Mod: Weapon Compilation Mod V1.0
Authors: Farrp
Version of MW:  Tirbunal
Size: 19+ Megs compressed (about 60+ Megs un-compressed)
Date: 10-12-03

Special Thanks:
Thanks to all the talented weapon modelers and texture artist that made this mod possible.  The credit for this mod SHOULD be given to you guys for all your hard work (no particular order):
Fidel
Vlix
Proudfoot
LadyE
Kmer2495
Drendal
Adul
Snapcase
Iggy
Thanos
SoulShade
Wave_Existence
Xanthros

Special Shout-out to:
Hellbishop for testing the HELL (no pun intended) out of the legendary weapons for me.  Thanks bro.
Kmer2495 again, for being such a good person to work with and because he helped me texture and UV map more of my weapon models than anyone else.  

Anyone else that I somehow forgot to mention above please let me know so that I can add you to the list


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--Upgrades from the BETA version--
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- Added weapon LLs to another 300+ NPCs totaling 400+.
- Added weapon LLs to skeleton creatures
- Balanced out drop rates for regular weapons as well as legendary weapons for ALL LLs.
- Raised the prices on all weapons just a small amount
- Fixed the prices on legendary weapons to reflect their powers
- Re-balanced the legendary weapons effects, on some weapons, to be more useful
- Changed the LLPerform script from a start script to an activated scripts on the CharGenExitDoor
- Added some of Proudfoots new weapons from DragonBreech
- Used Overunity to ensure ALL files were included...this also helped take the mod from over 21 Megs to 19.4 Megs
- Changed the skeletons (that are summonable by using legendary weapons) to NPCs instead of creatures.  Now, these skeletons can ware armor and they also have the new weapon LLs added to them
- Changed some of the stats on a few weapons
- Cleaned both ESPs
- Cleaned some of the scripted legendary weapons and the scripts attached to creatures to work better




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--Installation--
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Drop all Meshes into the MW/data files/Meshes folder
Drop all Textures into the MW/data files/Textures folder
Drop all Icons into the MW/data files/Icons folder
Drop all Sound into the MW/data files/Sound folder
Drop the ESP that you want to use into the Data Files folder and select from the Plug-In selector.


Which ESP to I use??

--farrp_WeaponCompilationMod_V1.esp-- 
Use this ESP if you want the full effects of the mod and you want to play it the way it was intended.  NOTE:  I suggest that EVERYONE trys this one first before using the other.

--farrp_WeaponCompilationMod_V1_NoLegendWeps.esp--
Use this ESP if you don't want to play this mod with scripted legendary weapons.  NOTE:  If you use this ESP then you'll miss out on a lot of unique weapon meshes.


I RECOMMEND THAT YOU START A NEW GAME BEFORE USING THIS MOD...HOWEVER, IT'S NOT REQUIRED!!
NEVER USE BOTH ESPs AT THE SAME TIME...JUST CHOOSE ONE!!


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--Mod Description--
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What this mod is and does:
This mod adds 130+ (community made) weapon meshes into MW's leveled lists and to over 400 NPCs.  There are 2-8 variants of each weapon mesh totaling about 500 new weapon IDs.  These weapons are VERY balanced and add a lot of variety to MW.  The weapons are non-enchanted weapons and they stick to the iron/steel/silver/dwemer weapon types that MW has set in place.  More importantly, there are 50+ Legendary Weapons to be found.  These unique weapons are noted by the '*' charater (in the weapon's name) and have special powers that can be unleshed when activated (read below to find out more about Legendary Weapons).


What I intended to do with this mod from the start:
1. Make a mod that takes many of the great looking weapons, that the community has created, and add them into MW leveled lists.
2. Make these weapons ONLY available by searching for them in crates, barrels, and boxes OR by killing NPCs that carry them.   *I didn't want any of these weapons to be purchasable*
3. Balance these weapons as much as possible so that they fit into the MW world nicely while adding a great deal of variation to the MW weapons - something that was lacking in the game from the start.
4. Price the weapons MUCH lower than they're worth to prevent people from carrying a full load of weapons back to a trader, thus making 'easy money'.
5. Make several varients of each weapon mesh to add more variety to the new weapons.
6. Make a few enchanted weapons that are useful but not overpowerful.
7. Make legendary weapons that have unique powers while keeping them balanced.
8. Add weapon leveled lists to 400+ NPCs.  NOTE:  You must go the the Seyda Neen Census Office to activate the scripts that add the LL to the NPCs...a messagebox will appear showing you that you activated it.
9. Make this mod compatible with ALL other mods (as long as the player uses the LeveledList Merging Tool).

I feel I've accomplished all of these things and am very happy with the results.



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--Legendary Weapons--
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Legendary Weapons (noted by the '*' character in front of their name) are weapons with special powers that you can activate.  To activate these weapon's power's hold the sneak key down while the weapon is equipped and while the weapon is drawn (out in front of you).  Each Legendary Weapon has a 'charge timer' which represents the number of seconds you have to wait before you can activate the weapon again.  Once the weapon is activated you'll see the true power of the weapon but it'll only last for a few seconds (the time varies depending on the weapon).  When you equip a legendary weapon for the first time it is removed from leveled list so that there will not be more than one of them in MW at one time (this way the weapon's remain unique).  Legendary weapons don't start to show in leveled lists nor in the hands of NPCs until you reach level level 6+.  There are 3 differant types of legendary weapons (view the SPOILERS.txt file for more info).  

Here's what the 3 types are:

1. Spell effects - these types of legendary weapons will add spell effects (or perks) to your character when activated.  The effects usually last for 30-120 seconds.  NOTE: If you unequip the weapon while it's activated the spell effects will be removed.  These weapons will be fully charged when you equip them for the first time.

2. Weapon swap - these types of legendary weapons will add enchantments to your weapon, make the weapon do more damage, or make it's attack speed higher when it's activated.  These effects only last for a short amount of time (usually only 10-30 seconds).  NOTE: If you unequip this weapon while it's activated the orignal (unenchanted) weapon will return to your hands.  This is to keep people from stock-pilling activated weapons.  These weapons will NOT be fully charge when you equip them for the first time.

3. Summon creatures - these types of legendary weapons will summon creatures, based on your cunjuration skill, when the weapon is activated.  You don't have to wait for these weapons to re-charge in order to use them over and over.  This is how they work - Hold the sneak key while the weapon is equipped to activate the weapon >> If you have enough magicka you'll successfully summon whatever creature that weapon summons >> Each summoned creature will slowly drain magicka per second while in play >> If you run out of magicka, or unequip the weapon, the summoned creatures will be destroyed and will no longer drain your magicka >> You can unsummon the creatures by holding the sneak key down again for a couple seconds. 



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--Helpful Additional Info--
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Things to Keep in Mind:
1. If you enchant a legendary weapon, the scripts that are attached to it won't work any longer.  So if you find a legendary weapon and you like it then don't enchant it.

2.  Although you need to use Horatio's Level List Merging Tool with this mod, there are some other issues that you need to be aware of as far as drop rates.  Drop rate (or the fequency that the new weapons are found in crates/barrels) could be higher or lower depending on the differant mods that you use.  ANY mod that adds items to the random_bandit_1-5, random_bandit_6-10, random_bandit_11+, random_smuggler_1-5, random_smuggler_6-10, or random_smuggler_11+ leveled lists can effect the drop rates for this mod.  In most cases this isn't a big deal, some mods only add one or two things to these leveled lists.  But if you're playing a mod that adds more than one or two items to the leveled lists listed above...then you'll probably want to edit my mod a little.  It's not hard to do, just follow the steps listed below...look for 'Changing the Drop Rates'.

3.  This is not the final version of the mod...please report bugs or anything else to me.


Changing the Drop Rates:
I created this mod with the end-user in mind.  You'll be able to easily change the drop rates of the weapons to your liking.  Some people may want to have the weapons drop more frequently, some people may feel that the drop rates are already too high.  It's all up to you how you want to set them.  But just so you know, I feel the current drop rates are balanced and fit into MW nicely.  Most, if not all, people will not need to edit these lists.  Really, the only reason to edit them is if you are using other mods that might mess up the drop rates for this mod.

Following these steps to edit the drop rates::

1. Load the Weapon Compilation mod into the CS
2. Click on the 'Leveled Items' tab at the top (You'll notice that there are a bunch of leveled lists (LL) that have the name 'farrp' in front of them...these are mine.
3. Now scroll down to the 'random_bandit_1-5' LL and open it (double click).  Inside of here is ALL the bandit goods that will drop if your character is level 1-5.  If you scroll to the bottom of it you'll see that there are three entries named 'farrp_weapons'...these are the MAIN leveled list that control the drop rates for the new weapons.  The most of these that are in there the higher the drop rates for the weapons will be.
4.  If you want the drop rates for the weapons to be higher then add one or two of the 'farrp_weapons' LL to it.  If find that the drop rates are a little too high for your tastes then remove one.
5.  Lastly, follow steps 3 and 4 again for each of the following leveled lists - random_bandit_6-10, random_bandit_11+, random_smuggler_1-5, random_smuggler_6-10, and random_smuggler_11+.
6.  If you want the drop rates for the legendary weapons to increase/decrease then just change the 'Chance None' number for the farrp_weapons_rare, farrp_weapons_rare2, farrp_weapons_rare_NPC, and farrp_weapons_rare_NPC2.  The higher the number the more rare the weapons will be and vice-versa.



Changes to ORIGINAL MW stuff:
1.  I have edited a couple of the leveled lists - random_bandit_1-5, random_bandit_6-10, random_bandit_11+, random_smuggler_1-5, random_smuggler_6-10, and random_smuggler_11+.  YOU MUST USE HORATIO'S LEVEL LIST MERGER WITH THIS PLUG-IN.
2. I have edited the 'CharGenDoorExitCaptain' script.  This script is the one attached to the door that leads from Sellus Gravius's room (in the Censsu Office) to Seyda Need.  I used this script to activate the script that adds leveled weapons to 400+ NPCs.  This script will only run once but it needs to be activated in order for NPCs to carry around the new weapons.  If you are NOT starting a new game...make sure you go back and activate this door!!


Known bugs:
There are no known bugs at this time.  


Campatibility Issues:
There SHOULD be NO mods that have major conflicts with this one.  From day one I had it in my mind to make this mod so that it wouldn't conflict with any other mod.  However, there will always be a couple mods that it MAY have small issues with.

1. Any 'quick start' mod has the potential to interfer with this mod.  Make sure that the 'quick start' mod that you use doesn't edit the 'CharGenDoorExitCaptain' script - this being the same script that I edited.
2. The Combat Moves Mod may act a little funny with the legendary weapons that are in my mod because they both use the 'sneak' key to activate something...however, I didn't test these two mods together so I don't know exactly how bad the conflicts will be.  


Report all bugs and feedback to Farrp:
PM me on the official MW forums or e-mail me at farrp@mungstyle.com


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--Other mods created or worked on by me (Farrp)--
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Quivers and Fletching Kit V2 (updated 8-16-03 by Hazelnut)
Zyndaar Flame Blade - (updated 8-9-03)
Chivera Ice Blade - (updated 8-9-03)
Trap Making Kit - (updated 8-9-03)


You can get them all here:
www.mungstyle.com/farrp
or
www.rpgplanet.com/morrowind (MW Summit)


If you've read this far than congrats to you for doing the right thing before asking a bunch of retarded questions.  Thanks for reading all of this...now go play MW the way it should have been from the start.



