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Redaynia Village: Read Me

By Darkelfguy

Index:
1. Installation
2. Requirements
3. Description
4. Version History
5. Bugs and Conflicts
6. Disclaimer
7. Contact and Information
8. Credits
9. Hints and Explanations


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1. Installation:
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Unzip the folder and place the file "Redaynia Village" in the C:\Program Files\
Bethesda Softworks\Morrowind\Data Files directory. Then just go to the Morrowind
launcher, select Data Files and double click the box next to Redaynia Village.

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2. Requirements:
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All you need is Morrowind, no expansions and no other mods are required.

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3. Description:
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Redaynia Village is a small fishing town just below it's namesake, Ald Redaynia.
Redaynia Village was built with several goals in mind: 1. Convenience - Easy
travel to an otherwise hard to get to area that has quite a few dungeons in it
,traders that supply an easy place to barter loot, and a storage base for the
player while in the region. 2. Fun - Unique dialogue creates entertainment for
the player while visiting, and hints at extra stuff to do. 3. A new dungeon - A
new medium sized dungeon to give the player something more to do while staying at
Redaynia. and 4. Provide easy directions to places of interest to the new player
- Some of the NPCs give directions to a few of the nearby regular Morrowind
dungeons, hopefully preventing the player from frustration after just spending
several hours exploring a region and finding only a few things.

The end result is a fishing village made up of nine shacks (6 NPC homes, 1
abandoned shack for the player, 1 Inn, and 1 shop), a smuggler cave just west of
the village (good for lvls 10+), and several unique items and dialogue topics.

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4. Version History:
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V 1.0 - Initial Release
V 1.1 - Compatible with Ald Redaynia Extended.
v 1.12 - Compatible version with older versions of Morrowind.
v 1.13 - Fixed the Redri water bug in the Ald Redaynia Compatibility Version and Regular Version.

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5. Bugs and Conflicts:
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None known so far, however, should you stumble onto any bugs or conflicts with
other mods while playing, please leave a comment at either Planet Elder Scrolls
or TES Nexus and I'll get to trying to fix the problem as soon as possible.
Note: GMSTs removed using Morrowind Enchanted Editor.

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6. Disclaimer:
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This mod was built without prior knowledge of Princess Stomper's excellent Ald Redaynia
Extended mod. If I had known that there was already a town mod in the same location, I
would have avoided building anything here. To make up for this terrible mistake, I've
made sure that Redaynia Village is fully compatible with Ald Redaynia Extended and can be
used together, though I insist if one is looking for solely one particular town mod in this
location that they use Princess Stomper's far better mod instead.

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7. Contact and Information:
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If you need to contact me for help, bugs, mod support, or anything else try either
the comments section at Planet Elder Scrolls or The Elder Scrolls Nexus. If I
don't get back to you in a timely fashion, feel free to email or msn me at
[email protected] (you can also try hollaring at me on the Kingdoms of Resdayn
Minecraft server).

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8. Credits
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Bethesda Softworks - For Morrowind and the CS, what would we ever do
without them?
Link: http://www.elderscrolls.com/home/home.php

Farren Hayden - For Morrowind Enchanted Editor, a wonderful little program
that makes cleaning mods all the easier.
Link: http://planetelderscrolls.gamespy.com/View.php?view=Other.Detail&id=52

Myself (Darkelfguy) - For creating the physical mod.

TaxAkla - For reporting the bugs in the 1.11/1.12 version.

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9. Hints and Explanations:
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********WARNING: SPOILERS********
















********YOU WERE WARNED!********








Tips:
If you're wondering where Lious's sack is (after checking latest rumors from Rovs
at the Fish & Tack), go to the fork in the road outside town and look up at one
of the two mushrooms. Lious's sack is on a branch of the right mushroom.

Explanations:
You're probably wondering about the various notes referencing people and places
that don't exist in the game world. Well, that's me leaving myself open to
creating a series out of this mod. I find that when mods reference each other,
even when they're seperate and released at different times, they create the effect
that they belong together anyway. Imparticularly, Baltsine (not Fort Baltsine!)
is a town mod I started in the spring of 2007, and Fayrth is a town mod that I
started in the summer of 2007. Both are potential candidates for a second mod
in a series. It all depends on feedback though, no point in building something if
no one's going to enjoy it.