Thanks for another immersive mod!! It's great to have yet ANOTHER Vivec mod from you, these mods are so nice. They help the player " get lost in the city " so to speak. Thanks again for the mods, and have a Merry Christmas, Wolfweim!
Hi, Christian! It’s always a pleasure to hear from you. I’m glad you’re enjoying these mods. I’m hoping to release one for St. Olms soon to fully flesh out Vivec City with more content :)
Merry Christmas to you too, Christian. I hope you have a wonderful holiday season!
Hello Wolfweim, Congratulations on another Vivec City quest mod release! I have your other mods 'too—'Abbey of St. Delyn the Wise' and 'Glassworker's Hall of St. Delyn'. Your mods really adds too much to Vivec. Thank you.
I see this Some NPCs' quests only become available after completing other quests or by having certain attributes at a specific level. So, don’t worry if some characters don’t offer you quests the first time you speak to them.
Is there an article that lists quest requirements for all quests under the three mods? So we can work towards those requirements, meet them, and check again?
Hello, MagickaAddict. Thank you for your kind comment :)
You're absolutely right about your suggestion; I've added a section to the mod descriptions listing the additional requirements for some quests. Generally, St. Delyn's Abbey is the only release with somewhat strict requirements. The Glassworkers Hall only needs a high Mercantile skill for one quest, and this new release for the Potter's Hall simply unlocks a couple of quests once you've completed certain other quests for its members.
OpenMW operates far more efficiently than the Vanilla game, which means there’s less need to worry about bugs. This significantly speeds up the mod creation process, and personally, I find OpenMW’s modding tools much more comfortable to work with compared to the Vanilla Construction Set. Additionally, for those of us using GNU/Linux, the original tool is even less convenient, while OpenMW offers native support.
There’s nothing in the mod itself that wouldn’t work on Vanilla, but making it vanilla compatible would require some time, and for now, I don’t have plans to do so. Perhaps I might reconsider in the future.
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Merry Christmas to you too, Christian. I hope you have a wonderful holiday season!
Congratulations on another Vivec City quest mod release!
I have your other mods 'too—'Abbey of St. Delyn the Wise' and 'Glassworker's Hall of St. Delyn'. Your mods really adds too much to Vivec. Thank you.
I see this
Some NPCs' quests only become available after completing other quests or by having certain attributes at a specific level. So, don’t worry if some characters don’t offer you quests the first time you speak to them.
Is there an article that lists quest requirements for all quests under the three mods? So we can work towards those requirements, meet them, and check again?
You're absolutely right about your suggestion; I've added a section to the mod descriptions listing the additional requirements for some quests. Generally, St. Delyn's Abbey is the only release with somewhat strict requirements. The Glassworkers Hall only needs a high Mercantile skill for one quest, and this new release for the Potter's Hall simply unlocks a couple of quests once you've completed certain other quests for its members.
I hope this has been helpful to you.
The instructions are clear. Much appreciated!
There’s nothing in the mod itself that wouldn’t work on Vanilla, but making it vanilla compatible would require some time, and for now, I don’t have plans to do so. Perhaps I might reconsider in the future.