+--------------------------+
|  The Elder Scrolls III   |
|         Morrowind        |
|                          |
| House of Mannequins v1.0 |
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Poppets for every occasion by:
-= Grumblepunk =-
grumblepunk@hotmail.com

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| Contents |
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I.	Version History
II.	Features
III.	Acknowledgements
IV.	Installation
V.	Known Issues
VI.	Notes

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| I. Version History |
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Version 1.0 - Initial release.

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| II. Features |
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This plug-in adds multiple varieties of armor wearing and weapon wielding mannequins to Morrowind. You can find them at the House of Mannequins in Vivec, St. Delyn Waistworks.

Current varieties include:

= Weapon and Armor Capable =
*Statue - Male/Female - Human, Elven, Khajiit, Argonian 
*Wooden - Male/Female - Human, Elven, Khajiit, Argonian 
*Racial - Male/Female - All races 
*Vampiric - Male/Female - Imperial only, as it's all about Rhedd and Allie's incredible faces, ja? 
*Mistform - Male/Female
*Skeletal - Male/Female

= Armor Only =
*Dancing Mannequins - Currently female only, as I opted to stay with the three base dancing girl motif. Ala Desele's House of Earthly Delights. These are incapable of wielding weapons, as the skip anim involved with weapon wielding would render their dancing moot.

I chose to not use fan made meshes or textures for the racial, dancing, and vampiric mannequins. Simply put, if you use what I use, I would be delivering a mass of nude cover girls to the downloading audience. To me, it's better that you have all the choices available to you. If you currently use custom faces and bodies, the flesh based mannequins will benefit from those plug-ins, as would any NPC. They are not required for this one, but they will improve your mannequins. <nudge nudge, wink wink>

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| III. Acknowledgements |
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Qwert44643 - First for the idea of nude dancing big booped breton mannequins. Mostly for his endless support. Not just of me, but of all modders, everywhere. He's unyielding and in your face. What would Morrowind be without Qwert?

Riiak - What can I say? Without Riiak these would be your standard mannequins with new skins and shapes. He gave us the ability to put weapon in hand. This is something we have ALL been clammoring for since day one. Countless modders have fumbled over this, with bitter results. He made it happen. He hasn't even come close to getting the recognition that he deserves for this. Add to this that he worked with me in their creation to ensure my ease of implementaion into this mod. Thank you Riiak!

Chris Janosi - He built the first of their kind. I tried to hold with his image with the wooden ones you will see in this mod. His originals have been duplicated, modified, and even mutilated in over a dozen released mods. That has to say something for the quality of his work. It is the baseline against which all other mannequins are measured.

IggyEGuana - For his feedback during the beta stage of Riiak's Weapon Wielding Mannequins. He came up with several different approaches and unique ways of dealing with some of the problems inhernent in weapon capable mannequins.

Allerleirauh and Rhedd - You will see their meshes on the wooden and stone mannequin heads. Those races that had heads by them, I used in creating the racial icons. Their work is simply too amazing to not include it.

Noviere - Altmer and Bosmer female head textures are the ones you see in the icons for those racial mannequins.  If you haven't already downloaded his textures, I suggest that you do so. They are amazing.

Maboroshi - His meshes were used on the torso and groin meshes for wooden and stone mannequins. Chest only for Khajiit variants of the previous two.

revolutio - Started the idea of Beast Race mannequins which, to be honest, I'd never even considered. Good call!

Sev - For the statue idea. When skinning the Statue Mannequins, I tried to keep in the theme that he mentions. As they could be more than just mannequins, but decoration as well. Hopefully, they fit well into the game-world.

Valdega and Cortex - These two brought the idea of invisible mannequins to the table. It seemed a lot harder than it turned out to be. This has to be the easiest mannequin to implement and among the coolest looking. Easily.

To anyone that I may have missed, please PM or email me and tell me. It's inevitable that this sees a second release and I will ensure that credit is given where credit is due.

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| IV. Installation |
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Simply decompress this file into your Morrowind\Data Files directory. Then, from the Morrowind Launcher, select Data Files and check the box next to the House of Mannequins v1.0.esp file. From there, start your game as usual.

As a note, all Meshes, Icons, and Textures are prefixed with gp_. Meshes and Icons are housed within GP subfolders. This should make dissemination easier, as well as helping to keep your folders clean.

This mod requires Tribunal. To put it bluntly, without Tribunal this mod could have never happened. The companion share functions are integral to how these mannequins work.

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| V. Known Issues |
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Copied directly from Riiak's Weapon Wielding Mannequins:

- When telling mannequin to show weapon mannequin will turn towards player and will track player's movements for 1 second.  This is because the mannequin starts combat with the player then stops combat 1 second later in order to pull out the weapon so it is wielded.

- Telling Mannequin to show weapon can cause followers to attack mannequin.  This is due to starting combat with player temporarily to have mannequin wield weapon.

- Mannequin's head will swivel to look at player and/or other actors that are within range of the mannequin.  According to currently known information this is hard coded into the game that living actors look towards other living actors within range.

- To have mannequin wield a ranged weapon mannequin must also posses at least 1 of that weapon's ammo.  This is due to NPC's only equipping and trying to use weapons that are actually possible to use.

- Mannequin will un-equip weapon when you change cells.  This is due to the fact that the animation is reset and that the mannequin is no longer in combat with you.

- It is possible (though nearly pointless) to use persuasion on a mannequin as it is a living NPC and you have to be able to talk to it for it to work at all.  (Side-Effect: you could practice speechcraft on the mannequin)

- Side-Effect Because the mannequin is a living NPC it is possible to use it as a training dummy.

- Since the mannequin is an NPC it can still say the generic NPC dialogue that isn't filtered out by NoLore. (I could fix this, but the possibility of causing conflicts with other mods would increase dramatically.)

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| VI. Notes |
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Only two things. First, please feel free to use, manipulate, or butcher this plug-in to your hearts content and in any way that you want. This, like all mods, is open to public download and utilization. No one is making a profit here, so if it makes your game better, or someone elses game better, more power to you. Second, nothing is my fault, unless you dig the mod. Then it's all me, baby. :D

Cheers,
Grumblepunk