Brother Juniper's Twin Lamps Mod 1.1 (Tribunal)
The Elderscrolls III: Morrowind Plug-In
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Brother Juniper
humblejuniper@hotmail.com

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Synopsis: This plug-in turns the Twin Lamps abolitionist faction into
a faction similar to the others in the game, with 15-20 quests.

Many of the quests have multiple solutions,  and there is a branching
storyline where you get to guide the overall strategy of the Twin Lamps.
There are also large battles, mysteries to unravel, and the possibility
of actually ending slavery on Vvardenfell.  Have fun!

Changes Since 1.0
-Made compatible with Tribunal journal system.
-VOICE ACTING! Courtesy of Militades.
-Added transportation option to Camonna Tong camp.
-Enabled slaves in Camonna Tong camp to be freed.
-Added NPC companion for Dren Plantation quest.
-Added dialogue reactions for Mournhold.
-Added a slave Merchant to Mournhold.
-Several bug-fixes (PLEASE e-mail me if you find any others!)

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     1. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into the Morrowind/Data Files
directory. 


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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 Juniper's Twin Lamps.esp file.

If you have acquired the "Twin Lamps" topic, you can start this thread 
by talking to Jarodan at Stendarr's Retreat Inn.  Another path is 
by stumbling across the shack along the coast south of Hla Olad.

You'll need to free about 15 slaves before you can actually join the 
Twin Lamps and get quests from Tiras Bitterblade.

KNOWN ISSUES: Due to the removal of three guard references, you may 
receive the message "Cannot find 'TL_Mineguard1'" when loaded with
certain plugins that modify those guards. While there don't appear
to be any effects from this message, you can remove it in 90%+ of 
the cases by opening up this plug-in in the construction set and
re-saving it (so the date is *later* than the conflicting plug-in.)

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     3. COMMENTS

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I owe a tremendous debt to Militades, who did amazing work. I think 
the voices just lift the whole plugin to another level.

A primary goal of mine has been to seamlessly weave the Twin Lamps
faction into Morrowind, so that it's entirely consistant with the 
original game and the world of Tamriel.

I've also tried to make if fun to play, with an interesting story, 
interesting characters, and some depth.

Finally, there are many historical references to the abolitionist
movement in the United States. For example, the text in "A Slave's
Life" is taken from "Uncle Tom's Cabin," a book that had a great
impact on the way people thought about slavery.  Many of the 
quests, including the strategy debate, reflect real-life steps 
that social movements such as abolitionism have taken.


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     4. LIST OF CHANGES

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This is difficult to write for a mod this large, and I've tried
hard to make this mod as clean as possible, used TESAME, etc.  But 
I think this is important, so...

The most invasive changes were to the following quests: In the Redoran
quest to disrupt the Caldera mine, keys sitting out in the open were
removed, and several generic Hlaalu guards were removed.  New keys were 
given to NPCs.  Likewise, in the Telvanni slave rebellion quest, the 
key in the mine was removed.  New keys were added to several guards.

No game settings were changed.  No static objects, books, 
weapons, armor, etc. were changed.  Where objects were added, they 
begin with tl_, except some books and keys (usually bk_tl_...)

There are hundreds of lines of dialogue added.  Nothing was removed, 
nor was anything added not directly related to the Twin Lamps faction.
Several generic "latest rumors" responses were added.

In the TRIBUNAL journal settings, I added "close out" flags to a couple
faction quests (Redoran - Caldera Disrupt, Telvanni - Slave Rebellion) you 
may activate without being part of that faction. [So if you do the quests 
before joining a Great House, it may not show up on your quest list the 
second time through.]

The Twin Lamps Faction settings were changed.

BitterCoast Region cell -11, 4 was changed to "Fatleg's Camp," and
a bandit camp was added there.  Lots of NPCs, several scripts.

A shack and NPCs were added on the southern edge of the Bitter Coast
swamps, near Hla Olad.

An inn was added just northeast of Vivec, with assorted clutter and NPCs in the
vicinity, extending out to the bridge.  Global variables were added to make 
the rental bed work, but are not implemented.

A ship, NPCs, and associated clutter were added on the coast East of Vivec
and south of Omani Manor.  Several scripts.

An NPC and skiff was added to Hla Olad.

A table and two NPCs were added to Suran.  The pathgrid was changed to 
adjust for the table.

A new NPC was added at Balur salvu's farm, south of Pelagiad.

New NPCs were added at Sterdecan's farm, west of Suran.

A new NPC was added in Balmora, with script.

A new NPC and a couple creatures, with scripts, were added in Ald'ruhn.

A new ship, clutter, and NPCs were added to Tel Aruhn.  Several NPCs were
added on an island just east of Tel Aruhn.  Most have scripts.

A couple new guards were added in Sadrith Mora, with scripts.

Minor clutter (a note) added to Irgola's shop, and the slave markets in 
Molag Mar and Suran, with scripts.

Clutter was added to the Abebaal mine, and the lighting/fog settings were
changed.  Eleedal lei's script was changed.  Inventory and scripts for the 
other slaves were changed.  A key in the mine was removed, and new keys
were added to several guards.

A script was added and abilites were changed to an NPC inside the St. Olm's 
miners and tanners hall.

A building was added and removed in the Telvanni Underworks, in the wilderness 
east of Gnisis along the mountains, north of Suran along the river, and 
south of Fatleg's Camp (cell -11,2).  Nothing in-game, but will show up in the
editor.

Three NPCs were added to the Mournhold Market.

New NPCs were added to the Caldera mines.  The guards were changed/removed (no 
longer generic guards, now unique Caldera mine guards), and the pathgrid was 
changed so NPCs wouldn't get stuck on a certain beam.  A door on one of
the slaveshacks was locked.  Keys sitting out in the open were removed, and
new keys were added to NPCs.  Stats on several miners were changed.

I may have left out one or two minor things, but that's essentially it.