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Dwarvenhaven v2.5 README

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http://skyrim.nexusmods.com/downloads/file.php?id=10177

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Short Description:

Dwarvenhaven is essentially a player town, unlocked through fully-voiced quests, with all the bells and whistles,
while still staying realistic and mostly lore-friendly. If you ever wanted an awesome Dwarven player-home, this is
for you!

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Main Features:

Fully Voiced Questline!

Tavern, Library, Armory, Wooded Oasis, Temple, Central Main Hall, Private Player Suite, Mountain-side Balcony, and
a Separate Area for NPC characters (including a barkeep, blacksmith, gardener, priest, guard, trainer, and more)

Lore friendly (which means it's expensive... console some money in with "player.additem 000f 65000" if you don't
want to spend your own gold)

An auto-complete lever! If you're not interested in the quest-line and just want the player home, find the lever
shown in the images on the Nexus to auto-complete the entire quest-line. This can be done from any point within the
quest-line.

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Latest Update:

-Fixed 2.0 esm issues

See the version history on the Nexus for older update history.

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Dawnguard Addon:

Adds appropriate flora and ingredients where appropriate for alchemy and aesthetic purposes.

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Dragonborn Addon:

Adds appropriate flora, ingredients, food, and static objects where appropriate for alchemy and aesthetic pruposes.

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Dragonborn Retex Addon:

Replaces all dwemer statics with the Dragonborn sets where available, and adds new pieces where the new were found
lacking.

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General Stores Addon:

Adds General Stores mod functionality in all appropriate areas. The cellar included with the original mod can be
accessed in the caves cell of Dwarvenhaven (eventually).

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Installation:

-->Skyrim must be updated to the latest update.

-->Via NMM: Everything follows the basic procedure.

-->The Dawnguard addon requires Dawnguard to function.

-->The Dragonborn addon requires Dragonborn to function.

-->The Dragonborn Retexture addon requires Dragonborn to function.

-->The General Stores addon requires General Stores (latest version) to function.

-->Manually: Drop the main file in the Data folder, then merge the looses folders.


Uninstall Info:
Remove anything you want to keep from within Dwarvenhaven, press the uninstall button (on the rock behind the
auto-complete lever), then quit Skyrim and remove the file.

-->Via NMM: just follw basic procedure.

-->Manually: Just remove the esp, and any loose folders named dwarvenhaven.esp in the other subfolders. Next,
remove any scripts with DWRHVN in the name. Finally the following scripts should be removed:

TIF__0102AC3E, TIF__0102AC4B, TIF__0102BC73, TIF__0103A359, TIF__01030E3E,
TIF__01031E71, TIF__01038D24, TIF__01039DEA, TIF__03038D24, TIF__0103508A,
TIF__0103776B

Honestly, NMM handles all these no problem, so I reccomend using it, at the least, just for moving my mod.

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Warnings/Troubleshooting/Things to know:

-->Dwarvenhaven is recognized in BOSS (http://skyrim.nexusmods.com/mods/6) if you care to use it

-->If you're getting crashes when you get close to Dwarvenhaven (or even just when you start the game) change your
load order. As this mod adds to Riften and Markarth, any mods that change those cities will conflict unless
Dwarvenhaven is loaded after. Because I only add to these cities, Dwarvenhaven won't overwrite any other mods,
so loading it after won't ruin other world changing mods.

-->There are a large number of display cases, racks, bookcases, and mannequins in Dwarvanhaven. Observe best
practices here based upon your own PC. The more weapons, books, and armor you place, the more has to be loaded
everytime you load the cell. But, if Skyrim runs above ~40 fps in general for your PC before this mod, this
should be a minimal concern.

-->The weapon racks can place some things oddly (blades swords, wabbajack, etc.). I used the vanilla script in most
cases so any mods to fix that should work here as well.

-->The lever outside the tower works by setstage functions, running through every important stage of the questline.
It can be used anytime during the quests to quick finish the whole thing up if you don't care about the quest;
using it after the questline should also cause no issues.

-->The levers in the sub basement are explained in a note added in-game.

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Version Notes:

-->BSA Version:
The BSA version is the general file to be used in most cases

-->Loose Version:
The Loose version is an uncompressed version of the BSA version

-->Modder's Version:
The Modder's version is meant for use in creating addons only, and should NEVER be used when playing Skyrim
See the Modder's version specific readme for specifics on how to use it

-->Complete Version:
The Complete version contains every file needed to edit the base of the mod in the CK
This version is not recommended for general Skyrim gameplay, as the file take up far more space in this form

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Localizations:

Russian version:
http://tesall.ru/file/dwemer-haven-skyrim

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A note to other modders: Most of my additions are labeled starting with either Dwarvenhaven, or DWRHVN to avoid
conflicts and I ask that you don't use those unless your mod is specifically supposed to override mine.

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By BWchief117 (or bw117)

Endorse if you liked it!