********************************************************************** The Elder Scrolls III MORROWIND: Where Are All Birds Going? by abot Tribunal/Bloodmoon engine required ********************************************************************** ********************************************************************** 1. Installation ********************************************************************** To install the plugin, unzip the files into the Morrowind/Data Files Directory. ********************************************************************** 2. PLAYING THE PLUGIN ********************************************************************** From the Morrowind launcher, select Data Files and check the box next to the .esp file you choose to load ********************************************************************** 3. Save Games ********************************************************************** This plugin should not invalidate your old saved games. If you don't want to use it any more, simply uncheck it. 99% of stuff is new / created dynamically by script, so there should be no conflict with other mods. Suggested upgrade procedure: 1. If you have not done it yet, add the line AllowYesToAll=1 to your Morrowind.ini file under [General] section. This could avoid you a lot of confirmation clicks. 2. Make a backup of the old abotWherAreAllBirdsGoing.esp and of your save game 3. Go to a small interior cell that don't behave like exterior (no sun/stars/wind etc.) 4. Save the game and exit. 5. replace the old version of abotWherAreAllBirdsGoing.esp with the new, updated version 6. Load your saved game. You will probably have warning messages, but thanks to the AllowYesToAll=1 line, you can ignore all with 1 click) ********************************************************************** 4. Features ********************************************************************** Where are all birds going? An attempt to bind flawed Morrowind AI to bring life to most beautiful birds. This plugin adds to Morrowind peaceful flying animals based on the wonderful models & textures by Lady Eternity & Proudfoot, Cait Sith, Thaedyn Vyr & Kacper/Kagz, Daduke. The scripting method used can dynamically add the creatures around the player in almost every existing and future landmass, and it's fully compatible with other plugins. Don't forget to check the other great original plugins placing the creatures in the traditional way: - Dragon's Breech by Lady Eternity & Proudfoot - A Flock Of Seagulls by TextureFreak - Fireflies Invade Morrowind by Thaedyn Vyr & Perceptual Motion Forums members - Caits Birdies & Morrow Eden 2 by Kagz ********************************************************************** 5. Credits ********************************************************************** First of all Lady Eternity & Proudfoot, Cait, Thaedyn Vyr, Kagz & Kacper Kuryllo for models and textures. Thanks to Corv/Srikandi for letting me use the feather ingredient so this mod and Ultimate Ranger can go together well. This plugin, like many others, could not exist without the info found in the invaluable "Morrowind Scripting for Dummies", a manual for the TES Construction Set Scripting Language by GhanBuriGhan and "Morrowind Mod Maker's Manual" by Edwardsm And, last but not least, all scripts written by my inspiring scripting light, MADMAX. ********************************************************************** 6. Requirements/Updates ********************************************************************** This plugin requires Tribunal/Bloodmoon (not the .esm checked, but the engine must support automatic start scripts, delete and other scripting functions non present in the original Morrowind). It has been compiled and tested with version 1.6.18.20 of Morrowind. The plugin is set to NOT be dependant on Tribunal.esm/Bloodmoon.esm loaded. This way, a unique plugin is compatible with both expansions. If you recompile/resave it from TESCS without declaring it dependant on Tribunal or Bloodmoon, you should clean the (generated by TESCS) GMST (using TESToool for instance), or set it as dependant from Tribunal.esm or Bloodmoon.esm If you simply want change the plugin date to adjust its loading order, I really suggest you use Mash or TESTool to do it instead of resaving it from TESCS. Version 1.19 - some tweaks to bee flight & scripted scaling - some tweaks to bat specular color - some more fixes to firefly mesh Version 1.18 - removed a redundant soundgen entry - added a missing Death1 Text Key to seagull1.nif, seagull1.kf (Cait's seagull animation was probably not meant to be killable) without possible warnings and should also sound better - replaced firefly with fixed version by junglebrad Version 1.17 - fixed an empty soundgen entry - decreased bats stats a little Version 1.16 - added firefly and bee ingredient - improved night spawning control variable: set ab01dayonlybirds to 1 will disable nocturnal bats spawning, set ab01dayonlybirds to 2 will disable all nocturnal creatures spawning - improved barnacles icon - improved bee texturing Version 1.15 - added some missing icons/textures, optimized some textures Version 1.14 - slighty decreased probability of aggressive behavior - fixed potentially crashing meshes Version 1.13 - added edited butterflies, original by Lady E, retextured by Daduke, from LEDA project resources - added butterfly wing ingredients - tweaked creature placement & deletion - retextured bee, LOL ;-) Version 1.12 - decreased probability of aggressive bats. - increased probability of fireflies Version 1.11 - decreased probability of aggressive bees - reduced damage of bee sting. - decreased probability of aggressive bats. Version 1.10 - decreased probability of aggressive bees - increased probability of small birds a little - small changes to bat attack spells Version 1.9 - Fixed excessive bird sounds Version 1.8 - added Cait's magnificent new birds: seagulls, goldfinches, sparrows, robins, chickadees. - added Thaedyn Vyr's fireflies - added rescaled Kacper Kuryllo/Kagz's bees - fixed problem with excessive bats spawning when traveling by silt strider at night (thanks to Ekim16 for testing) - added no-spawning rings. Place a ring in your cell to avoid creature spawning in a cell/zone. From the console: placeatpc ab01bgantispawnring 1 100 0 From the editor: drop a ring inside the cell. - As I realized I am not able to reliably detect a different from 1.0 scale directly set in the creature editing form, birds scales are now always randomized a little. - scripts should be more stable, generate smaller save game data and lesser misplaced spawning. - for all you Mash users, added remover file abotWhereAreAllBirdsGoingCreatures.etxt. Version 1.7 - tweaked scripts - added random diseases to bats - less high-flying birds during bad weather - improved obstacle avoiding AI - now ingredients are assigned using (new) leveled lists - reduced size of birds a little - for all you fletchers, added to birds loot feathers from Corv's Ultimate Ranger mod - updated & moved documentation file to Data Files\Docs folder (more Mash friendly... by the way, GET Mash!) Version 1.6 - now birds will spawn also in every present and future interior set to behave like exterior (those that display sun/stars/rain etc., for instance, Mournhold plazas). You can disable this with the console command: set ab01alnointerior to 1 - fixed issue with birds appearing at wrong times in previously visited areas - added small bird groups. - changed birds stats to be more aligned with standard creature stats. - birds size will be normally randomized. But if you prefer a fixed size, simply put a Scale different from 1.0 in the editor and it will not randomly change. - added a little combat AI to some bigger bird ( cliff racers are no more the only kings of the skies; too bad we have not free & legal eagle animations...) - tweaked sounds a little, and dumped bird sounds when underwater version 1.5 - added nocturnal bats; I delayed adding of nocturnal birds so far mainly because I hoped to find other good models, but having a request from TES forums, I decided to add cute Dragon's Breech bats. You can disable them with the console command: set ab01dayonlybirds to 1 - birds strength and health are proportional to player's ones. - minor code fixes & optimization / less debug text This version should be final until I find other good additional, free-for-modders bird animations (well, I always say this thing...). ********************************************************************** 7. Known Glitches ********************************************************************** Cait's latest birds were meant to be carefully placed by hand so to avoid colliding flight paths, not to be placed dynamically by script. If you can't stand them disappearing while colliding with walls and obstacles, then version 1.8 or later of this plugin is not for you, sorry. All birds sometimes seem to freeze when AI recalculate long travels... be patient, they usually find a way. ********************************************************************** 8. Known Conflicts ********************************************************************** None yet. ********************************************************************** 9. Permission ********************************************************************** You have my full permission to use things I introduced in this mod in any way you like. Credit is not necessary - but would be nice. Models and textures made by Lady Eternity & Proudfoot: birds should be free for modding if you download full Dragon's Breech Total conversion, butterflies are modding resource. Cait-Sith's, Thaedyn Vyr's models and textures, Daduke's butterflies textures are modding resources. Kacper Kuryllo/Kagz's bees, Kakz gently allowed me to use them but I am not sure they can be considered modding resources. ********************************************************************** 10. Tech info / tweaks ********************************************************************** If you don't wanna ruin the "magic" behind the birds generation, SKIP THIS SECTION, this info is intended for who already knows how it all works; here are the infos to tweak the plugin. The global variable ab01MinFPS, set at a default value of 12, controls the minimum tolerated Frames Per Second before adding a bird. So, if you are for instance in a Balmora-crowded place, with your FPS under 12, no more birds will be generated. You can set this parameter to suit your needs simply opening the game console and typing: set ab01minfps to XX where XX is a positive integer >= 9 I you wanna see messages regarding what's behind the scenes, you can enter debugging mode typing: set ab01debug to 1 ( set ab01debug to 0 do exit debugging mode ) You will gain also a DEBUGGING flight ring (please don't use it for cheating) The console commands: set ab01dayonlybirds to 1 will disable nocturnal bats spawning (set to 0 to enable) set ab01dayonlybirds to 2 will disable all nocturnal creatures spawning set ab01alnointerior to 1 will disable spawning inside interiors behaving like exteriors ( Mournhold plazas like) Place a no-spawning ring in your cell to avoid creature spawning in a cell/zone. From the console: placeatpc ab01bgantispawnring 1 100 0 From the editor: drop a ring inside the cell ********************************************************************** 11. Final words I find Cait's animations so good and real that I can look at real birds with same eyes no more. So, I did all my best to place them dynamically around the player to make them available in every present and future Morrowind plugin. The same for Taedyn's fireflies and Kasper/Kagz bees. I started this mod because I really love Lady Eternity's and Cait's models (the birds are from Lady E. & Proudfoot wonderful Dragon's Breech total conversion mod, still in beta but really worth the long download), and to explore (and possibly BEND) Morrowind AI pros and cons. It started to work on my pc after a few days, so I thought to publish it in beta version... and I have to say I was a bit discouraged by some comments. But I know AI commands are relatively unexplored territory and that there is other people interested in it, so I will try to improve it with the aid of constructive suggestions ( by the way, thanks to Kagrenac, Rod, Jason, Jose and all you people at TES Forum for the precious feedback. Thanks to Mordicus for the French translation of the mod and the precious feedback. Thanks to Calislahn for approving the fireflies usage. I initially delayed some "easy" implementing solutions (like could be positioning birds higher than the majority of obstacles, to test the real hard problems: find a way to make the creature detect obstacles, or at least detect when they get stuck, and (most difficult) find decent AI instructions to find a better route, hoping also in a positive response by the modders community. Now that the whole thing is stable enough, I'd like to add other birds. If someone know/has nocturnal bird models to offer it could be a great addition. If someone know/want to improve scripting / AI strategy or whatever, feel welcome! If someone has good birds models & textures to add, let me know. ********************************************************************** abitoftaste@gmail.com