http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5997
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.
I've stripped down this readme a bit to only the essentials, as it was getting huge and unreadible.
For the most current and complete info, please go to http://www.roadhunter.com/~stuporstar/index.html.
I am continually updating the site with the most recent developments.
Further descriptions as well as a full walkthrough, faq, and troubleshooting guide are also available there.
I've also included this html guide as a separate download here for offline use.
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Installation:
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Standard installation.
If you're having problems with an autoinstaller missing files, try dropping them all manually into your Data Files folder.
Before loading any add-ons that come with UL, make sure you meet all the requirements first. The requirements are listed in the add-ons section.
If you do not have the mod the add-on requires, do not load it.
I have put these in a separate Addons folder.
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Contents:
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I. The Tower
II. Special Items
III. Tower Staff
IV. Companions
V. Zhariphel
VI. Notes about the Quests and Rewards
VII. Customizing UL
VIII. Add-Ons
IX. Compatibility
X. Credits
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I. The Tower:
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The entire interior of Tel Uvirith has been massively upgraded. It is more detailed and expansive, and has many new areas:
The Lower Tower:
This area been expanded and contains entrances to many new rooms including a bath, servants quarters, and a storage room.
The grand entrance contains new centurions that can follow and be positioned anywhere in the tower, as well as alcoves for display mannequins.
The Tower Bath:
This is fully compatible with the Bathing Mod, and you will find a Telvanni Bathing Crystal here for that purpose.
The Servant's Quarters:
I decided to keep this area small and cozy. It contains many NoM compatible items and a cook who will offer NoM compatible meals.
This area is now fully compatible with NoM 3.0. A backwards compatibility patch is also available in the add-ons folder for NoM 2.13 players.
The Storage Room:
This room contains weekly respawning shipment containers, and is not intended as a place to deposit your loot.
You can hire a steward who will bring in weekly shipments of ingredients, but must pay every week to replenish them or else they'll disappear.
You can also expand these shipments through a series of quests, however the cost of these shipments will increase as you secure more lines of supply.
This is ultimately intended as a late game money sink that offers a bit of convenience to the player in acquiring basic alchemical necessities.
The Upper Tower:
This area has been massively expanded and offers much more in the way of a home for the player.
Area's such as the dining room and bedroom have not been significantly altered. Instead, two new turrets have been added as well as other areas.
The Tower Elevator:
Accessed by a switch in the doorways to the levitation corridor, you can raise the platform to any level of the tower.
The Tel Uvirith key is required to use these switches, which you can get from Llunlela in the Council House or from one of your retainers outside of Tel Uvirith.
There is also another switch on the second floor that reveal hidden treasure alcoves.
The Secret Lab:
This area can be found by lowering the floor of the tower elevator.
This is where your Telvanni Teleport Platform is found, and a series of quests can be done to acquire many more magical artifacts that will make your life as a mage lord a little more interesting.
Through a series of Fast Eddie's chores, you can acquire an alchemy sorter table, the Bag of Holding, as well as enchanting and spellmaking service books.
Two more quests are available to acquire inscription quills, and a weather control device for the region.
The Throne Room:
This is an area available once you build the tower vault. You will even be able to hold court here during certain quests.
The Guest Room:
This is another turret designed for atmosphere. It contains a game table, and the chess add-on for UL adds a working chess board here.
The Atrium:
This is an alchemy garden that contains a magical waterfall. Drinking from this font with the Telvanni Magicka Cup (found in the lab) will replenish your magicka.
The Tower Dungeon:
This area is now split into a couple areas, the main dungeon, the deep tunnels, and the vault.
The Main Dungeon:
The dungeon now has random spawns of rats, other creatures, adventurers, and escaping slaves.
The dungeon hounds will attack these random spawns if they are relased from their cages.
You can release the hounds from their cages by activating the two switches found on either side.
The slave spawns can be deactivated by doing a small quest to set your tower slaves free, if you are so inclined.
The Deep Tunnels:
Thi area contains the slave pens and a winged twilight trader, as well as many secret areas.
The winged twilight trader is involved in a couple quests, and a quest found in the vault will reveal the hidden areas of the deep tunnels.
The Vault:
This area is available as a separate stronghold build after you attain the rank of Archmagister.
The vault contains a huge treasury, the library, and the prison.
The Library:
This library has an automatic book sorter, which can be used by talking to the librarian and asking him to "organize books".
He will remove all the books from your inventory and place them in a series of book closets, as well as a small chest for scrolls.
Copies of all the sorted books will appear on the center shelves of the library.
It also has a lot of extra space for book mods. Several add-ons will become available for this sorter for the most expansive book mods.
A secret passage in the library leads to several areas. This is a sliding bookcase that can be opened by pressing the switch beside it.
Behind the passage is the librarian's chambers, where he will sometimes be randomly found.
Halfway down the shaft is a secret annex that contains any documents you may wish to keep hidden from prying eyes. Another switch is used to hide this area.
At the bottom of the shaft is Uvirith's Tomb, the source of many new quests.
The Treasury:
The treasury has lots of storage and two levels. The second level is accessed by a secret elevator in the passages below, and contains many display cases.
A quest related display of silver is on the main floor, which cannot be picked up until after the quest is initiated.
A hidden switch will open up the mannequin alcoves on the main floor.
Also, a secret is hidden here, which will begin a new quest. You will have to examine one of the artifacts left here for you.
The Prison:
This area has three sections, the main prison, the high security prison, and the barracks.
Your warden Trenam Faren has many new quests to offer involving the prisoners found in your cells.
Each prisoner has their own quest, and new prisoners will occassionally arrive.
The high security prison is mage and daedra proof. The empty cells are reserved for quest related captures.
You cannot levitate or teleport from here, because of the magic dampeners. This prison is designed to hold mages after all.
The barracks provide a few services including repair and a bartender in the mess hall, as well as a training room with a targetable practice dummy.
The bathroom here is also compatible with the Bathing Mod.
Uvirith's Tomb:
I will not say much about this area so as not to spoil it for any new players.
The tomb is a small dungeon crawl that contains some decent (not too overpowered) loot and many new quests.
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II. Special Items:
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There are many specially scripted items that will allow you to do things not normally available in the game.
Travel Options:
The Telvanni Teleport System:
This is something akin to guild guides, but make use of specially scripted teleport platforms that call magical doors.
There are platforms to every Telvanni tower including Tel Uvirith.
A special key is required to unlock these platforms. Each platform must be unlocked before you can teleport to that tower.
You can get the key by talking to Llunla Hleran in the Council House at any point after attaining the rank of Oathman. The topic will become available after attempting to activate one of the platforms.
The Tower Travel Ring:
You will find this ring in the lower tower on the dresser. As your tower is built you will be able to teleport to new areas of your tower.
The Telvanni Travel Slippers:
You will find these in your bedroom in the upper tower.
These shoes are scripted to turn on levitation whenever you are near a Telvanni tower, and stop levitating as you move out of range of the towers.
The Secret Lab:
The Alchemy Table:
This table will sort your ingredients into a single container.
It is available after completing a quest, which can be started by talking to Eddie about chores.
An add-on for Sri's Alchemy will add all Sri's Alchemy ingredients to the table. The MWSE patch will allow all ingredients to be sorted regardless of what mod they may be from.
The Bag of Holding:
This is a portable container. Much like CDCooley's portable containers, it will allow you to access a larger container from your inventory.
This is available after completing a quest, started by asking Eddie about chores.
The MWSE add-on improves functionality of this bag, making it possible to restore the link after the 72 hour cleanup takes effect from anywhere, including interiors.
Inscription Quills:
This allows you to create magical scrolls.
A quest to acquire all the necessary quills is started by asking your apprentice about chores.
The Weather Control Device:
This will allow you to modify the weather for the region around your tower.
A quest to build this device is started after completing one of the vault quests.
The Tomes of Knowledge:
These offer half-cost enchanting and spellmaking services.
These are available by sending Eddie out on one of his chores.
Other Magical Items:
The Books of Daedric Summoning:
These books will call forth an angry daedra which will attack the player.
These books and pages are scattered throughout the game world.
There are a few quests available regarding these rare books.
The Nifty Magical Rock Dingus:
This will allow you to turn NPCs into rocks!
These rocks will be able to walk, talk, and fight. However, you cannot forward any quests with a rock NPC because they will only beg you to change them back.
This item is a quest reward. More info on how to get it is available on the UL web site, but I don't want to spoil it here for new players.
Once you have your rock wand, selecting the dialogue topic "You are now a rock!" will allow you to change someone into a rock.
If you're using the MWSE add-on, it becomes a castable spell instead, and the dialogue system is overridden.
You cannot change all NPCs into rocks. Powerful wizards and such will not be effected. This is determined by willpower in the MWSE version.
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III. Tower Staff:
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All tower staff now have schedules. For essential NPCS, these schedules can be turned off using a special bell pull found in the lower tower and vault entrances.
Pulling the bell will wake any sleeping NPCS and disable NPCS for a day.
Pulling the bell while sneaking will pop up a menu that will allow you to disable schedules completely for essential NPCs or turn them on again.
If you change your staff into vampires using Vampire Embrace, their schedules and dialogue will be altered accordingly.
Edd Theman:
Fast Eddie has many new quests and other dialogue.
He will inform you about new developments in the council, offer to set you up with an apprentice, and run many new chores for you.
Asking Eddie about chores after he's completed the original ones will bring up some new quests. Eddie will inform you about new magical items you can acquire and offer to run errands in order to aid you in finding or building them.
The Main Tower:
Almossaren:
He is your tower steward who is in charge of bringing in supplies to your tower.
You must hire Almossaren, after which he will arrive in your tower storage room.
You must visit your storage room and find the note left on the desk to begin the quest to hire him.
You can only change Almossaren into a vampire in the storage room, as the scheduled sleeping Almossaren is a different version of this NPC.
Salmeama:
This is your tower cook, and she offers four NoM compatible meals a day.
You have the option to pick a specific meal, or take whatever random selection she is offering that day.
She will only offer these meals once for breakfast, lunch, dinner, and a late night snack, and you must wait until the next meal time to ask for another.
Meiree:
You will find her sweeping your tower in the daytime and in her room at night.
If you change Meiree into a vampire, her behavior will alter considerably.
You cannot change the sweeper version into a vampire. You must wait until she's in her room for the night.
Amsemasa:
This is your tower slave. You have the option to set her free using the key found near the slave pens in the deep tunnels.
If you choose to set her free, you now have to option to ask Almossaren to make your tower free of slaves.
The Vault:
Netheles Berom:
This is your librarian. Asking him to "organize books" will sort all of the books in your inventory.
He also has lots of amusing opinions on the many books found in Morrowind.
Trenam Faren:
This is your prison warden. He offers many new quests regarding the prisoners of your dungeon.
Merana Relas:
She can be found in the barracks training room. She offers some training and also repair services.
You can ask her to leave the training room to practice alone and even ask her for a short demonstration of her skills.
Durza gra-Grathmok:
You can find her in the barracks mess hall. She offers drinks for sale and has some amusing opinions.
The original Tel Uvirith retainers, found outside the tower in their homes, have not been altered in any way by this mod.
This is because LGNPC Tel Uvirith does a wonderful job of fleshing out their characters, and I did not want to cause any conflicts there.
The LGNPC slave in the upper tower is also unaltered by UL.
However, she will no longer complain about the food and offer stale bread and ash yams. You'll have to go to the kitchen to get a nice meal instead.
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IV. Companions:
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There are three major companions available in this mod as well as a few minor ones.
All major companions have tons of dialogue, some quests, telepathy rings, and special following and teleport scripting.
They can also return to pre-designated meeting spots.
Apprentice Gavyn:
Eddie will eventually ask you if you're looking for an apprentice, at which point you can choose to hire him or not.
If you choose to hire him, you have the opportunity to test him first, by either asking him to fight you, or sending him on a chore.
Once hired, he will be able to perform many chores for you. Most of these are not offered in the chores dialogue, but new topics will pop up as they become available.
You can change your apprentice into a vampire. If you're using Vampire Embrace, then this must be done using the Embrace option.
If you're not using VE, but happen to be a vampire, you will have to fight Gavyn in order to test him. This will cause him to contract the blood disease and he will become a vampire in three days.
Non-vampire character can still change him into a vampire through a series of "vampire research" quests. This is started by finding a specially scripted copy of the Vampires of Vvardenfell in the vault library.
You can train your apprentice in many spells.
All you have to do is tell him what type of spell you're going to teach him. Then cast any one of that type of spell and he will learn it.
Teaching him spells will increase his attributes in that particular school. He will have to reach a certain level before he can learn higher level spells.
Gavyn will also level naturally as he travels with you.
Sara N'tashra:
Sara is a high priestess of Azura and quite the fighter. You will eventually find her hidden in a secret area of the dungeon after completing a quest series.
Sara has been massively upgraded since her raw beginnings in Uvirith Inside. Aside from her more advanced scripting, she's had tons of dialogue added to flesh out her character.
Sara has a couple quests that can be started by introducing her to certain people in your tower.
Ash-Kosh Virash:
This dremora companion will join you at some point during the Uvirith's Tomb questline and eventually become a full companion.
The dremora will ressurect if dead, but will leave you for good if it becomes bored. You will have to keep it sufficiently entertained somehow.
All armor and weapons are bound to this companion and cannot be taken. However, you can ask it to banish its gear if you want.
You can also banish Ash-Kosh at any time, and reclaim it later using the telepathy ring.
Ash-Kosh starts off as an unusual female dremora lord. Once she is your full companion, you can ask her to change her gender at any time. She will disappear for a week and return a new...man?
Ash-Kosh is an NPC companion, using Miltiades'dremora race.
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.
Primus Pilus:
This is an advanced steam centurion available from Baladas Demnevanni after completing a certain quest involving him.
Primus Pilus has been upgraded to a full companion. He now has a summoning ring and teleport scripting, and can be sent back to the tower on command. He also offers a repair service.
Primus can be repaired by offering him scrap metal, or an autorepair function can be turned on in dialogue. Once autorepair is on, he will automatically remove scrap metal from his inventory (if he has it) to repair himself.
Should Primus be destroyed in combat, you can remove his head and take it back to Hlendrisa Seleth (your retainer designated as an expert in Dwemer construction by LGNPC) to have him repaired.
It will take quite a few resources and a couple weeks to complete his repairs, after which a new Primus will appear in your tower.
Primus also comes with his own MWSE add-on. This is still considered beta. See the add-ons section for more details.
Minor Companions:
The Tower Centurions:
The centurions have basic follow scripting which even allows them to levitate and teleport back to the tower.
You can also repair these centurions so long as you have enough scrap metal on hand.
You can set the position of these centurions anywhere in the main tower, and they will return to that position when ordered to.
You can also repair these centurions should they die, in the same way you would repair Primus.
Verena Uvirith:
She is not a full companion. Rather, she is your potential tower mistress.
She does however have CompanionShare and proper follow scripting for her escort sequences.
If you have escorted Verena to your tower and decided that she's just not right for you, then there are options to get rid of her.
Talking to the tower staff will reveal just what kind of woman is running your tower while you're away.
If you ask certain NPCs about marriage under the Verena topic, you can start a quest to try to marry her off to someone.
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V. Zhariphel Mine:
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Zhariphel is the last remaining bloat mine in Vvardenfell. It is run by the Telvanni, and they need your help.
After being asked to retrieve the new Brown Book from Eddie (detailing your conquests on your way to becoming Archmagister), you can start a quest to save the last remaining bloat mine in Vvardenfell.
After completing this first quest, you will recieve a reward from Eddie. Reading the note from Master Galdin (the head of the mine) will give you a travel ring to Zhariphel and open up a new series of quests.
Every NPC in Zhariphel has schedules, lots of dialogue, and their own underground housepod in the Zhariphel Warrens.
The people of Zhariphel offer basic services for the traveler including repair services, ingredients and potions for sale, and a trader who sells NoM survival gear.
The town of Zhariphel also offers a training room with practice dummy, and a Bathing Mod compatible bath house.
There is also a teleport to the Telvanni Council House in Galdin Manor. The Telvanni Teleport key is required to use it.
The people of Zhariphel want to build a council house in their little underground town. As you help them build this, you can watch the tower grow over time. Eventually, they will even rename the tower in your honor.
Once the council house is built, you have an option to start a quest to find a publican for the house, who will also sell drinks, NoM compatible meals, and soaps for use in the bath for Bathing Mod compatibility.
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VI. Some notes about the quests and rewards:
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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. There's also a full walkthrough available on the UL website.
The quest rewards are meant to be unique, interesting, collectible, and suitable for a high-ranking Telvanni, but not too overpowered.
I have tried to carefully balance all the items found in this mod. I have removed some loot that was present in previous versions and rebalanced the rest according to feedback from my beta players.
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.
This mod is not meant to expand the world political scope of the Telvanni, as such things are already covered in RoHT.
If you want to start a massive faction war so you can defend your tower, then a new mod would be more appropriate to cover that.
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.
Quests will not start that cannot be completed by the non-Telvanni, and the tower staff will not be very welcoming.
Also, Tel Uvirith is a bit tougher to raid. The centurions will attack and so will the dungeon hounds, making it a more interesting challenge.
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VII. Customizing the Tower and Companions:
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You are of course free to customize this mod in any way you see fit for your own personal use. It's your home afterall, so feel free to move the furniture around or replace it, just be careful about moving scripted elements like the tower elevator, as you could potentially break things.
As for customizing the characters, there are some notes about customizing armor included in the UL_Modder'sGuide.txt.
All of the companions (Verena included) are using Better Heads models. However, I have had one player running the game with no graphics replacers, who found that these heads were immersion breaking when all the other characters had Beth's original models. In that case I suggested replacing the heads with original Bethsada ones.
If you want to replace their heads to change their appearance, feel free to do so.
You can do this easily by finding the head you like, making a copy of it, renaming it to match the filename of Gavyn's, Sara's, or Verena's original head, and replacing the old file with the new one. Just make sure to back up the original heads, just in case.
Note: If you want to change Sara's hair, you must also change her tiara, which has to include her hair mesh so that she's not bald while wearing it.
This requires a bit of work in NifScope. There's more about it in the UL_Modder'sGuide.
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VIII. 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.
All add-ons have been cleaned with EE, as some required special care. Please do not clean these with TESTool.
Please make sure the additional requirements are met before loading any of these add-ons.
UL MWSE patch:
File: UL_MWSE_patch.esp
Requires: The lastest stable build of MWSE or MGE.
Adds MWSE scripting to a few things already present in UL.
Improves the companion's teleport scripting.
Improves the alchemy table so that all ingredients, modded or otherwise, can be added to the sorting table.
Improves the Bag of Holding so that the bag access link can be restored from interiors.
Improves the Rock Wand and turns it into a castable spell and removes all reliance on dialogue to change NPCs into rocks.
A separate readme is included for further info.
UL Primus MWSE Patch
File: UL_Primus_MWSE.esp
Requires: The latest stable build of MWSE or MGE
Adds improved teleport scripting to Primus.
Allows you to call him from anywhere, and also allows him to teleport with you anywhere, barring end-game cells and other places with teleportation bans in effect.
This is separate from the main MWSE patch because it is still a beta.
RoHT Compatibility patch:
File: UL_RoHT_Compatibility_1.4.esp
Requires: RoHT 1.3 or higher
Adds RoHT books to the library book sorter.
Adds teleport platforms to all the towers added by RoHT.
Adds scripting to the Telvanni Travel Scripting for leviation within the RoHT towers.
It is not required for RoHT compatibility. UL functions perfectly well with RoHT without it.
A separate readme is included for further info.
Soralis' Chess add-on for UL:
File: UL_chess_addon.esp
Requirements: None.
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. These are not required.
A separate readme is included for further info.
Amberfire's Book Jackets Add-on:
File: Uvirith's Legacy Book Jackets Add-on.esp
Requires: Book Jackets Morrowind, Tribunal, and Bloodmoon
This adds compatibility with Book Jacket's in the sorted books in the Library.
It is not required for compatibility, but it will make the sorter books look much better.
Special thanks to Amberfire for taking the time to make this for UL.
SriKandy's Alchemy patch:
File: UL_Srikandy_patch.esp
Requires: SriKandy's Alchemy (Bloodmoon Edition)
This plug-in adds all the SA ingredients to the main sorting table.
It also adds a respawning container to the storage room for SA ingredients.
It is not required for Sri's Alchemy compatibility.
The Lighting Mod Ambiance Fix:
File: UL_TLM_ambiance.esp
Recommended: The Lighting Mod
This alters the ambiance of all the new cells added by UL so that they look good with TLM loaded.
Uvirith's Legacy CoM add-on:
File: Uvirith's Legacy CoM Add-on.esp
Requires: Children of Morrowind
This turns Apprentice Gavyn and Servant Meiree into teenagers, as they were always kind of intended to be.
This is not required for CoM compatibility.
Ash Armor Divine Domina
File: UL_AshArmor_DivineDomina.esp
Requires: Divine Domina part 1 resources
This will suit up the female version of Ash-Kosh with Divine Domina armor.
Ash Armor Plankye
File: UL_AshArmor_Plankye.esp
Requirements: None
This will suit up the female version of Ash-Kosh with Plankye's female daedric cuirass.
Resources for this armor have been included.
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IX. 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 (Building up Uvirith's Legacy, by Artemis Fowl, makes BuUG available for UL players).
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 barely touched the exterior of Uvirith's Grave or the surrounding areas at all.
This mod is also fully compatible with Uvirith Underground.
Pozzo's RoHT Compatibility: A new compatibility add-on is included for RoHT 1.4.
This is still compatible with version 1.3, but not compatible with earlier versions.
As stated above in the add-ons list, UL is fully compatible with RoHT without it.
LGNPC Tel Uvirith: Fully compatible.
Uvirith's Legacy Beta: use LGNPC Tel Uvirith 1.2 UI
Uvirith's Legacy Final: use LGNPC Tel Uvirith 1.2
BUUG Compatibility: Use Atemis Fowl's Building Up Uvirith's Legacy instead. 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 been moved, 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.
BuUL does not include Uvirith's Legacy. It is meant to be compatible with UL, not replace it.
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: Uvirith's Legacy has been updated to include NoM 3.0 resources. If you are using any version of Nom, make sure the file is redated so that it loads after UL.
NoM 2.13: The final version of UL now has an add-on that adds backwards compatibility for older versions of NoM. What this does is add the old NoM scripts to the new NoM resources included in UL, such as the Telvanni oven. If you want to bake in your new tower you will have to load this. The patch should be loaded after UL and NoM.
The Beta version of UL does not require the NoM 2.13 backwards compatibility patch, since it still uses the old Dwemer oven in the servant's quarter.
NoM 3.0: Fully compatible. UL now includes several resources added in this version.
The Bathing Mod 2: Bathing Mod compatible objects have been added to all bathing areas of the tower.
Vampiric Embrace: The apprentice is fully VE compatible, and can be turned into a vampire child using VE's scripting.
Extra dialogue and behaviors have been added to the tower staff should you decide to turn them into vampires.
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.
Books of Vvardenfell: BoV 2.1 has the book Bloatspore Cultivation included. However, UL will disable the book available from Jobasha if the Zhariphel Mine quest is not complete.
Don't worry, you'll get another copy for free once you complete the quest.
http://www.gamesas.com/index.php?/topic/1092898-wip-uviriths-legacy/