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Slartibartfast Gorg CanadianIce Jeremy and psyopsia

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psyopsia

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About this mod

Adds buildings in Balmora.

Permissions and credits
Description 1.4++:
This mod doesn't add changes from version 1.5, but instead expands on version 1.4+. This is because 1.5 removes the armamentarium.
This is the most full version of Balmora Expanded, including full Undercity with fixed armamentarium.
Also featuring extra shops in other cities, and Callenwald castle as separate .esps files.

Changes from 1.4+: Repacked as a single mod package, instead of two mods. Added ARM.mp3 (Mortiis' dungeon synth song) and script to play it. The song would play when entering and exiting the armamentarium. I liked that feature so I brought it back. I'm not sure which mod originally added that song, but it's not present in any popular versions of this mod - could be that another mod used that same door to play the song. It was probably present in an old separate version of the armamentarium judging from the file name. Either way, now it's a full feature of this mod instead.
 
Description 1.4+:
*****************************************************************
     The Elder Scrolls III
           MORROWIND: 
        Texture Fix - Balmora Expansion 
Version 1.4
By  Slartibartfast
*****************************************************************
Index:
1. Description
2. Installation
3. Known Issues
4. Version History
5. Credits 
6. Permissions
*****************************************************************
     1. DESCRIPTION
*****************************************************************
 
 This mod is an updated esp file containing miscellaneous tweaks 
 and fixes for the Balmora Expansion 1.4 mod by Gorg,Canadian Ice 
 and Jeremy. This download also includes the files needed to effect 
 the upgrades to the furniture store from version 1.6 to 2.01 and to 
 Carnithus' Armamentarium with the second add-on taking it up to 
 'complete'status, you will need to download and install the Balmora
 Expansion 1.4 mod to obtain the bulk of the files needed for this mod 
 to work. 
 If you wish to use 'Better Looking Morrowind' in conjunction with the
 Balmora Expansion then you will also need to download both the BLM main
 mod and the 1.3 update, both of which need to be extracted to your
 Morrowind/data files directory.
 The main purpose of this mod was to eradicate landscape seams that 
 are present in the original esp though i have gone further and 
 addressed a number of issues that are present in the original 
 Balmora Expansion such as the problems with path grids which 
 hopefully i have now resolved. Please refer to the Version history 
 in the Readme for full details on changes i have made to the original 
 Expansion. 
 
 Landscape seams occur due to the inability of the Morrowind engine 
 to seamlessly blend more than two types of land texture leaving 
 unsightly angular blocks on the landscape that are most noticeable 
 to anyone using Hi-resolution landscape textures. The 'Texture Fix' 
 family of mods, address the cause of landscape seams and will weave 
 their magic regardless of which landscape textures you choose to use.
 This mod is fully compatible with Texture Fix version 1.8 (Latest version)
 
 Please note that the Tribunal Expansion is a requirement For the
 Balmora Expansion and subsequently this mod also. 
 
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     2. INSTALLING THE PLUGIN
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1. Download and install original Balmora Expansion v1.4 onto your PC
2.Copy the contents of the Texture Fix - Balmora Expansion 1.4 mod 
 into the 'Morrowind/Data' files directory,click on 'yes' if asked to 
 overwrite existing files.  
3. From the Morrowind Launcher, select Data Files and enable
   'Balmora Expansion v1.4+(1.4).esp. Do not check the original 
   Balmora Expansion esp as it is not needed and may be discarded.
   Note:The original esp does NOT have a (+) sign in the title.
   Alternatively if you wish to play the Balmora Expansion in conjunction 
   with the 'Better Looking Morrowind' mod then extract the files from 
   Better Looking Morrowind AND the BLM version 1.3 upgrade into your 
   Morrowind/data files directory and from the Morrowind launcher check 
   the BE+(1.4) Better Looking Morrowind.esp. This is the ONLY esp you 
   will require to play BE in conjunction with BLM.
   If you wish to play the BE - Callenwald mod then it is important to note
   that the BE Callanwald esp needs to load AFTER BE or the BE+BLM compatible esp.
   If you use the BE-Callenwald esp supplied with this download then you won't 
   have any problems but may do if you use a version with an older datestamp.
 
4. Start playing
This mod is best used with a new game or savegame which contains no 
reference to the Balmora Expansion, Balmora Expansion - LITE or earlier 
versions of this Texture Fix variant.
If attempting to upgrade an old savegame containing references to the 
original Balmora Expansion or LITE or earlier version of 'Texture Fix - 
Balmora Expansion' then i recommend you use 'Wrye Mash' to remove duplicate 
references from your savegame otherwise you may suffer badly from doubling issues.
After using Wrye Mash i recommend that you do a 'clean save' which
should fix a few problems that Wrye Mash doesn't.
To do a clean save move your character into a small cell eg, a shack 
or small room somewhere in game,then drop all items and clothing your 
character is wearing and carrying onto the floor and save your game
this is known as a clean save. Then reload your game with your clean 
save then you can pick up your loot and and equip your character and 
resume your adventures.
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     3. KNOWN ISSUES
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 I do not know of any fresh issues that weren't already present 
 in the original Balmora Expansion or Morrowind esm, Though alterations 
 i have made, have the potential to conflict with land altering mods 
 that affect the land in Balmora or the surrounding area.
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     4. VERSION HISTORY
*****************************************************************
1.4 I have swapped the waterfall to the North of Balmora with the one made by Heremod
    Productions as i thought that it looks more spectacular than the old one and
    the hidden areas add additional interest top the expansion.
     
    Carnithus' Armamentarium has been upgraded with the second add-on giving more
    objects for sale and the addition of the floor above the entrance lobby, the 
    shrine, and the lower and bottom levels to the armamentarium.
    The download now includes a seperate esp for anyone who would like 
    to play the Balmora Expansion in conjunction with Better Looking Morrowind.
    The esp resolves conflicts in the Balmora area but does not address 
    conflicts with BLM and other mods in different areras. but you will have a 
    conflict free time in Balmora. Whilst there is still scope for improvement
    my priority in this update was to resolve the problems in Balmora and getting 
    BE BLM and Callenwald to run properly together.
1.3 Due To Popular demand I have completed a BE compatible variant of the 'Callenwald' 
    mod. BE-Callenwald is compatible with, Texture Fix-Balmora Expansion all versions,
    Balmora Expansion-LITE and the original Balmora Expansion. It is currently 
    incompatible with BE-Houses For Sale. I have also adjusted the Callenwald dialogue 
    Topics as in the original every NPC in the game had Callenwald in their list of
    dialogue topics, in BE-Callenwald only its inhabitants,scouts or wise people type 
    NPC's know anything about Callenwald.
    If Callenwald is a permanent feature of your game then i strongly recommend that you 
    merge the BE- Callenwald into your chosen variant of of the Balmora Expansion mod 
    otherwise Callenwald needs to load AFTER any BE variant you are using.
    I have removed a further 4 rocks that were underneath the groundmesh and serving
    no useful purpose. 3 were just outside the South-Western gate beneath where the guard 
    stands and the 4th was directly beneath the tree planter up in the red light area.
    I have added Rarayn Radarys back in to temporarily fix problems with the Living Cities 
    of Vvardenfell mod My apologies to Paladin 181 for the inconvenience to him and my thanks 
    for posting about the problem caused by dirty references to him that were put in during 
    the creation of the original BE.
    
    Rarayn is placed in game by Morrowind and is not part of BE yet the original contains 
    dirty references that link him to the guard outside the North gate. If you attempt to
    delete Rarayn then the guard disappears, this was fixed in version 1.2 which i did by 
    deleting the guard with dirty refs and creating a new guard to take his place. 
    It appears that Rarayn may have accidentally been deleted then a duplicate NPC added
    with the construction set,effectively meaning that Rarayn is first deleted then added
    back by the Balmora Expansion. In version 1.2 i attempted to remove all references to 
    him from BE as they are not needed, i succeeded in removing the references which added 
    the duplicate but with hindsight was unaware of and failed to spot the dirty references 
    which deleted in the first place so users of version 1.2 of my mod will have had no Rarayn
    in game. Putting a duplicate back in is only a temporary workaround as hopefully i will 
    and remove all references to  him as none are needed.  
1.2 The furniture store has been upgraded from version 1.6 to version 2.01, this 
    was achieved by deleting most of the references to the furniture store from the 
    Balmora Expansion then merging in the NPC's, scripts, dialogues and interior cell 
    etc from version 2.01. See the enclosed Furniture Store Readme for full details of 
    changes from 1.6 up to 2.01.
    The BE_dh_furn_stores.esp if used (entirely at the players discretion) places two 
    additional furniture stores one outside Hla Oad and the other to the North of
    Vivec, originally this esp also placed a shop in front of the North Gate to Balmora, 
    however the upgraded furniture store included in the main Balmora Expansion v1.4+(1.3).esp
    now completes the trilogy.
    A dirty reference to Rarayn Radarys has been deleted from the main esp as this was
    often the cause of him doubling, though seeing two of him was a good indication that
    my savegame was in need of cleaning.
1.1 I have added path grids to the areas affected by the original B/E
    and adjusted Bethesdas path grids to take into account the various objects that 
    are placed by BE.
    NPC's no longer fall in the canal.
    NPC's in the eastern part of Balmora now have path grids to follow and are now 
    able to wander freely and as a result are much more active than before.
    NPC's no longer collide with or struggle to navigate their way around objects 
    placed by BE. 
    I have moved or deleted approximately a dozen rocks that had been poorly placed
    within the Balmora perimeter, mostly because rocks protruding out of
    cobbled land didn't look right.
    A landscape seam near Morganas house of earthly delights has been fixed.
 
    The two trees in front of the council manor were placed in planters as they
    didn't look right growing out of the cobbles.
    I have made a couple of minor adjustments to the pathgrids in the Eight
    Plates and also the Mages Guild which may come in handy especially for anyone
    who uses mods that add wandering NPC's into these buildings eg. MCA
    In the eight Plates i have added a couple of extra paths and markers to help
    alleviate congestion,and in the Mages Guild i have removed a path marker and 
    slightly moved a second to reduce the possibility of NPC's blocking your access
    to and from the teleport room. 
1.0 I have taken the original Balmora Expansion 1.4 esp , updated the 
    master files list and removed several hundred dirty references that were 
    present in the original. In addition i have repaired approximately 
    50 landscape seams in Balmora and surrounding area that were 
    contained in the original Balmora Expansion esp.I have also smoothed
    the land slightly, just outside the northern entrance to Balmora, and 
    in the immediate vicinities of the Fletcher's shop and the hospital, 
    this was to give a more natural appearance to the land in these areas.
  
    Shargram Gro-Shagdulg who had been placed beneath the groundmesh now
    returns in game as i have placed him back on top of the  mesh, note he has 
    a tendency to end up in the canal which is a pathfinding fault within 
    the Morrowind esm. if you had been getting a dialogue box but no sign 
    of an NPC near the "Eight Plates" this had been  due to Shargram detecting 
    you and attempting to communicate from beneath the groundmesh.
 
    A lantern sited beneath the groundmesh in cell -3-2 has been deleted.
   The door markers exiting the lower floors of the Razor Hole and also the   
   Eight Plates that determine the position and direction of your character
   when leaving these buildings have been rotated so your character is now 
   facing into the street rather than staring at the walls in front. 
   This minor tweak slightly improves the convenience of leaving these buildings 
   for everyone as you can now move away almost immediately, this is especially 
   useful for users of older PC's who would be suffering from lag and stuck 
   facing the walls for a few seconds befor being able to turn into the street 
   and then being able to move away. 
 
****************************************************************** 
     
  5. CREDITS  
******************************************************************
Bethesda for making an excellent game.
The modding community for taking the game beyond excellent.
Dave Humphrey for the furniture store.
Erstam for overhauling the furniture store and granting permission for me to 
integrate version 2.01 into my update for the Balmora Expansion mod.
The Old Man for creating Callenwald
Misty Moon for creating Better Looking Morrowind.
Heremod Productions for the waterfall To the North of Balmora
Carnithus for the 'Complete' Armamentarium.
Gorg, Canadian Ice and Jeremy and everyone whose work is featured in 
      the original Balmora Expansion 1.4
Yours truly for being sufficiently obsessed to do this mod.
  
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  6. PERMISSIONS
******************************************************************
As always, anything created by me is freely donated to the Morrowind 
community to be re-used as anyone wishes. If i have used the work of someone 
else then please seek permission from that author before using their work.
Slartibartfast
  
Description 1.4:
  The Elder Scrolls III
        MORROWIND: 
            BALMORA EXPANSION:
       Featuring
The Briton Knight by Jeremy
     And
Vonhelira's Metal Queen Boutique by CanadianIce 
version 1.4
by Gorg, 
  CanadianIce and Jeremy
60 screenshots available at http://www.cuneo.us/tesmw/browse.php?dir=Gorg

*****************************************************************
Very big thanks to the following individuals whose efforts and long hours both prior and current helped make this project successful.
CanadianIce
Jeremy
Telesphoros 
Special thanks to all awesome modders of the morrowind community whose work inspired me to create this mod. Especially to those whose work is now showcased as part of this mod. The mods are listed below and the original readmes included.
A very very big applause for Bethesda for creating such a great game!!!
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 Installation:
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Requires Winace 2.0 or higher which can be downloaded from http://winace.com/
BTW---> For those who continue to ask why I use winace instead of winzip, the answer is simple the zip file version of this mod was almost 80 meg...30meg larger than the winace version. :)
The winace file will extract in its own subfolders that can either be extracted directly into your ...\Morrowind\Data Files\ directory or can be extracted to a temp folder and copied to that directory.
Files should be automatically placed as follows:
*.nif    go to   Data Files\Meshes\...
*.tga go to        Data Files\Icons\...
*.dds go to   Data Files\Textures\...
Balmora Expansion.esp goes to Data Files\ folder
readme may be deleted.
*****************************************************************
 Purpose & History:
*****************************************************************
[v 1.4 update-] (requires Tribunal)
-Updated textures that were missing mip maps.
[v 1.3 update-] (requires Tribunal)
-Moved temple marker so it was not inside the building mesh.
-Removed availablity of Corpus/Corprus cures from he hospital.
-Fixed a separation in a half wall in the House of Strange.
-Fixed missing post in Angur Feloth's House.
-Fixed manniquin name.
[v 1.2 major update-] (requires Tribunal)
Here is what I fixed:
-Now compatible with NOM2,Window Glow2, ICE's Hideaway and fixed compatibility issue with Asgard3.1
-Restored temple to it's original position.
-Restored Nerano manor to its original position.
-Created unique door names for Vorar Helas House which should eliminate door problems some people are having.
-Repositioned the following buildings to increase compatibility:
Entertainment District Stairs
Enchanted Weapons
Faarp Sisters Fletcher Shop
-Deleted Kaelhu's Sore and House to increase compatibility
-Removed the windows from Balmora Residence and MQB to match interior 
-Fixed Family Problems quest so that you get the reward
-Fixed dialogue for Monah so that he recognizes that you rescued his daughter
-Fixed dialogue for Maid in Balmora Residence, she will not contine a conversation with you if you broke into the house
-Fixed sign inside MQB, it no longer gives you a bounty for clicking on it
-Removed bound longbow from Sara Faarp's inventory so she cannot sell it
-Updated all the names to be more race inclined for all the NPCs
-Changed Fidel's Hammer icon to make it more visible
-Fixed the spelling errors on the documents in the Zoo
-Fixed the problem with the missing meshes for Gold and Dwemer Arrows
-Fixed the ?PCRace dialogue error for the guy in the hottubs in the Bathhouse
-Fixed the spelling error on the sign for MQB
-Fixed the spelling of Breton in Jessie's dialogue in The Breton Knight
-Fixed Belaren's missing head problem
-Fixed the problem with the missing meshes for the nord heads/hair (previously fixed in update 1.1)
-Fixed it so you can no longer sleep in inappropriate locations and stores
-Fixed the GROWL problem (NPCs growled at you instead of saying Hello greetings)
-Generated pathgrids for the more cluttered building to help with companions
-Fixed floating candle and paper in Andur's house
-Fixed the diplay manniquins in the stores so that you can not steal their items or talk to them, and they are no longer animated.
-Made it harder to steal from the Enchanted Weapons shop.
As far as I know that is it, except for the sound and animation stopping issues and those are MW Engine problems that I can't fix.
[v 1.1 update-] (requires Tribunal)
This fixes the problem of the missing meshes and textures for several of the female nord heads and hair.
[v 1.0 - initial release] (requires Tribunal)
What this plugin does: (The Short Version)
Balmora expansion combines over 40 existing well known mods that effect or add to Balmora and the surrounding area. It creates tons of new material and models, adds cohesive dialogue and interaction between the old and new, adds quests, dungeons, houses that can be earned and ties it all together is a tight knit progressive story. The neat part is that none of the original town statics or interior cells were touched so any mods that only add to the original Balmora and doesn't effect landscape still works as do all mods that added stuff to the inside of existing stores. For Jeremy�s part he has created a number of sets of all new exciting armor and clothes, and created his first store for selling his stuff The Breton Knight. CanadianIce has created an all new Metal Queen Boutique store run by Erika's cousin Vonhelira. It is approx. the same size as her original in Dagonfell with over 15meg (compressed) of new fashions including several new styles based on new models for cloaks and short skirts. Both of these stores and the material contained in them will reside in the new Balmora exclusively.
Additionally Balmora Expansion includes a major sewer system part of which has been tamed of sorts and has become known as the Undercity. The Undercity was designed as a home for children of the night and darker beings. It currently houses a new version of Carnithus' Armamentarium, a temple to the Faceless God, a tavern, and a dark themed residence which can be earned as a home for the player if you are up to the quests. It also has room for several other stores should someone want to addon to the mod later down the road. All vampire friendly. This sewer system is compatible with Qarl's upcoming Underground mod with the 2 mods being totally independent yet complimenting each other thanks to some last minute work between groups.
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What this plugin does, what it includes and its history: (The Long Version aka THE BOOK)
Over a year ago Gilgalas introduced a WIP mod on the forums called Balmora Trade City, an exciting concept that combined a number of popular mods effecting Balmora into a single compatible plugin with some new material. Like Silgrad Tower it had some open slots for interested modders should they want to join the project. It made it to early alpha stage but never got finished. Gilgalas is the inspiration for this work. I loved the idea but hated the implementation as it appeared as a random collection of mods that lacked cohesion, remember it was only an alpha and I'm sure it would have been awesome if it ever reached completion.
I took the alpha with Gilgalas's knowledge stripped it apart and began to regrow it, that was over 8 months ago. Balmora Expansion represents the end result. In addition to the new shops by CandianIce and Jeremy, and the new content I created, Balmora Expansion contains either the complete mods or parts of mods listed below.
This mod is really little more than a showcase for the awesome work done by the community as represented by the mods below. There were so many great mods to choose from I could not possibly include them all, I simply had to draw the line someplace. In some instances the mods had to be tweaked to make them fit into the storyline and feel of the city. An example of this was Faarp's Quiver's and Fletching Kit V2.5, his original NPC was standing on a street corner; in Balmora Expansion that NPC now shares a shop with her sister who specializes in selling bows. Together they operate an archer shop. In some instances only parts of mods were used such as GhanBuriGhan's The Regulars - Sitting NPCs where I only used some of his sitting people not all of them. Also I have included the original readmes for all mods used in this so you can see the full list of credits. Anyways on with the lists:
***Balmora Expansion includes the following new mods created specifically for it:
*Vonhelira's Metal Queen Boutique by CanadianIce, featuring all new fashions for both male and female players. Special thanks also to MP*Canus and Brady226 for the textures of some of the male versions of the robes in the boutique. For all those who pleading for a second store, your pleas have been answered.
*The Breton Knight by Jeremy featuring not only all new armor styles but also Jeremy's first store designed specifically for selling his awesome works.
Plus the new stuff I created. (You have to figure out those yourself, can't give away all the surprises).
***Balmora Expansion incorporates the following mods that should be unchecked in the MW data files list if you are currently using them:
Balmora Manor
Balmora Zoo
Balmora Bathhouse 
Balmora Museum
Morrowind Abodes (Your Balmora Residence.esp only)
Dave's Furniture Store Plug-In v1.6
Lysandrus
Quivers and Fletching Kit
Wyr Jewelers
Carry your Bedrolls
DEJ Pocket Watch
Magic Backpacks 
Nyagetan
Healers
WeaponPack2
ThievesGarb (Black Clothing)
Dark Club Mod 1.1
Ranger Robe
Sheikizza Aedric Armour Collection V01
Sheikizza Daedric Armour Collection V1.0
***Balmora Expansion includes elements of the following mods customized for use with this mod. The original mods can still be used in conjunction with Balmora Expansion and will function normally:
LadyE's display cases, spider webs ad jewelers sign
Dongles Musical Instruments
Gorg's Flowing Capes
Forgottens Longbow Pack
Elements from Silgrad Tower (concepts for several of the new shops I created (such as the hospital and restaurant) came from this inspired work)
House of Mannequins v1.0
Tenience's Rare Items
Particle Weapon Merchant Mod
Pack Animal Merchant
Lovemod
Heavenly Pleasures
Legolas Gear
The Regulars 2.02
Carnithus Armamentarium & Add-On I
LichLair V1.1
Darkstone Manor
Britneys Secret v1.1 (Oops, I did it, it was too funny) :) (used the faces only)
ENJOY
Gorg
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Compatibility Notes: (I strongly recommend that you read this)
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***Balmora Expansion requires Tribunal due to scripting requirements. It cannot be made to run with Morrowind only, however it does not need Bloodmoon.
***Balmora Expansion was designed from a clothing and armor standpoint to work with Morrowind original bodies only and use the original bodies placement scheme only. With that said we also designed the mod to be completely compatible with both Better Bodies v2.0 and Better Heads 1.1, so all the new armor and clothes work with BB2.
***Balmora Expansion affects 2 common leveled items lists:
l_m_potion and random_loot_special_marksman
It is strongly recommended that you use the level list merger in Ghostwheel's TES Plugin Tool v1.3 if you are using any other mods that affect these lists. It can be found at http://www34.brinkster.com/ghostwheel/ 
If your not sure then run the utility to be safe. These type of lists are used to determine the random contents of items in chests and things. If you do not use the merger tool and other mods add things to the same list then the other items will not show up randomly in the game.
***Balmora Expansion has been tested with and is fully compatible with the following mods:
NOTE---The following mods must be installed before Balmora Expansion in order to guarantee that they will work properly.
Bank Mod by Indestructible (tested with v 2.1 and higher using both the standard esp and the nohouses esp.)
Armorer by Indestructible
Petshop by Jdooby
Private Mobil Base
Asgard 3.0 
Ashland Traders
A Good Place to Stay
Illuminated Order
Balmora Extras
Azriel the Merchant
ICE's Hideaway
Neccessities of Morrowind 2
Windows Glow2
Any mod that affects only the interior cells of building originally located in Balmora such as mods that add items, npcs, etc. to shops, homes and guilds.
Any mod that adds items or npcs to the exterior cells of Balmora whereby the item added is located on an existing walkway or cobblestone textured area and LAND is not altered in any way. 
***Balmora Expansion has been tested with and is NOT compatible with the following mods:
dh_homes.......................updated version in Extras folder
HousesForSale..................updated version in Extras folder
Soothsayer's Booth.............updated version in Extras folder
Balmora Trade City
Balmora Walled City
Balmora House
Balmora Keep
Balmora Market
Balmora Farmers Market
Private Tower Balmora
Home Sweet Home
KFM Castle
Any mod that alters LAND in or adjacent to the original town of Balmora.
NOTE--- As noted above the Extras folder contains updated version of several mods for use with Balmora Expansion. If you are using any of these mods the originals should be unchecked in your MW data files list and the updated version used.
 
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How to use the plugin(s)
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When you start Morrowind to play, choose "Data Files" 
and doubleclick on the box next to Balmora Expansion.esp
NOTE: This plugin was developed with and requires version v1.4.1313 of Tribunal.
It has been tested on both a Morrowind/Tribunal setup
and on a Morrowind/Tribunal/Bloodmoon setup in both case with the latest patches.
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Save Games
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This plugin is completely clean and should not interfere with any other plugins that you are running unless they are listed above.
This plugin will not invalidate your old saved games. If you save 
your game while this plugin is loaded, you may encounter error messages 
when you reload the saved game without the plugin. But you will be
able to continue on with the original game.
As always I recommend that you backup your saved game before running the plugin, This mod is huge and it's impossible to predict how it will react to the millions of possible combinations that can exist on MW gamers computers. 
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 For modders only
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1. Do whatever you want, all I ask is that you mention me in the readme if it's mine or the other modders responsible if its theirs.
2. I encourage those who enjoy this mod especially the Undercity to add additional buildings and continue to grow a home for the darker players of the game to enjoy.