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Armor Effects-LD v2.0-WD - (Tribunal Required)
Released 3/18/03
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By LDones and WDog
Re-Coded by WDog

LDones@hiredgoons.net
http://www.hiredgoons.net/MWFiles

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Contents:
  I.   Background
  II.  Installation
  III. Playing the Plug-In
  IV.  Complete Listing of Changes
  V.   Version History
  VI.  Misc. Notes & Additional Credits


--------------------------------
I. BACKGROUND
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Armor Effects-LD (Tribunal Required)
(Compatible w/ Stealth Enhancements v1.5-LD!)

For a touch of realism, wearing restrictive, bulky 
Medium or Heavy Armors will now bring a cumulative 
Sneak Penalty. Heavy will also cause a slight Agility 
Penalty.  Going in Light Armor or Unarmored should 
now be more attractive prospects, particularly for 
thieves.

If the Agility Penalty seems too unattractive, a 
non-Agility-altering version of the plug-in is also 
included.

NOTE:  Armor Effects does not alter in-game armors 
in any way, penalties are universally applied via 
global scripts and variables.


I highly recommend the following mods for use w/
Armor Effects 2.0-WD:

Thief Experience Overhaul 1.3
-------------------------------
Addresses a number of imbalances in the way 
thief-oriented systems were implemented in-game.  
Improves Lockpicking, the Traps system, and adds 
Stealth/Sneaking enhancements.

Armor Effects was designed to be used in conjunction
w/ the Stealth Enhancements plug-in therein.  The new
version fixes previous bugs encountered when running
both mods together - In the new version, current
bonuses/penalties will re-calculate themselves at all
times - Meaning if you have an 18 pt Sneak Penalty
and Night falls, instead of both the 18 pt penalty
and the 15 pt Bonus appearing and conflicting,
your 18 pt Penalty is simply reduced to 3 pts.
Likewise, if it begins to Rain, your penalty would
disappear and you'd receive a 7pt Sneak Bonus.

It's hard to explain, but it works like a dream.  :)


Dodge Mod (Enhanced-LD) (Tribunal Required)
-------------------------------
Retools the Unarmored skill to provide a Dodge/Sanctuary 
Bonus based on skill level, making you harder to hit.
The Dodge bonus is greatly reduced when wearing armor.
Rescripted from a mod created by Horatio to take advantage 
of Tribunal scripting functions


Armor Effects - Armor Balance Companion (Tribunal Required)
-------------------------------
Modifies armor values in an attempt to make all armor 
skills equally valuable, and useful in different ways.
Modifies nearly every piece of armor in the game.



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II. INSTALLATION
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*TRIBUNAL IS REQUIRED TO USE THIS PLUG-IN*

1. Unzip the contents of this ZIP file into your
   Morrowind/Data Files directory.

2. Start the game.  At the splash screen menu, 
   select "Data Files" and select/double-click 
   'Armor Effects-LD 2.0-WD.esp', or if you prefer to
   use the plug-in without the Agility Penalties
   double-click 'Armor Effects-LD 2.0-WD (No Agility Penalty).esp'
	DON'T use both versions at once.

3. You're ready to go.  Play the game.


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III. Playing the Plug-In
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- Medium Armor will now impose a maximum sneak 
  penalty of 18 pts, with different parts of 
  the body receiving varying sneak penalties.

- Heavy Armor will now impose a maximum sneak
  penalty of 40 pts, and an additional maximum
  Agility Penalty of 15 pts.

- Shields will now impose a Sneak Penalty
     (5 pts for Medium Shields)
     (10 pts for Heavy Shields)
     (No penalty for Light Shields)

Note: The agility penalty also acts as a further
Skill Penalty, as Sneak and other skills are 
dependent on the Agility attribute, though the 
effects are not terribly dramatic. However, 
low-level orcs in full heavy armor may be knocked 
down a good deal in combat, so they'll need to 
work up their agility to wear a full suit.

Note: If you're using a Dual-wield or Parrying
Bracers plug-in, the defensive/parrying item will 
cause a shield penalty if it isn't designated as
Light Armor.  There's no way around this that won't 
cause a huge compatibility problem.

Future versions may make penalties skill-dependent
(ie. The higher the armor skill, the less the penalty,
with penalties disappearing by about 85 Skill level.
Comments on this topic are welcome.)

****************
** ATTENTION! **
****************
(For those that care...)

There is a native Morrowind bug that may come to light
while running the Armor Effects plug-in and wearing
enchanted items that fortify the Sneak Skill or the
Agility Attribute.

In MW, when effected by conflicting enchantments, the
game sometimes doesn't restore the original skill value
once the enchantments are changed/removed, or a Restore
spell is cast.  

Example: The player has a Strength of 60, and puts on
the Fists of Randigulf, raising the player's Strength
to 80.  Player fights a Greater Bonewalker, who curses
them w/ a Drain Strength for 30 pts (lowering
Strength to 50).  If the player casts a restore spell to
dispel the curse, their Strength will be restored to 60,
even though they are still wearing the Fists of Randigulf.
At this point, removing the Fists will drop the player's
Strength to 40, and another Restore spell will be
necessary to regain the original value.

This can happen when using the Armor Effects plug-in and
wearing items w/ Constant Effect enchantments that fortify
Sneak or Agility.  If you ever find that the values for
those atrributes/skills is off, remove all armor and any
items effecting those skills/attributes and Restore
Attributes/Skills at an Imperial Cult altar - It'll fix
you right up (you can also take a potion or cast a spell to
do the same, just be sure to remove armor and Sneak/Agility
effecting items before doing so, or the number(s) may not end
up right).

Think of it as skill atrophy while wearing enchanted items,
as though your character gets too used to the bonus from
the enchantment, his/her skills begin to degrade, and he/she
is forced to seek magical aid in a Restore spell or potion
to return to his/her previous skill level.  That's not so
bad, is it?  (Again, not that this is a Morrowind native bug,
not a bug in Armor Effects).


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IV. LIST OF CHANGES
--------------------------------

Various New Scripts
	(1 used as a StartScript)

Various spells added to affect varying levels of penalty.



This Mod is CLEAN.


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V. Verison History
--------------------------------

3/18/03 - 2.0-WD
- The mod has now been completely re-coded by WDog, with a
great many improvements
- Penalty 'sticking' has been completely done away with.
- The scripts run much faster, and take minimal cycles to
run calculations.  The mod no longer causes any noticeable 
performance hit.

1/12/03 - 1.5b
Fixed a bug where restoring skills or attributes at a cult
altar, temple shrine, or via spell would render armor
penalties null until swapping out a piece - The script now
checks for Restore Skill and Restore Attribute effects on
the player & re-calculates Armor Penalties accordingly.

12/19/02 - 1.5
Scripts completely reworked to function hand-in-hand w/
the Stealth Enhancements-LD plug-in.

12/5/02 - 1.0 
Initial Release.

--------------------------------
VI. Misc. Notes & Additional Credits
--------------------------------
Special Thanks to:

-Locque, on the TES Forums, for pointing out a glaring bug in a previous version, and everybody who's offered their support/comments on this mod.

-EVERYONE on the Balancing Spells thread on the Official Forums, for keeping burning curiousity & discovery of how the whole thing works going.

-GhanBuriGhan for his never-ending work on explaining scripting to the masses.

-Wakim, Horatio, intelligentsia, PumaMan, Proudfoot, Lady Eternity, Rhedd, Allerleirauh, Caladan Brood, Brother Juniper, adam@mouse.net, The Other Felix, Sheikizza, Jeremy, TheLys, Duncann, and everyone else who makes modding Morrowind into an artform, keeping imaginations going, and keeping us all waiting for the Next Big Thing.

-TheLys, the boys @ Morrowind Summit, everyone @ morrowindfiles.com, and everyone else who so openly offers their resources to support the modders and the Morrowind community.

-Qwert, Hellbishop, and everyone else who lends so much energy and support on the Official Elder Scrolls Forums.

-And of course to Bethesda Softworks, for capturing the imaginations of so many gamers.


Feel free to do with this mod, in whole or in part, whatever you see fit, provided that credit is given where credit is due.

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