Forested Morrowind Readme
=========================

Version:  1.0
Author:  Max

In Tribute To
=============

To my wonderful wife, without whom no game would be worth playing.  

Requirements
============

This download includes *only* the Forested Morrowind .esp file.  You MUST have the Leafy Morrowind mod installed in order to use Forested Morrowind; the models and textures for the tree statics are located in that mod.  Without Leafy Morrowind this mod WILL NOT WORK.

What is Forested Morrowind?
===========================

Forested Morrowind is the third phase of an overly ambitious, insanely large project called 'A Tale of Twelve Houses', set one thousand years after the defeat of Dagoth Ur.  Vardenfel has changed a great deal in those one thousand years, with formerly nasty ashlands and lava flows being replaced by verdant greenery and lush forests following the dormancy of Red Mountain.

To avoid the 'WIP is another name for vaporware' syndrome, and in recognition that this project will most likely never see completion, I decided to do 'A Tale of Twelve Houses' in stages, starting with those that are compatible with the regular Morrowind game.  That means that even if the project is abandoned at least some useful bits will come of it, both to players and to modders.

Forested Morrowind picks up where Leafy Morrowind left off, adding a large number of trees and several dense forests to Vardenfel.

What Exactly Was Done In Forested Morrowind?
============================================

The following regions in Vardenfel were altered:

- the Ashlands:  an enormous dense forest was added to the northern Ashlands, north of Red Mountain.  Other areas of the Ashlands were also forested, or had a considerable number of trees added to them.

- the Molag Amur:  hundreds of trees were added to the Molag Amur, some in groups and others in spot adds here and there.

- the Grazelands:  no forests were constructed in the Grazelands, although many trees were added all across the area.  The Grazelands have several times the number of trees present in Leafy Morrowind.

- The Western Gash:  several hundred trees were placed in this region as well, although an attempt was made to not overly forest this area.

No trees were added to the Sheogorad, Bitter Coast, or Ascadian Isles.  For the Sheogorad, the area was left 'as is' because all of the giant mushrooms were eliminated from other areas of Vardenfel.  This makes the Sheogorad appear to be that much more alien and magical in comparison to the rest of the island, which is appropriate given that the Telvanni (and their giant mushroom towers) are located in this region.

The Bitter Coast was left alone because I think it needs no modification.  It's fine just the way it is.

No forests were constructed in the Ascadian Isles because this is the 'settled' part of Vardenfel.  Foresting this region would make little sense given that much of it is cultivated or urbanized.

How Do I Install This Mod
=========================

Unzip the file you downloaded to your /morrowind/data directory.  *NOT* your /morrowind directory, but your morrowind/data directory.  Make sure you check the 'Forested Morrowind.esp' file the next time you start your game.  Check ONLY the Forested Morrowind .esp of this series; do not run Leafy Morrowind or Green Morrowind in conjunction with Forested Morrowind.  Forested Morrowind contains everything that's present in Leafy Morrowind and Green Morrowind, so these two .esp files are unnecessary (and might conflict with Forested Morrowind).

I Hate Your Mod!  How Do I Uninstall It?
========================================

Well, you ill-mannered bore, it's rather simple.  Aside from unchecking the .esp file the next time you start up Morrowind, you need to delete the followind .dds files from your /data/textures folder:

TX_ashlands_04.dds
TX_ashlands_06.dds
TX_ashlands_07.dds
TX_ashlands_08.dds
TX_MA_crackedearth.dds
TX_MA_lava.dds
TX_MA_lava02.dds
TX_MA_lava03.dds
TX_MA_lava04.dds
TX_MA_lava05.dds
TX_MA_lava06.dds
TX_MA_lava07.dds
TX_MA_lavacrust.dds
TX_MA_lavaflow.dds
TX_MA_lavarock.dds
TX_MA_rock04.dds
TX_MA_sulphur_rock01.dds
TX_MA_sulphur_rock02.dds
TX_MA_sulphur_rock03.dds
TX_MA_sulphur_rock05.dds
TX_MA_sulphur_rock06.dds
TX_MA_sulphur_rock07.dds
TX_MA_sulphur_rock08.dds
TX_MA_sulphur_rock09.dds
TX_MA_rock_02.dds


This will remove all of the changes I made and restore your nasty grey and black landscape.  At least it did for me and worked just fine; I make NO GUARANTEES it'll do the same for you.  If something gets screwed up don't go crying to me because I won't help you; you should've backed up your save beforehand and avoided the hand-wringing.

You did back up, didn't you?

What Does This Mod Conflict With?
================================

See the 'Leafy Morrowind' readme.

What Kind of Bugs Are in the Mod?
=================================

If you want a full report on texturing, be sure to read the 'Green Morrowind' readme included in the 'Leafy Morrowind' zip file (which you have to have, since you must download and install Leafy Morrowind in order to use Forested Morrowind).

For bugs concerning the trees, read the 'Leafy Morrowind' readme (also in that zip file).

Any Non-Bugs I Should Know About?
=================================

See the 'Leafy Morrowind' readme.

Where Do I Send Bug Reports?
============================

Thanks, but I don't want any bug reports.  If something is just killing ya, fire up the editor and make the adjustment yourself.  It's very easy to do and I can't really see why I should do it when you can do it on your own.  If this offends you in some incomprehensible way, remember that you get what you pay for.

Where Do I Send Complaints?
===========================

Send all complaints to /dev/null.  Unfortunately this only works for Linux users; those of you enslaved to Microsoft will have to use Billy G's equivalent, the 'Recycle Bin'.

Seriously, if you want to complain don't bother me about it.  I am not your whipping boy, your employee, your serf, your personal tech support, or your slave.  I owe you *nothing*, and that includes my time.  If you ignore my wishes and send me email with a complaint, criticism, or a demand for aid I'll just delete it and add you to my banned list.

Will You Do Anything Else With This Mod?
========================================

This is the last in the series of Morrowind-compatible terrain changes for 'A Tale of Twelve Houses'.  Everything after this isn't Morrowind compatible (e.g., flattening Red Mountain and turning it into a plateau).  I'm not sure what the next release will be; right now I'm bloody tired of messing with Vardenfel's terrain, so I'll probably switch over to something else for awhile, like reconstructing towns.

Files Changed
=============

See the 'Green Morrowind' readme.  Apart from that, all of the trees except those in the Bitter Coast were replaced by player-made trees, as were all of the giant mushrooms outside of the Sheograd/Azura's Coast area.  Original game files weren't changed; others were added.

Credits
=======

Credit goes to Jdooby, Drakus and Ayse for the trees you see in the game.  LadyE's and N'Dibs trees aren't in the game, but are included in the mod for use by modders.  Also included is a plant set by N'Dib which I ultimately ended up not using, but is quite nice.  You can find their work at:

jdooby
http://thelys.free.fr/jdooby.htm

Frederick Nicholas Zazulka  (Dracus Dragani)
Morrowind Dimesions http://phobos.ramapo.edu/~fzazulka

Lady Eternity's Mod Resource 
http://www.proudfootimaging.com/ladye/

Eric Henry (Brillo / N'Dib)
N'Dib's Twilight http://cu.imt.net/~ehenry/mods/ndib/

ayse_morrowind@hotmail.com
http://freett.com/varvarvar/


Copyright
=========

The tree models are copyrighted by their creators.  N'Dib has released his models under the Creative Commons copyright, which you can view at http://creativecommons.org/licenses/by-nc/1.0/.

As for the mod itself, there is no copyright.  Since I included no original material of my own of any kind, but rather just rearranged what others had done, so far as I'm concerned there's nothing to copyright.  Therefore I'm releasing the mod itself into the public domain.

If you use the mod you don't have to give me any credit.  I don't really care one way or another.  If you claim the work as your own and I find out about it I might decide to make a fool out of you on a public forum, but other than that you have nothing to fear.

While you don't have to give me any credit, you do have to give the tree modelers credit just as I've done above.  That's the only catch to using this mod - just give the extremely talented modelers their props and all will be well.

Finis.
 


