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Tel Uvirith ??????

This forum is to be used for all discussions pertaining to Bethesda Softworks' The Elder Scrolls III: Morrowind and its Tribunal and Bloodmoon expansion packs.

I mayhave to make this Tribunal dependant. Do you have it?

No, but I'd get it to run your mod and others
29
83%
No, but I'd get it to run your mod and others
5
14%
No, but I'd get it to run your mod and others
1
3%
 
Total votes: 35

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Coot
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Post by Coot »

How about a business would get you income? You know, like the Erengard mines mod, or Wayfarers Rest, but different. Maybe a guild where you sent people to do stuff instead of the other way around? And which makes you money?
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Magelord648
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Post by Magelord648 »

I have plans for a mine and underground Guar/Netch farm. Both will; require pretty large cash injections to get started though and you'll only be able to start them and make money after you buy a silt strider or a boat.
Plus Fast Eddie will have more quests.
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dragon wench
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Post by dragon wench »

This looks like a really good idea :cool:

Just one query really,
Now I am one of those individuals who rolls their eyes while at File Planet when scores of people repeatedly whine about compatibility with other mods. IMO, it's a question of making a choice about what to install, I mean you can't have everything.

That being said, it's likely an issue that will come up, and as you know there are a number of Tel Uvirith mods out there, so it may be an idea to give some thought to this. At the very least, people will want to know if your mod is compatible with others, or whether it is not, so some testing will likely be in order.
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Magelord648
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Post by Magelord648 »

My original plan was to make this the only mod you'll need to do with your stronghold. I see it being released in around September so I'm going to make it so it's filled to the rim with content similar to what you find in other mods. It'll be as compatible as possible though.
[url="http://www.gamebanshee.com/forums/the-elder-scrolls-iii-morrowind-29/tel-uvirith-86692.html"]Uvirith Awakes[/url] - Please leave comments, all help is appreciated.
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Magelord648
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Post by Magelord648 »

These are some plans that'll be found in a few places in the stronghold for those who like to collect Dwemer artefacts.
[url="http://i70.photobucket.com/albums/i96/callum648/dwemerplans.jpg"]Centurian Plans.[/url]
(They're actually just copies which is stated in the game.)
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dragon wench
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Post by dragon wench »

Having just completed the building of my Tel Uvirith stronghold, I wanted to make a few suggestions.

I am using Dave Humphries Furniture Stores and the Weapons Rotate mods. I am also using Emma's Travel Agency mod, which transports you and any companions to various areas of Vvardenfell, including the strongholds. Between these three I have found that Tel Uvirith, given all the underground space, can be made extremely functional and habitable (without a huge amount of effort), probably more so than the other two strongholds.

I have essentially made the foyer into a display area (using bookshelves and weapon racks), added bookshelves to the Lower Tower area with the two beds (it will become a library/lounge), and added a bookshelf, along with a some chests/small storage boxes, to the study/alchemy room (the first room you enter when going into the Upper Tower). I have also added chests and shelving to the Dungeon.

I don't know if you are looking for layout ideas, but if so I can post some screenshots once I have it all set up, it works quite well.

btw, you might want to lighten up your screenies ;)
I have found that the easiest way to achieve this is to take the screenshots while wearing an item that provides Night Eye or Light.

Another suggestion I have would be to do something about the Dwemer-made "servant" that rolls around in the entranceway. It frequently either gets stuck or completely blocks the narrow passages.
I am tempted to "evict" the damn thing, but for now I'm just opening up the console and using the "RA" command.
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Magelord648
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Post by Magelord648 »

dragon wench wrote:Another suggestion I have would be to do something about the Dwemer-made "servant" that rolls around in the entranceway. It frequently either gets stuck or completely blocks the narrow passages.
I am tempted to "evict" the damn thing, but for now I'm just opening up the console and using the "RA" command.
Which entrance way?

It would seem I have an extra room in the upper tower. Any suggestions on how to use it?
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dragon wench
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Post by dragon wench »

Magelord648 wrote:Which entrance way?

It would seem I have an extra room in the upper tower. Any suggestions on how to use it?
The entrance/foyer area in the lower tower where you first come in.




Hmmm... That is so subjective. A few suggestions though:
* a NOM compatible kitchen
* an additional display area
* a library

I would also recommend that you not make your mod *too* big. I tend to dislike huge, sprawling house mods myself. Rather, I'd suggest a mod that is comfortable and well planned that maximises space without becoming overly cluttered.
[url="http://www.xs4all.nl/~dleijen/telmagus.html"]Tel Magus[/url] is a good example and worth looking at for ideas.

If you do end up making it bigger, you might want to consider an in-house transportation system, maybe a ring that allows you to travel to the various sections.
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Magelord648
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Post by Magelord648 »

By default there are no Dwemer things in the lower tower. They're added by mods though. I'm gonna do a teleportation Item but not a ring. I hate rings.
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dragon wench
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Post by dragon wench »

Magelord648 wrote:By default there are no Dwemer things in the lower tower. They're added by mods though. I'm gonna do a teleportation Item but not a ring. I hate rings.
I am not running any Tel Uvirith mods. When you complete the final stage of your stronghold there is a Centurion Sphere in the lower tower.
I have always experienced this when I've played Telvanni, regardless of whether or not I'm running any Tel Uvirith mods.

Somebody else please tell me I'm not hallucinating here :D
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Magelord648
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Post by Magelord648 »

Sorry my mistake. Just had a look. I did the lower tower ages ago so I didn't remember it.
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BROKENSAINT
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Post by BROKENSAINT »

ok i didnt know you could expand your fortress, im guesing this is only possible on the pc version right?
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Post by mr_sir »

BROKENSAINT wrote:ok i didnt know you could expand your fortress, im guesing this is only possible on the pc version right?
Magelord is producing a mod that adds new things to it. You will need the PC version to use the mod though as you cannot mod the game on Xbox.
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Magelord648
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Post by Magelord648 »

If you don't have the PC version. Get it. Mods are so darn cool.
Welcome to the forums and all that stuff.

Oh my God! It's the vault!

[url="http://i70.photobucket.com/albums/i96/callum648/MGEScreenshot3.jpg"]Clickety[/url] [url="http://i70.photobucket.com/albums/i96/callum648/MGEScreenshot4.jpg"]Click[/url]
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AmpaSand
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Post by AmpaSand »

BROKENSAINT wrote:ok i didnt know you could expand your fortress, im guesing this is only possible on the pc version right?
you can do the 3 normal expanstons stages on xbox but only mods on pc
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Post by Greg. »

dragon wench wrote:Hmmm... That is so subjective. A few suggestions though:
* a NOM compatible kitchen
* an additional display area
* a library
Or a Morrowind Crafting compatible forge or kitchen could work.
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Magelord648
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Post by Magelord648 »

The problem with making things like that is unless the mods are installed they make pretty pointless rooms.
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Magelord648
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Post by Magelord648 »

Some exterior work.

The entrance with the first Telvanni Silt Strider in Vvardenfell.

http://i70.photobucket.com/albums/i96/c ... trider.jpg

The Smith

http://i70.photobucket.com/albums/i96/c ... /smith.jpg

The Guard Quarters

http://i70.photobucket.com/albums/i96/c ... arters.jpg

None of these are really finished but it's work in process.
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dragon wench
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Post by dragon wench »

Magelord648 wrote:The problem with making things like that is unless the mods are installed they make pretty pointless rooms.
Not necessarily. There are quite a lot of house mods out there that have NOM compatible kitchens, and if you don't have NOM installed, you can still use them for storage and the like. Or, you can roleplay and actually set it up like a kitchen. ;)
A prime example would be: [url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2503"]Mysthaven Manor[/url]

Besides, you did say you had a spare room to use....
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Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
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.......All those moments ... will be lost ... in time ... like tears in rain.
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Post by galraen »

dragon wench wrote:Not necessarily. There are quite a lot of house mods out there that have NOM compatible kitchens, and if you don't have NOM installed, you can still use them for storage and the like. Or, you can roleplay and actually set it up like a kitchen. ;)
A prime example would be: [url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2503"]Mysthaven Manor[/url]

Besides, you did say you had a spare room to use....
What exactly is NOM? And what's happening with Walks-Among-Flowers?
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