Xindaz Veft 05
by PCC aka Blockhead

	THIS PLUGIN REQUIRES BLOODMOON AND TRIBUNAL.
	This plugin adds a long dungeon to Solstheim which contains many
leveled creatures and some leveled treasure.  There is a lot to explore.
Multiple tile sets are used to get more visual variety.  There is no "boss"
creature.
	Rumor has it that during construction of Fort Frostmoth, workers
accidentally dug into an interconnected system of several different buried
tombs, ice caves, and other underground chambers.  The door to this area
under Fort Frostmoth was locked and the chambers beyond are all but
forgotten.  No one know how far this dungeon goes.  Or where it goes.
Perhaps all the way to Vvardenfell?  :)


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 Xindaz Veft through a trapdoor in the Curtain wall of
Fort Frostmoth.  The trap door down will be near the south east corner of the
curtain wall, inside the curtain wall.
	If you are entering Fort Frostmoth from the South archway, turn right
after walking though the archway.  Then walk forward.  There will be a door in
the wall.  Go in through this door.  Turn right.  Turn right into the alcove
before the tower stairs.  There should be a trap door in the floor to "Under
Frostmoth".  Pick the lock and then go down that trap door.  Enjoy.


Compatibility
-------------
	Xindaz Veft is compatible with all Official Bethesda mods, plugins,
and patches up to July 2003.  It requires Tribunal and Bloodmoon.
	This plugin does not change any dialog.  It makes no changes to any
already-existing 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 or from
the web page at http://www.bestweb.net/~pogo/stuff.html


Cells Modified
--------------
	As this is a spoiler as to where the dungeon goes, I have ROT-13'd the
list of cells modified:

	Bayl sbhe pryyf ner zbqvsvrq (gur erfg ner arj pryyf):
 1) Xuhhy -9, 16
 2) Nfunyznjvn, Fuevar, Fhaxra Inhygf
 3) Sbeg Sebfgzbgu, Phegnva Jnyy
 4) Nexatguhapu-Fgheqhzm


Bugs
----
	None known.


Legal crap
----------
	You can copy this as much as you like (including distribution on
CD/DVD) and 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 my name: (Blockhead
aka Peter C. Capasso).


Last Comments (the bit where I ramble  :)  )
-------------
	The monsters are leveled to your character level.  The treasure is
leveled as well.  There are no unique treasures so the treasure will stay with
your character after removing the plugin.
	GenMod and TESAME are great programs.  Parts of this dungeon were
created with GenMod and parts were created with my dungeon generators.  Parts
were hand made and all of the generated parts were hand-tweaked.
	Many web sites post links to outdated versions of GenMod.  The best
place to get the latest version of GenMod is the author's web site at:
 http://home.cinci.rr.com/jimadam/

	If you liked this plugin and would like more, I have also written
three similar dungeon plugins: Smeradon, Knaarus and Dunzar.  Smeradon
connects Balmora to Seyda Neen.  Knaarus begins just South East of Suran.
Dunzar connects Vivec to Mournhold and corresponds 1:1 with the surface
distance between those cities.  I've also written Tgorvaz; the smallest
dungeon in Vvardenfell.  You should be able to find them all where you
downloaded this plugin, or at this page:
  http://www.bestweb.net/~pogo/stuff.html

	If you have any feedback or comments on this plugin, I can be reached
on the Bethesda Morrowind Forums in the mods & plug-ins section.

