******************************************************************************* Traveling Merchants version 2.2 ******************************************************************************* ...Now available with self-destruct! GhanBuriGhan's Traveling Merchants introduced seven NPCs that traveled scripted routes between towns, and added much needed live to the roads of western Vvardenfell. Traveling Merchants version 2.2 adds seven more routes throughout Vvardenfell and fixes bugs in the version 1.2 beta release. This is a brief description of the new travelers that the player may encounter: A House Hlaalu courier delivers messages between Balmora and Caldera. A House Redoran merchant links Ald'Velothi to Gnisis. An Ashlander trader operates between Tel Vos and the Zainab Camp, (this route becomes active only after the player has completed the Tel Vos quest). Another Ashlander runs a trade route between Mar Gaan and the Urshilaku Camp. A cycle of six assorted locals make the pilgrimage from Molar Mar to Mount Kand. A Camonna Tong slavetrader delivers slaves from Suran to the plantations in the Ascadian Isles, (opportunities for abolitionist fun!). An Ashlander hunter stalks game in the Grazelands, (but only after assisting him on a quest). This mod depends only on Morrowind.esm, and the latest official patch. For games currently saved with GhanBuriGhan's version 1.2 beta, there is an update version of the 2.2 release: Traveling Merchants version 2.2 update. Use this .esp with version 1.2 to avoid doubling of the original caravans but still benefit from the fixes in the latest release. This replaces the earlier update. For games currently saved with Traveling Merchants version 2.0 or version 2.1, there is a patch version of the 2.2 release available: Traveling Merchants version 2.x patch. Use this .esp with your current version to avoid doubling of the caravans but still benefit from the fixes in the latest release. If you are patching version 2.0, you may still require the version 2.0 patch (resolves conflict for freeing slaves), otherwise this replaces earlier patches. In some instances, unplugging earlier versions of Traveling Merchants and any patch, and running version 2.2 (full) will be satisfactory (no doubling will occur). The patch is offered for those users who may experience problems. New with version 2.2 -------------------- Beyond a number of small fixes and changes, this version 2.2 includes a script that manages the selective removal of caravans that have become corrupted by whatever means. Of course, that assumes it is still possible to load the saved game. A new interior cell (cyr_purgatory) includes duplicates of each NPC and creature introduced in this mod. It is provided to head off crashes attributed to a script being unable to find referenced objects making it more likely that a corrupted save can be loaded so it may subsequently be removed. Bolder players may use these features to reinstate the caravan with the hope that it may work properly again. The most reckless of players will quick-save with abandon thinking that these new features will protect them. To initiate the traveler removal script, open the console "~" and type: StartScript, "_HB_PurgeTraveler" You will be guided by message boxes thereafter. You are strenuously urged not to use quick save [F5] with your games. It is possible that a quick save interrupts the travel script before it has completed executing a cycle resulting in a corrupted save file. Most if not all problems associated with corrupted saved games (relating to Traveling Merchants) are correlated with quick saves. I have only been able to reproduce this problem after loading a quick saved game. Traveling Merchants version 2.2 has been cleaned with TESAME and extensively tested. Created by Cyrano (Release date: July, 2005) Contact: Please direct comments and issues to: e-mail: cyran0@earthlink.net; at TES Forums http://www.elderscrolls.com/forums: cyran0). ==== Contents ================================================================= **Version History **Compatibility and Known Issues **File List **Installation **Cell Changes **Use of this Plug-in and Its Resources **Acknowledgements ==== Version History ========================================================== Version 1.2 Beta (GhanBuriGhan's public release)-the following is from GhanBuriGhan's original readme: WHAT THIS MOD ADDS AND CHANGES: This mod adds "travelers" to Morrowind, NPC's that actually move between towns on scripted routes. This will hopefully add a little life to the roads and provide new rolplaying opportunities. There are 7 travelers in this release, all located in the western part of Vvardenfell: A merchant with guar traveling between Moonmoth Legion Fort and Balmora A merchant with guar traveling between Seyda Neen and Pelagiad A merchant with guar traveling between Moonmoth and Pelagiad A merchant with guar traveling between Ald-ruhn and Maar Gan A guar handler and a guard operating a 2 guar caravan between Caldera and the Caldera Ebony Mines A traveling bard between Ebonheart and Vivec, Hlaalu canton A housemaid who is doing her shopping trip between Ules manor and Suran in a very special manner. To allow safer passage for the travelers I have added AI-Grid-points in several places and near the ebony mines and near Ules manor, some minor changes to the landscape were done to allow the travelers to pass through. The mod uses a new model, the cool backpack model that some of the merchants wear was done for me by coodiak (Email: netmonkey31337@hotmail.com, http://www.geocities.com/coodiak31337). I thank him for this great contribution to my mod. Some custom sounds were added; these originate from anonymous internet sources. Most of the merchants will trade a limited amount of stuff with you and one also offers repair services. The rest of their merchandise is on the guars and can only be taken by killing the guar. (If you manage to kill the guar, but not the merchant, the guar will respawn). The merchants will normally defend their guar. Most guar and some merchants will carry different merchandise depending on which way they are currently going. The travelers operate on simple schedules, meaning they will stay in towns for the night, etc. Two of the travelers actually lie down to sleep at night (rather abruptly, but that cant be helped). If your sneak skill is high you can pickpocket them - if you fail the sneak test, however, the sleepers will wake and attack. The travelers have been given some unique dialogue, there is two quests given by them (one won't start traveling until you have finished his quest), and two more that react to other original Morrowind quests being active or solved. Some fun scripting touches and surprises round the whole mod off - see if you can find them. INSTALLATION: Extract the zip file to your Morrowind directory, with the "use foler names" option checked. After starting Morrowind, select the mod in the data files window by double clicking on it. THIS IS A BETA RELEASE. This plugin was much harder to do than originally anticipated - the actual traveling was scripted easily enough, until I noticed that whenever I used fasttravel or rested in the vicinity of a caravan or traveler it would stop moving or caravans would get separated. The game engine "finishes" the current AITravel order when you rest or fasttravel - but it does not trigger the GetAIPackageDone function in that case, and it does not move an actor that is in Follow mode. Furthermore, bulky guar sometimes tend to get stuck in the landscape even under normal operation, or other NPC's get in the way. To script solutions for these two problems was very tricky for a hobby programmer like me and required a lot of work and endless testing. In their present state, the scripts will realize when the traveler is idle and reissue the last travel command to get him back on track. If a merchant gets separated from his guar for any reason, he backtracks his route to come back to his guar and then continues on his route. If this all fails, the script will wait until the player is some distance away and then reset itself, restarting the caravan from its point of origin. FEEDBACK / BUG REPORTS / RESETTING THE MOD I would be happy to receive any other kind of feedback, be it positive or critical. Please send any comments and bug reports to GhanBuriGhan@gmx.net or post on the official Bethesda mod forum where I will most likely see it as well. Hearing some feedback from people will motivate me for doing more mods for you guys, so drop me a line! Although I tested vigorously, there are just so many complex scripts here, that I cannot guarantee it will all work as intended under all circumstances. Therefore, if you feel one of your travelers has gotten permanently stuck (won't even reset after moving a great distance away and coming back), please send me a bug report. Please bring down the console and type "set HB_Debug to 1". When you return to the game there will be a continuous stream of variable values displayed. Send me a screenshot of this (best with the travelers in view, so I can see where they got stuck) and a description of when and how it happened, if possible. You can then manually reset caravans by typing "set HB_reset" to 1" in the console in the vicinity of the traveler in question, and leaving the area so that the caravan can reset (this will only work for caravans, not the single travelers). Turn the debug messages off with "set HB_Debug to 0" in the console. COMPATIBILITY: Developed for MW, US, Collectors Edition, with patch number 2 installed (1.2.0722). The plugin should be compatible with most mods, except those that add buildings or structures or landscape changes that could interfere with the paths of the travelers - so some of the "PC house" type mods etc. might not be compatible. I use all official mods, BOB: pack guar, animal realism, real street signs without problems. The mod was cleaned using both the TES CS and TESAME. SYSTEM REQUIREMENTS: This mod was developed and tested on an Athlon XP 1800+ with 512 MB RAM and a GF4 4400TI graphics card. I strongly suggest to raise AI Distance in the options menu as high as possible when using this mod. The AI Distance setting governs to what distance the game processes the AI commands on which this mod heavily relies, so you will get much better results if this is set to a high value, and more frequent stops and resets when it is set to low. This mod adds actor models that temporarily enter areas of the game that are already high poly (Balmora, Caldera), so you might see some framerate degradation in these areas. Additionally, it uses very large and complex scripts. While this was no issue on my machine, it might potentially be a problem for computers very close to minimum specs. Please report to me if you find the mod unplayable on your machine so that I can add this information to the readme in future versions. KNOWN ISSUES AND LIMITATIONS: - Travellers can't move when you are too far away. If you are beyond the processed AIDistance, the travelers can never reach you. At max value that's a fair distance, but its not unlimited. Also the game ever only processes scripts in the current cell and the neighboring cells when outside. If you want to ambush a caravan, don't wait too far away for it or it will never come. - This is also the reason that despite the schedules I scripted, you can encounter the travelers at night in the wild. Actually that's kind of cool, they have torches and some special dialogue for the occasion. - Travellers don't react to you being attacked by critters etc, neither are they ever attacked themselves. This might be added as scripted events in a future update - The ebony mine caravan is somewhat less stable and gets separated more often - simply because it is so much bigger. - Stands-in-Pool does not make ripples in water when she swims. - Sleepers sometimes sink into the ground a bit. - The Ald-Rhun - Maar Gan merchant (Hamoubil) script does not contain commented code as the others do, since the script exceeded the limit of the allowed length for scripts (!). - Some travellers stand around a bit awkwardly when your first encounter with them is at night. This will not be the case later on. USING MY SCRIPTS IN YOUR MOD PROJECT: You are welcome and encouraged to use my scripts and adapt them for your own mods. There are comments in the script code to somewhat facilitate your work with it. Makes sure you use (and understand) the "rescue" part of the scripts - they are essential for a bug free function. Please give me credit when you think that my scripts have been a valuable addition or template for your own work. I would be happy to get an email from you to hear about what you have done. And now, enjoy the mod! Version 1.5 (Cyrano, not released) **Fixed bug in travel script rescue code for Hamoubil Hamzanubai, Tiberus Poreian, Pithlin F'irr and Caldera Mine caravans that prevented script from executing completely. Now all caravans reliably recover from interruptions by rest and fast travel. It is a tribute to Ghan's original code that the complex Caldera Mine caravan recovered without having to reset after a half-dozen attempts on my part to crash it. **Fixed bug that prevented Hamoubil Hamzanubai caravan from resetting properly. **Fixed bug that prevented Hamoubil Hamzanubai, Tiberus Poreian, Pithlin F'irr and Caldera Mine caravans from resetting out of view of the player. **Fixed bug that stalled Pithlin F'irr's caravan upon re-entering Pelagiad. **Fixed bug that made it necessary to spend the night with Tiberus Poreian in his camp in order to initiate travel for the caravan. (And you thought Crassius Curio was odd.) **Fixed bug that regularly resulted in Stands-In-Pool's script stalling in Suran before beginning return trip to Ules Manor. Also made small fix to Kollop script, (not that it was likely to ever be a problem). **Fixed bug with the Caldera Mine caravan during the House Redoran's disruption of mining activities. Now the caravan will reliably suspend travel only once. **Altered Wishheart's bedtime to 2200. **Altered Wishheart's waypoints for closer path-tracking and to eliminate unreachable points. **Altered Adros Darani's two terminal waypoints in Balmora to make (hopefully) compatible with Balmora Expansion. **Altered some of Pithlin F'irr's waypoints between Pelagiad and Seyda Neen for closer path-tracking. **Altered some of Tiberus Poreian's waypoints between his camp and Pelagiad for closer path-tracking and to eliminate unreachable points. **Altered Tiberus Poreian's route to enter Pelagiad by the back road that terminates near the fort. **Altered Stands-In-Pool's travel script to suspend travel while player is engaged in her quest. **Altered Hamoubil Hamzanubai's travel script for efficiency, (and to solve problems my earlier interference created ;) ). Different waypoints have been used, and other features described below. **Removed these completely empty cells that were flagged as changed. --Bitter Coast Region: (-14,2), (-14,4), (-14,5), (-13,1), (-13,2), (-13,3), (-13,4), (-12,1), (-12,2), (-12,3) --West Gash Region: (-16,7), (-16,8), (-15,7) --Wilderness: (-15,8) **Added code to all travel scripts to check for prior transactions before adding or removing items in inventory. **Added code to Hamoubil Hamzanubai's code to allow stop at Bal Isra regardless of which Great House the player belongs (since all strongholds are built simultaneously). Now this caravan may be manually reset. Hamoubil will not leave town during ash storms and will return to the nearest shelter if close to a destination during an ash storm; added dialog for the latter. Version 2.0 (Cyrano, April 2005 release) Adds seven new travelers. The emphasis has been to create routes between destinations that are not linked by fast-travel so player is more likely to encounter the travelers: **Farvyn Serano is a House Hlaalu courier that travels between the Hlaalu Council Manor in Balmora and the Governer's Hall in Caldera. **Odril Fedas is a House Redoran merchant that traces a route between Gnisis and Ald'Velothi. **Manapli is an Ashlander trading between Tel Vos and the Zainab Camp, with two stops in between. But this route is initiated only after the player opens trade between the principals by completing the Tel Vos town quest and only after the player leaves and returns to Tel Vos. **Ashar-Mat is an Ashlander merchant linking Mar Gaan to the Urshilaku Camp. If the player has not yet visited the Urshilaku Camp as part of the main quest, Ashar-Mat will make a useful guide (the route described by scouts is not so direct or safe). His travel script provides for him to return to the nearest destination during an ashstorm. The travel script is very long and is sparsely commented. **Six different pilgrims (one at a time) make the pilgrimage from Molag Mar and Mount Kand. Each will spend at least five game hours outside the Mount Kand cavern (representing the time spent worshiping at the shrine). If the pilgrim returns to Molag Mar, the next time the cell is loaded, the next pilgrim in the series will begin the journey. If the player leaves the cell in which there is a currently traveling pilgrim (and a few game days have passed), the next time the player is in the area, the pilgrim will have been replace by the next in the series (and will be traveling toward Mount Kand). If the player doesn't slaughter these devout travelers, when it is time for the six pilgrim to be replaced, it will cycle back to the first pilgrim encountered by the player. Like Ashar-Mat, these pilgrims will choose not to travel in bad weather (ashstorms and thunderstorms), so if they are close to one of the destinations, they will return to that point and wait for the weather to improve before continuing their journey. **Dalnasa Rathan is a Camonna Tong slave trader out of Suran who delivers slaves to the plantations in the Ascadian Isles. This is another cycling route, first Dalnasa Rathan delivers a slave to Ules Manor and returns to Suran. Then next time, she delivers a different slave to the Arvel Plantation. Her third route is to the Dren Plantation. This pattern of travel is repeated for each destination twice more for a total of nine unique slaves delivered to new masters. Should the player wish to attack the caravan to liberate the slave, Dalnasa Rathan is scripted to escape so that the caravan can continue in the future. However, the next time the player meets the caravan it will be longer. A Camonna Tong guard will be added behind the slave being escorted, and will attack the player on sight if the distance is close. If the player kills Dalnasa Rathan, the caravan route will be terminated with her, but if only the guard is killed, another will be spawned to accompany next caravan route Dalnasa Rathan is scheduled to guide. A key to the slave bracer is carried by Dalnasa Rathan and the guard, and a unique slave script (only affecting these nine slaves) gives the player additional options upon freeing the slave. This slavescript is incorporated from a currently unreleased mod. Should a stalled script result in the caravan resetting, the caravan will always reset forward to the then current destination. By whatever means Dalnasa Rathan returns to Suran, the next caravan will not be initiated until the next day. Three different versions of Dalnasa Rathan were necessary to accomplish this, one for each of the three destinations. The last two routes are very long and the rescue code for these caravans is quite complicated by the necessity to provide for all the different caravan make-ups, so they have very few comments. However, the script attached to her first incarnation is somewhat better commented. **Aban is an Ashlander hunter of the Ahemmusa Camp. He is walking in a large loop searching for a particular creature when first encountered by the player. If the player speaks with Aban, he will have the opportunity to assist Aban in the search. The player may accept and complete the quest or not; either way, Aban will eventually begin a larger travel route that will be interrupted by random encounters with prey. At the end of the day, Aban will return to the Ahemmusa Camp to deliver the spoils of his hunting and restock, repair and rest. The next day, Aban will resume his hunt as before. This too, is a very long travel script, and could not be thoroughly commented. There are remnants of an eighth caravan that was abandoned, but none of its features will appear in the game; only in the construction set. Version 2.1 (Cyrano, May 2005 release) Fixes slave dialog conflict with original Morrowind slaves, due to the coincidence of original dialog linking to a new dialog topic. All new dialog for slaves has been filtered for the nine new slaves this mod introduces, regardless of whether it is a new topic or not. Compatibility with Nevena's Twin Lamps and Slave Hunters has been preserved. Version 2.2 (Cyrano, current release) **Fixes transposition of two waypoints for Wishheart's travel script. **Fixes reset coordinates for Pithlin F'irr caravan. **Fixes missing line of code in Hamoubil Hamzanubai's travel script that created a stall at a particular point mid-journey. **Adjusts Stands-In-Pool's travel script to forestall resetting. **Restructures Tiberus Poreian's travel script so he will enter his camp only when it is too late to travel. **Adjusts Aban's script so he doesn't encounter game as frequently (as originally intended). **Fixes Kumasu's AI so as to discontinue following player should the latter behave disgracefully, and increases her speed from exasperatingly slow to tediously slow. **Adds short spur to Manapli's travel route; Manapli gets a make-over. **Adds the interior cell cyr_purgatory with a duplicate of each NPC and creature introduced in this mod. It is hoped that this will assuage warnings and belay crashes attributed to a script being unable to find referenced objects. **Adds the script _HB_PurgeTraveler that after started by the user will allow the selective removal of caravans that have become corrupted by whatever means. **Added filter variable to all travel scripts disable their operation when traveler is disabled. **Restructures _HB_ChangeSlaver script for more reliable operation and efficiency. **Restructures _HB_ResetAI script for more reliable operation. **Assorted dialog adjustments and cosmetic changes. ==== Compatibility and Known Issues ============================================ **Traveling Merchants is not compatible with any mod that introduces teleport rings :) . Seriously, if you are not going to travel by foot around Vvardenfell, there is little reason for you to install this plug-in, unless you think your frame-rate is too high ;) . **The custom slave script and dialog introduced for the slave traders caravan is fully compatible with Brother Juniper's Twin Lamps mod and Nevena's Twin Lamps and Slave Hunters mod. There may be some quirks with the latter not yet discovered (I haven't played the mod yet), but I don't expect quests to be broken. **Adros Darani's (version 1.2 beta) route inside Balora was altered in an attempt to make it compatible with changes introduced by Balmora Expanded mod. I only looked at it through the construction set since I have not successfully loaded the large plug-in to test the two modes together in-game. **Other mods that add structures to towns that are destinations for any of the travelers may introduce conflicts, if the new construction encroaches on town courts and avenues or alter the pathgrid. **Ashar-Mat's caravan will separate and sometimes not recover if the player rests or fast travels in the vicinity of either of the destinations during an ashstorm. This may occur when Ashar-Mat is leaving Maar Gan or the Urshilaku Camp and is forced to return for shelter. If the code in not successful in re- uniting Ashar-Mat with his guar, the script will reset the caravan at Maar Gan the next time the cell loads. [This is (mostly) fixed.] **It is generally not a good idea to kill Aban's quarry or otherwise get involved when he is stalking his prey. It may upset the normal progression of the script and prompt it to reset itself. ** Hamoubil Hamzanubai (version 1.2 beta) may not recover from a stalled script (due to rest or fast travel) if the stall occurs near the Bal Isra and the outcast Ashlander spur of his route. This is due to jumps across these spurs depending on the direction of travel for which the rescue code does not account. The script is at the maximum length and this bug cannot be fixed. However, should the stall occur, the caravan will eventually be reset normally. [This has been fixed in the re-structuring of his travel script.] **The slave caravan may not recover from a stalled script if the player rests or fast travels in the vicinity of the bridge over the Nabia River outside Suran. This is owing to the possibility that Dalnasa Rathan may not be lined up properly with the bridge and will be unable to reach one of the rescue waypoints. Should this stall occur, the caravan eventually will reset normally. **The slave caravan's rescue code can be erratic. The majority of the time, it will recover from a stalled script as intended, but on other occasions it quickly progressing toward reset. This may be owing to its convoluted structure in having to manage eight different caravan configurations. **As in GhanBuriGhan's original release, each travel script includes Debug and manual Reset code. This code becomes active when the global variables HB_Debug and HB_Reset (respectively) are assigned values of 1 through the console. **Do not use quick-save [F5] while in the vicinity of a running travel script. This habit is associated with corrupted saved games that can be very difficult to repair. **Because of the structural changes to all scripts (some quite substantial), games saved with earlier versions of Traveling Merchants will likely encounter the following warning upon loading for any number (up to twenty) of affected scripts: Local count for script '_HB_BlahBlahBlah' differs from local count for saved reference data Continue running executable? [Yes] [No] Respond with [Yes]. This warning will not repeat after the first new save. Affected caravans will likely behave normally. In testing of all fourteen routes: two used their rescue code to recover and perform normally, one had to reset itself after the player left the cell before it returned to the normal routine. It is possible that a caravan could stop functioning altogether. Should that happen use the PurgeTraveler feature to remove it permanently from the game. The next paragraph explains how to remove a caravan. To remove a specific traveler from your game while playing, open the console "~" and type: StartScript, "_HB_PurgeTraveler" . From there, message boxes will guide you. If you use this feature to remove a traveler before the player has encountered that traveler, it will not be possible to reinstate it later. All travelers may be reinstated excepting Aban (hunter, Grazelands), Dalnasa Rathan (slave trader, Suran) and the pilgrims (Molag Mar). Those three require the concerted execution of multiple scripts-it is unlikely that their reinstatement will be successful. ==== Files included ============================================================ TravelingMerchants_v2.0.esp [plug-in] bag.icon [icon] 0_bag.NIF [mesh] HB_snore.wav [sound files] HB_whistler1.wav [sound files] HB_yawn.wav [sound files] TX_A_Netch_Hfinger.bmp [texture] TX_A_Netch_W_gauntlet.bmp [texture] ==== Installation ============================================================== The files just might unpack where they are supposed to go, but if not, copy the files into the appropriate folder according to the following directory tree: Morrowind --> Data Files ------- TravelingMerchants_v2.0.esp ------> Icons ----------- bag.icon ------> Meshes ----------- 0_bag.NIF ------> Sound ----------> Fx --------------> Hb ------------------- HB_snore.wav ------------------- HB_whistler1.wav ------------------- HB_yawn.wav ------> Textures ----------- TX_A_Netch_Hfinger.bmp ----------- TX_A_Netch_W_gauntlet.bmp ==== Cell Changes ============================================================== Version 1.2 beta: (less the empty cells removed in version update) Ald'ruhn (-3,6): uncertain, likely terrain and/or pathgrid editing Ald'ruhn (-2,6): HB_hamoubil_hamzanubai with guar, invisible marker Ascadian Isles Region (-2,4): HB_pack_guar_Tiberus_ Ascadian Isles Region (-1,7): HB_pithlin_firr with guar, invisible marker Ascadian Isles Region (-1,-4): uncertain, likely terrain editing Ascadian Isles Region (0,-4): HB_tiberus_porian, his camp, terrain editing Ascadian Isles Region (5,-7): terrain editing, but collision wall and Hlaalu static flagged Ascadian Isles Region (5,-6): HB_stands_in_pool Ascadian Isles Region (7,-9): HB_quap Bal Isra (-5,9): uncertain, likely terrain editing Bitter Coast Region (-1,-9): uncertain, likely terrain and/or pathgrid editing Ebonheart (2,-13): HB_wishheart Maar Gan (-3,12): uncertain, likely terrain editing Moonmoth Legion Fort (-1,-3): HB_adros_darani with guar, invisible marker Pelagiad (0,7): uncertain, likely terrain and/or pathgrid editing Seyda Neen (-2,-9): uncertain, likely terrain and/or pathgrid editing Suran (6,-7): HB_kollop, et. al., invisible marker Suran (6,-6): uncertain, likely terrain and/or pathgrid editing Vivec, Hlaalu ((2,-11): HB_lute, but Hlaalu static also flagged West Gash (-4,2): uncertain, likely terrain editing West Gash (-3,1): uncertain, likely terrain editing West Gash (-3,2): rocks statics flagged, likely moved West Gash (-3,3): HB_mine_guar_handler with guars and guard, invisible marker Version 2.0 (additional changes beyond the version 1.2 beta) Ahemmusa Camp (11,16): HB_kumasu, invisible scriptholder Ahemmusa Camp, Mamaea's Yurt: HB_san Ald Velothi (-11,15): invisible crate Arvel Plantation (2,6): invisible marker Ascadian Isles Region (5,-6): invisible marker Balmora (-4,-2): HB_farvyn_serano, invisible marker Dren Plantation (2,-7): invisible marker Gnisis (-11,11): HB_odril_fedas with guar, invisible marker, invisible crate Grazelands Region (8,13): HB_nix_hound_diseased, Light_HB_Funeral_Pire (not visible) Grazelands Region (8,13): HB_aban, unique creatures, invisible marker Maar Gan (-3,12): HB_asharmat with guar, invisible marker, railing (hitching post) Molag Mar (13,-8): six pilgrims, invisible marker Suran (6,-7): HB_dalnasa_rathan, with slaves and guard, invisible marker/scriptholder Suran (6,-6 ) slight alterations to eastern approach to bridge across Nabia River, a railing was added to better guide caravan onto bridge, invisible marker/scriptholder Tel Vos (10,14): HB_manapli with guar, invisible marker/scriptholder Version 2.2 (additional changes beyond the version 2.0) cyr_purgatory (interior): duplicates of NPCs and creatures introduced by this mod ==== Use of this Plug-in and Its Resources ===================================== You are welcome to use any of the scripts included in this mod in your own projects. Please give credit to GhanBuriGhan for the creation of the original code, and me if you incorporate any of my refinements. ==== In Appreciation =========================================================== Thanks to the developing team at Bethesda Softworks for creating Morrowind and including the game editor. I can safely say that this mod would not have been possible without GhanBuriGhan's brilliant code to direct and maintain the travelers. His mod is what prompted me to open the construction set, and his Morrowind Scripting for Dummies is the reason that I didn't immediately close it for good. Thanks to coodiak (Email: netmonkey31337@hotmail.com, http://www.geocities.com/coodiak31337) for providing the backpack model that some of the merchants wear. The custom sounds originate from anonymous internet sources. Turjan provided feedback and playtesting for the new features in this release. Finally I thank the members of the Official Forum for their creativity and advice that directly and indirectly contributed to this mod.