Centurions Castle Dunkerlore V1.1.2
************************************

A plugin for "The Elder Scrolls IV, Oblivion"
Created with US-version 1.2.0416 (latest patch for Oblivion required!) 

This plugin adds a Castle on its own island located in the "Topal Bay" which can be obtained by the player by a short quest.

Features:
*********
-New Island located in the Topal Bay including all needed "DistantLOD" informations and updated worldmap
-Full furnished Castle for the player containing:
   +alchemist, merchant, prist and smith offering their services from 08.00 AM to 06.00 PM (as soon as the player owns the castle)
   +ingridient sorter inside the first floor of the mainkeep (which will collect all your ingredients out of your inventory as soon as you activate the crystall standing in front of the "Dunkerlore Ingredient Cupboard") 
   +hidden treasury (wont be visible at your in-game-map!)
   +hidden secret passage to Fort "Old Dunkerlore" (wont be visible at your in-game-map!)
   (btw. all your loot will be save inside any container of Castle Dunkerlore (although they may contain some clutter) besides the ones named "Castle Dunkerlore Servant Food Cupboard" ("Castle Dunkerlore Servant Food Cupboard" are the only respawning container (needed to avoid strang behavior of the NPCs as soon as they may run out of food) which can also be recognized by their shown "foreign" ownership)
-ship docked at Castle Dunkerlore (of course also "owned" by the player together with the castle)
-small village "Dunkerlore Mining"
-Mine
-Fort "Old Dunkerlore"
-quest to obtain the castle (using "silent" mp3-files, no new spoken dialogues)(the quest will start automatically, the player will be contacted by a man)

Changes in V1.1.2
*****************
-fixed a bug which caused the removal of the bed inside Bravils "House for Sale"
-removed "Teleport Home" - spell due caused bugs as soon as it is used while staying at "Shivering Isles"

Changes in V1.1.1
*****************
-minor changes to the (underwater-) landscape to make this plugin compatible with "Vile Lair"

Changes in V1.1:
****************
-Overworked dialogues/texts (by ElectricMessiah)
-dungeon added
-altered/improved teleportation spell and script (following proposals by PS33)
-altered the "contacting script" which starts the quest (player wont be contacted anymore as soon as he leaves the sewer after having started a new game but after having delivered the "Amulet of Kings" to Jauffre)
-added all books written by Xuial
-deleted "-50 disposition" to Dark Brotherhood members (the NPCs will now be somewhat more friendly to members of this faction)
-assigned "merchants-chests" for the merchants (merchants wont keep anymore your sold goods for ever)
-some minor changes

Installation:
*************
-Unzip "Castle_Dunkerlore_V112.7z" anywhere you wish,
-copy all unzipped files out of "Castle_Dunkerlore_V112.7z"  ("Castle_Dunkerlore_V1.esp plus all directories!) into your "Oblivion\Data\" directory.
-When you run Oblivion, click on Data Files, then check off "Castle_Dunkerlore_V1.esp" and run the game.
+Hint regarding "Vile Lair": Keep "Castle_Dunkerlore_V1.esp" always loaded after "DLC_VileLair.esp" to get these two plugins playable without any landscape conflicts!

Uninstallation:
***************
First step:
When you run Oblivion, click on Data Files, then uncheck "Castle_Dunkerlore_V1.esp"

Second step:
Due the LOD-files and the updated worldmap you must also delet following files in following directories (or the distant Land will stay visible in the game and the worldmap will show "Dunkerlore Island" although there isnt anymore an island):

Directory: "...Oblivion\Data\DistantLOD\"
Files: 
"Tamriel_25_-45.lod", "Tamriel_25_-46.lod", "Tamriel_25_-47.lod", "Tamriel_25_-48.lod", 
"Tamriel_26_-45.lod", "Tamriel_26_-46.lod", "Tamriel_26_-47.lod", "Tamriel_26_-48.lod", 
"Tamriel_27_-45.lod", "Tamriel_27_-46.lod", "Tamriel_27_-47.lod", "Tamriel_27_-48.lod", 
"Tamriel_28_-45.lod", "Tamriel_28_-46.lod", "Tamriel_28_-47.lod", "Tamriel_25_-48.lod",
"Tamriel_29_-46.lod", 

Directory: "...Oblivion\Data\Meshes\Landscape\LOD\"
File: "60.00.-64.32.NIF"

Directory: "...Oblivion\Data\Textures\landscapelod\generated\"
File: "60.00.-64.32.dds"

Directory: "...Oblivion\Data\Textures\menus\map\world\"
File: "cyrodiil_resized.dds"

Directory: "...Oblivion\Data\Textures\menus50\map\world\"
File: "cyrodiil_resized.dds"

Directory: "...Oblivion\Data\Textures\menus80\map\world\"
File: "cyrodiil_resized.dds"


Credits:
********
I added a directory to the files called "Readmes_of_used_mods_in_Castle_Dunkerlore" which contains all readmes of the used models/mods in Castle_Dunkerlore_V1. If you wish to use some of the models in your own plug-in you should have a look into it. In no special order I used the work of the following authors in Castle Dunkerlore: 

ElectricMessiah:
-for overworking all dialogues and texts

PS33:
-scripts for the teleportation spell and the ingredient sorter

Wormheart:
-Working Gates

XIFR:
-PLAIN SURCOATS (the black ones only, used as guard-armor in Castle Dunkerlore with permission by XIFR)

Xuial (for following books):

 - Basic Guide to Telvanni Construction - The PSJJJJ Conspiracy - A History of Anvil and Piracy - The Practical Defense of Morrowind -

 - The Imperial Navy - The Art of War Magic Volume II - Official Mage's Guild Coorespondence, 3E 432 - Minerals of Morrowind -

 - House Hlaalu Stronghold Plans - Her Hands - A Brief History of War in Tamriel, Volume I - An Inspection into the cost of the Akaviri Invasion -

 - Part 1 of an Unnamed Story - The Master's Guide to Alchemy - Khajiit: Trophy Hunting





If you find any bugs or having problems with this plugin "pm" me at the elderscrolls-forum or send me an e-mail (UdoSpringalla@AOL.com) so that I can try to fix them.



 






