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     The Elder Scrolls III 
          MORROWIND: 
The Caldera Ancient Mine
V 1.0 
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Index: 
1. Installation 
2. Playing the Plug-in 
3. How this Plug-in got started 
4. Known bugs 
5. Credits 
6. Contact 
7. Other notes 


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    1. Installing the Plug-in 
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To install the plug-in: 

-Uncompress the all the files into the "Morrowind\Data Files" directory 


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2. Playing the Plug-in 
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If you dont have Tribunal or Bloodmoon, some scripts will not ok properly but there is ways you can go around that I think. Contact me at the TES Forum and I will tell you how.

From the Morrowind Launcher, select Data Files and check the box next to the "Pek The Ancient Mine 2006.esp" file. 

Visit Caldera. 
Talk to the citizens about Latest Rumours
Talk to NPC's at The Caldera, Governors Hall and Caldera Mining Company Office for a better view about what is going on.
 

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3. How this Plug-in got started 
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I was playing the Armourer plugin from http://www.thelys.org/index.php, mining and crafting armours and got a bit irritated about some things.

1. I couldnt carry as much ore as I wanted.
2. There must be more ways of getting ore, specially glass and Ebony

When I played Horizons, we had something called Cargo Armour that was part of the game so I decided that I wanted one.

I didnt had any knowledge about The Construction Editor at this point so I forced myself to learn it so I started to think about a quest and to make Shaft 1 and it took 8.5 months until the last shaft and dialog was completed. My first simple and ugly Cargo Armour made from Common Clothes was exchanged later with NeilV's very nice and excellent BB Cargo Armour.

Why did it take so long time? Well I took a lot of breaks, making shields for Aleanne's Clothes and Armour and other things and practising modelling with Blender so I putted this project aside many times. 

I am satisfied with the decorating of the mine, even if I want to add more at some places and more levels or shafts as I call them but at some point we must say STOP. End this now so the others can play with it as well.



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4. Known bugs 
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If too many creatures with the same ID turns up at the same place, my game crash at least. Many creatures have been deleted at these crash points.



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5. Credits 
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* NeilV or his Cargo Suit
* NioLiv for hr nice BB Meshes
* Dongle for his Water Meshes
* UserExists for his lovely Skeleton
* Ahren Morris for his nice elevator script
* Indestructible for making the Armourer mod that gave me the idea to make this mod at all.
* Bethesda that keeps pushing the Oblivion release date in to the future so I was able to work with this without stress.
* The Crew behind BB
* All other modders, textures and modellers that have inspired me so much and I can make that list long for sure.

Beta-Testers:

Sneakyarrow
Thanks a lot for all your comments and suggestions to make his mod better.


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6. Contact 
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Send a PM to Pekka at TES Forum or Visit the RELz thread for this mod.
If you have access to CI's forum, then you know how to reach me fast.


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7. Other notes 
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The esp is clean from GMST as I use Wryes Vaccine but I also checked it in the Enchanted Editor, which I prefer before Tesame.

To see any of my other Morrowind work, visit http://hem.bredband.net/sjostrand/Morrowind/
