Here are the major changes for UL 3.2, released just in time for Christmas. Download it from Great House Fliggerty.
If you're upgrading from Uvirith's Legacy 3.1, you will need to clean your save. Read the full instructions for upgrading here.
This mod turns Tel Uvirith into a fitting home for a mage lord and a stunning symbol of the Archmagister's power. This third generation Tel Uvirith mod, based on Uvirith Inside, does what Uvirith Awakened was trying to do before the project fell into limbo. Along with Rise of House Telvanni, LGNPC Tel Uvirith, and Building up Uvirith's Legacy, Uvirith's Legacy is now one of the four pillars of the ultimate Telvanni experience. I have worked closely with all modders involved in these projects to make the Telvanni experience as immersive and seamless as possible.
This mod began as an ever expanding version of Uvirith Inside, back when I decided to make the original mod compatible with Tribunal and Bloodmoon. I contacted DopeHatMan, and with his blessing the mod took on a life of its own.
New quests, new areas to explore, new magical artifacts, new tower services, and updated Uvirith Inside content, are all designed to make the daily life of a Telvanni lord more interesting. At this point, everything present in Uvirith Inside has been completely overhauled and expanded on, but is all present in some form or other. Scripts have been overhauled, quests have been expanded, and tons of dialogue has been added. It also contains tons of brand new content. You will find many new characters, quests, rewards, and areas to explore that were not present in Uvirith Inside.
Uvirith's Legacy 3.0 is the final version. I returned to it after retiring from the modding community, because I wanted to ensure that you all have the best experience possible. It is now available for download at Great House Fliggerty.
Version 3.0 overhauls the entire tower, with new meshes and textures to make it more stunning than before. You can even customize the rugs and bedding in the upper tower, in-game. Tower shipments have been expanded and rebalanced, and more dialogue, new areas, new robes, and easter eggs have been added. The biggest change is the secret lab in the upper tower, which has been expanded and moved into its own cell. There is also a new hidden storage area on the lower tower second floor, handy for those who would like to start living in their tower the moment it's built.
This site is divided into sections, briefly outlined here:
This mod is complimentary to other mods like LGNPC Tel Uvirith, Rise of House Telvanni, and Building up Uvirith's Legacy. I have worked closely with these modders to ensure complete compatibility so they merge seamlessly. It is sometimes difficult to tell where one mod ends and the other begins. Using these mods together will ensure your Telvanni experience is the richest possible.
Most quests are written for a hard-lined Telvanni, so they're a little skewed towards the dark side. You don't have to pick the evil choices of course, but the mod is much more fun that way. It is entirely possible to play through the whole mod as a neutral or good character, and I have even offered good options such as freeing slaves for the Twin Lamps. Don't worry about missing out on the more evil quests (there's only a couple). They're designed as roleplaying options, so there's no need to complete everything in the mod. You can still benefit from everything the tower has to offer without them. There are plenty opportunities for characters of all alignments.
Most quests are non-linear, time-based, and integrated into other quests. They're written for roleplayers, not power gamers, and I kept this in mind as I added quests, added functions to the tower, and created quest rewards. Characters involved will only tell you where to go and what to do to the best of their knowledge. Sometimes you have to wait for things to happen in the background; a missing a puzzle piece will fall into place as you do other things. Some quests can be started right away, but their continuation relies on completing (or at least getting to a certain logical point in) other pre-requisite quests. Some quests won't show up in your journal, or will show completion even though there may be more to them. In such cases, the quests are completely minor, optional, and rely on you stumbling on whatever you need to continue them. Sometimes I'll trap you, and you'll have to wait a moment for the next thing to happen (such situations are mostly done for comedy). I realize this may be frustrating to some. A full walkthrough is available here, and the still-very-much-alive Morrowind community is full of people who have completed runs through this mod.
In version 3.0 I've added some hidden areas, oddities, and "incidents" you might trigger. These are meant to be easter eggs of a sort, new discoveries to reward your curiosity, so they'll remain undocumented.
Quest rewards are meant to be unique, interesting, collectible, and suitable for a high-ranking Telvanni, but not too overpowered. I have tried to carefully balance all items in this mod. I have removed some loot present in previous versions, and rebalanced the rest according to feedback from beta players. I have minimized rewards giving the player things like stat boosts or destructive power. Such things can be acquired by many other means. Sometimes rewards will be meager, the reward being the journey itself. Sometimes you will end up paying out more gold to complete a quest than you get in return. These things are meant to be a money sink, such as your stronghold build. The value you get out of it is non-monetary. Many rewards are scripted items that allow you to do things not ordinarily available in the game, such as the weather control device or the rock transformation dingus.
And no, this mod does not have "unlimited quests," which is beyond the limitations of the game engine anyway (someone actually demanded this impossible request of me at one point). If you finish them all, you still have an awesome tower, which remains this mod's main purpose. Neither does this mod contain any massive faction based political upheavals, since RoHT already covers that aspect.
This mod, for the most part, requires you to join House Telvanni. Many options will not be available until you attain the rank of Archmagister, but there are some benefits to using this mod earlier, such as the Telvanni Teleportation Network, which any Telvanni can use after gaining a couple ranks.
For the non-Telvanni:
This mod is designed for the Telvanni faction, so most content is not available to non-Telvanni. However, if you're Redoran or Hlaalu, and just want to raid a cool tower, ok. I've added some features for you.
You can loot the Tel Uvirith Key from Raynel Uvirith. This will allow you access to some features previously unavailable, such as the tower elevator and secret lab. The tower centurions, dungeon hounds, and Llruvii the Hoarder will now attack any non-Telvanni on sight. The dungeon deep tunnels have been locked and trapped. Regular tower staff won't be welcoming, but weaker servants won't attack. No, sorry, they won't accept you as their new master if you raid the tower and decide to make it your own. If you want that, make an add-on for it. I've also made sure no quests will start that cannot be completed by non-Telvanni.
There are a couple random quests in the world available to players of any faction. Most Books of Daedric Summoning can be found in the game world. However, a few are only available through quest dialogue, which is unavailable to non-Telvanni players.
Areas such as the throne room and vault are not accessible to non-Telvanni players. Since Reynel Uvirith is not the Archmagister, these areas will never be built. There are plenty areas to explore, and and loot for any Hlaalu or Redoran raider. But if you want it all, you're just going to have to roll Telvanni.