This mod makes compatible Lived Towns - Seyda Neen, Vvardenfell Expanded - Seyda Neen Slums and Seyda Neen Harbor mods. Moreover, it allows better compatibility with optional mods listed in the detailed description section. Read the attached article for compatible mods!
(Optional) Requires the original Darvame's House files for the edited version; either use the included default Alcoholics Guild, or download the optional edited version for Neenhouse and Friends and Foes.
Either use the default/original version or the edited version I made. There's almost no visible difference.
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
TheMWDoogster for Drunk Fargoth, which I modified to work with the rest of the mods without breaking immersion.
L'areal for "Neenhouse" mod, the author nowhere to be found on Nexus now.
TelShadow for several mods listed in the article + some modified optional files (Better Docks).
skil8 and jsp25 for the Seyda Neen Houseboat mod (the edited version is stand-alone but is supposed to be loaded with the Slums mod!)
Queenkeely for the Seyda Neen Underground Home mod (the edited version is highly recommended, especially if you use extra traders/NPCs that may spawn next to the signposts)
Antiscamp ([email protected] ?) for the Alcoholics Guild (Also, thank you, Kolodets, for finding this mod!)
samurai for Darvame's House mod
And, of course, all these wondrous people who made the optional mods.
Donation Points system
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Changelogs
Version 1.0.6
[Optional] New quests, countless fixes and changes to the optional Underground Home Patch mod (view Readme 1.0.6). Next version will be uploaded as a new separate mod and removed from here..
Version 1.0.5
[Optional] Many updates to the optional Underground Home Patch mod. I rebuilt (imitating the original) almost every element of the interior cell among other things.
Version 1.0.4
The docks ESP is unchanged, some minor changes to Lived Towns and Slums ESPs. Huge update to the optional "Underground Home" file.
[Optional]: the Underground Home mod: added many changes, including a new vampire quest (clan Quarra). Check the file's "Readme" for more info.
Version 1.0.3
Several minor changes, better compatibility with the edited version of Darvame Hleran's Silt Strider house by samurai.
Version 1.0.2
Several small fixes, including compatibility with TelShadow's Haunted Shack mod.
Version 1.0.1
Fixed the argonian Knows-It-All shaking glitch (caused by model collision) inside the pub. + several minor fixes. Cleaned the files.
Version 1.0.0
Added basic fixes to exteriors. No scripts/NPC/dialog changes.
This mod makes compatible Lived Towns - Seyda Neen, Vvardenfell Expanded - Seyda Neen Slums and Seyda Neen Harbor mods. Moreover, it allows bettercompatibility with optional mods listed in the detailed description section.
---Installation---:
1) Delete the original [Lived Towns - Seyda Neen.esp] and [Seyda Neen Docks.esp], either keep or delete [Seyda Neen Slums.esp].
2) Copy-Paste files into your Morrowind/Data Files folder. Either keep the original [Seyda Neen Slums.esp] or replace it with my edited version.
Don't use both at the same time!
Note: when updating the patch from the previous version, it's mostly safe to continue with your current game. All this patch does, it adjusts some objects here and there (some minor fixes in NPCs are quite rare), so it won't influence your stats, quest progress, etc. I won't change the *.ESP name ever, so that the game still reads the files as the same. Feel free to just update the files and keep on playing.
LOAD ORDER:
1)[ Lived Towns - Seyda Neen_Patch.esp] (replacing the original mod)
2) Edited version of [Seyda Neen Docks_Patch.esp] (can be disabled/replaced if TR or abot's boats ever interfere with it in future updates!)
3) Either the original version or my edited version of [Seyda Neen Slums.esp]. I've tried to change as few elements as possible in this mod. One won't even notice some subtle changes. So, the original is mostly compatible.
4) All the other optional mods listed in the article.
Q: Why was this "mod" needed? A: I love Daggerfall. I love large cities/towns in games. The mods listed here make Seyda Neen huge in comparison to its default state. However, some of these mods don't work well enough together to my taste. So I've decided to fix some minor visual problems, WITHOUT editing any scripting/dialog/etc. of the original mods. I'm trying to keep these mods "patched" yet as faithful to the original vision of each author, as possible. So, my goal isn't to change anything, unless it's required to make everything work together.
IMPORTANT:
This is the first time I edit landscape/scenery, etc. in TES construction set, so it's very likely I could've missed some elements that require fixing. I count on your feedback to polish this patch. I focus mostly on exteriors. I use OpenMW for testing. Please, let me know, if it works differently in normal Morrowind.
P.S. Read the attached article for compatible mods to use on top of this patch! Some of its elements were specifically redesigned to be used with them. All these mods are meant to be played together, as a bundle.