Expands the Vivec Mages Guild to make it feel more like the regional hub of such a large institution while keeping the same feel of the original space.

Features:

  • Added Archmage’s Quarters to a new cell. NOTE: this room is full of loot that might be a bit much for one space but it is designed for “realism” and you’re supposed to only enter it once you become arch-mage or if you’re a higher-level thief (although 100-level unlock scrolls become a dime a dozen at about level 10 or so), when you’ll be swimming in loot already. The key is on Trebonius and can be pick-pocketed or picked up after you duel him, although the latter hasn’t been tested.
  • Added a small lecture hall for classes and guild meetings.
  • Added a library with most if not all of the common, non-skill magic, history, and religious books. Has a few of the more expensive magic-oriented books.
  • Added a kitchen/alchemical practice area with apparatuses and ingredients set out that are set to certain levels in the MG faction.
  • Added another sleeping area with 3 bunk-beds, 2 chests, and 1 armoire since, as the local hub of the guild, it needed more sleeping areas. I’ve kept it styled in the cheap style because of the bunk-beds and also because I figured it’s more for lower-ranked members passing through. The bunk-beds, chests, and side tables are set to MG faction-owned and useable by Associate rank and up.
  • Added a small storage closet in the entry room on the top floor.
  • Added 5 new NPCs to fill out the areas a bit. They are VERY bare-bones so I recommend MCA or another mod that adds NPCs to cells to fill out the original space more.
  • Updated/edited pathgrids to account for the additions/changes.
  • Lore-friendly.
  • Should work with OpenMW.

World Edits

Interior only overhaul of the Vivec Guild of Mages. Makes NO exterior cell edits and NO landscape edits.

Other Notes

Presumably compatible with most other mods that don’t change or affect the layout of the Vivec Guild of Mages.