Vergayun
========

It's the small fishing village with the funny name!

As I was poking around in the CS, scouting locations for something to fill a hole, I took notice of a dock next to Fort Variela. I wondered if perhaps it was the footprint of something Bethesda simply left out. So I went looking for lore maps to see if anything at all was indicated there. One such map exists, and was marked with the word "Vergayun" right about where the dock is. As it turns out, an old discussion in the lore forum had taken notice of this before and concluded the name was actually added by an overzealous fan of Redguard when they extended the map for it to cover part of Cyrodiil. Well, lore correct or not, the name stuck.

Imagine my surprise when checking my load order also turned up nothing touching the two cells I wanted to use. With a name, and the site being clear, the fishing village of Vergayun is born. It consists of an inn, a farmhouse, 2 small houses on the shore, and a larger building which is being used as a warehouse. The dock area has also been cleaned up a bit to remove the broken junk that was laying around.

The inhabitants earn their living by fishing for slaughterfish, trapping mudcrabs, and harvesting clams. These are then turned into a delicious clam chowder, mudcrab stew, and slaughterfish surprise. Nobody is really sure exactly what the surprise is, and the innkeeper isn't talking!

Installation Requirements
=========================

Official Oblivion patch version 1.2.406.
OBSE 0020 or greater. (http://obse.silverlock.org/)

Strongly recommended for dialogue: Elys Silent Voice 0.93 (http://tes.nexusmods.com/downloads/file.php?id=16622)

Installation
============

Copy the ESP, meshes, and textures to your Data folder. BAIN installation is recommended highly.

If you have RAEVWD or some other mod which provides LOD, run TES4LODGen to update it to include Vergayun's buildings.

Uninstallation
==============

Delete Vergayun.esp and the associated files, being careful not to remove things needed by any of my other mods you may be using.

If you generated LOD, rerun TES4LODGen to remove the changes to the area.

Compatibility
=============

This mod is a tight squeeze in between the river and UL:Dark Forest, but should pose no problems.

If you are running New Roads & Bridges Revised, load this mod after it. The combination of the two will provide a short trail up to the main road, and the view of the Great Niben Bridge will complement the village nicely.

The Midland Village mod placed a village on the exact same location as Vergayun. They are incompatible with each other and no patch will be created to resolve this.

Known Issues
============

The added Oblivion gate quest may not produce the proper gate. I have tried numerous ways to assure in testing that people will see the gate I intend to provide but it has proven to be impossible to force it to cooperate in a 100% reliable way. If you encounter issues with entering the Vergayun gate, feel free to report the circumstances, but keep in mind a fix may not be possible. This will only be an issue if you're already into the main quest far enough to have random gates opening and have visited the one immediately north of Fort Variela before.

Licensing and Legal
===================

Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from me.

Non-English translation versions may be uploaded without permission on the following conditions:

1. All mod files contained in this archive are retained with their current names.
2. No alterations are made to the contents of the plugins or master file other than those necessary to translate the English text.
3. No alterations or additions are made to the meshes and textures other than those necessary to translate English text.
4. This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.

All inquiries regarding this mod must be directed to me. If after 180 days contact cannot be established or you have not received a response, stewardship of this mod will fall to the community at TES Alliance (tesalliance.org). I can be contacted via PM at Bethesda Game Studios Forums, TES Alliance, TES Nexus, Great House Fliggerty, and AFK Mods under the username Arthmoor. I can also be contacted via my blog at http://www.iguanadons.net using the contact form there. A good faith effort must be made before assuming that contact cannot be established before concluding that I am no longer maintaining this mod.

Mod history archives such as Morrowind Mod History are permitted to keep a copy of this mod within their archives for historical purposes provided all authorship and credit information is retained.

Credits
=======

Mr Siika for his cog ship.
Mikal33 for providing the mudcrab stew and clam chowder meshes, textures, and inventory icons. Also for the inn's sign.
Pacific Morrowind for providing the slaughterfish surprise mesh and texture.
All you other modders out there who left this nice cool spot alone for me :)
Kevin King - The King Things Petrock font used for the road sign. (http://www.kingthingsfonts.co.uk/fonts/fonts.htm)

Version History
===============

Version 2.0.2
-------------

* Brutus would wander off to Bruma prior to actually needing to go there due to missing stage checks in his AI packs.

Version 2.0.1
-------------

* A stage check condition for Emily's quest was out of order in the script, blocking further progress.

Version 2.0
-----------

* Added on the long neglected Oblivion gate quest that has existed as a stub for ages.
* A second quest that originates in Gottshaw involves an NPC in the village. This necessitates the use of OBSE.
* The silent dialogue files have been removed. Elys' Silent Voice will be required in order to keep the text on screen.

Version 1.0.9
-------------

* The water brazier in front of the inn had defective collision that caused it to sink into the ground.

Version 1.0.8
-------------

* Added 5 more village paintings in the inn.

Version 1.0.7
-------------

* Updated the road sign with better looking painted letters.
* Fixed a bug at the inn where it would have been possible for the player to rent the bed indefinitely.

Version 1.0.6
-------------

* Collision optimization on all included meshes.

Version 1.0.5
-------------

* File paths for the paintings have been changed.
* Road sign added on the dock.
* The ship crew had no location set for where to eat when their meal package fired.

Version 1.0.4
-------------

* The Scaly Clam now has 3 new paintings instead of generic vanilla paintings.

Version 1.0.3
-------------

* Updated Dean's grave again with a better tombstone.
* Script when activating Dean's tombstone should only add the dialogue topic once instead of every time.
* BSA file was dropped as there is not enough content to justify one. File paths have also been rearranged.

Version 1.0.2
-------------

* Updated Dean's grave with a new mesh to mark it on the ground.
* Public music had not been assigned to the outdoor region.
* Village dialogue script was set to add the Vergayun topic over and over again.

Version 1.0.1
-------------

* Minor typos fixed.
* Public music was not assigned to The Scaly Clam.
* Ambient cell lighting normalized away from the reddish tinge.

Version 1.0
-----------

* Initial public release.