Martigen's Monster Mod 3.8 - More descriptive installation g

Post » Thu Dec 05, 2013 7:54 am

Should be noted that I'm using the Steam version.

Well, here this goes. I'm rather new to modding and using OBMM [Oblivion Mod Manager] seems to be relatively simple to use. After extracting and installing the .BSA file into my \data folder (I assume this is the correct procedure - please note if not), everything seems to work out fine. I can still run my game at this point.
I next download and apply the .esm and .esp files into my \data folder, as well. This is where the issue and confusion comes into place. I select the appropriate plugins (at this point I did NOT have OOO [Obscuro's Oblivion Overhaul] installed) and attempt to run my game. At the VERY beginning it crashes while the Bethesda logo is still loading and gives me no sort of error notification. So, I go back into OBMM and take a look at the load order (I cannot provide a load order at this time due to uninstalling Oblivion out of frustration, I can give one later, however) and the installation guide they provided.

I noticed in the installation guide it mentioned this:
HOW TO INSTALL MMM 3.8 Full Version Manually via BAIN

1] Copy MMM.bsa to your Oblivion/Data directory (or simply click Install on both the BSA and ESM/ESP packages in the Installers Tab).
2] Select 'Mart's Monster Mod.esm' (If using OOO together with MMM, also select MMMforOOO.esm. This does not apply for FCOM!)
3] Select ONE of the following:
'Mart's Monster Mod.esp' - And manually rename MMM.bsa to Mart's Monster Mod.bsa
*OR*
'Mart's Monster Mod for Frans.esp' - And manually rename BSA to Mart's Monster Mod for Frans.bsa
*OR*
'Mart's Monster Mod for OOO.esp' - And manually rename BSA to Mart's Monster Mod for OOO.bsa
*OR*
If you are using MMM in an FCOM configuration, rename BSA to FCOM_Convergence_Mart's Monster Mod.bsa
Failure to rename the BSA properly for your installation will result in missing resources ingame, as the BSA will not be loaded on game startup!!


Is this also required for OBMM, or just BAIN?
I attempted to change the "Mart's Monster.esp" to "Mart's Monster.BSA" (which after re-reading I can see this was not the appropriate option) and still had no luck.
There was no specific "MMM.bsa" file, however. The only one that WAS ending with the ".bsa" file type was the original .bsa file which I already installed and that was titled Mart's Monster Mod.bsa already.


I later attempted to download OOO to see if maybe I could only run this particular version with OOO (yes, I orignially had ALL OOO files disabled, same with everything for Francesco's mod). Of course, still no luck.


I am literally at a loss of what to do, or what I'm doing wrong here. If all the steps I've taken so far have been correct, is this a load order issue? I attempted to use BOSS (Better Oblivion Sorting Software) and it claimed everything to be fine, yet the game would still crash at the same spot.
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Silvia Gil
 
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Post » Thu Dec 05, 2013 7:58 pm

If it's crashing on startup, did you try removing the .ini files from My Documents/My Games/Oblivion?
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Jason White
 
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Post » Thu Dec 05, 2013 8:13 am

Are you trying to install MMM only or FCOM? If you are installing MMM just use the BAIN wizard and then follow the instructions. If you're trying to set up FCOM which I do not recommend unless you know exactly what to install, then read the first post of this thread: http://www.gamesas.com/topic/1429326-relz-fcom-convergence-10/
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Solène We
 
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Post » Thu Dec 05, 2013 1:31 pm

The BAIN wizard works fine for the basic install, but then when you are looking at the many add-on ESPs, things get confusing. For a FCOM install there are FCOM variants of the those ESPs you should use instead. You gotta see if there is a FCOM variant first, like FCOM_LessRats.esp instead of Mart's Monster Mod - Less Rats.esp.
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Emma Copeland
 
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Post » Thu Dec 05, 2013 4:29 am

I'm assuming Wyre Bash is BAIN given the information I've looked up? If so, is this particular installation essentially just like OBMM? Basically install it into my game directory, correct?
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AnDres MeZa
 
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Post » Thu Dec 05, 2013 11:15 am

I'm assuming FCOM is out of the question here since it's specifically stated Oscuro's isn't being used. For me, crashing before the actual game has loaded has usually been an indicator that something is wrong with the ini files. And if this is the case, uninstalling Oblivion isn't going to get rid of those files since they aren't in the game directory itself. They need to be removed manually and then Oblivion will create new files to replace them when starting it again.
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Michael Russ
 
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Post » Thu Dec 05, 2013 9:25 am

Ok, if you're trying to install MMM only then, all you have to do is put esp, esm & bsa to Oblvion/data folder, that's it. After that you check them on either OBMM or Wrye. Since you said you have BOSS, run it with the latest masterlist. Btw, did you rebuild your bashed patch on Wrye?
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Tamika Jett
 
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Post » Thu Dec 05, 2013 4:39 pm

I'll be offering a load list here shortly. The TESA forums have been down for maintenance all day and prevented me from re-downloading MMM. I'm almost CERTAIN I unchecked every possible mod that would conflict with one another. But if I can't get it working this time (I'll also attempt the .ini issue like Sleepy Gecko recommended), then I must be missing something...

I appreciate all the replies with help. Although some didn't reply with something pertaining to my issue, it is still rather hopeful, however.


EDIT: It seems to be working now. I either fixed my load order, or deleting my Oblivion folder in \my games helped it, as well. Although, there wasn't an .ini folder in there. Either way, I appreciate all the help!
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I love YOu
 
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Post » Thu Dec 05, 2013 6:37 am

Well, there seems to be another issue I've ran into if anyone cares to tackle this one.. There seems to either be some meshes or texture issues. Some of the enemies (bandits and outlaws, so far) show up either half invisible or as giant exclamation points. This is becoming extremely frustrating.. My game is running now, just the .bsa file does not seem to be properly working as it should be. Note that I can see most newly added creatures and other features from MMM JUST fine.

I went and re-downloaded the .bsa file (before I had just extracted it to my \data folder and did NOT add the actual .bsa file itself since I didn't think it was necessary anymore). So, I added it to the folder, ignoring the "change the MMM.bsa to Mart's Monster Mod.bsa" since it was ALREADY named Mart's Monster Mod (I did later name it to .bsa after a failure to fix the issue) and attempted to re-extract all the files away to see if it missed something the first time around. If it did miss something, it definitely missed it again because I'm still having this issue.

Please note, I am not using FCOM or OOO. The only mods I have running (yes, I've installed the unofficial patches - Oblivion, Shivering Isles, and other DLC) are MMM (Loaded last), Midas Magic, Alternative Start, and Natural Environments.

As far as I know, none of these mods should conflict with MMM. Anyone have any ideas on this issue, or should I just make other thread?
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Kate Schofield
 
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Post » Thu Dec 05, 2013 1:06 pm

It seems that the game is not reading the meshes properly. Are you sure the missing meshes belong to MMM? Use this tool here to find out which one is missing: http://www.oblivion.nexusmods.com/mods/21862
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natalie mccormick
 
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Post » Thu Dec 05, 2013 10:54 am



I am not using OBSE either, Shinobi. Given that it's not required to run MMM, I didn't want to go through the trouble of figuring out how to run that, as well. It was annoying enough in Fallout 3.


I have run each of these mods before (excluding MMM, obviously) without running into this particular issue and it's most certainly not in the base game. I am strongly convinced that it is an issue with the meshes in MMM considering it's the only one that adds Outlaws to Oblivion. I just don't know how to fix this..
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Steph
 
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Post » Thu Dec 05, 2013 6:57 am


You shouldn't have extracted the .bsa file/archive if I'm reading your posts correctly. What you need to do is simple: put the .bsa archive (MMM.bsa) into the Data folder of your Oblivion installation (e.g. C:\Games\Bethesda Softworks\Oblivion\Data); then put the .esm (Mart's Monster Mod.esm), and one of the .esps into the Data folder as well. Then, start BOSS, and let it sort the load order. Then check the boxes (in OBMM/Wrye Bash) next to Mart's Monster Mod.esm and the (previously chosen) .esp. That's for the basic install (without taking into the consideration the OOO, Francesco's and FCOM).

EDIT: I've made an error in this post, but you'll be fine. Look at my next post. The error I made is that I forgot to tell you to rename the .bsa.
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BethanyRhain
 
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Post » Thu Dec 05, 2013 4:17 pm


I suppose it's time to reinstall Oblivion and redo this then.
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keri seymour
 
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Post » Thu Dec 05, 2013 5:47 pm

This post is for basic (no OOO et al) install, although it's easy to alter it for the purpose of including compatibility for other overhauls (like OOO).

You shouldn't have extracted the .bsa. What you need to do, without taking into consideration the OOO, Frans or FCOM, is:
1. Download the necessary files. If those files came within the archive (e.g. .7z, .rar or something else) extract the files, from the archive, into a temporary location on you hard disk (I usually extract to desktop). If those files weren't in the archive (which would be odd, but whatever), then place them somewhere on a temporary location, but don't try to extract/open them yet.

2. When you have the files, and you should have ONE .bsa (MMM.bsa), ONE .esm (Mart's Monster Mod.esm) and ONE of the chosen .esps (for basic install, without OOO et al., you'd need Mart's Monster Mod.esp), put those three things into the \Data folder.

3. Then, rename MMM.bsa (in your Data folder) to Mart's Monster Mod.bsa, just like you'd rename, for example, "New Folder" into "Folder for something".
NOTE: The "MMM.bsa" you should probably see as "MMM" (I think, if you have Construction Set installed), but hovering your mouse over that file will tell you the type of file it is: .bsa stands for "Bethesda Softworks Archive", but you should never need to extract it for basic purposes (optimizing meshes aside, you're not interested in that right now). So, if only what you see is MMM, then hover the mouse cursor, and if it tells you that its "Bethesda Softworks Archive" then it's all OK.

4. Then, run BOSS and let it sort through your load order.

5. Then start Wrye Bash/OBMM and check the boxes next to .esm, and .esp (note that you don't need to think about .bsa anymore)

6. Play.

P.S. This is sort of a double post, but nevermind.
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MARLON JOHNSON
 
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Post » Thu Dec 05, 2013 2:28 pm



I did most of that, except with the extracting issue which you pointed out to be my possible error. I am reinstalling Oblivion and am going to apply the .bsa file first (basically following your exact instruction here). My one big concern is that the esp/esm files are separate from the .bsa file location ("download location", they're both going into the \data folder. Edited in case of confusion with my wording. My apologies if there was any.). I downloaded them both from their TESA page, and when the download finishes for the .bsa file, it shows up at "Mart's Monster Mod" already, NOT MMM.bsa". Should I include the '.bsa' part after it, or just leave it as it is since it's already named as it should be?
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Emma Copeland
 
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Post » Thu Dec 05, 2013 9:51 am


No, don't put .bsa into the name of the file if it already is .bsa (hover with your mouse to see, or right click on the file and choose "Properties" - see "Type of file" text where it says, next to that text, what type is; BTW, I'm using Windows XP, but it shouldn't be much different on other (newer) Windows).
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josie treuberg
 
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Post » Thu Dec 05, 2013 9:48 am


Noted, thanks! I'm using Vista (which is the reason I am not using OOO, I'd rather get this sorted out before I get to that .exe issue with Vista), so I'm not quite sure why the .bsa file would be already renamed to what it should be. Unless that was apart of the 3.8 update, that is. Either way, I'll keep you updated with my progress after Oblivion re-installs. From what I've played of MMM so far, it seems to definitely be an essential mod for my needs. Thanks for all the help so far, by the way! It's immensely appreciated.
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cassy
 
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Post » Thu Dec 05, 2013 12:46 pm

No problem. If you run into issues feel free to post, and include as much details about what you had done (like you do actually, which is good).
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Umpyre Records
 
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Post » Thu Dec 05, 2013 4:57 pm

Installing MMM v3.8 while completing FCOM v1.0 and Slof's horse & armor came up.
Do I still need to install the original mod first if I have Mart’s Monster Mod – MMM4OOO&FCOM?
Because MMM manual seems to indicate that you don't have to install Slof's horse armor if you have Mart’s Monster Mod – MMM4OOO&FCOM.
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Gemma Woods Illustration
 
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Post » Thu Dec 05, 2013 8:12 pm

Lawful Evil, I'd like to greatly thank you for all the help and support with this mod, and everyone else who contributed to my error when launching. I appreciate all the help everyone. Thank you so much!

The issue was definitely me extracting the files originally.
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Beat freak
 
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Post » Thu Dec 05, 2013 9:27 am

If I remember correctly you don't need the original mod because it's already integrated into MMM 3.8 but you would require the DLC Horsearmor. Eh not sure on that one. /blink.png' class='bbc_emoticon' alt=':blink:' />
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Elina
 
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Post » Thu Dec 05, 2013 2:14 pm

I just added MMM, and everything works fine until I fast-travel, and then the game frequently crashes. Is this normal for starting out? I've waited the 14 or so days for the game to integrate the new material. And a lot of animals/beasts are invisible. It's not fun fighting an invisible brown bear!

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Rude Gurl
 
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Post » Thu Dec 05, 2013 7:20 pm

Invisible animals indicates that you don't have or haven't renamed the MMM bsa correctly. Check the http://www.gamesas.com/topic/1395325-relz-martigens-monster-mod-38/ for details. That could explain your crashes as well, but you should also turn off save on travel, if you haven't.

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Javaun Thompson
 
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Post » Thu Dec 05, 2013 1:23 pm

Isn't it just 3 days time wait, unless you've changed the respawn times?

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Noraima Vega
 
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