Uvirith's Legacy Beta 1.10

Post » Thu Apr 01, 2010 9:19 pm

Here is the new thread because the old one has reached its post count limit. I'm back and currently working on ironing out the last few bugs before release. I'll be releasing a couple more hotfixes for testing before final release in the upcoming months.

UPDATE!
- A new NPC schedules add-on is ready for testing and available from the main download site at PES. This adds new schedules (normal and vampire) to all the NPCs in the tower and vault.
- A new RoHT compatibility .esp is available from the main download site at PES. It now adds teleportation platforms to all the towers added by RoHT and makes a few other minor tweaks.
- The new MWSE patch is ready for testing, and available for download at PES from the main UL entry.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5997
http://www.gamesas.com/bgsforums/index.php?showtopic=1051012
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1078305&view=findpost&p=15697664
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1078305&view=findpost&p=15697669

I will be releasing small fixes in another package available from the same entry on PES as bug reports come in. The first fix is available already as of 10/26/09.
I will update this file as more bug reports come in. Please check the http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1078305&view=findpost&p=156976695 post for details regarding the nature of these fixes. It also lists known issues currently being worked on.

The new patch is up as of 03/01/10! Make sure you download it!

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Uvirith's Legacy - Beta 1.10

A mod based on Uvirith Inside
Massively expanded by Stuporstar

Contact: SarahDiMento@gmail.com

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Requires Tribunal and Bloodmoon
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This mod started as an ever expanding version of Uvirith Inside.
It all started when I decided to make the original mod compatible with Tribunal and Bloodmoon.
From there the mod just sort of took off and became its own.
I've since contacted DopeHatMan, who gave me his support on the project, and pointed me to Uvirith Awakened.
I found that a lot of what I've done is what Uvirith Awakened was trying to do before the project fell into limbo.
It's my hope that this mod becomes what Uvirith Awakened was meant to be, the new third generation Tel Uvirith Mod.
There's many new quests, some new areas to explore, as well as new versions of some of the preexisting quests from Uvirith Inside.
My ultimate goal was to make the daily life of a Telvanni lord far more interesting, and create a tower that is a fitting home for a lord and a stunning symbol of the Archmagister's power.

This is the final planned beta before final release. It's very stable, and I'm not expecting to have to fix a lot of bugs at this point, but I thought I'd leave it up as a beta for another month or so to gather feedback on balance and any issues that may crop up with the new content I've added.
If you do encounter a bug, or a typo, or any other kind of error, please TELL ME so that I can fix it.

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New Uvirith content!!!
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Uvirith's Tomb: So they built your tower on Uvirith's grave, but who was lord Uvirith? You'll soon find out.
Delve into Uvirith's tomb and uncover his dark secrets.
Do some evil deeds and gain some wicked spells and items.
Acquire a sixy mistress for your tower and a unique dremora companion.
Learn the secrets of the Books of Deadric Summoning.

*Uvirith's Tomb can be accessed once you build the Vault for your stronghold.*

The Tel Uvirith Vault: Many elements have remained from the original, but I've made some major changes.
It is now a separate build available after attaining the rank of Archmagister.

- The Library: Has enough bookshelves for all the books in Morrowind and plenty of space for mods.
I've added a book sorter to the set of bookcases in the center of the library.
The book sorter is compatible with all the books in Morrowind, Tribunal and Bloodmoon ( not all parchments are included, but most are ).
Rather than try and include mods in the book sorter, there will be plenty of empty shelves around the sides of the library to accommodate them.
You can talk to the librarian and ask him to "organize books". He will place copies of your books on the shelves and place the originals in one of three containers.
There are two book closets and one scroll chest near the entrance of the library under the stairs.
If you are using the book sorter you will not be able to pick up the shelved copies. They are "dummy" books with a special script on them.
If you are going to use the book sorter, make sure you don't put anything on the center shelves or the one lectern near the library entrance. It's not a big deal, but if you enable the books with the sorter it might look weird if you have something already sitting there.
All the rest of the bookshelves in the library are free for whatever you want to use them for. If you're not planning on using the book sorter at all, the center ones are fair game too I guess.

I've also included a secret passage using StarCon5's awesome filled bookcase mesh.

I've also included a small selection of books from my mod Books of Vvardenfell.
These are sorted on the shelf just to the right of the main sorter shelves as you enter the library.
I will also be reserving these two shelves to either side of the central sorter shelves for Oblivion and LGNPC books (which also include the Daggerfall collection), which was once included as a separate add-on. It was removed for copyright reasons, but these shelves are still unoccupied so there won't be any conflict with the old add-on.

There is also a sorter book for The Tale of the Devious Trader included in the main sorter script. The meshes and textures for this book are included in the files, but it is not placed in the game world. For that you will just have to download Xethban's awesome mod.

One important book is in the library: Vampires of Vvardenfell I.
This is a specially scripted version of the book that has a quest attached to it.
It will work with the book sorter, but the copy is the same dummy copy that is used for the unscripted book ( you'll still have the original in the book closet though ).

A new secret chamber has been added to the library. It is located in the shaft behind the secret passage. This area will house important Telvanni documents as well as any sorted books you would rather not have anyone know about. Any books from the Apographa will be hidden here.

A Book Jackets add-on for the sorter books is also included (thanks to Amberfire).

- The Treasury: Was inspired by Uvirith Awakened. There are now two levels ( one hidden ) and plenty of display spaces.
The mannequin alcoves are still empty, to fill with mannequins of the player's choosing.
I've also included display cases by Dongle and Indarys. They can be found in the hidden lower level.
There is also a quest-related display of silverware on the main floor ( which cannot be moved until after the quest is started; afterwards it can be picked up and placed anywhere ).

- The Prison:
I have kept most of the original prison design from Uvirith Vault, with the Imperial architecture and everything.
I attempted a purist Telvanni version, but it just wasn't as satisfying.
I've decided to stick with the Imperial design with the Telvanni roots poking through the walls, figuring maybe Master Aryon had a hand in designing it.

High Security Prison has undergone a major overhaul. I've rebuilt it using Kieve's Dark Telvanni Textures.
It is now a place where you can hold daedra, powerful wizards and vampires captive.
I emptied out two of the cells to make room for a couple quest captures.

The Barracks is now a place where you can train, or grab a drink in the mess hall.
I've added my own scripted version of BLk's practice dummy ( I preferred his sharper textures over AcidBasick's but didn't like how his dummy could kill you if you attacked it unarmed so I altered the script ).
There's now a trainer and armor repair npc in the practice room. You can also ask her for a demonstration on the practice dummy, or tell her to leave ( she wanders off to the mess hall for a drink ).
The mess hall has an npc who sells drinks at the bar ( I was in the army once, and yes...having a bar in the mess hall is essential ).
You can also find a NOM compatible beer keg in the small storage room.

The guards now not only open or close the portcullis for you on demand, but now also lock or unlock any or all of the prison cells as well.

- N'tashra's Sanctuary:
I have given the dungeon quite the make-over, adding a few more roots and mushrooms here and there eventually led to me re-creating the areas activated by the N'tashra quests.
Craough's Oasis ( now found in the dungeon deep tunnels ) has been moved, and prettied up a bit with some growth. It now leads directly to the area where you find Sara, but the entrance is kind of hidden and you are not able to activate it until talking to Crauogh.
Atronach Azrohaelu also has new digs, and it looks like he's already made himself right at home. I always felt he looked uncomfortable standing so close to that waterfall in the original, so now he has lots of lava to make him comfortable. If I were a fire elemental, I wouldn't mind living there myself.
The area where you find Sara has been moved to a cell called N'tashra's sanctuary. It is no longer a tomb, but now a magical place where Sara has awakened from her long slumber. She is no longer crawling out of her grave to you like some kind of creepy undead thing.
You will need a good waterbreating spell or a lot of potions to be able to get to her. The first time down you will have to swim a long way, but after meeting Sara I've created a short-cut for further visits to her sanctuary.

The Tel Uvirith Towers:

Lower Tower:

- The Tower Storage Room: is quite a bit different than a regular storage room. It is NOT to be used to deposit your loot.
The storage room has weekly re-spawning containers that provide food and ingredients to your tower.
You start with only a few containers of Kwama eggs and must complete quests to acquire more ingredients for your tower.
Once you start acquiring containers you have to pay a weekly fee to keep them, as the ingredients improve the cost goes up.
It is not necessary to pay every week. If you do not pay, the containers disappear. They will re-appear once you pay up again.
Not all ingredients are available ( weekly shipments of Vampire Dust and such just didn't make sense ).
Most common non-food ingredients are in randomly spawning ingredient containers. They're contents are not guaranteed.

- The Servant's Quarter: is mostly there to make the tower feel more like a home.
There's a couple of servant npcs in there, a kitchen, wine cellar and servant's communal bedroom.
I kept this area small and cozy rather than adding a huge extra wing to the tower.
There are also NOM compatible objects ( stove and cooking utensils ) in the kitchen, and a wine keg in the cellar.
Waste Basket! I added this so you can delete trash items in the game. The container with delete itself and respawn every three days, so don't put anything important in there.

The servant Salmeama will also cook for you! She offers four meals a day at certain times. Breakfast between 6am and 11, lunch at 12pm to 5, dinner at 6pm to 11, and a small snack at 12am - 5.
You get a total of four meal choices per meal-time (and a total of 12 at dinner, with 4 choices for each of 3 courses). You can also ask her to select one for you randomly.
You will only get one meal per meal time, and will have to wait until the next block of hours before she will cook for you again.
The food is NoM compatible, but I altered the first alchemical property because almost all of the NoM food had detrimental effects, and I didn't want to have the cook serving you poison!
Each type of food has a different small beneficial effect. This does not necessarily reflect the ingredients used, as I wanted a specific set of combinations.
If you are using NoM, make sure to use the re-dated file so that any changes I made are set back to NoM standards.

- The Tower Bath: is exactly as advertised. It's a bathroom...a Telvanni style bathroom. I've also included a bit of "bathroom reading" down here. There's a copy of Boethiah's Pillow Book and two books from the new version of my mod Books of Vvardenfell (not released yet, so this is a preview of what's to come). They are collections of crude limericks and naughty jokes by Crassius Curio.

- The tower entrance also contains alcoves for mannequins. No mannequins have been included with this mod.
I've decided to leave it up to the player to choose their own favorite mannequin mod to decorate their tower with. I've just made sure there is plenty of space for them.

Upper Tower:

- New Fourth Turret: This area contains a comfortable retreat for the busy mage lord.
It includes a fireplace, cushions and chairs, a small "card table", and a small guest bedroom upstairs.
I've kept this area relatively simple in keeping with the rest of this area in the tower. It fits in well with the bedroom and dining room on either side of the upper all.
There's an additional add-on included that will place a working chessboard here, modified from Soralis' Chess 1.3.
The fourth turret also has its counterpart outside, so it makes a small change to the exterior. I have checked with compatibility with all the exterior mods I know of and it doesn't seem to conflict. It is in the same position as the fourth turret in BUUG, so it will not interfere with compatibility with Building up Uvirith's Legacy.

- The Garden Sanctuary: located in the upper tower. It has many plants available for harvesting, and a small magical waterfall.
You will need a special goblet to drink from the magical spring. I placed it in the study.

- The Tower Throne Room: Available if you build the Vault after attaining the rank of Archmagister.
You will even be able to hold court here on a couple of occasions through certain quests.

There are now many secret doors and other little things to discover around your tower.
You will need to get the Tel Uvirith Key from Llunela Hleran after completing the upper tower to access these features ( also needed for some of the vault secret passage switches ).
Not all of the secret passage switches are obvious so you may have to hunt for some of them.
The important one is the secret passage to the wizard's study. It is located in the upper tower, just up the stairs from the lower tower entrance.
The Telvanni Teleport is located down there, so I thought I should make it easy to find. Still, it's locked so intruders can't get down there.

- The Tower Study: Is now accessed through a secret entrance. As mentioned above, you'll need to get the tower key from Llunela Hleran to access it and many other places in the tower.
It's changed much from Uvirith Inside, but all the original tower goodies such as the alchemy sorter and bag of holding are still there, as well as some added new ones. All the originals have also had major scripting upgrades to help them run better.
The alchemy table is now compatible with all Tribunal and Bloodmoon ingredients.
There is also a separate add-on for SriKandy's Alchemy. Please use version 2.1 of this plug-in with UL 1.08 and higher, as it relies on a chained script from the main table rather than adding a second sorting container.
The Bag of Holding has also been upgraded to help alleviate the original 72-hour "bug" issues.
New for 1.10: The secret entrance to the tower study has been upgraded from previous versions. It is now a fully functioning elevator!
The elevator travels between all four floors (secret lab, main floor, second floor, and throne room/upper entrance), which can be accessed by panel switches on each floor.
The elevator will also detect if you're levitating and will give you the option to move the elevator floor out of the shaft completely for easy levitation.
You will need to have the tower key on hand in order to use the elevator.

New Telvanni Teleport: I've made it companion friendly without the need for MWSE.
The Telvanni teleport crystals from Uvirith Inside have been replaced by a set of teleporting doors.
These doors are enabled by the worn Telvanni platform in the study ( formally the hidden council house teleport ).
I've also added these platforms to the other towers and the council hall.
You may use these platforms before you attain your stronghold ( the stronghold teleport option doesn't appear before the upper tower is built of course ).
Once you attain the rank of Oathman you can ask Llunela Hleran for a key. With this key you can start activating the platforms.
When you activate the platform, you get a menu for which door you want to appear.
At first you won't be able to use any of them. You must visit each tower ( and the council house ) by finding the platform in that tower.
I made it this way to balance it out a bit and also give the individual lords the option to lock them. ( A couple of the Masters don't want just anyone popping into their towers so you have to get permission to activate the door. )
Once you activate the doors on the other side you can use that door anytime from the other platforms.
I've also scripted it so touching the platform while a door is enabled will disable it ( so that multiple doors aren't enabled on top of each other ). This way you can also cancel your choice.
Any platforms that requires that you speak with the owner of the tower before activating it no longer require the key as well (as of 1.08). Master Neloth will not allow access to the Tel Naga teleport until you are his rank or higher, but the Council House teleport is close by.

Dungeon:

The dungeon has been massively upgraded, and is full of little secrets. More secret passages will be revealed as you complete quests.
Random encounters! Though these will be fairly rare, stay on your toes! You never know what's managed to sneak into your dungeon.
Release the hounds! Your own set of attack hounds can actually hunt down those pesky rats and adventurers and eradicate them for you!

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New Companions:

- Hire an Apprentice: give him chores or take him along on quests.
You can even train your apprentice and have him learn various spells.
In order to prevent the disable/enable from bugging out when he runs off to do a quest, he must be reset back to his original position.
( he can get lost forever if you disable him in another cell )
In other words, you can only give your apprentice chores if you send him back to your tower first.
It was just safer this way than trying to script it so he could disable and return to the tower after the timer script re-enabled him. Far too much mess that way.
He will sometimes find items on his travels, and sometimes he will be very possessive of them!
Many other quests have options to make your apprentice run off and do the dirty work for you. Make sure to talk to him often to see if new dialogue options pop up!

Your apprentice now has a telepathy ring, so if he's in your tower you can send him on chores remotely. You can't train him remotely however, as that breaks his training script. I've added dialogue checks to prevent that.
He also has new combat options for while he's following the player.
He is fully compatible with Antere's BigMod 5; you can even use these functions remotely using the ring. However, be careful not to teach him AOE spells using this mod, or you may get friendly fire while in combat with him.

As of version 1.08 Gavyn now has a new unique head, hair, and his very own unique vampire head!
Because I had to create a duplicate of the Dark Elf race to allow for a unique vampire head, I have included bb textures for the apprentice.
These have unique IDs so they will not conflict with any body skinning mods you may have installed.
Gavyn's body defaults to the non-nvde bb mesh, but it can be changed to the nvde version by doing the following:
Copy the file bb_skinm_de_uv.nif from the bb/nvde folder, and place it in the bb folder. This will over-write the non-nvde file.
Texture files, located in the bb folder, are named bb_N_skinm_de_uvi.dds for the nvde mesh, and bb_U_skinm_de_uvi.dds for the non-nvde mesh. These do not need to be altered if you choose one version or the other. However, they can be safely over-written with other bb texture files if you wish to use a different version (such as Slof's).
For future updates, I may upgrade the body textures from standard bb Dark Elf textures to something more unique with tattoos or something like that.

Train your apprentice:
You can train Gavyn in a specific selection of spells (because some don't work with the methods I've used, but that's ok).
It checks for spell effects, so you can cheat by using enchanted items, but it was a much better method than only testing for spells in the player's spell list that are only included in the original game. Heavy RPers probably won't want to cheat anyway, but make sure you remove any constant effect items before training in that case.
This way it allows for player made or modded spells.
You have to show him how to cast these spells by casting them yourself.
He will wait for you to cast the spell. After a few moments, if you haven't cast the spell yet, he will bug you and you have the option to cancel the training if it turns out you don't actually know the spell.
An hour will pass and then he will cast the spell to show that he's learned it. It will drain his magicka each time, and once it's too low he'll say he's too tired to train further until he gets some rest.
Teaching him spells will also increase his skills. Some spells won't be available to him right away, but with training and his leveling scripts, he'll eventually be able to learn them.
Offensive spells require you to taking him down to the training room in the prison barracks and target the practice dummy.
Make sure you tell Merana to leave the room if you're going to be teaching him summoning spells in the training room. Gavyn is fairly well behaved down there, but the summoned creatures can go kind of nuts on the practice dummy. She was once killed by a storm atronach's shock shield during my tests.
If you don't have the fourth tower build completed yet, Gavyn can instead teleport you to his former master's training room, and you can target the dummy there instead. Make sure you can teleport out (with the travel ring or whatever) because in Gavyn's excitement he didn't quite think that part though. He can use his own recall to teleport back to your tower and wait for you though.
He also has three levels of destruction spells that you can train him in as his destruction skill increases.
The player needs a base skill level of 30 in each school, and some spell training requires an even higher skill for that spell to become trainable.
So for offensive spells, make sure you target one of the two training dummies provided by UL, for the rest, you need to target yourself.
In conjunction with this, I've also tweaked his leveling script.

These training options are also compatible with Anteres BigMod. However, be careful not to teach him any AOE spells or you will take friendly fire during combat.

Turn your apprentice into a vampire!:
I've added this option after he performs his first chore for you as your new apprentice.
After reading Vampires of Vvardenfell vol. I, you will have the option to talk to him about "Vampire Research"
- I have included a copy of the book in the tower library since it is a specially scripted copy. I did this to make sure there was no potential incompatibility with other mods that may have altered this book. You can ask the librarian about it.
You can then send him on a quest that will cause him to contract the blood disease.
After he returns you have the option of teaching him the cure spell, teaching him how to make a cure potion, or lying about how to make a cure potion.
If you lie to him about making a cure potion, soon you'll have your very own vampire apprentice!
After three days he will become a vampire. You then have to find a way to control him.

If you are already a vampire, you will not get the vampire research quest. Instead, your initial test of your apprentice will cause him to catch the blood disease through contact with you. He will automatically become a vampire of your clan in three days. Being his sire, you won't have to worry about keeping him in line.

As of version 1.10, he is fully compatible with Vampiric Embrace. The UL scripted event to turn him into a vampire is disabled if you are playing as a vampire with VE installed. Instead you can embrace him using VE's special scripting and turn him into a vampire child.

NOTE: If you have him follow you outside in the daylight he will constantly lose health. He does have the sun damage spell.
If you notice he's casting heal on himself a lot while traveling, he probably needs to get out of the sun.
I've added a forcegreeting on a timer so that he will now warn you if he's taking too much sun damage. If you ignore it, and you're not a vampire, he will teleport back to the tower and you will have to go round him up again. If you are a vampire, he will not disobey you, but he will keep whining until you take him out of the sun.
He will also refuse to wait outside in the sun (or outside at all if you're not a vampire since he won't trust you enough to come back for him).
If you have VE installed, you can bury him as you would any other vampire child, with an added bonus: if you talk to him using his telepathy ring while he's buried, he has a full set of dialogue options specific to his unique situation.

Vampire Research Quest: You can continue the quest after turning your apprentice into a vampire and find a way to become a vampire yourself. Only available if you are not already playing as a vampire. (Unfortunately if you do it this way the VE vampire child options are not available, since technically the apprentice has turned you into a vampire and not the other way around.)
I made this quest difficult. First you will need to find another book, which will give some more insight into vampirism.
It will lead you to a hidden laboratory where you can perform some experiments using special apparatus.
You can find in the lab an amulet which you can use to test your apprentice's blood to find out what clan he belongs to.
You can collect blood samples from your apprentice using the vials found in the lab.
You can drink this blood with a small chance of contracting the blood disease, or an even bigger chance of poisoning yourself. If you contract blood poisoning, you will need to cure it quick because it will constantly ( but slowly ) drain your health.
You can also use the apparatus to make an elixir of vampirism, which will guarantee that you change.
The key to the chest with all the stuff you need is hidden in the lab...but it is very difficult to spot.

Making the elixir is not easy either.
If you have started the process of making the potion, but find you are missing ingredients, the potion will fail.
If you use the apparatus in the wrong order, the potion will fail.
If you leave the lab, the apparatus will reset, and the potion will fail.
You will use up specific ingredients during the process. You will not get them back if the potion fails.
It is entirely possible to make the potion using trial and error, but for people who hate puzzles, I've included a recipe.
There is a recipe available in the game, but I have made it very difficult to find. It is hidden right under your nose in a place you will probably not think to check. ;)

I made this quest difficult in keeping with the spirit of the game. It's not easy to become a vampire this way because it shouldn't be easy.

I've added a new ending to this quest. If you cure Gavyn, or allow him to find the cure himself, you can lend him out to Divayth Fyr for further study.
Divayth Fyr will give you a nifty amulet in return. Another version of this amulet will also be available before if you follow the carefully hidden clues regarding Deavvo Pharra's research on the vampire research questline.
The amulet will do one of two things. If you are a vampire, it will allow you six hours relief from your curse and cannot be used again for 24 hours. If you are not a vampire, it will allow you to become a "half-vampire" for the same length of time.
Getting it from Divayth Fyr probably means you have cured yourself, so there's no real benefit for a vampire character.
If you want to find the one available before, I've made it very difficult to find, but there are a few small clues scattered around.

- Dremora Lord Companion: Tied to the Uvirith Tomb Quest. You will eventually be able to choose it as a companion. (As of 1.10, the dremora will no longer leave after choosing Verena.)
Now upgraded as of beta version 1.10. Using Miltiades' dremora race.
The dremora lord now comes with a telepathy ring and a full complement of scripted combat and follow options.
Companion sharing is now available for the dremora lord, with one caveat: all armor and weapons that come with this companion are bound and cannot be taken by the player. If you try to take any of these items, they will be magically transferred back to the dremora. You can however disable most of these items by asking the dremora to remove them, and can be summoned back later on your request.
The dremora will not always like being told what to do when it comes to combat however. Asking the dremora to remove its bow or sword will only alter the dremora's behavior if you didn't add other similar weapons to it via companion share. Selecting no spells will prevent it from casting destruction or conjuration spells though. Also, if you banish the dremora, all these options will be reset. The dremora prefers to fight how it pleases.
Choose the gender of your dremora companion! After completing the main quest involving Uvirith's Tomb, and gaining the full companionship of the dremora, you can decide if you would rather the dremora be male or female. Selecting this option will temporarily banish the dremora for a week while it goes off to form its new body.

You dremora companion will resurrect itself if it dies in combat! However, to add balance to this feature I've added another way this companion can leave you:
If you are not careful about keeping the dremora sufficiently entertained, the dremora will get bored and leave.
At first, the dremora will just return to its lair to wait for you, but if you leave the dremora waiting too long, it will leave for good.
Really, all you have to do to keep the dremora occupied is to take it with you. So long as the dremora is in follow mode, it will not get bored.
If your dremora does get bored, first it will wander off, then it will gradually get annoyed with you (you'll notice a change in dialogue) and finally it will leave.
It takes some time to for it to finally get bored enough to leave for good. It takes approximately a month of being inactive (longer if you tell the dremora to return to its lair and stay there instead of leaving it somewhere else).
You can undo the "boredom count" by travelling with the dremora for longer than you left it.
If you want to put the dremora away for a long while, you can send it home to its lair. Its boredom count takes three times as long to tick over when the dremora is home.
You can also decrease Ash-Kosh's boredom level by choosing the "sparring" option under the topic "-combat-". The player will be forced to fight Ash-Kosh to the death, but Ash-Kosh's fight level will be reset after killing Ash-Kosh and having the dremora resurrect itself.

Ash-Kosh's armor and weapons can be easily customized using non-.esp texture and mesh replacers.
However, these objects carry unique IDs, so they are not immediately compatible with .esp replacers.
If you want to use an .esp replacer, there are instructions on how to change Ash-Kosh's armor in the UL_Modder'sGuide documentation included in this mod.

If you want Ash-Kosh to use a completely different armor set, without customizing the unique armor, then you simply ask Ash-Kosh to remove his or her armor.
You can then use companion-share to give the dremora new armor, and a separate option for equipping and un-equipping other armor is available in dialogue once Ash-Kosh's unique armor has been removed.
Keep in mind, if you send Ash-Kosh away to change gender, any armor or other items will remain in the inventory of whichever version you gave them to.
IMPORTANT! Should Ash-Kosh die, you will lose any items he or she is carrying, as the ressurection script resets an npc's inventory.
I have given the ressurection timer enough time so that you can loot Ash-Kosh before he or she ressurects, but try to be quick about it.

- Verena: Also tied to the Uvirith Tomb Quest. (As of 1.10, you are no longer forced to choose her over the dremora lord. You can now have both.)
Verena is more eye candy for your tower than anything else. She will only follow you until you escort her to the upper tower.
If you want a sixy mistress for your tower, I've added a companion share so you can dress her however you like.
Also added numerous random conversation options. Find out just what kind of woman is running your tower while you're away.
NEW - Added another quest that will allow you to be rid of her after she makes herself at home in your tower (if you so choose).
If you do not want to get rid of her, do not ask about "marriage" under the Verena topic. They will assume you're trying to marry her off.
There's also a new quest involving Sara if she should ever have the misfortune to cross Verena's path while following you.

Verena has a new head as of 1.08. She still looks much the same as she did with Better Heads, but with glow-mapped eyes and some added make-up.

- Slaves: The dungeon slaves can now follow you so you can position them around the tower.
They don't make for very good companions however, because their health is low and they're terrible at combat. They also have a very high flee setting.
You may also free them if you have the key in your inventory. If you encounter a slave in your dungeon before getting the key, you can cast command or calm on them and force them to follow until you get the key.
There's a small quest for anyone who is Twin Lamp's friendly - see below.

- Tower Centurions: The two centurions in the lower tower now have basic companion functions as of beta 1.08.
You can order them to follow you, guard, patrol, keep out of the way, and return to their original positions in the tower from anywhere.
You can set their starting positions to any area in the lower tower. First, get them to follow you, and once they're in a spot you like, order them to reset their position. They will now return to that exact spot whenever you order them to return.
You can order them to return to their start position from anywhere, including inside the lower tower.
You can also repair them. It is initiated through dialogue and requires scrap metal.
They both have fairly low health, so they're not substantial companions in any way. Having a small army of centurions would prove a bit too unbalancing otherwise.
The main reason for adding the companion follow features are there so the player can position them anywhere around the tower.

- Sara and Primus Plus from Uvirith Unleashed are still here. I've made a few changes ( including companion follow scripts )
Primus Plus is now available after completing a small side-quest for Baladas Demnevanni ( while in the process of doing the alchemy table quest ).
Primus Plus now has a better follow script, developed from Grumpy's companion scripting, and Sara's is even more evolved.
As of version beta 1.08 Primus now has a return to tower feature as well.

I'm in the process of adding a lot more dialogue and a little more lore to Sara. I eventually want to bring her up to at least 50% of the new companion standards set by Kateri and Emma.
I've also altered some of her lore to give her more reason for waiting centuries to serve the "Lord of Uvirith", and tied N'tashra's power to her faithful service to Azura.
Sara now also has a new head, using the mesh from Uvirith Awakened.

Sara has a brand new leveling script and a Telepathy Ring, so now you can find her again if she gets lost. I've updated both her and the other companions so they no longer encounter the "72 hour bug" effect when using the telepathy ring.
The telepathy ring will also allow you to talk to her in combat, so you can access her new combat options in battle.
Some of her new dialogue options include combat and remove/equip armor. This way you can leave her armor in her inventory and yet still tell her to take it off for social functions.
You can also send her back to the tower and she will wait for you there. Note: you won't be able to call her back again, you will have to return to the tower to meet her. This is to prevent a bug that can happen when using multiple positioncells on an npc.
The leveling script is based on her skill set. She is fairly independant, and as such isn't trainable. She will learn own her own through experience as she travels with you.

New quests are available for Sara! She has two quests which are started by introducing her to other npcs around your tower. One involves Verena, so you will have to have "rescued" her from Uvirith's Tomb before it becomes available.
You can now give Sara a gift by helping her build a small shrine for her Azura worship. After giving her a statuette of Azura, you must send her back to home (using the return to tower dialogue command) so she can have some time to set it up.
Once the shrine is set up, asking Sara about the shrine will activate it so that you can donate to it and receive a small blessing from Azura.
This shrine will also cure her of disease. So if she gets a disease you can either send her back there to wait for you or bring her near the shrine yourself. The shrine will do all the work for you.

Note: if the player is a vampire, you will have a slightly more difficult time gaining her trust. She's also scripted so you won't be able to turn her into a vampire (using VE) and you won't be able to gain full disposition with her.
She will still follow your orders though and you shouldn't have any problem talking to her. As an ancient Azura worshiping Ashlander it just didn't make sense that she would readily accept you as a vampire.

Sara is wearing standard orcish armor, so it is fully compatible with all armor replacers.
If you want to change her armor, this will not effect her scripting. Her scripting does not specify what armor type she is wearing, so any armor can be used.
Instead, it works by equipping and removing invisibly dummy armor.
She has a preference for medium armor, so she may not automatically equip other types.

New for 1.10: Bury your fallen comrades! To fix 72-hour cleanup issues with the telepathy ring, I've fixed it by making Gavyn and Sara's corpses persistent.
Just so your dead companions corpses are not left lying around in a very undignified manner, I've added a burial script which will take effect if the npc dies.
When activating the corpse of your fallen companion, you have the choice to either bury them or select "not yet" so you can get all your stuff off of them before replacing them with a tombstone.
A tombstone will be placed at the site where your companion has fallen. Each one is unique for each character. The burial option is only available for Sara and Gavyn. It is not needed for the dremora companion (since it can resurrect itself).

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New NPCs and other stuff:

- The Winged Twilight Trader: added a creature vendor to the dungeon.
She's also a little involved in some quests. She has a penchant for shiny things!
She is also very protective of her hoard. Do not take her shiny things, or she will attack you!
( It's okay to take the plants or ore around her though, just not the stuff piled around her perching rock. )
( It's also okay to take the amythest on her perching rock, but only the amythest. This is for anyone wanting to complete the inscription quest who doesn't have SriKandy's Alchemy installed. )

- Pet Nix-Hounds: are located in the dungeon. They're good at sniffing out intruders. ;)
If you open their cages they will attack any random creatures or npcs that spawn in your dungeon.
They will also respawn if they get killed. Just make sure to remove their corpses.
NEW - I've also added scripts to make them move out of your way if they're blocking narrow passages.

- The Vault Prisoners: now have quests!
The prisoners will appear, seemingly randomly, in the prison as they are "captured".
Each prisoner will now have a small quest related to them. Some will be more involved than others.

- Freeing slaves: it is now possible in this mod to make your tower free of slaves if you are so inclined.
Freeing the slave in the servant's quarter will start a small quest to make your tower slave-free.
Talking to Almossaren about her after freeing her will complete the quest.
Completing the quest will stop escaped and dead slaves from spawning in the dungeon.
If you find a fleeing slave in your dungeon before you complete the quest, you can cast calm on them and the "go free" topic will be available.

- Order an assassination: ever since playing the Morag Tong, I've always wanted to put out a hit on someone.
You get this quest while trying to track down the person who's been sending intruders into your dungeon.
This quest has two options, one for Morag Tong members and one for non-members.

- New Books: most of them are quest related, but a couple are there just for lore.
Also check out my Books of Vvardenfell mod ( all of the books are included in this mod for the booksorter, but not all are available in the game. They're all for sale at Jobasha's Bookshop in BoV )

You'll need some good book add-ons to fill the massive library I've added.

- New Book Textures! All of the books added by my mod, and from my other mod Books of Vvardenfell, have been given unique textures and icons.
I've added a little easter egg. Some of the ledgers and journals written by npcs are repurposed books. Their original contents are long lost, but the covers still bear their old titles. They're written in daedric and are barely legible, but see if you can guess the titles, and what they reference.

- The New Brown Book! Will replace the old one once you become Archmagister.
All the copies originally placed in the game world will be updated with the new version.
Not only does it have your name in it, it also outlines some of your conquests ( In a somewhat roundabout way ).
The book also contains some info relevant to the Zhariphel mine quest.

- Archmagister Gothren: Once you become Magister, he will recognize you as a threat to his position, and attack after you speak to him.
Make sure to grab the key he carries. If you're loading the mod after becoming Archmagister however, his key is available from his disgruntled apprentice, who will be waiting in Tel Aruhn after you become Archmagister.

- Zhariphel Mine: The bloatspores are nearing extinction, and the only remaining bloat mine is in trouble!
Finishing this quest will also add a re-spawning bloat barrel to your tower storage room.
The mine is also a thriving little town underground, and each npc has their own dialogue.
There's little stories everywhere. Be sure to check out the scenery!

- Tower Travel Ring: I've added a ring that will teleport you to your tower from anywhere. It is companion friendly and makes use of VTA style scripting.
Though you pay for travel as you would with an npc, the ring is actually free of cost!
Any gold you spend using the ring's travel function is returned directly to your inventory. It works just like the Spell Tome in this way.

The travel ring will update its available locations as you upgrade your tower. You will be able to teleport to the Upper Tower and the Vault after they are built.
The last added destination is Sara's meeting place in the Dungeon Deep Tunnels after you agree to take her on as a companion.

The Books of Daedric Summoning: summon an angry daedra when you pick them up or equip them.
I originally wrote this book script as an amusing diversion, but they took on a life of their own.
Many quests were added for these books, some related to larger quests, and a bunch of smaller side quests.
Most of them can be found strewn around various daedric ruins.

Fast Eddie: I've added two robe changes, one for when he becomes your mouth and another for when you become Archmagister.
Unchained Eddie's quests ( except for the two original chores ).
Now you can get a list of most of his available chores by clicking through the "chores" option. In some cases he'll ask him if you want him to perform the chore right away and have the option to refuse.
Each chore will appear in his dialogue, and you can then pick which chore you want him to do. He can only do one at a time though.
The quests for the Alchemy Table, and Bag of Holding are now more involved.

Alchemy Table quest: Talk to Eddie and he will tell you that Divayth Fyr has an interesting alchemy table in his tower.
Divayth Fyr will then send you on a quest. You can assign Eddie or your Apprentice chores to help you complete this quest.
These chores are optional. There is a way to complete the quest without help...it's just a bit tougher finding everything yourself.
Bag of Holding quest: Eddie will give you a book from Master Aryon that can teach you how to make a Bag of Holding.
After reading the book, you can give Eddie chores to help complete this quest.

- Tel Uvirith Weather Control Device: A quest to create this item becomes available upon capturing a rival wizard.
Once this item is made by the player, it will allow you to choose between various types of weather for the region surrounding your tower.

- Srikandy Alchemy Sorter: Available as a separate .esp file. Version 2.1 of this add-on adds the SA ingredients to the main table rather than a separate sorter chest.

This file is dependent on BOTH the Uvirith'sLegacy.esp file AND Sris_Alchemy_BM.esp ( the Bloodmoon version of Srikandy's alchemy ).

- A Nifty Magical Rock Dingus! This little item is just for fun. It's a magical dingus that will allow you to turn almost any npc into a rock via dialogue, so long as you have the dingus in your inventory.
You will however be unable to forward any quests with them, since all they will do is complain about being a rock until you change them back.
Npcs turned into rocks will still retain their ability to speak, move and fight (mainly for comedic value), and also because I don't want the rocks to be easy pickings for the player to kill. I also gave them a decent AR rating, so most of the npcs should be a little tougher as rocks.
You won't be able to turn npcs into rocks unless you can initiate dialogue with them, so you won't be able to just run into a bandit cave and transform them all like that. The magical rock dingus is not meant for combat. It's just for fun.
Npcs with a high skill in magic will not turn into rocks. They will just tell you to put your magical dingus away. This includes all the high ranking members of magic-based factions as well as master trainers in the magical arts...and Divayth Fyr of course.
It will be available to the player after doing a few quests for Dratha and paying her a visit with your female dremora in tow.
Npcs will forget that you've turned them into rocks after you change them back. This is because it would take some kind of scripting genius (or probably MWSE) to be able to make every individual npc in the game remember that they've been turned into a rock.
They will however, feel a little uneasy about you after you've changed them back, meaning they won't gain the full disposition that was removed by turning them into a rock.
If you've turned a number of npcs into rocks, and not changed them back, npcs will generally begin to feel a little uneasy around you.

There's quite a few more little additions to make quests more interesting, involved or difficult. A trapped puzzle chest for one. That was fun to script.

I also included a version of my scripted Dwemer Puzzlebox, because it never made it into the dwemer mod that I stopped working on ages ago.
I was always disappointed that you couldn't actually do anything with the Dwemer Puzzlebox in the game. Well now you have one that works.

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Some notes about the quests and rewards:

I tried to write most of my quests for a hard-lined Telvanni.
Some of them require you to do some pretty evil things.
You don't always have to pick the evil choices of course, but the mod is much more fun that way.
It is entirely possible to play through the whole mod as a neutral or good character.
If this is the case, don't worry about missing out on a couple of the more evil quests (and there's only a couple). They're all there as roleplay options and there's no need to complete everything in the mod. You can still benefit from everything the tower has to offer without them.
Most importantly of all, I've tried to keep this mod as lore friendly as possible.

I tend to write some of my quests "adventure game style" rather than "RPG style".
I find this allows for far more creativity, but also requires a little more creativity on the part of the player.
What that means is sometimes the quests are non-linear and not quite straightforward. You'll occasionally get the "go here, do this, get your reward" type quests, but sometimes they're just a little more complicated than that.
The characters involved will only tell you where to go and what to do to the best of their knowledge.
Sometimes you have to wait for things to happen in the background; Sometimes you're just missing a piece of the puzzle, which will fall into place as you do other things.
This is because some quests can be started right away, but their continuation relies on your completion of (or at least getting to a certain logical point in) other pre-requisite quests.
I realize this may be frustrating to some, but I will always be happy to answer any questions you may have if you're stuck.

The quest rewards are meant to be unique, interesting, collectible, and suitable for a high-ranking Telvanni, but not too overpowered. Feedback on this is most welcome.
I tried to minimize rewards that give the player things like stat boosts or destructive power. Such things can be acquired by many other means and are really kind of boring in my opinion.
Sometimes the rewards will be meager, the reward being in the journey itself.
Sometimes you will end up paying out more gold to complete a quest than you get in returns. These things are meant to be a bit of a money sink, such as your stronghold build. The value you get out of it, is of course non-monetary, but well worth it.
Many of the rewards are scripted items and will allow you to do things not ordinarily available in the game, such as the weather control device or the rock transformation dingus.

And no, this mod does not have "unlimited quests" (a bit of an in-joke, sorry). :P If you finish them all, you still have an awesome tower, which is the main purpose of this mod.

For the Non-Telvanni:

This mod is primarily for the Telvanni faction, and as such most of the content is not available to players of other great houses.
However, some things have been taken into special consideration for those who want to try out this mod while playing another house.
The Tel Uvirith Key is now loot-able from Raynel Uvirith. This will allow you access to some features previously unavailable, such as the tower elevator and the secret lab.
The tower centurions, dungeon hounds, and Llruvii the Hoarder will now attack any non-Telvanni on sight.
The dungeon deep tunnels have been locked and trapped. This lock can be picked, but the Tel Uvirith Key will also open the door.

I've tried to make sure all the npcs dialogue is filtered so that if you are not Telvanni, you won't be welcome in the tower.
I've also tried to make sure no quests will be started by picking up certain objects in the tower if you are not playing as a Telvanni.
If you do decide to try out this mod while playing another great house, please let me know if I missed anything.

Areas such as the throne room and vault are not accessible to non-Telvanni players. Since Reynel Uvirith is not the Archmagister, these areas will never be built.
There are plenty of areas to be explored and even some loot to be had for any Hlaalu or Redoran raider, and now even a bit of challenge since most things will attack you now. But if you want it all, you're just going to have to roll a Telvanni.

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Changes on original Uvirith Inside content:
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As of the latest versions of this mod, pretty much all the original UI content has been altered in some way or other. It's hardly recognizable in some places.
Most of this falls into the category of fixes and tweaks, but there are quite a few major changes:

General Changes:
- Added Tribunal and Bloodmoon capability to the alchemy table scripts.
- Removed the Telvanni travel crystals and replaced them with teleporting doors ( see above ).
- The tower vault now requires another build order in the stronghold quest-line, only available after attaining rank of Archmagister. It just made more sense that way. Why would the Telvanni make your tower that much better than the others unless you were their leader?

Architectural Changes:
The Vault
- Removed second alchemy room in the vault and added a massive library instead.
- Moved N'tashra statue into the vault storage room (now the treasury).
- Updated the vault storage room to make it look more museum-like.
The Towers
- Upper tower, moved the study and added a small garden sanctuary above it. Also added a magnificent throne room ( attainable at rank of Archmagister ).
- Lower tower: not many changes here. Added doors to a couple more cells ( storage and servant's quarter )
- Dungeon: I split the dungeon into two separate cells. With some of my additions it was just getting way too loaded down.
Inscription Ring Interior:
- I've made major changes to this cell. I started by trying to fix some of the meshes that were sticking out improperly and ended up giving it a complete overhaul.
- The inscription ring interior has been replaced with "Master Llapp's Study." I made it look more like a place where he would live rather than an empty nowhere type place where you can meet him.
- When you use the inscription ring to teleport to his study, you can levitate up to an entrance room where you can talk to Llapp.
- The rest of his abode is locked behind a balcony screen ( made to look movable with a switch but you can't actually access it ).
- You can peek through the balcony screen and see that he has a nice little study filled with inscription scrolls and a hall shaft leading to "somewhere else".
- I just thought giving him a place to work and live, even though you can't ever poke around in it would be a nice detail.
- I also rebalanced the NPC Llapp, but made him incredibly hard to kill in other ways.

Inscription quills:
- Master Llapp now accepts any kind of soul gems of the right type, not just summoned ones.
- The "special quill" has been moved so it's no longer reliant on activating the area of the dungeon started by the N'tashra quest. Master Llapp's dialogue has also been changed to reflect this.

gp NPCs:
- Massively upgraded Sara (see above).
- Streamlined and altered Centurion Primus' dialogue to make him sound more like a robot.
Added Grumpy's companion script to both NPCs ( and removed old movement check scripts from Primus )

Rebalanced Spell Tomes: now only returns 50% of the gold used in spellmaking and enchanting rather than being free.
This comes highly requested by many users who found the free spellmaking too unbalancing.
Also rebalanced some of the rewards from the N'tashra quest, making some of them a little less 'uber'.

Quests:
- Tweaked some of the Fast Eddie quests and made a couple of them more involved.
- Major overhaul on the escaped prisoner quest. I made it into a long and fairly amusing quest line.
- Did NOT touch the N'tashra quest, but added a teeny bit of lore to her ( found in a book ). She didn't seem to have a real place in Morrowind so I tried to fit her in a bit more. However the dungeon areas where you will find Sara and the gp creatures have been altered significantly.
- Altered the beginning of the Llapp quest since I removed the smaller alchemy lab where it originally started.

Alchemy Table: the scripting has been significantly altered to allow for the SriKandy add-on being added to the main table. This does not change the way the table functions in game.

Bag of Holding: Using CDCooley's Better Portable Containers as a reference, I have finally found a fix for the Bag of Holding. It requires that the player move to an exterior cell (or the Tribunal Fake Exteriors) to re-activate the bag if it stops working due to the "72 hour bug". You will appear in your tower, and activating the main BoH container will send you back to your original position again.
- A possible MWSE add-on may be made available in the future that won't require you to go outside to fix the bag.

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Things this mod does NOT change related to Tel Uvirith and other mods:
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I thought this deserved special mention; because other mods such as LGNPC Tel Uvirith change specific things around Tel Uvirith, I decided to leave them well alone.

The Tel Uvirith retainers. All four original retainers have not been changed. They have had a few small dialogue entried added regarding your companions, but nothing more.
I felt that LGNPC Tel Uvirith does an excellent job of fleshing these characters out, so I decided to leave them be.

The slave in the upper tower from LGNPC Tel Uvirith. I also decided to leave this npc alone to ensure full compatibility.
This means the slave may have some odd dialogue (like saying there's hardly any good food at Tel Uvirith when you have an excellent cook), but that's something I can perhaps work out with cyran0.

Mallam Ryon: I mention this because previous versions altered this npc. I have removed all changes to Mallam Ryon to ensure compatibility with RoHT 1.3.

Qorwynn: Again, previous versions of this mod altered this npc. I have removed all these changes to ensure compatibility with LGNPC Secret Masters, leaving only the dialogue required to complete a quest with this npc.

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Additional Add-ons Included:
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*All add-ons included with this mod have been re-dated to make sure they load after the UL main file.*

Amberfire's Book Jackets Add-on: Uvirith's Legacy Book Jackets Add-on.esp

- This adds compatibility with Book Jacket's in the sorted books in the Library.
- This add-on requires Book Jackets, Morrowind, Tribunal and Bloodmoon.
- Special thanks to Amberfire for taking the time to make this for UL.

SriKandy's Alchemy patch: UL_Srikandy_patch_BM.esp -- please use this version and not previous ones as the scripting has been altered significantly.
File has been renamed to reduce confusion about which version of Sri's Alchemy is required. No other changes have been made as of this version.

- This plug-in now adds all the SA ingredients to the main sorting table.
- Requires SriKandy's Alchemy (Bloodmoon Edition)
- Also adds a respawning container to the storage room for SA ingredients.

New RoHT Compatibility patch: UL_RoHT_Compatibility_1.3.esp -- Adds additional scripting for RoHT books to the library book sorter. Compatible with RoHT1.3 Other than the booksorter it is not required. UL functions perfectly well with RoHT without it.

The Lighting Mod Ambiance Fix: UL_TLM_ambiance.esp

- This alters the ambiance of all the new cells added by UL so that they look good with TLM loaded.
- I have also fixed the ambiance in ALL cells altered by UL. Even though loading the TLM - Ambient Light + Fog Update.esp later than any mods will fix this problem, I have included the fix in my own .esp since I had to make a separate plug-in for all my new cells anyway.

Soralis' Chess add-on for UL: UL_chess_addon.esp

- Adds a working chess board to the Upper Tower.
- The UL chessboard has been re-textured to better suit Telvanni decor.
- It is fully compatible with other versions of the Chess mod.
- A separate readme is included.

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Compatibility:
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This mod is incompatible with Uvirith Inside or any other mod that alters the interior of Tel Uvirith, such as Building Up Uvirith's Grave ( Though there is a new project, Building up Uvirith's Legacy, by Artemis Fowl, which makes BuUG available for UL players ).
If you are currently running one of these mods and want to replace it, make sure you move everything out of the tower and save your game in a cell that's not altered by this mod.
You may also want to remove the mod from your data files list, reload...click through all the error messages, and resave the game to make sure all the old content is completely removed before loading this mod.

It will be fully compatible with any mod that alters only the exteriors of Uvirith's Grave such as Green Uvirith and Town of Uvirith. I have not touched the exterior of Uvirith's Grave or the surrounding areas at all. This mod is also fully compatible with Uvirith Underground.

This mod is fully compatible with other Telvanni related quest mods or tweaks such as Archmagister's Privilages ( or Anteres BigMod which includes it ), Pozzo's Rise of House Telvanni or LGNPC Tel Uvirith. In fact, these mods integrate so seamlessly, it's often difficult to tell where one mod ends and the other begins. I end up getting bug reports that are actually from these mods and not UL, so please make sure to keep that in mind if you encounter any errors. If you're making a bug report and are really unsure which mod does what, don't worry about it. I'm familiar enough with all these mods to be able to help you out in some way.

Pozzo's RoHT Compatibility: A new compatibility .esp is included for RoHT 1.3. The only thing it adds is a sorter for the RoHT books.
As stated above in the add-ons list, UL is fully compatible with RoHT without it.

LGNPC Tel Uvirith: should be fully compatible. However both mods replace the new Brown Book.
In order to prevent the LGNPC Brown Book from appearing ( two new versions being redundant ) you MUST activate the old Brown Book at least once ( or receive it from one of the councilors while this mod is loaded ) before becoming Archmagister.
Also, the topic "Telvanni Councilors" will update the journal entry so the LGNPC book won't be activated.
If you are starting this mod as Archmagister, there's really no way to disable the LGNPC Brown Book through this mod.
Don't worry, even if the LGNPC Brown Book is enabled, this version of the new Brown Book will also be enabled. You'll just have two different versions available in the game.
Be aware that the LGNPC Brown Book only adds the player's name to the register. The other text remains from the original Brown Book.
The Uvirith's Legacy of the Brown Book has more new text including some quest related info and some other stuff related to your doings on your way to becoming Archmagister.

Please make sure UL is loaded after LGNPC, as the "chores" dialogue will be overwritten by LGNPC's generic response for all Telvanni mouths after you reach the rank of Archmagister, and you won't be able to get more chores from Eddie.

There is also a little minor inconsistency between the LGNPC tower slave's dialogue, and UL's tower servant dialogue. (for example, you can set the UL slave free, but you can't set the LGNPC slave free).

BUUG Compatibility: Make sure to check out Atemis Fowl's Building Up Uvirith's Legacy. It's a new mod that replaces the old BuUG with a new UL compatible one.
You can currently find it at Planet Elder Scrolls at http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7736
Only a few things have been removed from BuUG, which were redundant anyway because UL also serves the same purposes in the inner tower.
All in all, there is so much more to gain by running both than you will lose by not running BuUg stand-alone.
The BuUg prison has been removed, but is served with the Uvirith Vault prison, which is far more expansive in scope and functionality.
The alchemy lab has also been removed, but UL has a similar alchemy sorter in the secret lab in the upper tower.
The tinkerer's lab has been moved elsewhere so that the player may still access it.
Most everything else is still fully functional as UL does not touch the Uvirith's Grave exteriors.

Vorwoda's Shock Centurion: Fully compatible - http://lovkullen.net/Emma/vorwoda.htm
- a sorter book for the Shock Centurion Manual has also been included in the main file, and has even had its book cover upgraded!

Antere's BigMod 5: has been tested and is fully compatible.

NOM Compatibility: If you are using an older version of NOM you will have to re-save the file to make sure the scripts work on all the NOM activators added to the tower.
Or you could just use Wrye's re-dated version of NOM and not worry about this at all.

Vampiric Embrace: Now the apprentice is fully VE compatible, and can be turned into a vampire child using VE's scripting.

The Lighting Mod: Requires the added .esp to be fully compatible.
Not required, but the new cells added by UL will be far too bright without the extra add-on loaded.

NPC Functionality: have not found any compatibility issues with this mod yet.

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Credits:
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Full credits available in the readme.

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His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am

Post » Thu Apr 01, 2010 1:12 pm

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Uvirith's Legacy - Beta 1.10 (in progress)

a mod based on Uvirith Inside
expanded by Stuporstar

Contact: SarahDiMento@gmail.com

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Beta Notes:
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These are the major changes from 1.09 to 1.10. A detailed change log is below.

1. [COMPLETED] Add more training options and a better leveling system to Apprentice Gavyn. In the process some more specially scripted companion spells will be added that must be trained.

2. [COMPLETED] Make vampire Gavyn fully compatible with VE and other vampire mods.

3. [COMPLETED] Adjust Sara and Gavyn's companion scripting according to feedback from betas 1.07, 1.08 and 1.09.

4. [COMPLETED] Upgrade the Dremora companion to be more in-line with the other major companions.
[COMPLETED] Add a telepathy ring and teleport scripting.
[COMPLETED] Upgrade dremora to npc using Miltiades dremora race (with permission of course).
[COMPLETED] Add companion share and special scripting so the player cannot take the dremora's weapons and armor, but instead has to request them to be removed via dialogue.
[COMPLETED] Create a lair for the dremora that will serve as a meeting place. The dremora can be banished to this cell, and from there the telepathy ring is required to contact him/her again.
[COMPLETED] Make both a male and female version of Ash-Kosh that can be chosen by the player (and not based on the player's gender). This will banish the dremora, and it will take a week for Ash-Kosh to reform as the new gender. Ash-Kosh will call you when ready.
[COMPLETED] Add lots of new dialogue for Ash-Kosh and the people who meet her/him.
[COMPLETED] Ash-Kosh will no longer leave if the player kills the Bonelord Uvirith. This way, you may still choose to help Verena and not lose a decent companion. However, you must still manage to convince the dremora to stay.
[COMPLETED] Instead, s/he will only leave if s/he gets bored. I will be scripting a special "boredom timer" that will track how many days s/he is with the player and how many days s/he's left standing around. If the player leaves Ash-Kosh alone too long, s/he will eventually get bored and leave.

5. [COMPLETED] Continue to add more dialogue to the companions, and more book topics for the Librarian...and anything else I can think of.

6. [COMPLETED] Add a version of The Chess Mod to the Upper Tower. This is in the "maybe" pile.
I would need to re-texure the chess board and pieces so that they look better in the tower. As the mod is now, they are far too bright and look really out of place.
Also, that damned chess board is proving to be quite the bugger about being retextured.

7. [COMPLETED] Make compatible with the new version of RoHT coming out, since bhl has done a complete overhaul on it since 1.25.
I'm probably going to have to go ahead and make the book sorter for RoHT a separate .esp that relies on both to be loaded, since I don't want to add instances of the RoHT books with the same IDs and break any scripts in RoHT.

8. [COMPLETED] Make the "elevator" in the upper tower go to all the floors.

9. [COMPLETED] Additonal face-fix for Gavyn. His vampire head should now refresh properly after the warp script completes when called using the telepathy ring.

10. [COMPLETED] Add a few new textures to existing objects in the mod to make them more unique:
- [COMPLETED] The magical goblet in the tower lab,
- [COMPLETED] Dwemer textures for the golden egg containing the Ouvulas,
- [COMPLETED] Illustration for Verena's locket (requiring the amulet to be changed into a book type object).

11. [COMPLETED] By request, added a "bathroom" to the lower tower. I've crammed the towers with so much stuff that I had some trouble finding a place for another door.
I decided to add a trap door to the lower tower. I guess...if the Telvanni wanted to be discreet about these things, a trap door would be the way they might do it.
I'd like some feedback on the trap door and its placement. I put it in a place where there is actually space below to house the room. There's no sense putting it on a floor where there is already a floor built underneath it.

12. [COMPLETED] Upgrade all books to the new unique meshes from Books of Vvardenfell.
Also make new book covers for all the UL books.

13. [COMPLETED] Added a few new side-quests.

The mod is pretty much complete. The purpose of this beta phase is to receive feedback on existing content and find any remaining bugs.

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Change Log:
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1.01 - Fixed the high security prison door switches.
Added a message that informs the player that you have to unlock the cage door before the switch will work.
This way the player has some instructions on how to activate the door in the game.

- Re-ordered the apprentice's greetings and re-arranged some dialogue to fix some quest conflicts.

- Fixed a problem with Fast Eddie enabling after completing the final stage of the stronghold.

- Moved the Teleport Platform in the Telvanni Council House to make it compatible with Pozzo's ROHT.
The platform is now located in it's own little room, through a door on the upper floor of the Telvanni Council Chamber.

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1.02 - Fixed Fast Eddie's disable/enable for good this time.
I was experimenting earlier and finally decided to go back to something that works!

- Fixed the Imprisonment script for the Vampire Apprentice quest ( and Imprisonment script for Arnamir as well ).
It now fades out properly, and orients both the pc and npc in the right directions once positioned in the prison.

- Removed a framecounter from Ralemos' script that caused him to wait too long before casting recall and escaping from the player.
This should prevent the player from killing him too soon and messing up the order of part of the quest.
If anyone does manage to kill him ( not while in god mode or uber-ed out lol ) please let me know so I can tweak his script some more.

- I have taken steps to help stabilize the scripts on the storage containers.
The timer script was formerly on more than one container, and the current day was only being set properly by one of them.
I believe this was causing some problems, so I've removed the currentday function to only one scripted container ( the control container ).
All the rest are set by this container, rather than having them all trying to set the day and messing up the global counter.

- Added journal entry and script to make sure the journal updates if daedric summoning page is obtained from Sorkvild the Raven by killing him.

- Fixed a small issue with Arnamir's script that caused him to forcegreet and surrender before actually being beaten by the player

- Changed some of the text in Ralemos' Journal to make the story mesh better with the changes I've made to the vault and dungeon.

- Changed Teleportation Gauntlet found in Arnamir's "study" to something slightly less useful, but better fitting the overall story behind it.

- Started to add dialogue options regarding the Tel Uvirith Vault prisoners, but have only just started.
The initial dialogue hints at possible options that are not available yet.
I'll continue working on this for the next version.

- Added "Crispy Fried Adventurer" to one of the lava pools in the dungeon.

- Added the SetPos function to all the moving doors, the portcullis, elevators, hidden passages...anything that used the MoveWorld function.
This should fix the problem where the positions reset on reload, causing them to move in the wrong direction when activating the switch again.
The Uvirith Inside portcullis is finally fixed everyone!!!

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1.03 - Fixed Random function which was causing some books to give a SYNTAX error.

- ( Hopefully ) Made Fast Eddie fully compatible with LGNPC Tel Uvirith by tweaking his script again.

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1.04 - Tweaked script on chest in Bthanchend ( hopefully fixing an error that wouldn't allow you to open it )

- The New Brown book is now made compatible with the LGNPC Brown Book, by making sure only the one from this mod is enabled.
If you have already been given a copy of the brown book you MUST activate it at least once to make sure this fix takes effect.

- Tweaked the respawning container scripts in the Storage room and the waste basket in the Servant's Quarters.
This will hopefully resolve any ctds encountered when entering these rooms.

- Adjusted the timing on the appearance of a quest-related intruder in the dungeon.

- Re-ordered the global values for the Telvanni Teleport platforms to try and address issues with certain doors not enabling after activating their specific platform.
This may cause errors for anyone currently running an earlier version of this mod if you haven't activated all the platforms yet.

- Added a gold-return script to the Tower Travel Ring so that the travel is actually free of charge.
Any gold spent using the travel ring will be returned to the player's inventory.

- Rebalanced the Spell Tome. It now returns only 50% of the player's gold rather than all of it. ( requested by users because the original was too unbalancing )
The original UI script underwent some major cleanup in the process as well.

- Fixed the Bag of Holding enchantment script as well as some quest/dialogue related issues.
After enchanting the bag, the timer now runs properly allowing the real Bag of Holding to enable.
You will need to wait 30 seconds for the bag to "absorb the power of the enchantment"...if you touch it during those 30 seconds, the bag will zap you.

- Rebalanced Kynes Sweet Embrace and Straelcaeghs Wraithtouch, (given by artifacts from N'tashra quest) making them a little less powerful.

- Added some more dialogue to the tower retainers.

- Removed faction from Almossaren ( the tower accountant ), making him a free agent rather than Telvanni.
I did to remove the options added by Antere's BigMod ( from the Archmagister's Privilages ).

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1.05 - Found a fix for the teleporting doors!!! They should be working properly now (thanks Karpik777!).

- New Stuff! Working on new quests for the Vault prisoners:

- Asidi only appears in the prison once the quest to find her has started.
- Quest for the prisoner Valodius is finished.
- Quest for prisoner Felinglith is finished.
- No quests yet for Marilla ( may remove her entirely and replace with someone else )
- Added lots of dialogue to Arnamir for after he's imprisoned.

Dialogue:

- Fixed % in Almossaren's dialogue.
- Removed gender specifics from regular dialogue, and added PC six modifiers to dialogue where different strings made sense.
- Topic "Telvanni Councellors" will now update the Brown Book journal entry for LGNPC compatibility.
This, along with activating the book, will prevent the LGNPC Brown Book from being used, and also disables the related dialogue (which will interfere with some of UL's quests temporarily because they supersede Eddie's greetings).
This only works if you reset the journal BEFORE you become Archmagister, otherwise, you're stuck with two separate copies of the New Brown Book.
- Added Journal Update to Aryon's topic "Magister". You no longer have to click this topic twice for the Archmagister journal update.
- Archmagister Gothren will now attack you after you talk to him once you become Magister.
- Fixed Greetings for Prison Guard and Librarian. I had to use a work-around using state variables because the TalkedtoPC dialogue filter kept resetting.

Fixes:

- Added alchemy items from SriKandy's mod to game world (Amethyst, Opal, Sapphire). They're temporarily located on the rock near the Winged Twilight Trader. You can pick these (but only these!) items up without her attacking.
This is a temporary solution. I will probably add them either as a quest for Gavyn, or to the replenishing store room containers.

- Added extra script to the library book copies so that they can be read, but not picked up.

- Fixed timer script for Gothren's mouth so that he finds the item after a couple of days. Also added alternate consequences for not promoting him.

- Fixed scripts for N'tashra quest item spell effects (thanks Garren!).

- Fixed script related to Vampire Research Quest. It no longer breaks when beginning the store-room quest chain.

- Removed constant effect levitate from Verena's robe to prevent her from falling to her death when changing cells.

- Removed all scripts and dialogue for Baladas Shock Centurion. Is now fully compatible with Vorwoda's Shock Centurion mod.

- Attempted a fix for Apprentice Gavyn's infinite spellcasting loop. I'm not sure how stable it's going to be.
It will need to be tried out by a few beta testers to see.
- Also fixed issue that caused a crash when getting the winged twilight soul gem in Gav's dialogue.

- Made sure a couple missing meshes are included in the right folders this time.

- Closed some mesh gaps in the Zhariphel Deep Tunnels.

- Fixed scripts for Alchemy Table sorter.

- Added more dialogue to options for freeing tower slave (you need the key though).
This mod should now be %100 Twin Lamps friendly now, if the player is so inclined.
This starts a mini-quest allowing the player to make the tower slave-free if the player chooses to go that route.
After the quest is completed by talking to Almossaren about having set Amsemasa free, dungeon spawns of escaped and dead slaves will be disabled.
You still have to set the slaves in the dungeon free yourself though.
Also added -follow- topic to slaves if you want to position them around as furniture for your tower.

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1.06 - Added Uvirith's Legacy Book Jackets Add-on.esp to file

Additions:

- Thanks to Amberfire, this Book Jackets add-on was made for the UL library. I've fully cleaned it and made sure the proper dependencies are listed.
I also re-arranged some of the Library books to make it look better with the Book Jackets add-on.

- You can now create a weather control device that will allow you to change the weather around your tower!
This quest becomes available after you capture Arnamir.
Script for weather control device has been fully tested and should be working as intended.

- Added SriKandy Alchemy patch.esp to file, after ironing out some of the kinks.

- Added more dialogue to Arnamir as well as a new quest.
There is now a new quest to create a weather control device for the tower! This is obtainable after capturing the Wizard Arnamir and sending him to prison.
Fast Eddie and Apprentice Gavyn also have new quests attached to find some of the items used to create the device.
This has been tested and should be working. The weather control script controls the entire Molag Mar region.
You can even decide to set him free. There are a couple different outcomes to this depending on when you decide you want to be rid of him.

- Added compatibity with RoHT to make sure second instance of Mallam Ryon does not appear. Will add dialogue relating to making him master later (so he refuses, just like in RoHT)
Also added compatibility with the new mouth added by RoHt.
There is a separate .esp file including this fix

- Added an extra, optional quest-line to get rid of Verena once she's moved into your tower.
It turns out, Verena isn't very nice. It's up to you whether you want to keep her around. Now there's a way to get rid of her without killing her.
I've also added more dialogue to her and the other tower npcs. They now all talk about each other.

- Expanded Zheriphel mine...a lot, and gave each bloat miner some character. I got bored waiting for bug reports to come in. :P
Ever since making that mushroom guard house in the dungeon I've been wanting to build a little underground mushroom town.

Fixes:

- Added a couple missing meshes/textures

- Made sure the book "The Golden Dawn" can't be found in the game world if Eddie is sent to retrieve it.

- Fixed a small dialogue issue with one of Eddie's greetings

- Found a missing script (oops) and replaced it. Sending your apprentice to find a daedra heart as a test should now work again.

- Further tweaked the apprentice's main script.

- Fixed several dialogue issues, one very important one that was causing a CTD while talking to Bonelord Uvirith because of a dialogue filtering issue.
There are a lot of minor fixes to dialogue as well.
- Made it possible to get Tel Uvirith key from several of Llunela's greetings if player doesn't have one.
- Added noLore check to "Books of Daedric Summoning"
- Added more dialogue to prisoner Felinglith, particularly if you sentence her to live in your dungeon.

- Fixed issue with CTD when sending Arnamir to prison. This seemed to be caused by the Ogrim not stopping combat.

- Made a few fixes regarding Uvirith kicking you out of the tomb when resurrecting Verena.
Sometimes zoning back into the tomb after this can cause a CTD.
I think I have this resolved. I've adjusted the scripting on a few things to try and make it more stable.

- Also fixed scripting issue with Mallam Ryon that happens if you refuse to promote him...as well as some related dialogue.

- Moved an NPC out of the dungeon and into a little holding pen until she is activated. She was yelling while disabled, sometimes if the player enters combat in the dungeon.

- Fixed one of Fast Eddie's scripts to make sure his chorestate was resetting to 0.
It should now reset properly during the Bag of Holding quest.
Also fixed some issues with the apprentice disabling permanently.

- Fixed an issue with the bug lamp where if it is destroyed while swimming the spell effects remain indefinitely.
This has to do with the fact (which I just found out, lol) that lights are hard-coded to "extinguish" themselves when the player is submersed in water. This means the lamp is deleted from inventory entirely and the script attached is no longer running.
I've added a global script which will remove the spell effects if this happens.
I'm not sure what can be done about the lamp being destroyed though so be aware that you have to un-equip it before swimming.
The lamp does not like to get wet, keep it out of water!

- Fixed issues with Prisoner Felinglith quest-line if you choose to send her to the arena.

- Fixed all issues found with the Vampire Research quest-line.
I also made the quest just a little bit easier to figure out in parts.

- Fixed the apprentice's winged twilight quest.
Added an extra quest to this as well.

- Added more scripting to the dungeon hounds do that they get out of the player's way.

- Many many other small fixes were done, too numerous to mention. Most of them were dialogue related.

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1.07 - Added RoHT books to sorter in Compatibility .esp

ADDITIONS and TWEAKS:

1. Library additions:

1a. COMPLETED: A FULL test of the library book sorter, making sure all the books are being sorted and placed in the right containers.
I also added a shelf for the Books of Vvardenfell sorter books now, and included them in the mod, though not all of them can be found in game. I may end up doing something about that.

1b. COMPLETED: Removed ugly LIBRARY COPY text from the sorter books because there's a script now in place that prevents the player from removing them. Also, spell-checked all the new books added by UL.

1c. IN PROGRESS: I'm also thinking of making add-ons for the most popular book mods, DaggerFall and Oblivion (Morrowind Friendly) books.

1d. COMPLETED: Added RoHT Books to the book sorter in the RoHTcompatibility.esp
The new books added by RoHT are sorted on the right-hand book shelf (as you enter the library) to the side of the main book sorter. I will be taking both bookshelves beside the center isle for the new book sorters. I've placed a skull on the one with the RoHT books, just to show where they're going to go (and also to look like it's holding them up once they're sorted). This will only be visible if you load the compatibility .esp. Now it is even more important that this .esp is loaded after both ROHT and UL. I've re-dated it again though, so this shouldn't be a problem.

1e. COMPLETED: Added a small chamber for the librarian to live in. It's nothing much, and reflects his rather monk-like nature.
Before I just gave him a small meditation mat in the library, but I figured he might like at least a bed and a small enclosed space to live in.

1f. ADDED: A new copy of the Journal of Tarhiel that doesn't scream when you process it through the book sorter.

1g. UPDATED: The Book Jacket's Add-on has been changed to reflect a couple small changes in some books. Please make sure to install the new file if you are currently using the old one.


2. Quests:

2a. COMPLETED: Finished quest for the last prisoner. Tested it fully as well because it has a lot of different variations depending on pc gender and certain quests completed in vanilla MW.
This quest will not start until a few days after Felinglith has left the dungeon.
There are other factors that will cause this final prisoner not to show up (getting kicked out of a certain important faction...not the Telvanni).

2b. COMPLETED: Added the Arena Battle to the Felinglith quest if you send her to the arena without a trial.
Before, you could only see the battle take place if you sent her to the arena after the trial. Now you can see it as well if you send her right away without taking the trial option. It was just a case of making the journal update to the same number and starting the arena timer script from the dialogue.

2c. COMPLETED: Removed Uvirith version of Vampires of Vvardenfell II because it circumvented the vampirism cure quest from reading Galur Rithari's papers.
The quest now uses the same journal entry as the regular vampirism cure quest began by reading these papers.
There is no additional scripting, it simply utilizes the quest as it was originally intended.

4. Dialogue: Dialogue dialogue and more dialogue! I'll be looking into fleshing out the companions a bit more. I've already started on this by adding conversation options (now there's conversation options for Gav too!), but there's a lot more that can be done with this. It's one of those things that's great to do when I'm bored.

4a. COMPLETED: Spellchecked all dialogue and Journal entries, removing all typos and misspellings.

4b. COMPLETED: Added a lot more dialogue to the dreugh lore-master in the dungeon. He now has unique dialogue for all the entries regarding daedra, and a few more topics regarding them.

4c. IN PROGRESS: I'm also in the process of adding a lot more lore and dialogue to Sara. This is going to be a work in progress for a while.


5. Renovations:

5a. COMPLETED: A new turret has been added to the upper tower. I have made a tiny change to the exterior cell Uvirith's Grave, but it shouldn't conflict with any other exterior mod. I've tested it against both Green Uvirith and Town of Uvirith and it doesn't cause any problems. It also happens to be in the exact same spot as the fourth tower in BUUG so if there is ever an exterior only release, it won't conflict with that either.
The new room consists of a fireplace, some cushions and a small guest bedroom upstairs. I tried to keep it cozy and inviting and didn't add too much. It actually fits in really well with the dining room and bedroom on either side.

5b. COMPLETED: I've given the dungeon a bit of a make-over. A few new root systems, and burnt roots near the lava pits. Nothing major in the main dungeon.
The area's activated by the N'Tashra quests are going to be much much prettier. I am also moving those areas around a bit.
There is now a new cell called "N'Tashra's Sanctuary" where Sara is waiting.
The Drueogh's oasis has been moved to her former position, and he will show you the way to her new hiding place once the "sanctuary" topic pops up (You have to ask about Sara first).
A new area for the Atronach to live in has been made in the former place of the Oasis. It now looks like a place Azrohaelu would be proud to call home.

6. Companions:

6a. COMPLETED: Added a final reward to the Vampire Research quest-line if you find a cure for Gavyn.
Talk to Divayth Fyr after curing Gavyin. He will be very interested and ask for you to "lend" your apprentice to him for a while.
There's a pretty neat reward for this. ;)

6b. COMPLETED: Removed all AOE spells from Gavyn. Now the player won't be hit by friendly fire when he's in follow mode. Left AOE spells on the Dremora Lord companion, because he is a daedra and therefore unpredictable.
Added new combat options to Gavyn as well for when he's following the player.

6c. IN PROGRESS: Adding more Lore and Conversation options to Sara.
I've also changed her head to the one found in Uvirith Awakened.
Altered some of the N'Tashra lore just a bit, giving more reason for her to be bound to the "Lord of Uvirith" (or lady).
I've added a ton of dialogue already, and the bulk of the important stuff is there now. I'm leaving it as "in progress" because I will continue to add more as I think of it.

6d. COMPLETED: Two new quests involving Sara. These are started by introducing her to other npcs around the tower.
The first quest is started by introducing her to Almossaren. It will start a small quest to find a gift for Sara.
The second quest is started by showing her to Verena once Verena has settled into your tower. Asking Verena about Sara while she's in your party will start a timed sequence of events that lead to a small amusing quest.

6e. COMPLETED: Added a leveling script to Sara. This is based on her skill-set rather than the player's, but the player's level determines how high these skills are.
There won't be any training options for Sara, but she will get better at the skills she knows with experience.

6f. COMPLETED: Telepathy rings have now been added for both Sara and Gavyn.


7. Misc:

7a. COMPLETED: Added dialogue options to the prison guards. Now you can ask them to lock or unlock any or all of the cells in the prison.

7b. COMPLETED: Added food to the tower cook Salmeama. She will now cook breakfast, lunch, dinner, or a late night snack depending on the time of day.
You also get four choices for each meal (12 for dinner consisting of 3 courses with 4 choices each), or you can ask her to pick one randomly.
You will only get one meal from her every six hours. Breakfast from 6am-11am, lunch from 12pm-5pm, dinner from 6pm-11pm, and snacks from 12am-5am.
This food is also NoM compatible. I've altered the stat bonuses for the NoM food because nearly all the first ingredient effects were detrimental, and I didn't want the cook to be serving poison!
Each type of food has a different beneficial effect. It does not necessarily reflect the ingredients used, but I wanted something different for each one. I also wanted to cover all types of stat bonuses, and offer specific complimentary meal combinations for the three course dinner.
If you are using Nom, please make sure to use the re-dated NoM file so that my changes will be over-written and they will return to NoM standards.

7c. Added two new quest rewards. The amulet of Vampirism for curing Gavyn, and the small Shrine of Azura for giving a gift to Sara.
The amulet will allow a non-vampire to become a half-vampire for 6 hours, or turn a Vampire into a mortal again for the same duration. It can only be used once per 24 hours.
The small Shrine of Azura will appear in the dungeon after you give Sara an Azura figuring (these are the same as added by other mods, so may be compatible meaning you only need find one and not necessarily go through the entire quest.)
You have to send Sara home to give her time to set up her shrine after giving her the statuette.
Once the shrine is set up, you may ask Sara about it and she will give you permission to donate to it for a small blessing from Azura.
As an added bonus, it will also cure Sara if she has a disease. Either send her back to the tower or bring her near her shrine and it will do all the work.

*****

FIXES:

- Moved Mallam Ryon (when he moves to Tel Aruhn) so he's not in conflict with an npc placed in Tel Aruhn by MCA.

- Fixed an issue with apprentice Gavyn's script and dialogue when he becomes a vampire regarding him getting angry and running away if you refuse to do anything more about his affliction after that point (i.e. you don't become a vampire and you refuse to find a cure for him).

- Fixed some minor dialogue and scripting issues regarding the quest to send Verena away from your tower.

- Fixed a few issues with the prisoner Felinglith quest.

- Fixed the silver display from the missing silver quest so that these items cannot be picked up until after the quest has started. This is to prevent getting duplicates if the player has them in inventory before initiating the quest.

- Added journal entries to the stronghold maintenance quests so that the player has a log of what Almossaren tells you in order to arrange trade with Mournhold and Solstheim.

- Fixed dialogue loop with Almossaren's topic "recent shipments".

- Fixed issues with the Missing Prisoner quest and setting an Ogrim loose in the caverns. It now all works correctly.
Arnamir is also a little harder to kill, so killing him too fast before he can surrender should be less of a problem. It's still probably not a good idea to fight him using your "uber sword of instant death" though. ;)


***********

Additional Fixes for 1.07

- Fixed issue with Master Llapp not recognizing quest items to continue making the quills

- Fixed issue with the apprentice's old local variable referenced in dialogue, causing errors when speaking to him about "scrap metal" and "flask of rain".

- Fixed issue with a couple topics not showing up at all. One is "Amsemasa" which will allow you to make the tower slave free. The other is "reward for service" which will allow you to reward your apprentice and Almossaren.

- Fixed issue with one of Sara's variables not being set properly, breaking part of Sara's Revenge quest of you choose a certain option.

- Fixed dialogue in topic "Skeef" when trying to forward the Sara's Revenge quest.

- Fixed dialogue issue with Verena during the end of the quest to get rid of her.


- Moved the special quill for Master Llapp's inscriptions into Llruvii the Hoarder's inventory, making it available for sale.
I did this to un-link the quest with the N'tashra quest-line, and also altered Master Llapp's dialogue accordingly.
If you are running from a previous save, and the quill does not show up in Llruvii's inventory, even after leaving her for a few days to clear the cache, you will need to use the console.
Target Lruvii in the console and type Disable, then type "winged twilight trader"->SetDelete 1 (this is optional, it will just clear her away completely to place the new one). Then position yourself to stand where you want her to be and type PlaceAtPC "winged twilight trader" 1 1 1. This will place a new instance of Llruvii and she will have the quill in her inventory.

- Added more travel options to the Tel Uvirith Travel Ring, that will be enabled as you complete new parts of the stronghold. The last destination will be set after getting Sara, and will send you to her meeting place.
I did this because as I was doing a speed-run through all the quests, I got tired of running up and down the tower, and of using coc to get everywhere. So I decided to script extra destinations specially for the extra lazy player. :P

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Version 1.08

1. COMPLETED: Find that fix for the Bag of Holding's 72 hour bug that works.
Bag of Holding Fix is now included in the main mod file.

2. COMPLETED: Make the tower fully compatible with The Lighting Mod by changing the ambient light.
Another add-on UL_TLM_ambiance.esp has been added. This darkens all the cells added by UL so they look good with TLM loaded.
The lighting in some of the cells has been altered so that it is dark or bright enough that it looks good whether TLM is loaded or not.

3. COMPLETED: Play with the scripting on the SriKandy Alchemy sorter so that I can finally integrate it into the main Alchemy Table rather than having a seperate container (but still as a seperate add-on).
The sorter script has been altered so that the main script is simplified and the globals are chained in much the same way as the book sorter scripts.
This has allowed me to add the Sri's Alchemy ingredients to the main table script.
I've also added a respawning container for SA ingredients in the storage room. This spawns random SA ingredients from a leveled list.

A new version of the SriKandy add-on (version 2.1) is included that makes full use of the new sorter scripting.

4. COMPLETED: Make new add-on for the library Book Sorter for Oblivion & LGNPC books (which also contains all the DaggerFall books).

4a. COMPLETED: Added sorter book for the Shock Centurion Manual from Vorwoda's Shock Centurion mod.

4b. FIXED: Removed skills from a couple of books added by UL from the sorter books.

4c. COMPLETED: Added sorter book for The Tale of the Devious Trader to the main file. Included all book art and meshes, but is not available in the game unless the original mod is loaded.

5. COMPLETED: Upgrade the tower centurions and give them more functions so the player can move them around, make them follow, patrol or guard, and repair them.
The two tower centurions in the lower tower now have very basic companion functionality. They can be moved around, asked to move out of the way, or return to the tower.
Scrap metal is required to repair them, which must be initiated through dialogue.
They have fairly low health, so they're not substantial companions in any way, because having a small army of centurions is potentially unbalancing.
You can also set their position while in the Lower Tower, so that the centurions will return to that exact spot when you order them to return to their position.

5a. COMPLETED: Added the return to tower feature to Centurion Primus as well.

6. COMPLETED: Added a new head and hair to Apprentice Gavyn. He also has a unique vampire face.
Because I had to create a unique race for the unique vampire head, meshes for better bodies have been included.
The body meshes have a unique ID so they will not conflict with any body meshes you currently have installed.
This will also allow me to create a more unique look for the aprrentice in the future. For now, he just has regular Dark Elf bb textures.
There are two mesh files included, one nvde and one non-nvde. They both have the same file name, but the nvde version is in a separate folder labled bb/nvde. The file name is bb_skinm_de_uv.nif for both files.
If you want to install the nvde file instead of the non-nvde mesh (which is default...so no-one gets offended), copy the file from the nvde folder and over-write the non-nvde file in the bb folder.
If you want to use a different texture for the bb mesh, the file names are bb_N_skinm_de_uvi.dds for the nvde mesh, and bb_U_skinm_de_uvi.dds for the non-nvde mesh. They are found in Textures/bb. So if you want to use, for example, Slof's textures instead, just make a copy of the dark elf texture file and rename it so it replaces the uv texture file.

*****

FIXES:

- Fixed an issue with LGNPC Tel Uvirith sending Fast Eddie back to his old spot in the Council House after using the telepathy crystal. He should now be repositioned back to the Archmagister's position every time the crystal from LGNPC is used.

- Altered a few of the Telvanni Teleport platforms. Any that have to be unlocked by the owner of the tower no longer also require the teleport key, since they've already been unlocked for you if you complete the necessary requirements.
The teleports that no longer require the key (and require that you speak with the tower's master instead) are Arvs-Drelen, Tel Fyr and Tel Naga.
Also, Tel Naga is no longer available if the player is not Master or higher. Master Neloth will refuse to unlock it until you are the same rank as him or higher, because he likes his privacy and is not an easy man to get along with. Since the Council House teleport is nearby this shouldn't be a huge inconvenience. This was mostly done for RP reasons, and because having a second telelport in Sadrith Mora was kind of extranious.

- Fixed the cell "Shushan, deep caverns" so that the cave meshes weren't an overlapping mess anymore. I hadn't even noticed that until I was testing the lighting for the TLM patch.
For some reason the interior meshes were all set at a terrible angle that would not let them snap properly. I had to re-set all the pieces to make them fit properly and then re-do all of the grid points.
Then I found I had to set the entire mesh set at a 45 degree angle to take care of the ugly lighting problems inherent in MW's textures, so I had to re-do the grid points again.
On the up-side, the Ogrim has a much easier time pathing through the caverns now when setting him on Ralemos and Arnamir. It looks much better and works much better now.

- Fixed issue with RoHT Compatibility add-on, where sorter books were not appearing in the library.

- Removed Book Rotate dependency from Book Jackets Add-on.

- Fixed Gothren's Magical BugLamp: while swimming the lamp is automatically DESTROYED. This is a hard-coded function of the game, but I've found a work-around.
The lamp will now no longer be destroyed when you accidentally take it underwater. A new lamp will be added to your inventory when the lamp is "extinguished".

FIXED - Apprentice Gavyn sometimes disappears when being sent back to the stronghold. I believe this is related to the infinite spellcasting loop bug.
I've made tweaks to the scripts to try to prevent this from happening. No bug reports on him as of 1.08. so I think he's fixed.

***********

Version 1.09

Focused on fixing all the bugs currently present in the mod before adding more content.

1. Fixed issue with Eddie not being able to take on new chores because he's "busy". You can still only send him on one chore at a time (that's intended), but his state should properly change now once he's finished his previous chore.

2. Fixed dialogue regarding "recruit some guards" so that the quest is more streamlined. This line of dialogue will now forward the quest instead of having to jump to the "Seal of the Archmagister" dialogue string.
You still need to talk to Llunela to get this dialogue option.

3. Fixed Sara's follow scripting. She should no longer have a terminal case of levititus.

4. Removed Mallam Ryon's involvement in UL due to conflicts with RoHT. Another character has replaced Mallam as the disgruntled upstart Telvanni.

5. Applied the face-fix for Gavyn's disappearing vampire head, now on every cell load. This issue shouldn't happen as much now, though it is a common problem with disabling/enabling and porting vampire characters.

6. Removed elements no longer required for ROHT compatibility and merged the book sorter in the main script. The RoHT compatibility .esp is no longer needed.
UL should be fully compatible with the next coming version of RoHT. With older versions of RoHT, you may still end up with Edd and the new mouth sharing the same platform.
Please make sure RoHT loads after UL to overwrite the books included for the book sorter scripts.
THIS STILL ONLY APPLIES TO ROHT 1.25, a new version is in the works, so new compatibility checks will have to be made!

7. Attempted a fix for Baladas Uvirith's occassional disappearance, by repositioning him every time you enter the cell after the first encounter.
Please give feedback on this if you can. It's a completely random error, so it's hard to test for.

8. Edited all text in game for grammatical errors and typos.

9. Made sure all quests have a finishing point. Please leave feedback if you find I missed any.

10. Other minor bug fixes.


***********

Version 1.10

Added new dremora companion. Both male and female versions.

Removed the altered Qorwynn reference, some dialogue and his scripting and found another way to track his soulcheck so that UL is no longer in conflict with LGNPC Secret Masters.
Fixed minor dialogue issue with Qorwynn involving a greeting conflict with LGNPC Secret Masters.

Fixed a duplication of text in The Alchemists Compendium Vol. III and re-inserted the proper text.

Finished Boredom timer. Ash-Kosh will now wander off home if you leave her in wander mode for a couple days.
After a month Ash-Kosh will leave for good.
Leaving Ash-Kosh in her home increases the time she will wait significantly.
Travelling with Ash-Kosh will decrease the boredom count by 1 every other day (Ash-Kosh has to be in follow mode).
I'm still working on the timings for this.

Replaced invisible travelring npc with an invisible creature. This should prevent any extraneous dialogue from happening.

Replaced textures on movable bookcase to make it blend in a little better.

Added dialogue checks to make sure the missing prisoner quest only starts after the player has visited the treasury.

Fixed magicka font in the upper tower so it's more targetable.

Completely overhauled the upper tower elevator.
It now goes up and down all four floors, which the player can choose from each floor (even more versatile than a real elevator!)
It also detects when the player is levitating and instead gives the option to move it out of the shaft so you're free and clear to levitate up and down instead.
Also created a new mesh which isn't invisible when looking at it from below.

Fixed dialogue issue with Eddie not being able to advance the Bag of Holding quest.

Disabled gavyn's training options when he's sent out on chores. Apparently the training script bugs out when the chorestate is initiated.

Removed all "TalkedtoPC" checks and instead used local scripts on each npc. The TalkedtoPC function gets broken far too often to be reliable.

Fixed issue with Arnamir's dialogue after defeating him. He should give the right response now.

Fixed issue with Gavyn's face-fix not working on warp script. His vampire head should be fixed in all situations now.

Fixed dialogue filtering issue with Gavyn when asked to meet the player in vampire form. He will now refuse to come to the player in daylight as intended.

Added a burial script for Gavyn and Sara. If one of them dies, the player can now place a tombstone where he or she fell. I did this because I ended up checking "corpses persist" to solve their 72 hour bug problems. The burial script will now clean up the corpse for you.

Placed collision walls in parts of Uvirith's Tomb that can be bugged out by the player jumping on the rocks.

Added a new quest. I don't want to say much about it. Go look for something new in the kitchen. ;)

Fixed an issue with Master Llapp's "stuff count" not counting properly and not allowing the quest to proceed.

Changed Verena's locket into a book so you can now see a picture of Verena when using the item.

Added Dwemer textures to the Ouvulas Egg.

Added another option to the "-combat-" topic for Ash-Kosh. You can now ask Ash-Kosh to "spar" with the player. Ash-Kosh will warn you that s/he only fights to the death, so you will be forced to "kill" Ash-Kosh. Ash-Kosh will reset to normal fight levels after it resurrects itself.
Doing this will also decrease Ash-Kosh's boredom level by one, if the boredom count is greater than 0.

Created unique mesh and textures for the Telvanni Magika Cup.

Edited text "The Memoirs of Baladas Uvirith" to reflect the changes made to Ash-Kosh, as well as related journal entry.

Created a new plug-in that adds a working chess game to the upper tower!

Created a new plug-in for the new version of RoHT.

In the process of creating space for the new RoHT books, I decided to add a secret chamber to the library to house important documents and documents the player might wish to keep secret.
The secret chamber is located halfway down the tower shaft. Netheles Berom will only have the presence of mind to tell you about it if you happen to have any books sorted that will get placed there.
It is carefully hidden behind a moving wall plug which can be activated (using the Tel uvirith key) by a hidden switch.
I also added a few new books and scrolls to this area of the library. These are primarily legal documents handed down to you by Duke Vedam Dren regarding your position of Archmagister, and the increase in your stronghold.

Added more dialogue to the librarian and Ash-Kosh.
Please look out for any "I" "me" or "my" references in Ash-Kosh's dialogue.
I changed it all to "We" Us" and "Our" to better reflect Ash-Kosh's transcendant nature, but I may have missed one or two.

Added a "bathroom" to the lower tower.

Added more dialogue to Ash-Kosh and the librarian.

Fixed an issue with the librarian's dialogue regarding the new Telvanni Brown Book.

Fixed issue with Lord Uvirith's attackstate being constantly reset if you kill him with certain journal updates attached, thus causing Ash-Kosh to not stop attacking you.

Added a headdress to Sara, which functions as a low level medium armor helm, as well as some dialogue in the armor and combat options about it.

Added a check to ensure that Ash-Kosh's boredom count doesn't go up while off for a week to change gender.

Made sure Verena doesn't appear in Uvirith's Tomb if you accidentally kill Asidi before Uvirith asks you to in the tomb.

Currently working on the latest Books of Vvardenfell release and updating all the books in the library to reflect the new changes and additions.

Made new book covers for UL books not included in BoV:

- Journal of Ralemos Arinith [done]
- Secrets of Dwemer Containment [done]
- The Legend of Queen N'tashra [done]
- The Golden Dawn [done]
- Studies on Daedric Summoning [done]
- The Memoirs of Arnamir Gleesh [done]
- The Memoirs of Baladas Uvirith [done]
- The Blood Clans of the Darkness [done]
- Rudimentary Scroll Creation [done] - BR Scripts are now fixed
- both of Straelhcaegh's Litanies [done]
- make new icon for the new Telvanni Brown Book [done]
- The Shock Centurion Manual, from the Centurion mod - since I included the book in UL for the booksorter [done]
- Tome of Ancient Knowledge [done]
- Tome of Ancient Enchantments [done]
- Galdin's Big Book of Bloat [done] - A completed version is now available to the player after completing Galdin's quest. He will send a copy along to Eddie for you to pick up.
- Prison Administration [done]
- Tel Uvirith Storage Ledger [done]
- Telvanni Vault Ledger [done]
- Zhariphel Harvesting Ledger [done]

*I've put an easter egg in the game. All of the ledgers written in by npcs are repurposed books: Their original contents long lost, but their worn daedric titles are still just barely ledgible.
See if you can figure out what the titles all say (they're not too ledgible, but that's intentional) and what the book titles are a reference to. ;)

Fixed issue with all the inscription equipment not enabling properly every once in a while. Also made similar fixes to Gavyn's desk and some of the containers in the storage room so they disable/enable properly on cell load.

Fixed Ralemos' positionscript to Shushan so that he doesn't end up sticking halfway through the wooden deck anymore.

Added a new quest regarding Ash-Kosh. Bringing the female version of Ash-Kosh to meet Dratha will now cause her to become very jealous and demand a female dremora of her own.
Choosing to help her will reward you with a "Nifty Magical Dingus" which will allow you to turn almost any npc into a rock and back again, so long as you have it in your inventory.
This will not work for high ranking mages or vampires, and a few other npcs in the game that are highly magicka resistant. I also included all the master trainers in the magical arts.
Please let me know if I missed anyone who shouldn't be able to be turned into a rock.
I left the npcs able to move and speak in rock form, purely for the comedic value.

I also added a little mini-quest near Tel Mora. It only makes sense, if Dratha is turning people into rocks, that you might stumble upon one.

Once you turn someone into a rock, or stumble someone who has been turned into a rock, a rockused count is started.
If this is greater than 0, then a special dialogue check is made to see if the npc is a rock or not.
This uses the same method of Vampiric Embrace, but it is fully tested and compatible with VE's dialogue checks.
It only over-rides the VE dialogue if the NPC is currently a rock, otherwise it cycles to the next greeting in the list, which would be: rockcheck, VE check, normal greeting.
It's all tested and seems to work very well so far.

Finally added Gavyn's training options, and fixed his leveling script.
You can train Gavyn in a specific selection of spells (because some don't work with the methods I've used, but that's ok).
It checks for spell effects, so you can cheat by using enchanted items, but it was a much better method than only testing for spells in the player's spell list that are only included in the original game.
This way it allows for player made, or modded spells.
You have to show him how to cast these spells by casting them yourself.
He will wait for you to cast the spell. After a few moments, if you haven't cast the spell yet, he will bug you and you have the option to cancel the training if it turns out you don't actually know the spell.
An hour will pass and then he will cast the spell to show that he's learned it. It will drain his magicka each time, and once it's too low he'll say he's too tired to train further until he gets some rest.
Teaching him spells will also increase his skills. Some spells won't be available to him right away, but with training and his leveling scripts, he'll eventually be able to learn them.
Offensive spells require you to taking him down to the training room in the prison barracks and target the practice dummy.
He also has three levels of destruction spells that you can train him in as his destruction skill increases.
The player needs a base skill level of 30 in each school, and some spell training requires an even higher skill for that spell to become trainable.
There are two places where you can train Gavyn in offensive spells. If you have the fourth tower build, you can go down to the training room in the prison barracks and target the dummy there. If you don't then Gavyn will teleport you to an area of Master Llapp's tower to train on another practice dummy there.
You have to target the practice dummy to get him to learn these spells. For the rest, you target yourself.

Non-Telvanni Compatibility: Tweaked scripts on the dungeon hounds and tower centurions so that they attack on sight if the player is non-Telvanni. Llruvii the Hoarder should now attack non-Telvanni as well.
Added further tweaks to make sure you can't get the stronghold maintenance quest by picking up the note in the storage room if you're not Telvanni.
Also added the Tel Uvirith Key to Reynel Uvirith so that other faction players can loot her and have access to a few other areas of Tel Uvirith (and play with the elevator).
Locked the door to the dungeon deep tunnels. You now have to get the Tel Uvirith key to access this area (this lock can also be picked and the trap disarmed).
I'm still going to leave the vault, throne room, and other areas inaccessable. Since Reynal Uvirith is not the Archmagister, these areas would never be built.
Blocked the door in Shushan with a rock that will disable once the vault build is complete. This is so that someone playing as non-Telvanni will never even see the door to the Shushan Deep Tunnels that they can never open.

Fixed a minor issue with the player being able to carry on with the Books of Deadric Summoning quest before Eddie gets back from trying to find the first book. Doing so would break his return script.
Added an extra dialogue check in case the player grabs the book from Divayth Fyr before getting the quest to do so. Now the player can talk to either Eddie or Divayth Fyr with the book in their inventory to continue the quest.

*****************************************************************************
Bug Reports
*****************************************************************************

Known Issues:

FIXED - My apprentice's head disappeared after sending him out on a quest as a vampire! ( so disabling and enabling him while he has a vampire head ).
If anyone has any experience with vampire mods, and their intricacies, I could probably use some advice regarding vampire heads and any weirdness that can happen with them.
- Apparently this is a common issue with vampires. And there seems to be no absolute fix to prevent it.
- Reloading the game or making Gavyn change clothes will force a refresh of his mesh and his head will re-appear.
- (1.09) Added another face-fix on every cell change. Maybe more needed for warp scripts?

FIXED - (1.09) Fast Eddie's chorestate not resetting to 0. This causes him to refuse to take on any more quests.
This issue seemed to be caused by calling a local variable in Eddie's script when he is not present.
I changed Gavyn's chorestate variable to a global and that seemed to fix him (I received no bug reports on him as of 1.08), so I've now done the same to Edd.
Eddie should be fixed now, but please report any issues if you find any.

FIXED - (1.09) Sara's chronic levitating problem. I've tweaked her scripting so this shouldn't happen anymore.
Please let me know if this is still occuring for you.

SHOULD BE FIXED - Balada's Uvirith's occassional disappearance.

*****************************************************************************

Possible Issues to keep an eye out for:

Sara's behavior: If you notice anything buggy with Sara please let me know. She seems to test fine for me, but you never know.

Book Sorter: please let me know if a book is sorted into the wrong container ( there's the two alphabetical book closets and the scroll chest ).
There's a lot of books to sort, so if I mis-filed one of them ( a scroll in one of the closets, a book in the scroll chest, in the wrong aphabetical closet etc. ) , please let me know.
Also, let me know if you have any non-modded books that aren't getting sorted. I will need to know which book, and whether it's the open or closed version (if that applies).
NOTE: These have all been fully tested as of 1.07 so any issues are possibly caused by mods to certain books.

Grammar and spelling errors: They happen, so if you find one, please write down the basic dialogue (don't have to be word for word), the topic (if applicable), and the npc you were talking to.
Also, dialogue loops. Occasionally one slips in, so please let me know if this happens. Again, note who you were talking to, and what you were talking about.

Companion Scripting: this has all be tested, but please let me know if anything unusual happens with the companions.
I'm currently testing out Melian's new companion Mel-Comes-By-Road still in beta. Melian has come up with some new fixes for the levitation check when entering cells. I have not implimented this new scripting yet, but I'm trying out Melian's companion and if all goes well, I'll do a similar fix for my companions.
For the moment, just be cautious when levitating on cell changes. They currently have the same pitfalls that most companions do when it comes to that.
If you happen lose a companion this way, they can always be called back using the telepathy ring.

I've altered Gavyn's scripting quite a bit to make him compatible with the telepathy ring and teleporting scripts. So, his quests need full testing again. It seems to be all working fine, but I might have missed something in his overhaul.

Anteres BigMod compatibility for Gavyn: particularly when using the ring to talk to him.
It seems that you can use the ring to teach him remotely and it actually works.
The find function conflicts with the chores a bit, in that he'll come back from the chore and the find function will be reset as though it never happened. It's not a gamebreaking issue though, in fact it works out better than I had hoped.
Still, any further testing and feedback is most welcome in this area.
Note: using the teach spells function with Gavyn, be careful about not giving him AOE spells. I removed all AOE spells from his list to prevent friendly fire while in follow mode.

I rebalanced the N'Tashra quest items a while ago, but I'd like more feedback on if they need to be toned down further. Any specific suggestions regarding this would be really helpful.

*****************************************************************************
IMPORTANT!!!
*****************************************************************************

Please remember to unload any previous versions of this mod before loading the new version.
It's also a good idea to start a from a clean save before this mod was loaded when resuming testing.
This will help eliminate any bugs caused by a dirty save, such as item/door doubling and other weirdness.

Please be as specific as possible when submitting a bug report. If you happen across a bug, make note of where you were, who you were talking to, what quest you were on, what you were doing etc...anything that you think applies. It will really help me narrow down the problems.
I'd also like to thank all the beta testers who've reported bugs to me so far. :)

User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Thu Apr 01, 2010 10:23 pm

Bug Reports:

From the old thread:

Fixed: These are problems that have been fixed, currently available as a separate download from the main UL entry on PES.

10/26/09 - Minor dialogue issue with the apprentice's training. He gives the wrong response when asked to train in Mysticism. This was simple enough to correct.

10/27/09 - Dialogue issue in topic "Verena" causes the game to crash because it had some old scripting that no-longer functions in the new version. Also found three missing texture files. These files along with the current fixes are available in the new hotfix file.

The dremora's follow scripts occasionally causes the dremora to appear when entering an exterior cell after sending her/him away to its lair. I've fixed this. The updated hotfix is now available.

Gavyn's desk is still enabling before it should. I thought I fixed this, but apparently my fix didn't work. I've altered the scripting again, so this should be fixed now.

10/27/09

If you completely remove the books from the book sorter closets (and chests), and ask the librarian to sort them again, your books disappear. This has now been fixed.

I've also added a small fix to the dremora's teleporting options. You now can't send the dremora away after calling it and asking it to wait for you outside, causing both teleporting scripts to fire and causing some buggy behavior.

10/30/09

Fixed that typo in the Letter from the Councilors referring to Divayth Fyr as Divayth Fry :oops:

A CTD has been reported in Uvirith's Tomb after completing the dremora quest for Baladas Uvirith. I've attempted a fix, which is available in the new hot-fix file. Since I can't replicate the problem myself, I'm relying on other players to tell me if any more CTDs are occuring, so please let me know if you experience any, along with as many details as you can about the problem.

10/31/09

Fixed a small mistake in one of the library book sorter scripts.

Made a fix for a dialogue filtering problem with Sara regarding revenge on Verena.

11/04/09

Fixed an issue with the inscription book being deleted from the game while it's disabled (due to a conflict with the book rotate script I added to it). There are several ways to recover it listed in the new hot-fix readme.

11/05/09

Added more missing meshes and textures to the hot-fix archive.

11/11/09

The rock npc pre-greetings start firing off once you enter Tel Mora because of a quest related rock npc. Though the pre-greetings are required once you start turning npcs into rocks, having this npc start the pre-greetings was an unintentional side-effect. Since this rock npc can be changed back via quest, and was not changed by the player, he shouldn't be initiating any pre-greetings. The new hotfix resolves this issue, but does require a manual re-set of the uvi_rockused variable through the console. Details are in the included readme.

This pre-greeting will show a period and then jump to the next greeting in the list, which can be a bit laggy. For the moment, you can remove the pre-greeting via console by typing in "Set uvi_rockused to 0", but the safest way without causing any conflict with the rock used count later (when you are able to turn npcs into rocks) is to head east of the Covenant outside of Tel Mora and do the small quest to change this npc back.

Also tweaked the scripting for the shipment crates and barrels again. please let me know if they're working properly or if anything funny is still going on there.

Fixed an issue with the dremora teleporting to the player after settling down in Lord Uvirith's tomb.

11/15/09

Fixed issue with a book adding a journal entry before it reasonably should, and made a check for quest progress before the entry is added. Also altered the dialogue to make it clear that the book needs to be read to progress the quest.

Fixed issue with Gavyn not accepting training if this journal entry is set. Now, even if you've set this journal entry higher than it should be, you can still continue with his training.

11/20/09

Fixed an issue with Ash-Kosh's boredom count going up while completing Dratha's quest. The boredom timer now correctly checks for that condition and won't add to the count during that time.


*****************************

Updated 03/01/10

Attempted a fix for the original Brown Book's script so that it can be properly picked up from the game world.
Please let me know if this is working alright now if you've experienced this problem.

Added a dialogue entry for "Gothren's key" so the player can track down and get this item if not found on the Archmagister's corpse.

Fixed a small issue with the hall plug over the upper tower door disabling too soon if the player is waiting for the upper tower to be built.

Fixed a bug with Almossaren's state being set to the wrong variable if the player chooses minimum payments.

Fixed a filtering problem with the "chores" dialogue, sporadically caused by the original MW dialogue.
You should be able to access the list of Fast Eddie's chores once again with no problem.

Fixed a bug that causes freezes in Ebonheart and the Caldera Mages Guild caused by a timing issue in the companion's teleport scripting.
Thanks to Rex Little for his weeks of detective work on this issue, who also found and fixed a bug with Ash-Kosh not teleporting to Mournhold properly.

Added the Temple Tomb Registry from BoV 2.0 to the mod so that the Librarian will recognise it. Resources are included so please load them into your data files from this archive.


Known Issues:

Gavyn's leveling script is not quite working as intended. I'm looking into some fixes. It's not game-breaking, just not doing exactly what it should.

CTD in Uvirith's Tomb after accepting the second quest for Baladas Uvirith and returning. This problem is apparently still happening to some people despite my attempts to fix it a few months ago. I still need more info from testers, so if you run into this problem, please contact me about it.
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Thu Apr 01, 2010 5:04 pm

I just recently picked up the mod along with BuUL and it's pretty good. I like it quite a bit. However, a couple of things to note,

I also play a few other mage-related mods, namely the Illuminated Order, and the Lichcraft mod, this more or less messed up the Vampire Assistant quest (because they keep you from being able to contract Vampirism) I was able to work around it (temporarily setting PCVampire to 0) to get him infected, however as there isn't really much to do with him in that quest line if you can't/don't want to get infected yourself (I wasn't able to get him to follow me again after sending him back to the tower just once), I wound up giving him the chore to cure himself. However, that seemed to cause a few more bugs.

Now I can't access the -combat- topic correctly, looking in the CS, he's giving some Vampire Apprentice Quest responses in that and some other topics.

Edit: Nothing about the mod, but I also found it funny how surprised people were an undead skeleton wizard would turn it's apprentice into a vampire...
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Ron
 
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Post » Thu Apr 01, 2010 11:49 pm

Can you tell me which response he's giving you when you click on the -combat- topic? It sounds like it's probably a filtering error that I didn't catch.

Also, you don't need to be a vampire to turn your apprentice into a vampire. You can just send him to collect vampire dust and he'll contract it all on his own...with a little misguidance from you once he gets back. ;) This leads to a quest that could allow you to turn into a vampire through experimental means. I haven't tried the experiment using a character that is not supposed to be able to become a vampire. I wonder what would happen.
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darnell waddington
 
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Post » Thu Apr 01, 2010 10:51 am

You can't start it if you're not supposed to be able to become a vampire, from what I can tell, the quest just doesn't start, like I said, I had to set PCVampire to 0 to start it up before turning it back on. In any case, from some fiddling around in the CS, it says the response is supposed to happen when HT_VampApprentice is at stage 20.

The exact wording (for ease of finding it) is:

'Ugh, my head hurts...what are you talking about again? Combat? Ugh...I can't even think about that right now...it makes my head spin...'

Also, talking about Apprentice gives me this.

'I am still your apprentice %PCRank. I will not forget it...as long as we are bound by this blood enchantment.'

It says it requires HT_VampApprentice = 40
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Alba Casas
 
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Post » Thu Apr 01, 2010 9:29 pm

Hmm...something's not right here. How did you turn him into a vampire exactly? Did you send him on the quest for vampire dust? Because any response from you, whether you cure him right away, or turn him into a vampire, should forward the quest to a point where you don't get that response anymore. Anything you do to forward the quest should set HT_VampResearch higher than 20.

From the point where he contracted the disease, what exactly did you do from there?
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SaVino GοΜ
 
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Post » Thu Apr 01, 2010 11:49 pm

Ah, that's likely something to do with it.

I didn't talk to him about teaching him cure common disease or anything with a potion, I just talked to him, he gave me the dust/told me he contracted the disease, and I said goodbye and waited three days.

In any case, after that I pretty much followed the quest, went to Divath Fyr, did the blood thing for the amulet, but after that if I sent him back to the tower, the -follow- option pretty much wouldn't work (that is, I'd click on it, he'd say something, and it'd disappear). I think it's for the same reason as the above. So, I pretty much just went to get the paper that starts the vampire cure quest and sent him on the chore.

Also, during this time (I did several things to try to cure it, such as glitching my way into the Vampirism Cure quest, that wound up getting him pissed off at me) I ran into a different bug, Gavyn's face vanished once or twice. Seeing the back of his head through the front of his head was really... wierd.
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Fanny Rouyé
 
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Post » Thu Apr 01, 2010 11:11 am

Yeah, that head thing happens with vampire npcs sometimes. I wouldn't worry too much about it, since there's scripting in place to refresh the mesh every once in a while.

Anyway, it seems to managed to glitch the quest somehow, possibly because the dialogue is supposed to check whether or not the player is a vampire or not...and you're not technically either as a Lich, so the vampire global is not set to 1 or 0. Doing the blood thing for the amulet should have advanced that journal entry over 20, so you shouldn't be getting that dialogue anymore. You could advance the journal manually. I've added an extra dialogue check just in case anyway that would remove that line of dialogue after Gavyn is cured.
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Queen of Spades
 
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Post » Thu Apr 01, 2010 6:25 pm

Alright, thanks.
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Nathan Barker
 
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Post » Thu Apr 01, 2010 10:05 pm

Oh. A suggestion if you're still interested in working on the mods, I've had a mod for awhile that does essentially the same thing as this mod does with rings, except they're, well, customizable to use on any companion (It's called companion recall rings), seems like something similar would fit on this one, maybe getting the opportunity to buy specialized rings that you can use for companions outside of the mod.
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Madeleine Rose Walsh
 
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Post » Thu Apr 01, 2010 11:48 pm

I'll check it out for sure, but I don't want to mess too much with the mod as it is at this point. I've almost got all the final bugs worked out at this point.

Rex Little has just had a breakthrough on the freezing problem in Ebonheart with the companion scripting. We're going to run some more tests to make sure everything is working ok.

If we get this bug fixed, that just leaves the mysterious CTD in Uvirith's Tomb that still pops up for some users.

I may release the new hotfix before I figure that one out.
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Trish
 
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Post » Thu Apr 01, 2010 4:45 pm

Rex Little has pinpointed the problem with companion teleportation and managed to come up with a fix for it. It seems to be working well so far. Thanks Rex!

I'm still tracking the CTD problem in Uvirith's Tomb. It apparently happens only after accepting the quest to find a body for Verena, and returning to the tomb with the victim. Has anyone run into this problem? I need some more info in order to track down the bug.
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Lucy
 
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Post » Thu Apr 01, 2010 7:10 pm

The new patch is up and ready for download. I decided to release it now, even though I'm still working on the Uvirith's Tomb bug that is appearing for some users. I'll update again as soon as I have a fix ready for that.
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i grind hard
 
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Post » Fri Apr 02, 2010 12:17 am

Thank you for your continued effort. Thanks to Rex also.
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Rozlyn Robinson
 
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Post » Thu Apr 01, 2010 5:00 pm

:goodjob: Downloading now.
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Sophie Louise Edge
 
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Post » Thu Apr 01, 2010 11:53 pm

Just wondering, does it matter what order I install this and Building Up Uvirith's Legacy?

Also, how does the whole hotfix thing work? Do I install Uvirith's Legacy and then install the hotfix over it, overwriting anything it changes?
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Kortniie Dumont
 
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Post » Thu Apr 01, 2010 1:08 pm

I'm pretty sure the load order of UL and BuUL doesn't really matter.

And yes, you install the hotfix overtop of the original. It's a new file with the same name, so it will just overwrite the old .esp.
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Yonah
 
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Post » Thu Apr 01, 2010 11:21 am

Sweet, thanks!
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Zosia Cetnar
 
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Post » Thu Apr 01, 2010 8:04 pm

I finally got around to seriously trying to find Sara, and I'm stumped. The Readme mentions someone named Craough whom I need to talk to to get to her, and says he's in the Deep Tunnels. There must be a part of the Tunnels which I'm not seeing, because I haven't found him anywhere. All I've found in the Tunnels is:
1. A cavern area with the winged twilight trader. A bridge spans this area.
2. At the opposite end of the bridge from where I enter the Tunnels is the slave pens. These are now empty as I've freed the slaves.
3. On the side of the bridge opposite the trader is a set of steps. These lead to a lava grotto where sits a "crispy fried adventurer". Above his head is a dark hole leading to Shushan.

What am I missing?
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Hearts
 
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Post » Thu Apr 01, 2010 3:54 pm

I finally got around to seriously trying to find Sara, and I'm stumped. The Readme mentions someone named Craough whom I need to talk to to get to her, and says he's in the Deep Tunnels. There must be a part of the Tunnels which I'm not seeing, because I haven't found him anywhere. All I've found in the Tunnels is:
1. A cavern area with the winged twilight trader. A bridge spans this area.
2. At the opposite end of the bridge from where I enter the Tunnels is the slave pens. These are now empty as I've freed the slaves.
3. On the side of the bridge opposite the trader is a set of steps. These lead to lava grotto where sits a "crispy fried adventurer". Above his head is a dark hole leading to Shushan.

What am I missing?

when you enter the deep tunnels, turn right, instead of going towards the bridge.
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Kim Bradley
 
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Post » Thu Apr 01, 2010 5:05 pm

I finally got around to seriously trying to find Sara, and I'm stumped. The Readme mentions someone named Craough whom I need to talk to to get to her, and says he's in the Deep Tunnels. There must be a part of the Tunnels which I'm not seeing, because I haven't found him anywhere. All I've found in the Tunnels is:
1. A cavern area with the winged twilight trader. A bridge spans this area.
2. At the opposite end of the bridge from where I enter the Tunnels is the slave pens. These are now empty as I've freed the slaves.
3. On the side of the bridge opposite the trader is a set of steps. These lead to lava grotto where sits a "crispy fried adventurer". Above his head is a dark hole leading to Shushan.

What am I missing?


Spoiler
You need to start the quest by examining the odd statue in the treasury. After you've done this and played around with the magic thingy the statue gives you, new areas will open up in the dungeon for you to explore. The thingy the statue gives you will teleport you to two places. One is a cell all to itself, which you need to go to first. The other will take you to the dungeon area near the crispy fried adventurer. Go down that tunnel first, and then look for Craough at the other end later.

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Sunnii Bebiieh
 
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Post » Thu Apr 01, 2010 4:44 pm

skc, if I turn right before doing what Stuporstar said, the way is blocked. It only opened after I followed her instructions in the post above. I gotta say, I would never have imagined that thing in the
Spoiler
treasury
was a
Spoiler
statue
if she hadn't told me.

I now have Sara in tow. But I neglected to load the latest hotfix, so guess what happened the next time I went to the Mournhold reception area. . . :banghead:
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Sam Parker
 
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Post » Thu Apr 01, 2010 4:32 pm

Anyone else find this mod a little overwhelming? I just became Archmagister and I feel like I'm being bombarded with speech options and quests and stuff. I'm like "whoa, slow down, what?"

Also why is your assistant all goth'd up? I found that a little immersion breaking. Also, "Daedra" was misspelled as "Deadra" in some dialogue. Not a major thing, but stuff like that also tends to break immersion.
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Kortniie Dumont
 
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Post » Fri Apr 02, 2010 2:16 am

Anyone else find this mod a little overwhelming? I just became Archmagister and I feel like I'm being bombarded with speech options and quests and stuff. I'm like "whoa, slow down, what?"

I'm using this along with LGNPC Tel Uvirith and Rise of House Telvanni. It's definitely an overwhelming combination. So much to do...
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Killah Bee
 
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