Martigen’s Monster Mod 3.7b3

Post » Tue Oct 05, 2010 5:47 am

so basically i got the program "Oblivion Mod Manager" and it's worked great for other smaller mods (i.e) the dragon one, and the bloodier one. Then i eventually successfully got the first version of MMM to work, on my oblivion game but kept having horrible game crashes when i tried entering cities, and some times randomly through out the game. It's all very confusing to me because I'm not fairly new to this whole mod concept. I tried following the instructions on the official release site and was mind boggled on installing it. I eventually downloaded the first part of that mod MMM37b3PR and kept it compressed, because that's the only format oblivion mod manager will accept when your creating a new archive. i had trouble finding a good link without subscribing for a membership for the second part that needs to be downloaded. Then there were these patches i supposedly need to download, but why? and what if i just disable shivering isles from my data files. Wouldn't that counter me in dealing with the shivering isles patch. I'm not very educated on the whole process, so if anyone could try to help me, with simple clear instructions and easy computer terminology i would be greatly appreciative. thanks
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Syaza Ramali
 
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Post » Tue Oct 05, 2010 2:06 am

http://tesnexus.com/downloads/file.php?id=24646

http://www.gamesas.com/index.php?/topic/1083993-in-depth-guide-for-installing-fcom-and-non-fcom-setups-with-bain/

http://tesivpositive.animolious.com/

Other than that, you need to post your load order. If you only have two other mods, did you install all official and unoffical patches?
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michael danso
 
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Post » Tue Oct 05, 2010 7:07 am

http://tesnexus.com/downloads/file.php?id=24646

http://www.gamesas.com/index.php?/topic/1083993-in-depth-guide-for-installing-fcom-and-non-fcom-setups-with-bain/

http://tesivpositive.animolious.com/

Other than that, you need to post your load order. If you only have two other mods, did you install all official and unoffical patches?


i'm not sure if they were official or unofficial. how can i find out?
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Khamaji Taylor
 
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Post » Tue Oct 05, 2010 6:14 pm

MMM 3.7b3 has a significantly different installation process from the other versions because of the big new feature: the BSA.

Check the official thread for the BSA download and grab it, then I'll try to make this easier to digest than the manual (if at all possible)

Core files: These include the BSA and Mart's Monster Mod.ESM, these are the 100% required files.

Vanilla or Overhauled?: The .ESPs you load will depend on whether or not you are running anouther overhaul mod alongside MMM or if you are using only MMM.

-Vanilla: use Mart's Monster Mod.ESP
-Oscuro's: use Mart's Monster Mod for OOO.ESP AND the corresponding ESM.
-Francesco's: Use Mart's Monster Mod for Frans.ESP

Once you've selected which basic setup you will use, you must now rename the BSA so that it matches the name of the ESP you installed in order for it to be used.

Optional Extras: There are several optional ESPs you can use to enrich the MMM experience if you want. Choose what you wish, but beware, some options require OOO or Frans to be used, and at the same time some options cannot be used with one, the other, or either. This information, along with what the options do, you need to get in the manual.

Less or No XXX Options: If you do not like a creature in MMM, you can use these ESPs to lessen, or entirely eliminate, MMM's spawning them in game. You can also turn off some specific features, if you wish, as well.

Spawn Rates Options: These ESPS adjust the spawning of monsters so that either the game will spawn more baddies... or less. Generally, you only want to use one of these.

Hope that helped.
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Eibe Novy
 
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Post » Tue Oct 05, 2010 7:49 am

MMM 3.7b3 has a significantly different installation process from the other versions because of the big new feature: the BSA.

Check the official thread for the BSA download and grab it, then I'll try to make this easier to digest than the manual (if at all possible)

Core files: These include the BSA and Mart's Monster Mod.ESM, these are the 100% required files.

Vanilla or Overhauled?: The .ESPs you load will depend on whether or not you are running anouther overhaul mod alongside MMM or if you are using only MMM.

-Vanilla: use Mart's Monster Mod.ESP
-Oscuro's: use Mart's Monster Mod for OOO.ESP AND the corresponding ESM.
-Francesco's: Use Mart's Monster Mod for Frans.ESP

Once you've selected which basic setup you will use, you must now rename the BSA so that it matches the name of the ESP you installed in order for it to be used.

Optional Extras: There are several optional ESPs you can use to enrich the MMM experience if you want. Choose what you wish, but beware, some options require OOO or Frans to be used, and at the same time some options cannot be used with one, the other, or either. This information, along with what the options do, you need to get in the manual.

Less or No XXX Options: If you do not like a creature in MMM, you can use these ESPs to lessen, or entirely eliminate, MMM's spawning them in game. You can also turn off some specific features, if you wish, as well.

Spawn Rates Options: These ESPS adjust the spawning of monsters so that either the game will spawn more baddies... or less. Generally, you only want to use one of these.

Hope that helped.




it did.. but let's just make this simple. i want the version that does what the review said it would.. different npc faces...different creature behavior and so on.. more creatures respawning..so could i just use the vanilla mod or do i need to add in the extra plug ends?
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C.L.U.T.C.H
 
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Post » Tue Oct 05, 2010 6:37 am

it did.. but let's just make this simple. i want the version that does what the review said it would.. different npc faces...different creature behavior and so on.. more creatures respawning..so could i just use the vanilla mod or do i need to add in the extra plug ends?


Honestly, I don't understand your issue described in the first post. The easiest way to install MMM via OBMM is via TheNiceOne's http://www.gamesas.com/?showtopic=995334. http://www.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/ has links, info etc. Check http://pages.suddenlink.net/corepc/ for info on what the optionals plugins do. Also, the release thread is the appropriate place for MMM questions.

Basically, you need only Mart's Monster Mod.esm and Mart's Monster Mod.esp to get the bulk of the MMM features. You need the Additionial Enemy Npc Variants plugin to get "1300 New Enemy Variants to Game. Maruaders, Bandits, Smugglers, Raiders, Reavers, Foresters, and more". Guess that's what you mean with "different npc faces".
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Add Meeh
 
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Post » Tue Oct 05, 2010 3:52 am

Honestly, I don't understand your issue described in the first post. The easiest way to install MMM via OBMM is via TheNiceOne's http://www.gamesas.com/?showtopic=995334. http://www.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/ has links, info etc. Check http://pages.suddenlink.net/corepc/ for info on what the optionals plugins do. Also, the release thread is the appropriate place for MMM questions.

Basically, you need only Mart's Monster Mod.esm and Mart's Monster Mod.esp to get the bulk of the MMM features. You need the Additionial Enemy Npc Variants plugin to get "1300 New Enemy Variants to Game. Maruaders, Bandits, Smugglers, Raiders, Reavers, Foresters, and more". Guess that's what you mean with "different npc faces".



so i understand how to get the mod.esm and mart's monster mod.esp, but my problem is it keeps telling me to directly extract it to my Oblivion/Data directory and i have no idea how to get there. another thing i downloaded two files, if i only need mod.esm/esp can't i just get both of those off of my first download? MMM_37b3?_Public_Release?
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Kaley X
 
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Post » Tue Oct 05, 2010 1:26 pm

http://www.gamesas.com/?showtopic=995334

that link that you gave me helped wonderful. it was easy, simple since i already have an understanding of those mods. thanks for the help. hope it works. this updated version does fix the game from crashing while entering cities right?
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Quick draw II
 
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Post » Tue Oct 05, 2010 7:45 am

http://www.gamesas.com/?showtopic=995334

that link that you gave me helped wonderful. it was easy, simple since i already have an understanding of those mods. thanks for the help. hope it works. this updated version does fix the game from crashing while entering cities right?


Didn't know that MMM have had such issues. It doesn't affect much of anything in cities so sounds odd. Anyway, the latest MMM is the most stable release yet. Also, you should turn off autosave on wait/travel/rest if you haven't already - it's known to cause CTD issues, especially when using lots of mods.
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Shiarra Curtis
 
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Post » Tue Oct 05, 2010 5:28 pm

Didn't know that MMM have had such issues. It doesn't affect much of anything in cities so sounds odd. Anyway, the latest MMM is the most stable release yet. Also, you should turn off autosave on wait/travel/rest if you haven't already - it's known to cause CTD issues, especially when using lots of mods.


thanks i'll be sure to do that as soon as it finishes compressing , etc. have you tried the horse back fighting mod? and the spell casting mod? does it work for you?
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Wane Peters
 
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Post » Tue Oct 05, 2010 3:02 pm

thanks i'll be sure to do that as soon as it finishes compressing , etc. have you tried the horse back fighting mod? and the spell casting mod? does it work for you?


I never use horses so no on the first one and not sure which spell casting mod you're referring to. MMM is compatible with all such mods I'd say, so if those mods are issue free in themselves it shouldn't be an issue.
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Rach B
 
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Post » Tue Oct 05, 2010 2:32 pm

I never use horses so no on the first one and not sure which spell casting mod you're referring to. MMM is compatible with all such mods I'd say, so if those mods are issue free in themselves it shouldn't be an issue.



the load order on that site said boss ( i followed the instructions but i think i might not have them in the right order) so which option can i choose? file size, owner, alphabetical, etc
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Dale Johnson
 
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Post » Tue Oct 05, 2010 4:58 am

the load order on that site said boss ( i followed the instructions but i think i might not have them in the right order) so which option can i choose? file size, owner, alphabetical, etc


BOSS is excellent for managing the load order, but not sure what you mean with which option to choose. After running BOSS, post your load order via OBMM: Import/Export > View load order > Copy/Paste into post.

EDIT: Ah, I guess that you mean that you can sort the mods alphabetically etc. in OBMM? The different options there won't affect the load order, but if you want to check the load order you should of course sort them according to load order.
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jadie kell
 
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Post » Tue Oct 05, 2010 5:08 pm

BOSS is excellent for managing the load order, but not sure what you mean with which option to choose. After running BOSS, post your load order via OBMM: Import/Export > View load order > Copy/Paste into post.

EDIT: Ah, I guess that you mean that you can sort the mods alphabetically etc. in OBMM? The different options there won't affect the load order, but if you want to check the load order you should of course sort them according to load order.



well everything works perfectly now except i'm missing one file.. :( obscuro's oblivion overhaul.esm file (do you know where i can download it?)
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Alycia Leann grace
 
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Post » Tue Oct 05, 2010 6:44 am

well everything works perfectly now except i'm missing one file.. :( obscuro's oblivion overhaul.esm file (do you know where i can download it?)


http://www.gamesas.com/index.php?/topic/1099204-relz-oscuros-oblivion-overhaul-133/. You need OOO 1.33 Complete and then patch it to OOO 1.34 Beta 5. Also note that the OMOD installer might have renamed the MMM.bsa wrongly - that is, if you install OOO after installing MMM with the installer. So check that the MMM.bsa is renamed correctly - follow the guide in the MMM release thread for how to set up MMM+OOO.
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[ becca ]
 
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Post » Tue Oct 05, 2010 9:13 pm

http://www.gamesas.com/index.php?/topic/1099204-relz-oscuros-oblivion-overhaul-133/. You need OOO 1.33 Complete and then patch it to OOO 1.34 Beta 5. Also note that the OMOD installer might have renamed the MMM.bsa wrongly - that is, if you install OOO after installing MMM with the installer. So check that the MMM.bsa is renamed correctly - follow the guide in the MMM release thread for how to set up MMM+OOO.



how do i patch it to OOO 1.34 Beta 5? i'm so confused lol and how can i find my MMM.bsa file? isn't that MMM.esp?
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chirsty aggas
 
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Post » Tue Oct 05, 2010 4:16 pm

how do i patch it to OOO 1.34 Beta 5? i'm so confused lol and how can i find my MMM.bsa file? isn't that MMM.esp?


The MMM.bsa has all the resources (textures, meshes) for MMM, much as the vanilla resources are packed in bsa's. If you installed MMM via the OMOD installer, the MMM.bsa should be in the Data folder, renamed to Mart's Monster Mod.bsa (if you installed MMM before OOO). You must rename it to Mart's Monster Mod for OOO.bsa if using MMM + OOO.

Probably easiest to install OOO 1.34 Beta 5 manually, after installing OOO 1.33 Complete of course, although you can create an OMOD of it and install it via OBMM.
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IM NOT EASY
 
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Post » Tue Oct 05, 2010 5:57 am

The MMM.bsa has all the resources (textures, meshes) for MMM, much as the vanilla resources are packed in bsa's. If you installed MMM via the OMOD installer, the MMM.bsa should be in the Data folder, renamed to Mart's Monster Mod.bsa (if you installed MMM before OOO). You must rename it to Mart's Monster Mod for OOO.bsa if using MMM + OOO.

Probably easiest to install OOO 1.34 Beta 5 manually, after installing OOO 1.33 Complete of course, although you can create an OMOD of it and install it via OBMM.


ok i'm almost there i can feel it..i got both of the files..i uploaded both of them via OMOD and it didn't work. i tried renaming the mod (MMM37b3_public_release) with the Mart's Monster Mod.bsa (was that right or wrong?) or should i have renamed the other file (MMM373bsa) to Mart's Monster Mod.bsa? i renamed them both with the same name since i want to play vannilla with 000, as many of those that are compatable i want to have them in my archives. On the last part the Oscars Overhaul file, i think i got that right by patching it through the beta file version 1.34 Beta 5. since i got a series of questions from OMOD asking me yes or no to a bunch of various questions pertaining to the eps files/plug ins. So just tell me what to erase and reinstall via my OMOD and exactly which file needs to be renamed since i want to play both 000 and MMM.
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Bitter End
 
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Post » Tue Oct 05, 2010 12:39 pm

I think you should read http://www.tesivpositive.animolious.com/?page=guides_mod_installation&subpage=mmmforooo_installation_guide, and try using OBMM and The NiceOne's OMOD installers for MMM. It renames the correct files for you.

Frankly, I think you might have renamed the wrong files in your confusion. Suggest starting over from scratch and reinstalling Oblivion and reading the basics of mod installation from the site I linked you (it has beginner-level info that you need) before you proceed...

Do you know what folder you installed Oblivion into? SHould be something like:

"C:\Program Files\Bethesda Studios\Oblivion" if you are not sure.
Look for a folder called "Data" under it, and the MMM.bsa file should be there.

Also, do you have file extensions turned off? For e.g., when in Windows Explorer, do you see files listed as "FileName.txt" or just "FileName"? If the latter, you need to go to Tools>Folder Options>View> and uncheck Hide extensions for known file types. That will allow you to see file extensions so that you know what to rename.

Frankly, just start, reinstall Oblivion over (the guide has instructions for that) and take it step by step. You can find instructions for reinstalling Oblivion too!
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Theodore Walling
 
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Post » Tue Oct 05, 2010 5:14 pm

I think you should read http://www.tesivpositive.animolious.com/?page=guides_mod_installation&subpage=mmmforooo_installation_guide, and try using OBMM and The NiceOne's OMOD installers for MMM. It renames the correct files for you.

Frankly, I think you might have renamed the wrong files in your confusion. Suggest starting over from scratch and reinstalling Oblivion and reading the basics of mod installation from the site I linked you (it has beginner-level info that you need) before you proceed...

Do you know what folder you installed Oblivion into? SHould be something like:

"C:\Program Files\Bethesda Studios\Oblivion" if you are not sure.
Look for a folder called "Data" under it, and the MMM.bsa file should be there.

Also, do you have file extensions turned off? For e.g., when in Windows Explorer, do you see files listed as "FileName.txt" or just "FileName"? If the latter, you need to go to Tools>Folder Options>View> and uncheck Hide extensions for known file types. That will allow you to see file extensions so that you know what to rename.

Frankly, just start, reinstall Oblivion over (the guide has instructions for that) and take it step by step. You can find instructions for reinstalling Oblivion too!



i know how to get in my oblivion directory/data (i learned that the other day) however when i use the OMOD it doesn't put those files in their. i guess that program has a separate data base where those files go, for example it's in my oblivion directory, but it's not under the data sub file. i can easily send the mmm.bsa file to my data directory file no problem, but my question is since i want both 000 and MMM, do i need to rename my mmmm.bsa file Mart's Monster Mod for OOO.bsa? and if so thats fine. but then what about the other file? that has 000. do i also manually put that in my directory/data sub folder? as well with the same name as it's original? or do i rename that file as well? since we are doing this all manually.


so recap correct me if i'm wrong. extract mmm.bsa in my data file with textures, skins etc. 2) rename that file to Mart's Monster Mod for 000.bsa (since i want to use both MMM/000) 3rd manually extract the 000 files into the same data folder (i don't know if i need to rename it or not ) 4) (combine oscar's overhaul 1.33 version to the 1.34 beta 5 patch) i dont know how to do this manually, but i can do it on the OMOD. 5) Last but least, there is a diverse underwater mod that's apparently a plug in for Oscars OverHaul file, and that needs to be extracted manually as well.

How'd i do?
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Lynne Hinton
 
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Post » Tue Oct 05, 2010 8:37 am

so i went to teds website and i followed his instructions. reinstalled oblivion...downloaded tons of patches and mods, etc. Installed it all on my OMOD. i had to take off the unoffical patch plug ins for it to lanuch, but once it did lanuch i see these weird looking yellow stars that say i'm missing mesh. and the game periodically crashes..what's my problem now?
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Sun of Sammy
 
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Post » Tue Oct 05, 2010 5:29 pm

so recap correct me if i'm wrong. extract mmm.bsa in my data file with textures, skins etc. 2) rename that file to Mart's Monster Mod for 000.bsa (since i want to use both MMM/000) 3rd manually extract the 000 files into the same data folder (i don't know if i need to rename it or not ) 4) (combine oscar's overhaul 1.33 version to the 1.34 beta 5 patch) i dont know how to do this manually, but i can do it on the OMOD. 5) Last but least, there is a diverse underwater mod that's apparently a plug in for Oscars OverHaul file, and that needs to be extracted manually as well.

How'd i do?


I agree with anithinks that you perhaps should start over from a clean install. Anyway, if installing OOO and MMM manually (presuming that you get the hang of where the folders, esp's/esm's should go, saying yes to overwrites etc.):

1. Extract OOO_133_Complete.7z to the Data folder. You'll probably only need the main esp/esm, but there are optionals in the Oscuro's Oblivion Overhaul\OOO-ADD-ONS\ folder. Most of them are for the Lite version so not used in your case. For the others there are better alternatives.

2. Extract OOO_134_Beta_5_Patch.7z to the Data folder.

3. Follow the steps in the http://www.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/. Note that at this point you probably don't know which optionals you might want to use, so I'd recommend starting out with just the main esp's/esm's. You can always add a No X plugin later if you don't want a certain feature - the same for optional spawn rates etc.

5. Run Boss.

That said, it IS a good idea to either use OBMM or Wrye Bash for your installs of mods, both because it makes uninstalling much easier but also because you get full control (with BAIN) over conflicts etc. For example, when I returned from Fallout 3 this winter I installed the previous MMM release for my FCOM install before realizing there was a new bsa based beta release. If I had installed MMM manually it would probably have been easiest to start over from scratch, but as I installed via BAIN I could uninstall it with a click.
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Hayley O'Gara
 
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Post » Tue Oct 05, 2010 4:19 pm

I agree with anithinks that you perhaps should start over from a clean install. Anyway, if installing OOO and MMM manually (presuming that you get the hang of where the folders, esp's/esm's should go, saying yes to overwrites etc.):

1. Extract OOO_133_Complete.7z to the Data folder. You'll probably only need the main esp/esm, but there are optionals in the Oscuro's Oblivion Overhaul\OOO-ADD-ONS\ folder. Most of them are for the Lite version so not used in your case. For the others there are better alternatives.

2. Extract OOO_134_Beta_5_Patch.7z to the Data folder.

3. Follow the steps in the http://www.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/. Note that at this point you probably don't know which optionals you might want to use, so I'd recommend starting out with just the main esp's/esm's. You can always add a No X plugin later if you don't want a certain feature - the same for optional spawn rates etc.

5. Run Boss.

That said, it IS a good idea to either use OBMM or Wrye Bash for your installs of mods, both because it makes uninstalling much easier but also because you get full control (with BAIN) over conflicts etc. For example, when I returned from Fallout 3 this winter I installed the previous MMM release for my FCOM install before realizing there was a new bsa based beta release. If I had installed MMM manually it would probably have been easiest to start over from scratch, but as I installed via BAIN I could uninstall it with a click.



first off how do i run boss? second off what are the yellow stars that say i'm missing a mesh?
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RUby DIaz
 
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Post » Tue Oct 05, 2010 7:01 pm

Every post by the OP made me think http://www.gamesas.com/index.php?/topic/449239-oblivion-mods-faq/ should be read.
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Karen anwyn Green
 
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Post » Tue Oct 05, 2010 2:45 pm

first off how do i run boss? second off what are the yellow stars that say i'm missing a mesh?


http://www.gamesas.com/index.php?/topic/1111761-boss-better-oblivion-sorting-software/. Much recommended - not only for setting the load order, but for giving Bash tags (if using Wrye Bash's Bashed Patch) and notes on conflicts, updates etc.

A missing mesh means missing resources, most often caused by not renaming MMM.bsa correctly - otherwise probably a faulty install of OOO 1.33 (if it's connected to either).
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Adrian Powers
 
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