are buildings with many levels. The upperworks are the rooftops with shops and rich folks' manors. The waistworks are the next tier down, usually shops and guilds, with some apartments. Canalside is the lowest level, where poor folks live. The underworks are sewers below canalside; only grubbers and cleaners go down there. The corridors are like mazes, so watch how you go. The Temple built all the cantons, and leases them to shops, guilds, and residents."

      Someone in particular (when you ask Adondasi Sadalvel, silt strider service)
      "You'll find the Imperial Cult Shrine in the Foreign Quarter Canalworks."

      annoying fool (when you ask Miun-Gei, Foreing Quarter enchanter)
      "It is that Marcel Maurard. Outside my shop he stands all day."


      Journal entry from "The Bad Actor"
      "I've spoken to Miun-Gei about the person outside his shop."


      Now, Foreign Quarter and the Temple are at the top, while Palace is in the center, Redoran and Arena are at the bottom, Delyn and Olms are above Redoran and Arena and are also in the center alongside the Palace.

      Since both the temple and the palace are moved, the prison moon no longer hangs above either of them.

      Telvanni canton being east of the Arena is still technically true, but is now northeast of it.

      Redoran canton being south of the Foreign Quarter is still technically true, but is now directly south of St Delyn.

      Topics [Vivec] and [specific place] contradict in terms of how many cantons there are. This seems to be a vanilla issue however, free to ignore.

      Saint Delyn and Olms are still referred to as cantons in topic [Vivec], and maybe in several other topics, despite both no longer fitting the [canton] topic's description. Cantons don't necessarily have to be buildings anyway, would be easier to change only the [cantons] topic.

      There is no shrine in the Foreign Quarter canalworks, since there is no longer a canalworks there, only an underworks.
      (speaking of... there are no sewer-grates with water flowing around the canton, guess because the Foreign Quarter is below sea level now. Then where does the waste go?)

      Miun-Gei refers to an annoying fool named Marcel Maurard outside his shop, but Miun-Gei's shop is at the bottom level of the Grand Plaza while Marcel Maurard is on the third.

      Adondasi Sadalvel on greeting, refers to himself as a shipmaster, but is a silt strider service (so caravaner). Not sure if a vanilla bug or the mod changes his class?

      Varius Nespius still refers to the "Grand Plaza" as the Foreign Quarter in topic [City of Swords], which I think is fine. Would personally revert the cell name back to that since nobody else calls it the Grand Plaza.

      When already in the exterior cell for St Delyn/Olms, asking for directions to a specific NPC that lives there will only give you the "look in x canton" response. NPC's name topics so far only inlcude [Ilmeni Dren]. Don't know if this is just a limitation for exterior cells or not.

      Varius Nespius has the [Beds] topic for some reason, and replies "I don't like you staying here. Get Lost!" :(

      -

      I also went and looked for weird object placements after cleaning the esp file. There are some references still bugged, either slightly misplaced or outright floating in the air...

      RefID: "ex_velothi_loaddoor_01" (front door to plaza, pushed too far back)
      Coordinates: 32832 -76288 1203.56

      RefID: "furn_de_lightpost_01" (floating above canal between delyn and hlaalu)
      Coordinates: 25600 -83456 704
    3. DREAMDECEIVER
      DREAMDECEIVER
      • member
      • 10 kudos
      Thank you for this superb bit of homework!

      This will be very helpful when I get back to work on updating this mod

      Thanks for putting all that together.

      There's also the physical map scroll in game that would be great to have redrawn at some point 
    4. Sweezly
      Sweezly
      • member
      • 8 kudos
      No problem! On the map, if you don't happen to know an artist or aren't averse to AI, there are definitely tools out there too. Thank you for the amazing mod
  11. PopkaAlk
    PopkaAlk
    • member
    • 1 kudos
    Great mod, but needs grass patches
    1. DANTHEMANACKER669
      DANTHEMANACKER669
      • premium
      • 2 kudos
      TRY THE LAWNMOWER MOD LMAO LMK
    2. PopkaAlk
      PopkaAlk
      • member
      • 1 kudos
      I just decided not to use grass lol
    3. DREAMDECEIVER
      DREAMDECEIVER
      • member
      • 10 kudos
      Glad you got it sorted out

      Cheerz