---------------------------------------- Vivec Expansion 2.0 ---------------------------------------- ***Current Version is not dependent on Tribunal or Bloodmoon*** ---------------------------------------- Version History: 2.0 Much has changed and much has been added. Fixed problem with water levels inexplicably rising in some houses in the Outer City in Vivec. Rebuilt Msilivil's outdoor shop for better FPS. Reworked dialog to be cleaner. Reworked the Cammona Tong quest line scripts to be more reliable. Fixed various dialog typos. Clarified some of the dialog to make the storylines less confusing. Built a lengthy quest based on the 'prophet's letter', which didn't really have any purpose in previous versions. Added a few miscellanious quests. Added new building, the 'Vivec Hostel' to the beach near Msilivil's shop. 1.31 Mod is now TRULY non-Tribual (damn GMST issue this has been a pain in the butt!) 1.3 Removed messed-up GMST entries that result when you try to load a mod in the editor without Tribunal.esm. 1.2 Removed numerous miscellanious statics to impove FPS (probably not very much though). Rearranged some dialog greetings to ensure that quests are given (thanks to Robertus Flanningtus for pointing out the problem). Added hint to one of the quests to make it more accessible (as requested by Ian "TheShadowDawn" Lyell). Removed NPC ownership from boathouse key. 1.1 Removed faction membership from service NPCs to prevent service refusal. Altered the AI setting of a few NPCs to prevent falling off docks. ---------------------------------------- Things to consider when using this mod: 1. Since almost everything sits over the water, some NPCs may inevitably fall through the cracks and end up swimming. If this happens, just hit ~ and type in "ra" (minus the quotes) to reset the actors to their initial positions. You can also try sleeping, as this sometimes resets NPCs back onto the path-grid. This flaw pissed me off immensely, and I tried to create a script to prevent it from happening. It couldn't get it to work though, so unless someone can tell me how to fix the problem it's not gonna get fixed. I did make sure that no essential NPCs are going to be prone to having this problem, since it happens mainly with wandering actors. 2. Feel free to KILL ALL PICKPOCKETS. The more you kill, the less will be around to drag down your FPS. Pickpockets are disabled during the day so that they only roam around at night. If you find that an exterior area is exhibiting lower FPS than usual it may be due to a pickpocket that is disabled nearby. Because some AI computations and scripts continue to operate even while an actor is disabled, slow-down can occur even if you don't see the actor. I tried to work around this too, but you are still best off simply killing the suckers when they try to steal your stuff. 3. If you don't like the pickpockets, you can eliminate them all very easily. Go into the TESCS, open the mod, and delete the leveled creature called "_vivec_pp_RD" and save the mod. [EDIT: If you have already encountered a pickpocket, the reference may still exist in the game. You can either edit your save game to get rid these left-overs, or just kill 'em.] 4. USE THE FPS OPTIMIZER for heaven's sake! It will greatly reduce the degree of FPS bog-down the mod creates. The Optimizer is also great for increasing performance on not-so-hot machines, like my own. 5. This mod should be compatible with just about any other mod that does not place stuff in the exterior cells in VIvec. So far the only mods I know of that do this are the 'Dwemer Warship' mod and the 'Japanese House mod'. No extisting objects were changed in any way. Where different items than what came with Morrowind.esm were necessary, they were made anew with unique IDs. 6. Apparently there is a bug in the new float script used by Tribunal that causes the object to which the script is applied to rotate beyond its normal range and to stay skewed. You may come across objects that use the script (like floating boxes, barrels, and gondolas) floating at wierd angles. This is not a problem caused by my mod. You have two options to fix this: (a) you can fix the script in the editor, or (b) click on the object in question while playing and type "setatstart" (minus quotes) into the game console window (opened by hitting ~). If you manage to rewrite the script, please let me know, as I would like to include it with a future version of this mod in a separate .esp file. [EDIT: There is now a mod called 'Sinking-Gondola Fix' that solves this problem. Get it at the Summit.] 7. I don't particularly recommend unistalling the mod in the middle of a game. However, if you do so and encounter left over stuff from the plugin, you can get rid of the references by opening the console, clicking on the object in question and typing 'disable', and then 'setdelete 1'. This will make the object invisible and will erase the reference the next time a save is loaded. ---------------------------------------- The Ravings of Hoghead: Well, it's been a long time coming, but I've finally finished this project. I approached this mod as though I was trimming a frickin' bonzai-tree, perfectionist that I am, and this approach has yielded what I consider to be a mixed result. Because of the attention to detail that I have put into it, the Vivec Expansion is certainly not as extensive as I would like it to be. By this I am refering to the scope of the addition. I wanted to put a whole lot more stuff into the game, but...I sort of ran out of steam. After months of conceptualizing, placing, fixing, testing, learning, and fiddling, I simply do not have the time or energy to make the mod more comprehensive. Not to say that it is incomplete. (I did just say that I was a perfectionist, didn't I?) The mod is a finished thing. I just wish I had had the resources to make it BIGGER. Although maybe if ya'll push me hard enough, I'll consider doing an expanded version. FPS in Vivec were of course also a limiting factor. I had to scale it down somewhat when things got too choppy, which pretty much pissed me off. Also, I am no experienced modder, although I have learned a heck of a lot. So here is what you get: a decent number of very carefully designed additions to the exterior to the city of Vivec, new interiors, NPCs to populate the new stuff, a new dungeon and a few quests. [EDIT: Version 2.0 offers quite a bit more. New quests, new NPCs, better scripts, more unique dialog, a big-ass dungeon, a nifty boss-battle (very, very tough - maybe even harder than the lich from Firemoth), a new building, some unique rewards for your trouble and some other crap I can't remember.] I give my thanks to Mephisto for helping me with the interiors and giving me feedback. TheLys also deserves a huge thanks for hosting my preview pics. Thanks Lys! [EDIT: I also have to thank GBG, without who's 'MW Scripting for Dummies' manual I would not have been able to get this damn project finished. Hooray for targeted scripts!] Also, I want to thank everyone who took the time to email me their thoughts about the mod while I has working on it. You all have waited a long time for this thing, and I hope it is worth the wait. And lastly, thanks to all of you that downloaded this mod. -Hoghead the Horrible ------------------------------------------ Let me know what you think...I'd like to know if I actually managed to produce an entertaining mod. Send your questions, comments and bug-reports to rd1@usaairnet.net. Thanks for downloading!