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                          The Elder Scrolls III
                            MORROWIND plugin

                    The Way of the Talon - version 2.1
				by Sabregirl
		
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Index:
1. Installation
2. Playing the Plugin
3. Version History
4. Incompatibilites and Savegames
5. Credits & Usage


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     1. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into your Bethesda Softworks
directory. 

Check the mod homepage for up-to-date inoformation
http://www.msu.edu/~kindersa/pharlan/pharl-TEX.html

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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 SG_Way_of_the_Talon_2_1.esp file. If you're playing as any of the pharlan races you 
should still be using the Pharlan/Galesa pharlan/forest pharlan race esp. I would recommend updating 
this so that it loads AFTER the WOTT mod. 

This is a quest mod surrounding the pharlan race but is playable by all races.

New Clothes (mostly BB), dialogue, books, objects, hoardes of NPCs,
interesting/unique dialogue for many of them and of course QUESTS are included in this mod.

To begin the main quest as a non-pharlan you'll need to look around Bal Isra
for a quest or just start talking to pharlans in nearby cities. You must complete this quest first or most of the pharlans won't talk to you. 
(A few members of the seven great races will be able to start the main quest without completing this first side quest)
A pharlan character needs only to find another pharlan and most of them are hanging around the high places of cities.

The mod will automatically detect your race on load but 
if you change races after loading just save your game and re-load.

There are 3 "paths" of the main quest in this mod (You can choose one of two sides), 
which one you end up on depends on your choices.
Quests and endings are somewhat different depending on your choices and whether you are a pharlan or not. There are
good and bad outcomes to several of the quests so you might want to save and reload often.

To understand the full story of the mod you probably need to play both sides of the mod. 
Like in bloodmoon only one side can be completed by a single character unless you save and re-load at a certain point.
This should *hopefully* be somewhat obvious.

At some point in the mod you may need to ask various NPCs about 
the "latest rumors" topic for the quests to proceed.

In addition to the main quest, there are also 3 side quests (with interesting rewards)
and a joinable religious faction.
You cannot rise to the top of the faction but you can gain significant rank.
(I consider this finished as I don't really want the PC to be head of the faction)
There is, however, a sub faction of the joinable faction.  This sub-faction
is intended to be only for the most honorable/good characters. Don't be surprised if your
character doesn't qualify!

The first few quests are not too difficult and should be beatable by a
level 15 to 25 character. Later quests can be much more difficult and are probably more geared towards a higher level character or
a character that has a LOT of tricks up their sleeve. Some of the later opponents can be downright nasty so be warned.

Just as a warning most of the Pharlan NPCs are of a very high level, so I don't recommend attacking them 
for fun unless your character is really tough.
All of the clothing and armor is obtainable by normal means so you don't need to go on random killing sprees.


This mod is generally vampire friendly - pharlans don't really care if you're a vampire or not. 
While the religious faction will not allow vampires to join (unless they cure themselves), 
they will not attack vampire characters unprovoked. 

This mod also includes a "shunt" for the bloodmoon main quest so that pharlan can participate in
the "evil" side of the BM main quest without being a werewolf. To do this you must rest for one night
(rest not wait) and you will be instructed further . . . you do not HAVe to do this shunt, you can still become a werewolf
or stay on the "good" side.

NOTES on companions:

Levitation through doorways is mostly fixed however I would highly recommend that you turn off your 
levitation before going through a doorway. If you forget just cancel your levitation after going through the door and your companion should arrive right behind you after a few seconds.
The two love interest companions utilize the companion teleportation script as perfected by qarl in the underground.
This means that they will recall to any outdoor location you've marked and also wark to almsivi and divine intervention warp points.

The "generic" companions do not have this capability as having multiple copies of the script running is probably bad and it's a bit tricky to work with.


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     3. Version History

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Version 2.2
Fixed the initial fight with the two dark elves
Fixed a missing mesh in Casmari Tavern and the Botany Labs
Removed some extraneous NPCs
Added some more dialogue
Added a few armor types to Tlareni's hold - no new meshes just options if you want armor but haven't finished the MQ.
The best armor still requires you to finish the main quest.
Updated a few textures and lorebooks to be closer to my current canon.
Added a few heads and hairstyles to forest pharlans and galesa pharlans

Version 2.1

Fixed some slight issues with the Bloodmoon quest shunt 
- mostly dialogue and script changes nothing major - upgrading *shouldn't* cause any problems (but don't do it unless you HAVE to).


Version 2.0
Boatloads of changes (DO NOT try to upgrade from an earlier version) - do NOT try to upgrade from the beta version.

-Human boots for all armor sets included in the mod.

-Teleporter system is now instantaneous - always. (A help for vampire and werewolf characters!)

-Beast versions almost all of the boots in the game are purchasable in pharlan tradhouses. (DO NOT equip these on non-beasts - you will crash)

-Dialogue support for the other members of the Seven great races.

-NPCs of all three pharlan sub-races, Sayarten pharlans, Galesa Pharlans, Theneka Pharlans. (Not too many more NPCs just changed NPCs)

- Many updated cells (Storm Falcon has helped out with this part)

-A new large, purchasable house

-Companions (3 potential *two per main quest "side"*) available to any character 

-A "shunt" for the bloodmoon main quest so pharlan characters can side 
with Hircine without BEING a werewolf

-Short romance/potential spouse for pharlan characters (any subrace)

-more side quests

-more unique dialogue for NPCs

-Beast boots for the armors (re-textured firstguard)

-fixed a crash issue with the Order of the Tujah robe.

-Updated pharlan apperance with the most appropriate body part/hair models

-Updated NPC names - almost all hape appropriate/interesting meanings.

-Handful of new books.

-Made some of the baddies a bit worse . . . :P

-Added some items to hopefully direct the player better at a certain point in the main quest.

Version 1.2
Fixed dialogue conflict with Neven'as Twin Lamps mod
Fixed two other potential dialogue conflicts
Fixed some East/West confusion in journal entries
Added some latest rumors responses to all pharlans - to get people to ask about them. . .
Modified other quest dialogue for clearer direction of the player

Version 1.1
Fixed one unlikely but potentially quest breaking dialogue bug 
Fixed a mispelling that caused a topic not to appear under certain circumstances.
Added a couple of pharlan NPCs to mournhold.

Version 1.0
Deleted some extraneous statics out in the ashlands
Fixed some floating statics in the monastery
Added items to a handful of bartering NPCs that had nothing to barter with
Disposition levels on greetings for pharlans were lowered to avoid getting growled at.
added some dialogue for quest(s) background/epilogue etc.
added an additional lore book 
One faction quest was changed - not a bugfix simply a change.
Fixed credits in Read-me 

Version 0.8 beta
First public release

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     4. Incompatibilities and Savegames

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If you have been using the beta version of this mod and you choose to upgrade to 
version 1.0 you may experience doubling of NPCs or other issues.
This should be relatively minor as relatively few changes have been made to the mod.
But if you wish to avoid problems you can simply retain the beta version of the mod.
No major changes (except to one quest) or bug fixes have been implemented.

There are some force equipping that may happen in this mod it is only at
certain points in certain quests but it is possible it may cause problems
with other mods that use force equipped items. 
This would probably be a very unlikely situation, however.

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    5. Credits & Usage

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Boatloads of credits in this mod:

Firstguard footshields by Zenorf
http://geeteeo.home.comcast.net/downloads.htm 
(I relighted these models using niflight so they 
would blend better with other models)


The floating island models and textures are from Acid Basik
http://home.comcast.net/~tamiworkman/ACDFloatIsl.zip

The cape is from the Night Elf mod by Hyperion - retextured by me.
http://tfo.rh.rit.edu/esforum/Night%20Elves%20Race%20for%20Better%20Bodies%20v1.06.zip

A couple of Sil's shirts re-textured by me and re-textures of junkmail's BB2 pants.
http://www.morrowindvisions.com/

Retextured version of Star Boi's staff model - Onxywood Staff
http://www.rpgplanet.com/morrowind/modcontrols/download_display.asp?modid=2122

The loin cloths are directly from the loin cloth and top mod by Dereko and
have not been altered by me.
http://members.shaw.ca/dereko1/loincloth+top_pkg.zip

There is a quiver that is from suran archery tradehouse.
http://home.earthlink.net/~edevault/id15.html

Mykul for the hood mesh. The texturing was borrowed from the Night Armor mod
http://www.thelys.org/mods.php?a=Windir#Night_Armour

and of course the standard pharlan race credits 

Thanks to Psychodog studios for the better bodies meshes
http://www.psychodogstudios.net/betterbodies/

Phyntoswasp for the wings
http://www.bear371.com/mods/

And Smight Plight/Dalestocker for the tail
http://ca.geocities.com/dalestocker/
http://oregonstate.edu/~virdeb/Index.htm


Lots of re-texturing of all sorts of things from bethesda by me.

Script credits:
I'm not really that talented at MAKING scripts but I can tweak 
them to be what I want pretty well:

Thanks to . . . .
ManaUser (especially for the NIFLIGHT tool)
TheLYs
Grumpy for the companion scripts - modified slightly by me.
Joshua Hynes
qarl - for the companion teleport script
Matthew of Suran Underworld fame for some scripting ideas from SU.
and of course Bethesda for their scripts (or at least portions of them).
And thanks to JOG on the ES forums for helping me keep
levitating pharlans from falling through the floor!

Extra special thanks to Storm Falcon AKA KzinistZergMorbuzakh
for re-designing several of the research center cells. She did a great job!

UPLOADING:
You may upload this mod (in it's complete and unaltered form) if needed - not a beta version. However I would ask for at least ONE
attempt to contact me first . . . 

webmaster@sabregirl.com
http://www.sabregirl.com
http://www.msu.edu/~kindersa/pharlan/
http://www.msu.edu/~kindersa/pharlan/pharl-TEX.html