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!
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.