Dunzar by PCC aka Blockhead
This is version 2

	THIS PLUGIN REQUIRES TRIBUNAL.
	Dunzar is a long dungeon.  It connects Vivec and Mournhold and
corresponds 1:1 to the surface distance between those cities.  It contains
many leveled creatures and some leveled treasure.  I have tried to keep the
amount of loot down to a plausible amount.  There is a lot to explore.


Installation
------------
	To install, simply unzip the esp file and this readme file to the
"data files" directory off of your Morrowind directory.  Since there are no
reskins or custom NIFs, installation is simple.
	You can enter Dunzar through level five of the Puzzle Canal in Vivec,
or through the Temple Sewers West in Old Mournhold.  You might need water
breathing potions and levitation potions.  Restore potions/scrolls are good to
have as well.  Bring tools to repair your armor and weapons; you'll need them.
	If you are upgrading from version 1 to version 2, you might want to
get your character out of Dunzar and save the game before putting the new
version in, just to be safe.  After that, delete the old version of Dunzar and
unzip the new version in.  That should do it.


Compatibility
-------------
	This dungeon is compatible with all Official Bethesda mods, plugins,
and patches up to November 2002.  It requires Tribunal.
	This plugin adds no new NPCs and does not change any dialog.  It makes
no changes to any leveled lists items or monsters.
	This plugin is compatible with all other plugins that I have written.
You can find these other plugins either where you obtained this one from or
from the web page at http://www.bestweb.net/~pogo/stuff.html).


Cells Modified
--------------
	Only two cells are modified (the rest are new cells):
 1) Old Mournhold: Temple Sewers West.
 2) Vivec, Puzzle Canal, Level 5


Bugs
----
	Inside Dunzar, if you cast Alm. Intervention or Divine Intervention,
you'll pop out in Mournhold, regardless of how close you are to Vivec.  I have
no freaken idea how to fix that so it is being left as is.


Changes from version 1 to 2
---------------------------
	In version 1 there was a very large monster on the leveled lists that
would appear once your character was level 40 or higher.  This monster was too
big to fit in corridors!  A monster plopped down in a corridor that is half
its height will not move.  Combat is not possible.  Getting past the monster
is not possible.  You're stuck!
	To fix this, the monster has been taken out of the leveled list.
	Some more path grids have been added to some of the cave and dwemer
areas.


Legal crap
----------
	You can copy this as much as you like.  You can upload/share/swap this
thing anywhere you want as much as you want, just keep this readme with it and
try to mention where you got it from.


Last Comments (the bit where I ramble  :)  )
-------------
	After creating Smeradon, I figured out a way of measuring distances in
Morrowind.  Imagine my surprise when I discovered that the actual length of my
Smeradon dungeon is 2.5 times the distance from Seyda Neen to Balmora.  So
if I had decided to change Smeradon to be 1:1 with the surface distance, it
would stretch a length that is the same as the distance between Vivec and
Dagoth Ur.  I decided to use this as a unit of measurement, the
"Vivec-to-Dagoth-Ur", or VTDU for short.
	I then downloaded a map of the entire Tamriel continent from
Xanathar's Library at http://www.mOuse.net/~zanathar.  I used the map to see
where Mournhold was, relative to Morrowind.  It was hard to judge the
distance exactly because Morrowind has changed shape between game releases and
parts of it (like Ebonhart) were moved around between game releases!  Still, I
was able to see that Mournhold is south-south-east of Vivec, at a distance
of roughly four VTDUs.
	This means that a dungeon stretching from Vivec to Mournhold would
be four times the length of Smeradon.
	So, using a hell of a lot of time, re-using (but modifying) cells from
Smeradon and Knaarus, and with a bit of help from GenMod, I was able to make
this dungeon.  The final cell count of Dunzar is 95 interior cells.
	This dungeon is harder than Smeradon and Knaarus because there are
more monsters per cell and because the Tribunal monsters are tougher than
the regular Morrowind monsters.
	The monsters are leveled to your character level.  Despite that, this
plugin might be too tough for lower level characters.  The treasure is
leveled as well.
	Near the Vivec end of Dunzar you'll only encounter Morrowind monsters.
Near the Mournhold end you'll only encounter Tribunal monsters.  Near the
middle of the dungeon you'll get a mix of both.
	I was disappointed that Bethesda used *entirely* new architecture for
the Tribunal Dwemer parts.  I would have expected them to mix old pieces in
with the new to retain thematic continuity.  That in mind, some of the Dwemer
areas of Dunzar mix Tribunal style Dwemer architecture with old-style
Morrowind Dwemer architecture.  I think it looks kind of cool.  I hope you
like the look.
	GenMod and TESAME are great programs.
	If you liked this plugin and would like more, I have also written
two similar dungeon plugins called Smeradon and Knaarus.  Smeradon connects
Balmora to Seyda Neen and Knaarus begins just South East of Suran.  You should
be able to find them where you downloaded this plugin, or at this page:
  http://www.bestweb.net/~pogo/stuff.html

South Dunzar
by PCC aka Blockhead
March 2005

	THIS PLUGIN REQUIRES TRIBUNAL AND BLOODMOON.
	It also requires Dunzar (pcc_dunzar_02.esp).


What It Is
----------
	This plugin adds two more connection points to the south (Mournhold)
end of Dunzar.  It does so by adding new interior cells (more dungeon).


What It Is Not
--------------
	It is not a quest.  There is no back story.  There is no attempt to
conform to Lore.


General
-------
	The dungeons contain many leveled creatures and some leveled treasure.
I have tried to keep the amount of loot down to a plausible amount.  :) There
is no quest and no unique items.  There is no "boss" creature.


Installation
------------
	To install, simply unzip the esp file and this readme file to the
"data files" directory off of your Morrowind directory.  Since there are no
reskins or custom NIFs, installation is simple.
	When you next run morrowind, activiate the plugin.

Cells Modified
--------------
 1) Old Mournhold: Bazaar Sewers
 2) Old Mournhold: West Sewers
 3) Dunzar, Hall Of Scale
 4) Dunzar, Argent Flow
 5) Dunzar, Bloody Insight

	The modifications are the addition of doors and doorjambs.

Compatibility
-------------
	This plugin is compatible with all Official Bethesda mods, plugins,
and patches up to May 2004.  It requires Tribunal and Bloodmoon.  It requires
Dunzar.  It has not been tested with the GOTY edition of Morrowind but I can't
see why it would not work with it.
	This plugin does not change any dialog.  It makes no changes to any
leveled lists (items or monsters).  It does make new leveled lists.  It does
add new NPCs.
	This plugin is compatible with all other plugins that I have written.
	As to compatibility with any other plugins, damnifIknow.  :)


Legal crap
----------
	You can copy this as much as you like.  You can upload/share/swap this
thing anywhere you want as much as you want, just keep this readme with it and
try to mention where you got it from.  This includes distribution via CD, DVD,
Bit Torrent, web sites, etc.


Last Comments
-------------
	Shoutout to HellBishop, a great fan of dungeons, and a constant source
of encouragement to modders.
	Shoutout to Qwert44643.  Dude:  Come back to Morrowind!
	TESAME is crucial.  :)
	TESTool is kinda nice also!!
	Thanks to all on the Bethesda mod forum for the comments and
feedback!
	GenMod 3.1 can be found at: http://home.cinci.rr.com/jimadam/
	The source code for GenMod 3.1 has recently been released and can be
found at Jims site and also at http://www.bestweb.net/~pogo/genmod_source.html
If you know c++ and want to pick up where Jim left off, go get that source!
	Some of the other dungeon generators  I used are in the Morrowind
section of my Stuff page at: http://www.bestweb.net/~pogo/stuff.html
	If you liked this plugin and would like to try my other plugins, you
can also find them on that page.
	Once again, it is ok to upload my plugins to other pages.  If (for
example) you don't see one of my plugins on www.blah.newmorrowindsite.com,
then upload it there.  it's ok.  :)

