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Go Back   GameBanshee Forums > Forum Categories > RPGs > The Elder Scrolls III: Morrowind

View Poll Results: I mayhave to make this Tribunal dependant. Do you have it?
Yes 26 83.87%
No 4 12.90%
No, but I'd get it to run your mod and others 1 3.23%
Voters: 31. You may not vote on this poll

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  #46 (permalink)  
Old 05-08-2007, 10:24 PM
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I don't know but as a bit of irony i have called my latest character Uvirith and will get the tower as i was annoyed that the other strongholds had matching names.

I've looked around and there seems to be no mention of him same for the other two stronghold owners
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  #47 (permalink)  
Old 05-09-2007, 01:17 PM
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The fact that the area is called "Uvirith's Grave" should be e bit of a giveaway as to why the owner of the new tower has a different name.

It would be nice to know what happened to Uvirith though, who she or he was, and what they did that was so terrible that they were buried in an otherwise unmarked grave in the middle of nowhere. Is there a book in the game that sheds any light on him/her? If not maybe ML can put his imagination to work and place a tome in the tower.
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  #48 (permalink)  
Old 05-09-2007, 02:13 PM
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Might try a search here for info..
The Imperial Library
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  #49 (permalink)  
Old 05-09-2007, 02:23 PM
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I already had a look there. The idea about the book is a good one and it would fit in nicely with a quest idea I have. Right at the bottom of the dungeon will be a velothi style tomb in which you will discover the buried remains of Lord Uvirith.
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  #50 (permalink)  
Old 05-09-2007, 03:13 PM
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I've sometimes wondered if there is a connection to the body you find right at the bottom of the dungeon. But, I somehow doubt it... unless the Telvanni have devised a way to preserve bodies so that they don't decompose....
Hmm.. Maybe the Telvanni, being prone to necromancy, have a secret passion for embalming

Seriously, I've looked around several times, and there just doesn't seem to be anything conclusive out there on the identity of Uvirith. Makes me wonder if the developers had intended to add something to the story but it was omitted or forgotten..

That's certainly the case with a number of things in the game...
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  #51 (permalink)  
Old 05-10-2007, 11:14 AM
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Greetings. I stumbled upon this thread while googling for an ancient Uvirith mod (Village of Mora Uvirith) and feel I should commend and comment on this work in progress.

The screenshots look wonderful and I'm eagerly waiting for more. I just hope it will be compatible with Town of Uvirith (best Uvirith town mod so far).

Finally, while there has been no official word about the "real" Uvirith, there is another mod around which has an - imho pretty good and very lorefriendly - history of him in a book: Rise of House Telvanni - Planet Elder Scrolls

Other appearances in Uvirith mods typically have him as a vampire who is quite hostile.
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  #52 (permalink)  
Old 05-10-2007, 12:07 PM
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Unfortunately this mod will be incompatible with town of Uvirith but tell me what you like about TOU and I will do my best to get it in. In my opinion town of Uvirith was bit dodgy especially with path grids though a few of the quest ideas were good. Thank you for the compliments. I feel so proud.

Welcome to the forums BTW.
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  #53 (permalink)  
Old 05-10-2007, 12:19 PM
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@ML,
I really like Town of Uvirith, I'm running through it for the second time right now actually. What I especially appreciate, though, is the concept itself. To my mind, especially when you consider the towers of the other Telvanni lords, it makes sense that you, as Arch Magister, would attract a settlement.
So, basically, if your mod conflicts with Town of Uvirith, I'd strongly suggest creating a little community around it, ideally one that develops organically like ToU. Quests would be good too.

My one criticism of ToU was (minor spoiler - highlight) the initial premise of a wandering (and obviously powerful) Telvanni mage who requests to rest overnight and then asks to build his home next to your own...
That just doesn't seem very Telvanni-like IMO...
So, if you were to add a small 'village' you might want to consider something a bit more realistic.
Just a thought anyway, obviously, do with it what you will.
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Last edited by dragon wench; 05-10-2007 at 12:22 PM.
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  #54 (permalink)  
Old 05-10-2007, 12:26 PM
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Quote:
Originally Posted by Magelord648 View Post
Unfortunately this mod will be incompatible with town of Uvirith but tell me what you like about TOU and I will do my best to get it in. In my opinion town of Uvirith was bit dodgy especially with path grids though a few of the quest ideas were good. Thank you for the compliments. I feel so proud.
Well, I mostly liked the town aspect - the layout (love the root-stairways) and the people (except for the slave market, which had no good connection to the rest of the town). I kinda regretted that once the town was finished, there was nothing to do but watch them walk around and bump into walls, though.
No matter how big the tower itself became (even with the Uvirith Awakened Prealpha, which crams everything and the kitchen sink into that thing), it felt kinda lonely. ToU helped with that.

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Welcome to the forums BTW.
Thank you!

Last edited by Mantakalar; 05-10-2007 at 12:33 PM.
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  #55 (permalink)  
Old 05-10-2007, 01:55 PM
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A welcome to the forums from me too Mantakalar


@ML,
Another thought, though I have no idea if it could be implemented.
While mods like Green Uvirith exist, what bothers me about them is the unliklihood of having a veritable oasis in the middle of an area that looks like a blasted heath...
Yet, I do occasionally wish the tower's situation was not a bleak wasteland. Would it be possible to insert a set of conditions that enable the player to somehow "greenify" Tel Uvirith. For example, maybe the PC, an incredibly powerful mage, would be able to harness and control tremendous energies that give rise to lush growth and fine weather. But... this would not occur until the main quest had been finished (logical for obvious reasons), the PC has attained the rank of Arch Magister, and has reached Level 100 in Intelligence, Willpower, Alteration and Mysticism.
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  #56 (permalink)  
Old 05-10-2007, 03:40 PM
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Unfortunately you can't change the ground textures. As for the community I plan to make more than 3 commoners like in TOU so no worries there.
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  #57 (permalink)  
Old 05-10-2007, 06:19 PM
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I would be nice as in the normal tower (which is huge) there is nobody except for that one dwemer ball. I think having some poeple that are around and would barter etc. Maybe a body guard/servant with a quest or 2....

Or tells you a rumor that a man came in in armour and now we can't find him. (he's plundering the dungon!) you can kill him or hire him just something fun.

Plus a storage room just full of crates barrels etc as it would help with the massive amount of stuff people tend to store on thse places
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Old 05-11-2007, 06:43 AM
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How much in the way of choice are you going to have? Being able to choose who stays in your town and what services are offered would be cool...

Perhaps an alchemy garden - where you can grow different plants for ingredients - would be a good idea. A bit like the one in the wizards tower mod in oblivion...

Can you script companions? If so, it might be worth having a something to permanently summon daedra/undead to guard your tower/follow you...

You might also want to create a compatibility mod for Morrowind Comes Alive, or you may get people spawning in funny places... The simplest way to do this would be to disable MCA for the area, but you could cause NPCs to spawn in bars and shops...
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Last edited by Greg.; 05-11-2007 at 06:54 AM.
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  #59 (permalink)  
Old 05-18-2007, 12:19 PM
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Quote:
Originally Posted by Greg
How much in the way of choice are you going to have? Being able to choose who stays in your town and what services are offered would be cool...
I hope to give the player lots of choice and as a twist I'll let the game decide for itself in one quest where two will duel to the death to be accepted into your home. (Maybe give the PC a chance to sway the odds as well.)

Quote:
Originally Posted by Greg
Perhaps an alchemy garden - where you can grow different plants for ingredients - would be a good idea. A bit like the one in the wizards tower mod in oblivion...
Sounds like a good idea. I'll look into it. As long as it isn't to tricky to script. (While on the subject of scripting) I'd like to publicly thank Galraen for helping me with the script in the vault.

Quote:
Originally Posted by Greg
Can you script companions? If so, it might be worth having a something to permanently summon daedra/undead to guard your tower/follow you...
I could try. I'm not to keen on companions myself but there's no harm in trying for other people.

Quote:
Originally Posted by Greg
You might also want to create a compatibility mod for Morrowind Comes Alive, or you may get people spawning in funny places... The simplest way to do this would be to disable MCA for the area, but you could cause NPCs to spawn in bars and shops...
I'll look into that after creating the vanilla version.
That's greg done.


Quote:
Originally Posted by AmpaSand
It would be nice as in the normal tower (which is huge) there is nobody except for that one dwemer ball. I think having some poeple that are around and would barter etc. Maybe a body guard/servant with a quest or 2....
All the people are in the town or dungeon. No moving Dwemer balls. They get stuck.

Quote:
Originally Posted by AmpaSand
Or tells you a rumor that a man came in in armour and now we can't find him. (he's plundering the dungon!) you can kill him or hire him just something fun.
Already had a similar idea but i was more planning him jumping out on you. Meaning you need quick thinking. Maybe you follow clues to an employer who will become intimidated and will give you a free bodyguard. (Who then tries to kill you) but then when nearly dead he will be knocked down and offer to join you. You accept and he joins you or refuse and finish him off. Or leave him and he will randomly attack you in your sleep until you finish him off or hire him. (Maybe he gets turned into a vampire if you leave him.) So the merciful can get a slightly powered up companion.

Quote:
Originally Posted by AmpaSand
Plus a storage room just full of crates barrels etc as it would help with the massive amount of stuff people tend to store on these places.
That's what the spare room was. Maybe I'll return it to that then.

Greg /
AmpaSand /
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Last edited by Magelord648; 05-19-2007 at 10:57 AM.
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Old 05-19-2007, 07:23 AM
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Lord Uvirith has awakened! And he's angry!

http://i70.photobucket.com/albums/i9...orduvirith.jpg

Uvirith Awakes! Does that sound like a good name?
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Last edited by Magelord648; 05-19-2007 at 03:28 PM.
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