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     The Elder Scrolls III
           MORROWIND: 
  Westly Presents_Tahnuk_Races

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Index:
1. Installation
2. Playing the Plugin
3. Save Games
4. Changing the Face/Race of an Existing Character
5. Credits & Usage

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    INSTALLING THE PLUGIN

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Manual Installation:

This mod is packaged/archived with 7zip.  Should one desire to use
this mod, an archive programme such as 7zip, Winrar, Winace, or 
Zip Genious should be used to extract/open the information/files herein.
(Although, if you are reading this, then you already know how to do 
extract from archived files, so good for you :) ).

Once extracted/opened, just drag and drop these onto the Morrowind
folder in your C:\Program Files\Bethesda Softworks\Data Files directory and 
they will go where they are meant to go (except the readme and Extras
Folder). All the files are placed inside folders as marked (become familiar
with manual installations, your game will thank you for it). You will then 
be prompted to overwrite.  Click yes/ok and the files should now be
properly installed.

Files included in the Data Files folder of this mod:

Textures Folder
Meshes Folder
Westly Presents_Tahnuk_Races.esp
Westly Presents_Tahnuk_Races README (which you are reading right now ;) )

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    PLAYING THE PLUGIN

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From the Morrowind Launcher, select Data Files and check the box next to 
Westly Presents The V'Kai.esp to activate the mod :D.

This plugin adds:

Two new BB race made for my mega-mod, ELSEWORLDS!.

Tah'Nuhk (Civilised)
The Tah'Nuhk are a small-statured, tree dwelling tribal race who make their
homes in the forests of Everfall, a Sylvanni protected territory.  The
Tah'Nuhk are very quick and agile, able to dart from tree to tree with the
greatest of ease.  Skilled  marksman, the Tah'Nuhk favor remaining hidden
and striking from a distance, rather than attacking directly.  The Tah'Nuhk
boast a strong resistance to magika, but retain a weakness to poison due to
years of opression of the Arac'ahn of the Hriss Clan.

STR - 35/30
INT - 30/35
WIL - 40
AGI - 45
SPD - 50
END - 35
PER - 35
LUC - 40

Racial Bonuses:
Ahletics	5
Acrobatics	10
Security	3
Marksman	10
Sneak 		10
Enchant		7

Abilities/Powers/Spells:

Resist Magika(ABILITY):
Resist Magika	Self	Area:X	Duration:X	Magnitude: 75pts
						Spell Cost: 0pts

Nimble Paw(POWER):
FRTFY Agility	Self	Area:0	Duration:60sec	Magnitude: 50pts
FRTFY Strength	Self	Area:0	Duration:60sec	Magnitude: 50pts
FRTFY Speed	Self	Area:0	Duration:60sec	Magnitude: 50pts
FRTFY Endurance	Self	Area:0	Duration:60sec	Magnitude: 50pts
FRTFY Health	Self	Area:0	Duration:60sec	Magnitude: 25pts
Jump		Self	Area:0	Duration:65sec	Magnitude: 15pts
						Spell Cost: 50pts

Nocturnal Vision(SPELL):
Night Eye	Self	Area:0	Duration:120sec	Magnitude: 50pts
						Spell Cost: 0pts

Weakness to Poison(ABILITY):
 "     "	Self	Area:X	Duration:X	Magnitude: 25pts
						Spell Cost: 0pts

Feral Tah'Nuhk (Beast)
The wild cousins of the tribal Tah'Nuhk, this feral variety diverged from
 their "civilized" relatives when escaping the opression of the Arac'ahn
 by moving to the colder climes of Winter Wither Dale, a Sylvanni protected
 territory.  Rather than living in villages, the Feral Tah'Nuhk travel in
 nomadic packs.  Living so long in the wilds has changed these Tah'Nuk to be
 better suited to harsher environs; they have become smaller and bent
 legged for an enhanced endurance, and longer of snout to better sense
 the world around them.  This diminutive beast race has also built a
 resistance to cold, having lived for so long in the Winter Wither region.

STR - 45
INT - 30
WIL - 30
AGI - 45
SPD - 50
END - 40
PER - 30
LUC - 40

Racial Bonuses:
Ahletics	10
Acrobatics	10
Security	5
Short Blade	5
Sneak 		5
Illusion	10

Nimble Paw(POWER):
FRTFY Agility	Self	Area:0	Duration:60sec	Magnitude: 50pts
FRTFY Strength	Self	Area:0	Duration:60sec	Magnitude: 50pts
FRTFY Speed	Self	Area:0	Duration:60sec	Magnitude: 50pts
FRTFY Endurance	Self	Area:0	Duration:60sec	Magnitude: 50pts
FRTFY Health	Self	Area:0	Duration:60sec	Magnitude: 25pts
Jump		Self	Area:0	Duration:65sec	Magnitude: 15pts
						Spell Cost: 50pts

Nocturnal Vision(SPELL):
Night Eye	Self	Area:0	Duration:120sec	Magnitude: 50pts
						Spell Cost: 0pts

Weakness to Poison(ABILITY):
 "     "	Self	Area:X	Duration:X	Magnitude: 25pts
						Spell Cost: 0pts

Detect Creature(SPELL):
 "     "	Self	Area:X	Duration:5sec	Magnitude: 100-150pts
						Spell Cost: 23pts

Barking Mad(POWER):
Demoralize: H	Target	Area:0	Duration:30sec	Magnitude: 100pts
FRTFY Speed	Self	Area:0	Duration:30sec	Magnitude: 10pts
Sound		Target	Area:1	Duration:30sec	Magnitude: 25pts
						Spell Cost: 23pts

Resist Cold(ABILITY):
Resist Frost	Self	Area:X	Duration:X	Magnitude: 50pts	

	



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     Save Games

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This plugin will not invalidate your old saved games. If you save 
your game while this plugin is loaded, you may encounter error messages 
when you reload the saved game without the plugin. But you will be
able to continue on with the original game.


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      Changing the Face/Race of an Existing Character

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To change the face/race of your existing character without starting
a new game, open the console and type "enableracemenu". Choose your
new face and hair.Then, once you have changed your race, save your
game and exit.  Then restart/relaunch your game and resume from that
save.  
 
Changing your race will cause temporary problems that should resolve 
themselves when you reload. Always save your game first in case of 
unpredictable errors and save afterwards in a new file.

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      Issues/Bugs/Mild Irritances

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-The Civilised Tah'Nuhk's tail is not animated, but is 
physiqued to move with the body (just in case anyone was wondering).

-The longer styles in this mod are not "physiqued" to move with 
the body. so in some animations they will "clip" through the player.
This is an understood sacrifice for the sake of long luxurious locks.
If someone want to physique some of the longer styles, then this would
not be an issue.  'Til then, just chock it up to really good extra hold
hair spray :D .

-In some instances, the hairs might seem to blink out (when viewing
your character underwater from above, casting/using illusion/chameleon, 
or passing through a plane such as ice, glass, or waterfalls that make 
use of Alpha channels).  This is a temporary conflict and is documented
and accepted in order to have more realistic hair (making use of 
alpha channels to best simulate the strand-like quality that these
hairs offer). 

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      Credits & Usage

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Original face models by Rhedd, then altered by Robert, 
then altered further by Westly.

Vampire Head meshes by Robert, reanimated and vampified by Fenrya13

Hair meshes by Ren
Hair meshes by IDKRR
Hair Meshes by Darksharp

Feral Heads and Tail by Phyntoswasp (from the Wolven Race):
http://www.bear371.com/mods/


Better Body meshes by Psychodog Studios:
http://psychodogstudios.com/


All textures by Westly

Thank You! to Dave Humphrey for creating NifTexture
Thank you NifTools for NifSkope
Thank you to the community for the continuing support.
Thank you to AlienSlof for initally pointing me down the 
right paths when I first began making mods.

Permissions = none just yet, as this mod is subject to my changing it at a
 whim, with new content and world support in the possible future :D.

Questions? Comments?  

I hang around Planetelderscrolls and The Elder Scrolls Forums 
with my given id "Westly".  Seek me out at these forums. 
Please PM if you have any questions. 

