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Spencer Homes (Version 1.1)
Released 11/03/03
By J.C. Spencer
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PM: JCSpencer
Email: jcs2003@oddpost.com
Website: http://theseventhrealm.com/portal/
Hosted at:
   Euro-Morrowind, AKA Euro-RPG (http://www.euro-morrowind.com/)
   The Portal (http://theseventhrealm.com/portal/)

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Table of Contents:

  I.    About The Plug-In
  II.   Installation
  III.  File List
  IV.   Modifications & Conflicts
  V.    Known Bugs & Issues
  VI.   Version History
  VII.  Credits, Thanks & Permissions
  VIII. Tips & Need-To-Know Stuff

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I. ABOUT THE PLUG-IN
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Spencer Homes is a company located that builds and sells homes across Tamriel, and they have been doing so for over a century and a half. The Vvardenfell office is located just outside Vivec, north of the Foreign Quarter canton. This is where you will find Jon Spencer, owner of Spencer Homes, and his associate.

There are currently five homes available for purchase, ranging from 247,500 to 1,350,000 drakes in cost. Their locations are:

- Ascadian Isles Region, between Ebonheart and the Hlaalu canton.
- Pelagiad, northwest of the fort on the shores of Lake Amaya.
- Sheogorad Region, on an island northeast of Dagon Fel.
- Solstheim, a short distance due north of Fort Frostmoth.
- West Gash, just to the west of Gnisis.

Jon Spencer can give you more information on each house, as well as sell the house to you. Please note that it takes 2-3 days to clean and prepare the house for you to move in after you purchase it (the journal system is used to help remind you when the house is ready).

Currently, the houses cannot be sold back to Spencer Homes. I hope to add that, along with more houses and other features pending feedback, in the next version.

Notes & Features:

- Exterior doors lock themselves every time you leave the house if you own it (yes, you have a key).
- The exterior windows light up from the hours of 8pm to midnight.
- Any or all of the houses can be bought. You are not limited to any number.
- You receive a key and a deed for each house bought (the deed will be put to use when houses can be sold in the next version, so hold on to them!).
- Houses can be purchased furnished or unfurnished (10% cheaper). The latter is to give players the option to furnish the houses themselves with mods that sell moveable furniture.
- The Solstheim Chateau is dedicated to the entire Elder Scrolls Community, featuring an inscription on "Memory Rock" just outside of the home.

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II. INSTALLATION
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Requirements/Dependencies:
	Official Patches: All (Visit http://www.elderscrolls.com/index.php to download)
	Official Expansions: Tribunal and Bloodmoon
	Official Plugins: None
	Other Plugins: None

1. Open the archive and Extract the files INTO your Data Files directory.
   The default is "Drive:\Program Files\Bethesda Softworks\Morrowind\Data Files\"

2. Start Morrowind, but before clicking Play:
   - Click "Data Files"
   - Make sure to select (check): JCS - Spencer Homes.esp

3. Click Play and enjoy!

IMPORTANT: Make sure you have the latest patches from Bethesda for Tribunal and Bloodmoon. This plug-in may behave unpredictably if you don't.

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III. FILE LIST
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Please see "FILES - JCS - Spencer Homes.txt" for a complete list of all files included with this plugin.

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IV. MODIFICATIONS & CONFLICTS
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Modifications:
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All changes listed below were made without changing in any way official Morrowind, Tribunal or Bloodmoon content, save to add new exterior buildings, scripts, landscaping and dialogue.

None of these changes have any impact on official gameplay; they are contained to this plugin only.

Conflicts:
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Currently, there are no known conflicts with existing offical content or player-made plugins. This mod was made compatible with Indy Bank by moving the Spencer Homes building away from the bank located north of Vivec.

The only possible conflicts that could arise are those that change the add any objects to the cells noted below or that also edit the landscape in the cells where I modified landscape.


1. No changes were made to the official Main Script. One new script was added to the Start Scripts list (Tribunal feature).

2. The following official Morrowind and Bloodmoon cells have been changed:
   - Ascadian Isles Region (0, -6) - objects added
   - Ascadian Isles Region (1, -12) - landscape modified
   - Ascadian Isles Region (2, -12) - objects added/moved, landscape modified
   - Dagon Fel (7, 22) - objects added/moved
   - Pelagiad (0, -7) - objects added, land texture modified
   - Sheogorad Region (8, 23) - objects added/moved, landscape modified
   - Sheogorad Region (8, 24) - objects added/moved, landscape modified
   - Sheogorad Region (8, 25) - objects added/moved, landscape modified
   - Sheogorad Region (9, 23) - objects added/moved, landscape modified
   - Sheogorad Region (9, 24) - objects added/moved, landscape modified
   - Sheogorad Region (9, 25) - objects added/moved, landscape modified
   - Sheogorad Region (10, 23) - objects added/moved, landscape modified
   - Sheogorad Region (10, 24) - objects added/moved, landscape modified
   - Sheogorad Region (10, 25) - objects added/moved, landscape modified
   - Solstheim, Hirstaang Forest (-22, 18) - objects added/moved, land texture modified

3. No changes were made to offical dialogue. New entries was made to the "go free" and "my trade" topics and three new topics have been added, all for custom NPCs (none for official NPCs).

4. No changes were made to official NPCs, but one official NPC (Haema Farseer) was moved a small distance in order to place a custom NPC. This NPC is still located on the docks in Dagon Fel.

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V. KNOWN BUGS & ISSUES
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1. The images on the maps that you receive from Mikk are not showing up in-game.

2. The interior door for the tower cannot be clicked in the upper-right corner due to a spider web static. If it is generally wished for this to be removed, I will make the change in the next version. The cottage is mostly unmodified as it was my very first home and I could have started from scratch with the knowledge I have now, but chose not to for sentimental reasons. This is the only real issue with the cottage however.

3. The game lags when actually purchasing the homes. I think this is because I had to use a series of RemoveItem commands in order to remove the appropriate amount of gold. The game is limited to removing no more than 65,535 of an item with this function, so I remove the gold from your inventory in increments of 60,000 or smaller, but doing so does cause a few seconds of lag for the actual exchange.

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VI. Version History
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11/03/03 - Version 1.1
- Fixed issues with locked doors that could not be opened.
- Fixed an animation problem with the painting switch in the Solstheim Chateau.
- Changed the mirrors to statics, as they were meant to be.
- The trophy room will now appear in the purchased version of the Solstheim Chateau (assuming you chose to keep it).
- Changed the weight capacity of furniture containers from 0.00 to more appropriate values.
- Thanks to Emberwolf and Slowride for pointing these problems out to me.

11/02/03 - Version 1.0
- Original release

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VII. CREDITS, THANKS & PERMISSIONS
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Credits:

- This plugin was cleaned with TESAME v1.0, by Erik Benerdal (Scarabus).
  You may download this utility at http://theseventhrealm.com/portal/

- This plugin was packaged with Overunity v1.8, by Shanjaq.
  You may download this utility at http://theseventhrealm.com/portal/

- Retexturing for this plugin was done with NIFtexture v1.2, by Dave Humphrey.
  You may download this utility at http://theseventhrealm.com/portal/

- The meshes for the toilet, sink and bathtub were created by MrRamieirez.

- The meshes and textures for Mikk's clothes were created by Vincent Dragon.

- The meshes and textures for the fish were created by Cait.

- The meshes and textures for the paintings and plates in the Spencer Chateau and the fences for the Sheogorad Estate and West Gash Manor were created by Lady Eternity.

- The mesh and texture for the Galleon painting were not created by me, but the author remains unknown to me at this time (the Galleon model pictured was created by Dongle).

- The drum, gong, harp, harpsichord, marimba and mallet meshes were created by Dongle and retextured by JCSpencer. The "mirrors" use the glass door mesh created by Dongle.

- The mesh for the Spencer Chateau rugs was created by Lord Yig and retextured by JCSpencer.

- The mesh and frame texture for the Spencer Homes office paintings were created by Tommy Khajiit. The images themselves were created by JCSpencer.

- The meshes and original textures used for all other objects were created by Bethesda Softworks.

- Custom retexturing and the plugin contents were created by JCSpencer.


Special Thanks to:

- ThreadWhisperer, Motoki: For reviewing my work and providing me with invaluable feedback. Also, Motoki for his assistance with fixing a mesh problem and for converting my textures to .dds which knocked 30MB off the file size.

- Emberwolf: For answering so many of my questions and for being so interested in and excited about this plug-in that you helped me to continue.

- KingKong: For editing Bethesda's dresser mesh to shut me up about wanting to have brass knobs. :P

- Lady Eternity: For her special help in this project.

- To everyone else on the forums for the suggestions, critcism and encouragement. I wouldn't have gotten this done without your help.

- Bethesda Softworks for giving us a great game and the ability to make our dreams to come alive.


Permissions:

Please contact me if you wish to include this plugin, in whole or in part, in your own (including my retexturing). If you wish to use the meshes/textures that were not created by me, please contact the original authors.

Also, please be sure to include credit as appropriate (see Credits above) if you use any of part of this plugin in your own.

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VIII. TIPS & NEED-TO-KNOW STUFF
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1. If you kill any of the guards/employees of Spencer Homes, you won't be able to buy any more homes (and the rest of them will get pretty angry with you). Killing any of these people is a bad idea since you won't be able to buy any more houses from future versions/updates, and it may preclude you from new features depending on how I have to implement them (which could also cause errors). So in a nutshell, killing them is bad. Don't do it.

2. Don't steal anything from the homes you are buying (the pre-owned versions anyway). Hundreds of items have been scripted in order to accomodate furnished and unfurnished versions of the homes, and having an item on you that is scripted to disable and/or delete can cause a lot of problems. It is not guaranteed to cause problems (it didn't in my tests), but it is possible, so it's best to avoid it.

3. The safe intentionally does not function in order to prevent anyone from storing things in it. The next version will include a change for the safe that is part of a quest. If you were storing things in it and loaded the next version with these changes, you would lose your items.

4. The door at the bottom of the tower does not go anywhere at this time. Like the safe, it is part of a quest that will be revealed in the next version.
