Morroblivion Fixes v1.8
for Morroblivion v064

Description:
This ESP contains several bug-fixes for vanilla Morroblivion v064 including changed/new scripts, AI, quest, dialog and worldspace objects.  By default, mapmarker locations are fast-travel enabled only after you visit it once.  

Requirements:
Morroblivion v064: "Morrowind_ob - UCWUS.esp" must be loaded.

Installation:
Load after the base ESPs from the Morroblivion v064 distribution.  I recommend importing this mod into a Bashed Patch -- Bash Tags are already in the description, so just place it above a Bashed Patch in Wrye Bash.

Change Log:
Version 1.8:
- Mainquest, Dialog/Quest advancement fixes for fourth and fifth trials, House Redoran quests.
- Tribunal Temple: shrine of Veloth blessing fixes
- Thieves' Guild: Nerano Manor key bribery fix
- Imperial Cult: Gathering muck spell reward fix
- Vivec map-marker names updated for easier navigation to Canton Top-Floor Plazas.
- Fast-travel add-on updated with latest map-markers.

Version 1.7:
- Removed version number from filename for better support of backward compatibility with future versions.
- Updated CWU system to support cast-when-used weapon enchantments.  MageBane added to enchantment table.
- Several fixes to main quest scripts:
- Restored missing Morrowind main quest dialog for Nibani Maesa and Sul-Matuul.
- Fixed 3rd, 4th, 5th trial quest dialog bugs including Nerevarine / Hortator quest completion problems.
- Fixed permanent magic status icon when Corprus Immunity is applied.
- Fixed Boots of Blinding Speed script bug.

Version 1.6e:
- CWU items now add "proxy spells" which can be selected and hotkeyed in the spell menu -- no more unequip/re-equip just to select an enchantment to cast.  The referring enchanted item will be auto-equipped if it's not already.  Old behavior of selecting enchantment OnEquip is on by default and can be disabled through INI settings.
- INI Settings added to Morroblivion.ini to enable Morrowind style run/walk/fatigue.  Enable/Disable the two default Oblivion spells vs Morrowind equivalents.  Enable Morrowind-style enchantment selection behavior.
- Fixed CWU script for Flamebolt Ring (was missed last time).
- Added Viper enchantments to Viper weapons -- works best when used with magic-fixes which adds ability to resist effects with Poison Resistance.
- Fixed Leveled Item Lists to use the proper versions of enchanted rings (flamebolt/viperbolt/shardbolt rings).
- Restored names and rebalanced stats for throwing weapons to make them compatible with Unnecessary Violence 3 which will now automatically detect and use them as throwing weapons.
- Finally fixed issue with receving 20 ebony broadswords instead of the missing ebony throwing stars in Ahnassi quest: item is now replaced with Ebony "throwing knives".

Version 1.6d:
- Added Agility Drain -100 to Boots of Blinding Speed.
- Changed Main Menu "New" button to "Morroblivion" or "Oblivion" depending on AltStart setting in Data\ini\Morroblivion.ini.
- Dynamically changes starting spells depending on AltStart setting.
- Fixed Charge/Cost of a few more enchantments.
- Fixed Stop the Moon Shrine buff not working.
- Fixed GhostGate Shrine bug: will now take filled soulgems too - so be careful!  Works more like Patched Morrowind behavior.
- Work-around for Puzzle Canal Grate/door bugs (moved all doors to outside of the overly large collision boundaries of Palace building).
- Fixed dialog conditions for Gnisis Eggmine guard. He will now respond to Miner's Axe and Legion membership.
- Fixed double quest reward for Legion-Land Deed quest.
- Fixed Legion quest bug: Kwama Queen - Blighted Kwama Warriors were auto-attacking her due to their AI stats.
- Fixed alternative solutions to Tribunal Temple's "Disease Carrier" quest.

Version 1.6c:
- Restored some clothing records that I thought were unnecessary Identical-To-Masters, but it turns out that I must have originally included them to fix BashPatch from over-riding object scripts when it imports Clothing replacers.
- Added missing Greeting dialog for Sjorvar Horse-Mouth.

Version 1.6b:
- Minor script tweak to mark ontarget enchanted items as enchanted when unequipped.  You will not be able to see the true enchantment, just that the item is enchanted.

Version 1.6
- Added new CWUTarget system to enable enchanted items with targets without auto-casting when item is equipped (such as the ring of fireball).  All known OnTarget enchanted items should be using this new system.  This was achieved by hardcoding a table which matches each item to its appropriate enchantment.
- 100+ enchanted clothing items fixed to use UCWUS.
- Gauntlets of the Horny Fist: enchantment charge amount was doubled to account for Morrowind having separate left/right gloves.
- Belt of Armored God: Added a second shield effect to replace missing sanctuary effect. (This will be replaced by a true Sanctuary spell if you use the morroblivion-magic-fixes mod.)
- Bugfixed Mudcrab AI script and added a Slaughterfish AI script to make them more aggressive like Morrowind slaughterfish.  These modified versions were renamed to "Eastern Mudcrab" and "Eastern Slaughterfish".  All morroblivion map records which were still using the original Oblivion mudcrab and slaughterfish have been changed to use the "Eastern" variety.
- Fixed Fargoth's Ring not showing up in his hiding place.
- Fixed Thieves' Guild bounty payment script.
- Pilgrimage of Seven Graces Quest fixed so that you will be given the book even if some quest stages are already completed.
- Several typos fixed including the infamous "Iron Longword".
- A fixed a few NPCs who didn't sell spells or offer training in Morrowind. 
- Adjusted NPC vendor inventories: Arrile now carries Cheap Restore Health and Fatigue potions -- which is part of his inventory with Morrowind Patch Project.

Version 1.5
- Scouts/Savants will now add mapmarkers for Suran, Ald'Ruhn, Dagon Fal, Gnisis, Ald Velothi, Ghostgate, Tel Aruhn, Tel Branora, Tel Fyr, Tel Mora, Tel Vos, Molag Mar, Bal Fel, Ald Reydannia, Ahemmusa Camp, Erabenimsun Camp, Urshilaku Camp, Zainab Camp.
- In addition to Scouts/Savants, Hunters and NPCs who say the words "Let me mark it on your map" will actually place mapmarkers for places mentioned above.
- Change made to one of the "Gnaar Mok" dialog topics to be used by a scout located in Seyda Neen (ie, Elone) rather than Hla Oad (AFAIK, there are no NPC scouts in Hla Oad).  
- Implemented code for alternate solutions to Mating Kagouti quest.
- Implemented code for alternate solution to False Incarnate quest.
- Incorporated fix for the impassable Ghostgate bug for people who use MorroblivionTreeReplacer.
- Mudcrab AI fix: standard mudcrabs will now attack when you get very close to them (as per Lore description).  That is, unless you have an extremely high personality in which case they will still stay neutral -- or very low, in which case they will attack on sight.
- Main Menu / AltStart Detection: Morroblivion specific starting spells are now removed when starting in Cyrodil.  When combined with the new Morrowind-Starting-Spells mod, oblivion specific starting spells are only removed when starting in Morrowind.

Version 1.4
- Moved NPC face changes to OCO faces mod.
- Adjusted the position of some hidden loot in Seyda Neen so they are less likely to fall inside the meshes where they are hidden.
- Fixed a dialog bug so that Scout NPCs will now have the "My Trade" dialog topic appear.
- (WIP) Scouts and Savants will now mark cities on your worlmap. (currently implemented for Balmora, Caldera, Ebonheart, Gnaar Mok, Hla Oad, Pelagiad, Vivec)
- (WIP) Modified MapMarkers to only allow FastTravel after you have visited the above areas.

Version 1.1
- Modified Main Menu script to now display message "Morroblivion v064" when it loads for the first time.  Wait until you see this message to know that a new game will start in Morrowind instead of Cyrodil.

Version 1.0
- The Main Menu script has been modified so that you can start a game in Morrowind multiple times. In order for the Morrowind setting to take effect, wait about 3-4 seconds before clicking "New Game" when the main menu displays. Previously, a second new game always started you in Cyrodil.
- Fargoth now spends most of his time in front of the Census office so he is easier to find (no need to lockpick his house just to give him his ring).
- The door to Foryn Gilnith's house is now unlocked for most of the day. Apparently, he was unable to unlock his door because it was owned by his faction and not personally by him.
- You can now sleep in Foryn Gilnith's bed again, similar to Morrowind.  (His roommate won't mind.)
- You can now sleep in the bedroll in the Census office, similar to Morrowind.
- Blades trainer beds have been re-assigned to faction owned, so they are now all usable (after you join the Blades.)
- Surane's bedroom door in Caldera can now be lockpicked without incurring a bounty (like in Morrowind).
- Mage Guild Guides have all had AI adjusted so they spend most of their time at the transport pad.
- Also, the Guild Guides have had their faces tweaked.
- The supply closet in Ald-ruhn Mages Guild is now locked, like in Morrowind.
- The Telvanni Mouths in Sadrith Mora have had their AI adjusted to spend most of their time at their stations.  They no longer get weekends off (which was confusing to me, since I couldn't tell which gameday corresponds to a weekend).
- The Dreugh Warlord in Koal cave near Gnisis is now named "Dreugh Warlord" instead of just "Dreugh".
- Daedroths have been changed to use the Oblivion creature mesh.
- A bug in the Mysterious Killings in Vivec quest is fixed.  Previously, speaking to Elam Sandas about details of the killings before actually asking him for work resulted in skipping a quest stage where necessary quest items were spawned.
- The Grandmaster's Retort quest given by Big Helende has been modified so that the quest dialog now uses the term "Grandmaster's Retort" again rather than the Oblivion equivalent, "Master Retort".  The specific retort mentioned in the game has been changed to be a Grandmaster's Retort as well.  However, for flexibility, you can still give her either the Grandmaster's Retort of the equivalent oblivion item (Master Retort).
- The Potion Recipe quest from Big Helende has been modified so that you can ask Anis Seloth about the potion recipe and get the dialog response that she gave in Morrowind.
- Also: the Bandit faction disposition modifier for the player is adjusted.  Previously, it was -100 which was absolute overkill since almost all bandits have an aggression level of 82 or higher.  I changed it to -10 which seems more sensible.  **recommend combining with the Calm Humanoid spell-fix in my magic-fixes post for fun use of high personallity and speechcraft skills. 

