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     The Elder Scrolls III
           MORROWIND: 
            Creature Food for werewolves
		
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Index:
1. Installation
2. Playing the Plugin
3. Save Games
4. About this mod
5. Potential conflicts
6. Version History



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     1. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into your Bethesda Softworks
directory. 

Note 
This plugin was developed using version 1.6.1820 of Morrowind.
It should run correctly on other versions but has not been tested.


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     2. PLAYING THE PLUGIN

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From the Morrowind Launcher, select Data Files and check the box 
next to the SG_MW-BM-ecology-werefood.esp file.


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     3. Save Games

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This plugin has been cleaned with TESAME. This plugin

You should backup your saved game before adding any new esp files to it. 

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     4. About this mod

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This plugin is very simple. It adds a script to all of the creatures in MW
and bloodmoon to detect the death of the creature and modify your werewolf's 
health accordingly. You will gain health based on the size of the creature.
Small creatures will give a 10 point health gain, medium sized creatures, 
20 pts and the largest creatures 50 pts. Creatures that already had critical 
scripts on them were not modified.
Feeding on creatures will NOT stop bloodlust but it will allow you to regain 
the health lost from bloodlust. You can avoid feeding on NPCs if you like and 
keep your strength up by feeding on beasts. This will give the effect of a 
constantly hungry werewolf as you will always be losing health from bloodlust
and restoring it by killing creatures.


This mod will function with or without any other werewolf mod as it
doesn't change any werewolf scripts it simply adds scripts to creatures.
This mod also makes changes to leveled creatures of most exterior regions.
The plugin attempts to "balance" the compliment of creatures according to ecological rules.
i.e. far fewer predatory creatures than herbivores. On Solstheim you'll notice
mostly, deer, frostboar, and rabbits. Wolves and bears are much more unusual.
On Vvardenfell you'll notice far fewer Kagouti and Alit than Guar, scribs or alits.
Daedra have been removed from the leveld lists of the grazelands and many other areas.
Small herds of Guar have been added around the grazelands and ashlands.
Leveled Creatures have been changed in almost all regions.

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     5. Potential conflicts

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Any mod that changes standard morrowind creatures (other creature pacifying mods) 
might cause problems. This mod also functions as a creature pacifying mod and changes
global settings so that flee AI actually works.
If you load this mod on an existing game you won't be able to 
feed on any creatures already present in the savegame. After you kill creatures in an area they
will respawn with the proper scripts. New areas you visit should contain only the modified creatures.
This mod utilizes leveled lists. If you want to get the most accurate ecological compliment of creatures
do NOT use a leveled list merger on the creatures lists. If you do use it the numbers of creatures
won't be as completely intended but it will not harm the function of the mod.



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     6. Version History

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version 1.5
Converted to master files to reduce doubling
Fixed script error in werewolf version
Fixed conflict with Pegas Horse Ranch

version 1.0
First public release


Readme composed by:

Sabregirl
kindersa@msu.edu
http://sabregirl.tesmods.net
http://www.sabregirl.com
27 March 2005
