[RELZ]MartsMonsterMod3.7b3 Public Release [RELZ]

Post » Sun Nov 22, 2009 8:48 am

But using BAIN - woudn't that resolve the issues of switching out the replacers and so on?


Yes,.

BAIN should be able to scan bsa and compare to what in data directory and let you know what is going to conflict, unlike OBMM which cannot scan a bsa and compare to data directory and report.


The readme for the new version mentions that you should NOT use Safer Roads with any of the reduced spawn rates plugins, is this correct? If so, can we use FCOM Safer Roads too, or should it be removed from the load order? Thanks for any info :)


Correct You can NOT use any of Safer Roads plugin with any of spawn rate plugins. That includes FCOM Safer Roads will not work with fcom spawn rate plugins either. Even with bash it still does not work.

Safer Roads plugin only works with default spawn rate.

The only way to make them work is to merge safer roads feature into spawn rate plugin itself. Which is easy with tes4edit. You just copy load up both safe roads and spawn rate plugin and copy % chance of none from safer roads into same leveledlist that is used in spawn rate plugins. And you have a spawn rate plugin with safe roads.
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Stephanie I
 
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Post » Sun Nov 22, 2009 2:06 pm

Correct You can NOT use any of Safer Roads plugin with any of spawn rate plugins. That includes FCOM Safer Roads will not work with fcom spawn rate plugins either. Even with bash it still does not work.

I guess I missed that. Has that always been true? What happens when you do use Safer Roads plus one of the reductions? Does it just prevent the spawn points from working as you pass through a cell, should I do a full cell reset, will it break my save, or what?
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jenny goodwin
 
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Post » Sun Nov 22, 2009 7:08 am

I guess I missed that. Has that always been true? What happens when you do use Safer Roads plus one of the reductions? Does it just prevent the spawn points from working as you pass through a cell, should I do a full cell reset, will it break my save, or what?


Yes, it has always been like this. If you use Safe Roads and load it before spawn rate plugin it will make no difference, since spawn rate plugin is modiying the same leveledlist has safer roads does. So spawn rate plugin wins and you keep spawn rate changes.

If you where to load safer roads after spawn rate plugin, then you would lose spawn rate changes and the spawn rate gets set back to MMM default spawn rate for things.

Even with Bash once again. TES4EDIT method that I posted is easiest way to put safer roads feature into your spawn rate plugin.

it will not break you save it is only affecting the amount that spawn once again. Which die off in a few days anyways.
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Euan
 
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Post » Sun Nov 22, 2009 4:33 pm

Congratulations Corepc and Team MMM on this zenith milestone :foodndrink: :intergalactic: :foodndrink: Just in time for Halloween October! :D Truly a festive time especially with the fantastic BSA format which allows me to use the other overhaul mod W.A.C. by Waalx with a different character without having two installs of OBLIVION since both your amazing works are in BSA :twirl:

Thank you and may this October shine brightly with the Halloween spirit for all that you done in spreading so much joy to us all :trophy: :cake: :cake: :cake: :trophy:
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Stu Clarke
 
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Post » Sun Nov 22, 2009 12:37 pm

So I'm a little overloaded by all the esps!
I'm using FCOM, and BAIN to install all my mods. So I want Diverse Runeskulls Loot.esp right? I am not going to use gems/gem dust!
Is there anything I shoud NOT use if I am using FCOM? I already no the MMM for OOO.esp not to use, but should I still not use MMM.esp like in the past?
Will upload more questions if I have any.
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Isaiah Burdeau
 
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Post » Sun Nov 22, 2009 7:23 am

And just adding the info here too for completeness: Thehttp://www.gamesas.com/bgsforums/index.php?showtopic=995334 is now updated to work with 3.7b3.



So I'm a little overloaded by all the esps!
I'm using FCOM, and BAIN to install all my mods. So I want Diverse Runeskulls Loot.esp right? I am not going to use gems/gem dust!
Is there anything I shoud NOT use if I am using FCOM? I already no the MMM for OOO.esp not to use, but should I still not use MMM.esp like in the past?
Will upload more questions if I have any.


If you use the OMOD installer then you will not have to read, and Omod Installer will do all the work for you and only install what you need from mmm for fcom has well..all fcom rules still apply what esp to use and what not.

Diverse Runeskulls Loot for OOO is what you should use in FCOM.
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asako
 
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Post » Sun Nov 22, 2009 4:27 am

If you use the OMOD installer then you will not have to read it will do all the work for you and only install what you need from mmm for fcom has well..

Well, I quess Omods can win sometimes...
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Nikki Morse
 
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Post » Sun Nov 22, 2009 3:48 pm

Yes, it has always been like this. If you use Safe Roads and load it before spawn rate plugin it will make no difference, since spawn rate plugin is modiying the same leveledlist has safer roads does. So spawn rate plugin wins and you keep spawn rate changes.

If you where to load safer roads after spawn rate plugin, then you would lose spawn rate changes and the spawn rate gets set back to MMM default spawn rate for things.

Even with Bash once again. TES4EDIT method that I posted is easiest way to put safer roads feature into your spawn rate plugin.

it will not break you save it is only affecting the amount that spawn once again. Which die off in a few days anyways.


So that's why I could never get the reduced spawn rates to work with FCOM... :banghead:
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Damien Mulvenna
 
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Post » Sun Nov 22, 2009 11:45 am

Hello, Corepc and everybody from the MMM dream-team!

Thanks for the update.am going to follow the instructions for update to 3.7b3 and thanks again!

A small question: Is the pack with PYFFIed MMM meshes compatible? Is it necessary?

Thank you for such dedicated work!
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Laura
 
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Post » Sun Nov 22, 2009 8:58 pm

A small question: Is the pack with PYFFIed MMM meshes compatible? Is it necessary?

The meshes in the BSA have been PYFFIed, so if you've got the most recent BSA (3.7b3) you're all set.
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Jake Easom
 
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Post » Sun Nov 22, 2009 1:44 pm

2 quick questions, I can't find the wisp addon plugin, is it fully integrated now? And is the "playable udead armor" addon still functional with this version?
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Marquis deVille
 
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Post » Sun Nov 22, 2009 6:42 pm

2 quick questions, I can't find the wisp addon plugin, is it fully integrated now? And is the "playable udead armor" addon still functional with this version?

Not sure about the latter (though when I was making the Cobl plugin it sure looked like it), but the wisps from diverse wisps v1 are completely integrated into this version of MMM, you don't need *any* of the standalone files anymore (i.e. the meshes and textures are in the bsa and the creature records are in the esm). I should update the info on Diverse Wisps to reflect this, thanks for the reminder.

Of course, when v2 of diverse wisps comes out (it's getting there, but some stuff is *hard*) it'll have to be integrated into MMM as well.

Vac
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Jaylene Brower
 
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Post » Sun Nov 22, 2009 6:12 am

And is the "playable udead armor" addon still functional with this version?


Playable Undead Armor addon is still functional,

that did not get merged, guess we missed that.
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Angela
 
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Post » Sun Nov 22, 2009 9:32 pm

One question. Do I still need to install http://www.tesnexus.com/downloads/file.php?id=25001
Or it was merge to Mart's Monster Mod.esm?
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Terry
 
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Post » Sun Nov 22, 2009 6:20 pm

2 quick questions, I can't find the wisp addon plugin, is it fully integrated now?



but the wisps from diverse wisps v1 are completely integrated into this version of MMM, you don't need *any* of the standalone files anymore (i.e. the meshes and textures are in the bsa and the creature records are in the esm). I should update the info on Diverse Wisps to reflect this, thanks for the reminder.
Vac



One question. Do I still need to install http://www.tesnexus.com/downloads/file.php?id=25001
Or it was merge to Mart's Monster Mod.esm?


:slap: :deal: :thumbsup: - no
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Rachel Tyson
 
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Post » Sun Nov 22, 2009 8:35 am

Not sure about the latter (though when I was making the Cobl plugin it sure looked like it), but the wisps from diverse wisps v1 are completely integrated into this version of MMM, you don't need *any* of the standalone files anymore (i.e. the meshes and textures are in the bsa and the creature records are in the esm). I should update the info on Diverse Wisps to reflect this, thanks for the reminder.

Of course, when v2 of diverse wisps comes out (it's getting there, but some stuff is *hard*) it'll have to be integrated into MMM as well.

Vac
One question. Do I still need to install http://www.tesnexus.com/downloads/file.php?id=25001
Or it was merge to Mart's Monster Mod.esm?

I answered this one just two posts above yours... :facepalm:
I've even put notices on the Diverse Wisps download pages and in the Diverse Wisps thread saying that you should not install it if you're using the latest version of MMM.

Should I put a note in my sig too? I don't think I have the space...

Vac

Edit: Oops, late...
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Destinyscharm
 
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Post » Sun Nov 22, 2009 12:37 pm

:slap: :deal: :thumbsup: - no


Sorry, I didn't see the answer
Thank you, Corepc

[Edit]
I just downloaded Diverse Wisps today early, and don't notice the post, my bad
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Ronald
 
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Post » Sun Nov 22, 2009 9:04 am

this mod is amazing! i did have a bit of problem with some daedra though, the stunted scamps and clannfear runts wouldnt show up in game. i disbaled this mod and they were there again, any ideas why?
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sas
 
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Post » Sun Nov 22, 2009 6:15 pm

Thanks CorePC for the update :)

The 3.7b3 version is very stable now. I was able to play 3 hours with 150+ mods installed without a single CTD. With the 3.7b1 and b2 version it was impossible to even play for 15 minutes.

This version rocks!
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Mr. Ray
 
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Post » Sun Nov 22, 2009 6:47 pm

this mod is amazing! i did have a bit of problem with some daedra though, the stunted scamps and clannfear runts wouldnt show up in game. i disbaled this mod and they were there again, any ideas why?

Installation error most likely, but without more information than what you've provided it's impossible to say. What version? What install method did you use? What was the relevant load order at the time when you experienced problems, etc. etc.
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Cheville Thompson
 
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Post » Sun Nov 22, 2009 2:22 pm

I see there are now skeleton resources for Khajit: http://www.tesnexus.com/downloads/file.php?id=26647
And Argonians: http://www.tesnexus.com/downloads/file.php?id=26609

Tempting?
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Emma-Jane Merrin
 
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Post » Sun Nov 22, 2009 4:56 pm

I recently updated both MMM to 3.7b3 (including the required BSA) and COBL to 1.72. I uninstalled the previous version of MMM (3.7b1), using OBMM (I had installed it from an OMOD package). Everything seems to work okay in my current game, but I noticed the inventory icons for bear pelts, gold and silver nuggets, platinum coins and some of the gems (the sapphires) were missing. I am using Gems and Gem Dust (3.7b3) and Hunting and Crafting (3.7b3p3).
I just reinstalled the COBL 1.72 textures. Can anyone recommend anything else I can try (if that doesn't work)?
Can I use Wrye Bash to fix this?

Thanks.
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Latisha Fry
 
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Post » Sun Nov 22, 2009 1:28 pm

The 3.7b3 version is very stable now. I was able to play 3 hours with 150+ mods installed without a single CTD. With the 3.7b1 and b2 version it was impossible to even play for 15 minutes.

This version rocks!


Should be stable for almost everyone know expect fcom users. We fixed alot of problem with leveledlist, npc, etc..

Glad you can play for hours and hours now instead of few minutes.

I see there are now skeleton resources for Khajit: http://www.tesnexus.com/downloads/file.php?id=26647
And Argonians: http://www.tesnexus.com/downloads/file.php?id=26609

Tempting?


Maybe in the future I will add them ..no plans at this time..addon I am fine with if someone want's to do that..


I recently updated both MMM to 3.7b3 (including the required BSA) and COBL to 1.72. I uninstalled the previous version of MMM (3.7b1), using OBMM (I had installed it from an OMOD package).

Everything seems to work okay in my current game, but I noticed the inventory icons for bear pelts, gold and silver nuggets, platinum coins and some of the gems (the sapphires) were missing. I am using Gems and Gem Dust (3.7b3) and Hunting and Crafting (3.7b3p3).

I just reinstalled the COBL 1.72 textures. Can anyone recommend anything else I can try (if that doesn't work)?

Can I use Wrye Bash to fix this?

Thanks.


Reinstall Cobl Fully, make sure that file dates on meshes and textures in data folder are newer than date on MMM.bsa itself.

Else redate the MMM.bsa to older date than files in data folder with this and see if that helps any.

http://www.4shared.com/file/140095966/cdf211d6/filedatech.html
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Alyna
 
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Post » Sun Nov 22, 2009 3:58 pm

A cutthroat attacked me with a , it made same sound as an arrow when i picked it up, and equipped it had that giant yellow "WTF?! I'm missing a mesh!" star. However when the bandit used it i saw nothing out of the ordinary, any idea what gives?

Edit: seems to have been a temporary thing, i loaded the save i made just before that, and it was a standard silver mace :huh:
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Taylor Bakos
 
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Post » Sun Nov 22, 2009 11:25 am

Should be stable for almost everyone know expect fcom users. We fixed alot of problem with leveledlist, npc, etc..

Glad you can play for hours and hours now instead of few minutes.



Maybe in the future I will add them ..no plans at this time..addon I am fine with if someone want's to do that..




Reinstall Cobl Fully, make sure that file dates on meshes and textures in data folder are newer than date on MMM.bsa itself.

Else redate the MMM.bsa to older date than files in data folder with this and see if that helps any.

http://www.4shared.com/file/140095966/cdf211d6/filedatech.html



Thanks, CorePC. I just downloaded File Date Changer, and used it on MMM.bsa.

BTW, how would I change a folder's date?
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Jaylene Brower
 
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