Lilarcor_v3-0.esp 
-----------------
by Craig Critchfield (aka: Tundro Walker) - tundrowalker@ev1.net

For Folks with Lil_v2.0, I recommend dumping him off somewhere indoors, going to an outdoor cell, saving the game (in a new slot), then exiting the game and restarting it without Lilarcor_v2-0.esp.  This should clean out v2-0.esp's Lil references from the game world.  Then, re-save your game again (in another new slot, just to be safe).  Next, start the game again with Lilarcor_v3-0.esp plugin added, restore the cleaned out save file you created, and go fetch Lil at Arrille's in Seyda Neen again.  All should go well.

NEW TO v3.0
-----------
* Plugin now works with Morrowind patched to v1.2.0722 (United States patch).  I re-worked Lil using pure v1.2.0722 patched Morrowind, without Tribunal or Blood Moon installed.

* Lil upgrades faster in 3.0 (about twice as fast...v2-0 needed 1300+ xp to max to lv8, v3-0 only needs 700).  I did this so folks who used him before wouldn't find it too tedious to level him up again.

* When you add Lil to your inventory, he adds a spell you can cast called "Summon Lilarcor's Spirit".  Casting this spell lets you adjust his options:

	- Toggle his "mood music" on/off (heh-heh!).  Basically starts up a looping sound
	file that plays as constant, looping "music" while the normal Explore, Battle, etc
	music is silenced using a repeating "silence" music file.  Good new is, in doing
	this, I figured out you can use mp3's as Sound ID's.  Also, because the mood music
	is a sound file instead of a vocalization by the Player, the mood music can play
	while Lil banters at the same time (bitchin'!)  The bad news is, because the 
	"music" loop sound file is tagged to the Player (IE: Player->PlayLoopSound3d,
	<soundID>), so if you go underwater, it sounds all muddled (because it's a 3d
	sound).  It actually sounds kinda cool underwater, but the transition between 
	above and under water is annoying.  There isn't a non-3d sound looping function, 
	so this is the best I can do.  But, since it was a challenge just to get it to 
	work like this, I feel it's a small annoyance to suffer.

	- "Chatter" options (implemented this due to popular threat...er, 
	uh, "demand" that is, heh-heh).  Select the one you want to make him shut up or 
	talk during combat and/or non-combat.  This doesn't effect adding him to inventory,
	repairing him, equipping him, etc.  So he'll still talk on occasion even if you've
	told him to shut up in both combat & idle.

	- Lil's now a "Bastard Sword", and you can change how you wield him.  If he's
	currently a 2-hander, he switches to a 1-Hander, and vice-versa.  Both use 
	LongBlade skill, but the 1-handed version is slower (by .2 speed) and weaker 
	(only does 2/3 dmg) then the 2-handed version of same level.  1-handed, he's still
	above par for long swords, though.  I did this because I noticed somebody 
	(can't remember name off-hand, sorry), made a 1-handed version of the Lil mod. 
	So, I figured folks would like this.  It was a pain trying to implement it, 
	but it works out quite well.

NOTES: 

* Because the mp3 file for the "mood music" is so huge (almost 1mb) there's a pause before it starts up after the Player selects for Lil to start it.  And, while it's played as a looping Sound File, there's a pause between when the "music" sound file ends and before it starts up again.  This isn't because the sound file contains any unnecessary silence (I trimmed all start/end silence from the mp3 using Sonic Foundry's Sound Forge sound editor).  It's just that the game seems to take a bit to start playing a huge Sound ID (even though it's fast in starting up music mp3's in the Explore, Battle, etc folders...).  Oh well. 

* When you drop Lilarcor, his mood music will automatically stop, and the "Summon Lilarcor's Spirit" spell will be removed from your spell list, too.  Hence, you can only toggle his options when you're carrying/wielding him.

* In screwing around with Morrowind FPS Optimizer v1.96, I noticed that if you have it running and have checked "Options > Disable explore<->battle music track interruption", then if you ask Lil to start up the "mood music", his silence music snippet doesn't start up or loop to "silence" the regular music.  His Mono mp3 Sound file (the "mood music") starts up, but with the regular music still running at the same time, it turns into an auditory cacophony.  I unchecked the box in FPS Optimizer and then toggled his mood music off & on again, and it worked ok.  I assume checking that box in the Morrowind FPS Optimizer somehow disables a script's ability to use the StreamMusic function (which is how Lil plays/loops his "silent" music file to mute the regular music).  Oh well, c'est la vie.


WHAT THE HELL'S A "LILARCOR?"
-----------------------------
This plug-in adds Lilarcor+3, the "intelligent", talking sword from Baldur's Gate II - Shadows of Amn.  He's located in Arrille's Tradehouse in Seyda Neen, propped up against the wall near the entrance to the shop.  I was pretty ticked when I found out you couldn't upgrade the only talking sword in BGII, so this time he is (he-he!).  Not only does he become a bigger, badder-assed weapon that can compete with the other big-dog weapons in Morrowind, but his leveling up adds some longevity to his use and gives the Player some entertainment while they work on that LongBlade skill.  (ie: I didn't want this to be a another mod that a Player would run, say "hey, that's nice", and then unload.)

(Being a D&D weapon from an Interplay game, in a Bethesda game, plus referencing movies & other games for quotes, and the Conan The Barbarian mood music...  This sword has got to be the biggest damn copyright infringement I have ever seen...and I'm damn proud of it!)


INSTALL
-------
Just unzip the zip file to the Morrowind/Data Files/ directory.  All folders & files should automatically place themselves (in WinZip, make sure you have "Use Folder Names" checked to do so).  If you previously had Lilarcor_v2-0, a lot of files will try to overwrite the old.  Just say "Yes to All".  

If the files didn't go where they should, then:

* .esp file goes under Morrowind/Data Files/ (of course)

* .mp3 files need to go in a folder Morrowind/Data Files/Sound/Vo/Lil (may need to make the folder 'Lil' so you can move the wav's to it)

* Lil_silence_1sec.mp3 needs to go in Data Files/Music folder

* The Lil_Conan01.mp3, Lil_Conan11.mp3 & Lil_Conan14.mp3 files are simply music from the movie "Conan The Barbarian" (The original, *good* Conan movie, not that corny "Conan The Destroyer" sequel).  I recommend putting the files in the following locations

	- Data Files/Music/Battle/Lil_Conan01.mp3
	- Data Files/Music/Explore/Lil_Conan11.mp3
	- Data Files/Music/Explore/Lil_Conan14.mp3

The Lil_Conan01.mp3 music is the "Anvil of Crom" main battle theme from Conan The Barbarian, but I got tired of it cutting in and out as combat started/stopped (Ga'Dammit!).  So, I made a Mono mp3 file out of it as well and used it for Lil's constant "mood music" (g).  Since a Sound ID can't use a Stereo mp3, I created a separate sound file for the "mood music" though, called "Data Files/Sound/Vo/Lil/Conan01.mp3", which is tagged to the Sound ID "Lil_music".  While Lil's version can play constantly and loop, it's been reduced to Mono so it will play as a sound file but doesn't sound as good as the Stereo Lil_Conan01.mp3 (sigh).


ABOUT LILARCOR
--------------
Lilarcor:

* Yaks when you grab him
* Yaks when equipped
* Yaks when dropped
* Yaks during combat
* Yaks (eh-hem) when repaired by Player
* Yaks if Player's standing about too much and not killin' somethin'
* Can hurt things (like undead) that have Immunity to Normal Weapons

Lilarcor earns xp towards upgrading when he's used in combat.  Everytime he gains a level and upgrades, his xp resets.

	Lv	xp to lv	tot xp
	------------------------------
	1	   **		  **
	2	  100		 100
	3	  100		 200
	4	  100		 300
	5	  100		 400
	6	  100		 500
	7	  100		 600
	8	  100		 700

This means he starts off puny and grows as the Player builds their LongBlade skill (or simply uses him if the Player is already El Burrito Supremo).  He starts off a little better (albeit slower) than an Iron Claymore, but he can hurt Normal Weapon Resistant creatures.  He's damn good for a new character when used 2-handed, but he's pretty slow & weak 1-handed.  But, as you keep killin' with him, he gains xp, then levels, which makes him lighter, faster, more powerful, more valuable (sell cost goes up), etc!  Likewise, at each level, using him 1-handed is always 2/3's as powerful/damaging as using him 2-handed.  Using him 1-handed is also a bit slower (by .2 speed points...hey, he's a pretty big sword to be using 1-handed).  At his highest level, 2-handed he is easily better than an un-enchanted Daedric, Two-handed Axe, and 1-handed he's better then Daedric Katana's & Longswords.  While some folks feel Lil is over-powered, I feel these rewards are justified because the Player has to put time and effort into buiding Lil (and their LongBlade skill) up. 

**IMPORTANT NOTES** 

* While I tweaked Lilarcor's xp gains to grow faster then v2.0, he still only gets xp when you *hit* something with him.  So, if your LongBlade skill sucks and you miss a lot, it'll take time to level him.  But, he's designed to entertain Players while they work on their LongBlade skill, so that's the whole point.

* Lil sometimes gains a point of xp when he hits something in combat.  If you set him to talk during combat, he gains an xp when he vocalizes something during a hit.  If you turned off his combat speech, he still gains xp from some hits, you just don't have the vocal indicator to let you know, so it's ok.  He'll still level up even if you've told him to shut up in combat, idle or both.

* Lilarcor uses his "Frenzy" enchantment that he casts on the Player to tell if he's hit something or not.  This means he won't say combat dialogue if his enchantment "battery/charge" runs out.  If he can't cast his enchantment, he won't talk in combat *and* won't gain xp for hits.  However, it costs Lil 0 points to cast his enchantment on the Player, so he shouldn't run out of charge.  (Not sure if other folks have mods that can drain a weapon's charge without it being used, though...)

* Lil's "frenzy/talk" enchantment is just a modified DisintegrateWeapon spell.  As such, you can be a munchkin and cast a DisintegrateWeapon spell on yourself to make him talk & gain xp as if he's fighting.

* Since Lilarcor gains xp by "hitting" things and not by "killing" them, you could go beat up on a Practice Dummy if you have a mod installed that makes them "hittable" (he-he!)

* When Lil's gained enough xp to level up, he'll pause combat with a pop up message instead of just upgrading on the spot.  (which would piss Players off if he suddenly upgraded in the middle of combat, jumped back in the Player's inventory, and left the Player weaponless in the midst of said combat...tsk-tsk)

* Once you know he's ready to upgrade, you need to give him about a minute's down-time to "reboot".  This means no attacking with him.  While you can keep using him in a fight, he won't upgrade until you let him rest.  So, either draw a different weapon and go fight with it while he warms the bench for a bit, or finish working things over in combat with him then do something else (stand around, wander somewhere, etc) while he "reboots".

* You DON'T have to put Lilarcor away in your inventory for him to upgrade; he'll upgrade even when equipped as long as you haven't whacked anything with him for a little while.  When he does upgrade, he disappears from your hands and back into your pack.  If he's already in your pack, he'll upgrade and be in there for next time.

CHECKING LILARCOR'S "STATS"
---------------------------
Open the console and type "sv" (ShowVariables).  All the global variables show up.  Here's Lil's:

* Lil_xp	(Current xp, of course.  At 101+, the next hit you do with Lil causes him to upgrade to next version.)

* Lil_lv (Current level/upgraded version)

* Lil_drop, Lil_repair, Lil_add, Lil_equip (Since there's only a few sound files for drop, repair, add & equip, I didn't want to use Random number generator since the same sound file can come up a lot.  So, these globals are incremented by script to cycle through each of Lil's drop, repair, add or equip sound files in order (and then reset back to the first one once the last one has been used)).  

* Lil_OnFirstAdd (Used to DoOnce Lil's unique intro speeches for each version when added to inventory and/or equipped.)

* Lil_shutup_combat, Lil_shutup_idle (set from the MessageBox that Summon Lilarcor's Spirit spell brings up.  0 = No, 1 = Yes.  EG: if you see "Lil_shutup_combat=0" it means, "no, don't shut up in combat."  Likewise "Lil_shutup_combat=1" means "yes, shut up in combat".  Same for Lil_shutup_idle.

* Lil_carried (0 = No, 1 = Yes...flags if Lil is being carried around by Player or not)

* Lil_playmusic (0 = No, 1 = Yes...flags if Lil's mood music is playing.  Used a global flag so if Lil upgrades, his new version won't interupt the music.) 

* Lil_1handed (0 = No, 1 = Yes...flags if Lil's in 1-handed mode or not)


Purists, please avert thine eyes for a moment...If you really want to power-level Lil:

1) make sure you're carrying him (either in inventory or equipped).

2) open the console and type "Set lil_xp to 101" (or some number over 100) and hit enter.  

3) wait around a bit and Lil will upgrade to the next level.  

I've told several folks about this, and any modder/scripter can easily figure it out on their own, so it's no big secret.  I recommend power-leveling him using this method.  I *don't* recommend power-leveling him by simply adjusting his Lil_lv variable, as you can potentially screw up Lil's scripting "smarts" and end up with multiple copies, each trying to run their own scripts which may conflict.  


CHANGES MADE BY PLUG-IN
-----------------------
I left decent comments in the scripts so others could see how I did things.  So, open the plug-in in TESCS and check out the Scripts section ("Lil_..." scripts) if you'd like to see how he works.  Things this plug-in adds/changes (most everything is prefixed with "Lil_..."):

* WeaponIDs "Lil_..." (Lilarcor & his various upgrade/handed versions)
* "Lil_..." scripts which runs Lilarcor and upgrades him
* "Lil_frenzy" SoundID, which is basically a dummy ID to silence the DisWeap effect
* "Lil_music" SoundID, which is an mp3 that he can activate for "mood music"
* Modified DisintegrateWeapon magic effect to help all the Lilarcor's function
* Added Journal entries for Lilarcor ("Lilarcor_...")
* Added topics & tagged Arrille so he would talk about Lilarcor


THINGS THAT STILL ANNOY ME
--------------------------
* I still can't figure out how to call some kind of "total kill count" in script.  You can see one when you toggle the combat stats on in the console, but there doesn't seem to be a corresponding "global variable" you can call from scripting.  If I could do that, I think I could stop using the modified DisintegrateWeapon enchantment and start referencing the Player's Total Kills.  Each time the Player kills something, it goes up one, and Lil could spout off something (but only when something died by the Players hands.)


THINGS I LEARNED THIS TIME AROUND - YOU CAN USE MP3's FOR SOUND ID's
--------------------------------------------------------------------
You can use mp3 files as Sound FX.  In the "Gameplay > Sound..." menu, the "Add Sound File" button takes you to the sound file browser, and it only has .WAV for File Type selection.  But, after some screwing around, I figured out you can type in the name of an mp3 sound file (that you know exists) to use as a Sound FX tagged to a Sound ID.  As usual, the mp3's have to be 44100, 16-bit, Mono, but hey, it beats having to rely only on huge-ass wav files!

In experimenting, I think mp3's referenced for Sound FX ID's have to be located in the Sound/Vo folder.  Likewise, sounds in the Sound/FX folder need to be .wav.  I say this because I originally (read as "desperately") tried to sneak my mp3 in as a Sound FX by giving it a .wav extension just so I could select it from the Sound FX browser to tag to a Sound ID.  To my surprise, when I did this, the Sound Menu played the file as if it was a wav.  This led me to conclude that, while the Sound FX File Browser only shows .WAV extension selectable, the Sound FX menu isn't picky: it will use wav's or mp3's as Sound ID.

But, when I tried to play my experimental "Sound/Vo/sound.mp3.wav" Sound FX in the game console, the console returned the error "couldn't find file Sound/Vo/sound.mp3.mp3".  It seems the game automatically adjusted the sound file it was looking for the .mp3 extension when it was called from the Sound/Vo folder (which houses all the actor mp3 vocals).  I'm not sure if Sound/Fx does the same, IE: automatically changing the extension of a Sound ID's file to look for wav.  Someone may need to experiment further with this.

Regardless, I stuffed my mp3's in the Sound/Vo/Lil folder, and created the "Lil_Music" Sound ID using the "Sound/Vo/Lil/Conan01.mp3" file.  Since I knew the Conan01.mp3 file was there, I simply opened up the Sound ID generator, created my Sound ID "Lil_music", then clicked "Add Sound File" button.  I clicked to the proper folders where I knew my mp3 was (IE: Vo/Lil) and typed in "Conan01.mp3" and hit "OK".  The Sound ID was created and works like a charm.


WHAT MAKES LIL TALK?
--------------------
Damndest thing was trying to get Lilarcor to spout off different comments when he's being used in combat.  I wanted to use a comparison of the total kills the players racked up in-game.  However, even though you can toggle Kill stats to show in the console while playing (ie: you kill someone and the console shows "<creature/NPC> killed, 4223 total kills"), I couldn't figure out what variable tracked total kills.  I checked the global variables but didn't find anything.  (v3.0 update - I *still* can't figure out what reference Total Kills is in scripting...oh well)

So, I had to improvise by enchanting Lilarcor with a spell affect that would cast on Player for a short duration whenever Lil hit something.  I picked the DisintegrateWeapon magic effect, which casts on Player for 0 dmg / 1 dur each hit.  Lil's script checks to see if Player is under this effect, and spouts off combat dialogue if so.  If not, then he resumes his usual, idle banter.  In using this method, the effect does nothing to the Player other than flagging that Lil's being used in combat.  I also modified the DisintegrateWeapon magic effect to suit this purpose.  

I did this by selecting DisintegrateWeapon from the "GamePlay -> Magic Effects" list and tweaking it.  I changed VFX settings to something less noticeable (if at all), removed the particle TGA file and also made a "dummy" sound ID that isn't pathed to a filename so the casting, bolt & area affect won't make a sound.  The "hit" will, using the LongBlade unsheated sound (Shwing!).  So, when Lil hits, it sounds like he's hewing through stuff when actually it's casting the Spell Effect on the Player.  This also means that even though Lil's enchanted with the effect, he doesn't shimmer like normal enchanted items.  All his versions look un-enchanted, too, (he's a rough'n'tumble kinda sword, so cutesy shimmering just didn't seem appropriate).  Now that you know the secret of the illusion, try to forget about it when using him in combat and just enjoy the killin'.

Also, while the spell effect itself still works properly, since the visuals & sound have been altered it will look funny when cast.  So, if you cast a 5dmg/10dur ranged, area affect version of DisintegrateWeapon, it should "work" as normal but it won't look or sound like normal.  I tried to pick a spell effect that the Player wouldn't be under very often, and even then, only during combat (since combat should be the only time Player ever gets this spell cast on them by someone).  But, if Player gets hit with DisintegrateWeapon effect (or, worse, gets it put on constantly), Lil will spout combat phrases as if he's whackin' on somethin'.


KUDOS
-----

* Two big thumbs up to Bethesda for a rockin' game and graciously allowing its open-endeness (ie: plug-ins).

* A big thumbs up to Scott Fisher (aka: Argus) who's Tutorial on Morrowind Chronicles helped immensely.  Lilarcor's script was based on Scott's Cursed Silver Longsword example and Lil just kinda grew (outta control) from there (heh-heh)...

* A big thumbs up to ALL mod-makers for not only trying to make a great game even better, but for taking the time to learn and/or do it yourself (instead of crying about having a cool idea and trying to get others to do it for you because you're too damn lazy to do it yourself or learn how to).

* A big thumbs up to everyone who's played with Lilarcor (or, uh, well, that sounds perverted...how about "used Lilarcor").  I appreciate the feedback.

* I can't believe I neglected to mention kudo's to Erik Benerdal (Scarabus) for his TESAME program.  I think so many modders use it, thanking him is kinda a given, but he deserves a big thumbs up as well.  TESAME helped me salvage hours of work from .esp files when suddenly one would up and die on me because of some unknown conflict.  I'd clean it with TESAME, kick out the screwed up stuff, and the cleaned .esp would work, saving me the aggravation & time of having to redo a bunch of stuff.  On second thought, Erik, you deserve two big thumbs up!  Thanks, Man!

* A big thumbs up to GhanBuriGhan for publishing Morrowind Scripting for Dummies.  After reading through it, it got me thinking about how I could resolve a few annoyances I had with the scripting engine, mainly how to elegantly implement other scripts as "sub-procedures".  Thus, it got me motivated enough to do Lil 3.0.  Thanks GBG!


AMBITIONS
---------
I haven't played Morrowind in a long time and lost interest in it.  I really only tweaked v2.0 Lil to v3.0 because I was annoyed at how sloppy & bulky the v2.0 scripting was to get him to work, and I wanted to be able to play some constant battle music (that doesn't start/stop only for combat) while Lil was spouting off stuff.  So, I doubt any more of these ambitions will get implemented.  But, if some ambitious person would like to try, feel free to use Lil as the foundation...go nuts!

* Alternate repair speech dependant upon quality of repair tools (IE: crappy tongs make him bitch, but better tools make him ecstatic

* Implement another repair dialogue if Player lets a shop owner repair Lil.

* Have Lil assess Player's damage (health, fatigue, etc) and make appropriate comments (either as idle banter, or perhaps combat dialogue to insist on retreat if player's getting ass beat).

* Use GetCell call to toggle different dialogues in different regions of game.

* It'd be nice to do some alternate (or expanded) speech for each upgrade of Lil

* Make Lil start conversations with Player or other Actors/Objects (probably have an invisible NPC actor show up to do so).  This way Lil could start conversations with you to establish new quests or just yak some, or could yak with someone else or another item in the game.  (Have Lil argue with Wraithguard every time they're near each other or Player's carrying them...now THAT'D be funny!)

* Make it where you can request Lil to become a "Phantom Sword" NPC companion that runs around killing stuff with you.  This would likely be a "Lilarcor" NPC actor (which I attempted for v3.0, but while I'm good at scripting, I absolutely suck at the Dialogue menu stuff, and didn't have the interest to script a whole slew of stuff for a companion).  The NPC could either be Lilarcor "himself", and talk like him during combat and idle, or the NPC could be some other "person" that's summoned to fight using Lil while making his/her own comments, and most likely talking (and arguing) with Lilarcor (perhaps getting to like each other the more they work together).  It'd be funny to summon the spirit of Conan the Barbarian to wield Lilarcor and smite your enemies while you watch (or help, or flee, etc). 

	(Lil) 	"Conan, what is best in life?" 
	(Conan) "Crush your enemies, see them driven before you, 
		and hear the lamentation of the women!"  
	(Lil) 	"Amen, Brother!" 

If Phantom dies (unless scripted to be invulnerable) or is asked to "deactivate", then Lil will jump back into Player's inventory and NPC will disappear until next called upon.   


* Add more/better enchantments to each upgrade besides just the DisWeap for his speech.  This would drain his "battery" quicker though, and when he's out of charge he won't do combat dialogue (which means he WON'T gain xp).  I guess I could make the enchantments cost 0 for Lil to cast, but some folks already feel Lil is over-powered as it is (heh-heh!)  I was thinking of having the NPC actor dialogue allow the Player to requst better versions of Lil to cast special spells, or alter his shape to a different weapon types (EG: switch from a two-handed LongBlade to single-handed...heh-heh). 


COPYRIGHT WHATEVER
------------------
Assholes will always be assholes, so I'll dispense with any legalese mumbo-jumbo.  

Lil started as my first Morrowind mod (seriously), and I wanted to make something that folks would want to keep installed for a while.

But, I disclaim responsibility for this thing ruining your life, your game, or anything else folks these days try to sue over becasue they're too pathetic to take responsiblity for their own decisions & actions. (Exit Soap Box -> Stage Right)

However, I'll be more than happy to take full credit if it improves your life in some positive fashion.  (I've got Lilarcor...chicks dig me now!)

Use this file at your own risk & as you see fit, and throw some credit my way if you sample or base something from this plug-in or learn something from it.  Like the old saying goes, why re-invent the wheel?  I've already done a lot of work scripting this bad boy.  Check it out, learn from it and use parts of it for your own stuff.  Hell, most of us early modders did that with the original scripts in Morrowind anyways.


VERSION HISTORY
---------------

* v1.2 (old wav release version...I don't think you can find this anymore) 

- Lilarcor lives, but used bulky wav files to chatter (which created a whopping huge zip-file d/l)


* v2.0 (first mp3 version)

- Scripted to use smaller mp3's

- Added Cliff Race GetDeadCount scripting for special kill speech to bad-mouth Cliff Racers (any type) when you're attacking them.
	
- Lilarcor upgrades to different versions


* v3.0 (current & likely last version)

- Yeah, Baby!  Between messing with Sound Forge's mp3 conversion formats and experimenting with what mp3's work in Morrowind, I was able to convert all the mp3's in my Sound/Vo/Lil folder to smaller file sizes!  Is this just me bragging?  No!  It's me telling you that the overall zip file's download size has been reduced (but then I added in some music mp3's which bumped it way up again...hehe)

- Re-worked scripts so there's one main Weapon script (that all versions of Lil use), and seperate "global" scripts that are called by the main Weapon script as needed.  These "global" scripts work like sub-procedures in regular programming, in that they're called, do their business, then self-terminate.  This made the .esp file a heck of a lot smaller.

- Added a spell called "Summon Lilarcor's Spirit" that's added to Player's Spell List when Lil is on the Player, and removed when Lil is not (IE: Player's dropped Lil).  When the Player casts this spell, a menu pops up letting the set various options

- Removed Cliff Racer GetDeadCount scripting for special combat speeches because it was buggy and most folks usually run with Cliff Racers turned off anyways (IE: by using the "No Cliff Racer" script which another modder created)

- Probably other changes that I can't remember at the moment (again, because I was too busy working on it rather then documenting it)


Have Fun! -Craig