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          The Elder Scrolls III
               MORROWIND: 
   Spuzzum's Starting Equipment Plugin
		
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Index:
1. Installation
2. Playing the Plugin
3. Save Games
4. Changes
5. Aboot the Author, eh?


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     1. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into the Morrowind/Data Files
directory.

If I can do it, anyone can do it.

Note: this plugin was made with the most recent patch of Morrowind;
running it on an earlier version may or may not cause errors.  If
that happens, I'm not responsible -- you should download and install
the latest patch, and everything will work peachy keen.


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     2. PLAYING THE PLUGIN

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From the Morrowind Launcher, select Data Files and check the box 
next to the SpzStartingEquipment.esp file.

When you start a new game, you'll go through all the usual steps.
However, once you leave the Census and Excise office, you'll encounter
an Imperial Champion who'll hand you over a bunch of goods that'll
benefit you in whatever profession you have.

None of the items he gives you are unbalancing in any way -- he gives
you a bit of stuff to start the game on, removing the absolute
necessity of visiting Arrille to equip yourself.  He still recommends
you go pay him a visit anyway, mainly to get out of those "ratty rags"
you're wearing.


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     3. 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.

This mod should be pretty darned compatible with any other mod, too.
Everything in the mod is modular and is completely separate.
Believe me, if I can run a dozen other mods without problem, you
can too.

This plugin is completely clean -- there is no data modified that
shouldn't be.


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     4. Changes

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Here's the run-down on the first version.
- One new NPC, who hands over the junk.
- Five new pieces of medium armour -- Substandard Bonemold -- in
  keeping with the AR 10 bonus of chitin and iron armour.
- Four pieces of dialogue (plus the unavoidable two modified pieces,
  between which the dialogue is inserted).
- A dozen or so scripts, each masterfully written and commented.
- Global variables for each of the attributes.  I elected for
  global variables rather than local variables, mainly because I
  wanted to test a theory.  If anyone really cares that much about
  60 or so bytes of additional memory being used, I can change it.

I don't get the impression that a second version will be needed,
considering that the plugin has been fully tested with the standard
Morrowind version, and with many plugins that modify Seyda Neen.
When I write code, I write it well. =P


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     5. Aboot the Author, eh?

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I'm a mild-mannered 17-year-old programmer nerd, and I'm Canadian.
I live in Coquitlam, British Columbia, Canada, and am messing around
with Morrowind scripting, mainly because I lack anything better to do.
I'm fully learned in C++, know a good portion of VB, am violently
cynical about Microsoft's .NET, and have an uncontrollable urge to
shoot DBZ fanboys.

That about summarises it.  (Or should that be, "That aboot soomarises
it, eh?")

-- Jeremy "Spuzzum" Gibson,
   spuzzum@spuzzum.byond.com
   Instructional video on hooking up your VCR included.