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Morrowind Comes Alive v6.1 by Neoptolemus - Tribunal and Bloodmoon required
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** REQUIRES WESTLY'S MASTER HEAD PACK **

Adds 1000 types of NPCs to over 400 cells via leveled lists to bring Morrowind to 
life. All NPCs have random heads, hair, and equipment (so no two will look the
same), and appear and disappear at random. This 'rotation' simulates people 
traveling to and from towns, and going in and out of the taverns, shops, guilds etc.
The aim of the mod is to alleviate the staticness of the Morrowind world, as well
as adding colour, variety, and new challenges for players.

It also includes the 150 new types of undead from my other mod, 'The Undead' plus
the 21 new ash monsters from 'Minions of House Dagoth', with over a hundred new
creature meshes.

This mod alters some of Morrowind's leveled lists, so you will need to use a leveled
list merging tool if you want to use it with other mods that do the same. The best
tool is Wrye Mash, available from http://wryemusings.com/

As of version 6.x, MCA now uses the heads and hairstyles from 'Westly's Master Head
Pack', with kind permission from Westly. These are not included in this download,
so head on over to http://planetelderscrolls.gamespy.com/ and grab it if you don't
have it already. Note that you don't actually need to have it activated in your
game, as MCA uses all its own references and is not dependent on Westly's .esp.

It is also strongly recommended that you use MCA in conjunction with 'Tamriel
Rebuilt' Maps 1 and 2, and Jeremy's 'Divine Domina' mods.

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CHANGES IN 6.1

- Female Dunmer thugs are no longer bald.
- Mystics and Illusionists are no longer nude.
- Fixed a problem where the player could not enter dialogue with some MCA NPCs.
- Fixed some script errors referencing missing IDs.
- Fixed the vertex lighting on the Frost Lich meshes.
- Made a new mesh for the Dire Frost Lich, which animates correctly this time.
- Fixed the animation bug with the Clothiers of Vvardenfell add on.
- Dead Pilgrims are actually dead now. Health should have been zero but it wasn't.
- St. George crosses are really gone from the Crusader armor this time.
- Bandits will now use any thrown weapons in their inventories before attacking with
  a melee weapon.
- Re-scripted the Courtesan sequence to something a bit more tasteful (and much less
  gratuitous!). Animations by RX31.
- MCA no longer modifies Bethesda's Bed_Standard script, so it no longer requires a
  patch to be compatible with Necessities of Morrowind. Yay.
- Restored some of the companions from 5.x that were missing in 6.0. I also added
  some mini-quests to get the three daedric companions (Shareel, Arran and Zharna).
  Ask around in Ald Velothi, Vivec and Tel Branora to get the quests.
- Reduced the chance of Undead Knights spawning with glass weapons.
- Gave the Vampiric Mist some sounds so they don't use the default Werewolf ones.
- MCA Vampires will now spawn according to your MCA_MoreEnemies setting if you are
  using the Vampire Realism patch.
- Priests now offer healing services for a fee.
- Commoners with shopping baskets now only appear in the Mournhold Bazaar, and not
  the other parts of the city.
- Tweaked the pathgrids in The Winged Guar so NPCs don't wander into the bedroom.

CHANGES IN 6.0

- Fixed the bug where companions would levitate instead of water walking.
- Fixed the bug where Merchants' carts would sometimes bob around.
- Fixed Bandit ambush scripts so the ambushers appear behind the player instead of
  in front.
- Fixed bug where drunkards would crash the game. Sorry about that one.
- Reduced the frequency of bandit attacks in towns. They also won't spawn until
  level 3 now, so no more getting mobbed after stepping off the boat in Seyda Neen.
- Guards no longer carry daedric or ebony weapons.
- Added Fanatics: crazy naked people who spawn in Daedric ruins.
- Added corpses of all adventuring classes to the wilderness and dungeons.
- Added Peddlars, who will spawn in towns selling basic wares.
- Added Beggars of all races.
- Added Hlaalu Agents.
- Added Redoran Enforcers.
- Added Hags.
- Added Thieves, who sneak around on rooftops and in alleyways at night.
- Added Customers to shops, carrying shopping baskets.
- Removed Druids. You're right, this is Tamriel not Faerun.
- Hostile Mages have been divided into four classes: Illusionists, Mystics,
  Conjurers and Sorcerers.
- Added Highwaymen and Brigands to various crossroads around Vvardenfell.
- Outlaws are now Marauders (ala Oblivion).
- Removed St. George crosses from the Crusader armour.
- Bards and Minstrels now carry their lutes on their backs.
- Pilgrims in temples and at pilgrimage sites now use Lingarn's praying animations.
- Pilgrims, Novices, Laymen and Travelers now carry staffs set up as shields.
- Rogues no longer funtion as guards, so they won't haul you in if you commit a
  crime.
- Assassins no longer spawn in towns during the day.
- Merged in the changes from 'The Undead 3.1' and 'Minions of House Dagoth 1.1'.
  These mods are now obsolete if you are using MCA 6.0.
- Balanced all loot/equipment lists for hostile NPCs so you they don't carry as much
  expensive gear.
- Rewrote ALL scripts for better performance.
- Made some new add on .esps.

Plus hundreds of other fixes I've probably forgotten about.

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USING THE OPTIONAL ADDONS
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MCA - Guards Patch.esp

This .esp adds a script to the default Morrowind guards that will make them help you
out if you are fighting any hostile NPCs added by Morrowind Comes Alive. It also
adds scripts to the Dark Brotherhood Assassins and the hostile NPCs on Solstheim
(Reavers, Fryse Hags etc), so the guards will also aid you against them. This .esp
will conflict with any mod that also modifies the original guards in some way,
though these conflicts can usually be resolved by using TESTool's 'Merge Objects'
function. The exceptions are mods which also assign scripts to the guards, which
will not work alongside this .esp.

MCA - Vampire Realism Patch.esp

Use this esp if you use Jaxalot's Vampire Realism mod, and want the vampires added
by MCA to require staking like the VR ones. Don't activate it without VR, or it will
probably screw up your game.

MCA - COV Addon.esp

This esp is for use with the 'Clothiers of Vvardenfell' mod by Korana, BadKarma,
and Lady Rae. With this enabled, some NPCs will now be wearing the clothing from COV.

MCA - Divine Domina Addon.esp

Use this esp to integrate MCA with Jeremy's Divine Domina mods. All cuirasses added
by MCA will have female versions, and some of the completed armour sets will show up
on NPCs. You do not have to have Divine Domina activated to use this add on.

MCA - TR Addon.esp

This esp adds MCA NPCs and creatures to Tamriel Rebuilt Maps 1 and 2. It only adds
them to the the towns, tombs and the wilderness at the moment, but in future I may
do the bandit caves and daedric ruins as well. Also adds some of the new TR items to
my leveled lists.


Note that any addon esps from older versions of Morrowind Comes Alive will NOT work
with this one, so you can delete those. These addons (Bandits, Wilderness NPCs and
Recruitable NPCs) have now been put into the main .esm, making them redundant. The
old Necessities of Morrowind compatibility patch is also redundant, as MCA and NOM
no longer conflict.

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FAQ
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Q: What is the best way to update from an earlier version of MCA?

A: This is done in several steps.

1) Save your game in an interior cell with no MCA spawnpoints (such as an NPC home),
after removing all MCA-specific items from your inventory. Also drop anything from
'The Undead' or 'Minions of House Dagoth', because you'll have to deactivate those
as well.

2) Exit the game, and deactivate 'MCA.esm' and also 'The Undead.esm' and 'Minions of
House Dagoth.esp' if you have them.

3) Reload and resave your game, ignoring any errors.

4) Open Wrye Mash (available from http://wryemusings.com), right click on your saved
game and select 'Repair All'.

5) Install the new version of MCA, activate 'MCA.esm' plus any of the add ons you
want to use, and you're done. Just make sure to update your leveled lists if you are
using any other creature mods.

Q: Help! NPCs have yellow exclamation markers on their heads/I'm getting missing
mesh errors!

A: MCA now requires Westly's 'Master Head Pack' - you either don't have it
installed, or it isn't installed correctly.

Q: I don't want the courtesans in my game. How can I disable them?

A: Open the console and type 'set MCA_NoCourtesans to 1' and they won't appear.
If you want to re-enable them, type 'set MCA_NoCourtesans to 0'.

Q: NPCs don't say anything when I walk up to them.

A: Most non-hostile MCA NPCs have the 'nohello' flag, which prevents them from
saying their greetings when you approach them. This is because their face is in fact
an item of clothing, which along with their hair is randomly added to their
inventory via a leveled list. This is why every NPC looks different. The only
problem with this method is that the mouth and eye animations don't work when a face
is set up as clothing, so if the NPC talks its mouth won't move. So rather than
have all my NPCs be experts in the art of ventriloquism, I made them silent.

Q: I killed an NPC and found a weird item with no icon in its inventory.

A: It's probably a random head or hairstyle, as explained above. Just ignore it. And
stop killing innocent NPCs!

Q: Bandit encounters are too hard/easy.

A: You will notice that many hostile NPCs in MCA spawn in groups. By default,
when these NPCs spawn they have a 25% chance of spawning a second NPC, which in
turn has a 25% chance of spawning a third, and so on into infinity. This percentage
can be raised or lowered by changing a global variable in the console as follows:

set MCA_MoreEnemies to -1 - Never spawn a companion. Use if fights are too hard.
set MCA_MoreEnemies to 0  - 25% chance of spawning a companion (default)
set MCA_MoreEnemies to 1  - 33% chance of spawning a companion
set MCA_MoreEnemies to 2  - 50% chance of spawning a companion (be afraid!)

Q: How can I make my own companions using the MCA scripts?

A: This is really easy. Create a new .esp using MCA.esm as a master file, and
make your companion NPC, adding whatever weapons/items you like. Assign it the
mca_companions script, and make sure its class is either Archer, Knight, Rogue,
Sorcerer or Warrior, and its level is equal to or lower than your own. Place it
somewhere in the world and you're done.

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PERMISSIONS
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MCA uses a ton of content created by other modders. Most of this stuff is okay for
you to use in your own mods as long as you credit the original authors. The only
exceptions are the stuff by Canadian Ice and Jeremy's Knights of Tamriel armours,
which are only included with their permission.

I'd prefer if you contacted me before using any meshes in the 'MCA' folder, as some
of them aren't entirely my work, but modified version of other people's stuff. I'd
hate for something to show up in another mod credited to me when it's actually just
a retexture of someone else's mesh. Just shoot me a PM on the Bethesda forums.

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CREDITS
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.Dvd: Crusader shield.
aedroth: Wood Elf vampire head in 'b' folder.
Arathrax: Heads in 'DS' folder.
Barbarus: Orc heads, Restless Dead meshes and textures.
The Better Heads team: Heads and hair in 'BH' folder.
Braddock/Mantodea: Clothing in 'JB' folder, and ninja outfit meshes in 'RG'folder.
Canadian Ice: Female glass cuirass and robes in 'Ice' folder.
Carnithius: Skeleton Mage robe, Dremora armour. Nether Lich armour, Seducer wings.
Connary: Zombie and Mummy textures.
Cythus and Jester: Netch Adamantium Armour.
Dale Stocker: Shareel's wings.
DarkRebis: Retextured Morag Tong Robe.
Don Salus: Heads in 'DON' folder.
Emma: Heads in 'Emma' folder.
Ent Went Moot: Backpack model and icon.
Eternum: Heads in 'ET' folder.
GhostNull: Particle arrows.
Gorg: Cape mesh and heads in 'FP' folder.
Grumpy: Companion warping script.
H. Beast: Ascended Sleeper Robe.
Happyhannah: Crusader gear.
Hellkitty: Heads in 'HK' and 'HKT' folders.
HurdyGurdy: Robe meshes in 'Ice' folder.
Illtempered, Brian Hodge, Sinius, mailto, and Detrius: Lutes.
Jeremy McGuinn: Knights of Tamriel armour in 'a' folder.
Khan Raider: Crusader gear.
Lingarn: Skeleton mesh and Nether Lich particle effect, praying animations.
MagicNakor: Vampire heads in '_mn' folder.
Miltiades/the Playable Dremora team: Dremora meshes and textures.
Mr. Dave: Seducer head.
Mykul: Hood mesh and icon.
Niero: Scarf mesh, hood mesh and scarf icon.
NioLiv: Robe meshes in 'Ice' folder.
Psychodog Studios: Winged Twilight body, Dremora body, female Zombie body meshes.
ReflectioN: Chain mail armour in 'RN' folder.
Ren: Hair in '1Hs' and 'Louis' folders.
Rhedd and Allie: Heads and hair in 'BG' folder.
Ronin: Ninja outfit textures.
RX31: Dancing and lying down animations.
Shannon: Skeleton body parts.
Sheikizza: Female Indoril helm.
Snakebitten: Quiver model and icon.
TheSiriusSnape: Female Redguards heads in 'MCA' folder.
UQForgotten: Heads in '1HS' folder.
UserExists: Burning Skeleton skull mesh.
Zuldazug: Orc heads in 'b' and 'KP' folders.

Thanks also to Adam, the creator of Adventurer's NPCs (which inspired this mod),
to GhanBuriGhan for his wonderful scripting tutorial, and of course to Bethesda
for making such an awesome (and moddable) game.

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