Dwemer Lanterns
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Mod and original artwork by Nigedo


Requires Morrowind only.


Version 1.0 - 30 January 2004



Description
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"Dwemer powered lanterns are, of course, exceptionally rare and  
extremely valuable artifacts.

To my knowledge a powered lantern has never been known to burn  
up its fuel supply, although some dead lanterns have been  
discovered.

Thus, they are greatly prized by archaeologists and other  
adventurous types who value their robustness and reliability."

[Excerpt from "A Dwemerological Survey of North-Eastern  
Cyrodiil", Chases-His-Tail F.I.S., 3E420.]



"Dwemer Lanterns" adds rare and powerful, portable Dwemer  
lanterns to Vvardenfell.

They illuminate a large area and will not burn out, either over  
time or when submerged in water.

They are, however, ineffectual under water and are automatically  
returned to the player's inventory in these circumstances.


This is a playable mod.  There are only a couple of lanterns  
available.  One is rumoured to have been lost in the dark  
recesses of grim Kogoruhn. Another is the property of  
Vvardenfell's greatest collector of Dwemeri artifacts.



Notes
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If you simply must have a lantern and your character is not  
sufficiently strong to delve into Kogoruhn, nor a thief, you can  
enter the following code in the console window to acquire one:-

player->additem nigedo_dl_light_dwrv_lantern 1


(Press the ~ key to open and close the console window.)



There is a known issue with shadowing on the off side of the  
lantern.  This is due to the lantern mesh being offset from the  
0,0 position on the x and y axes, so that it may be carried  
without clipping with the player's hand/forearm.

Unfortunately it does not seem to be possible to offset the  
illumination sphere as well. The same issue occurs with some  
game original lights.



Feel free to use the Dwemer lantern model and scripts in your  
own mods. If you do, I would appreciate credit for creating  
them. Do not port the model for use outside of Morrowind  
modding.



Please contact me through the Elder Scrolls forums with any  
comments or bug reports:-

http://www.elderscrolls.com/forums/index.php?showuser=28918



Installation
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"Dwemer Lanterns" is packaged according to the default Morrowind  
Data Files structure.

For the easiest installation, unzip this mod directly to the  
Morrowind "Data Files" folder on your PC hard-drive.  The  
typical path to this folder is:-

C:\PROGRAM FILES\BETHESDA SOFTWORKS\MORROWIND\DATA FILES


Allow all folders to be overwritten. No previous data will be  
overwritten in this process.


When you have done this, select the mod name "Dwemer Lanterns"  
in the Data Files section of the Morrowind launcher.

For easy, step-by-step tutorials and advice on installing  
Morrowind mods, see this pinned information at the Elder  
Scrolls, Morrowind Mods Forum:-

http://www.elderscrolls.com/forums/index.php?showtopic=23



Cleanliness Statement
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"Dwemer Lanterns" is clean.  It has been cleaned with TESAME and  
TESTool and it contains no unnecessary changes to the game.



Potential Conflicts
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As well as adding new content, "Dwemer Lanterns" makes some  
small changes to the original Morrowind game. It is possible for  
these changes to conflict with changes to the same parts of the  
game, made by other mods.

If you notice behaviour that suggests a mod conflict, compare  
the changes listed here with those made by other mods you use.

The following parts of the game are altered by this mod:-

Cell - Kogoruhn, Hall of Maki

Cell - Tel Vos, Central Tower



Credits
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Thanks to the NIFLA group, especially Taharez, for making it  
possible to create models for Morrowind using Milkshape 3D:-

http://games.groups.yahoo.com/group/NIFLA/


Thanks to Dongle for adding transparency to the glass part of my  
lantern model.


Thanks to these wonderful modders for their essential utilities,  
which were all used to create this mod:

Morrowind Enchanted Editor - Farren Hayden

NIFTexture - Dave Humphrey

TESAME - Erik Benerdal

TESTool - Ghostwheel