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Immersive Settlements
Version 0.55

Author: Pymous
http://www.pymous.com
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Installation:
- Recommanded: Install with a mod manager like Nexus mod manager
- Manual installation: Just copy /data folder of the mod to your Skyrim installation directory

Uninstallation:
- Recommanded: Uninstall from a Mod manager like Nexus mod manager
- Manual uninstallation: Remove all "Immersive +Settlement name+.esp" from your /data folder

Tips:
- You can enable/disable individually each settlement if you prefer for exemple use another mod who modify a specific town.
- Install "ENBoost" if you experience infinite loading or CTD after few few hours/minutes playing time: http://skyrim.nexusmods.com/mods/38649//?

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Changelogs:
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version 0.55 Changelog:

Bug Fixes:
- No more free horse in Falkreath
- No more free horse in Riverwood
- Fixed wrong guard faction in Dawnstar

Dawnstar:
- Added an ancient Fort inside the town
- Added a stable
- Added +1 horse
- Added +2 buildings
- Expanded docks
- Added +1 longboat
- Added +1 NPC (basic AI package)

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version 0.54 Changelog:

NEW .esp file: "Immersive Solstheim.esp" !REQUIRES DRONGONBORN DLC!
In v0.54 only Raven Rock was modified.
"Immersive Solstheim.esp" can be downloaded from "Optional Files" (due to DLC requirement)

Raven Rock (Solstheim):
- Added 8 new houses/buildings
- Added a new wall and gatehouse to the West exit of the town
- Added some immersive details
- Eddited Navmesh
- Added 1 NPC (guard)

Orc Strongholds:
- Added new structures to Dushnikh Yal
- Added +5 Orcs NPC to Dushnikh Yal and Mor Khazgur (basic AI package for now)
- Added some furnitures and immersive details

Ivarstead:
- Modified a house placement to open a clear path toward the barrow. This should fix some minor issue with an "Interesting NPC" quest (thanks to shamayne for reporting)
- Fixed some small details

Dragon Bridge:
- Added a small fortified garnison
- Added a watchtower
- Added 4 guards (basic AI package)

Whiterun (exterior):
- Expanded some fields
- Added new structure
- Added some immersive details
- Added +4NPC (Merchants)
- Optimized navmesh

Stonehills:
- Restored 1 Bethesda unused NPC: Talib
- Restored 1 Bethesda unused NPC: Argi Farseer
- Added a new house: Argi's house (basic design for now)

Rorikstead:
- Expanded farming fields even more
- Added new structures

Misc:
- Fixed most of the guards templates to use Vanilla ones (should fix "bounty" problems during the civil war quest)
- All Files were cleaned with TES5Edit.


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version 0.53 Changelog:

NEW .esp file: "Immersive Whiterun.esp"
Whiterun modification concern ONLY EXTERIOR CELL.
Compatible with all Whiterun modification (inside walls)

Whiterun (exterior):
- Added 16 structures/houses around Whiterun
- Added an Inn (not functional in v0.53)
- Added an exterior marketplace (not functional in v0.53)
- Expanded exterior Whiterun entrance "bastion"
- Expanded and new farming fields around Whiterun
- Added 6 NPC (farmers with basic AI package for now)
- Added furniture and immersive details

Riverwood:
- Added a small stable

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version 0.52 Changelog:

Riverwood:
- Added +4 NPC (total= 8)
- Designed 5 house interiors (total= 5/5)
- Added Immersive details

Kynesgrove:
- Added +1 NPC (total= 4)
- Added 2 house interior (total= 2/2)

Rorikstead:
- Added +2 NPC (total= 5)
- Added 2 house interior (total= 3/4)

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version 0.50 Changelog:

Stonehills:
- Added Barrack's interior
- Optimized Navmesh

Falkreath:
- Added an exterior market
- Added 3 NPC (merchants for the market)
- Modified some previously added objects
- Added immersive details

Shor's Stone:
- Fixed some vanilla Navmesh issue
- Modified some landscape details
- Added immersive details

Rorikstead:
- Fixed some Navmesh issues
- Fixed details on some placed objects
- Modified some landscape details

Dawnstar:
- Added a stone barrack attached to wall ruins
- Linked city levels with "old stone stairs"
- Small update to previously added ship
- Eddited Navmesh
- Eddited some landscape details
- Fixed some minors details
(thanks to Tnyhy for many suggestions and details report for this Dawnstar update v0.50)

Riverwood:
- Fixed some tree issue (thanks to raikuken for suggestion)
- Fixed some Navmesh details
- Added some immersive details

Karthwasten:
- Fixed some minor clipping (thanks to Tnyhy for reporting)
- Eddited some landscape details

Morthal:
- Fixed Blacksmith excessive gold bug (thanks to Derialund for reporting)

Orc Strongholds:
- Narzulbur: Fixed campfire clipping (thanks to Tnyhy for reporting)
- Narzulbur: Fixed defense wall "weak point" (thanks to Tnyhy for suggestion)

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version 0.45 Changelog:

Riverwood:
- Added a new merchant (apothecary)
- Added immersive details and objects

Ivarstead:
- Added 1 new house (total new = 5)
- Added 2 new NPC (total new = 5)
- Added a Forge
- Expanded and added some garden/fields
- Added immersive details and objects

Karthwasten:
- Added +1 NPC (total new = 4)
- Added immersive details

Dragon Bridge:
- Added 2 new structures
- Added immersive objects and others details

Morthal:
- Added +1 NPC (a blacksmith)
- Fixed some objects details
- Fixed some navmesh issues

Kynesgrove:
- Added immersive details

Darkwater crossing:
- Added immersive details

Orc Strongholds:
- Added 1 NPC to Dushnikh Yal
- Added 1 NPC to Largashbur

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version 0.40 Changelog:

Added Immersive Orc Strongholds! (thanks to skyrimaguas for the idea!)
This new .esp include:
- Expanded Dushnikh Yal (+5 structures)
- Expanded Largashbur (+5 structures)
- Expanded Mor Khazgur (+9 structures)
- Expanded Narzulbur ( +5 structures)

All Files were cleaned with TES5Edit.

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version 0.35 Changelog:
Grey-face bug should be fixed.

Stone hills:
- Added 1 NPC (guard)
- Added immersive details

Falkreath:
- Added 1 Stable
- Added 1 Horse
- Added 2 NPC (guards)
- Added immersive details
- Fixed some terrain textures (grass through statics)

Shor's Stone:
- Added some AI routine
- Added immersive details

Rorikstead:
- Fixed some AI package
- Fixed Navmesh
- Added immersive details

Dawnstar:
- Fixed some AI package
- Added 1 NPC (guard)
- Added immersive details

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version 0.30 Changelog:

Riverwood:
- Added a Smelter
- Added 3 NPC
- Added a small mining camp outside of riverwood to supply it with Iron

Darkwater crossing:
- Added 1 NPC (basic AI package)
- Added immersive details

Dawnstar:
- Added immersive details
- Fixed a Navmesh bug

Kynesgrove:
- Added 2 NPC (basic AI package)
- Added immersive details

Karthwasten:
- Added 2 NPC (basic AI package)
- Added immersive details

Ivarstead:
- Added 2 NPC (basic AI package)
- Added immersive details

Dragon Bridge:
- Added 1 NPC (basic AI package)
- Added immersive details

Morthal:
- Added 1 NPC (guard)
- Added immersive details

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version 0.20 Changelog:

Dawnstar:
- Cleaned Navmesh
- Added furnitures and immersive details
- Added 1 Merchant (general goods)

Falkreath:
- Added 2 houses (total new houses = 5)
- Fixed Navmesh to make it compatible with added objects
- Added furnitures and immersive details
- Added 3 NPC (basic AI package)

Darkwater Crossing:
- Fixed Navmesh to make it compatible with added objects
- Added furnitures and immersive details
- Added a small dock and a boat

Kynesgrove:
- Added 1 merchant (general goods)
- Added furnitures and immersive details

Karthwasten:
- Added 1 Merchant (general goods)
- Added furnitures and immersive details

Shor's Stone:
- Added 1 Merchant (general goods)
- Added furnitures and immersive details

Rorikstead:
- Added 1 Merchant (general goods)
- Added furnitures and immersive details

Ivarstead:
- Added 1 Merchant (general goods)
- Added furnitures and immersive details

Dragon Bridge:
- Added 1 Merchant (general goods)
- Added furnitures and immersive details

Morthal:
- Added 1 Merchant (general goods)
- Added furnitures and immersive details
- Fixed invisibles posts on gatehouse

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version 0.16 Changelog:
Dawnstar changes:
- Added 3 new house (total new houses = 7)
- Added City defenses: Brocken stone walls and towers + wooden stockades
- Fixed Navmesh to make it compatible with added objects
- Added 4 new NPC (Basic AI package)
- Added immersive details and furnitures
Stone Hills changes:
- Added 1 interior house
- Tweaked new NPC AI

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version 0.15 Changelog:
Morthal changes (Stage 2):
- Modified one house previously added
- Added 2 new house (total new houses = 6)
- Added 3 fishing boats
- Added 2 gatehouses
- Fixed Navmesh to make it compatible with added objects
Others changes:
- New Navmesh for Riverwood and 1 modified house (Stage 2)
- New Navmesh for Ivarstead and some details added (Stage 2)
- New Navmesh for Dragon Bridge (Stage 2)

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version 0.14 Changelog:
Rorikstead changes:
- Removed one house previously added
- Added 1 new house
- Greatly expanding farming fields
- Added animals (goats, chickens and cows)
- Added furnitures and others immersive details
- Added 2 NPC (basic AI package)
- Fixed Navmesh to make it compatible with added objects

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version 0.13 Changelog:
- Fixed a house in Ivarstead to make it compatible with "Lanterns of Skyrim" (thanks to eanaz for reporting)
- Fixed Navmesh for Stonehills
- Added 1 NPC to Stonehills (smiter)
- Fixed Navmesh for Kynesgrove
- Fixed Navmesh for Karthwasten

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version 0.12 Changelog:
- Modified Shor's stone:
*Edited Shor's stone exterior Navmesh to make it compatible with new added houses
*Added 3 NPC (1 woodcutter, 1 smiter, 1 "sweeper')
*Added furnitures and others immersive objects/markers

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version 0.11 Changelog:
- Added "Immersive Dragon Bridge.esp"
- Tweaked Kynesgrove (Replaced a house + added static/furniture)
- Tweaked Stonehills (Added static/furniture)

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