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     The Elder Scrolls III
           MORROWIND: 
            Sabregirl's Tougher Sixth House version 1.0
		
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Index:
1. Installation
2. Playing the Plugin
3. Save Games
4. About this mod
5. Version History
6. Credits & Usage



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     1. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into the Bethesda Softworks
directory. Or just drag over the esp.


Note 
This plugin was developed using version 1.6.1820 of Morrowind.
It should run correctly on other versions but has not been tested.


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     2. PLAYING THE PLUGIN

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From the Morrowind Launcher, select Data Files and check the box 
next to the SG-toughersixth.esp file.

This plugin modifies Dagoth creatures to be stronger and also adds new
very powerful versions of the standard 6th house creatures.

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     3. Save Games

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This plugin has been cleaned with TESAME. You *may* need to start a new game
to see all of the effects since the mod changes a lot of existing creatures
but if you've never been to the Red Mountain you will *probably* be okay.

BUT You should always backup your saved game before adding any new esp files to it. 

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     4. About this mod

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This mod modifies the Dwemer strongholds of Venymal and Odrosal
to be much more difficult. Finding Kragrenac's tools is no longer easy!
A dwemer ruin dungeon generator was used to create the new areas - 
9 new cells for each dwemer ruin. All of them are interconnected and make a
true dungeon maze worthy of the Nerevarine. Originally I wanted to do Dagoth Ur as well but I ran out of steam.
I HAND placed all of the new creatures in the pre-generated cells.
They are THICK and include the original dwemer creatures as well!

NEW and more powerful versions of the Sixth house creatures
have been added to the new areas and some of the old ones.

Nearly all Dagoths (anything with the name "Dagoth") 
have been made more powerful (higher attack values and soul gem values) 
and a script to teleport the 
remaining ash vampires to the heart chamber for the final fight - 
Borrowed from Sinner's Sixth house advanced mod. Due to the fact that the
two mods do similar things this mod *may* conflict with Sinner's
Sixth House Advanced. They may be okay if this mod loads second but it has not been tested!

Use caution with this mod as the creatures are STRONG. 
You will not be able to defeat them easily. 
Probably at least level 30 is recommended.
Even with a number of powerful companions at my side it wasn't easy.


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     5. Version History

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Version 1.0
Created SG's Tougher Sixth house.

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     6. Credits & Usage

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Original credits are as follows:

SiNNer's Sixth House Advanced - a lot of the ideas and one script were 
taken from this mod. Many thanks!


Readme composed by:
Sabregirl
kindersa@msu.edu
webmaster@sabregirl.com
http://www.sabregirl.com

02 December 2005

Uploading permissions- this mod may be uploaded to other sites, so long as ONE contact
is attempted. After which the mod may be distributed in an *unmodified* form.