How do I tell if MMM is working?

Post » Mon Apr 25, 2011 1:24 am

I am just trying to mod and make the game more fun lol, I can tell that OOO is working due to the hotkey torch, but how could I tell if MMM is working as I want it to? Are there any noticeable changes I should be seeing when I turn it on for OOO?
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{Richies Mommy}
 
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Post » Mon Apr 25, 2011 2:16 pm

If you're using the Extra Wounding .esp, I find that Glenroy almost always collapses when he and Baurus enter that last room where the Emperor dies. When I use the Spawn Rates - Moderate Increased .esp I often find Guard Dogs in the first room in Vilverin. Offhand, I can't think of any other obvious things to look for in your first level.

One problem is, there's so many .esps that make up Martigen's mod that there really is no typical Martigen's installation. But if you have installed via BAIN or OMOD or have at least followed any recommendations in your BOSS list you should be okay. Just be sure to rename your "MMM.bsa" to "Mart's Monster Mod for OOO.bsa."
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Sammi Jones
 
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Post » Mon Apr 25, 2011 10:11 am

Also, if you don't get missing meshes from Rusty items in the room with a bow and well etc., the resources should be loading, i.e. installed correctly.
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trisha punch
 
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Post » Mon Apr 25, 2011 9:27 am

Yeah i had to fix that whole thing with the meshes, so I guess it's right. Where do I find all the really cool monsters from MMM and OOO lol :)
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Bellismydesi
 
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Post » Mon Apr 25, 2011 7:30 am

Yeah i had to fix that whole thing with the meshes, so I guess it's right. Where do I find all the really cool monsters from MMM and OOO lol :)


Wander around the countryside. It won't take long to find any, if it's working properly, believe me. ;)
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Sammykins
 
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Post » Mon Apr 25, 2011 7:51 am

I've been wandering around the roads not off too much, all I've found were a ton of raiders, one minotaur, and some goblins... Something wrong? I'll post my load order:

Oblivion.esm
OOO.esm
MMM.esm
Tamriel's Travelers.esm
UOP.esp
Living Economy.esp
OOO.esp
DLC - Shivering Isles.esp
OOO Waterfish (NOT checked)
MMM for OOO.esp
MMM Spawn rates reduced (not checked)
MMM more wilderness life
Tamriel Travelers for OOO
Tamriel Travelers Item NPC

I just took off tamriel's travelers, and i havent gotten any problems with meshes, exclamation points etc. so it's working, just the (frequent) crashes... actually i have been seeing tons of weird imps and rats, like crazed imps etc. I've also seen raiders battlemages etc. but i want to see the COOL monsters :D
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Jason Wolf
 
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Post » Mon Apr 25, 2011 5:50 am

I don't think you pointed out the level of your character, so I have no idea whether a minotaur should be showing up, or not.

After I installed MMM, the first thing that appeared were a couple of giants, and an orc wizard. My character was level 2. Fortunately, not all giants are created equal, and between a companion and myself, we dealt with the lot. But things were touch and go for a bit.
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Josh Dagreat
 
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Post » Mon Apr 25, 2011 5:06 am

Ahh 2 or 3 :P so probably not supposed to see. Hmm, I've seen a few orc barbarians, but idk. I'm sticking to the roads usually. I'm using MMM for OOO, anything to do with it?

BOSS Load order:
Spoiler
Recognised And Re-ordered Mod Files
Oblivion.esm

Note: Masterlist Revision: 2329
Oscuro's_Oblivion_Overhaul.esm [Version 1.33]
Bash Tag suggestion(s): {{BASH:Actors.Spells,Graphics,Invent,Scripts,Stats,Relations}}
Mart's Monster Mod.esm [Version 3.7b3p3]
Bash Tag suggestion(s): {{BASH:Actors.AIData,Actors.AIPackages,Actors.Spells,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}
Mart's Monster Mod for OOO.esm [Version 0.9.9MB3]
Bash Tag suggestion(s): {{BASH:Delev,Factions,Relations,Relev}}
TamrielTravellers.esm [Version 1.39c]

Unofficial Oblivion Patch.esp [Version 3.3.4]
Note: Use Standalone MOBS if using Frans or OMOBS if using FCOM\OOO. Both versions can be found here: http://www.tesnexus.com/downloads/file.php?id=28537
Note: Recommend installing UOP Supplemental for additional fixes: http://www.tesnexus.com/downloads/file.php?id=27710
Bash Tag suggestion(s): {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Music,C.Name,C.Owner,Creatures.Blood,Delev,Factions,Invent,Names,Relations,Relev,Scripts,Stats}} and remove [C.Water] tag(s) (only exist in older version).
DLCShiveringIsles.esp
Note: For russian version GOTY please move this esp before Unofficial Oblivion Patch.esp (for UOP quest fixes)
Living Economy.esp [Version 3.51]
Note: Don't use 'Living Economy' and 'Living Economy - SI' together. Pick one.
Oscuro's_Oblivion_Overhaul.esp [Version 1.33]
Bash Tag suggestion(s): {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.Spells,Actors.Stats,Delev,Factions,Graphics,Invent,Names,R.ChangeSpells,Relations,Relev,Scripts,Stats}}
Mart's Monster Mod for OOO.esp [Version 0.9.9MB3]
Bash Tag suggestion(s): {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}
Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3]

Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
Note: Use either 'More Wilderness Life' or 'More Wilderness Life No Gates' but not both.
Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3]

TamrielTravellers4OOO.esp [Version 1.39c]

TamrielTravellersItemsNPC.esp [Version 1.39c]
Bash Tag suggestion(s): {{BASH:Filter,Delev,Relev,Deactivate}}
hilarity_121.esp [Version 1.21]

bgMagicEV.esp [Version 1.7EV]
Bash Tag suggestion(s): {{BASH:Names,Delev,Relev}} if you are running more than one magic overhaul and want to use LAME spell names.
Note: Move Supreme Magica after LAME if you want Supreme Magica spell stats.
bgMagicEVStartspells.esp [Version 1.68EV]

bgMagicEVPaperChase.esp [Version 1.68EV]

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Tracy Byworth
 
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Post » Mon Apr 25, 2011 5:37 pm

Creature Types and Npc Types depend on your what lvl you are once again, All the really good stuff does not start appearing till later lvls around lvl 6 or so you should start seeing a difference in creatures..

Venture off the road you are bound to run into a Lesser Hill Giant or Goblin's and Durzog or a black boar..

Beside running into OOO Creatures has well
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djimi
 
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Post » Mon Apr 25, 2011 1:34 pm

Not sure what OOO creatures are, so I guess I'll keep doing my thing :)
Loving this. Beat Oblivion on 360 all the guilds + main story (except fighters), so im trying fighters now with these mods... fun stuff :D... Also the inability to fast travel is making lazy people like me explore, which is pretty fun. Super immersion :D
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Timara White
 
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Post » Mon Apr 25, 2011 5:03 am

I've been wandering around the roads not off too much, all I've found were a ton of raiders, one minotaur, and some goblins... Something wrong? I'll post my load order:

Oblivion.esm
OOO.esm
MMM.esm
Tamriel's Travelers.esm
UOP.esp
Living Economy.esp
OOO.esp
DLC - Shivering Isles.esp
OOO Waterfish (NOT checked)
MMM for OOO.esp
MMM Spawn rates reduced (not checked)
MMM more wilderness life
Tamriel Travelers for OOO
Tamriel Travelers Item NPC

I just took off tamriel's travelers, and i havent gotten any problems with meshes, exclamation points etc. so it's working, just the (frequent) crashes... actually i have been seeing tons of weird imps and rats, like crazed imps etc. I've also seen raiders battlemages etc. but i want to see the COOL monsters :D


Living Economy is very old and full of bugs. I'd use Enhanced Economy instead (You need OBSE for this mod). Also get used to Wrye Bash and use a bashed patch. It's worth it.

Crazed Imps are from OOO afaik. If you want to know from what plugins are monsters from, use Refscope: http://www.tesnexus.com/downloads/file.php?id=21862.
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ZzZz
 
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Post » Mon Apr 25, 2011 12:23 pm

Ah that's a cool mod, but I never really cared for living economy, I just used it because I thought OOO required it? Why do I need Wrye Bash & Patch, lol it seems very complex?
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Nicola
 
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Post » Mon Apr 25, 2011 2:13 pm

You will eventually need Wrye Bash to allow all of the mods you have to work together, There are things that Wrye Bash does, like making every potion and ingredient wiegh almost nothing, making horses turn fastrer, making every piece of clothing and armor show amulets. Wrye Bash allows you to use BAIN. The Bashed Patch integrates plugins and reduces the amount of active esp's. Oblivion has a set limit of 255 active mods, but with Wry Bash you can run more as long as they are merged into the Bashed Patch. On my Laptop I have 217, but I only have 173 active.
EDIT Read "Something about .omods that really annoy me" I am slowly switching to BAIN myself, but I lack the will to sit and convert every mod I have downloaded into a package, and I enjoy trying to help people like you.
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Kanaoka
 
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Post » Mon Apr 25, 2011 2:13 pm

Wrye Bash can show you at a glance if a mod you have is missing a parent required to run it. You can change the time-date stamp of any mod extremely easily, and update your saved game to reflect a new mod lineup. There's plenty it can do in more advanced work, and now there's a good pictorial tutorial for it, too, http://www.tesnexus.com/downloads/file.php?id=35230.
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Naomi Lastname
 
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Post » Mon Apr 25, 2011 7:39 am

Thank you, I'll have to check it out. So it's no problem if I erase living economy?
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Daddy Cool!
 
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Post » Mon Apr 25, 2011 2:52 pm

Thank you, I'll have to check it out. So it's no problem if I erase living economy?


No, and it's not required by OOO.
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Eve Booker
 
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Post » Mon Apr 25, 2011 2:29 pm

Gracias time to do my hw lol :)
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Lou
 
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