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.
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.'
- 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
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
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
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.
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.
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.
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.
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.
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?
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
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
99 comments
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
This has been requested a lot. I'll definitely look into this.
- 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
groundcover is a pretty important addition to modernize and graphically overhaul this game. no grass and foliage just feels so.... desolate and 2002
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
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?
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
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.
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.
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
Enjoy, and feel free to leave feedback
Should be fixed now
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?
Cheers
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
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
Cheerz