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                          The Elder Scrolls III
                                MORROWIND:
              A Portcullis for Wolverine Hall (v1.0) Plug-in
                                by Nonsuch

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  Index:
  1. Installing the Plug-in
  2. Playing the Plug-in
  3. Save Games
  4. Possible Problems!


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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 Wolverine Hall (v1.0).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 Imperial Fort will be portcullised. (Sounds
   painful!) Theyve gone from Fort Pelagiad in Pelagiad, to Fort Hawkmoth
   in Ebonheart; then on to Fort Moonmoth near Balmora. At that point,
   the team was told there next stop was Wolverine Hall. Thinking it was
   an Imperial resort, they left with visions of luxury...Fools!"


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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.


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  4. Possible Problems!
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   Landscaping: The cell "Wolverine Hall (18, 3)" has been landscaped!

   The ground under the entrance arch was lowered (WAY LOWERED!) to get
   the needed height for the Portcullis. This *will* cause problems with
   any other plug-in that also landscapes this cell.

   The problem is that, for a given cell, the changes made by the *newest*
   plug-in with landscaping for that cell, will be the *only* one used.
   All landscaping done to that cell by any older plug-in is ignored.

   As long as this plug-in is the newest, there will be no problem
   entering the Fort. If a newer one is loaded...well, how good is your
   Limbo?

   Note: If you use the "Vacant Telvanni Manor" Plug-in by Aquatakat, *you
   have this problem*. So please look at the Readme in the 'Extras' folder.
