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Morrowind Crafting 2.

1 By Drac & Toccatta


Morrowind Crafting 2.0 is an RP mod, which attempts to improve the role-playing experience of Morrowind without unbalancing it. In order to make your character a more "well rounded" person, Morrowind Crafting adds several new skills to the game. Each skill has a level just like any other skill, and improves over time with use. The following skills have been added and break down as shown below: Woodworking - Building of furniture, decorations, wooden containers, and special equipment. Cooking - Preparation of food items, brewing liquors, and making poisons* Fletching - Creation of home-made bolts, arrows, and throwing darts. Sewing - Creation of thread, cloth, rugs, pillows, sacks, tapestries, and clothing of all qualities. Crafting - Glassblowing, pottery, basket weaving, clay/sand gathering, bombcraft, candlemaking, ring making, and crafting specialized apparatus** Mining - Extracting various materials from rocks and crystals, including iron ore, silver ore, adamantium, raw glass, ebony, and diamonds Smithing - Smelting of ore, Creation of leather and resin-based armor (chitin/bonemold) as well as iron and exotic armor and weapons * Poison Brewing uses the higher of your cooking skill or your alchemy skill. ** Creation of specialized tools uses the lower of your crafting skill or the appropriate tool skill (Alchemy, Armorer, or Security) Skill breakdown is described further below. =============================================================== ============= All of the skills interrelate, so you can use your woodworking skill to build a pottery wheel, then use crafting to collect clay and throw a crucible. Then melt silver ingots that you use your fletching skill to turn into silver bolts which you can coat with poisons you made using your cooking skill. Each skill is displayed when you attempt to use it, and improves with use following the below rules: 1) You only improve a skill when you successfully use it. 2) The higher your level with a skill, the harder it is to improve. 3) The more difficult the task you attempt, the more you will learn if you succeed.

You'll notice that some of those rules may seem contradictory, so remember the following guideline: If you're practicing a task and you find that you are rarely (if ever) failing then you are probably not learning very much. Failing a task doesn't improve your skills at all, but succeeding at a task whose difficulty is far below your skill will teach you very little. In order to get your skills high, you have to be willing to risk failure. Your chance to successfully complete a task is based on the following: 1) Your level in the controlling skill (Obviously) 2) The difficulty of the task. Almost every task has an assigned difficulty, except those which are truly trivial. 3) How tired you are. You'll succeed less often if you are fatigued, so always try difficult tasks when well rested. 4) Your health (below 50%). If you are seriously wounded, your chances to succeed in any task drops quickly. 5) Your luck attribute. Luck plays a limited role, but does have an effect on your chance to succeed. 6) Fate. Fate is a random modifier which plays a larger role than luck, but is still limited. Fate and luck can allow you to perform tasks that would normally be above your skill limit, and they can prevent you from succeeding in a task which you would normally have no difficulty. There are limits, however, so there will be tasks that are too difficult for any amount of fate or luck to allow you to complete without appropriate skill. Likewise, you will eventually become skilled enough that certain simple tasks will NEVER fail, regardless of fate or luck. If you are failing a task repeatedly, check your fatigue and health. However, if you are well rested and healthy, then the difficulty of the task may be too high for your current skill. Keep in mind that certain tasks are difficult for even the most experienced crafter, and it is quite common to fail on the most difficult projects, perhaps even multiple times. To install Morrowind Crafting, select the "data files" directory and copy it into your morrowind folder. All textures, icons, meshes, and the .esp file will go into the correct locations automagically. If you feel more comfortable placing the files in the locations manually, the esp file goes into the data files root folder, the textures need to go into the textures root folder, while the icons and meshes should be moved into the icons and meshes folders respectively, but remain in their MC subfolders. Morrowind Crafting has been cleaned of unnecessary references and GMST items, but does change certain base objects within the game (Most notably the underwater plants). In most cases, these changes can be eliminated *if necessary* using the plugin conflict detector, however I STRONGLY recommend you don't unless you have an overriding need to do so (specifically, only if it somehow breaks some other mod), since all changes to base items were made for specific reasons, and none were made arbitrarily. Unlike Morrowind Crafting 1.0 the leveled lists are NOT handled through scripts because it caused compatibility issues with mods that chose to blindly overwrite everyone else's lists instead of adjusting the lists dynamically. As such, it now requires list merging.

To uninstall Morrowind Crafting, make sure you remove from your inventory any items that are specific to Morrowind Crafting, save your character, and then disable the Morrowind Crafting in the data files section of your launcher program. All textures added by Morrowind Crafting are prefixed with "mc_" to make it easy to locate and remove them. All meshes and icons are located in their own MC subdirectory. If you receive error messages when re-loading, just acknowledge them and save your character after the load completes. Note: Many clothing, glass, and pottery items made by Morrowind Crafting will not disappear when you disable Morrowind Crafting, however virtually all furniture items (with the exception of beds) WILL disappear. Since containers made by Morrowind Crafting will also disappear, you should empty them of any contents before disabling the mod. Morrowind Crafting does not add requirements for food, water, or sleep by itself; however, it has been made to work with Necessities of Morrowind and Primary Needs if either of those mods are installed, so that food produced by Morrowind Crafting will satisfy your hunger. Naturally, jugs and bottles made in Morrowind Crafting can be filled with water for use in that mod. Beds and Hammocks made with Morrowind Crafting will satisfy the sleep requirements of NoM, however the portable bedroll that you can make with MC will not, unless it is permanently installed. It cannot be used to satisfy sleep requirements for NoM if it is used as a portable device. Unlike food in Necessities of Morrowind or Primary Needs, Morrowind Crafting food can be eaten at any time and not on a specific schedule. However, gulping your food rapidly is not only impolite, but bad for your digestion, and you will receive far less benefits than if you eat your food slowly. Morrowind Crafting doesn't allow the player to chop down trees for wood, because that creates incompatibilities with too many other mods. However there are woodcutter NPCs in most major cities that can provide supplies of wood, basic food items, and other materials to use in crafting projects. There are several types of wood and each one is specific to a region of Vvardenfell, so the woodcutters will be most likely to carry local varieties of wood. The woodseller in Mournhold (being the capital city) will have access to all the wood types available on Vvardenfell. Woodcutters know all about wood and will gladly tell you where you have the best chance of locating the specific wood type you're looking for as well as give you a general idea of what each type of wood is typically used for. Local outfitters and general stores will also often carry supplies and equipment. There are also two NPCs that sell finished furniture products. One is in Ebonheart and ships furniture to the mainland, while the other is in Mournhold and receives finished products from Vvardenfell. The two furniture sellers will buy finished woodworking projects from you for shipment across Tamriel. The woodworkers have an arrangement with the furniture sellers and will buy a small quantity of projects as well as food and ingredients. Like the furniture seller, anything you sell to them will be shipped off at the end of the day. These people aren't pawnbrokers to loan you money and hold onto your goods indefinitely in the event you might want them back. Don't treat them that way or you may end up losing something you need. Skills work through the use of specialized "kits" which can be purchased from outfitters,

woodcutters, and general merchants throughout Vvardenfell and Solstheim as well as the use of specialized equipment which can be purchased from the furniture vendors or built by the player. The appropriate kits and equipment are described below in the skill breakdown. Items which are designated as "Activate" must be used outside of the player's inventory. Items designated as "Equip" must be used while inside the player's inventory. Crafting skills may also be practiced at certain trainers located throughout Vvardenfell. SKILL BREAKDOWN: Woodworking Method: Equip carpentry kit, Activate flint & tinder kit. Building of furniture - Most furniture items can be made using various wood types available on the island. Each furniture item can either be moved at will or locked in place using the carpentry kit. Once locked, an item cannot be manipulated by the player until unlocked. This prevents accidentally picking up a shelf or table instead of the item lying ON the table. A locked piece of furniture will not block player or NPC movement, although items can be placed on top of them normally. Furniture can also be "installed" using the carpentry kit. Once installed, they can no longer be manipulated by the player. Installed furniture blocks player and NPC movement like any other in-game furnishings. Note: Beds and specialty equipment made by Morrowind Crafting MUST be installed to function correctly. Wall shelving and tapestries can be moved into position using an attached script before being permanently installed. Decorations - Wooden decorations and small miscellaneous items can also be made with woodworking skill. This includes wooden knives, forks, spoons, bowls, rolling pins, coat-of-arms plaques, lecturns, fishing poles, etc. Most of the small wooden items available in the Morrowind game can be made this way. Wooden containers - Unlike furniture, containers cannot be locked in place. In order for them to function as more than decoration, they MUST be installed. Containers includes chests, crates, barrels, dressers, wardrobes, certain end tables, hutches, desks, and cupboards. Like shelving, the cupboard has a script to allow you to move it into position before it is permanently installed. Equipment - Certain specialty items of use in crafting can also be created. They must also be installed before they can be used. These pieces of equipment include the pottery wheel (used for pottery), the loom (for weaving cloth and rugs), the spinning wheel (for making thread), and the kegstand (for brewing liquor), Fire Building - Cook fires and campfires can be created using straw and wood and a firestarter kit. The fire gives off light and can be used to cook foods using the cooking skill. Since the firestarter consumes wood and straw, there is no set number of times it can be used as long as you have wood and straw available. The fires created by the kit have no set duration, but can be put out and dismantled to recover wood. Note that only

these two fires can be used by Morrowind Crafting for cooking, as several other mods take over the in-game fires for their own use and this often leads to mod incompatibility. Cooking Method: Activate Morrowind Crafting cook fire or camp fire or kegstand, Equip toxin flask Preparation of food items - Several food items from the simple boiled egg to the complex kwama quiche can be cooked using the cooking skill. Each food item has a difficulty based on its complexity, and each food "type" has a special piece of equipment that can assist (but is not required) in making the task easier. Food created by Morrowind Crafting is compatible with Necessities of Morrowind and Primary Needs. If either of these mods are installed, you can eat Morrowind Crafting food at any time of your choosing and gain the appropriate benefits, assuming you're hungry. If you have neither mod installed or if you are simply not hungry, the food provides a minor boost to health and fatigue as if it were a very weak healing potion. Several starter recipes can be found in a book sold in the Balmora Bookshop, however, most recipes must be researched. If you attempt to make a recipe without all the necessary ingredients, you will be informed of ONE of the missing ingredients. Brewing liquors - Apart from food items, it is also possible to brew potent liquors using the kegstand and the appropriate recipe (The same recipe rules for food items apply here). Once a Morrowind Crafting kegstand is installed, you activate it to start the brewing process. You will need to supply the appropriate ingredients, and assuming your cooking skill is sufficient, it will start the fermentation process. In one week, the brew will be available and you will be able to recover 10 jugs of liquor from the keg (if you have the appropriate empty bottles) Making poisons - There are a number of poison recipes added by Morrowind Crafting. You will need to find a toxin extractor, which is an extremely rare Dwemer device. There are six located throughout the game in various obscure locations. Several are hidden in Dwemer ruins, while others are in the hands of powerful collectors of dwemer devices. They are NOT randomly available. To brew poisons you will have to track down or steal one as well as have an appropriate recipe *in hand*. Due to the extremely dangerous nature of the toxins, the same "trial-and-error" method of research used with food and liquor does not work with toxins, nor is it enough to simply memorize the recipe. Poisons made by the extractor can be applied to arrows, bolts, darts, throwing knives, throwing stars, and can also be used to construct lethal hand bombs if you have a crafting kit, appropriate supplies, and sufficient crafting skill. Miscellaneous tasks - Wickwheat, saltrice, and meadow rye can be "threshed" to make wheat flour, rice flour, and rye flour, respectively. This can be used in other recipes, and the byproduct of this task is straw, which is useful for basketweaving or other crafting and sewing projects. Kresh fiber can be processed to provide starch, and marshmerrow can be processed to produce sugar. The byproduct of both of these processes is raw fiber,

which is useful for spinning thread. Kanet butter can also be created through a process called "churning". Unlike dairy butter, kanet butter includes no milk, but is still "churned" because it's the traditional term for making butter. Fletching Method: Equip fletching kit Creation of homemade bolts, arrows, and darts. - This is pretty self-explanatory. Using the fletching skill, you can create almost any of the bolts, arrows, or darts used in the game. Daedric arrows were omitted, but glass and ebony bolts were added to compensate. Each missile has different difficulties and material requirements, and can require from one to three different materials. Sewing Method: Equip sewing kit or shears, Activate loom or spinning wheel Creation of thread - Thread is spun using the spinning wheel, empty spools, and raw fiber, which is a cooking byproduct of both kresh fiber and marshmerrow. Since the process is tedious and time consuming, but not particularly difficult, there is no difficulty check for spinning thread. Assuming you have a spinning wheel and a sufficient supply of empty spools and fiber, you will always successfully make spools of thread. Weaving cloth - Using a loom, you can turn spools of thread into bolts of cloth. Each bolt requires 20 spools of thread in order to complete. Weaving rugs - Small rectangular, large rectangular, and large oval rugs can be woven using a loom and cloth. Smaller rugs use 10 pieces of cloth, larger rugs require 20. The rugs woven are randomly selected within the category you choose. Weaving tapestries - Like rugs, tapestries are also made on the loom. However, they use thread in place of finished cloth and can be made in 5 different quality levels, each requiring a different number of spools. Common tapestries require 10 spools, Expensive requires 15, Elegant requires 20, Extravagant requires 30, and Exquisite requires 40 spools of thread. Each tapestry also requires wood for a hanging rod as well as iron for mounting brackets. The tapestries themselves are independent of texture replacers and will not be harmed by the use of a texture pack. Cutting cloth - Using shears, a bolt of cloth can be cut into 20 pieces of cloth. Either all 20 of any one of the three types available in the game, or a mixture of different cloths can be selected. Like spinning, this is a trivial task and requires only bolts of cloth and a shears, but no skill check. Sewing pillows - bed pillows, square throw pillows, and round throw pillows can be sewn from cloth and straw. Sewing projects require a sewing kit and thread, although thread is

not consumed except in the weaving of cloth or tapestries. Sewing sacks - A large burlap sack container can be sewn using cloth and thread. Like the wooden containers, it must be installed to be used as a container. Installing the sack requires the sewing kit instead of the carpentry kit. Sewing miscellaneous items - Several animal skin rugs can be prepared using only the rough animal hides and thread. The practice mat and portable bedroll can also be sewn using cloth and straw. Unlike the beds made with the carpentry skill, the portable bedroll need not be installed in order to be used. However, while the portable bedroll can be used without being installed, it will not count towards your sleep requirements if you have Necessities of Morrowind unless it is permanently installed. Installing the bedroll or practice mat also requires the sewing kit. Sewing clothing of all qualities - Virtually every item of clothing available in Morrowind and the two expansions can be created using Morrowind Crafting. Some will require bear or wolf pelts, others require cloth, and yet others (mostly shoes and belts) may require bristleback leather. Morrowind Crafting 2.0 has expanded the useable pelts to include netch leather, guar hide, and kagouti hide in order to make better use of available materials. More valuable clothing has higher skill requirements and also requires more cloth to create (As the quality of the clothing improves, imperfections in the cloth become less and less tolerable, requiring more cloth to successfully complete) Crafting Method: Equip crafting kit or jeweler's kit, Activate a sand bar or clay bank or pottery wheel. Glassblowing - All manner of jugs and bottles can be made using the crafting skill. Both plain bottles and wicker-insulated bottles are available as well as jugs, flasks, and plates. Since the alchemy reagent "Raw Glass" is actually a very tough crystalline substance that bears only a small resemblance to glass, glassblowing requires sand which can be collected from sandbars in various streams and lakebeds throughout Vvardenfell and Solstheim. Pottery - Most of the clay and redware objects in Morrowind can be made using clay and a pottery wheel with the crafting skill. Like sand, clay can be found in rivers and streams around Vvardenfell. Clay urns can be created using the pottery wheel, and like the burlap sack and wooden containers, they must be installed in order to be used. Installing the urns requires the crafting kit. The pottery wheel can be used to make various miscellaneous items including empty liquor bottles (used with the kegstands and cooking skill) as well as a crucible, which is used for smelting metals, and empty bomb casings (used in bombcraft, listed below). Ingot manufacturing - The melting of iron and silver into ingots is accomplished using the crafting kit and a crucible. The crucible is small and can only be used to melt scrap-

iron and pure silver dinnerware items. Note that candle holders and silver weapons and armor are made with a silver/iron alloy and are therefore unacceptable for ingot manufacturing. Larger silverware items will produce a higher quantity of silver ingots. Creating ingots using the crafting skill is a somewhat difficult task because of the danger of hot metal, with silver being significantly harder to work with than iron. Basket weaving - Several wicker items can be made using straw. Straw can be purchased from various vendors around Vvardenfell and is a process byproduct of threshing wickwheat, saltrice, or meadow rye.. Like all other containers, the wicker hamper must be installed to be used as a container, and it also requires the crafting kit. Clay/sand gathering - Clay banks and sand bars can be found in rivers, streams, and lakes around Vvardenfell and Solstheim. It is possible to collect more than one sand or clay from each, however, the more sand or clay you take, the more likely you are to foul the area. The higher your skill in crafting, the more sand or clay you can safely collect without fouling the sand bar or clay bank. Once fouled, it takes approximately a week for the river to wash the debris from the site to allow you to collect more. Unlike other tasks, you will always get at least one sand or clay even if you fail your initial skill check. Even if not fouled, a clay bank and sand bar will be cleaned by the water, becoming slightly easier to collect sand or clay each day it lies undisturbed until it returns to virgin status. Any clay bank or sand bar which lies undisturbed for seven days will automatically return to virgin status regardless of how much sand or clay was previously collected from it. Bombcraft - Using poisons created with a toxin flask, clay, and an inflated kelp bladder (sold by venders and located in the wild from underwater kelp plants) it is possible to create "hand bombs". These hand bombs are fragile sealed clay pots filled with contact poison which shatter when thrown. The inflated kelp bladder bursts when pierced, spraying the toxin in a 10 unit radius, causing an area effect. Creating a hand bomb also requires the crafting kit, and is difficult and expensive in terms of poison. One bomb requires ten times the poison used to coat an arrow or bolt. Candlemaking - Horker blubber provides tallow you can use to make your own candles. With an appropriate ingredient for coloring, string, and materials for the candlestick, this tallow can be turned into various shades of custom candles to color-coordinate your home. Small carryable candles can be created using clay, wire frames, silver candlesticks, or candelabra. Various floor lamp styles can also be created and moved, but cannot be carried in the manner of a torch. Ring Making - Using a jewelry kit, it's possible to make several rings using native materials. All the non-artifact class rings available in game can be produced as well as several new varieties. A class of 'elegant' ring can be created which is midway between expensive and extravagant in terms of value and enchantability. Several new exquisite rings have been added as well to increase selection. Mining

Method: Activate ore rock or crystal Various ore rocks around Vvardenfell can be mined for ingredients using a simple miner's pick. Iron ore and silver ore can be mined from various ore rocks which can be identified by the presence of trace amounts of ore on the outside. The higher your mining skill, the more material you stand to gain before the rock is mined out. Ore can only be collected from a rock once it has been mined out and broken open. Ebony, glass, adamantium, and diamonds can also be mined in the same manner. Glass crystals are also a source of raw glass and are mined in the same manner as a raw glass rock. Note that the actual owner of these rocks won't mind you practicing your mining skills on their rocks, but should you choose to collect the results of that mining, they may have something to say about it. The mining process does NOT interfere with the object ownership, so while you can freely mine the ebony and glass rocks in an imperial mine, you may not (legally) remove the ore from the rocks when you're done. None of the mineable rocks in game are respawning, so ore is NOT a renewable resource. However, the miner's guild in Vivec has the ability to import ore from the mainland and can get supplies if you should run out of mineable rocks. (There are over 2000 iron ore rocks alone on Vvardenfell and under Mournhold, so it's unlikely you'll run out before you master your mining skill.) Smithing Method: Activate smelter or Morrowind Crafting anvil, Equip heavy leather and resin kit. Using a heavy leather and resin kit, it's possible to create various leather and epoxy-resin based armors. There are a total of seven armor types that can be created using this kit as well as several wooden and chitin weapons. For iron based armors and weapons or for those made of more exotic materials, a smith needs an anvil. Smithing requires the use of an armorer's hammer, although daedric armor cannot be forged without a grandmaster's hammer, and also requires the completion of a quest to learn a specific ritual needed to make one of the components. Smithing is, by far, the most difficult skill to learn and is configured to be three times as hard to train as any other skill. There are weapons and armor that are beyond the skill of even the BEST trained smith, so when you attempt them, do not be surprised if you fail several times before you succeed... even with a skill of 100. The armor and weapons that can be made using the anvil are broken down into iron-based and exotic. Like the leather and resin armors, there are seven iron-based armors and seven exotic material armors for a total of 21 different armor types which can be created using Morrowind Crafting. Thrown weapons not covered under the fletching skill (literally, missiles that do not have a fletching) are also made using the smithing skill. Smelting is also a smithing skill whereby lumps of unrefined iron and silver ore can be reduced to pure iron and silver along with a slurry known as "slag". Morrowind Crafting doesn't require you to deal with slag, but it's important to know that the finished product is considerably lighter than the original, and since it is a reasonably automated process which doesn't involve awkwardly holding a hot crucible, it's significantly safer than the ingot production method of the crafting skill. As such, it is also considerably lower difficulty. However, it does require the use of a non-portable smelter... a device

which you can acquire, but must be permanently installed before it can be used. A smelter is only capable of refining raw ores, and cannot be used to process scrap metal or silverware. That must be handled using the crafting skill. Poisoning Method: Activate a bottle of poison. Poisoning of weapons isn't a skill and doesn't require a skill check of any sort. However, it is a feature added by Morrowind Crafting. Place the appropriate bottle of poison on the ground and activate it. Poisoning a thrown weapon, bolt, or arrow will consume one dose of poison. Creation of a "poison bomb" will consume ten doses of poison. A full poison bottle contains fifty doses. Once all the doses are consumed, the empty flask can be reused in the poison making process.

Getting Started
Almost every task in Morrowind Crafting has a difficulty factor. The difficulty is set up so that a person with a luck of 50 attempting a task of the same difficulty as his skill level will succeed two thirds of the time. When you're just starting and your skill is at 5, you'll have a hard time completing projects. However, it shouldn't be any more difficult than trying to attack someone with a weapon you had a skill of 5 in, though (which is pretty darn tough), so it should be comparable to other skills. Here are some hints that might help get you started. 1) Collect sand and clay from the sand bars and clay banks to improve your crafting skill. The first piece you take only has a difficulty of 5, and there are several in the river near Balmora. You should be able to succeed with several of these, and that will get your skill increasing. Blowing glass bottles is difficult enough that you won't succeed immediately. However, if you buy a pottery wheel, you can make the simple glazed goblets. Those are easy enough for new crafters to make, so they are good for low level practice. A furniture seller may have a pottery wheel you can buy early on, although you'll need a carpentry kit to install it. Woodworkers and most outfitters located in major cities have a chance to sell a carpentry kit, and there are at least two merchants in the game that are guaranteed to have a kit, so you can always be certain that one is available. Two furniture sellers are added by Morrowind Crafting, one in Mournhold and the other in Ebonheart. 2) When practicing your carpentry, try to start with simple projects that use scrapwood because it's plentiful and inexpensive, so it won't bankrupt you to fail a few times until you can actually get started. The easiest scrapwood project is the rolling pin. Other simple projects are the pine coat-of-arms since they're little more than a painted plaque. Starting fires is a simple woodworking skill. You won't learn much, but you can use that to get your skill improving. As a general rule, projects that are larger or more complex have a higher difficulty, as do projects involving higher quality wood.

3) Buy the cookbook from the bookseller in Balmora. There is an explanation of special cooking equipment that will make your cooking easier. Buy a skillet and saucepan and have them in your inventory when you try to cook meats and simple foods. It will make the difficulty significantly easier. However, because the task is much easier, you won't learn as much when you succeed. You can increase your learning by no longer using them when you are able to succeed without their help. Meats and simple recipes have the lowest difficulty, while the more exotic soups, stews, and bread have the highest difficulty. 4) Corkbulb arrows are the easiest to fletch and you should be able to succeed without too many tries. The number of arrows you receive from a fletching project will depend on the difficulty and the amount of supplies consumed. Bolts and arrows of the same type require the same materials, since bolts are half as long but twice as thick. Be sure to collect up silver dinnerware anywhere you find it, since that's the easiest way to make silver ingots to fletch silver bolts and arrows. Certain merchants also sell silver ingots. 5) Before you try to sew clothing, you should practice your stitches on extremely simple items. The cloth sack and bed pillows are the easiest. Square pillows and round pillows are a bit harder. Once you have mastered the various types of stitches used in sewing, you're probably ready to move on to clothing. Sew common clothing to get your skill up. One hint is that common gloves take only one more cloth than a shirt or pants, but provide you with a left AND right glove, so you can sell them for more money and buy more cloth or materials if you need to spin your own thread. The difficulty of any sewing project is based on the quality of the clothing you're sewing with common being the easiest and exquisite the hardest. 6) There are over 25 claybanks and sandbars (each) in the game and each one respawns a week after it gets fouled. If not fouled, the water cleans the area slightly, making it easier to collect sand or clay for each day it lies undisturbed. An unfouled sandbar or claybank will also revert to virgin status no matter how much sand or clay has been removed if it lies undisturbed for a week. As you continue to take clay from a claybank or sand from a sandbar, the chance of fouling the area increases. The higher your skill, the more clay or sand you can remove. 7) Morrowind Crafting adds a merchant to the tailor and dyer's hall in St Olms canton in Vivec because neither of the NPCs originally there sold miscellaneous objects. Rather than edit the NPCs and risk incompatibility, an NPC was added to sell cloth, spools, and shears. The guild halls for pottery and glassmaking in Vivec sell clay and sand, respectively, and other merchants throughout the game will also sell both clay and sand. Certain merchants will also carry basic food staples and ingredients. Although root vegetables do not grow well in Vvardenfell's ashy soil (apart from the aptly named ashyam) it's possible to find a good supply at the farmer and laborer's hall in Vivec, where certain vegetables are imported from the mainland. 8) Finally, if all else fails, and you still can't seem to get started, there are a very few

trainers located throughout Vvardenfell which will train you in various crafting skills. While the skills are not true morrowind "skills" as such, the training is handled in virtually the same manner, using the "training" dialog button. And like built-in morrowind skills, the price you pay depends on your mercantile, the mercantile of the trainer, their disposition, and the level you're trying to achieve. Don't expect to become good at any skill quickly. The difficulty curve was designed to take you a while to become good at different crafting skills. Fatigue has a MAJOR effect on your chance to succeed, so always try projects when you're fully rested, especially at low levels where you have small room for error. I cannot express this enough. If you are repeatedly failing a task, the first thing you should do is to ensure that you're not fatigued. If you are well rested and still continue to fail, then the task is probably too difficult for your current skill level. Attempt an easier task. Revision History: Version 1.0 Initial Release. Version 1.1 Update patch This patch fixed a number of minor problems and changed how menus were handled, allowing a person to re-use the last selected tool without having to reactivate it. Version 2.0 Good grief. When making v2.0, I deleted every single script and started over from scratch. The patch made repeat crafting slightly easier, but since the original menu system wasn't designed with repeat crafting in mind, it was a kludge at best. The new crafting menu system was redesigned from the ground up to accomodate repeat crafting, and is easy to understand and more intuitively operated. I can't even begin to list all the features that were added over the original MC, but once you play it, you'll see the difference immediately. I was finally able to figure out a workable mining system, which allows mines to retain ownership information. That was the only reason v1.0 didn't have mining. And with the addition of iron and silver ore, it just made sense to incorporate smithing as well. What's the use of having all that iron if you have nothing you can do with it? I still feel that smithing is NOT the sort of thing that a person can do in dribs and drabs in their spare time and hope to get to be any good... and so smithing reflects that. It is by far the most difficult of the new skills to learn, and anyone that doesn't devote REAL time to it will never be better than average. Version 2.1 1) Visual clues added to clay banks, sand bars, and all mineable resources to reflect their current status. 2) Smelter changed to limit training of smithing via smelting of ore. Iron ore beyond level 25 and silver ore beyond level 30 are "auto-smelted" and do not provide additional training. Be aware that this may cause your game to pause for as much as several seconds depending on the speed of your computer and the quantity of ore in your inventory.

3) Fixed bug in smelter script which occured if you attempted to fuse Daedric ebony with exactly one piece of ebony ore in inventory. 4) Fixed bug in smithing which occured if you attempted to smith royal guard armor with exactly one daedra heart in inventory. 5) Removed unnecessary miscellaneous clay object IDs left over from version 1.0 6) Modified smithing so that any project which uses one or more spools of thread always returns your empty spools whether you succeed or not. 7) Included several textures that were accidently omitted from the jewelry section. Altered texture names to use MC naming convention and adjusted the meshes to reference the corrected names. 8) Fixed a bug where mining after crafting specialized equipment could result in incorrect skill advancement values. 9) Fixed a bug where some of the crafting trainers would train incorrect crafting skills. 10) Fixed an error in the custom ring definition where some custom exquisite rings only had 1 enchantment point. 11) Updated this read-me file to include specific information on how individual skills are activated. Morrowind Crafting Equipment.esp replaces the looms, anvils, and spinning wheels in the game with functioning Morrowind Crafting versions. It also places a functioning smelter and several pottery wheels into the game in various locations. It requires no additional meshes, textures, or icons and is simply activated along with Morrowind Crafting. I would like to express my appreciation to the beta testers from Planet Elder Scrolls, Balathustrius, Denina, and Gawain for donating their time and effort to help Drac and me iron out the bugs and problems in v2.0 before release. Special Thanks go to Khalazza Production, the creators of the enhanced texture packs which I used while testing the mod. You can see some of these textures in the icons for certain items if you look very carefully, although neither texture pack is included nor required for Morrowind Crafting to function. All models, textures, and scripts were created in-house. In order to maintain the uniqueness of Morrowind Crafting, I request that they not be used in unrelated mods. However, mods which are made to enhance or co-exist with Morrowind Crafting may do so freely and without special permission. Morrowind Crafting v2.0 can be freely uploaded to any site which does NOT make claims upon the ownership or intellectual property rights of the mods they host as long as it is uploaded in its entirety, including this readme file. Any site which makes a claim against ownership or intellectual property rights of hosted mods does NOT have permission to host Morrowind Crafting v2.1 without explicit and written permission of its authors, regardless of how, when, or by whom it is submitted.

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