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Download >> Mods >> NPCs

Morrowind Comes Alive v5.0

by Neoptolemus

Version: 5.0Added: 2015-03-27Last Edited: 2015-03-27File Size: 26.87 MBDownloads: 1015
Requires: Tribunal, Bloodmoon

Description:

From the README:

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Morrowind Comes Alive v5.0 by Neoptolemus - Tribunal and Bloodmoon required
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Randomly adds over 1000 types of NPCs to over 450 cells via leveled lists to bring
Morrowind to life. The NPCs have random heads, hair, and equipment (so no two will
look the same), and appear and disappear at random. This 'rotation' simulates
people traveling to and from towns, and going in and out of the taverns, shops,
guilds etc. The aim of the mod is to alleviate the 'staticness' of the Morrowind
world, which is a major (and dare I say well-founded) complaint about the game.
Think of it as a poor man's Radiant AI.

Look for the new NPCs in the streets, in temples, taverns, shops, forts, shrines,
guildhalls, camps, and even Daedric ruins and bandit caves. You will also encounter
a number of NPCs in the wilderness, including parties of travelers, adventurers and
bandits, hostile and peaceful Ashlanders, guard patrols, and parties of Ordinators
and Buoyant Armigers on Red Mountain. Undead and vampire NPCs are also included,
integrating a stripped-down version of my other mod, 'The Undead'.

All NPCs (excepting beast races) have new heads and hair, and many wear clothing
and armour from the MW modding community, integrating some amazing user-made stuff
into the game (so for example, you can now see Nobles wearing Braddock's pirate
coats, Assassins wearing his ninja armour, Knights wearing ReflectioN's chainmail,
Paladins wearing Jeremy's Knights of Tamriel armours, and Necromancers wearing
Canadian Ice's robes).

Note that this mod alters some of Morrowind's leveled lists, so you will need to use
a leveled list merging tool if you want to use it with other mods that do the same
(such as GIANTS and Morrowind Advanced). Look for Horatio's Leveled List Merger or
TESTool at any good Morrowind mod site if you don't have one.

Lastly, if you see naked and/or headless MCA NPCs in your game after updating from
an earlier version, try cleaning your saved game with Wrye Mash, available from
http://wrye.ufrealms.net/ If this doesn't work, you can fix it manually by opening
the save with TESAME and deleting all NPC and NPCC entries that begin with '_MCA'.

And if you ever need to contact me for some reason, you can always PM me at the
Elder Scrolls forums under the username 'Neoptolemus'.

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CHANGES IN 5.0:

I've made a massive amount of changes in this version, but didn't keep a log as I
went, so I've probably forgotten to list a few. A lot however are behind the scenes,
such as scripting changes, better use of leveled lists, ID renaming, etc, so are
mostly invisible to the player anyway, but result in a much more streamlined and
efficient mod.

- All scripts have been trimmed to hopefully improve performance.
- All leveled lists have been tidied up, and many redundant ones deleted.
- Cleaned up the dialogue.
- Deleted some redundant/superfluous NPCs.
- NPCs now have random heads, ala Thelys' Imperial Guards Anticlone mod.
- Added a HUGE amount of new heads and hairstyles, including orc heads by Barbarus,
heads by UQForgotten, hairstyles by Ren, and a bunch of stuff from Better Heads.
- All new heads and hairstyles are now playable.
- Added spawnpoints to all bandit and witch/necromancer caves. This adds some much
needed replayability to Morrowind, meaning you now have a reason to revisit the
caves you've already 'cleared out'.
- Added Assassins, wearing Braddock's ninja outfits.
- Added Necromancers, which spawn with undead minions.
- Added Footpads (low level bandits).
- Added Retainers of the Great Houses.
- Added Orcs and Goblins to all Daedric Shrines occupied solely by orcs.
- Added Knights wearing ReflectioN's chainmail (thanks to Marbred for the idea).
- Added Nobles of all races except beasts/orcs. Noblemen now wear Braddock's pirate
coats.
- Added Paladins wearing Jeremy's Knights of Tamriel armour sets.
- Added new Crusader armour by Dimitri Mazieres.
- Added Telvanni Mages to Telvanni towns.
- Some Archers will now wear special archer pauldrons in addition to their quivers.
- Female Ordinators now wear Sheikizza's female Indoril helm.
- Commoners on Vvardenfell no longer wear Solstheim clothing.
- Removed the 'un-rogueish' armour from the Rogue armour lists (iron, fur, etc).
- Bandits and Ruffians with bows now wear quivers.
- Most hostile NPCs now carry health potions, making for some slightly more
interesting combat.
- Footpads, Ruffians and Bandits will now sometimes ambush the player.
- Undead NPCs now appear in the daytime. They will now spawn less than before to
compensate.
- Added parties of Dunmer bandits to represent the Camonna Tong and other outlander
hating groups.
- Fighters renamed to Warriors, and Warriors renamed to Champions.
- Frost Liches now have unique textures, instead of the standard lich one.
- Added Zombie NPCs to tombs and the wilderness. Weaker ones spawn in mobs.
- Wraiths now ambush the player in the wilderness at night.
- Added Draugr NPCs to Solstheim.
- Added Reaver parties to the Solstheim wilderness.
- Added Smuggler parties to the Solstheim wilderness.
- Added Dremora and Seducer NPCs, spawning in parties in Daedric Ruins and tombs.
- Renamed Sixth House NPCs to Dreamer NPCs, ie Dreamer Warrior instead of Sixth
House Warrior. Also, Ash monsters will now sometimes spawn with them.
- Yearling Vampires are now Fledgling Vampires.
- If you are using the Guards Patch, Bethesda vampires will now have random gear.
This will only show up in a new game, unless you clean the old vampire IDs out
of your save.
- Added female versions of the black robes.
- Mages no longer offer Enchanting and Spellmaking, for balance reasons.
- Bandits now carry less loot.
- Removed Merchants. I'll put them back in if some kind person with a 3D modelling
program can make me versions of furn_guarcart00 and EX_MH_bazaar_cart_01 with
some crates and/or chests sitting in them, with animation groups so they can be
placed in the game as creatures. They don't actually have to animate - they just
need to have the groups so they can be set up as creatures in the CS. Do this and
I will love you forever.
- All new weapons have been tweaked to balance them with the Bethesda ones.
- NPC lovemaking now works with any NPC that has companion share, meaning you can
get your freak on with your companions from other mods if their disposition is
high enough. Better Bodies recommended for full effect...
- Removed support for NPC recruitment mods, such as Vampire Embrace, Dracandros'
Voice and Give Your Orders. This was done as an admittedly heavy-handed way of
fixing an annoying bug that was causing recruited NPCs to disappear at random.
This bug was (I think) related to the '72 Hour' bug, and the way Morrowind handles
NPCs placed by leveled lists, and, although rare, cannot be fixed. I apologise to
those who used these mods with MCA, but removing support cut down my NPC scripts a
great deal, and the resulting fps boost makes it a worthwhile trade. Plus it's
easy enough to open the editor and add a bunch of new NPCs for use with these
mods, so you don't REALLY need MCA support anyway.
- Revamped the Recruitable NPCs. See below.

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CHANGES TO THE RECRUITABLE NPCS:

With version 5.0, I have made some fundamental changes to the way MCA's recruitable
NPCs work. Those of you who used the companions in previous versions will fondly
remember that lovely bug that caused them to randomly disappear without a trace,
never to return. This had something to do with the fact that they were spawned from
leveled lists, so in order to fix it I've had to place them into the world manually.

This of course means they no longer spawn dynamically like the other MCA NPCs, and
are now static, thus removing the slight 'edge' these companions had over those from
other mods. So if you decide you don't want them, you can remove them from your game
by typing 'set mca_nocompanions to 1' into the console. I won't be offended if you
do. ;)

Note that they have been 'neutered' slightly, and no longer have any special
abilities (I was going to revamp it all but ran out of energy and decided to just
release MCA 5.0 as is), but still have all the standard companion functions, like
warping, companion share, self-healing and a script that automatically pins their
stats to the player's.

In future, if the mood strikes me, I would like to do a lot more with these NPCS,
and give them their own individual quests, special abilities, unique dialogue, etc.
But the truth is I very rarely play Morrowind these days, so it may never happen.

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USING THE OPTIONAL ADDONS:

There has been plenty of confusion about the optional .esps for MCA in the past, so
here is a description of each, stating what they do and when you should and should
not activate them.

MCA - Guards Patch.esp

This .esp adds a script to the default Morrowind guards that will make them help you
out if you are fighting any hostile NPCs added by Morrowind Comes Alive. It also
adds scripts to the Dark Brotherhood Assassins and the hostile NPCs on Solstheim
(Reavers, Fryse Hags etc), so the guards will also aid you against them. This .esp
will conflict with any mod that also modifies the original guards in some way,
though these conflicts can usually be resolved by using TESTool's 'Merge Objects'
function. The exceptions are mods which also assign scripts to the guards, which
will not work alongside this .esp.

MCA - NOM Patch.esp

This .esp resolves a small conflict between MCA and Necessities of Morrowind. Only
activate it if you are using Necessities of Morrowind - if you activate it without
it it won't destroy your game, but you won't be able to sleep in beds.

MCA - Vampire Realism Patch.esp

Use this .esp if you use Jaxalot's Vampire Realism mod, and want the vampires added
by MCA to require staking like the VR ones. Don't activate it without VR, or it will
probably screw up your game.

MCA - More Enemies.esp

This .esp increases the chance of enemies spawning companions. For example, when a
Bandit is spawned, there is usually a 25% chance of it spawning a second bandit.
The second then has a 25% chance of spawning a third, and so on. With this .esp
enabled, the chance is increased to 50%, meaning you will encounter much larger
parties of enemies, including Bandits, Ruffians, Footpads, Outlaws, Ashlanders,
Reavers, Dreamers, Zombies, Vampires and Skeletons. Use if you think your character
is hard, and want a challenge.


Note that any addon .esps from previous versions of Morrowind Comes Alive will NOT
work with version 5.0, so you can delete those. These addons (Bandits, Wilderness
NPCs and Recruitable NPCs) have now all been put into the main .esm, making them
redundant.

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CREDITS:

.Dvd: Crusader shield.
aedroth: Wood Elf vampire head in 'b' folder.
Andy!: Hairstyles in 'AJT' folder.
Arathrax: Heads and hair in 'DS' folder.
Astarsis: High Elf female hair in 'BG' folder.
Barbarus: Orc heads in 'barbarus' folder.
The Better Heads team: Heads and hair in 'BH' folder.
Braddock/Mantodea: Clothing in 'JB' folder, and ninja outfit meshes in 'RG'folder.
Canadian Ice: Hair and robes in 'Ice' folder.
Carnithius: Dremora and Seducer armour in 'MCA' folder.
Dale Stocker: Wings mesh in 'MCA' folder.
Don Salus: Heads in 'DON' folder.
Emma: Breton female head in 'MCA' directory, and heads in 'Emma' folder.
Ent Went Moot: Backpack model and icon.
Eternum: Heads and hair in 'ET' folder.
Gorg: Cape mesh and heads and hair in 'FP' folder.
Grumpy: Companion warping script (May he rest in peace).
H. Beast: Ascended Sleeper Robe.
Happyhannah: Crusader gear.
Hellkitty: Heads in 'HK' and 'HKT' folders.
HurdyGurdy: Robe meshes in 'Ice' folder.
Jaxalot: Vampire staking script in the Vampire Realism patch.
Jeremy McGuinn: Paladin armour, female Daedric cuirass in 'a' folder.
Khan Raider: Crusader gear.
MagicNakor: Vampire heads in '_mn' folder.
Miltiades/the Playable Dremora team: Dremora meshes and textures.
Mr. Dave: Seducer heads.
Mykul: Hood mesh and icon.
Niero: Scarf mesh, hood mesh and scarf icon.
NioLiv: Robe meshes in 'Ice' folder.
Puma Man: Inspiration for the undead enemies.
Psychodog Studios: Winged Twilight body mesh and texture (I only recolored it).
ReflectioN: Chain mail armour in 'RN' folder.
Ren: Hair in '1Hs' and 'Louis' folders.
Rhedd and Allie: Heads and hair in 'BG' folder.
Ronin: Ninja outfit textures.
Sheikizza: Female Indoril helm.
Silaria: Hair in 'Silaria' folder.
Snakebitten: Quiver model and icon.
Thelys: For suggesting I randomize the NPC heads.
TheSiriusSnape: Female Redguards heads in 'MCA' folder.
UQForgotten: Heads in '1HS' folder.
UserExists: Skeleton mesh.
Zuldazug: Orc heads in 'b' and 'KP' folders.

Thanks also to Adam, the creator of Adventurer's NPCs (which inspired this mod),
to GhanBuriGhan for his wonderful scripting tutorial, and of course to Bethesda
for making such an awesome (and moddable) game.

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PERMISSIONS:

Feel free to use any of my stuff in your own mods. Just give me some credit. :)
All meshes and textures by other people included here are fair game as long as you
credit the original creators, excepting the backpack by Ent Went Moot, Andy!'s
hairstyles, the playable Dremora meshes, Carnithius' armour, Jeremy's armour and
Canadian Ice's stuff.

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VERSION HISTORY

Finally, Here is a full list of changes from the very first version of 'Morrowind
Comes Alive' right up to the last one. Have a look if you are updating from an
old version and want to know what's changed since.

CHANGES IN 4.1:

- Sixth House NPCs are now compatible with the 'Sixth House mod'. They will no
longer attack you if you are a member.
- Sixth House NPCs can now be disabled if you don't want them in your game (they
are kinda anti-lore) by typing 'set MCA_NoSixthHouse to 1' into the console.
- Added a patch making the MCA vampires compatible with Jaxalot's Vampire Realism.
With the patch enabled, MCA vampires will need to be finished off with a stake
through the heart. Thanks to Jaxalot for lending his scripts.
- Female Vampire Lords are now Vampire Ladies.
- Vampire NPCs now have the correct faces.
- Ashlanders in the wilderness now sometimes spawn in groups. Some of the hostile
ones also wield bows now, to making fighting them slightly more interesting.
- Some Knights and Crusaders now wear capes. They come in green, blue, red, black
and purple.
- Some Undead enemies now sometimes spawn in groups.
- Phantoms on Solstheim are now taller than those found on Vvardenfell (they are
dead Nords after all).
- Added a bunch of new Imperial Guard variants. Archers in steel armor, more Duke's
Guard types, etc.
- Outlaws are now Brigands, and Daedra Worshippers are now Outlaws. Several new
variants of the latter have also been added, including Warlocks, Witches and
Thieves. They will also spawn in the Wilderness as well as Daedric Ruins.
- Added Andy!'s hairstyles to female Bosmer and Dunmer NPCs.
- Sleeping with Courtesans is now slightly more... erm... visual. Try one and see
what I mean. Better Bodies is recommended for the best effect... ;)
- You can now sleep with your companions from the Recruitable NPCs addon if they
like you enough (disposition 90+). Just ask them if they want to 'make love',
then find a bed. See the Recruitable NPCs readme for more details.
- Shareel the Half-Daedra Recruitable NPC now has a 'Better Bodies' body, and
companion share. The two vampire NPCs also have companion share now.
- Fixed several inefficiently written scripts, cutting them down by about 25%. May
or may not improve fps.

CHANGES IN 4.0:

- Integrated my other mod, 'The Undead v2.2'. Guards and adventurers will now help
you fight the undead NPCs, and some of the new weapons from 'The Undead' will
show up in the hands of MCA NPCs.
- Added Vampires, which spawn alone or in parties in tombs, the wilderness and
occasionally towns. Heads by Magic Nakor, aedroth and Zuldazug. There are several
types ranging from weak 'Yearling Vampires' to very strong 'Ancient Vampires'.
Note that these vampires are quite rare, so you don't need to worry about your
game being saturated with them if you are using other mods that add vampires to
the wilderness (eg. GIANTS by PumaMan and Vampire Realism by Jaxalot).
- Added werewolves, which spawn in the wilderness and in towns. They are VERY
rare, and unlike those in Bloodmoon do not show up in the day as naked psycho
people. They spawn only at night.
- Added Sixth House NPCs, including Dreamers, Sixth House Priests, Prophets and
Soldiers (wearing Ronin's red retexture of Braddock's ninja outfits). They
will appear alone or in parties on Red Mountain, in the Ashlands and in Sixth
House bases.
- Added Guard patrols to the wilderness. You will see Imperial patrols in the
West Gash and Ascadian Isles, Hlaalu patrols in the Ascadian Isles and Bitter
Coast, Redoran patrols in the Ashlands and West Gash, and Telvanni patrols in
the Grazelands and Azura's Coast. They will help you fight creatures, and the
MCA bandits, vampires, ashlanders, undead, etc.
- Added 2 new Nord female heads by Emma.
- Added new Redguard female and Breton female heads by UQForgotten.
- Fixed some broken scripts in the Recruitable NPCs addon, and altered a few NPCs
for more variety. There are now two vampire NPCs, one half-daedra, a lich and
a giant animated suit of daedric armor. Just over a third of the NPCs have also
had unique backgrounds added, which you can ask about once you've recruited them.
- Numerous other small fixes and alterations that I can't remember.

CHANGES IN 3.4:

- Fixed a bug in the guards patch that prevented the Tribunal Main Quest from
starting. Oops. Huge thanks to Gravy for pointing this out and suggesting a fix.

CHANGES IN 3.3:

- Fixed the bug where courtesans would not recognize that you had taken them to
your room.
- Added courtesans to the Halfway Tavern in Pelagiad and the Eight Plates in
Balmora.
- Added Grumpy's 'warping' function to the courtesans when they follow you.
- Courtesans no longer wear mis-matched outfits.
- Fixed a bug in the Recruitable NPCs addon that was preventing the new NPCs from
spawning in interior cells.
- Guards patch and Recruitable NPCs addon no longer give 'One of the files this
is dependant on has changed...' errors.

CHANGES IN 3.2:

- NPC count is now 922.
- Fixed the dialogue delay.
- Guards and Warriors will now attack Dark Brotherhood Assassins if you are using
the guards patch.
- Fixed a bug causing drunkards to disappear as soon as they spawned.
- Added commoners of all races.
- Added several more Auxiliary types.
- All Guards are now slightly stronger and better equipped.
- Male Bosmer and Altmer NPCs now have random hairstyles.
- Farmers will no longer wander away from their pack guars.
- Mabrigashes now wear their boots.
- Male Morag Tong Assassins now have a Don Salus head instead of a Bethesda one.
- Added a new Imperial female head by Eternum.
- Added two new Redguard female heads by TheSiriusSnape.
- Added random prisoners to prisons.
- Added Ordinator patrols to the Ashlands.
- You will now occasionally meet parties of adventurers and travelers in towns.
- Some Serving Girls now sell Breton Wine.
- The new drinks (Cyrodiilic Wine, Rum, Ale etc) have been added to the random
Imperial drinks list, meaning you will now find them in smugglers' caves.
- NPCs will now start to appear at 7am instead of 6am.
- Altered the Merchants' scripts so they no longer stay in the street all night.
- Improved the grey male Dunmer hair textures.
- Added NPCs to Solstheim. You will meet Nordic Commoners, Hunters, Warriors and
Barbarians at the Skaal Village and Thirsk, and Nordic Auxiliaries at Fort
Frostmoth. A Serving Girl has also been added to the Raven Rock bar.
- Added Outcast Ashlander spawnpoints to all rogue Ashlander camps.
- Mercenaries and Hirelings can no longer be trained. You may still practice
combat with them, but they will not level up afterwards. This was done for
balancing reasons.
- Ordinary combatant NPCs are no longer recruitable. To compensate, an addon has
been created adding 64 unique recruitable NPCs to the leveled lists. See the
separate readme.

CHANGES IN 3.1:

- Removed Victualers and Brewers. The Serving Girls made them redundant.
- Gave the Lampwrights' lamps to Merchants, and removed Lampwrights. The spawning
frequency of Merchants has been increased to compensate.
- Changed Fletchers to Rangers, who will also appear in the wilderness.
- Replaced Alchemists and Herbalists with Apothecaries, who are effectively a
combination of the two.
- Warriors now offer the Repair service. This made the Tinkers redundant, so they
have been removed.
- Hostile drunks will now only appear if you are above level 4. I also fixed the
problem where fighting drunks sometimes counted as a crime.
- Redguard Rogues and Mages now have the correct stats.
- Cleaned up the dialogue a bit.

CHANGES IN 3.0:

- NPC count is now 813.
- Fixed the farmers' goods leveled list so it calculates for each type.
- Crusaders now have the correct dialogue.
- Ordinators now behave like the original Morrowind ones.
- Female Ordinators no longer wear Indoril helms.
- Fixed problem where MCA NPCs made into vampires with Cortex's Vampire Embrace
would still yell at you for being a vampire.
- Male Bosmer travelers no longer spawn with female hairdos. Oops.
- The Wilderness NPCs add-on of previous versions has now been incorporated into
the main .esm.
- Divided bandits into three classes instead of six.
- Added Redguard Rogues and Mages.
- Added Fence spawnpoints to all Thieves' Guilds.
- Added Hands of Almalexia to Mournhold (rare).
- Added Daedra Worshippers, which spawn in and around Daedric ruins and in the
occasional Daedra-occupied tomb. They sometimes spawn in groups, and range from
levels 10 to 40. Spawn points have been added to the interiors of most Daedric
ruins. Guards/Ordinators/Warriors etc will help you fight them.
- Added Mabrigashes to the wilderness (Ashlander Witch-Women).
- Outcast Ashlanders now carry a small amount of random gold.
- Halved the chances of meeting NPCs in the wilderness.
- Travellers are now Travelers. Morrowind is an American game, so I may as well
use American spelling (even if I am a kiwi).
- Some Beggars now have diseases, which you can cure by either giving them a
potion or using a spell.
- Beggars will now run away if you are mean to them.
- Lampwrights now sell new lanterns and torches that last much longer than the
original Morrowind ones. Standard lights will last for 30 minutes, high quality
lights for 60. These new light sources have also been randomly given to all
friendly combatant NPCs.
- Added a new type of hood by Niero. Texture by me.
- Added a new High Elf female hairstyle by Silaria.
- Some corpses now appear in groups, creating the illusion that a skirmish/ambush
has just taken place. Slain pack animals will occasionally be among the dead.
- Mages now offer Enchanting and Spellmaking. This excludes Mages you meet in the
wilderness.
- Fighters, Warriors, Hirelings and Mercenaries no longer spawn with weapons that
cannot harm Undead or Daedra.
- Warriors no longer wear pieces of Bonemold armour, because let's face it:
Bonemold just doesn't go with anything but Bonemold. Fighters will still wear
it, as they are lower level, and thus less fashion-conscious. ;)
- Mercenaries and Hirelings no longer force 'Goodbye' when their contracts expire,
meaning you can retrieve any equipment you lent them before ending the dialogue.
Just don't leave them with less than they started with, or they'll attack you.
- You will now be notified with a message box when your Mercenaries and Hirelings'
contracts expire instead of a forced greeting. This was done to prevent problems
that would occur if multiple NPCs' contracts expired on the same day. It also
means they will no longer force dialogues at inappropriate times, such as in the
middle of a fight or halfway down a dungeon.
- The dialogues opened by your companions when you hire a courtesan will now be
prefixed by the race and name of the speaker if you have multiple companions.
- MCA NPCs now react appropriately when you commit a crime.
- Updated the Guards Patch to fix a bug where the guards would stop helping you
halfway through a fight, and another where they would follow you through doors.
Quivers have also been added to the Bethesda Imperial Archers, though they will
only show up if you start a new game, or if they die and respawn.
- Got rid of the Bethesda Heads esm.
- All scripts have been optimized for better performance/functionality.

CHANGES IN 2.2:

- Mercenaries and Hirelings no longer lose 10 disposition when you train them.
- Mercenaries and Hirelings now have a constant effect restore stats ability so
they can fight Greater Bonewalkers and other stat-damaging enemies without
being permanently screwed up.
- Added Beggars, who will ask you for money if you get within 64 units of them.
- Added Farmers. These guys appear in towns with pack guars, and sell what they've
grown on their farms (saltrice, wickwheat etc). You'll see them in Ascadian
Isles and West Gash towns, excluding Vivec and Ebonheart.
- Removed the Shadow Shield from the Crusaders' shield list.

CHANGES IN 2.1:

- Courtesans you haven't hired will no longer still be in taverns when you wake
in the morning after resting.
- Fixed incompatibilities with the Vampire Embrace mod by Cortex.
- Female Guards now occasionally spawn with helms, and male Guards without them.
- Imperial Guards now occasionally wear Imperial Chain Coifs.
- Imperial Archers now wear quivers, and more closely resemble those in the
original game.
- Added Imperial Spearmen.
- Added Barbarians.
- Added some new guards of most types so they don't all have the same heads.
- Added Ashlanders of the four tribes, which appear in the appropriate camps and
regions. Generic Ashlanders will still appear, but only in cities. These now
represent the Outcasts with no tribal affiliations.
- Added unique dialogue for Ashlanders and Pilgrims.
- Added a Serving Girl to the Lucky Lockup in Balmora, and some extra variations
so that every tavern has a unique server.
- Seyda Neen and Balmora NPCs no longer spawn in mid-air.
- Merchants no longer spawn in Vivec. The pack guars aren't allowed in the city,
and could you imagine hauling one of those carts up the Vivec ramps?
- Fences now have a base disposition of 70 instead of 50 so they offer you
better prices.
- Fences will now pretend they don't have anything for sale if you are wearing a
Legion Uniform.
- Morag Tong Assassins now sometimes wear black hoods and scarves.
- Healers will now barter with you even if you aren't a member of their faction.
- Healers now offer a wider variety of potions.
- Rogues now sometimes wear black capes, with and without hoods. Cape mesh by
Gorg, hood by Mykul, and texture by me. I also removed the Iron helmets from
their helmet list.
- Added Khajiit Fences.
- Added Khajiit and Argonian Mages.
- Added Fighters, which are essentially lower level Warriors. They wear cheap
equipment, and will appear more often than the Warriors.
- Changed the new Mercenaries added in 2.0 to Hirelings. These guys are level 10
Mercenaries that only cost 100 gold instead of 500.
- You can now train your Mercenaries and Hirelings if they are below your level.
- Removed the 'nolore' variable from most of the scripts.
- Nearly all new NPCs now have about a 25% chance of recognising you as the
Nerevarine if you have killed Dagoth Ur.
- The problem with NPCs sometimes disappearing from exteriors when you approached
them has finally been fixed.

CHANGES IN 2.0:

- Fixed a problem that caused the 'mca_startup' script to run permanently
instead of just once upon startup.
- Fixed an incorrectly used condition in a script that was causing some NPCs to
disappear as soon as they spawned.
- Legion Champions and Captains now wear unique pauldrons, utilizing body parts
for the Templar Pauldrons Bethesda never used. Captain version is the Templar
meshes with Imperial Steel textures.
- Shifted a spawn point in 'Ebonheart, Six Fishes' to fix a conflict with
Barbarus' Fireplaces mod.
- Altered most of the combatant NPC lists (warriors, archers, guards, etc) so
you're now twice as likely to see a male as a female.
- Removed Water and Comberry Juice, and added Cyrodiilic Ale, Rum and Wine. All
can be given to companions, and purchased from Serving Girls in all Imperial
taverns. Some Fences also sell them.
- Added female knights.
- Added Imperial Dragon Knights (to make use of the Dragonscale armour).
- Female Commoners now wear pants OR a dress. Never both. It looked silly.
- Gave Breton and Imperial males and High Elf females random hairstyles.
- Added merchants. These will only appear in exteriors, and sell a variety of
goods. They spawn with pack guars or wagons, and will also occasionally appear
in the wilderness.
- Added Courtesans of both sexes and all races but Khajiit and Argonian.
- Mercenaries will now know if you are travelling with other mercenaries when
you hire them. They will also have something to say if you accept a
courtesan's offer. ;) 50+ lines of dialogue have been added for them alone.

CHANGES IN 1.6:

- Added a couple more types of Dunmer commoner.
- Added some more types of noble, including Dunmer belonging to specific houses.
- Warriors and Mercenaries are now less likely spawn with the rarer armours.
- Travelers and Mages will now wear their boots.
- Mercenaries now carry lanterns, and have a moderate Marksman ability.
- NPCs now react appropriately if you are a vampire.
- Orc Warriors no longer have the guard greeting.
- Male Ashlanders no longer spawn wearing both scarves and Chitin Helms.
- AI package of guard NPCs altered to mirror that of default guards.
- Added Imperial soldiers to Wolverine Hall.
- Priests, Priestesses and Healers now have unique dialogue. They will also give
you ONE free potion if you have a disease or are at less than 80% health. But
only if they like you (disposition 75+).
- Added female Redoran Guards, Duke's Guards, Imperial Knights and Ordinators.
- Added Orcish and Argonian archers.
- Dunmer of all classes are now slightly more likely to appear than other races.
- Mod is now compatible with Combat Enhanced by Aerelorn. You can no longer knock
off NPCs' hair with the 'cleave' move.
- Gave female Nords random hairstyles.
- A Global Variable called 'MCA_Loaded' is now set to 1 when MCA is active. This
is so mod makers can call on it if they want their own mods to tie in with MCA.
- Cleaned the .esm with TESTool by ghostwheel.

CHANGES IN 1.5:

- Female Bosmer, Bretons and Imperials now have random hairstyles.
- Warriors and Rogues now spawn with sets of gauntlets and pauldrons.
- Revamped the drunkards' script. You can now kill them without being arrested.
If you leave them alone after knocking them over they will 'stopcombat' so you
can rest in the Inn without getting the 'You can't rest here, enemies are
nearby' message. Redguard drunks have also been added.
- You can now give food and drink through dialogue to your mercenaries, or any
NPC who has the 'companion share' option.
- NPCs no longer appear in exteriors during bad weather.
- Fences now sometimes spawn with hoods, netch leather pauldrons and greaves.
- Removed the Ashlander robe from the robe lists.
- Imperial Guards and Auxiliaries now carry torches.
- Imperial Cult Novices no longer spawn at Molag Mar and Ghostgate.
- Nobles, commoners, mages and now sometimes wear gloves. Same method used as
with the pauldrons and gauntlets, making one show as a set when worn.
- Added Archers, wearing quivers made by Snakebitten. Thanks Snakebitten! I also
took the liberty of correcting the .nif so the arrows don't glow blue.
- Added Serving Girls to most taverns, inns and tradehouses.
- Added travelers wearing Ent Went Moot's backpack. Thanks Ent!

CHANGES IN 1.4:

- Some Rogues and Ashlanders now spawn wearing scarves that cover their faces.
- Added a new type of Ashlander.
- Added High Elf warriors.
- Removed Morag Tong clothing from generic clothing lists.
- Khajiit Rogues no longer spawn with closed helms.
- Added black hoods for Rogues (using Mykul's legendary mesh).
- Removed Chitin items from Rogue equipment lists. Too bright.
- Male Morag Tong Assassins no longer spawn with female hairdos.
- Fences will now sell Flin and Cyrodiilic Brandy.
- Fixed some more incorrectly used lists.
- Added multi-racial Knights.
- Male Crusaders now occasionally spawn with Steel Helms.
- Removed the Ashlander clothes from the clothing lists.
- Added 'MCA' to all IDs to prevent ID conflicts with other mods.
- Removed Daedric Towershield from Warrior Shield list.
- Created a Council Club list to ensure only Dunmer spawn there.
- NPCs in Pelagiad and Caldera no longer appear to drop out of the sky.
- Added spawn points to shops I missed the first time around.
- Added a bunch of new heads and hairs.

CHANGES IN 1.3:

- Added Captains of all Dunmer Guard types.
- Imperial Cult novices no longer spawn at Temple Pilgrimage Sites.
- Added male and female Morag Tong Assassins to Morag Tong Guildhalls.
- All NPCs except Guards and Rogues now disappear from exteriors at night.
- Gave the Imperial Knights a weapon (three versions later).
- Added Auxiliary Legionnaires (multi-racial Imperial Legion Soldiers).
- Added Imperial Battlemages to Imperial Forts.
- Decreased the chances of Imperial Knights spawning.
- Added Female Imperial Archers.
- Fences no longer offer spells, clothing, Dwemer Parchments, and as much drugs as
they used to. I also removed their Thieves Guild association.
- Added Imperial Legion Captains and Imperial Champions.
- Added more soldiers to Imperial Forts.
- Drunks are now more likely to attack you.
- Gnisis and Dagon Fel now have their own lists to account for the presence of the
Orcish Guards in Gnisis and the Nords in Dagon Fel.

CHANGES IN 1.2:

- Added Crusaders.
- Added hirable Mercenaries of all races (with Grumpy's following script).
- Added Khajiit and Argonian Warriors.
- Added female Orc warriors.
- Added female High Ordinators to Mournhold list.
- Replaced Skooma Dealers with Fences.
- NPCs don't move around interiors as much.
- Drunkards no longer 'stopcombat' as soon as you knock them over.
- Pilgrims now occasionally appear at Temple Pilgrimage sites.
- Imperial Cult Novices no longer appear in Dunmer Temples, nor Dunmer Priests in
Imperial Forts.
- Nobles no longer spawn in Gnisis or Dagon Fel.
- MCA is now compatible with NPC recruitment mods.
- Added a few more NPCs to the Vivec Plazas.
- Commoners who spawn with boots will actually wear them now.

CHANGES IN 1.1:

- Converted to an .esm to prevent doubling.
- Gave the male Imperial Mage some clothes so he no longer spawns naked.
- Nobles no longer spawn in Seyda Neen.
- Female commoners now spawn wearing skirts.
- Added more NPCs to the taverns of the larger towns.
- Removed 'nohello' from all scripts.
- Drunkards now go unconscious when you badly hurt them.
- Set all Guards' Alarm settings to 100.
- Hlaalu, Telvanni and Royal Guards are now less likely to spawn in taverns.
- Warriors will now join the guards in fighting off creatures in towns.

----------------------------------------------------------------------------
Submitted by: tiebrakre

Submitter Comments:

Also available on Nexus, where Neoptolemus himself U/L'd all versions he still has archived.

No .EXE installer; install the old fashioned way.
Mirror: http://www.nexusmods.com/morrowind/download/1000003594

Admin Comments:

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