If you could mod Vvardenfell...

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Arthmodeus
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If you could mod Vvardenfell...

Post by Arthmodeus »

Ok, what if, hypotheticly, the Devs only created the mainland of Morrowind and not Vvardenfell for TESIII? The TR project would start with modding Vvardenfell, but what would you put there? How would it differ from the real TESIII?


I'm interested on what Vivec City would look like.
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Post by Stalker »

More lively. I probably would have made scripted gondolas roaming the canals.
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Dexter
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Post by Dexter »

A while ago I saw a mod that removed the tops from the Vivec cantons, so that the plazas were open topped, like Molag Mar (if anyone know what this mod is or where to find it, please tell me). I'd have it like that, so that Vivec doesn't look so dead.
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Post by Stalker »

I don't remember the name of the mod but AFAIK it is on TESMODS.
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Post by Hermit »

Yeah, I have seen that too. Really nice mod, though they could have used some more models ... but I liked the idea a lot. Makes Vivec look a lot less like a downsized version of that city in Bladerunner, with all it's high-rises and no life between them.
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Post by Phaen »

Well, I would make Red Mountain much steeper, instead of Vvardenfell being just a big volcano (as the slope of Red Mountain pretty much starts at Seyda Neen.)
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CommonsNat
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Post by CommonsNat »

Dexter wrote:A while ago I saw a mod that removed the tops from the Vivec cantons, so that the plazas were open topped, like Molag Mar (if anyone know what this mod is or where to find it, please tell me). I'd have it like that, so that Vivec doesn't look so dead.
Yes, I've seen this mod too.

I wouldn't have made it too much different. It's good the way it is, except for Vivec which on the outside is like a ghost-town. :?
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Reply to Dexter's Vivec Canton Mod

Post by Azerathe Valen »

I know where the Vivec canton mod is.....
http://www.tesmods.net/modules.php?op=modload&name=UpDownload&file=index

Check it out, along with the 1000000000 of others.
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Post by Vernon »

I thought that was one of Nemon's mods, but I might well be wrong. :s

edit: Actually, I am pretty damn sure I was talking to someone on IRC about it. Aubustou would know...
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Dexter
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Post by Dexter »

Thanks goons, I found it.
By the way, I didn't mean to hijack the thread with my question like that.
To get things rolling again, if I could change anything about the original game, I would make the cities in real scale. I simply love cities (I've lived in Baltimore my whole life), and I think that there is a lot of untapped potential with the way cities are done now.
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Post by Nemon »

Vernon wrote:I thought that was one of Nemon's mods, but I might well be wrong...
I did a Vivec-mod, Nemon's Vivec Interiorator. But, unlike this mod, my mod added stuff to the original interiors of Vivec. From canalworks to plaza's, I added traders, NPCs and clutter. Each plaza got their own style, so to say... The mod mentioned above is NOT compatible with my mod, but it's great whatsoever, and a natural choice for me...
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AlphaFemale
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Post by AlphaFemale »

You mean besides the perpetual GWAR concert that would be going on in the Vivec palace?
I would like to see better NPC AI, and more options for your character. It would be cool if you could progress as a character without having to go on killing sprees all the time. And the acrobatics skill is horribly under-developed. I'm a gymnist in real life, and want to be able to do gymnastics in the game as well.
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Post by Stumpytheguar »

I'd make the landscape less boring. As I play the game, I see so many shading errors... pathing flaws... and yes, there are floating statics. It disturbs me more than you'd know.
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Post by Abramul »

Intelligent bandits/slavers. If my level 10 Argonian walks in, they should try punching me down, and selling me, not axing me. However, if my level 50 Dunmer marches in, they shouldn't attack until they have an overwhelming advantage.
Tamriel is an impossible place, built on impossible precepts. It's, frankly, a magic ball of sentient schizophrenia. --MK
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