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     The Elder Scrolls III
           MORROWIND: 
    Morrowind FPS Optimizer
          Version 2.00

        by Mark Siewert
  (mark.siewert@t-online.de)
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1. Introduction
2. Installing the Tool and the plugins
3. Configuring the Tool
4. Save Game
5. Modders Resource
6. Legal Stuff
7. Changelog
8. Source Code



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     1. INTRODUCTION

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This is a new release of the Morrowind FPS Optimizer, originally written by Alexander Stasenko.

This release adds the following features to the game:

- It fixes the world map. You can now see land added by any mods anywhere on the map, since it now moves with the player. Bloodmoon (or Tribunal) not required; all known official EXEs are supported.
- Removing a plugin automagically removes the corresponding landscape from the map.
- Older versions of the game will no longer crash when adding land at the southern border of the map.
- True multimark support (8 slots available) (*)
- Companions are now able to follow you through any kind of recall or intervention spell
- Build your own intervention spells (modders resource) (**)
- Introduce your own additional Mark / Recall slots (modders resource) (**)

(*) Requires use of the supplied ESP file.
(**) Modders resource. Demo included in supplied ESP file.

This tool supports all official Morrowind versions; unlike using the Script Extender,
you are not forced to run the latest version of Bloodmoon. (Although you should
seriously consider to do so!)



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     2. INSTALLING THE TOOL AND THE PLUGINS

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If you have already installed an earlier version of the FPS optimizer:

Just copy the mw_fps_opt.exe file over your old file. (Make a backup before if you want to feel safe, although it shouldn't be required.)

If you are installing from scratch:

Copy mw_fps_opt.exe whereever you want; you should select an easy-to-find location, such as the directory containing the "Morrowind.exe" file.

Optional components:

Copy any combination of the three plugin files included in your Data Files folder amd check them in the "Plugin Files" dialogue if you want to use the corresponding feature.

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     3. CONFIGURING THE TOOL

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Double-click on the new icon to start the tool. (It may be a good idea to make a link on your Desktop.) If the "novice mode" ckeckbox is checked, uncheck it.

Select the tab labeled "Game" and check whatever option you want to use. If your features are labeled as "plugin required", make sure that the corresponding plugin is present and checked.

- Enable world map fix does exactly what it suggests. No plugin required, but
PLEASE NOTE THE FOLLOWING MODIFICATIONS:
  * The colored version of the map indicating that you have been there will be replaced with a GREYSCALE one. There is no way around this!
  * "draw travel lines" must be DISABLED in the INI file. Again, this is a compromise with what the engine (and the save game format) allows.
  * Loading a saved game with a modified world map may result in your world map being all messed up.
  * If you are running the mod "Windows Lights 2" by Max_aka_Nobody, some cities will be marked on your map. That's an issue with the other mod, sorry.

- Companion Recall/Intervention allows any NPC following you to follow you through a Recall or Intervention spell. (Please note that the games crappy AI may, in some cases,
mess with this feature.)

- Multi-Mark (requires FPSOpt2 - Multimark.esp) replaces all Mark / Recall effects
with a true Multi-Mark and Multi-Recall code, which respects *all* mods without a huge
script running in the background.

- Custom intervention support (demo plugin FPSOpt2 - Custom Intervention.esp) is a modders feature which allows you to create your own intervention-type spells, coexisting with the Almsivi/Divine intervention spells.

 The demo plugin adds the following spells and items:

  * Ashlander Intervention (power). When you are Nerevarine and standing in the Cavern of the Incarnate, the power will be added to your spell book. It allows you to teleport you to the nearest ashlander camp.
  * Hortators Duty (power). When you are proclaimed Hortator of the Three Great Houses, you automatically gain this power. It teleports you to Ald-Ruhn, Balmora or Sadrith Mora.

  * Telvanni Teleport (spell). Teleports you to the nearest Telvanni Tower. Gained automatically in the Telvanni Council Hall, after promotion to Mouth.
  * House Hlaalu Insurance (scroll). Teleports you to the nearest Telvanni Town. Sold by the Hlaalu Trader in Vivec.
  * Seal of House Redoran (ring). Teleports you to the entrance of the Manor District in Ald-Ruhn. Ring appears in Sarethi Manor after you are proclaimed Grandmaster.

  * Mages Guild Recall (spell). Learned after reaching the rank of Wizard. Teleports you to the nearest Mages Guild Hall.
  * Fighters Guild Retreat (ring). Found in a small chest in Sjoring Hard-Hearts room in Vivec, after you kill him and take over the guild.
  * The Shadow Path (shirt). Found in a small chest in Jim Staceys Hideout, after you become head of the Guild.

- Custom Mark/Recall support (demo plugin FPSOpt2 - Custom Mark.esp) is a modders feature which allows you to create even more Mark/Recall slots, if the eight multimark ones are not enough.

 The demo plugin adds the following spells and items:
  * Ring of Bal Isra/Rethan Manor/Tel Uvirilith (rings): Found in the masters bedroom when the stronghold has reached the final stage. These items are even available when you are in an enemy stronghold.

  * Another Mark / Another Recall (spells): Sold by the lady in front of the Telvanni Council Hall in Sadrith Mora.


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     4. SAVE GAMES

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Using this tool and the demo plugins will not invalidate your old saved
games. If you save your game with this tool running and reload it without
the tool or one of the demo plugins running in the background, you may
encounter error messages or warnings or a corrupted world map. But you
will be able to continue on with the original game.


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     5. MODDERS RESOURCE

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Building your own custom Mark/Recall spells is very simple. You need three components:
(Replace "whatever" with a custom ID of your own!!!)
- A custom spell with the "Mark" effect, using the ID MSCM_whatever
- A custom spell with the "Recall" effect, using the ID MSCR_whatever
- A persistent static object with an invisible mesh ("Editor Marker" works fine) with the ID MSMM_whatever.

Besides its obvious use, you could use this feature to implement custom go home rings or hidden easter eggs (by placing a marker in an otherwise inaccessible cell).


To create your custom intervention network, you need:
(Replace "whatever" with a custom ID of your own!!!)
- A custom spell with the "Divine Intervention" effect, using the ID MSCI_whatever
- A persistent static object called MSIM_whatever, dropped anywhere on the world map. Do NOT place markers in interioirs, it will NOT WORK! (Mournhold is an exception to this rule. It's not hard coded, but you still shouldn't even try.)



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     6. LEGAL STUFF

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You may feel free to use any of the content included in this mod in your own mods. If you use any of these features, please drop a line in your readme file. You do not have to contact me to get my permission.




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     7. CHANGELOG

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V2.0:
- Added Map Fix, Multimark, Companion Recall/Intervention, Custom Mark/Recall


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     8. SOURCE CODE

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If you want to mess with the source code yourself, feel free to do so; it's available as a spearate download. You will need MS Visual Studio 6 to compile the code. (I could not get it to compile with the free Express Edition of VC++ 2005.) Take your time to understand the code framework, though. Alexanders framework is *highly* chaotic, and I didn't manage to unmangle it into something easier understandable myself ... yet. This is partially on account of supporting different EXE versions, which only seems to work using some really ugly C++ macros.
