*****************************************************************

                   The Elder Scrolls III
                       MORROWIND: 
            Nevena's Twin Lamps & Slave Hunters

Requires Morrowind Only.
	   		
*****************************************************************

Version 1.5

This plugin includes: A complete fleshing-out of the Twin Lamps
faction, building on the few existing quests that shipped with
Morrowind and leading up to Abolition in Vvardenfell.  Also,
introduces the Slave Hunters faction.

As a general overview, it incudes: two new classes, one new
faction, 3 new books (one of which is baaaad), ~20 misc notes,
~ 20 misc items, one new bed and a printing press (Dongle's), 
underwear, a skooma still 'Easter Egg' with a couple hidden new
recipes including one new ingredient, two new weapons found via 
quests, ~50 NPCs, ~40 scripts, roughly 100 faction quests & 
subquests, a quest NPC with 100 random "restocking" quests, and 
probably more.

Also, every single slave in the game I could find is now able to
be freed (though some require you to be on a quest first).  The 
keys are placed either on a logical owner, or nearby.  If you do
the right quests for the Twin Lamps, you'll get a "special key".

For Screenshots, visit Nevena's Quick & Dirty Morrowind Page at:
http://home.bellsouth.net/personalpages/PWP-Nevena

CHANGES -
1.1 - Corrected typos, including in the Undelivered Mail quest.
      Made sure all MW's slave keys were actually placed in the game.
      Added more Slave Hunter dialogue options to more factions.
      Now slaves only have a 50% chance to know where a safehouse is.
      Changed one of the Skooma Still recipes. (See Part 5.)
1.11- Corrected a typo that interfered with Ilmeni Dren's quests.
1.12- It appears it wasn't a typo, but a corrupted plugin that 
      has caused odd errors for some players.  Also tweaked some
      dialogue while reconstructing the plugin.
1.5 - You may now access the inventory of all freed slaves, owned
      slaves and recaptured slaves IF you have Tribunal installed.
      You may now find out about the Twin Lamps after freeing only 3
      slaves (there are 3 in Addamasartus), and one of the slaves in
      Addamasartus will know of the closest Safehouse.  You will only
      need to free 10 slaves total to be told the password to the Twin
      Lamps.  Also, a number of little glitches were resolved.

Index:
1. Installation
2. Playing the Plugin
3. Saved Games and Compatibility
4. Credits & Usage
5. Details of Contents (Includes Spoilers)
6. Dev Tools (Cheats for the Impatient)


*****************************************************************

     1. INSTALLING THE PLUGIN

*****************************************************************

To install the plugin, unzip the files into the 
Morrowind/Data Files directory. From the Morrowind Launcher,
select Data Files and check the box next to:

   Nevena's Twin Lamps & Slave Hunters 1.0.esp

The files included in this mod should unzip as follows:

[Data Files]
-> Nevena's Twin Lamps & Slave Hunters 1.0.esp
-> [Icons]
--> [Nevena]
---> underwear.tga
-> [Meshes]
--> [Nevena]
---> DontReadMe.txt
---> Furn_CanopyBed_01.NIF
---> Furn_Press_01.NIF
---> Pants_Expens_3_GND.nif
---> TK_under_Groin.nif
-> [Textures]
--> File
---> Tx_Fabric_Veil_01.dds


*****************************************************************

     2. PLAYING THE PLUGIN

*****************************************************************

Due to the extensive modifications to the SlaveScript, you will 
need to create a new game to enjoy this plugin.  You may select
one of two new classes if you wish.  The Freedom Fighter travels
unarmed and unarmored, relying on stealth and a quick tongue to
rescue the oppressed.  The Slave Hunter is more forward, using
medium armor and a longblade to accomplish less noble goals.

You can learn all the public knows about the Slave Hunters guild
at the beginning of the game.  Discuss everything Sellus Gravius
has to say, and then talk to one of the Slavehunters just outside
of Seyda Neen.  You may join the guild with any of the SH
questgivers, including the one in the tower by Seyda Neen.  As
you move up through their ranks and go on their expeditions, you
will find that their public face doesn't reflect their true goals.
If you don't wish to join them, you may still use the 100 Random
Quests NPC in the SH HQ, and bring slaves to their Slavepens for
money and some faction changes. ( See Part 5. for details )

The Twin Lamps are much harder to learn of, much less join.  I
followed the lead of the original Morrowind, and that means you 
will need to rescue at least 15 slaves before you may learn the
secret Twin Lamps password that will allow you to join the Twin 
Lamps.  You will then need to locate one of the TL questgivers
to join, and will have to rise in rank before they will trust
you enough to divulge the locations of the other questgivers.
However, you may still guide slaves to their Safehouse locations,
and these slaves will eventually give you hints on where to find
them.

Though the Slave Hunters have several trainers and merchants,
both of the factions in this plugin lack the extensive guildhalls
and services that other factions in the game have.  This is 
intentional due to their nature -- the Twin Lamps must be small
and lean to preserve its safety, and the Slave Hunters are new
and rather self-obsessed.

PLAY TIPS -

* Do not kill any NPC in any town unless you've been told to for
  a quest (by this plugin or MW).  This will make sure you'll be 
  able to experience all possible quests in this plugin.
  
* If you kill the head of a faction (except Camonna Tong), try to
  become head of that faction.  It will make one quest-line more
  fun.
  
* Do all of the Twin Lamps quests before going for Abolition.  Any
  quests left incomplete at Abolition cannot be completed.
  
* Unlike the factions in Morrowind, if you become the head of the 
  Slave Hunters, you can still do all of the quests still remaining.
  This is because you're not just running errands, you're going on
  expiditions (well, and errands, but they like to use cooler-
  sounding words to feel important).  This is because everyone has
  to earn their share of the profits, including the Huntmaster.


*****************************************************************

     3. SAVED GAMES & COMPATIBILITY

*****************************************************************

This plugin will experience conflicts with saved games.  It is
highly recommended you create a new game to play.

Modifications were made to several NPCs, which were generally
adding a simple script or items to their inventories.  See Part 5
for full details.


*****************************************************************

     4. CREDITS & USAGE

*****************************************************************

Created by Nevena
nevenates@bellsouth.net

Special Credits:

Kenyon, whose ideas and jokes run like a silver thread through
this plugin.

Dongle, for his canopied bed, and the printing press that inspired
me to add a whole new spin on a possible outcome of Abolition.

Brother Juniper, for creating a plugin that has allowed many to
experience the joy of aiding the Twin Lamps.


Rules of Usage:

I can't imagine anything in this plugin others would want to use,
but this is certainly a contribution to the Morrowind Community
and therefore open-use.  I'd like credit where credit is due, in
part so others could contact me if they have questions or ideas
regarding my stuff.  

In fact, if you'd like to use something of mine for one of your 
own plugins, please contact me and fill me in.  I might have
come up with a better idea by then that I didn't bother putting
into a release.  There's also always a chance your idea will
really intrigue me, and I may want to volunteer to help you get
something better than what you'd be using.  I love helping. :D

As far as the scripts go, I was taught that game programmers must
always heavily comment their code so co-workers could easily use
or modify it.  Therefore, I've tried to include details for every
real line of code for the serious scripts.  As a warning though,
the comments can be fairly representative of my odd sense of 
humor at times, so if you have any questions about what a line of
code means, please feel free to email me about it.  I do simple
stuff though, so it should all be straight-forward.


*****************************************************************

     5. DETAILS OF CONTENTS

*****************************************************************

The following is a very brief summary of the changes included in
this plugin.  All modifications can be found via the Construction
Set, and will be at the top of the lists starting with _nevTLSH_.

*** Key Dialogue Options ***
"aid the Twin Lamps" - This is the dialogue option that is used to
obtain, check the status of, and report the completion of quests
for the Twin Lamps.  I used the same dialogue option both to keep
the number of added options small, and so you can keep track of all
your Twin Lamps quests in your Journal under one topic.

"expedition" - As above, but for the Slave Hunters.

"guide" - This dialogue option adds a new level of interaction with
slaves.  When you free them, they mention a guide.  You may have them
follow you, stay there until you return, or to "be on their own",
meaning they will disappear when you leave the cell.

If you have them follow you, they will mention a "safehouse".  If you
have freed enough slaves, they will give you a hint on where one
exists.  Take them to a cell I've designated as a "safehouse" (for clues,
see the Interior Cells list below), then use the "guide" option
again to have them stay there and be free.

-> Note, you may also get slaves to follow you without freeing them
first if you have their key.  Instead of unlocking their bracer,
have them come with you.  You may then use the "guide" dialogue 
options, and have them stay put in a Slavepen cell for a reward.  
This method of having them follow is NOT recommended for people who 
wish to free the slave.

*** Skooma Still ***
With version 1.1, the Sleet recipe changed to 4 Moon Sugar, 4 Grey Ice.
The Skooma recipe is 4 Moon Sugar, the Black Snow recipe is 4 Grey Ice.


*** Changed Existing Scripts ***
SlaveScript (almost a complete rewrite)


*** Added Scripts, Dialogue or Items to the Following NPCs ***
An-Deesei
Brallion
Codus Callonus
Dorisa Darvel
Dranas Sarathram
Dratha
Drolora Salen
Elitlaya Assonirishpal
Ernand Thierry
Galyn Arvel
Geel-Lah
Hansi Saharnatturapli
Helviane Desele
Hinummu Siddurnanit
Hussonia
Ilmeni Dren
Im-Kilaya
Medresi Ofemalen
Nevena Ules
Onasha
Relam Arinith
Relyn Sarano
Sedrane Arvel
Sellus Gravius
Serer Andrano
Simine Fralinie
Stedercan
Talare Arvel
Ukawei
Vedam Dren
Zabarbael


*** Added Scripts to the Following NPCs ***
Ilmeni Drem
Im-Kilaya
Jobasha 
Galyn Arvel
Stedercan


*** Added Items, Buildings or NPCs to the Following Cells ***
***    These should not cause conflicts with other Mods   ***
Fair Helas, Lower Level ( Galyn Arvel's ship in Ald Velothi )
Vivec, Telvanni Sorcerer
Vivec, St. Delyn Waist South-One
Vivec, St. Delyn Canal South-One
Vivec, Jobasha's Rare Books
Ules Manor
Suran, Suran Slave Market
Suran, Desele's House of Earthly Delights
Seyda Neen, Census and Excise Office
Sadrith Mora, Gateway Inn
Rotheran, Arena
Hla Oad, Fatleg's Drop Off
Gnisis, Madach Tradehouse
Ebonheart, Argonian Mission
Dren Plantation, Shipping House
Dagon Fel, Sorkvild's Tower
Davon Fel, End of the World Renter Rooms
Corprusarium Bowels
Caldera, Guild of Mages
Caldera, Falanaamo: Clothier
Caldera Mine
Arvel Manor
Ald-ruhn, Arobar Manor Bedrooms
Ald Velothi
berandas
Ashalmawia
Khuul
Balmora
Seyda Neen
Caldera
Ald-ruhn
Pelagiad
Dren Plantation
Arvel Plantation
Vos
Molag Mar
Tel Mora
Sadrith Mora



*** Added the Following Interior Cells ***
Ald-Ruhn, Aurora Aurelia's Magic Shop
Pelagiad, Ambika's Apothecary
Safehouse, Ald-Ruhn
Safehouse, Pelagiad
Slave Hunters, Headquarters (Sadrith Mora)
Slave Hunters Outpost, Ebonheart
Slave Hunters Outpost, Seyda Neen
Slave Hunters Outpost, Tel Branora
Slave Hunters Outpost, Tel Mora
Slavepen, Ebonheart
Slavepen, Seyda Neen
Slavepen, Tel Branora
Slavepen, Tel Mora


*****************************************************************

     6. DEV TOOLS (Cheats for the Impatient)

*****************************************************************

Like most game devs, I created shortcuts to help me quickly and
easily access places and abilities that enabled me to more easily
test my plugin.  And also like many devs these days, I've left
them in the game for players to use.  I strongly recommend you
play through the plugin from both sides as a normal game, but I
also recognize that some lack the time, patience, inclination or
otherwise just want to use my shortcuts.  Why should I stop you?

If you really want to use it, I've hidden a ring on the shelves by
Sellus Gravius (it doesn't belong to anyone, so it's safe to grab).
Yeah yeah, it's ANOTHER teleport ring, but I'm going for quick-and-
easy here, not creative.  If you equip it, it will allow you to
go to Nevena's Safehouse.  It is enchantable if you so choose.

In the Safehouse is a bedroll, MW-Dev-Created test chests with all
the weapons/armor/books/ingredients in the game, and a doorway
that exits to just outside the Balmora Mages Guild (and its ports).
There's also an old dwemer chest that will immediately boost all
your stats and skills to 100, put your Health/Fatigue/Magicka to 
500, plus give you 10,000 gold and a few spells I found necessary 
for easy testing.

On the cabinet by the bedroll are a few magic items I used for ease
of getting around.  Equip the bracer or the key to make use of them.
Please note that if you use the ubering-chest to raise your stats,
you will never see another level unless you set it using the
Control Panel:

~ (tilde key brings up the control panel, then type in the following:)
player-> SetLevel 42

Also, I created a dialogue option that will boost your counter of
slaves freed.  If you really want the shortcut, type this into 
the control panel:

AddTopic "- am I in"

Then, go to any NPC and use that dialogue option.