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                 The Elder Scrolls III
                      MORROWIND:
      'A Portcullis for Hawkmoth (v1.1)' Plug-in
                      by Nonsuch

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  Index:
  1. Installing the Plug-in
  2. Playing the Plug-in
  3. Save Games
  4. Changes to Version 1.1

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  1. Installing the Plug-in
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  To install this plug-in, unzip the downloaded file (using subfolders)
  into Morrowind's "Data Files" directory.

  This plug-in was created using the "Game of the Year" edition of
  Morrowind. You will receive a Master File/Plug-in incompatibility
  error if it is run with prior versions, but the plug-in will work
  correctly. (So go download the latest updates from Bethesda at
  <http://www.elderscrolls.com/downloads/updates_patches.htm>...go on,
  I'll wait.)

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  2. Playing the Plug-in
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  From the Morrowind Launcher, select "Data Files" and check the box
  next to the "A Portcullis for Hawkmoth (v1.1).esp" entry.

  "The Emperor Uriel Septim VII has had a dream. And in this dream
   He saw all the forts in Vvardenfell in flame. Falling because the
   attackers JUST WALKED IN! This will now change. ('Bout time, too!
   Don't ya think?)

  "An elite team of masons has been dispatched to Vvardenfell and
   in the next few months, each fort will be portcullised. (Sounds
   painful!) Once they finished with Fort Pelagiad, they moved on to
   Fort Hawkmoth at Ebonheart."

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  3. Save Games
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  This plug-in will not invalidate your old saved games. If you save
  your game while this plug-in is loaded, you may encounter error
  messages if you reload the saved game without the plug-in. (Did ya
  follow that?) You will be able to continue on with the original
  game and your next saved game will not have this problem.

  Since this is an update, don't forget to remove any previous version
  you may be using, before using this one.

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  4. Changes to Version 1.1
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  1. I've standardized the names of object in my "A Portcullis for..."
  plug-ins, so now there are only two (down from ten) new entries in
  the 'Objects Window' list. Any object used that came with the game
  now have their original name, so the plug-in will work properly with
  any re-skinning mod in use.

  2. I've added two rows of Blocks under the Portcullis, so you can't
  just dig under the closed gate. (They're really there to cover up
  landscaping problems in newer plug-ins, but don't tell anyone.)
