				Friends and Foes
				By Danae

Version: 1.0.4

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Contents
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1.	Requirements
2.	Description
3.	Permissions
4.	Installation
5.	Incompatibilities
6.	Changelog
7.	Credits

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Requirements
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Morrowind, Tribunal, and Bloodmoon



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Description
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This mod adds friendly as well as less friendly npcs to the game.

It is a re-work, merge and balance of Starfire's NPCs and Outlaws.

I've taken great care to make Friends and Foes interact with other mods WITHOUT requiring them. Here's the list:
- Hold it ( you only need the basic replacer, you can ditch the Starfire's npc patch)
- Ashfall (scouts may have Ashfall equipment)
- Cantrips (pure combat/stealth npcs may have a Cantrip)
- Lucky Coins (all npcs have a tiny chance to have a coin)
- Lootable Spellbooks (all magic classes may have a spellbook)
- Enhanced Economics (weapons, valuables, drinks may be dropped by relevant classes)
- Helluva --- SOON

Very very very special care has been given to the gear and loot of all (6k+) npcs, based on their level, class, race, gender.
Loot should feel varied, balanced and rewarding, even more so with OAAB, TR, and the mods mentioned above.

Bandits
- in front of bandit hideouts
> Foes, will attack on sight, may be in groups

Bersekers and reavers
- on Solstheim
> Foes, attack on sight

Bounty-Hunters
- in towns
- on the roads
> Foes, attack on sight if you have a bounty on your head

Citizens
- in shops, inns, Guilds and temples
- on the roads depending on their class
> Friendly, just walking about

Companions
- on the roads
- in inns, guilds
> Friendly, just walking about, may join you, gain new abilities based on their class as they level up.

Creature companions
- on the roads
> may follow you, don't level up

Egg Poachers
- in eggmines
> Friend or Foe, may be turned in for a cash reward

Fences
- on the roads
- in town at night
> Friendly, buy and sell wares including illegal wares, high mercantile

Highwaymen
- on the roads, espcially close to bridges and cross roads
> Foes, will attack on sight or demand gold, usually slightly higher level than the player

Less repsectable citizens
- in towns, at night
> Friendly, thieves, rogues and assassins going about their business

Muggers
- in alleys and corners of towns
> Foes, will demand money unless you are high level

Necromancers
- in tombs
> Foes, attack on sight

Pick-pockets
- inns, shops and market places
> Foes will steal you gold and run unless you are in the guild or have high sneak

Pilgrims
- close to religious places
- in temples
> Friendly, just walking about

Scarvengers
- in Dwemer ruins
> Foes, attack on sight

Travelling traders
- on the roads
- close to towns
> Friendly, buy and sell wares

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Highly recommended mods
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Cannibals
Shinies
Booze for Purists
MWSE Random npc
Animated Morrowind
Children of Morrowind
NPC schedule
Wares

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FAQ
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1/ How is this different from Outlaws?
- loot redone to be more balanced
- TR version redone from scratch
- full Starfire integration (indoor npcs, no extra esp, balanced)

2/ How is this different from Starfire's NPC additions
- more vaied inventories for all npcs
- more npcs on the roads
- no multiple versions to choose from :( 
- Friends and Foes does NOT add npcs to town exteriors during the day
- all the Foes, of course

3/ How is this different from CM_Partners
- dialogues improved
- scripts trimmed down
- new creature companions
- new inventory for the Partners
- only vanilla faces
- love making option removed
- no alignments
- Partners move about

4/ What's the OAAB version?
- It requires OAAB_Data
- npcs will have some of the OAAB armour, weapons, and misc items.

5/ What's the TR version?
- It required TR_Mainland and Tamriel_Data
- npcs will have TR weapons, armour and misc items
- Friends and Foes have been added to the TR maps


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Permissions
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Need permission to modify my mod

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Installation
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To prevent using to many esp slots, I have organised Friends and Foes in such a way that you only need ONE esp.

When installing select `00 Base` then choose ONE of the `01` folders, be mindful of the dependancies.

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Incompatibilities
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NOT COMPATIBLE WITH
- Outlaws
- Starfire's NPC additions
- CM Partners

Not incompatible with MCA, Palladin's Bandits, Vvardenfell Bandits or The Hostiles, but Vvardenfell will get very crowded.

COMPATIBLE WITH:
- Antares' brigands, bounty hunter and pick-pockets if you wanted more of those.
- Abot's merged Animated Morrowind.
- Randompal's cities

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Load Order
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Friends and Foes (whichever version you picks)
All the loot mods (Hold it, Ashfall, Cantrips, Lucky Coins, Enhanced Economics, Lootable Spellbooks, Helluva)
Merged Objects
Merged levelled Lists

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Changelog
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1.0
Original release
1.0.1
Removed unused scripts
1.0.2
Partners with missing heads fixed
Traders and fences given 100 unarmored
TraderLike in Balmora moved
1.0.3
TR versions also use TR heads
OAAB versions also use OAAB head
turned around trader in Balmora
updated levelled lists to reflect Tamriel data changes
1.0.4
deleted spawn points in Eight Plates and Grazelands for compatibility with Seedier Eight Plantes and OAAB Grazelands respectively.
new addon: vanilla npcs can be partners after misc (vanilla) quest)
new addon: Westly hair and face replacer
tweaked "my trade" topic for Bounty Hunters
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Credits
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Starfire for Starfire's npcs additions this mod modifies and expands on
Cutthroat mods for CM_Partners this mods modifies and expands on
Abot for his tes3cmd/perl script that gave names to all outlaws
Neoptolemus and TrevorDemented whose mods (MCA and The Hostiles) inspired me.
Archimaestro Antrares whose mods (bounty-hunters, pick-pockets, muggers, you are being robbed) have been incorporated and expanded on.
Bethesda Softworks for developing Morrowind and the Construction Set.
Brucoms for developing the TES3 Readme Generator this readme was made from.
