The Elder Scrolls III
           MORROWIND: 
     	Rethan Expansion
	  Version 2.2
	 by Baratheon79
         bersetzt von Scrib

Hinweis: Bentigt Tribunal

Hinweis: Es gibt ursprnglich 2 ESP-Files von Baratheon79, welches ein oder mehrere 
         Mods untersttzt (ich habe es weder bersetzt noch angetestet, sorry..;-)..)
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Index:
1. Installation
2. Spielen
3. Spielstnde
4. Bekannte Probleme/Bugs
5. nderungen in dieser Version
6. Danksagungen
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        1. INSTALLIEREN DES PLUGIN
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zum Installieren dieses Plugins, entpacke alle gepackten Dateien in Deinen 
Morrowind\DataFiles Ordner.
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        2. Spielen
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Hinweis: Dieser Ordner beinhaltete ursprnglich 2 ESP-Files von Baratheon79,
         welches ein oder mehrere Mods untersttzt. Ich habe noch nicht herausbekommen was
         NoM bedeutet...;-))
         Darum ist hier bis auf weiteres nur 1 File beigefgt. Es wurde von mir komplett
         bersetzt (hoffe ich zumindest). Da dies meine erste grere bersetzung ist, habt etwas
         Verstndnis fr Flchtigkeitsfehler.Das File wurde mit TeSaMe gecleant.

Mod-Inhalt: Dieser Mod beinhaltet die 3 "normalen" Ausbaustufen und fgt eine 4te Ausbaustufe
            hinzu. 
            
Highlights: Es gibt eine Neben-Quest, wo man an einen Teleporter-Ring gelangen kann, der nicht nur
            sich selbst zur Heimat-Feste bringt, sondern auch seine Mitbegleiter.
            Ausserdem ist es nun mglich per Boot nach Barlmora zu reisen und zurck.
            Das ursprngliche Innenleben des Herrenhauses ist ebenfalls massiv verndert worden.
            Neu hinzugekommen sind ein vergrsserter Spreiseraum, eine Bibliothek( noch nicht in dieser Version), ein Alchemie-Raum
            (mit Zutaten Glsern), Zimmer der Waffenkunde und ein bungsraum mit Dummys.


            Zustzliche Gebude sind ein Westturm, der den Kerker beinhaltet, einer Htte fr die
            Minenarbeiter der nahegelegenen Eiermine, einen Wachturm fr das Boot-Dock und ein neues
            Geschft.

            Ebenfalls wurde der Standard-Begleiter, Fjorgier ein wenig modifiziert.
            
            Und die Hauptquest auszulsen, muss der Spieler die 3te Ausbaustufe der Festung bereits haben
            und muss zustzlich entweder Ratsherr oder Grossmeister sein von Haus Hlaalu sein. 
            Sobald 2 dieser Bedingungen komplett erfllt sind, wird ein NPC in der Festung erscheinen,
            welcher verkndet, das die Eiermine angegriffen worden ist.

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         3. Spielstnde: Es sollten keine grsseren Probleme auftreten, wenn man nicht ein komplett
                         neues Spiel starten mchte. Mgliche Fehlermeldungen knnen besttigt werden, es
                         sollte trotzdem funktionieren (aber hier gilt natrlich keine Gewhr)
                         Das selbe gilt bei Nichtgefallen/Entfernen des Plugins, evtl. Fehlermeldungen 
                         immer besttigen, aber auch hier gilt, je mehr Vernderungen umso instabiler wird
                         das ganze.
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         4. Bekannte Probleme/Bugs: siehe englische Read-Me und von mir sei angemerkt, ich konnte nicht alles antesten, da ich verschiedene
                                    Landscape-Replacer nutze und somit gewisse Probleme hatte. Mir war kein normaler Zugang zu den unteren
                                    Rumen des Anwesens mglich. Auch konnte ich zwar das Schiff nutzen, aber nicht mit zurckfahren.
                                    Auch die Ring-Quest konnte ich nicht starten, da ich den Telvanni nicht fand, mglich das das auch vom Author 
                                    bereits deaktiviert wurde.Wer sich mit den CS auskennt, knnte es ja mal durchtesten.
         5. nderungen in dieser Version: siehe Punkt 4
         6. Danksagungen: Danke an Scharesoft fr das Bereitstellen seines Web-Spaces, Danke an den Rest (der mglichen Tester)
                          fr evtl. bersetzungsfehler. Danke an Baratheon79, fr die Erlaubnis der bersetzung seines grossartigen Mods.
         


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      The Elder Scrolls III
           MORROWIND: 
     	Rethan Expansion
	  Version 2.2
	 by Baratheon79

**Note: Requires TRIBUNAL expansion

**NoM esp also requires NoM v2.01 and BLOODMOON expansion
		
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Index:
1. Installation
2. Playing the Plugin
3. Save Games
4. Known Issues/Conflicts
5. Revisions in this version
6. Credits

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     1. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into the Morrowind/Data Files
directory.

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     2. PLAYING THE PLUGIN

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Note: This plug-in includes two esp files. Use one or the other, but
DO NOT use both, under any circumstances.

If you are using Necessities of Morrowind and want to have a well in the 
stronghold that you can easily get to, use the BAR_RethanExpansion_v2.1_NoM.esp
file. Otherwise, use BAR_RethanExpansion_v2.1.esp. Just don't use both, or you
will encounter lots of doubling.

This mod adds onto the Hlaalu stronghold at all stages of construction, and
also adds a 4th construction stage (with accompanying quest). There is also
an extra quest to get a companion-friendly teleport ring. The mod also includes
(with the stage 4 additions) fast travel by boat to Balmora.

The original Rethan Manor interior has been heavily modified, and now includes
an enlarged dining area, as well as a library (not stocked this time), alchemy
room (with ingredient jars), armory/display room, and a training room with 
functional practice dummies.

Additional buildings added include the West Tower (moved from previous versions), 
which contains a small barracks as well as the entrance to the dungeon, a shack
for the miners outside the Shurdan-Raplay Egg Mine, a new guard tower by the boat 
dock, and a new shop.

I have also modified Fjorgier a bit (the crappy companion you get during the stage 3
quest), to make him a slightly more proper companion. He now warps (script based on 
Grumpy's Companion Project v1.3) and has companion share. He is also now classed as 
a guard. He does not leveling up, however, and he does not have the auto-healing
feature present in most of my companion mods.

This mod also features native support for Sri's Alchemy, in the form of ingredient
jars for the new ingredients. This is disabled by default, but you can enable it by
opening the console and typing "set RE_SAloaded to 1" (must be exact), minus the 
quotes.

In order for the new quest to trigger, you must have the stage 3 stronghold, and
you must be Grandmaster of House Hlaalu. Once both of those conditions are satisfied,
simply sleep or do whatever you want for a few days, until an NPC shows up at your 
stronghold to warn you of an attack on the Shurdan-Raplay Egg Mine.

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     3. Save Games

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This plugin should not invalidate your old saved games. If you remove the
plugin from a game already in progress, you will have to click through
all those error messages.  However, you should be able to continue on afterward.

**Note: As a rule, you should backup all your saves before using this or any
other plugin, as a precaution against any strange error you might encounter.

If you are currently using an earlier version of the plugin, I strongly recommend
that you remove the old version before installing this one. Any objects left in 
cells from older versions will be lost (some of those cells no longer exist anyway).

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     4. Known Issues/Conflicts

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This version of RE will conflict with the following:
- Indarys Unleashed (landscape, object placement)
- New Rethan Manor
- Sailable Rivers (or whatever the name is - landscape)

In addition to the above, any mod that changes landscape at or close to
the Odai Plateau, or that makes changes to the Rethan Manor interior or 
to the "Odai Plateau" exterior cell may conflict.

Other known issues:
- Practice dummies - sometimes the spacebar reset feature doesn't want to work
  I have found that hitting the dummy a few more times generally corrects this.
- Teleport ring quest - in one of my many test runs, killing the Telvanni mage
  in Sadrith Mora as treated as murder even though he attacked first. I recommend
  either saving the game or dropping any stolen goods before taking him on.

Note on Necessities of Morrowind version:
In order for this version to work properly, it is recommend to have Rethan Expansion
load after NoM. Also, with this esp, there will now be 2 NoM wells in the stronghold
(one hidden away in the original location where it's harder to get at, the other in 
the middle of the courtyard). There is nothing I can do about this without modifying
main NoM esp, which would create more conflicts.

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     5. Revision History

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Version 2.2
- Removed a door that was mistakenly left in the dock tower that opened into 
  the void.
- Added a couple of chests to the alchemy room
- Removed the two Hlaalu retainers (to deal with a problem concerning them and the 
  practice dummies in the training room)

Version 2.1
- Added mesh and texture files for Dongle's display case to the download
- Fixed a minor bug concerning a couple of interior pieces and Join All Houses

Version 2.0
- Removed old dungeon, armory, and library
- Restored landing to original state
- Added new armory, training room, library, and alchemy room within existing Rethan 
  Manor interior
- Moved West Tower to put entrance inside the walls
- Completely redid West Tower interior; now include a small barracks, as well as the 
  entrance to the dungeon
- Added a 4th construction stage, with accompanying quest
- Added quest for teleport ring
- Removed moveable armor mannequins (sorry everyone); armory now includes 4 
  non-moveable mannequins
- Removed mage teleport NPCs
- Added the hired miners (from the stage 2 quest) in a shack outside the Shurdan-Raplay
  Egg Mine
- Enlarged dining area in Rethan manor interior; rotated table to allow more room to move
  around
- Added a warping script to Fjorgier (based on Grumpy's v1.3 companion script) as well as 
  companion share, and reclassed him as a guard

Version 1.3
- Removed the old armor mannequins from the armory and replaced them
with a crate of moveable ones. The player can place the mannequins as 
they see fit. Note that you must remove any items from the mannequins
before moving them or you will them. The mannequins, inventory placeholder
item, and attached scripts have all been renamed to avoid conflist with
other mods. The crate is in the armory behind the blacksmith NPC, who
should longer be wandering about the place.

- Completely changed the lighting. I accidentally changed one of the 
original torches, and didn't realize it until I was going through the mod
with TESAME. I have replaced all torches with new ones with unique IDs.

Version 1.2
- Another lighting related bugfix

Version 1.1
- Fixed an issue with lighting in the armory and library (I accidentally modified
  a stock torch - oops)


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     6. Credits

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A very sincere thank you to:
Chris Janosi - for his excellent moveable armor mannequins
Crazyboy - for his alchemy jars
Dongle - for the well mesh from his water mesh resource, and the display cases
Grumpy - for his companion script (v1.3 script used for Fjorgier), and
         for giving me the idea to class a companion as a guard
Adammelo - for testing the mod

And of course to everyone at the official forum and on the rpgmods.com forums
who has contributed feedback as I was creating this mod. You know who you are.

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Feel free to let me know what you think of this mod.

This mod may be posted on other sites, provided that the site owner contacts
me for permission or I send it to him/her, and I am credited as the mod author.

Enjoy!

Baratheon79
email: baratheon79@rpgmods.com
http://morrowind.rpgmods.com