      At Home Alchemy - Finished - Optional BTBGI - Replacement Patch
      By alvazir

      Original mod author: Syclonix

Version: 1.0.1

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Contents
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1.    Description
2.    Requirements
3.    Installation
4.    Compatibility
5.    Changelog
6.    Credits
7.    Permissions
8.    Contact
9.    Details

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Description
============
Original mod description:

    At Home Alchemists rejoice! Never again will you have to re-adjust
    your perfectly placed alchemy set. Instead of having to put your
    apparatuses into your inventory every time you want to make a
    potion, you can now simply "fire up" the apparatuses you wish to
    use by activating them. Not only does this make alchemy more
    efficient, but it also makes it more fun.

First I will explain the name. From original Readme:

    NOTE: You can use, but not steal, other peoples' apparatuses without
    it being reported as a crime. The next version of AHA will address
    this issue

16 years later I've completed this task, hence the name :-D

It is a replacement patch for an awesome mod by Syclonix. Original mod and Readme are included.

Patch features:
1. You can no longer use other people's apparatuses (this bothered me a lot, especially playing BTBGI)
2. Skooma pipes are now supported.
3. Patch for Purists changes included.
4. Optional versions for BTBGI.

Select and use only one of the available options:
01 Finished
    - Complete plugin

02 Finished - BTBGI
    - Complete plugin patched for BTBGI (quality, price etc; pipes turned into mortars)

03 Original
    - Original plugin (if you don't like my changes for some reason)

04 Original - BTBGI
    - Original plugin patched for BTBGI

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Requirements
=============
- Requires Tribunal or Bloodmoon
- (optional) "BTBGI - Necro Edit" when using BTBGI version

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Installation
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- Install as any other plugin
- (optional) Load BTBGI version after "BTBGI - Necro Edit"
- Activate only one plugin

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Compatibility
==============
Conflicts with other mods changing vanilla apparatuses.

If you use "Create Skooma" or various "Smoking Pipe" mods, then place them after.

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Changelog
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1.0
  - Initial release
1.0.1
  - Recompile all the scripts to make them work in original engine(thanks to cloxx3)

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Credits
========
- Syclonix: At Home Alchemy
- BTB: BTB's Game Improvements
- Necrolesian: BTB's Game Improvements - Necro Edit
- John Moonsugar: tes3cmd
- cloxx3: Finding that scripts were not working in vanilla without recompilation

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Permissions
============
You can use this however you want, as long as you credit authors.

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Contact
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Morrowind Nexus: https://www.nexusmods.com/morrowind/users/77253

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Details
========
Complete details are in the scripts used to make this patch. Check "Docs/Scripts" folder.

There was a problem making this patch, because there is no function to check ownership in Morrowind. MWSE has xGetOwnerInfo for that purpose.

First intention was to change apparatus OnPCAdd, but that'd break some quests in vanilla and mods. There was an option to add optional conversion OnPCDrop etc, but that'd be unusable.

Finally I've chosen the way with intermediate apparatuses and a bunch of additional scripts. Almost all original scripts were also changed. Now AHA scripts are only on intermediate apparatuses that YOU place/drop. When you pick them they get deleted and you acquire vanilla apparatuses.

And then came the difference between engines. It turned out that vanilla required scripts to be precompiled. I had to resave all the scripts and recompile in TES Construction Set.
