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The Elder Scrolls III MORROWIND: Water Life Version 1.7 by abot 
Tribunal OR Bloodmoon engine required 
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Features 
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Water Life is an attempt to mix the scripting techniques developed in 
the "Where are all bird going?" plugin with the best aquatic creature 
modding resources to bring more life into Morrowind waters.

This plugin mainly adds to Morrowind (most) peaceful aquatic creatures 
based on the wonderful models & textures by Cait Sith, Lady Eternity 
& Proudfoot, Brash.

The main goals of the plugin are:

- make waters and shore feel more alive, especially deep sea diving in 
wilderness desert areas

- tolerable/dynamic fps hit

- no install/uninstall/reinstall quest/game consequences

- compatibility with all existing & future plugins, thanks to the
dynamic, real time placement/deletion of all items and water areas
recognition.

What makes this plugin really different is the way (with pros and 
cons) creatures are placed in the world and the effort to make them 
more "alive".
You can hate or love this way of placing creatures, but I think it's
worth a try.

For more info, check development threads at TES forums at

1.7: http://www.elderscrolls.com/forums/index.php?showtopic=192822

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IMPORTANT! READ IT! Installation/use: 
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The plugin is distributed as a abotWaterLife.zip compressed file.
Inside the compressed .zip file there is a single auto installer
executable file called abotWaterLife (extract to Morrowind dir).exe

The .zip and .exe file extension could not be visible in your
Windows installation, but this should not be a problem.

Simply extract to any folder you like the single installer inside the 
zip and double click the extracted file to start the installer. The 
installation form will open: click the [...] button to choose the 
folder where your Morrowind installation is
(typically C:\Program Files\Bethesda Softworks\Morrowind
ATTENTION: choose the Morrowind folder as destination,
NOT THE Morrowind\Data Files folder! ), and the installer will unpack 
and create all the needed files and folders.

This mod uses some ingredients from Necessities Of Morrowind. If you 
use both the mods, you must have Necessities Of Morrowind loaded AFTER 
Water Life to be able to autodrink/autofill NOM water containers in 
known fresh water zones and when raining.

IMPORTANT!!!
Because of the way Cait's snails animation works, FIRST TIME a snail 
is generated Morrowind and the editor will give you the following 
warning: "AnimGroup "WalkForward" for "CLONE ab01snail[number]" was 
exported with "Animate in Place" from MAX."

This has no effect on gameplay at all, and the creatures animate 
perfectly ingame.

Be sure to have a line AllowYesToAll=1 put in the Morrowind.ini file 
to be able to check only one popup warning box just clicking "Yes to 
all".


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Requirements
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This plugin requires Tribunal OR 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 was 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 
(http://home.earthlink.net/~wrye_modder/Wrye%20Mash.html) or TESTool 
(http://www34.brinkster.com/ghostwheel/) to do it instead of resaving 
it from TESCS.


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Updates history
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This version is mainly a fix for reported problems (many thanks to 
DarkDragon for realizing this and helping with the fixes) when adding 
to a in-progress game other mods changing the leveled items in a non 
scripted way.
Please, see 
http://www.elderscrolls.com/forums/index.php?showtopic=206075 or
 the thread copy Save Games and Leveled Lists.txt in the
\Data Files\Docs folder.

If you have a saved game with this kind of problems to clean, here is
the suggested procedure:

Make (as always) a backup copy of your savegame.
Load up the save in Enchanted Editor
(http://hellwolve.blessed-oddity.com/index.php?main=download.htm).
Look for LEVI (Items Levelled) or LEVC (Creatures Levelled) entries, 
and delete all of them, then save the (now) cleaned save game.
Then, as usual, replace the old WaterLife.esp with 
the new version, paying attention to keep your mod loading order with 
a proper mod administration tool (Mash, TESTool...).
Then, as usual when changing mod configuration, regenerate your
Mashed Lists.esp (or Merged_Leveled_lists.esp if you are using 
TESTool+Aerolorn's resequencer)

Sadly, as you can see reading the thread, it seems I am not the only 
one who was unaware of the problem, and if you are using other mods 
having the same problem, this will not be probably be solved.


Updates/changes in version 1.8

- replaced scripting changes to leveled lists with standard in-editor 
changes.

- changed the slaugterfish spawning configuration option

- added the option to avoid spawning the creatures giving (unharmful
but possibly annoying) animation warnings (snails)

- removed automatic addition of a configuration ring to the player's 
inventory if the ring is no more present. If you loose it, you can 
find another in Foryn Gilnith Shack, Seyda Neen.

- a few other code stability optimizations



Updates/changes in version 1.7

- added redwoodtreesprite's resources: chitons, sand dollars (I've 
called them "sand coins" though), sea stars, shells, snails! (see 
detailed credits in \Docs folder), and a lot of related ingredients.

- added LadyLuck's sponge ingredients

- added some Daduke's/redwoodtreesprite's wilderness marine 
ingredients (and unicorn horn resized as a nice shell)

- added Corv's feather ingredient for all you aquatic rangers ;-)

- scripts tweaks: spawning errors reduction, improved speed & 
stability, better crawling of crabs & snails

- added no-spawning rings (experimental, mainly for modders)
Place a ring in your cell to avoid creature spawning in the cell.
From the console:
placeatpc ab01wlantispawnring 1 100 0 
From the editor: drop a ring inside the cell.

- updated ingredients icons thanks to Dogfish

- changed leveled ingredients probability

- added fresh water recognition of Wizard Island & Sea of Destiny 
areas ( experimental, still you should not see tropical fish under
WI icy lake)

- updated & moved documentation file to Data Files\Docs folder (more 
Mash friendly... by the way, go GET Mash!)

- inverted ndib black pearl icon alpha channel (thanks to detritus2004 
 & Mordicus hint)

- increased blue whales base size by 0.2

- increased min size of water palaces by 0.05

- scripted ducks & geese sounds should overlap less sounds now

- increased dolphin speed when hitch-hiking

- decreased turtle speed a little

- increased turtle probability a little

- increased water palaces probability a little

- sunfish should be less common in low water

- sonar creature empty hit voice moved middle way for better compatibility

- replaced Fidel's water palace textures with better-compressed textures
by Erstam



Updates/changes in version 1.6/1.x Patch:


- added cute red crabs from Dragon's Breech

- If you dive enough, you may find deep water palaces!

- added FAQ section from TES forums to this file

- added ancient dreugh

- added grom ingredient

- no more levitation/teleportation disabling when hitch-hiking

- predators are normally a little less aggressive
but can feel your bleeding, and become more aggressive...
so beware, and heal yourself!

- predators will "eat" more preys

- better recognition of player spear fishing

- slight changes to leveled items

- reduced treasure chests lock level a little

- reduced seastars probability a little

- script tweaks



Updates/changes in version 1.5/1.x Patch:

- tweaked spawning engine to improve creature placements
(hopefully a big reduction of misplaced creatures, thanks for the
error reports, Ashemanu!)

- limited "cold" zone to be more west of Sheogorad. Bloodmoon should 
probably be more to the north, it is same latitude as Sheogorad 
probably only due to the limitations of the Morrowind map)

- spawning frequency in interiors reduced to avoid problems in small caves

- tweaked AIFlee settings to be more compatible with Wakim AI flee 
game settings

- now you can autodrink/autofill NOM bottles even with a spell ready
(you still can't with a sword ready)

- tweaked initialization scripts

- removed items from Foryn Gilnith shack

- sea stars and barnacles should be spawned more near water

- now you can configure spawning things down to 5 min FPS; not 
suggested everywhere, but maybe this way you will be able to see a 
duck near Balmora Expanded with low specs machines

- intro and water life book text revised, thanks to princess_stomper, 
Yelena and HarryManback at TES forums


Updates/changes in version 1.4/1.x Patch:

- removed configuration menu autorun to avoid compatibility problems 
with NOM or other mods using autorun configuration menus. You can 
access Water Life configuration menu any time you want simply 
equipping the <Water Life Ring>

- now your Short Blade skill is stored when you equip a Fishing Rod
and reset when you unequip it, so it should increase that skill no more

- added NOM autodrink/NOM water containers autofill option in known 
fresh water zones and when raining! (you MUST have Necessities Of 
Morrowind loaded AFTER Water Life for this to work)

- added the option to enable/disable NOM autodrink/NOM water 
containers autofill option from Water Life configuration menu

- now ducks and geese should appear day only

- tweaked predators AI stats a little

- removed autocalculate attribute from jellyfish and octopus spells

- tweaked creatures placing engine, now spawn in front percent
factor works more like expected, and bigger things should be spawned 
mostly behind the player


Updates/changes in version 1.3/1.2 Patch:

- fixed problem of dying "sonar" npc sounds heard by some users

- fixed problems with bubbles water breathing spell not ending correctly



Updates/changes in version 1.2/1.1 Patch:

- fixed issue with being able to fish even without baits

- last wrong creatures placing out of water issues should
be hopefully fixed

- code/items placing tweaks

- added x 3 spawning fish factor to the configuration menu
(not recommended, intended only for fast preview)


Updates/changes in version 1.1/1.0 Patch:

- great code & stability improvement (update to this version is 
strongly recommended)

- fixed swimming crabs

- fixed barnacles angle

- fixed repeating message using sextant on cloudy nights

- fixed wrong placing of creatures out of water

- manatees should jump no more

- added x 0.75 spawning fish factor to configuration menu

- now a few creatures are spawning even in pools. You can't always see 
them, but you can always try to fish for them ;-)

- added hitch-hiking for some peaceful sea creatures :-)


Updates/changes in version 1.0/Beta Patch:

- Thanks to Cait, Angel Fish mesh animation 100% fixed (Yay!)


- Major changes in spawning engine: now creatures can spawn even when
you are out of water (configurable by menu)

- no more need to deep dive to encounter big ocean fish, and more
homogeneous distribution of creatures

- a configurable % of fish can be spawned in front of player

- configurable spawn speed factor

- you can fish even when out of water

- you can use the Fishing Rod from your favourite boat or ship 

- you can enable/disable auto fish spawning with/without Fishing
Rod equipped from configuration menu

- fish caught with Fishing Rods will auto-loot

- Now you can use Crab Meat, Scrib Jerky and Kwama Cuttle as bait
with Fishing Rods

- Fishing Rods included in a more appropriate leveled list

- Fishing Rods no more need sneaking, have a longer reach,
and use a less-combat luring system

- fixed randomization of fish loot

- Fishing Academy fishing skill compatibility added

- Sextant is activated when equipped

- <Water Life> configuration ring added, you can start the 
configuration menu anytime/anywhere simply equipping it.
Like the <Tempus Fugit Ring>, it will auto-unequip after use

- improved plants/rocks/seafloor items vertical placing (should fix
the majority of floating issues near steep slopes).

- better placements of big rocks in exterior waters, no big
rocks in interior waters

- thanks to the improved placing routine, more rocks/flora in 
medium/deep water

- improved crabs walking (they should "swim" less and walk more now)

- lowered jellyfish sting spell power a little

- now you can enable/disable creature spawning in interiors from the
configuration menu; good for people not wishing
to share their private swimming pools with fish ;-)

- changed initialization/configuration script to be less frame
intensive

- Changed meshes for sonar spawners: now they use an invisible npc:
and the only thing that could be rarely spot is the npc shadow,
instead of the "phantom" hermit crab used before

- some new/changed content for Water Life Book. It now also
magically reports the fishing skill of the reader a la Fishing
Academy.

- fixed missing icons transparency

- New style slaughterfish aggressivity/power increased

- No changes to original slaughterfish if not chosen by config menu

- added Cait's duck13 animation mesh missing from beta (sorry)



Updates/changes in Beta:

- removed Morrowind4Fish "giant" trophies (still 100% compatible with 
Morrowind4Fish, and Wilderness 2.1 too)

- lowered minimum in water depth to start creature spawning 
to -60 units. This was necessary to avoid problems with small
pools recognition.

- warm area enlarged so to include Odai river mouth

- NOM (Necessities Of Morrowind) compatible/ingredients added
(crab, fish)

- modified/added plants, statics & ingredients (algae, kollops, 
rocks, interactive air bubbles...)

- modified/added creatures

- modified/added items (new dynamic treasure chests,

improved shipwrecks)

- improved spawning engine + interior water recognition

- configurable auto gathering of new ingredients / spear fishing 
facility

- fishing rods! now you can go fishing even pesky slaughterfish

- configurable minimum FPS before adding a new creature

- configurable slaughterfish spawning

- in game configuration menu

- A small illustrated book

- improved version of my previous "Sextants" plugin included

- improved version of my previous "Tempus Fugit ring" plugin included


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Hints & Tips 
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- If you loose your <Water Life> configuration ring, relax, a new one
will be given to you on next reloading

- In default configuration the script check for water areas around to 
spawn fish. You can tune this by configuration menu, enabling the 
check only when you have the Fishing Rod equipped. If you unequip the 
Fishing Rod/disable out of water spawning, the script will spawn only 
when you are at about -60 into water, so the overhead is minimum when
out of water.

- Be careful when fishing with people around; Fishing Rods do almost
no damage, but have a long range!

- Fishing is meant to be a lone sport. Better not have 
companions/guards around stealing your prey.

- The spear-fishing facility and the fishing rods work only with my 
new-added water creatures; in fact, all code is attached to the 
creature. So, if you are using other mods containing the same Cait's 
creatures (Wilderness 2, Morrowind4Fish, Cait's Sea and so on), these 
features will not work with creatures added by other mods. You can 
easily recognize a creature added from my mod switching to 3d person 
view, opening the game console and clicking on the creature: the 
console window title will show the creature name; my creatures have 
the ab01 prefix. Anyway, if you are trying to use a fishing rod with 
the right creature (a fish introduced by my mod), you should see 
explanation messages telling you if you are acting the right way. So, 
if you don't have any Crab Meat or Scrib Jerky or Kwama Cuttle bait, a 
message should tell you that you need it to go fishing; if you are in 
too deep water, a message should tell you, and so on. If no messages 
appear, it's probably the wrong fish (not a small enough fish of my 
mod, or not a fish of my mod at all). If you have the bait and the 
fish is from my mod, try aiming & hitting it until you feel some 
nibbles. You should be able to lure the fish until it is near enough 
to catch it (pay attention to people/creatures around, fishing rods do 
1 damage but have a GREAT range). Good luck & enjoy fishing, it's 
great especially from a safe row boat (but you can even fish from 
MadMax ultimate galleon).

- Be careful with ducks & geese, now they will follow you in/out of
water if you bother them. Also, if you are lucky enough, geese can
reserve some surprise...

- This plugin works great with:
Necessities of Morrowind by Taddeus & Nymeria,
Water Seraph race by millinghordesman,
Where Are All Birds Going by abot, 
Ultimate Galleon by MadMax, 
Sea of Solstheim by Detritus2004

I really suggest you try these with Water Life.


Ultimate Galleon, Stormrider sailing mods use attack-disabled/disabled 
when not in use invisible collision detect NPC placed around the 
boats, so they don't react if hit by Fishing Rod or if surrounded by 
aggressive fish).

- This plugin is compatible with:
Dale Stocker's Merfolk, Stormrider by  Kellick Stormcrow, 
The Wilderness Mod 2.x, Morrowind4Fish Beta, Sea of Destiny,
Fishing Academy, SellnSail...
This plugin should be compatible with almost everything ;-)

- The electric water netch is a citation from the Sword Of The
Perithia TC by Andre Sergoyan, first mod that made me wish to be
a Morrowind modder.

- if you tweak a little your morrowind.ini file under [Water] 
settings, you'll probably like your water experience more. Here my 
preferred settings (backup your original morrowind.ini prior to change 
it, and experiment a little).

[Water]
Map Alpha=0.6
World Alpha=0.6
PSWaterReflectUpdate=8.0
UnderwaterSunriseFog=3
UnderwaterDayFog=1.6
UnderwaterSunsetFog=3
UnderwaterNightFog=4
UnderwaterIndoorFog=3
UnderwaterColor=012,030,037
UnderwaterColorWeight=0.85

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Saved Games 
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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.

IMPORTANT: PREVIOUS VERSION USERS READ SECTION BELOW:

if you experience problems after updating, use a "clean" saved game.

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 abotWaterLife.esp and of your save game

3. Go to a small interior cell without water

4. Save the game and exit.

5. Restart the game, and uncheck the previous version of this mod from 
the Data Files menu before you load the game just saved.

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)

7. Once you're back in the game without the mod loaded, save the game 
again.

8. replace the old version of abotWaterLife.esp with the new, updated
version. If you want to use the NOM autodrink/autofill in fresh water
option, be sure to load Necessities Of Morrowind AFTER Water Life
(eventually set abotWaterLife.esp file date/time accordingly)

9. Reload the last, clean saved game, hopefully you will not loose 
much of your belongings. I am sorry, too many changes to save 
alpha/beta stuff.


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Known glitches/bugs 
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IMPORTANT!!!
Because of the way these creatures move, first time a snail is 
generated Morrowind and the editor will give you the following 
warning: "AnimGroup "WalkForward" for "CLONE RTS_CaitSnail_" was 
exported with "Animate in Place" from MAX."

This has no effect on gameplay at all, and the creatures animate 
perfectly ingame.

Be sure to have a line AllowYesToAll=1 put in the Morrowind.ini file
to be able to check only one popup warning box.

Sometimes you could catch aquatic creatures crawling out of water... 
they should disappear as soon as you look in another direction.

Cait's Whales have known animation size problems (difficult to hit, 
player can walk through...). I decided to keep them anyway because I
love them, so please don't ask.

Sometimes creatures seem to freeze during AI recalculation... be 
patient, they usually find a way... especially if you don't look at 
them.

The Fishing Rod is a short blade, instead of a blunt weapon, mainly
for the less strange effect of the shadow cast by the engine.

There is a small still noticeable animation jump on Cait's ducks
& geese entering/exiting from water. I hope those who understand
what's behind the scenes will forgive me.

I was in doubt if writing a sequel to "ABC" for Barbarians:
"S is for Sextant...", then I decided to dare a sort of diary book;
English is not my language, so forgive that kind of mistakes. 

Fishing Academy/Sell and Sail mods use invisible ship collision 
detection NPCs that are not attack disabled so they can attack 
player/fish. Try to avoid hitting them with the Fishing Rod (being 
invisible, I know it's difficult without cheating with TCB console
command).

There has been reports of cretures spawning in wrong places: due to 
the placing method, this can't be avoided 100% (but it should be 
really rare).

Please signal all bugs/suggestions you can think of.
You can contact me at Elder Scrolls forums or by email.


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FAQ (extract from releases history at TES forums)
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Q: Whats the difference between this one, and the already released 
aquatic mod by lady E?
A: Water Life is an attempt to mix the scripting techniques developed 
in the "Where are all bird going?" plugin with the best aquatic 
creature modding resources to my knowledge and taste. It's based 
mainly on creatures modeled by Cait, previously included by Brash in 
Morrowind4Fish plugin and by Cait/Kagrenaz in various other plugins; 
there are also a few models by Lady E, jellyfish and great shark if I 
recall correctly. The main difference is the way ( with pros and cons) 
creatures are placed in the world and the effort to make them more 
"alive". You can hate or love this way of placing creatures; I think 
it's worth a try. If you are afraid of the big download, maybe you can 
try the birds plugin using similar concepts

Q: How does the animals behave in this mod, compared to other sealife 
mods!!?? 
A: There is an attempt to implement a sort of prey/predator behavior, 
not only aggressive monster vs. player or peaceful birds like 
creatures. This is limited by the game engine, but given the player-
centric point of view of this plugin, the workaround predator attack 
player->prey attack predator can still give an acceptable feel.

Q: As far as the spawning ship recks I think that could be a bad idea 
do to the fact that it would be hard to determine if its a real one or 
not when your looking for one quest related. Then I dont know what it 
looks like exactly so Ill see later.
A: Well, don't think these shipwrecks can be confused with standard 
ones, no doors to enter (and different sizes). There is still the 
(rare) possibility of a randomly generated shipwreck crashing with 
standard quest one, but you only need to move away enough from 
generated one to make it disappear from the world (imagine loosing 
your direction on deep sea wilderness), so it should be no real 
problem.

Q: Fish tended to have the "stuck swimming into shore" issue more 
often (noted especially with Haze, Amango Salamon, Trout).  Most would 
turn around and go back into the deeper waters, but it would take 'em 
20-40 seconds.  Small issue, as I see it with every water life mod.
A: Yes, you can script AI to try new routes, often avoiding permanent 
stuck, but it requires long engine calculations. I think this is a 
necessary compromise

Q: I had a mod active that added a bridge in seyda neen and I was 
swimming behind it, hunting crabs and napolean fish (those cuties) 
when suddenly three shovelnose's spawned and I hadn't seen any for 
about half an hour, is there some way to make some fish spawn less 
than others? I've only seen two sharks so I'm guessing there is. This 
isn't really a complaint but I just thought I'd report my happenings 
back to you, if they're any help at all. Also, jellyfish, I've only 
ever seen one, but I have been swimming in shallow water, do they 
spawn more in the deeper water?
A: Every creature has a configurable probability to be randomly 
spawned, so this can be trimmed, but it's always possible that for 
some periods a creature will be spawned more or not spawned at all, so 
what you experienced is pretty normal (and besides, I think this on 
the distance adds to the variety); medium/deep sea water spawns a lot 
of different creatures, so it's normal that some of them seem to 
appear rarely (single creature probability can be 4%). My main concern 
is to balance attacking predators versus defending preys (well, giving 
the fact that preys defend in packs, predators seem to need some stats 
pumping)

Q: - Too many whales. Besides I don't like the jumping and 
summersaulting animations (ever seen a bluewhale making a 
summersault?), whales should be encountered VERY rarely, but in your 
mod it can happen that there are 3 big whales and a few orcas around 
at the same time. Encountering a big whale should be a very rare 
sensation. (Any way of disabling Caits whalejumping anims?)
A: Well, whales are one of the reasons that made me start this mod. I 
really love them, but being so huge and so "elaborate" in vertical 
evolutions, they had big problems in other mods using them. I thought 
that lowering their size a little and making them appear only in deep 
(well, relative to standard Morrowind water depth) water could avoid 
stuck problems. Then I tried disabling the jumps... I suddely realized 
how I was missing them. So, maybe I will probably reduce the jump 
probability for non-humpback whales, but don't wanna disable it 
completely. Did you try following a singing-jumping humpback whale at 
sunset? (you need the debug flight ring or something similar to be 
fast enough, but we are debugging after all, and these huge beasts are 
animated so fast). And orcas should be looking for whales cuties. 
Maybe I have to trim things a little, but this is what I'd like to 
reach, small whales families.

Q: -A bug with a killerwhale. It tried to attack me (at least it 
looked like it). It ended being stuck above my head, rapidly changing 
directions resulting in a flicker. The only way i could get rid of it 
was to disable it via console. This happened twice.
A: Yes, it happened to me also. I initially thought it was related 
with the AI/combat settings, but it never happens to sharks, so I fear 
is an animation problem, don't know if I can fix it, I'll try. I even 
thought about not using the killerwhales, but I like them very much.

Q: ... I still can't explain the crab invasion in Seyda Neen but I'm 
sure the answer will come...
A: I think it's due to the AI path grid in Seyda Neen being so near to 
the water. Crabs wandering radius is long enough to enjoy a walk on 
Seyda Neen. It may be considered a funny way to make guards earn their 
money.

Q: Creatures disapear well I'm not sure when they disapear but 
sometimes another creature spawns in the place of another one. So my 
question is would it be possible to make a creatuer disapear if 
another one touches it or after killing it.
A: A creature should disappear when you are at a distance about 
5500/5800 units and NOT looking at it. The script to determine if 
player is looking at a creature is Horatio's one taken from MSFD8, 
it's fast enough and effective, but has a rough 45° resolution step; 
so it's possible that at certains angles, especially looking around 
fast, you can CATCH something vanishing. If this happened STARING at a 
creature, then it's probably a bug I have to care to.
I was in doubt on making creatures disappear immediately after death, 
but I thought that normal creature deletion when player was far enough 
could be a more realistic approach (well, a big killed shark should 
not vanish so easily). I am oriented on making small container 
creatures like seastars directly disappear in front of the player 
after looting a la "herbalism", this can be justified by the small 
dimension of the crumbling container and is far more convenient (you 
don't have the problem to remember what you have looted on your 
picking work).

Q:Additions/ideas: One of the iconic images/ideas of the deep seas are 
sharks. The sharks are done pretty well although the Giant White 
Shark's (Great White Shark?)  head/jaw and gills need some work I 
think, the eyes are too bugged out and the teeth and jaws just look 
wrong, as a signature fish this is so worth getting someone to improve 
it.
A: Well, I would be glad to find some good modeler/graphic willing to 
do it. There are a lot of possible model improvements, especially 
regarding combat animations (Cait models were not aimed at this I 
suppose). Anyway, I think the combat animation of Lady E big shark is 
still the best one, so I wanna keep it.

Q:A couple of critter ideas: Kraken, giant aggressive octopusses of 
the deep.
A:In the absence of a squid model, I was thinking about it myself; 
being not a modeler, if I manage to obtain a big enough scaled one 
with no collision problems by tesc/scripting I'll give it a try.

Q:Giant angler fish (the fish with huge heads and teeth and a light as 
a lure infront of their teeth). Have the light highly visible and the 
fish invisible until it attacks as the player comes to investigate, 
another good one for scaring the pants off the player.
A: Yum... models, please!  

Q: - I'm not too sure about the penguins on Solstheim. The entire 
place has a Scandinavian/North Pole feel to them, in which Emperor 
Penguins seem out of place to me. I haven't heard anyone else bring 
this up, so it's probably just me.
A: If we want to strictly adhere to Morrowind lore, very few of these 
creatures could fit. I'm trying to reproduce a realistic 
fres/salt/cold/temperate/warm environment positioning and a realistic 
enough behavior, but it's all related to Morrowind actual geography, 
so no south pole equivalence... and I love those penguins too much to 
remove them gladly. If others (many many others) complain about it, we 
will see.

Q: - Maybe add one or two quests to encourage the players to go out 
and get wet? The most basic one could have some of the alchemists 
having you go out and gather shark teeth, turtle's eggs or whatever. I 
have zero experience in making mods myself, but would be happy to 
provide plot and dialogue for a more advanced type of quest. Now, 
because I have zero modding experience, I have no idea how much extra 
work this is compared to what you've done already. Do not feel 
offended if it is really, really much!
A: This is a good idea, but actually I have other priorities (= 
suggestions based fixes & placing engine improvement), and I'd like to 
have quests as external themed mods, playable with or without this mod 
loaded. A great example is Dale Stocker's Merfolks mod. We will see, 
maybe someone else more skilled than me with quests and english 
language could find it interesting.

Q: -All the creatures seen and mentioned so far exist on earth. Maybe 
give some of them a more 'Morrowind' feel? This could even be 
something relatively uncomplex like kelp-type shading on the Great 
Whites, or putting a prehistoric turtle's head on the turtles?
A: My graphic skills are limited to (bad) retexturing, so no modeling, 
sorry; maybe some reskinning.

Q: -I'm pretty sure I saw a shark do the flipper thing as well.
A: Actually they LEARN from dolphins. And, if they see a bird, they 
even catch it on the fly... ;-) No, you probably have seen a killerwhale 
or a big dolphin

Q: -Maybe include a giant slaughterfish in your mod?
A: A really tough Old Blue Fin? not a bad idea.

Q: -The item you get for killing a perch is called 'suziki'. Is this a 
Japanese recipe or something? I didn't get it
A: Yes, I think all 
Cait's fish Morrowind animations are based on japanese 3ds fish 
models. Some models are typical japanese fish. Ingredient (trophy) 
names taken from Morrowind4fish beta by Brash are still japanese only. 
I retained these ingredient names for better compatibility with 
Morrowind4fish. Now I am considering about correct the names and / or 
add/substitute with standard and NecessitiesOfMorrowind fish related 
ingredients.

Q. -The octopus shouldn't lamely hit you with one tentacle...
A: Sorry, this is the only attack animation

Q:I've been looking around for ducks and geese but still haven't seen 
any, which areas and times of the day are they most likely to spawn 
in? I've only seen a couple in my whole time playing with your mod. =)
A: They should spawn mostly when you are in low , fresh river and lake 
water ( about -60 / -90 Z coord) . I.E. Odai river, especially near 
Balmora, Suran, lake Amaya, Solstheim river and so on 

Q: -Just a thought, but maybe could you add (ie not let be spawned but 
put on the world) one or two of your creations? It would be so cool to 
stand upon Vivec's foreign quarter, stare at the see and then see 
whale blowing in the distance.
A: There are mods (to which I am and want remain as compatible as I 
can) that hand-place same creature models in fixed positions: 
Morrowind4Fish, Cait's Sea & Grotto, Wilderness 2, and maybe others I 
don't recall. I don't like hand placing creatures in possible future 
mods landzone areas

Q:I chose the box with spear but  I was still able to kill fish with 
an axe maybe  I was supposed to check something else.
A: No, the spear is a facility, it's not really needed, you can still 
use every weapon you like, but you will have to "open" the corpse as 
standard. If you use a spear, you can "string" the killed crab/fish 
and auto-loot it, so there is a sort of usability "bonus". This 
feature was inspired from the ix-ir idea and argonian players comments 
in alpha thread.

Q:When I was in shallow water off shore about ankle deep when a sea 
horse spawned. I believe a summoned ancestor ghost fell to the bottom 
of the water causing it to Spawn. Any summoned creature or companion 
can sit on the bottom and creatures will still spawn. It's great how 
you got everything to interact. The sea horse opened like a container 
but all the fish had herbalism effects.
A:yes, auto loot works when using spear with small fish & crabs, and 
fishing rods.

Q:I was in a cave with a pool just below me when I heard an air bubble 
sound. I looked down and seen a clown fish. If only I had a fishing 
rod. I do not believe it was supposed to spawn.
A:This is 1 of the most noticeable beta additions: interior water 
recognition; now creatures can spawn even in interior water (grottos, 
pools...). The condition is: player must be emitting splash/swimming 
sounds

Q:I have not seen any crabs yet. I do not know where they spawn but  I 
believe shallow water would might be best since they are small and 
hard to find which might be the reason I could not find any.
A: Crabs should be common enough near the shores. There should also be 
new bigger crabs on deep sea floor. 

A: OK, time for some explanation about fishing rods:

The spear-fishing facility and the fishing rods work only with my new-
added water creatures; in fact, all code is attached to the creature.

So, if you are using other mods containing the same Cait's creatures 
(Wilderness 2, Morrowind4Fish, Cait's Sea and so on), these features 
will not work with creatures added by other mods.

You can easily recognize a creature added from my mod switching to 3d 
person view, opening the game console and clicking on the creature: 
the console window title will show the creature name; my creatures 
have the ab01 prefix.

Anyway, if you are trying to use a fishing rod with the right creature 
( a fish introduced by my mod), you should see explanation message 
telling you if you are acting the right way.

So, if you don't have any crab meat bait, a message should tell you 
that you need it to go fishing and so on. If no messages appear, it's 
probably the wrong fish (not a small enough fish of my mod, or not a 
fish of my mod at all).

Q: If you fish with a companion following you they will attack the 
fish so you can not catch it and it disapears.
A: Yes, same problem near guards. Actually, fishing was meant to be a 
good, lonely relaxing sport (like it should be?), or a less risky way 
for starting players to catch fish. If player is able to do it without 
much risk, killing fish the standard way may be faster and more 
effective. Regarding the guards/companion problems, I tried 'luring' 
fish with AIfollow instead of Combat, but it's not as effective.

Q: I have a last question for you: when will the message box "Pearl 
Fish gathered from caught fish" will display ? (what difference with 
"Pearl Fish gathered"?)

A: "x Fish gathered from caught fish" = gathered using fishing rod. "x 
Fish gathered" = standard gathered with autoloot on "You got it with 
the spear!" = gathered with the spear (randomly acquired ingredient 
not specified)

Q:But I wonder how many time should the player use the rod (clicking 
the mouse) to catch a fish? Of course I can catch fishes easily, but I 
click many times with the mouse for that... if the message "a good 
throw" appears, does it mean that I have to wait the fish approaches, 
or do I have to click a few times (to make the fish come closer and to 
catch it)?

A: You should study the fish; if it's coming closer, wait without more 
clicking until you see the "it's near!" message (you could have 
multiple message if there are many fishes), then start clicking again 
near the fish

Q: When the fishes are close, it's easy to hit them with the rod... 
should the player try to avoid that? is it the normal way for fishing 
or shall I use the rod (one single click) and wait till the fish is 
gathered?

A:It's better if you click near the fish, but there is no real problem 
if you hit it, apart some possible unavoidable "critical hit" message. 
There is not a "click count" for catching a fish. It depends on your 
position relative to the fish, on the presence of other fishes, on the 
fish AI, on randomization, on your (fishing academy compatible, + 0.2 
for every caught fish) fishskill, on your PC luck... The more you fish 
( = the higher your fishskill), the less clicks should be needed,
but relative positioning and other factors count :-)
Q: If the fish were added to leveled list and the normal ones were 
taken out then it should place some in water.(not sure if I said that 
right might be an edit)
A: Yes, there should be some advantages using leveled lists, but the 
primary goals of this mod (compatibility with actual and future mods, 
very low fps hit when out of water...) could be compromised

Q:Since u have such a variety of fish why not auto place some in game 
Not that many but a few to give the player something to look at while 
hes not underwater 2 or 3 in the balmora river u know just a few 
random amounts...
A: Well, this is a little against the starting goals of this mod
Q: ...maybe even add em into the unerwater levelled lists too that 
would be sweet
A: This could be more feasible. When I will have actual beta problems 
solved, I will think about it (can't promise though), but I think it 
would better be a separate add-on for those wishing to add this 
feature and not willing to use other existing, but maybe too heavy 
mods implementing same leveled list models.

Q: What are these sextants you are talking about. Never mind  I think 
I read about them in a book. Any idea where to find them?
A: From Water Life book: "Among the most valued items brought to 
Morrowind by the empire, sextants allow seasoned sailors to calculate, 
when equipped in the righ, their geographical coordinates, elapsed 
trip times and medium speed" Sextants are sold from Arrille and the 
majority of pawnbrokers. Not so fun as fishing rods, still in theme 
with water life, and interesting (I liked Starcon5 sextant model very 
much, so I tried to make it something equipable/usable). To use a 
sextant, equip it.

Q: It's really awesome, but unfortunately it makes my game so unstable 
that it's practically unplayable. But, my computer isn't that great, 
so I'll have only it on sometime when I'm just playing through the 
mainquest without any extra mods in. Good work.
A: I turned up the threshold on mine as well so it requires 25 fps to 
spawn creatures. This ensures that there will be plenty of animals way 
out at sea in my game, and much less if any at all in the lakes and 
streams.

Q: I got a sextant, It's a pretty neat little device. Gives all these 
precise readings of time location ect. It would go well with a sailing 
mod. And it's nice to look at too.
A: The goal with the sextant was to make it of use, while keeping 
visible the great Starcon5 model.
Yesterday I played for the 1st time with MadMax Ultimate Galleon... 
wonderful I really wanna be able to use my sextant when walking around 
over the galleon, sailing and measuring full speed

Q: I used the sextant and the uses never went down at all. Thou it was 
10000 or so. It was still a great machine.
A: To be equipable/visible, actually the sextant use the probe 
animation... it's a 0.1 quality probe, so pretty useless as a probe 
but very durable.

Q: The fishing rod every once in a while hits the fish when I cast 
even thou they are fairly distant from shore.
A: Yes, the fishing rod has a great range, like real ones, to lure 
distant fish; and I managed to intercept hits and replace hit sounds, 
but critical hits/bloodstains are still visible.

Q:Does that galleon in the screenies come with the mod? It looks 
different from Emberwolf's version (nicer, actuallly, with the 
cannons).
A: It's the awesome Ultimate Galleon by MadMax, to which my mod 
(particularly the sextants and fishing rods) has been designed to be 
as compatible as possible (and, thanks to Max, vice versa). Be sure to 
try it, it's a masterpiece.

Q: BTW, what exactly does the sextant do?
A: "Sextants allow you to calculate, in the right weather condition, 
your geographical coordinates, your elapsed trip times and, with some 
difficult, but well known by sailors, calculations, your average 
speed." In practice, I like to use a sextant when sailing high above 
the sea from the ultimate galleon crow nest, or before/after a silt 
strider trip to measure distance/speed of the journey. It could be 
used also for treasure map quests ( MJY has used it for this purpose 
in a mod ).

Q: I already have 3 files with v1.3, so can I installing the patch 
without it causing issues in those files? I love these mods, they're 
amazing. I love your birds one, too.
A: Thanks Matt, glad you like them! There should be no problems 
replacing the old version, apart maybe some "can't find blah..." 
message at the first restart, but, as always, backup your important 
savegames and the old version of the mod before replacing it.
As a general rule, if you want continue playing a on-going game, the 
new plugin version should be set to the same date/time of the previous 
version you are replacing (this is not required with this mod, but 
it's good practice valid for all plugin updates), so it will be loaded 
by Morrowind in the same order. Also, updated version of Water Life 
should be loaded before Necessities of Morrowind if you want enable 
the new NOM water containers autofill feature when near fresh 
water/raining.
To manage this and other "routine" mod maintenance tasks I really 
suggest the coupled use of TESTools (to change dates/sort mods) and 
Mash (to change date/solve most plugin load order and doubling 
problems).
Also, cleaning your savegame is always a good idea.

Q: How many types of fish can you catch? So far I have only caught 
Bark Fish, Pearl Fish and Abbot Fish... Edit: if these three are the 
only ones, please add more, this mod rules
A:Thanks for the appreciations. The decision to give only ingredients 
as loot came after a good amount of feedback in alpha/beta threads 
about balancing/cooperation with other mods. This was the first step 
to mutual interaction with Necessities of Morrowind, one of the most 
used "realism" plugins, and to my knowledge the only one 
authorizing/giving modders a free to use ingredients resource pack. 
This also avoids problems with the originally used too big/too fps 
taxing creature trophies ( happy.gif try dropping a whale trophy on 
Balmora's main square, and you'll see what I mean).

Q: I kind of like this mod, and am currently using the previous 
version. However, I don't really like the sea stars, they add to much 
"fruity" to the game. Is there a quick way to get rid of them or keep 
them from spawning?
A: There are not many things that can be safely spawned on seashore: 
crabs, barnacles, sea stars. Removing sea stars completely would 
reduce variety too much. What I could do is lover sea stars 
probability, but this probably would mean someone else will think 
there are too many barnacles or too many crabs. Best thing is consider 
sea stars like flowers... you can appreciate them even without looting 
smile.gif And don't fear them cluttering your game. When you are more 
than about 5000 units away and looking elsewhere, things autodelete.

Q: Thanks for the update abot. I have a question though. Does a new 
water life ring suppose to appear in your PC's inventory every time 
you load your game? This is happening to me every time I load my saved 
game.
A: If you have no ring in the inventory, yes, this is supposed to 
happen. The ring is the way to access the configuration menu any time 
you like, so on reload a fresh new ring is added if you have no ring.

Q: At what level or how do sharks apear? do they use creature spwan 
points, or do they appear once the player reaches a certain level or 
what, haven't had chance to gains levels and investigate.
A: Creatures are dynamically spawned by script around the player, no 
levelled lists are used (except the replaced-if-you-wish new-style 
slaughterfish). This gives life to all ocean wilderness, has the 
advantage of working with past, present and future mods, and has a 
near to 0 compatibility problem with other mods changing levelled 
lists. Try a trip to a sea area near your preferred land explansion 
plugin, or to the brand-new isle you are working on... you will find 
water life there also. Generation does not depend on player level. It 
depends on geographic zone (latitude, fresh/salt water) and on water 
depth (usually deeper water = more dangerous creatures risk). Also, 
creature size counts. A big creature is tougher than a small, same 
type one. A low-level player should be able to swim inside low water 
with not many problems if he can cope with slaughterfish... but deep 
diving is another story. You can count on helpful creatures though.

Q: another idea: Could you add an ingrediant for every fish? e.g. if 
you cath a salmon, the 'ingredient' is salmon. It would also rock if 
it is possible to add a random weight to ingredients, so it is 
possible to show of your 12 lbs. catfish or something (I have no clue 
how heavy that is, because in my country we use other weight 
indicators, whatever it is called). Keep up the above excellent work!
A: First releases of this plugin used trophies like other existing 
mods using the same wonderful Cait's models (Morrowind4fish beta by 
Brash and Wilderness 2 by PumaMan for instance). The problem is that 
trophies used the creature mesh, so - If you not resize them by script 
(Morrowind4Fish beta), there are problems with big ones (sharks, 
whales...) - if you resize them by script, there are problems with 
FPS/ingredients stacking and still problems with originally big, too 
weird if resized ones (whales). The possible solution (adopted, for a 
certain extent, by last Wilderness 2.1 also) could be : - not use 
biggest ones (whales, maybe killerwhales and big sharks) - use 
3dstudio resized/new smaller meshes.

If you are able/willing to resize most Cait's aquatic meshes using a 
3d program to make new ingredients, I will happily ask her permission 
to do it and add the new ingredients/trophies to my plugin.

If you are able to obtain permission from PumaMan (I gave up a long 
time ago asking for bird models, sorry) to use some aquatic 
ingredients from Wilderness 2.1, I will gladly consider adding them.

I'd like more adding some of the ingredients from Morrowind Crafting, 
so to have more interaction with it, but the readme states the author 
don't like other mods using these as resources.

Besides, a few posts before you can see another user asking to limit 
seastars... as you can see, sometimes one request seems to be against 
another... so, being impossible to satisfy everyone, I have to choose, 
and when in doubt, I usually choose to satisfy (feasible) majority 
requests... or myself



********************************************************************** 
Known Conflicts 
**********************************************************************

None so far.

Just one suggestion: if you install a mod using older version of 
Cait's angel fish files after this plugin, you'd better restore the 
fixed files (dated 2005) provided with Water Life to avoid the angel 
fish missing death animation error.


********************************************************************** 
Credits 
********************************************************************** 

My first thanks for models, textures and support to: Brash, Brillo, 
Cait (extra thanks to her for fixing the Angel Fish animation), Corv, 
Daduke, Detritus2004, Dogfish, Erstam, Fidel, Kagrenaz, kishinju, 
Korrow, Lady Eternity, LadyLuck, lochnarus, LordOverKill, 
Max_aka_NOBODY, Nymeria, Proudfoot, Qarl, redwoodtreesprite, SNAPCASE, 
Starcon5, Srikandi, Taddeus, TommyKhajiit (if I forgot someone, I 
apologize and please, let me know).

Thanks to Corv for letting me use the feather ingredient so 
this mod and Ultimate Ranger can go together well.

Second thanks for MadMax and Zappara, your scripts has been a great 
inspiration source; a special thank to MadMax also for making his last 
masterpiece Ultimate Galleon as compatible as possible to this plugin.

Then I wanna thank Mordicus for the french translation of this mod
(harder than expected by us both) and for the precious feedback.

Last but not least, I want to thank all people giving 
feedback/testing/ideas/support at the TES forums and by mail; 
improvements are heavily based on your precious feedback: 
Abaraxas, Anghardel67, Apophis2412, Arsonide, Ashemanu, Ava, bl4k3, 
blake., BlindEye, blooo, bluntfang, brady228, Brrrtje, BungaDunga, 
Caine, Canus, Case, catman the raven, chojin, Cyrodiil, DagothUhr, 
Darnammu, dilord, Dimitri Mazieres, DJ_Antogator, doe, efin, Eidolon, 
Eirinjas, Enslaved, FallingStar, Flatliner, FofA, fragonard, Galeth, 
Gen_Lee, Goalie8, GrayskiesRooster, harborgolfer, HarryManback, 
Hellbishop, highpressure, Illtempered, ix-ir, Jarrod, JayProgrammer, 
Kagz, Keket, killersquid, Korana, Korrow, LaTiTi, LazyAshSlave, 
littledoggey, Mahatma_Dandee, Marbred, Matthew_Kaine, mfelizandy, 
Mordicus, Nigedo, Nimrod_Flamehair, Orc_Hunter, Pester, Pseron Wyrd, 
princess_stomper, Raveren, Renzeekin, RizzenWsV, scifiguy52, SkyGuy, 
Sarafan, SATAN_OF_PDS, seden, S'Viirr, SerialKiller, Shanjaq, 
Silver_Falcon, some dumb guy, SSJ4 Goku, sunsi, suzaku, 
Sven_the_Llama, SveNitoR, Taurusaud, TehTufty, Telesphoros, Tempered, 
The_inwah, Thrall, tx365, Tyndale, Varrdlich-DamaGus, Vivli, Yelena. 
(again, if I forgot someone, I apologize) 

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

Also, debugging random generated items can be a nightmare; without
Bink's QuickChar plugin it would have been a longer nightmare
(thanks Bink!)

A huge thank you also to MentalElf for TesFiles, awesome mod-packaging 
tool!


**********************************************************************
Permissions 
**********************************************************************
Used resources: ( author, availability: * = should ask author).
Also, please read the info inside Docs folder.

BookArt\abot ( abot )
Icons\abot ( abot, Dogfish, redwoodtreesprite )
Icons\Cait_Misc ( Cait, Proudfoot, Kagrenaz )
Icons\Detritus ( Detritus2004 )
Icons\FKA ( Corv *)
Icons\LL ( LadyLuck )
Icons\NoM ( Taddeus, Nymeria * )
Icons\RTS ( redwoodtreesprite # )

Meshes ( Brillo #)
Meshes\1s5 ( Starcon5, LordOverKill, Max_aka_NOBODY, Qarl, 
Meshes\abot ( reworked Startcon5 (sextant), Lady E, Bethesda meshes, 
reworked Fidel ( palace ) )
Meshes\Barabus ( barabus )
Meshes\Cait_Farm ( Cait, Proudfoot, Kagrenaz )
Meshes\Cait_Misc ( Cait )
Meshes\Cait_Polar ( Cait, Proudfoot, Kagrenaz )
Meshes\Cait_Sea (Cait, Proudfoot, Kagrenaz )
Meshes\DB ( Lady Eternity & Proudfoot; free for modding if you download
full Dragon's Breech Total conversion )
Meshes\DD (Daduke # )
Meshes\FKA ( Corv *)
Meshes\DD (Daduke # )
Meshes\Detritus ( Detritus2004 * )
Meshes\FKA ( Corv *)
Meshes\LadyE ( Lady E. )
Meshes\LadyL ( LadyLuck )
Meshes\RTS ( Cait, Korrow, lochnarus, TommyKhajiit ) 

Sound\Cr\Cait_Farm ( Cait, Kagrenaz )
Sound\abot ( abot )
Sound\abot\Cr ( Cait, abot )

Complete info for redwoodtreesprite's modder resources is
inside the \Docs folder. Please take a look at it.

When possible/not conflicting, I put unmodified resources in the
original/resembling author name folders.

Not (*) models and textures should be free for modders/Morrowind
standard/reworked by me, but please credit the authors.

For (#) models and textures check original info in Docs folder.

For (*) models and textures use you should ask authors (there should 
be no problems, they are all kind).


The fishing rod, sextant and water palace are the result of my 
part-time/sneaking tampering with a 3dstudio installation.
The original meshes are by Bethesda, Starcon5 and Fidel, I just
stripped/moved/scaled stuff, so if you want to use them don't forget
to credit the original authors.

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.

No permission needed for uploading/translating this mod, anyway a mail 
/PM at TESForums to make me aware of it will be appreciated :-)

For obvious lack of time, I guarantee uploading of official 
updates of this plugin only at my site (abot.silgrad.com) and at 
Morrowind Summit (www.rpgplanet.com/morrowind/).

**********************************************************************


Anyway, don't fear deep diving and enjoy!
-
abot 
abitoftaste@lycos.it

---

dedicated to Dennis aka Grumpy, father of all companion mods,
great modder and great person - may you forever walk on warm sands.
