Tel Uvirith (Telvanni Stronghold) Mods?

Post » Mon Nov 12, 2012 7:08 pm

I'm looking for a good Tel Uvirith Mod, and was wondering if anyone could recommend one? Dosen't need to be extremely fancy, Just some more storage space and maybe a little this and that to improve it slightly. I just want to avoid getting a bad one with lots of bugs etc.

Thanks in advance.
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Markie Mark
 
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Post » Mon Nov 12, 2012 6:33 pm

Building up Uvirith's Legacy which uses Building up uvirith's grave and uvirith's legacy is a must in my opinion, as well as the LGNPC Tel Uvirith.
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Alexandra walker
 
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Post » Tue Nov 13, 2012 1:12 am

Uvirith's Legacy, Building Up Uvirith's Legacy, and LGNPC Tel Uvirith are pretty much the holy trinity of Tel Uvirith mods at this point, though there are several others. I use Rise of House Telvanni with those three and my Telvanni characters are happy.
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Mark
 
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Post » Tue Nov 13, 2012 5:19 am

Uvirith's Legacy, Building Up Uvirith's Legacy, and LGNPC Tel Uvirith are pretty much the holy trinity of Tel Uvirith mods at this point, though there are several others. I use Rise of House Telvanni with those three and my Telvanni characters are happy.
Doesn't Building Up Uvirith's Legacy include both Uvirith's Legacy and Building Up Uvirith's Grave, so you don't need UL and BuUG if you have BuUL?

Yay for acronyms! Getting as bad as Oblivion mods...
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Samantha Pattison
 
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Post » Tue Nov 13, 2012 10:07 am

Doesn't Building Up Uvirith's Legacy include both Uvirith's Legacy and Building Up Uvirith's Grave, so you don't need UL and BuUG if you have BuUL?

Yay for acronyms! Getting as bad as Oblivion mods...

BuUL is pretty much a patch replacement for BuUG. You won't need anything from BuUG to run it (as it includes the necessary files), but it has the Tel Uvirith interior stripped out so that it can use UL's interior modifications instead. It doesn't include anything from UL, so you'll still need to run it alongside BuUL if you want to get those interiors (or you can use other Tel Uvirith interior-modifying mods, from what I'm reading it'll still be compatible), or else you'll just end up with the vanilla interior.

If you're not using UL or anything that modifies the Tel Uvirith interior, BuUG is what you want. I've used both at different times, and they each have their good things about them.
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Kanaoka
 
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Post » Tue Nov 13, 2012 6:55 am

Uvirith's Legacy does still have a few minor bugs, nothing game killing, and I'm working on an update to fix them. It will be out in a couple weeks. Since I'm not touching the complicated companion scripting and cells, there should be no problems updating if you wanted to use it now.
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April D. F
 
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Post » Tue Nov 13, 2012 12:10 am

Yeah, Rise of House Telvanni, Building up Uvirith's Legacy, Uvirith's Legacy, LGNPC Tel Uvirith.

Those Four will make sure you never run out of stuff to do as a Telvanni Mage.
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Mike Plumley
 
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Post » Tue Nov 13, 2012 6:05 am

Yeah, Rise of House Telvanni, Building up Uvirith's Legacy, Uvirith's Legacy, LGNPC Tel Uvirith.

Those Four will make sure you never run out of stuff to do as a Telvanni Mage.

That's pretty much my opinion as well, although I have not tried Building Up Uvirith's Grave. When I first joined the only truly *Great* House in Morrowind, I found the Molag Amur location of Tel Uvirith to be more isolated than I liked. Village of Mora Uvirith was suggested to me by either bhl or Stuporstar. It's a small village on the neearby coast, featuring some shops, inns, docks and a glass mine. No quests or special dialogue, but it adds some atmosphere to the region.

http://mw.modhistory.com/download-87-5817
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Soph
 
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Post » Tue Nov 13, 2012 7:53 am

This is my "ultimate" Telvanni arsenel:
(1) Building Up Uvirith's Legacy--->this allows you to build a town around your tower, complete with city walls, a silt strider port, market and many other services. In addition, if you are a member of other factions in Morrowind, you can build a building for that faction in your town too. I made a personal modification for this mod that changes the requirements for the faction buildings, as some factions I don't think would require you to be a member in order to put a presence in your town (i.e. Thieves guilds, which are bound to pop up wherever there's money to be made whether a mage lord likes it or not; Morag Tong, which sees itself as an asset to a faction leader) and others where I feel if you just have the initial membership they'd find you trustworthy (Tribunal Temple, which wants to expand more anyway to the extent it can)

(2) Uvirith's Legacy-->This completely overhauls and expands upon the stronghold and Archmagister experiences. It adds more quests (for both Fast Eddie and the Archmagister), expands the tower, is compatible with Nom and many other mods, adds several great companions, and overall is just a fantastic experience to play. If you're a Telvanni fan, this is an absolute must-have. If you want more information, go to the author's website (which has a very detailed, interactive description of what the mod adds) or pull up the mod's page on Planetelderscrolls. I've written a long, favorable review of this mod under the name of "Kogorn"

(3) Rise of House Telvanni-->Expands upon the Archmagister experience a lot. It's a similar idea to Uvirith's Legacy, except that instead of expanding your tower and pursuing your own private studies, this mod allows you to effectively take over Vvardenfell. Even better, you can completely customize the experience (i.e., you can skip taking over the mages guild, but decide to uphold slavery, for example).

(4) LGNPC Tel Uvirith-->Expands upon the default Telvanni stronghold experience (i.e., what's already there). Adds more quests, dialogue and other improvements to the retainers already around your tower. Also lets you speak to Eddie through a crystal in your tower.

(5) Tamriel Rebuilt-->Adds an immense amount of content to the game in the form of Mainland Morrowind. The first two maps cover the Telvanni holdings, which expand upon the Telvanni experience. Just don't necessarily be expected to be treated as Head of House Telvanni over on the Mainland, as it is somewhat of a separate faction. They'll recognize you, but you won't be as high ranked as the Archmagister there. Adds tons of cool dungeons to explore and quests too.

(6) Subterranean Tel Uvirith-->Adds a really cool area to explore in your dungeon. Compatible with all the other mods here, but make sure it loads BEFORE book jackets.

(7) A Lord's Men Mercenaries-->This allows you to buy more guards and retainers for your stronghold if (like me) you sometimes feel as if the outside is kind of lonely (expecially after you build the town in Building Up Uvirith's Legacy)

(8) Books of Vvardenfell-->Adds many very interesting books to the game, all of which fit in with the lore nicely. Compatible with all of the mods here (and by the same author as Uvirith's Legacy). If you're like me and enjoy having an enormous library as a master mage, this is a must have.

(9) Better Books: Grimoires-->Adds books to the game that provide a minor increase to skill and do some other cool things when you read them.

(10) Rincewind's Luggage-->Adds a "living chest" companion to follow you around, defend you and store yourself. I like to have it keep me company in my study.

(11) Fligg's Slave Mod-->Allows you to buy more slaves to place around your tower and the surrounding area (I usually buy some to put by the silt strider port Building Up Uvirith's Legacy Adds).

(12) Village of Mora Uvirith-->Builds anoter town not too far away from Uvirith's Legacy that extends out to the water. If you want to feel like you're colonizing the region, this one's for you. Just make sure you get the clean version from Morrowind Modding History.

(13) Scripted Spells-->adds a lot of cool spells to cast that are fitting of a master mage

(14) Living Armors by Antares-->Allows you to create golems

(15) Living Sword by Antares-->allows you to have an animated sword to attack things

(16) Blasphemous Revanants by Fliggerty-->This lets you become a Necromancer and allows you to create your own undead army through mechanisms described in the vanilla books. I wish there was some way to move it closer to the tower instead of operating another location, but you can just consider it as a separate base

(17) Jiub Companion by jimbob-->Just for kicks. I leave him in the Inn that Building Up Uvirith's Legacy creates to keep an eye on what's going on in town.

(18) Galleon Mod-->Gives you a real working ship (I dock it near Mora Uvirith)

(19) Vampiric Embrace-->If you go the vampire route, this is a must have. Uvirith's Legacy is compatible with it (in fact, if you also have this mod running additional content in Uvirith's Legacy gets unlocked).

(20) Kateri's Julan Companion-->After you complete the main quest, I think of him as a bodyguard

(21) Morrowind Comes alive 7.0-->adds additional daedric companions (should you choose to populate your tower with those

(22) Deus Ex Machina by Trainwiz-->Adds a separate cyberpunk adventure where you can explore both magic and technology. Basically adds elements of Arcanum and Planescape: Torment to Morrowind. If you're looking for things to do as an "epic level" Telvanni mage, this and Rise of House Telvanni (where you explore some planes of existence) should keep you occupied there.

(23) Clockwork City Expanded by Trainwiz-->This is not yet released. However, it looks to be quite epic and I'm a fan of Trainwiz's mods, so I recommend keeping an eye on it.

(24) Antares Big Mod-->Allows you to command the rank and file Telvanni in vanilla Morrowind. Have alchemists and apothecaries create potions for you. Send members of the House on quests to gather ingredients. Get guards or mercenaries to follow you around. Promote or expel members from your house. The possibilities are endless!! Just make sure you only use these functions on the npcs in vanilla Morrowind (it can cause crashes otherwise).

(25) Advanced Pack Guar-->Adds a packguar with MWSE scripting to carry your stuff. I keep him in my tower dungeon area or in my town as a kind of pet.

(26) The Underground 2, by Qarl-->Adds an epic quest and allows you to gain a vampire companion (should you choose to go the vampire wizard route)

(27) Lichcraft 2-->Allows you to become a lich. If you can find them, make sure to get the unofficially patched versions that some authors on this forum have worked on, as the mod is otherwise pretty buggy. If you become a lich, wait to do it until you've become a vampire and have completed all the vampiric research quests Uvirith's Legacy adds, or you will miss out on them!

(28) Daedric Summoning Enhanced-->Allows you to find scrolls in game that give you the power to summon permanent daedra companions.

(29) Telvanni Vaults Expanded-->Expands the guards and treasure in the Telvanni Vault in Vivec.

If you download all these mods and still run out of things to do as a Telvanni mage then, my friend, you have reached the Nirvanna of the Telvanni experience and must start a new character to explore a different house :tongue:

On a side note, I would also like to take an moment to thank all the authors of these mods for making such great contributions to an already amazing game and already cool Great House!!
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ImmaTakeYour
 
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Post » Mon Nov 12, 2012 9:19 pm

Thanks a lot for all the replies guys! I'll have a look at the suggested mods. :)
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Alexander Horton
 
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Post » Mon Nov 12, 2012 9:30 pm

Yeah, Rise of House Telvanni, Building up Uvirith's Legacy, Uvirith's Legacy, LGNPC Tel Uvirith.

Those Four will make sure you never run out of stuff to do as a Telvanni Mage.
That + Tamriel Rebuilt is what I use.
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Beat freak
 
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Post » Tue Nov 13, 2012 8:37 am

(6) Subterranean Tel Uvirith-->Adds a really cool area to explore in your dungeon. Compatible with all the other mods here, but make sure it loads BEFORE book jackets.

I'm interested in this one, but the PES page indicates that it might be a little buggy. Is that true?
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Rachyroo
 
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Post » Mon Nov 12, 2012 9:17 pm

I would like a larger interior -More floor space - Room to move around in.
Which mod does that?

I love the tower itself.. Just hardly any room to move around in..
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Ross
 
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