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Wyrmhaven v1.2 by Neoptolemus - Tribunal & Bloodmoon Required
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Wyrmhaven is a tiny island far to the west of Solstheim, claimed at various times by a clan
of Chimer fleeing the wars with the Dwarves, a fire-breathing dragon, a band of Nordic exiles,
the Breton Kingdom of Farrun, and the Septim Empire. The closing years of the Third Era see a
rich trading port run by a corrupt Imperial Governor, who uses the North Empire Company as a
front for smuggling contraband throughout the northern provinces. With the Wyrmhaven Imperial
Legion firmly in the Governor's pocket, pirates and smugglers operate with impunity, and only
the embattled Order of Kynareth preserve any semblance of law and order. Will you take the
oath and earn your place among the Knights of Kynareth, joining their battle against injustice
and corruption?

To travel to Wyrmhaven, talk to Gilfanon on the ship south of Hla Oad.

This patch will not invalidate your saved games, but if you are using MGE you will need to
recreate your statics.

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FEATURES:

A new landmass covering roughly 5 x 5 cells.
A large Imperial-style port town with 60+ interiors, including a purchaseable home.
A new faction, the Order of Kynareth, with 26 quests.
250+ NPCs.
20+ new creatures.
A ton of new meshes, furniture, tilesets, misc items, animations, etc. See credits below.
Also includes a separate esp file to generate grass with the Morrowind Graphics Extender
(requires Vurt's grass meshes).

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CHANGES IN v1.2:

- Shifted the troll for the troll heart quest so he doesn't get stuck on the trees/rocks.
- Moved Sir Edgar into a corner so he doesn't get in the way.
- Added a few new goblin variants.
- Fixed the rotation on the Phyrinxian Grimoire mesh.
- The Cure Lycanthropy potion mesh is no longer massive.
- Some quest-specific rumours will now come up when you are doing the quest.
- Fixed a ton of grammatical errors in the dialogue.
- Replaced the Imperial floor tile textures so they are less bright.
- Changed the Gas Arrow mesh to one based on the Glass Arrow, instead of the Iron Arrow.
- Added two new Mummy variants, borrowed from The Undead v5.0. Also increased the Mummies'
  weakness to fire from 50% to 100%.
- Replaced the Boring Beetle mesh with a better one.
- Set Sir Uldor to Corpse Persists so you don't break his quest if you enter Chimeranyon
  too early.
- Sir Uldor's temporary coffin now disappears correctly after his tomb is built.
- Reduced the value of Legatus Appius' claymore.
- Replaced the North Empire Company guards' ebony weapons with silver ones.
- Replaced the ugly black cloak that appears in the final quest with a nicer looking
  brown one.
- Fixed some issues with the Black Knight's cuirass mesh.
- Manfred is now slightly easier to find.
- Manfred will no longer give you the North Empire Company ledger before the 24 hour
  waiting period has elapsed.
- Tweaked the script on the interior window lights so they will only glow when the sun is
  actually shining outside.
- Eriol will no longer rat out the possible murderers, since he's sitting in between two of
  them.
- Made some minor changes to the port area to improve fps, including removing the Dunmer
  shipwreck. Two Dunmer ships is enough for what's supposed to be a Breton port.
- Fixed an instance where the market stalls would show items for sale while the shopkeepers
  were disabled if the weather was foggy.
- Retextured a few buildings in the town, including the Governor's Manor and the tavern.
- Replaced the Mudcrabs along the shoreline with Sand Crabs, which are smaller and have a
  different texture.
- Replaced some of the Frost Atronachs in the Temple of the Grinding Ice with Ice Golems
  from my Golems mod.
- Fixed a bug where you could steal back the fake skooma after you had planted it in the
  crates, but still finish the quest.
- Prisoners will no longer donate alms for the poor.
- Changed the knights' tabards to the versions used in MCA v8.0.
- Removed some floating and underwater grass in the add-on for MGE.
- Numerous other tweaks and fixes that aren't important enough to list.

CHANGES IN v1.1:

- Added the missing troll sounds.
- Fixed the missing spider texture.
- Manfred will now give you some Fortify Marksman potions so you can still use the Gas Arrows
  if your skill is low.
- Fixed a heap of scripting errors that abot kindly pointed out to me.
- Fixed the "Not able to find Wrist part in _WYRM_a_black_wrist" error message.
- Fixed the new tree meshes so they don't glow in the dark (thanks abot).
- Alboin will now sell you Eadric's Tower.
- Corrected the material property of the church tower interior mesh so it properly reacts to
  light sources.
- Fixed some typos.

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BUGS/CONFLICTS:

The Wyrmhaven landmass is a looooong way from Morrowind, and unfortunately suffers from the
'shaking bug' which occurs in exteriors that are too far away from cell 0. You may notice
your characters hands and weapons vibrating slightly, and sometimes NPCs shake a bit too. This
could have been fixed by moving the island closer, but I wanted it to occupy the correct
geographical location to keep it compatible with future province mods, although I may need to
shift it slightly once 'Skyrim: Home of the Nords' is complete. Apparently this bug is fixed
in OpenMW, so once we have a stable version of that we won't have to worry.

Wyrmhaven is also not visible on the in-game map (even if you are using the Morrowind Code
Patch map fix), which is another result of it being located so far from cell 0. I don't see
this as much of a problem, because the island is pretty tiny. This will also probably be fixed
in OpenMW.

There is one potential CTD that I have been unable to eliminate. Without giving anything away,
in one of the later quests you will have to climb a rope onto a ship. When you do this it
runs a fairly intensive script that can crash the game. If you quicksave BEFORE you activate
the rope and then reload, it won't CTD. I don't know why this is.

Another issue is low fps in the Wyrmhaven town. Morrowind wasn't really designed to handle
that many meshes in one cell, so it will chug a bit on an older computer (and some new ones).
I've already trimmed as much as I want to, so um... deal with it?

Finally, it is recommended that you have Taddeus' 'On the Rocks!' for the West Gash installed.
The landmass was built with this mod enabled, and although it is fully playable without it,
you will see some weirdness (like the shading on the ground not matching up) if it's not
installed. And unless your computer is ancient there is really no reason not to.

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CREDITS:

abot: Scripting fixes.
Adul: Two-handed sword, cutlass and hunting knife.
Alaisiagae: Nordic drums.
Alcar: Imperial tileset meshes from 'The Imperial Meshes Pack'.
Arcimaestro Antares: Animations in 'AM' folder, Hill Troll.
Asylum: Brass containers, textures for bronze furniture, common bed, cabinet and chair.
Barbarus: Manticore head, Imperial fireplaces and crypt meshes, Imperial building textures.
Braddock: Pirate coats, trousers and boots in 'JB' folder.
Cait: Farm animals in 'Cait_Farm' folder and associated sounds.
Clavis: Door mesh in 'KEY' folder.
Connary: Zombie and Mummy textures.
Craigor: Drowned Ghost creature.
crazyboy: Viking ship mesh, Nord round shield mesh.
Cyborg: Large ship mesh.
Daduke: Bronze helmet meshes.
Dale Stocker: Manticore wings.
DarkSharp: Hair in 'DarkSharp' folder.
DecadenceNight: Map of Tamriel, borrowed from his DeviantArt page.
dejawolf: Black Knight helmet, Governor's Guard kettle hat.
Dongle: Glass door, windowjambs, harp, harpsichord, daedric cage, galleon, water meshes.
Don Salus: Heads in 'DON' folder.
Elthar: Nord round shield texture.
Emma: Heads in 'Emma' folder.
Eternum: Heads in 'ET' folder.
GhanBuriGhan: Sitting pants mesh, drumming sound.
GhostNull: Particle arrows, Imperial tileset meshes in 'GN' folder.
Gorg: Heads in 'FP' folder.
Happyhannah: Tabard mesh.
Hellkitty: Heads in 'HK' and 'HKT' folders.
Jeremy McGuinn: Kynaran armor and robe.
Kartikeya: Wolf mesh in 'JMN' folder.
Khan Raider: Bastard sword.
Koniption: Bomb mesh.
Korana: Absinthe bottle and ghost galleon.
LadyE & Proudfoot: Spider, cat, drummer, apple.
Launcelot: Daggerfall books from 'Daggerfall Book Collection'.
Lingarn: Scamp Shaman particle effect, Black Knight's sitting animation.
Lochnarius: Ancient and ornate chest meshes & textures, bronze ingot mesh.
LordBerandas: Ballista wheels.
Lord Yig: Fantasy tapestries.
Mighty Joe Young: Junk (ship) mesh, slightly modified by myself.
Miltiades & Playable Dremora team: Dremora meshes and textures.
Minamir & Plangkye: Iron stove in 'MNR' folder.
ModMan: Amber ingredient.
Momo: Ballista base taken from 'Momo's Crane Resource'.
Mr. Dave: Female dremora head.
Mykul: Hood mesh and icon.
Ndib: Trees, with modifications by Melchior and textures by Vurt.
Nicholiathan: Desk mesh in 'NI' folder.
Nimrod Flamehair: Shop signs in 'N_F' folder.
Phaedrus: Lights and chandeliers from 'More Lights'.
Proudfoot: Round shields, morningstar, ghoul head.
Psychodog Studios: Dremora body.
Ren: Hair in '1Hs' and 'Louis' folders.
Rhedd & Allie: Heads and hair in 'BG' folder.
RX31: Dancing animation.
Silaria: Vases in 'Silaria' folder.
Snakebitten: Quiver mesh.
TextureFreak: Tapestries and rugs in 'f' folder, tilesets in 'TF' folder.
Thann: Berserker axe.
TheHolyWraith & LadyE: Minotaur.
The Wanderer: Glass bottles, vases and shackle mesh in 'wl' folder.
UQForgotten: Heads in '1HS' folder, wooden longbow texture.
WildKarrde: Potbelly stove and pipe organ in 'WK' folder.
Wormgod: Heads in 'GT' folder.
Zyndaar: Longbow mesh, modular common tileset meshes, castle meshes from 'Freedom Keep'.

Wyrmhaven uses a HUGE amount of community-made resources, and although I did my absolute best
to list them all, there is a small chance I may have missed a couple of things. If you notice
something that is not on the list, please let me know so I can add it.

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PERMISSIONS:

You know the rules. Use what you like, but credit the original creators (and don't use in
anything other than a Morrowind mod!). The exceptions are Jeremy McGuinn's Kynaran armor, and
the ballistas, which use parts from Momo's crane. These are only included in my mod with the
authors' permission.

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