*****************************************************************

     The Elder Scrolls III
           MORROWIND: 
    Khajiit Diversity Revamped
    Original Concept by Atreus
    Remade/Revamped by Westly
		
*****************************************************************

Index:
1. Installation
2. Playing the Plugin
3. Save Games
4. Westly's Ohmes-Raht Race
5. Issues/Bugs/Glitches
6. Credits & Usage


*****************************************************************

     1. INSTALLING THE PLUGIN

*****************************************************************

Files Included in this Mod are:

New Khajiit Diversity(BEAST).esp
New Khajiit Diversity(BEAST)X.esp
New Khajiit Diversity(CIV).esp
New Khajiit Diversity(CIV)X.esp

Meshes Folder
Textures Folder
EXTRAS Folder

To install, simply place the 4 .esps, Meshes, and Textures in your 
games Data Files folder as they are (do not take any files out of the 
existing folders as they are, else the mod will not work properly)

The EXTRAS folder contains an optional Meshes folder for the 
Ohmes-Raht race that provides the option for nudity (for those 
that like to take full advantage of all of the wonderful BB 
clothing and armour options available.  To install this option, 
take the Meshes folder out of the EXTRAS folder and place it in your
game's Data Files Folder

*****************************************************************

     2. PLAYING THE PLUGIN

*****************************************************************
Pay close attention to this, as I am sure that many will be confused 
as to which .esp to use (out of the 4 included).  Those that do not
read the README have no excuse for their confusion (save personal laziness), 
since all of the information as to their use is here.

There are 4 .esps included with this Mod:

New Khajiit Diversity(BEAST).esp- This .esp is the full mod with the 
new races set up as beast/bent-leg versions (with alterations to 
existing Khajiit NPCs as per Atreus' original design)

New Khajiit Diversity(BEAST)X.esp- This .esp is the mod with the 
new races set up as beast/bent-leg versions (Races only with no
changes made to any NPCs save for the 6 original NPCs added by this mod.

New Khajiit Diversity(CIV).esp- This .esp is the full mod with the 
new races set up as civilised/upright versions (with alterations to 
existing Khajiit NPCs as per Atreus' original design)

New Khajiit Diversity(CIV)X.esp- This .esp is the mod with the 
new races set up as civilised/upright versions (Races only with no
changes made to any NPCs save for the 6 original NPCs added by this mod.

From the Morrowind Launcher, in the Data Files section, check off
ONLY ONE of the .esps (as per how you wish to play the game).  Do not
use more than one at a time (as this could blow up the planet :) ).

***the Ohmes-Raht remain the same on all of the .esps***



(The following is based on Atreus original README with modifications
made by me so as to remain revelvant to the mod as I have currently 
made it)

This plugin adds 3 new Khajiit races, the Cathay-Raht jaguar-men, the large Suthay-Raht tiger berserker (a some what original race inspired by the ferocity of the Senche-Raht), and the mysterious Dagi-Raht (inspired by the mystical look of Siamese cats).

All of the races are Better Bodies, with two .esp types that support
the desire to play as a true Beast race (with bent legs), or upright/civilised
versions (with tails).

I have changed some NPC's to the new races - not many, since the Khajiit in Morrowind are mostly Suthay-raht anyway - and also because the Suthay-raht Berserker and Dagi-raht especially would be remarkably rare, if not unheard of in Morrowind.  None of the major Khajiit NPC's were changed, as they all fit the Suthay-raht's profile very well.

For more information on the Khajiit you can:
1.Talk to Jobasha
2.Read the following books: Mixed Unit Tactics v.1
                            The Eastern Provinces
                            A Dance in Fire (all)
3.Check out the fine information on Khajiiti birth patterns on Adrien's Chalice website or at the Imperial Library
 
*****************************************************************

     3. Save Games

*****************************************************************

This plugin will not invalidate your old saved games. If you save 
your game while this plugin is loaded, you may encounter error messages 
when you reload the saved game without the plugin. But you will be
able to continue on with the original game.

Switching between the .esp versions should be fine as long as you 
only switch between the "X" versions or the "Non-X" versions.
In other words (and for example), your game should be fine if you 
switch from the New Khajiit Diversity(BEAST).esp to the New Khajiit Diversity(CIV).esp (as both make the same changes)

However, switching from the New Khajiit Diversity(BEAST).esp to the
New Khajiit Diversity(BEAST)X.esp could be problematic, as one makes changes
that the other does not (etc, visa/versa, yadda-yadda-yadda)

Be sure to pick the .esp sets that best suit your gameplay (NPC changes
or no NPC changes).


*****************************************************************

     4. Westly's Ohmes-Raht Race

*****************************************************************
In addition to the above races (mostly based on Atreus original setup)
I (Westly) have included my own Ohmes-Raht Race (Better bodies like the
rest).  The Ohmes-Raht are set up with the same stats as the original 
Khajiit race, with a few bonuses to their abilities and powers.

In this version of the mod, I have not yet placed any Ohmes-Raht NPCs, 
so they are a playable race only.

*****************************************************************

     5. Issues/Bugs/Glitches

*****************************************************************

1.) The new races use better bodies, and as such may clip with certain
original arour and clothing pieces (but this was evident with the BB
mod to begin with, but it bears repeating)

2.) The new races also use Better Body compatible claws (modified from the 
original BB meshes by Gagatek and Fenrya13).  These claws are essential in 
adding that extra beastial feel to these races. The claws may clip slightly
when holding certian weapons.

3.) The races also use hair meshes that utilse alpha channels.  These may 
have rare instances of flickering when passing through another mesh that 
also uses alpha channels (like vines or rays of light).

4.) The "civilised" version of the races (as well as the Ohmes-Raht race
as a whole) use a physiqued tail mesh that uses the neck slot.  As such, 
if one dons apparel or armour that also uses the neck slot, then the tail
will temporarily dissappear.  Upon the removal of the armour/clothing, though, 
the tail will reappear.

5.) This is still in BETA, as the voice files have not yet been added to the
new races (so do not be surprised when you do not recive a vocal reply 
to your prescence in the game from the new races).

6.) In Atreus' original mod, the race that I have set up as the "Suthay-Raht 
Berserker" race was called the Senche-Raht.  Due to public opinion that this 
was not very lore friendly *sad* I changed the race the the race as it is 
in the present mod.  I thought it would be better to have made up/new sub-
species, rather than offend anyones sensitivity toward lore.  As such, the 
race is not a "true" Suthay-Raht, but will be referred to as such by other
NPCs (as the full title of Suthay-Raht Berserker was a bit much).
 
*****************************************************************

     6. Credits & Usage

*****************************************************************

-Atreus for the original .esp that inspired this remake

-Psychodogstudios and the Better Bodies team for the excellent
BB models

-Kieve for the Better Body compatible foot mesh (developed 
for his White Senche Race)

-Ren for the excellent hair models which I converted from the 
Oblivion files to be used in Morrowind

-Rhedd and Robert for great and invaluable head meshes (in some
instances modified by myself), used for the Ohmes-Raht and a few 
heads for the other Khajiit Races

-Gagatek and Fenrya13 for the wonderful BB claw models (essential 
for any BB beast race)

-Westly for textures and hours of going back and forth as to the proper
approach for this mod (much head scratching and deep contemplation)

_I am probably forgetting someone, but this is the BETA README, so it 
can be altered in future versions for corrections and involuntary 
omissions.

-This mod and its content is not to be redistributed, sold, 
or reused in other mods (the latter is consent permitting). 

For permissions and usage (for textures and altered meshes) contact
me at the Bethesda Games Forum in a PM by my given ID, Westly :) .

ENJOY!