      Yet Another Better Sounds Patch - Tavern and Town Sounds Expansion
      By alvazir

      Original authors: JEKA - TJ - Colobos
      Collaborative effort by (in an alphabetical order after Darklocq):
      Darklocq, Atanvarn, aziwa, Danjb, johnnyhostile, l1lartur0, Pittya, ShrillLuis

Version: 1.3.0

=========
Contents
=========
1.    Description
2.    Requirements
3.    Installation
4.    Compatibility
5.    Changelog
6.    Credits
7.    Permissions
8.    Contact
9.    Details
10.   Taverns

============
Description
============
This replacement patch fixes flaws of original 1.1 patch identified by collaborative effort and then a bit more. Alternative version included with more places to hear ambient tavern and town sounds. Some optional alternative sounds.

01 Patch

    Changes(details are in Details section):
    1. Cleaned with tes3cmd, then cleaned manually(2 more cells)
    2. Include BS_BM_WeatherChange, add Bloodmoon to masters
    3. Fix region names
    4. Port Patch for Purists fixes
    5. Fix "Desele's house of earthly delights" sound record to correctly point to a file (to avoid bothering with renaming files)
    6. Fix several errors in scripts (important for OpenMW, otherwise some didn't work and others produced a lot of errors in log)
    7. Add check to prevent birds singing in Bitter Coast during very bad weather
    8. Add checks to prevent cave wind and dark ambient sounds be heard outside (this fixes minor errors in a few mods)

02 Tavern and Town Sounds Expansion(contains 01 Patch)

    Morrowind: Requires Tamriel Rebuilt, SHoTN, Cyrodiil
    OpenMW: safe to use even if you don't use these mods at all, nothing will break or misbehave

    1. Adds Tavern sounds to 74 more places from (exact list in Taverns section, short list in next block)
    2. Adds Town sounds to few cities from mods:
        - Tamriel Rebuilt
            - Old Ebonheart
            - Necrom
            - Firewatch
            - Akamora
            - Almas Thirr
            - Helnim
            - Bosmora
        - Skyrim Home Of The Nords
            - Dragonstar
            - Karthwasten
        - Province Cyrodiil
            - Stirk

03 Only Tavern Sounds Expansion(contains 01 Patch)

    Morrowind: safe to use in any engine even if you don't use these mods at all, nothing will break or misbehave
    OpenMW: you don't need this, just use "02 Tavern and Town"

    Adds Tavern sounds to 74 more places from (exact list in Taverns section):
        - Morrowind
        - Tribunal
        - Bloodmoon
        - Tamriel Rebuilt
        - Skyrim Home Of The Nords
        - Province Cyrodiil
        - Building Up Uvirith's Legacy
        - Havish
        - Moldy Horker
        - Mudcrab Imports Pirate Adventures
        - St Rilms Beacon
        - The White Wolf of the Lokken Mountain
        - Wyrmhaven
        - Vivec Waistworks Expansion

04 MAO Spell Sounds - Replacement Patch(alternative sounds)

    - Doesn't require original "MAO Spell Sounds" by PeterBitt (uploaded by Publicola)
        - Link: https://www.nexusmods.com/morrowind/mods/50486
    - Good alternative to Better Sounds' spell sounds.
    - Files renamed, volume increased to be used with Better Sounds(+5dB).

05 Immersive Combat Sounds - Replacement Patch(alternative sounds)

    - Doesn't require original "Immersive Combat Sounds" by MizterMoonshine
        - Link: https://www.nexusmods.com/morrowind/mods/50254
    - Good alternative to Better Sounds' weapon sheathing, armor hit, weapon swinging, bow and crossbow sounds.
    - Files renamed, volume increased to be used with Better Sounds:
        - Body Hit sound volume untouched
        - Swoosh sounds volume +12dB, swishM created from swishW for consistency(copy)
        - Other sounds +5dB

06 Nifty Elemental Magic Sounds - Patch(alternative sounds)

    - Requires "Nifty Elemental Magic Sounds" by HazyBass
        - Link: https://www.nexusmods.com/morrowind/mods/50240
    - Check the video at HazyBass mod's page. I've considered it an improvement after comparing sounds.
    - Directory contains renamed files to work with Better Sounds. Not all files had to be renamed, so this patch should be used in addition to original mod by HazyBass. Don't activate "Nifty Elemental Magic Sounds.esp" plugin from mod.
    - File fireH was not moved and renamed intentionally(there should be something with it's timing)

07 Morrowind Engine - Graphic Herbalism MWSE Patch

    Javic666 has discovered minor conflict between "Better Sounds" and "Graphic Herbalism - MWSE and OpenMW Edition". Running both with Vanilla engine makes few plants open container window when gathered. That happens because Better Sounds adds scripts to those plants so that player would hear specific sounds around them. That prevents GH MWSE from working with such plants. Following plant species are affected:
    Wickwheat(~25%)
    Hacke-Lo(~50%)
    Kreshweed(~33%)
    Willow Flower(~50%)
    Corkbulb
    Slough Fern

    Patches provided have scripts attached to those plants removed. That means they will work with GH, but won't provide added sounds around them. It's obviously a tradeoff. Decide which option you like more(a bit richer sound atmosphere or correct GH behaviour for all the plants) and select appropriate plugin.

=============
Requirements
=============
- Morrowind
- Bloodmoon
- BetterSounds (resources)
- BetterSounds_Patch_v1_1 (resources)
- (Morrowind engine only)
    - "02 Tavern and Town" REQUIRES Tamriel Rebuilt, SHoTN, Cyrodiil
    - use "03 Only Tavern" in case you don't have those mods.
- (optional) Nifty Elemental Magic Sounds when using corresponding patch
    - Don't activate plugin from it, only resources are needed

=============
Installation
=============
- Install as any other mod
- Activate only one of available patches instead of "Better Sounds.esp"
- (if switching from another patch) Rename back "Sound/Fx/Gizels_House02.wav" if you renamed it before
- (optional) Use any or all of "alternative sounds" directories
- (optional) Install Nifty Elemental Magic Sounds when using corresponding patch
- (OpenMW) Add 'buffer cache max = 64' line to '[Sound]' section in settings.cfg
    - No longer required, that's the default value now. Though it won't hurt to add :-)

================
Directory order
================
It's expected that you use separate directories instead of dumping everything into Morrowind's Data Files.

Better Sounds
Better Sounds Patch v1.1
    - do not enable plugins from these directories
01 Patch
02 Tavern and Town Sounds Expansion
03 Only Tavern Sounds Expansion
    - only one of these (either 01, 02 or 03)
    - enable plugin from it
04 MAO Spell Sounds - Replacement Patch
05 Immersive Combat Sounds - Replacement Patch
    - both 04 and 05 are completely optional and independent of each other
Nifty Elemental Magic Sounds
06 Nifty Elemental Magic Sounds - Patch
    - optional, will replace elemental sounds(but not others) from 04 if that is used
    - use "Nifty Elemental Magic Sounds" and 06 together in this order

==============
Compatibility
==============
1. It should conflict with most other sounds overhauls
2. Minor conflict with Graphic Herbalism - MWSE on Vanilla engine. Patch provided in "07" directory

==========
Changelog
==========
1.3.0
    - Update for Tamriel Rebuilt v22.11, Skyrim Home Of The Nords v22.11
1.2.0
    - Add Havish(add Tavern sounds to 8 places)
    - Add Wyrmhaven(add Tavern sounds to 3 places)
    - Remove New Arenthia(remove Tavern sounds from 1 place)
1.1.1
    - Add Morrowind Engine - Graphic Herbalism MWSE Patch
1.1.0
    - Add alternative sounds: MAO Spell Sounds - Replacement Patch
    - Add alternative sounds: Immersive Combat Sounds - Replacement Patch
    - Add alternative sounds: Nifty Elemental Magic Sounds - Patch
1.0.1
    - Recompile all the scripts for vanilla engine
    - Make "03 Only Tavern" specifically for vanilla engine in case of not using all Project Tamriel mods
1.0.0
    - Initial release

========
Credits
========
- JEKA - TJ - Colobos: Better Sounds
- Darklocq, Atanvarn, aziwa, Danjb, johnnyhostile, l1lartur0, Pittya, ShrillLuis: collaborative effort to identify existing problems
- PeterBitt, Publicola: MAO Spell Sounds
- lazygecko, MizterMoonshine: Immersive Combat Sounds
- HazyBass: Nifty Elemental Magic Sounds (credits for resources used are in included original Readme.txt)
- javic666: For finding conflict with GH MWSE on Vanilla engine and helping to fix it
- John Moonsugar: tes3cmd

============
Permissions
============
Renamed files from "04 MAO Spell Sounds - Replacement Patch" are "available as a general resource for anyone".

Renamed files from "05 Immersive Combat Sounds - Replacement Patch" are shared under CC0 license:
    - Link to license text: https://creativecommons.org/share-your-work/public-domain/cc0/

Renamed files from "06 Nifty Elemental Magic Sounds - Patch" are shared under CC BY-NC 3.0 license:
    - Link to license text: https://creativecommons.org/licenses/by-nc/3.0/
    - You must give appropriate credit, provide a link to the license, and indicate if changes were made.
    - You may not use the material for commercial purposes

You can use other files however you want, as long as you credit authors.

========
Contact
========
Morrowind Nexus: https://www.nexusmods.com/morrowind/users/77253

========
Details
========
0. All the records compared to base game and PfP, scripts reformated slightly for better readability.
1. Cleaned with tes3cmd, then cleaned manually (2 more cells)
		Delete cells with 0 objects:
				"ald-ruhn (-2, 6)"
				"tel mora, radras: smith"
		Fix Ref counts in 2 cleaned cells:
				"an abandoned shack"
				"tel mora (13, 14)"
2. Include BS_BM_WeatherChange, add Bloodmoon to masters
3. Fix region names (id -> Name)
    "bitter coast region" -> 'Bitter Coast Region'
    "molag mar region" -> 'Molag Amur Region'
    "sheogorad" -> 'Sheogorad Region'
    "brodir grove region" -> 'Solstheim, Brodir Grove Region'
    "felsaad coast region" -> 'Solstheim, Felsaad Coast Region'
    "hirstaang forest region" -> 'Solstheim, Hirstaang Forest'
    "isinfier plains region" -> 'Solstheim, Isinfier Plains'
    "moesring mountains region" -> 'Solstheim, Moesring Mountains'
4. Port Patch for Purists fixes (id -> Name):
    "active_sign_c_guildf_01" -> 'Fighters Guild'
    "active_sign_c_guildm_01" -> 'Mages Guild'
    "active_sign_c_guildm_caldera" -> 'Mages Guild Caldera'
    "flora_hackle-lo_02" -> 'Hackle-Lo'
    "ald velothi (-11, 15)" -> (Add 'Illegal to sleep here' Flag)
5. Fix "Desele's house of earthly delights" sound record to correctly point to a file (to avoid bothering with renaming files)
    SOUN "tawernambient02" -> 'Fx\Gizels_House02.wav'
6. Fix several errors in scripts (important for OpenMW, otherwise some didn't work and others produced a lot of errors in log)
    SCPT "signrotate_2" # Error in script, it is silently ignored by MW, but prevents script from compiling in OpenMW.
        SetAngle, y, startAngle, y
        ->
        SetAngle, y, startAngle
    SCPT "globalstopsoundsscript" # Minor error in scripts. Works everywhere, but causes many warnings into log file in OpenMW
        if ( Player->CellChanged )
        ->
        if ( CellChanged == 1 )
    SCPT "globaltownsoundscript"
        if ( Player->CellChanged )
        ->
        if ( CellChanged == 1 )
7. Add check to prevent birds singing in Bitter Coast during very bad weather
    if ( GetCurrentWeather < 5 ) # So starting from thunderstorm. Light rain won't stop them from singing.
8. Add checks to prevent cave wind and dark ambient sounds be heard outside (this fixes minor errors in a few mods)
    if ( GetInterior == 1 )
    I've made a patch for Redayinia Restored previously because of this. Now i actually think that it is not a bug of Better Sounds, but rather non-standard use of assets in other mods. I've checked and it turned out that few mods use Cave Wind, Tomb and Daedric activators in exteriors, though they were clearly designed to be used in interiors. So i've added this extra check specifically for those few mods.
9. Towns added to GlobalTownSoundsScript, increasing 11 'if ( GetPCCell "" == 1 )' checks to 22. This should not have visible impact on performance. I've tried to be consistent with original only adding large non-Telvanni settlements (and Bosmora - it really fits, as Suran in original).
10. Taverns added should not impact performance at all, as the sounds there are produced by activator instead of a global script.
11. Compiled all the scripts for vanilla engine

Alternative sounds:
01. Files renamed to be used with Better Sounds
02. Sounds intended for MAO had volume increased, otherwise they'd be too quiet

Scripts included contain all the exact details.

"07 Morrowind Engine - Graphic Herbalism MWSE Patch" made with simple command:
tes3cmd delete --type CONT "Yet Another Better Sounds Patch*"

========
Taverns
========
    ; Better Sounds originally included Taverns
Ald-ruhn, Ald Skar Inn
Ald-ruhn, The Rat In The Pot
Balmora, Council Club
Balmora, Eight Plates
Balmora, Lucky Lockup
Balmora, South Wall Cornerclub
Dagon Fel, The End of the World
Ebonheart, Six Fishes
Gnisis, Madach Tradehouse
Molag Mar, St. Veloth's Hostel
Pelagiad, Halfway Tavern
Sadrith Mora, Dirty Muriel's Cornerclub
Sadrith Mora, Gateway Inn
Seyda Neen, Arrille's Tradehouse
Suran, Suran Tradehouse
Tel Aruhn, Plot and Plaster
Tel Mora, The Covenant
Vivec, Elven Nations Cornerclub
    ; Morrowind
Ald-ruhn, Council Club
Caldera, Shenk's Shovel
Khuul, Thongar's Tradehouse
Maar Gan, Andus Tradehouse
Molag Mar, The Pilgrim's Rest
Sadrith Mora, Fara's Hole in the Wall
Tel Branora, Sethan's Tradehouse
Vivec, Black Shalk Cornerclub
Vivec, The Flowers of Gold
Vivec, The Lizard's Head
Vos, Varo Tradehouse
    ; Tribunal
Mournhold, The Winged Guar
    ; Bloodmoon
Raven Rock, Bar
    ; Tamriel Rebuilt
Aimrah, The Sailors' Inn
Akamora, The Laughing Goblin
Akamora, Underground Bazaar
Almas Thirr, Hospice of the Crossing
Almas Thirr, Limping Scrib
Almas Thirr, Thirsty Saint Cornerclub
Andothren, The Dancing Cup
Arvud, Lucky Shalaasa's Caravanserai
Bodrum, Varalaryn Tradehouse
Bosmora, The Starlight Inn
Enamor Dayn, The Gentle Velk
Firewatch, The Howling Noose
Firewatch, The Queen's Cutlass
Gah Sadrith, The Wetstone Tavern
Gorne, The Emerald Haven Inn
Helnim, Mjornir's Meadhouse
Helnim, The Red Drake
Hlersis, The Leaking Spore
Hunted Hound Inn
Llothanis, The Water's Shadow Tavern
Marog, The Swallow's Nest
Meralag, The Golden Glade
Necrom, Pilgrim's Respite
Necrom, Seafarer's Rest Hostel
Necrom, Temple Hostel
Nivalis, The Black Ogre Tavern
Old Ebonheart, The Empress Katariah
Old Ebonheart, The Moth and Tiger
Old Ebonheart, The Salty Futtocks
Omaynis, The Kwama's Scuttle
Port Telvannis, The Avenue: Subterranean Balconies
Port Telvannis, The Lost Crab Tavern
Ranyon-ruhn, Silt Strider Tower
Ranyon-ruhn, The Dancing Jug
Sailen, The Toiling Guar
Tel Mothrivra, The Glass Goblet
Tel Muthada, The Note In Your Eye
Tel Ouada, The Magic Mudcrab
Teyn, Cirifae's Tradehouse
The Inn Between
Verulas Pass, Twisted Root
Vhul, The Howling Hound
Vhul, Watcher Cornerclub
    ; Skyrim Home Of The Nords
Dragonstar East, Ildgar's Alehouse
Dragonstar East, Shadowkey Tavern
Dragonstar West, Dragon Fountain Inn
Dragonstar West, Nukra-Tikil Tavern
Even Odds Inn
Karthwasten, Ruby Drake Inn
Karthwasten, The Dancing Saber
Karthwasten, The Droopy Mare
    ; Province Cyrodiil
Stirk, Old Seawater Tavern
Stirk, Safe Harbor Inn
Stirk, The Sload's Tale
    ; Building Up Uvirith's Legacy
Uvirith's Grave, The Rusty Bucket
    ; Havish
Havish, Alaina's House of Pleasures
Havish, The Broken Drum
Havish, The Citadel
Havish, The Frosty Mug
Havish, The Golden Lady
Havish, The Kissing Wench
Havish, The Loaded Dice
Havish, The Shimmering Unicorn
    ; Moldy Horker
Solstheim, The Moldy Horker
    ; Mudcrab Imports Pirate Adventures
Smugglers' Cross
    ; The Beacon of St Rilms
St Rilms Beacon
    ; The White Wolf of the Lokken Mountain
Solstheim, Lokken Main Hall
    ; Wyrmhaven
Wyrmhaven, The Broken Mandolin
Wyrmhaven, The Salty Goblin
Wyrmhaven, The Werewolf's Head
    ; Vivec Waistworks Expansion
Vivec, The Blue Kagouti
