Name: Shadowcrest Vineyard
Version: 1.01
Date: 3/01/2009
Category: Buildings, player owned home
Requirements: Oblivion Patch 1.2.0.214
Author(s): Korana

Description
===========
"If you found this note, it means we made it out in time and made it to Skingrad. Years ago, we bought Shadowcrest 
Vineyard. When we found it, it was in shambles, all but taken over by the ivy, but we worked long and hard to 
repair it. That is when the troubles started..."

Unlock the secret past of Shadowbanish Wine to obtain a large interactive vineyard and manor, located in rich 
fields surrounded by waterfalls and lakes. So come on over and have a drink...or are you scared of what lurks in
the shadows?

Location
========
To start the quest visit the Chapel of Julianos, in Skingrad. On the first pew there is a note that you must read. 
The note is located on pew to the left if you are facing the altar.

Features
=======
This house is packed full of features. There are two very short quests, but many things to see and do. While 
obtaining the manor is very quick, you may find it very difficult to get a decent nights sleep until it is 
completed.

For your ease, there are 2 manuals placed within the manor that add to the manor's history, but also detail
processes and procedures required for several of the following features. These may be found in the kitchen 
and laboratory.

1) The vineyard harbors the secret of the disappearance of Shadowbanish wine, and also provides a cursed version 
of the manor. You get two homes in one!

2) The vineyard features a wine cellar. Here you can press harvested grapes into juice, and then place the juice 
in a barrel to age. The wine press is animated, and the wine obtained is unique to the vineyard. At 10 days you 
may bottle a special "cheap wine", at 20 days "fine wine", and at 30 days a "vintage wine". You may press and age 
more than one barrel at a time, and remove them at different intervals while allowing the remaining wine to 
continue aging. When the bottles of wine have been "emptied" by equipping the potion, you receive an empty 
bottle to use in the winery process once more.

3) You will also obtain ownership of 2 unique horses when you obtain ownership of the vineyard. If they get lost 
or you mount another horse, they will return to the vineyard stable. There are two map markers for the vineyard. 
One places you directly in front of the front door to the manor, the other in the stables. If you are traveling 
via horse or have a horse in tow I highly recommend you use the stable maker. You can simply dismount your horse, 
open the gate, and then close the gate behind you without worrying about stabling your horse.

4) The main hall features a window which you can sit in, as well as a reading area with lots of storage for books, 
letters, and scrolls. It also features formal and informal dining areas.

5) The formal dining area features place settings which can be stacked on top of the cupboard, or set on the 
table.

6) The bathroom features a tub which you may rest in, curing yourself of disease and restoring attributes, a wash 
basin which helps resist disease (as proper hygiene should), and a trash basin which will respawn for item disposal.
You may only use the tub and wash basin once a day. The bathroom also features an animated curtain which may opened 
or closed for more privacy.

7) The main bedroom features organized storage for weapons and armor, as well as a porch that overlooks the 
vineyard, a private seating area, desk, and inviting fireplace. The guest bedroom features plenty of storage in 
disguise, a small seating area, small alchemy area, and Ayleid window lights which can be turned on or off.

8) The laboratory is extremely user friendly. It features:
-Custom spell making altar
-Custom enchanting altar
-Static alchemy equipment (meaning you may perform alchemical experiments outside your inventory)
-Labeled and organized potion and scroll storage
-Ingredient shelves
-Plenty of storage in disguise for laboratory books, etc.
-Controllable Ayleid window lights
-The sink will boost your alchemy skill when in its vicinity.
-You may perform an experiment with the test tubes to create a potion of cure poison, but sometimes even the best 
 experiments go bad.
-Butterfly case for viewing
-Fishtank featuring animated slaughterfish and mudcrabs for viewing

9) There is a unique summoning altar in the laboratory loft. Placing a soul gem inside this altar and activating 
it will send the altar into action, summoning a creature for you and filling your soul gem. The creature chosen is 
random. You may place as many soul gems as you wish in the altar and activate it consecutively.

10) The basement features a training area, and a forge with a special anvil which will boost your armorer skill 
by 10 points when approached.

11) The house features 2 hidden areas: a thief hideout and a dungeon. The dungeon features a custom sleeping altar, 
static alchemy equipment, usable dungeon cells, and plenty of storage. The altar and coffins are all safe for 
storage. You may dip apples in a barrel of poison to create poison apples in the dungeon.

12) The dungeon cells are restocked with prisoners (by your imps in your absence) who respawn. There are 10 
respawning prisoners per cell. One cell has remote controlled darts, the other remote controlled gas traps. 
You may also sneak a poison apple into their food sacks, or use them for food yourself if you are a vampire.

13) The grounds feature a pond area (courtesy of Bethesda, all I did was add some more "umph" to it.) This area 
features a rope swing, stool, small additional water feature, and swimming mudcrabs slaughterfish. These creatures 
are actually activators and will not attack you.

14) This house has been "havoc proofed" quite a bit, meaning what looks like clutter is usually containers to hold 
your belongings. If you were looking for an empty house to clutter up, this mod is not for you. However, if you 
like to be organized and have that lived in look, without messing everything up each time you run by a table, 
this house is for you. Not everything is proofed though, so you will still have some episodes.

15) And last, but certainly not least...the kitchen!
The kitchen is fully stocked, and fully functional. While it looks full of food, don't be fooled...those are 
containers. I chose to do this to avoid destroying that cell if you pick anything up, and it provides more 
organized storage. Containers have been set up for everything marked as food. You may do the following in the 
kitchen:

-You may bake a very special bread if you have all the ingredients. Once mixed, the bread must cook for up to 3 
hours before you may take it off the hearth.

-You may bake shepherd's pie if you have all the ingredients. Once mixed, it must cook up to an hour before you 
may take it from the cooking pot.

-You may fill up a re-usable tankard with ale, beer, or mead from the kegs. When you drink them, you get a dirty 
tankard added to your inventory.

-You may then wash this tankard at a wash basin, which washes your dirty tankard and puts an empty one back in 
the dish cabinet for future use.

-You may grind wheat into flour using an animated wheat press.

-You may make cheese by milking the vineyard sheep, boiling the milk in a special cauldron, and then aging it 
a special rack. You may only milk the sheep once a day, and they only yield one bucket per sheep. You may age 
more than one bucket of boiled milk at one time however, and remove the cheese at any time while allowing the 
rest of the cheese to continue aging. At 5 days you receive young cheese, at 10 you receive mild cheese, at 15 
you receive a cheese wedge, at 20 you receive a cheese wheel, at 25 you receive sharp cheese, and at 30 days 
you receive mold cheese.

This mod has been cleaned with Tes4edit 

Install
=======
1. Extract this archive to your Oblivion directory, or extract to a temporary directory and manually copy
over files if you prefer.
2. Start Oblivion Launcher (Or Mod Manager if preferred), click 'Data Files', place a checkmark beside the .esp 
file.

Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. CAREFULLY delete the following folders:
Oblivion\Data\Meshes\nksv
Oblivion\Data\Textures\nksv
Oblivion\Data\Textures\Menus\Icons\nksv
Oblivion\Data\Textures\Menus50\Icons\nksv
Oblivion\Data\Textures\Menus80\Icons\nksv
3. CAREFULLY delete the following meshes:
Oblivion\Data\Meshes\Creatures\Horse\NKashorse1blanketblueroanhead.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorse1blanketblueroanmare.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorse1brindlebayhead.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorse1brindlebaystallion.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorse1longtailblack.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorse1longtailblackwhite.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorse1maneblack.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorse1maneblackwhite.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorsebridlebrown.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorseeyeblueleft.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorseeyeblueright.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorseeyebrownright.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorseeyebrownleft.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorsereinsbrown.nif
Oblivion\Data\Meshes\Creatures\Horse\NKashorsesaddlebrown.nif
4. Delete the esp


Compatibility Notes
===================

Special care has been taken to allow your mounts access to the stable.  The extra map marker
makes it much easier to stable them.  However, "larger" non-horse mounts may not fit within
the stable and may also cause trouble when traveling to the manor map marker as well.  Keep
this in mind when traveling with larger than normal mounts.  You are responsible for how your
actions in game react with this mod, not I in cases such as this.

The horses have been specially renamed to not conflict with anything that uses AlienSlof's horses.

Special care has been taken to allow this mod to be companion friendly, and was tested thoroughly
with CM companions.  However, you do need to be aware of a few things if you use companions:

- Special consideration for companion seating has been arranged by giving certain furniture
persistent references.  This assures that when you sit, your companion rests someplace within
the cell which makes sense, instead of running off or standing about.  However, there are
some exceptions which you may or may not experience. This only extends to one companion.  You may
have odd behavior with multiple companions.   Your companion will run to the upper seating area of
the upper hall if you sit in the lower section, this is to avoid your compaion sitting on the waste
barrel (and gives you a bit of privacy while in the bathroom.)  When in the bedrooms, your companion 
may pick a chair, or choose the bed to rest.  90% of the time they seem to choose the chair, but 
because the beds have references that are related to the quest and assure that they will sleep in 
them if told to, it is possible for them to choose them.  Please also note that the dungeon is not 
exactly small, and if you sit  near the cells they will run off to another chair near the lab area or 
possibly the sleeping altar (though I have not had them do this). If you sit and your companion does 
nothing...you are in the chair they prefer. Moving to another chair should result in your companion 
sitting.  Seating in the exteiror cells with usually result in them sitting on the porch, however sometimes
they will seek out other seats, even if they are owned by the vineyard workers. Eating they may or may not 
sit elsewhere, and under certain conditions they may sit on the waste barrel to eat or sleep in the bathtub.

- If a companion searches for food and finds a bottle of wine or a full tankard, when they 
drink them the player will get the empty bottle or tankard added to their inventory, not
the companion.

- Telling/allowing a companion to sleep in the beds will NOT trigger the quest, or reap the benefits of
the healing bath.  You are safe to allow them to sleep in all "beds".

- Pathgrids have been set up and adjusted for one companion only.  Several areas are rather tight
spaces, and even with one companion they are forced to show up a slight distance away from the 
player upon cell load.  If you are running more than 1 companion, things may get sticky!
Pathgrids, etc have only been tested with non creature companions.

- Due to the way I had to set up the doors to enter and exit the cursed version of the manor, your
companions will not be able to follow you back and forth between the cursed and regular manor.  If you choose 
to take them with you, you must use the companion ring available from CM partners.  I have made mild companion 
considerations in the evil cells if you choose to this.

- The balcony is small, there's not much I can do about this.  While I have set it up so that
is in fact possible to have a companion join you on the balcony, I really do not suggest
taking more than one companion with you.  Also, I don't suggest taking a large beast with you,
if you can even make it that far with one!

- The guest bedroom has no cell ownership, which ensures if you wish to allow your companion to
stay here, that any food they take out of the fruit bowl (or if they take the alchemy equipment)
will not be marked as stolen items in their inventory.

- I would suggest avoiding using the harvest command in the laboratory.  I have tried multiple 
companions using a harvest command in any interior cell, and they appear to ignore all pathgrids 
(and even collision at times) to complete their AI package.  This may be something specific to 
my game, but I warned you just in case!  If you do use it, and they pop behind one of the walls 
simply leaving the cell should warp them to you.

Incompatibility
===============

None currently known :-)

Please be thorough when using conflict detectors. For example, Knights of the Nine does in fact NOT conflict 
with this...however, running through certain programs may return a conflict result. As one should always do, 
please do your research and investigate thoroughly before reporting a conflict. However, if you do in fact find 
one certainly let me know as soon as possible? Thank you!

I should note that any mod added soul gems which have unique IDs to their mod will NOT work with the 
summoning altar.

Thanks to Pushkatu  for bringing to my attention that this mod IS in fact compatable with two known houses 
in the area:  The Lavish Tower of Alchemy Power and the Dark Tree House mod.

Notes
====================

- While I did include icons for 50% and 80% menu resolutions, they have never been tested.  So, if you run
at lower resolutions and have horrid looking or missing icons...please let me know asap!

- I chose to not remove the creature spawn points in the area, so if you wind up with rouge rats or other creatures
in the yard, this is why. However, the NPCs should make a quick run for it back home and the dog can definitely 
fend for himself!

-Due to the game engine's time scale, baking bread or pie past 9pm may result in your items being "cooked" earlier 
than their allotted time. I have chosen to play this, rather than attempt to fix it. The coals are burning hotter 
since the fire has been burning all day...and your food cooks a bit quicker.

-If your horses immediately wander off when you dismount them, they should stop a short distance away. If this 
concerns you, hoping back on your horse and back off again should solve the problem. Even with vanilla horses, 
it is a good idea to hop on and off your horse at the first sign of wander.

-The lich in the Forgotten Halls will indeed attack the docile imps, if he gets a chance. He's a hard fight, 
so stock up....and if you have to run away he will follow but usually get sidetracked by the imps. Which comes 
in handy, IF you don't want the imps to live. If you get desperate, let him follow you up t the dungeon's "bridge" 
area and push him off. Then shoot spells at him, it's great fun...

-While I'm convinced this is not possible without cheating...do NOT start the gas traps, exit the dungeon via the 
tome and then enter back in within the short time the gas traps are running. It's caused a ctd 5 out of 7 times. 
However, I've been unable to run it from the tome and then back in again within that amount of time, so once 
again...I think you have to cheat via "coc" to achieve this crash.

-Do not store things in the wheat grinder, cheese aging rack, wine aging barrel & press, or the shelf of empty 
bottles unless you want to loose your things! The shelf of empty bottles respawns to avoid the problem of running 
out of bottles if you only sell the wine. The rest of the items are scripted items and everything in their 
inventory gets replaced when used. Do NOT store items in the prisoners food bags or in the outside crates, barrels,
etc. These also respawn.

-This was designed around Qarl's Texture pack 3, so a few spots may look slightly different to you if you are 
running different texture sets.

-Grass acts differently for everyone apparently, so if you have a piece of grass sticking up out of something...
please don't email me about it!

-Some areas have "jagged" landscaping. This is because I chose to not modify more cells than necessary by gradually 
smoothing out landscape. Would you rather have less chance of cell conflicts, or 100% gradual hills?

-When I began work on this mod, I never dreamed of releasing it. For this reason, there are a few things to keep in
mind:

1) If you get bad FPS or your computer blows up, you are on your own. Any emails about "my FPS is poo!" will be 
quickly sent to the recycle bin. This mod was built with my system in mind, not yours. I worked hard on this and 
shared with you because I love you...so be nice.

2) The interiors are slightly larger than the outside of the house appears. When I decided to release this and 
finish it up, I just couldn't convince myself to remove anything!

History
=======
0.1, 2/16/2009 - Beta 
1.0, 2/25/2009 - Version 1 
1.01 3/01/2009 - Version 1.01

If you are running version 1, you do not need to update to 1.01 unless you really want to.  There are
no major changes, just the dish issue in the bedroom.  If you do want to update, save your character
in a cell unaffected by this mod, exit the game, and replace the esp.

Version 1.01 changes- Removed scripts from table settings in guest bedroom. Oops, those were not supposed
to behave like the downstairs settings (they tried...they tried.) 

Version 1 changes- fixed one spelling error, fixed a landscape "dent", replaced vanillia doors with new
doors which actually play loading sounds, made icons for lower resolutions, modified horse mesh texture paths
for easier uninstallation, cleaned up some maps and deleted some stuff that snuck its way into a few cells,
spent entirely too much time making this companion friendly and then spent even more time playing with my 
companions I made to test this and not actually working on this.

Contact
=======

I go by Nenarenn over at the official Bethesda Game Studios Forum.
You can find me under "Korana" at ORE, nexus, or TESeyecandy.com
You can email me at the following address: Roxykittyd@roadrunner.com


Credits
=======

Thanks to Bethesda for the wonderful game!

Thanks to the Nifskope team!  Without nifskope, I wouldn't have been able to combine Bethesda's wonderful
meshes to create new things.

Thanks to Hell Borne for the full bookcase, alchemy sink, alchemy chart, and full chest.

Thanks to Xiamara for the wine racks (retextured by me), parts of the lace bed, and the windows (retextured to use 
default textures).

Thanks to David Whitefang for the boar table setting, modified a bit by me.

Thanks to Meo for the open book, with extra thanks to Pheonix Amon for the book jacket used.  Also, thanks to
Cryptic_Rain for the open Tome.

Thanks to Andy Saurus for the test tube rack and laboratory specimen cases.

Thanks to Chingari for the fireplaces.

Thanks to Kalikut for the milk cauldron (retextured & changed to no longer need Shivering Isles.)

Thanks to Shawn Dworshak for the static alchemy scripts.

Thanks to Wormheart for the cellar door and frame.

Thanks to Phitt for the fish tank I modified, and also the fish animations that I applied to the slaughterfish 
and mudcrabs.

Thanks to Ghostfig, without his help the tankard idea wouldn't have gone beyond an idea!

Thanks to AlienSlof, jcarl904, & XMarksTheSpot for the horses. 

Thanks to Texian for the water meshes, which I modified to behave like real water.

Thanks to Oblivimonk & Vince Bly for the stone wall mesh, textures changed by me.

Thanks to Antistar & SickleYield (steam & blood)for the bathtub, which was retextured by me and further modified 
by Trollf.

Thanks to Zman for the skeletal horses.

Thanks to Daleth/Phoenix Amon for the ingredient storage shelves.

Thanks to Dale Stocker for the original butterfly wings mesh, and jclyde for converting them to Oblivion. I used 
them on the butterfly in the laboratory to avoid the glitching alpha issue. Thanks to Trollf for fixing my material 
error!

Thanks to LHammonds for the Readme Generator this file was based on (because I was too lazy to format this myself 
this time around.)

Thanks to Yevic for beta testing.

Thanks to Centurion for beta testing, and also the invaluable information about subspaces, as well as catching
a few things that I completely didn't even notice!  I can't thank you enough for that!

Thanks to Myrmaad for the valuable input and editorial session!

Thanks to Pendraia for the veggie sacks, modified by me and further by Trollf to have proper collision and to
use the default textures.

And finally, the major person I have to thank for pulling me through this, and offering the most invaluable 
advice and assistance anyone could ever hope for...a giant thank you to Trollf.

Thank you Trollf for the animated press mechanism that I love so much, the book stacks which saved my book 
placing sanity, the animated curtain, the skeletons which truly make the cursed cells, the brilliant act of 
The Lusty Argonian Maid, bringing my summoning altar from just a pretty cell with an idea to an addictive new toy, 
all those scripts you worked on and fixed, all the questions you answered, and all those meshes you fixed so kindly 
for me! The door frames would not exist at all if it were not for Trollf. Your ideas improved this, your wisdom got 
me through, your scripts saved my sanity, and your meshes opened new doors. I owe you a kidney, if the zombies 
didn't already eat it...I could fill a whole new readme with all the things Trollf helped with!  

Tools Used
==========
7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Photoshop - http://www.adobe.com/products/photoshop/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Usage
===============

Anything by myself or Trollf in this mod is OK to use, and basically everything else has been released as modders 
resources elsewhere. I do ask that you download the original files if it is credited in the readme, as I might have 
changed things in some way and you should definately check the usage section on each mod before you pull it's files 
from here. And always, always, give credit where credit is due and do not claim things as your own!  

You may not change this mod and redistribute it without my permission.  Please do not upload this mod or translate
it without seeking permissions and providing me with links.  Even with permission granted, by re-uploading
or translating you assume responsibility for keeping those files up to date.