Oblivion

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----------------------------------------------------------------------[ Meta ]--

name ayleid_ruin
section 34
description Ma_Sys.ma Ayleid Ruin
tags mods oblivion
encoding utf8
compliance public
lang en
attachments scr_bedroom.png
creation 2012/05/03 16:29:25
version 1.0.1.9
download main
dlink http://k003.kiwi6.com/hotlink/owffad81at/ma_ayleid_ruin.7z
ddescr Ma_Sys.ma Ayleid Ruin
dver 1.0.1.9
dsize 2504
dchcksm 9c01f253b8890a457b8c95c10b17a5debe4aab76caa5a6dbcba5246936c6f8e3
copyright Copyright (c) 2012, 2014, 2016 Ma_Sys.ma.
For further info send an e-mail to [email protected].

-----------------------------------------------------[ Questions and Answers ]--

Short and descriptive. For those who have no time or need to look trough many
mods at once (as I once did, read ``Background'' for further information).

What is it?
A dark Ayleid Ruin to live in.
Where is it located?
Use ``Ceyatatar'' for the X-Coordinate and ``Fanacasecul'' for the
Y-Coordinate. A Map marker is included. (Roughly west of the IC, look for an
Ayleid ruin)
How to obtain?
Just enter. You might want to read the book on the left wall of the first
hallway.
Are there mods or extensions required to play this mod?
No. The newest official Oblivion patch should be sufficient.
How do I install a mod?
Merge the contents of the `Data` folder and your Oblivion `Data` folder and
activate the mod in the menu before playing the game.
Do I need to read the whole file?
No. Skip everything that does not interest you.
What are all these n.n.n.n numbers about?
These are version-counters. See
url(https://en.wikipedia.org/wiki/Software_versioning)

----------------------------------------------------------------[ Background ]--

The long story that led me to building this mod the way it is.

There are several reasons why I decided to design an own house mod. I first
noticed that in the game there is no house outside the cities that you can
safely use. This lead me to looking for a good mod to provide a house outside
the cities as I did not like the idea of being cut off my storage when followed
by the guards.

I went on looking on the internet for house mods. There were really tons of
mods that all contained bigger or smaller houses. I noticed three rough
categories:

1. Very big houses. These often contained many guards and I did not like the
idea of a ``big'' mod very much as they tend to crash quite often. Also
these mods slowed down my framerate a lot and therefore most of them were
useless for me.
2. Middle-sized houses. These often looked pretty much like their in-city
pendants except for some problems: Most of them did not have a fast travel
marker and therefore were difficult to reach.
3. Small scale houses. Most of the houses in this class looked poor and
_really_ small. I liked them a lot more than the others but unfortunally
there were not many of these. I remember the ``My Cave'' mod and the
``Silent Stones Camp''. ``Silent Stones Camp'' looked pretty cool but all
these plants in there reduced my framerate below 20 fps.

All of these had in common that they were all very bright. As I mainly play in
the evening this is really desturbing, altough most of the houses to buy in game
are also a bit too bright in my opinion. The other thing was that many of the
mods dropped my framerate below anything that was playable. I therefore also did
not include food lying on the table in my own mod.

Having looked trough and thought about all of the interesting house mods that I
found on the internet for several hours I found several interesting options that
were all OK but not perfect. If you are interested, these were ``Mangan House''
(too bright, I did not like to have teleporters), ``Silent Stones Camp''
(framerate too low), ``My Cave'' (too bright, too poor), ``Sunset Manor'' (I
believe this mod crashed my game... I am not quite sure but a crashing game is
absolutely a no-go when it comes to item storage), ``Island Spire'' (low
framerate).

As you see, all of these were somehow not suitable. As I read many ``This is my
first mod.'' sentences on the website I downloaded the houses from I thought
that the level editor (actually called Construction Set) could not be too hard
to learn and use. This was actually true and I finally arranged myself with the
Construction Set and started to work on a test mod. As I noticed that it was
quite easy to create an own house I just thought about creating an own house as
all of the mods I found so far were compromises.

The decision to create an Ayleid ruin was made very quickly as I always liked
these ruins from the first time I saw them in game. I liked their dark but
non-poor style and the crystals that light the way. You will certainly notice
this when playing the mod as every light used in the whole mod comes from a
crystal.

You will also certainly find it a bit strange to have a Dremora in an Ayleid
Ruin. This has it's own story: Before I created this mod I played the ``Dremora
Companion'' mod that I liked very much. But unfortunally the mod made my game
crash on every save when I had finished the second quest. I had a hard time to
recover my savegame data and finally had to disable the mod. But I always missed
that Dremora companion (as I also like Dremora). The ``Better Adoring Fan'' mod
seemed to be an unsatisfying solution for a companion (I know that there are
other companion mods outside there but I did not yet try them out as I feared
it would crash again).

When I tested the ``My Cave'' mod I noticed that there was a merchant inclusive.
I also really liked that idea and therefore combined the Dremora-Idea with the
Merchant-Idea -- the ``story'' for my mod was invented. Unlike the ``My Cave''
``Cave Merchant'' my Dremora Merchant does not sell every item (it always took
several seconds to load the list when I tested the ``My Cave'' mod), but items
that commonly needed to be replaced -- like soul gems and arrows.

----------------------------------------------[ Changes with Version 1.0.0.7 ]--

This mod always had a place that was not quite finished: The basement. The
basement was one big room with a throne on stairs that were built of some bricks
that could be found in the construction set but not seemed quite well as they
had spaces and the stairs they built could not be walked on but needed to be
jumped in order to reach the throne. I could not find out how to solve this for
a very long time (the problem survived eight small bugfix releases after all).
Then I reviewed the basement and decided to give it another try. I almost
rebuilt it from scratch and only copied some small parts like the crystal-lamps
or the three smaller tables that are placed to build a big table.

After figuring out the solution to the ``stairs-problem'' I thought about adding
another room for the ``Staff of the Everscamp'' that can be easily used for
training. I called the room that was newly attached to the basement with
1.0.0.7 ``Training Room''. Be aware of the bugs related to the Staff of the
Everscamp, see
url(http://www.uesp.net/wiki/Oblivion:Staff_of_the_Everscamp#Bugs) for details.

By adding a blocked way in the basement (you will immediately notice it if you
enter) a place to put extensions planned for version 1.0.1.0 was made. But do
not expect 1.0.1.0 to come soon -- there are currently many other projects in
the queue. This is just to tell you why this annoying T-Connector has been
added.

I am aware that the changes with 1.0.0.7 take this mod more into the first
section of ``big houses'' that I mentioned in ``Background'' but as this mod
neither introduces annyoing guards nor makes it required to pass that big room I
thought it was OK to add such a big hall.

There is one change with 1.0.0.7 that is not related to the basement: The
bedroom is now lit by ``Great Welkynd'' instead of ``Varla'' stones that in my
oppinion looked much better. This was not done before as I always had trouble
with a ``Great Welkynd Stone'' being a quest object. Duplicating the object
solved it.

With 1.0.0.7 the screenshots were completely changed: They are still form third
person perspective but do not show my character anymore and the number of
screenshots included with the mod-archive file was reduced to two in order to
decrease filesize. The screenshots are now available in PNG format and no longer
stored as TGA in order to (1) reduce filesize and (2) make them fully
Windows-compatible.

INCOMPATIBILITY: 1.0.0.7 is not fully backwards compatible to previous versions.
1. If you have dropped (an) item/s in the pre-1.0.0.7 basement, you will need
to recover it before you update as the cell coordinates were changed and
your items would be lost. Having recoverted your items, store they somewhere
in a chest or in another room.
2. If you saved in the pre-1.0.0.7 basement cell, your savegame will be
invalidated when you update the mod. Therefore you need to get out of the
old basement while still having the old version and then update the mod.

Apart from the two cases listed above, everything should still be backwards-
compatible to every previous version released.

----------------------------------------------[ Changes with Version 1.0.0.9 ]--

You might have noticed -- as already announced in the ``Changes with Version
1.0.0.7'' -- that with 1.0.0.7 the basement was still not complete. There was
that strange T-way which led you into a dead end if you went staight on. I
actually made that dead end for a very specific extension I had in mid since
1.0.0.0: I wanted to add a trap or some sort of prison to get rid of NPCs or
creatures that followed me into the ruin. As I had no idea how to do it, I
delayed that idea until 1.0.0.7 where I already wanted to include it, but as
1.0.0.7 took me very long I did not have the motivation to figure out how to do
that second part and therefore blocked the way by a dead end and left the idea
to be built later, which I now have done.

While building the trap/prison I found my framerate sinking and therefore
detached the basement's main room from the entrance and the trap. This is also
the source of a possible savegame-invalidation. Read the ``INCOMPATIBILITY:''
paragraph for further info on this issue.

While I originally planned to make this 1.0.1.0 I found out -- after four hours
of adding traps to the new room -- that my framerate was low. I was just doing
the same mistake many of the mods I tested before creating 0.9.0.0 did. As I
noticed that framerate issue I tested which traps still could be used while not
dropping the framerate too much. My original plan/version included two "cells"
for the prison, which you can still see: One is completely covered with spikes
and therefore rather a deadly trap than a "cell" and one is completely empty.
That empty cell was completely covered with dart-throwers linked to a button
which could be used to activate them. But unfortunately these dart-throwers
were -- even while they were inactive -- great framedroppers and I therefore
needed to remove them.

I could not make this 1.0.1.0 anymore as I already had differences to my
original thought that were now even much bigger: My original plan was to have
one cell with dart throwers and another with red welkynd stones, which
unfortunately are only able to shoot at the player and therefore do not quaify
for a NPC trap. What I have now is better than before but far away from what I
wanted to archive. I will probably think about it again and change that prison
part in the future to find a way towards a good solution that could probably
include a smaller cell being covered with darts and a bigger one (but still
smaller than now) being covered with spikes or something similar to that. This
would allow a better framerate than my previous attempt while still keeping the
functionality.

1.0.0.9 also introduces small bugfixes: The north markers in the basement were
incorrect. I noticed this when I split the basement's main room into two cells.
And I edited the book to fit the basement changes.

With 1.0.0.9 I (again) got the idea of probably choosing another terrain cell
for placing the mod. This was not yet implemented, the terrain cell remains the
same for 1.0.0.9, but I request your feedback. Would you probably think of
another outside cell being better suited for this mod. If yes -- which? Leave
your answer either on PlanetElderscrolls or write a short e-mail.

INCOMPATIBILITY: 1.0.0.9 is not fully backwards compatible to previous versions.
1. The basement's main room was split. If you dropped an item/s there and/or
saved your game there you need to recover the items and save your game in
another cell before updating. This should only affect the basement's main
room. There have been no incompatible changes with the training and bath
room. (Basically the same as with 1.0.0.7's incompatibility #1).
2. As 1.0.0.8 was not released to the public I recommend you to also check it's
``Changelog'' entry as there was a very small incompatible change that came
with 1.0.0.8 and also applies for updating to 1.0.0.9 when you skip 1.0.0.8.
3. Foreshadowing incompatibility: I am not yet satisfied with the new changes
and will probably redesign them. See above for further explaination.

----------------------------------------------[ Changes with Version 1.0.1.0 ]--

1.0.1.0 is not a major change, but 1.0.1.0 was chosen because it finally has all
the features I wanted 1.0.1.0 to have.

The ``cell'' with spikes was removed in favour of a layer of ice that makes the
ruin even colder. Actually that ice-layers were not planned but I noticed that
the construction set did not easily allow me to make the design I actually
wanted and therefore made the best of the limitation. In the end it turned out
to slow the framerate but I found it still acceptable.

The second gate in the basement's NPC/creature prison no longer leads to the
spikes (as they were removed) but now ends in a small room that is covered by
dart-throwers and no longer reduces my framerate at all. This is the main source
of incompatibility: By removing a part of the basement, everything you dropped
(or imprisoned) there will certainly be lost or cause bugs. I therefore
recommend to clear the changed parts before upgrading.

Apart from that, a friend of mine recommended me to include some plants in the
mod in order to make it look more friendly because he thought it was too cold
and unfriendly for somebody to live in. In order to keep the cold atmosphere
(which this mod is intended to produce) I just added a few plants, that is to
say four. These are one of the sources of incompatibility: If you dropped an
item at a place that is now occupied by a plant, you might no longer be able to
fetch it.

INCOMPATIBILITY: 1.0.1.0 is not fully backwards compatible to previous versions.
1. The basement's ``prison'' was changed: Some parts were removed, others
added. If you dropped anything there or had NPCs or creatures there, remove
them and your items before upgrading. (See above for the exact changes if it
affects you.)
2. Four plants were added. This means that items which you dropped at places
the plants now occupy could get inaccessible. This should only affect you if
the items are very small (smaller than a dagger) because you will be able to
easily recover them otherwise as they are still possible to grab even if
plants are now above them. Two relevant plants have been added in the living
room (both on the free altar where suggestions were asked for in the 1.0.0.1
changelog) and one has been added on the desk in the bedroom.

----------------------------------------------[ Changes with Version 1.0.1.3 ]--

As he found the ruin too uncomfortable to live in, a friend of mine suggested to
add books and plants. The plants were already added with 1.0.1.0 although the
symmetry was destroyed (1.0.1.3 corrects this by adding another plant) but I had
not yet found out how to correctly add the books as I thought that the
Ayleid-shelf would not work with the Ma_Sys.ma Ayleid Ruin as not everyting
``Ayleid'' is compatible with every other ``Ayleid'' thing in the Construction
Set. But then I recently saw it working ingame in an Oblivion Ayleid Ruin I
thought it must be possible which turned out to be correct.

I have chosen the teaching books, because these not only decorate the ruin but
also add a nice feature, which is also interesting if someone decides to disable
the mod: The skills gained from the books will persist then. You might consider
having that many teaching-books in one building as cheating, if that is the case
just do not read them (or not all of them -- as you wish). If you are seriously
annoyed you might also consider to comment on PlanetElderscrolls or write an
e-mail altough I will probably not change this because it was quite exhausting
to place all these books correctly.

Apart from the books I have, as already mentioned above, added another mana
blossom in the living room for the plants to be placed symmetrically. Therefore
you now gain access to another rare plant to provide ressources for your
alchemy.

A change that you will ideally not notice but that I also consider as important
to be mentioned is the correction of several small errors that could have caused
bugs in connection with other mods. I removed every change I did not want
with ``TES4Edit'' -- a nice program to correct accidential mod mistakes you
otherwise would not notice. Therefore 1.0.1.3 has the smallest mod file since
1.0.0.8 eventhough many items (i.e. the books, plants, etc.) were added.

You might wonder why some of the containers in the bedroom are gone. Do not
worry, they were just also placed on a shelf in the bedroom near their old
location. I originally planned to to this with many of the other containers as
well, but it turned out that there were simply too many to do this while still
having a nice design, which is why I dropped that idea.

INCOMPATIBILITY: 1.0.1.3 is not fully backwards compatible to previous versions.
If you dropped items near the walls of the living- or bedroom you should
recover them before updating especially if they are very small because the
space might be occupied by the bookshelves now.

------------------------------------------------------------------[ Features ]--

You will get (sorted by importance)
1. An Ayleid Ruin to live in for free (neither real, nor in-game money needed).
2. Several storage chests that are tested as safe.
3. An own merchant that certainly has enugh money and makes very good prices.
4. A not too small amount of gold from the chests to make you have something of
this mod even if you decide not to use it in the end.
5. An always friendly place to hide in (this is of course only true if you like
such dark and especially cold places).

And -- added with new versions (sorted by version)
06. 1.0.0.7, although this was partialy true before
A big empty room to use for everything you like.
See ``Changes with Version 1.0.0.7'' for details.
07. 1.0.0.8, see changelog
A ``Spellmaking'' and ``Enchantment'' facility as it can be found in the
mages guild.
08. 1.0.0.9, see ``Changes with Version 1.0.0.9''
A basic NPC/creature prison.
09. 1.0.1.0, see ``Changes with Version 1.0.1.0''
A NPC/creature trap.
10. 1.0.1.3, see ``Changes with Version 1.0.1.3''
A nice collection of useful books.

You will notice that this mod does not use a single script, nor a quest. This
has been done on purpose as I think that scripts and quests are the main
reasons for game crashes and I really do not want this mod to crash.

With 1.0.0.9 and newer versions this is not completely true anymore: In order to
handle the two gates in the basement, the mod now uses some switch-scripts. But
these are default-scripts -- they are shipped with the game and used in the
original Oblivion Ayleid ruins. I therefore do not expect them to cause any
trouble.

----------------------------------------------------------------[ Characters ]--

I believe that this mod can be used with many different types of characters but
it certainly is especially well-suited for darker characters as it has a good
position to easily flee to and not being found. I tried to make the story
gender-independent meaning that you will commonly read ``he/she'' or ``his/her''
(see the ``Features'' section for further information). It especially also works
well with Ayleid Armor and other mods and might provide a good scene to take
screenshots of your character as the crystal outside shines very brightly.

Since 1.0.1.3 the mod might be seen as better-suited for mages as it now
features a lot of books fitting the stereotypical mage. But you might as well
find this a prejudice -- why should a warrior not also want to read?

---------------------------------------------------------[ Bugs and Updating ]--

If you face problems with an update from 1.0.0.6 or lower, read the ``Changes
with Version 1.0.0.7'' section before. If you are updating from a newer version
to the current version, read all of the ``Changes with version ...'' sections or
at least the changelog before you update to make sure, nothing is lost.

Recently a friend of mine found out that on Windows 7 updating the file in
`C:\\Program Files (x86)\\Bethesda Softworks\\Oblivion\\Data` does not
necessarily mean that the mod is updated correctly. You might notice this when
new features simply do not appear in game or something that was stated to have
been changed or removed remains the same as before. In such cases, please update
the file located in the following directory (where `USERNAME` is your Windows
login)

C:\Users\USERNAME\AppData\Local\VirtualStore\Program Files (x86)\
Bethesda Softworks\Oblivion\Data

This mod should never invalidate your savegame (read the ``Background'' section
for more information on this) when used properly. I have tested it very well and
you therefore should not experience problems. If it does invalidate your
savegame (one can never know for sure if even if everything was tested) --
immediately send me an e-mail for me to warn everyone not to use this anymore
until it is fixed. Despite that, be careful when updating to a version that is
known to have incompatible changes (or updating to a version that is more than
one step above your version and there have been incompatible changes in one of
the versions you are going to skip). For making it easy to find out about
incompatible changes there is a section called ``Changelog''. Look at all
``WARNING:'' tags that appear after your version and check the ``Changes
with ...'' sections if necessary. They always contain a list of incompatible
changes in the end.

There can be touble if another mod modifies the same cell. Therefore this mod
only modifies the cell at (-6|12).

This mod was tested on a ``Debian/GNU Linux Squeeze 6.0'' system with the newest
version of `wine` installed and worked smoothly without problems. As this is for
a game it should also work on every OS that runs Oblivion. It was verified that
this mod also works well with ``Microsoft Windows 7'' and
``Debian/GNU Linux Wheezy 7.0''.

It was never tested if this mod actually requires Shivering Isles. If you use it
without the expansion and do not encounter problems, I would be happy if you
wrote a comment on PlanetElderscrolls (see the ``Changelog'' section below) or
wrote an e-mail to clarify this for me.

If you happen to find a bug, please report it on either PlanetElderScrolls or
via e-mail to ``[email protected]''.

-----------------------------------------------------------------[ Changelog ]--

0.9.0.0 `Thu May 3 16:29:25 CEST 2012`
First Release at PlanetElderscrolls (now offline:
http://planetelderscrolls.gamespy.com/
View.php?view=OblivionMods.Detail&id=6806)
1.0.0.0 `Tue May 8 12:56:03 CEST 2012`
Bugfix Release, fixed small graphical problems, improved merchant
1.0.0.1 `Sun May 27 00:58:02 CEST 2012`
Altough I did not knew it, the mod required Shivering Isles as two
objects from Shivering Isles were used. I just removed them, in order to
quickly restore compatiblity. I will probably add other objects at the
location of the removed ones in the future.
PS: If you have a good idea for a small object that would fit well there,
just leave a comment on the PlanetElderscrolls page or send an e-mail.
PPS: This is obsoleted with 1.0.1.0 (two plants were added).
1.0.0.2 `Fri Jun 1 21:45:58 CEST 2012`
Bugfix Release, added north markers for every room and merchant should now
respawn properly, fixed some really small issues with the readme file.
Furthermore I have finally added AI-Nodes for every room.
1.0.0.3 `Mon Jun 11 20:00:42 CEST 2012`
Minor Bugfix (not released): Readme now encoded Windows-compatible `\\r\\n`
instead of Linux `\\n`. As Oblivion is a Windows-Game this was desirable.
1.0.0.4 `Tue Jun 12 22:43:05 CEST 2012`
Major Bugfix Release: Fixed a really annoying bug that silently needed you
to already have completed some quest and otherwise gave a useless error
message. This is now fixed (thanks to a friend of mine for pointing out the
problem).
1.0.0.5 `Thu Jun 28 23:57:22 CEST 2012`
Very small bugfix (not released): Replaced ``Cellar'' with ``Basement''.
Could not fix some bug that sometimes blocks the entrance door (if this has
not yet happened to you it will not, do not panic!).
1.0.0.6 `Sat Jun 30 02:29:34 CEST 2012`
Preparation (not released): Prepared the mod for adding some further rooms
in the basement.
1.0.0.7 `Mon Jul 9 01:44:12 CEST 2012`
Completely redesigned the basement and updated the screenshots that were
already obsolete as 1.0.0.1 was released. The bug mentioned in the 1.0.0.5
changelog could not even be located and I will therefore re-check if it
actually exists.
WARNING: This is an incompatible change. Read
``Changes with Version 1.0.0.7'' to check whether this affects you or not.
1.0.0.8 `Mon Jul 9 23:26:10 CEST 2012`
Added enchantment table (not released), again obsoleted screenshots.
Found out that the mod does not cause that 1.0.0.5 bug.
WARNING: This is a very small incompatible change. If you laid down an item
where the enchantment table is now located it might be lost. Be sure to pick
up items that lay there before updating. The chest has only be moved -- this
means that all contents are safe.
1.0.0.9 `Wed Aug 8 00:57:21 CEST 2012`
Again redesigned basement and split it's main cell into two: The part known
from 1.0.0.7 and a new part that is meant to be a NPC prison.
WARNING: This is an incompatible change. Read
``Changes with Version 1.0.0.9'' to check whether this affects you or not.
Unlike with 1.0.0.7 it will very likely not affect you.
1.0.1.0 `Wed Nov 7 21:20:51 CET 2012`
Redesigned NPC/creature prison/trap and added some plants.
WARNING: This is an incompatible change if you dropped items (or imprisoned
NPCs) in the basement's prison cell or if you dropped very small items on an
Ayleid-altar in the living room or on the desk in the bedroom. Read
``Changes with Version 1.0.1.0'' for further information.
1.0.1.1 `Sat Nov 10 01:22:52 CET 2012`
(not released) Changed some of the merchant's items.
1.0.1.2 `Sun Nov 11 22:31:32 CET 2012`
(not released) Fixed a merchant-bug that was introduced with version
1.0.1.1. Found a problem when updating with Windows 7 (see ``Bugs and
Updating'') for the solution.
1.0.1.3 `Sun Nov 18 17:09:25 CET 2012`
``Cleaned'' the mod file and thereby reduced bug potential. Added a lot of
books and shelves in order to make the ruin seem more lively.
WARNING: Incompatible change for those who dropped items near the walls as
the shelves probably block access to them now.
Also check ``Changes with Version 1.0.1.3'' for further details.
1.0.1.4 `Tue May 28 20:21:21 CEST 2013`
(not released) Added some spikes after I had finally found out the correct
Editor ID which was ``Kvatchpike''. Sorry for the framerate decrease.
1.0.1.5 `Thu May 30 01:20:28 CEST 2013`
(not released) Removed superflous cheat-feature.
1.0.1.6 `Tue Jul 30 02:29:18 CEST 2013`
Corrected the grid in the NPC ``prison''. NPCs should no longer prefer to go
to the ice instead of following the player.
1.0.1.7 `Mon Aug 11 00:06:49 CEST 2014`
The `.esp` file was not changed but the whole readme was reviewn in order to
be compatible with the new Ma_Sys.ma Website.
ANNOUNCEMENT: PlanetElderscrolls is down which means that this mod will not
be available via PlanetEdlerscrolls anymore.
1.0.1.8 `Tue Dec 29 16:45:39 CET 2015`
Dremora should now move visibly.
1.0.1.9 `Sun Nov 20 23:36:32 CET 2016`
Finally releasing this to NexusMods with updated screenshots and readme.

---------------------------------------------------------------[ Screenshots ]--

{\img{scr_bedroom.png}{The ruin main room / bedroom.}}

----------------------------------------------[ Readme-File and Distribution ]--

I have decided to release this mod under GPL. Although it is designed to be used
for programs, it may also be used for other work -- quoting from the GPL: ``"The
Program" refers to any copyrightable work licensed under this License.''

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program. If not, see .

This file was written to have a line break at least every 80 characters in order
to be readable on 80x24 terminals (still a common size for terminal windows).

If you decide to distribute this mod I would really like you to include this
file as well if it is possible (e.g. when creating an own mods archive with
your favorite mods).

---------------------------------------------------------------[ Development ]--

Development times for different versions
oooooooooooooooooooooooooooooooooooooooooooo
Version Aestimated Time/hours
++++++++++++++++++++++++++++++++++++++++++++
0.9.0.0 23
1.0.0.7 4.5
1.0.0.9 6
1.0.1.0 4
1.0.1.3 3.5
1.0.1.4 1
1.0.1.7 2
oooooooooooooooooooooooooooooooooooooooooooo

I was unable to place metadata into the mod file as this always made the
Construction Set crash and leave me with a zero-byte mod file meaning all of my
recent progress was gone. I was lucky to have the autosave funtion enabled that
allowed me to recover. Be warned to backup before using the Construction Set!

This mod does not use any ambient light in order to create the most realistic
scene that is possible. But you therefore might experience some smaller parts
of the ruin being completely dark.

------------------------------------------------------------------[ Language ]--

This mod is completely designed in English although the author is actually not a
native-english speaker/writer. Therefore there might be several (I hope smaller)
issues with language. If you want to correct these, just send me a short
correction via e-mail or list my mistakes.