Hey there! Version 1.1.0 is out and I have touched up the Canalworks a little bit and the Underworks are back, although still a nightmare for compatability, they are now an interconnected maze beneath the ground of Vivec Cities bay and in my opinion a lot more interesting desings than Vanilla By now I have also fixed a lot of misplaced objects. I hope you all like it!
Will have to check this out. I love it when the larger Morrowind cities get more clutter. Really livens up the game. It's amazing how much set-dressing is needed to give a city that lived in aesthetic.
Hey DEG! Thank you for this in depth look at my mod! It was and is truly a behemoth of a task. Also thank you for your criticism. The Canalworks truly need a makeover, even though they look a little better in vanilla lighting settings. I did scrap the Underworks on purpose, though because I always hated them and thought a cohesive canalworks system would be more fun to explore and make the City more like a complete, open canton, but I understand that that creates a lot of mod - issues, but I still decided on completing my vision of Vivec without compromise. Again thank you for that fantastic showcase, I knew you would like my vertical designs! ;)
I certainly agree that a cohesive canalworks system would be better. From this comment, I'm not sure if you're saying you have a goal of connecting all the different canton's sewer systems? Now that I think about it, every city and even town in Morrowind could use sewer systems! Ald-Ruhn would need something to filter out all the ash. Lots of fun possibilities there.
This is the best Vivec Overhaul i've seen, shame it is a compatibility nightmare.. if you work on patches with the most used mods this would be the de facto Vivec Overhaul
Waistworks look seriously gorgeous. Proper realistic spaces with an understanding of real world architecture, what a titanic effort this must have been! Impressive as it is, I'd miss the vanilla sewers' ambience, as there are only a handful in Morrowind. The original tileset had such a unique, organic look, like being in the belly of a sea creature. With this you'd never see it in game and would've been nice to see that improved with the same creativity rather than axed. The canalworks here just look like more velothi interiors, confusing and repetitive, not the best part of original Vivec. Overall a really impressive piece of work and an absolute must to check out, thanks DEG.
@@tapetenklaus1869 Then I am both very sorry for the massive extra workload I gave you while also being grateful for the incredible result. I was a bit worried what great work I think this is wouldn't come through. You turned an amazing achievement into a total must-have mod, thank you!
Holy... This mod is absolutely THE BEST mod released in 2022 and one of the greatest mods released ever for Morrowind. Amount of work put in here is incredible. This is something I always dreamed of. Hats off!
O_o They added map of Vvardenfell like in ESO... May the blessings of the Three be with mod creators! (selection of music for the video is also appreciated)
Damn, morrowind went through kind of a mod drought from 2010 to 2016 I guess because of oblivion and skyrim but 2017 to now mods have just exploded for morrowind, you can pretty much make it look more impressive than both sequels IMO I don't even want skywind at this point
When I saw this mod on the Nexus, I was very impressed. Vivec looks much more interesting to explore now. The mod incompatibilities give me pause, though.
Yeah rebirth is a stay true to vanilla type of mod, so anything that alters meshes is near impossible to implement I don't use it myself because without it you get alot more freedom to mod what you want
If a quest mod had a player meeting some npc down in the Underworks to start/finish a quest, would that be difficult to patch? Like maybe just change the co-ords on the npc standing location? Please forgive if I vastly over-simplify, because I very much want this beautiful city, and I suspect other modders will want it too. Thx DEG, and gfj to Tapetenklaus! 💘💘💘👍
Probably wouldn't be difficult to patch, no. The main issue is just that a lot of quest mods use the Underworks, it's a popular destination for globetrotting quest mods in particular. Since the Underworks are so large, it's easy for quest mods to use them to add an NPC or a new dungeon without having to worry about too many conflicts. As such, depending on how many quest mods you have, you might have to create a fair number of patches.
I think this is what I need to get back into Morrowind. I still need to finish my other playthrough, I made a broken jump ring and it got a little too easy to get places so I got bored (right before the 6th trial too. I need to restrain myself, enchantments are too powerful) What's everyone's favorite part, basegame, Tribunal or Bloodmoon? I can't decide, but I love them all, think Tribunal's a little too tough at parts.
Yeah man, OAAB data and Tamriel data mods are reviving morrowind IMO One of my faves that came out was new ilunibi But yeah, the base game is the best especially with all the mods for it, they make the base game more interesting than the dlcs lol
I wonder if since Vivec isn't a real god and he just murdered his friend and powered up with the heart of lorkan... That caused him to create a bad city because he just levitates everywhere, expecting everyone else to buy levitate potions to cross the cantons?
Wow, modders are accomplishing such a amazing work! I'm going to test it, however as it is mentionned that it does not touch any dialogue and NPC, would it be compatible with LGNPC for exemple? Do I have to load my mod quests after Vivec's god the city?
There is a .bat file that deletes all Vivec cells from the BCOM.esp file. This is only there for the main file, though, I did not make one for all the patches and addons of BCOM, though.
@@tapetenklaus1869 Has any update been done on this? Because truly your Vivec mod is an amazing addition to the moddding community and would be amazing as part of BCOM.
This is currently at update 1.2.1. I put a little more decoration into the canalworks, reintroduced and expanded the Underworks, added a purist version that does not change canton and plaza, docks and bridge placement from vanilla, and a modular version of this mod where you can pick and choose what you want. I also made a lot of compatibility patches. The next update will be released soon and includes more patches, fixes and better lighting as well as a new addon.
This modder was out of their mind and inconsiderate towards other modders, especially, those whose mods are super popular. Those fans of their popular mods such as Rebirth will never uninstall in order to install this BS... Wtf were they thinking... smh
The saddest thing in such mods is, that it's only to appeal to the player. NPCs doesn't give a crap about surroundings at all. Just another path-finding blockers.
Hey there!
Version 1.1.0 is out and I have touched up the Canalworks a little bit and the Underworks are back, although still a nightmare for compatability, they are now an interconnected maze beneath the ground of Vivec Cities bay and in my opinion a lot more interesting desings than Vanilla By now I have also fixed a lot of misplaced objects. I hope you all like it!
Will have to check this out. I love it when the larger Morrowind cities get more clutter. Really livens up the game. It's amazing how much set-dressing is needed to give a city that lived in aesthetic.
This mod looks amazing, I always wanted a slightly overhauled, more crowded Vivec city.
Hey DEG!
Thank you for this in depth look at my mod! It was and is truly a behemoth of a task. Also thank you for your criticism. The Canalworks truly need a makeover, even though they look a little better in vanilla lighting settings. I did scrap the Underworks on purpose, though because I always hated them and thought a cohesive canalworks system would be more fun to explore and make the City more like a complete, open canton, but I understand that that creates a lot of mod - issues, but I still decided on completing my vision of Vivec without compromise.
Again thank you for that fantastic showcase, I knew you would like my vertical designs! ;)
Man, you're a Modding God.
I certainly agree that a cohesive canalworks system would be better. From this comment, I'm not sure if you're saying you have a goal of connecting all the different canton's sewer systems?
Now that I think about it, every city and even town in Morrowind could use sewer systems! Ald-Ruhn would need something to filter out all the ash. Lots of fun possibilities there.
Gotta say, this mod will always be apart of my mod list now.
Excellent job!
This is the best Vivec Overhaul i've seen, shame it is a compatibility nightmare.. if you work on patches with the most used mods this would be the de facto Vivec Overhaul
Waistworks look seriously gorgeous. Proper realistic spaces with an understanding of real world architecture, what a titanic effort this must have been! Impressive as it is, I'd miss the vanilla sewers' ambience, as there are only a handful in Morrowind. The original tileset had such a unique, organic look, like being in the belly of a sea creature. With this you'd never see it in game and would've been nice to see that improved with the same creativity rather than axed. The canalworks here just look like more velothi interiors, confusing and repetitive, not the best part of original Vivec. Overall a really impressive piece of work and an absolute must to check out, thanks DEG.
Your comment was the last reason I needed to reintroduce the underworks by the way.
@@tapetenklaus1869 Then I am both very sorry for the massive extra workload I gave you while also being grateful for the incredible result. I was a bit worried what great work I think this is wouldn't come through. You turned an amazing achievement into a total must-have mod, thank you!
man i saw this the night it was released and wanted to try it out.. as always my load order lol but this city seems to be the standard from now on.
Holy... This mod is absolutely THE BEST mod released in 2022 and one of the greatest mods released ever for Morrowind. Amount of work put in here is incredible. This is something I always dreamed of. Hats off!
wow, this is incredible! I think this is going to soon become the new vivec standard! very exciting
O_o They added map of Vvardenfell like in ESO... May the blessings of the Three be with mod creators!
(selection of music for the video is also appreciated)
Damn, morrowind went through kind of a mod drought from 2010 to 2016 I guess because of oblivion and skyrim but 2017 to now mods have just exploded for morrowind, you can pretty much make it look more impressive than both sequels IMO
I don't even want skywind at this point
Easily the best Vivec Mod ever made.
really nice
finally, vivec looks godly! those interior canton views are incredible.
has anyone ever considered flipping the cantons upside down and making vivec a weird floating city?
Patrick was right. We must set it to wumbo.
the interiors of this mod are so cool
Looks nuts
When I saw this mod on the Nexus, I was very impressed. Vivec looks much more interesting to explore now. The mod incompatibilities give me pause, though.
"Not compatible with rebirth"
I guess I will just lay down and cry a little bit
Its hard to find mods that are. Especially city overhauls
Yeah rebirth is a stay true to vanilla type of mod, so anything that alters meshes is near impossible to implement
I don't use it myself because without it you get alot more freedom to mod what you want
Kinda hope it comes out with a bunch of patches like how BCOM has
Thanks for the video
random robed person im the sky at 4:17
Morrowind's modding at its' finest. I guess that counts as "verticality inducig"
xD
If a quest mod had a player meeting some npc down in the Underworks to start/finish a quest, would that be difficult to patch? Like maybe just change the co-ords on the npc standing location? Please forgive if I vastly over-simplify, because I very much want this beautiful city, and I suspect other modders will want it too. Thx DEG, and gfj to Tapetenklaus! 💘💘💘👍
Probably wouldn't be difficult to patch, no. The main issue is just that a lot of quest mods use the Underworks, it's a popular destination for globetrotting quest mods in particular. Since the Underworks are so large, it's easy for quest mods to use them to add an NPC or a new dungeon without having to worry about too many conflicts. As such, depending on how many quest mods you have, you might have to create a fair number of patches.
I think this is what I need to get back into Morrowind. I still need to finish my other playthrough, I made a broken jump ring and it got a little too easy to get places so I got bored (right before the 6th trial too. I need to restrain myself, enchantments are too powerful)
What's everyone's favorite part, basegame, Tribunal or Bloodmoon? I can't decide, but I love them all, think Tribunal's a little too tough at parts.
Clearly Basegame! Dagoth Ur is just such a cool Villain.
Yeah man, OAAB data and Tamriel data mods are reviving morrowind IMO
One of my faves that came out was new ilunibi
But yeah, the base game is the best especially with all the mods for it, they make the base game more interesting than the dlcs lol
Vivec has never come across as a city to me, more like an enclave. Nice mod though, MW is the one TES game that I always come back to.
I wonder if since Vivec isn't a real god and he just murdered his friend and powered up with the heart of lorkan... That caused him to create a bad city because he just levitates everywhere, expecting everyone else to buy levitate potions to cross the cantons?
Wow, modders are accomplishing such a amazing work!
I'm going to test it, however as it is mentionned that it does not touch any dialogue and NPC, would it be compatible with LGNPC for exemple? Do I have to load my mod quests after Vivec's god the city?
Is there a BCoM compatibility pack yet? I love what BCoM does to the other cities, but this arguably a better looking Vivec.
There is a .bat file that deletes all Vivec cells from the BCOM.esp file. This is only there for the main file, though, I did not make one for all the patches and addons of BCOM, though.
@@tapetenklaus1869 Has any update been done on this? Because truly your Vivec mod is an amazing addition to the moddding community and would be amazing as part of BCOM.
This is currently at update 1.2.1. I put a little more decoration into the canalworks, reintroduced and expanded the Underworks, added a purist version that does not change canton and plaza, docks and bridge placement from vanilla, and a modular version of this mod where you can pick and choose what you want. I also made a lot of compatibility patches.
The next update will be released soon and includes more patches, fixes and better lighting as well as a new addon.
It’s lovely but am I still going to feel like I’m in an MC Escher painting whenever I try to find an alchemist? 😉
How is the compatibility of this mod with the mod Beautiful Cities of Morrowind Mod?
Rememeber that Vivec is a religious center. Religion doesn't have to make any sense...in fact it usually doesn't.
Anybody tested this with README?
Considering it already includes a library overhaul, id imagine they’re incompatible unless there’s a compatibility patch
This modder was out of their mind and inconsiderate towards other modders, especially, those whose mods are super popular. Those fans of their popular mods such as Rebirth will never uninstall in order to install this BS... Wtf were they thinking... smh
The saddest thing in such mods is, that it's only to appeal to the player. NPCs doesn't give a crap about surroundings at all. Just another path-finding blockers.
Those dark elves don't know windows.
No wonder, that they were conquered by humans twice.
It kinda suits them.
windows are a structural weakness, dunmer do not use them
@@blueshit199 Unless they're arrow slits of course.