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

Post » Sun Nov 22, 2009 11:46 am

I dont know how I can be the only one that experienced this so I will post and hope for the best. I am running fcom 9.9 with mmm3.7b1. Unfortunately I was only using wrye bash and had never installed an omod (except darnified ui).So I manually uninstalled mmm3.5.5 and 3.7b1(took 6 hours!). Then I created an OMOD with your v1.6 installer with 3.7b3 ,per the read-me .I saw in the read-me that it was recommended to install mmm 3.7b3 and THEN fcom. So I removed all of fcom too.Then I built the 3.7b3 omod per your instructions. After completion I right clicked to "check for data conflicts " in obmm and there were none. so I double clicked the 3.7b3 omod and it popped up instantly something like " fcom convergence must be installed for this omod to work". again the readme (for the v1.6 installer)says to install fcom afterward so i dont see how no one else saw this. so I manually reinstalled fcom 9.9 exactly as it was before and installed the mmm 3.7b3 as an omod. I registered the fcom_convergence - mmm.bsa manually in the oblivion.ini. reloaded my game np and was saved in the IC shack on the waterfront and rested 5 days(cells reset every 4 days) all seemed to be OK until I try to summon any of the various atronachs (silver,ebony,glass,ets.) they summon and you can hear them but cant see them? if you move the crosshair it will register that they are standing next to you but they are 100% invisible? then when i summon dremora caitiff they appear and just fall to the ground blinking.If i run into a flame atronach in the game world they are fine,but when a conjuror or someone tries to summon them they just fall on the ground like my dremora.Now this is where it gets really wierd, if you go into an oblivion gate and enter the final tower there are always various dremora spawns. on the lower levels of the towers dremora markynaz,kynmarcher,and caitiffs are all laying down,disabled (like my summons) conversely dremora solkyn,valkynaz,ravkyn are all normal. then when you get to the top of the tower its the opposite!! with the ones that were disabled on the lower floors ready to fight and the ones that were ok on the lower florrs are laying down. I was even able to get a caitiff from the upper levels to chase me down to were his vertically challenged brothers were laying in a pile. also lesser balrogs are always laying on their backs as well as yellow belly ogres. It seams that all the strongest (and presumably most interesting opponents) are disabled . I have 400 hours on this character and am level 32 , can you explain my omod warning about fcom (that no one else here mentions) and the unusual npc actions? google is no help.I was going to uninstall fcom again and reinstall it with your omod script but i was not having any problems with it. I want to keep my install current for max efficiency but these actions are confusing me.
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BRIANNA
 
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Post » Sun Nov 22, 2009 8:40 pm

I have had problems getting 3.73b3 stuff to work. the 3.7b1 seems too, however.
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Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Sun Nov 22, 2009 4:48 pm

I dont know how I can be the only one that experienced this so I will post and hope for the best.

So I manually uninstalled mmm3.5.5 and 3.7b1(took 6 hours!).

so I manually reinstalled fcom 9.9 exactly as it was before and installed the mmm 3.7b3 as an omod. I registered the fcom_convergence - mmm.bsa manually in the oblivion.ini.


Since you manually uninstalled everything, did you reinstall OOO has well since you are using FCOM has you could have delete some of the files that are needed for OOO creatures, etc.

remove the FCOM_Convergence_MMM.bsa from oblivion.ini

and rename it to FCOM_Convergence_MartsMonsterMod.bsa. It will still load this way. No need for ini change.

Post your load order?

Make sure all mods are updated..

Using RGO..?

400 hours plus with character do you have slow moving lights? how big is your save file?

Disable Extra Wounding?



I have had problems getting 3.73b3 stuff to work. the 3.7b1 seems too, however.


Need more info than that.

Has 3.7b3 is new release no older files or older release are needed with it. It should be a clean install, no older mmm files should exist before installing it.

Corepc
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Jesus Duran
 
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Post » Sun Nov 22, 2009 8:26 pm

COREPC-
The 3.7b3 readme said that removing all parts of 3.7b1 was necassary before the full 3.7b3 install so I opened up mmm3.5.5 and 3.7b1 folders for reference and meticulously went into the appropriate folders in my oblivion data folder and errased only files that were contained in the mmm mods (textures/meshes/sound/etc)and all mmm .esp/.esm. Then i used the read me in the mmm_omod_1.6 to build an omod out of 3.7b3 per the instructions. The readme also said that it was recommended to have ooo and frans installed so the omod script would only include the appropriate files and that fcom should then be installed last. So I figured(which could be a mistake) that since i was just copying the fcom mesh/texture files over again in the data folder and since there wasnt many of them I could just overwrite them. So I only erased all the fcom .esp/.esp in my data folder(but not textures or meshes). So I only erasd everything that was installed by mmm 3.5 and 3.7b1 and all fcom .esp/.esm. Then I went to install the MMM 3.7b3 omod I created earlier and the first thing it said was "fcom not detected install script will not work , proceed?" or something to that effect. So it seamed contrary to the mmm_omod 1.6 read me since fcom must be in the data folder for the installer to work proper. Next I cancelled the mmm 3.7b3 omod install and replaced all the fcom .esp/.esm and 2 mmm compatability patches, one for supreme magicka (SM_mmm.esp) and the other was for tamrielic ingredients (Tamrieicl_ingredients_cOMbo.esp). So now the only files missing from my data folder were every single file installed by mmm 3.5.5 and 3.7b1(by checking the oblivion/data folder and all folders therein against the mmm 3.5.5 & 3.7.b1 downloads). Then I installed the omod without incident but chose a couple extra plugins that were not in my original instal. Namely extra wounding,safer roads,less reavers,dungeons of mmm,and diverse rune skulls. Then the issues started. Since my initial post I renamed the .bsa to MMM.bsa , removed the FCOM_Convergence - mmm.bsa from the oblivion.ini and used the plugin MMM.esp that came in the 1.6 omod folder to load it. I checked the "bat cave" down by anvil to see if the mmm.bsa was loading and I was able to explore the whole cave and noticed no missing textures/meshes. So cursory it would appear that the .bsa is loading. Unfortunatly though the same issues with summoned dremora invalids and invisible glass,mithril,ebony ,.etc golems( I think i called them atronachs before but they are infact golems).One interesting note though is that if I use a "detect life" spell i can see the Summoned golems in the detect clouds.
here is my load order- and my save game is 6.25mb
Active Mods
• 00 Oblivion.esm

• 01 Francesco's Leveled Creatures-Items Mod.esm

• 02 Francesco's Optional New Items Add-On.esm

• 03 Tamrielic Ingredients.esm

• 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]

• 05 Mart's Monster Mod.esm [Version 3.7b3p3]

• 06 TamrielTravellers.esm [Version 1.39c]

• 07 FCOM_Convergence.esm [Version 0.9.9a7]

• 08 Armamentarium.esm [Version 1.3]

• 09 Artifacts.esm

• 0A HrmnsOblivionScriptOptimizationv1.0.esp

• 0B Unofficial Oblivion Patch.esp [Version 3.2.0]

• 0C DLCShiveringIsles.esp

• 0D Unofficial Shivering Isles Patch.esp [Version 1.4.0]

• 0E Fra.esp

• 0F MMM.esp

• 10 Francesco's Optional Chance of Stronger Bosses.esp

• 11 Francesco's Optional Chance of Stronger Enemies.esp

• 12 Francesco's Optional Chance of More Enemies.esp

• 13 Francesco's Optional Leveled Guards.esp

• 14 Francesco's Dark Seducer Weapons Patch.esp

• 15 FCOM_Francescos.esp [Version 0.9.9] BP

• 16 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] BP

• 17 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] BP

• 18 Fran Armor Add-on.esp

• 19 Fran_Lv30Item_Maltz.esp

• 1A Purge Cell Buffers - Loading.esp [Version 1.0.0]

• 1B Reznod_Mannequin.esp

• 1C sr_super_hotkeys.esp

• 1D DLCHorseArmor.esp

• 1E DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]

• 1F DLCOrrery.esp

• 20 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]

• 21 DLCVileLair.esp

• 22 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]

• 23 DLCMehrunesRazor.esp

• 24 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]

• 25 DLCSpellTomes.esp

• 26 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] BP

• 27 Adonnays Elven Weaponry.esp

• 28 That's so Nico v1.1.esp

• 29 DLCThievesDen.esp

• 2A DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]

• 2B DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]

• 2C KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]

• 2D FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9] BP

• 2E ExnemRuneskulls.esp

• 2F FCOM_ExnemRuneskulls.esp [Version 0.9.9] BP

• 30 Slof's Oblivion Robe Trader.esp

• 31 Tamrielic_Ingredients_cOMbo.esp

• 32 FCOM_TamrielicIngredients.esp [Version 0.9.9] BP

• 33 Bob's Armory Oblivion.esp

• 34 FCOM_BobsArmory.esp [Version 0.9.9]

• 35 Loth's Blunt Weapons for Npcs.esp

• 36 FCOM_LothsBluntWeapons.esp [Version 0.9.9] BP

• 37 Oblivion WarCry EV.esp

• 38 FCOM_WarCry.esp [Version 0.9.9]

• 39 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]

• 3A ArmamentariumLLMagic.esp [Version 1.3] BP

• 3B ArmamentariumArtifacts.esp [Version 1.3]

• 3C FCOM_Convergence.esp [Version 0.9.9]

• 3D FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] BP

• 3E FCOM_RealSwords.esp [Version 0.9.9]

• 3F FCOM_SpawnRatesStronger.esp [Version 0.9.9] BP

• 40 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3]

• 41 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3] BP

• 42 Mart's Monster Mod - No Lanterns.esp [Version 3.7b3] BP

• 43 Mart's Monster Mod - No Adventurers.esp [Version 3.7b3] BP

• 44 Mart's Monster Mod - Less Reavers.esp [Version 3.7b3] BP

• 45 Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b1] BP

• 46 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3]

• 47 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3]

• 48 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3]

• 49 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]

• 4A Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3] BP

• 4B TamrielTravellerAdvScript.esp [Version 1.39c] BP

• 4C TamrielTravellers4OOO.esp [Version 1.39c]

• 4D TamrielTravellersItemsNPC.esp [Version 1.39c]

• 4E ShiveringIsleTravellers.esp [Version 1.39c]

• 4F ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]

• 50 FCOM_TamrielTravelers.esp [Version 0.9.9] BP

• 51 FCOM_DiverseGuardUnity.esp [Version 0.9.9] BP

• 52 FCOM_BobsGuardUnity.esp [Version 0.9.9] BP

• 53 FCOM_Archery.esp [Version 0.9.9] BP

• 54 Mart's Monster Mod - Shivering Isles.esp BP

• 55 ArmamentariumLL4OOO.esp [Version 2.0] BP

• 56 Artifacts.esp

• 57 Artifacts - ArmaCompleteAddon.esp [Version 0.20] BP

• 58 BrumaMGRestored.esp

• 59 Del_New_Sheoth_Homes.esp

• 5A Kragenir's Death Quest.esp

• 5B KDQ - Rural Line Additions.esp

• 5C DLCBattlehornCastle.esp

• 5D DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]

• 5E DLCFrostcrag.esp

• 5F DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]

• 60 Knights.esp

• 61 Knights - Unofficial Patch.esp [Version 1.0.9]

• 62 FCOM_Knights.esp [Version 0.9.9] BP

• 63 FCOM_SlofsRobeTrader.esp [Version 0.9.9] BP

• 64 mythsandlegends.esp

• 65 Castle_Almgard-V2.esp

• 66 FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9] BP

• 67 Oblivion - Soulgems.esp

• 68 NewMerchantItems.esp

• 69 bgMagicEV.esp [Version 1.63EV]

• 6A SupremeMagicka.esp [Version 0.89]

• 6B SM_ShiveringIsles.esp [Version 0.86]

• 6C SM_DLCSpellTome.esp [Version 0.80] BP

• 6D SM_OOO.esp [Version 0.89] BP

• 6E SM_MMM.esp [Version 0.89] BP

• 6F SM_EnchantStaff.esp [Version 0.80]

• 70 SM_Scrolls.esp [Version 0.84] BP

• 71 MidasSpells.esp

• 72 DirenniAlchemyApparatus.esp

• 73 Mart's Monster Mod - Resized Races.esp [Version 3.7b1] BP

• 74 bgMagicSpellTomes_for_WryeBash.esp BP

• 75 bgMagicItemSigil.esp [Version 1.63EV] BP

• 76 bgMagicEVAddEnVar.esp [Version 1.63EV] BP

• 77 bgMagicEVPaperChase.esp [Version 1.63EV]

• 78 bgMagicEVShader.esp [Version 1.63EV] BP

I put a "BP" At the end of each plugin thats merged into the patch if that helps. Thank you for any help i do appreciate it and I am determined to keep playing FCOM!!
Also ,just to give you all the info i can, i have no graphical problems,slow moving lights etc. I used the "repair abomb "feature in wrye bash and it said I was %99 complete so I repaired it. It also says that i have no bloat. would it help if I post the statistics from right clicking my save in wrye bash?? I am wondering if the sm_MMM.esp for supreme magicka could be the reason all the summoned creatures just lay their. What could cause them to just lay their ?what the hell are they thinking about! .
Finally , should I go back and remove the MMM.esp and rename the .bsa per your sugestion? or should I just continue to load it with the MMM.esp and leave it named MMM.bsa and continue to leave it out of the .ini? You were absolutly right about the missing meshes /textures from ooo. I reinstalled the folders from 1.33 and 1.34 ooo and my golems came back. Now if the dremora /arcane atronachs/and othered summons could just stand up!
I am eagerly waiting and hoping you can give me some suggestions of bettering my install.All sugestions are welcomed and appreciated.
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Schel[Anne]FTL
 
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Joined: Thu Nov 16, 2006 6:53 pm

Post » Sun Nov 22, 2009 10:15 am

I recently notice that when I enter a dungeon, most of the creatures inside are already dead. This is due to the creatures from MMM attacking the ones from the rest of FCOM or vice versa. This did not happen in beta 1, but as soon as I upgraded, I noticed it. I know this might be helpful, but I want to experience the FULL might of FCOM, and I can't exactly do that when I enter a room to find 4 shadow wolfs and a named boss dead, with only one shadow wolf left. :( Does anyone have any suggestions???
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Laura Wilson
 
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Post » Sun Nov 22, 2009 11:12 pm

When are you guys going to decide to make an ALL-IN-ONE-MEGA-LOAD version where at least you combine 3.5.5 with 3.7.1 and 3.7.3? I mean keep the other parts user choices, though, like No Slimes, etc.
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KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Sun Nov 22, 2009 9:16 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:

I actually had this happen to me too, but wasn't able to re-load my game and check, seeing as I had about six other Outlaws hot on my level 2's tail haha.

Other than that, the new MMM version seems to be working fine.
Keep up the awesome work Core, you've got some pretty damn good stuff goin on here!
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Cool Man Sam
 
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Post » Sun Nov 22, 2009 8:07 am

COREPC-

SNIP-

Since my initial post I renamed the .bsa to MMM.bsa , removed the FCOM_Convergence - mmm.bsa from the oblivion.ini and used the plugin MMM.esp that came in the 1.6 omod folder to load it.

Finally , should I go back and remove the MMM.esp and rename the .bsa per your sugestion? or should I just continue to load it with the MMM.esp and leave it named MMM.bsa and continue to leave it out of the .ini?

You were absolutly right about the missing meshes /textures from ooo. I reinstalled the folders from 1.33 and 1.34 ooo and my golems came back.

Now if the dremora /arcane atronachs/and othered summons could just stand up!


After doing that 6 hour manual reinstall that was told you from the MMM manual

I am glad you read the manual by the way. Sorry you went throught the trouble, but it will be needed for future compatiblity after all.

and you solved your missing golem meshes and textures by reinstalling OOO.

since older version of MMM would overwrite these that came from OOO, The MMM 3.7b3 version does not it adds is own version of Golem meshes and textures now plus a other few has well.

Sounds like you got everything installed correctly now. OOO reinstalled, MMM.bsa working, FCOM Reinstalled..

Now you just need to wait on FCOM Update, which dev_akm is still working on. The big OOO and FCOM update once again.

If MMM.bsa is working and everything is showing up then keep it has it is.

-------------
Dremora/Atronachs/Etc falling down, Do you have this problem with another fcom character?

Does it happen it you disable extra wounding and wait x amount of days?

-------------

Once again FCOM_Convergence has not been updated yet to reflect all the changes that where made,

I will do another unofficial version but of FCOM_Convergence that contains the MMM updates only and leveledlist fixes needed in order to make durzog, wisps, treesprite, lesserhillgiants, and few more new additions that mmm added to show up properly in FCOM.

and make MMM No Balrogs, No Umberhulks plugins works has well. Has a added Bonus..To hold Everyone Over..Among another MMMforOOO update has well, Which needed the golem fixes has well.

but this will be only a esm / esp update not bsa download, you will just need to update your esm / esp and rebuild your load order is all
- Tommorrow most likely after I get home from work.


I recently notice that when I enter a dungeon, most of the creatures inside are already dead. This is due to the creatures from MMM attacking the ones from the rest of FCOM or vice versa. This did not happen in beta 1, but as soon as I upgraded, I noticed it.

Does anyone have any suggestions???


Friendly Factions Plugin from FCOM may help with that..Posting your load order has well..

When are you guys going to decide to make an ALL-IN-ONE-MEGA-LOAD version where at least you combine 3.5.5 with 3.7.1 and 3.7.3? I mean keep the other parts user choices, though, like No Slimes, etc.


Not sure what you are talking about

3.7b3 Version is all of MMM ever done combined into One version from MMM 1.0 - 3.1 (martigen), 3.2 - 3.5.5, 3.6 - 3.7b1 - This is biggest download yet..

Download the bsa and two other downloads and you will be up to date.

Making sure to uninstall older versions of MMM before doing this has it is required readabove..

There are already tons of no XXX plugins in MMM. including no slimes. All in the Manual Once Again..
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ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Sun Nov 22, 2009 12:22 pm

May I ask is there another mirror for downloading?

Megaupload is VERY SLOW to me...just 5 KB per sec.... :banghead:

THE PES or TESnexus is very fast, but they don't have MMM3.7b3......:facepalm:
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Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Sun Nov 22, 2009 9:02 pm

May I ask is there another mirror for downloading?

Megaupload is VERY SLOW to me...just 5 KB per sec.... :banghead:

THE PES or TESnexus is very fast, but they don't have MMM3.7b3......:facepalm:


No not yet, no other Mirror ..

Megaupload is slow because everyone is downloading the MMM.bsa most likely..

MMM 3.7b3 bsa update is too big for tesnexus. so it will have to be uploaded to FileFront or ModDB . But I do not have time to do it tonight. Going to bed now..have to work in morning after all..Try again later on megaupload
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NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Sun Nov 22, 2009 12:43 pm

So another update coming soon - wow been busy.

What I find helpful about on Nexus is that one can also look at the upload date as a way of checking for continual updates. Is there any chance you would consider placing an upload date near the link to the mega upload. Version numbers sometimes confuse me.

Also to let you know I renamed the Horse mod back to Slofs Horses base.esp and it seems to work just fine with Ulrims horses. Haven't found any wild ones yet though.

thanks for what you do.
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BaNK.RoLL
 
Posts: 3451
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Post » Sun Nov 22, 2009 7:46 am

No not yet, no other Mirror ..

Megaupload is slow because everyone is downloading the MMM.bsa most likely..

MMM 3.7b3 bsa update is too big for tesnexus. so it will have to be uploaded to FileFront or ModDB . But I do not have time to do it tonight. Going to bed now..have to work in morning after all..Try again later on megaupload


Filefront and modDB are both fine.

Will appreciate that. :drool:
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Stephanie I
 
Posts: 3357
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Post » Sun Nov 22, 2009 6:09 pm

The 6 hour uninstall was my own fault. I just happened to stumble across FCOM somewhere on the net back in August and cut my teeth so to speak playing "oblivion lost" mod for Stalker SOC.So I decided to dust off my GOTY edition and give it a shot after the blast I had playing modded Stalker. I knew nothing of wrye bash or playing with mods at all. I only used wrye and never installed OBMM. After that uninstall session though now I know the importance of making OMODS and will stop manually installing . Now I know manual installs = manual uninstalls! The mods ,tools to use them, and dedication by all the members of the Oblivion modding community is simply amazing.Thank you again for all your help, this is an incredible amount of work and time you guys put in and I really do enjoy it. Like I said before my save game is 412hrs and I started playing fcom on 8/4 so thats around 7 hrs a day! In between everything I do ,when I have some free time , I load up FCOM and I really do enjoy the world(sometimes just walking around picking ingredients). MMM helps make that possible ,thank you!

Finally ,about the invalid summons, yes I have disabled extra wounding to no avail. I don't get it and it would seam that no one else in the whole world is having it happen to them. At least they arent writing about it so I can find it on Google. It is an odd glitch. Spawned Dremora disabled on lower floors are alive and kicking on upper levels while there active brothers on lower levels become vegetables on upper floors. Regular flame atronachs attacking me with wild abandon while conjurors and hedge wizards are spamming flame atronachs that are all laying in piles. It sux. I was thinking about it and I seam to remember it was happening very infrequently a while ago and I thought it was characters playing "posum" as per the read me.
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Lil Miss
 
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Post » Sun Nov 22, 2009 2:10 pm

UNBELIEVABLE!! After your tips I did some brain storming and all is fixed! You will notice # 69 in my load order is LAME. I did that so I could use the Supreme Magic.ini for customizing purposes. BOSS ordering always tries to put it further down AFTER Supreme Magick and I redate it. I also noticed on my last load when the golems reappered (after the OOO reinstall)that I could summon 8 NPC's. So I adjusted the Supreme.ini down to 4 summon max and followed the BOSS order ,except I redated your new safer starts.esp (vindrel.esp replacement?) so it was where vindrel used to be. Now everything works,it just doesnt work, it works better than ever. Summons work perfect,no more vegatables!. For example fort Rayles is notoriously like a slide show when I scour it ,so I decided to test it. Upon arrival I was assaulted by no less than 6 summoned dremora (that usually lay around in piles). After I wiped up the summoners and a stray hill giant I entered to the site of 8 wyverns and 7 more "gaurdians of oblivion", who graciously greated me with spams of summoned dremora ,xivali,seducers all in the first room. I wont lie it slowed down quite a bit but I was able to eliminate everyone np. The world map barely stutters and I can ride my horse again without it seaming like I am playing with a flip book.Other dungeons are smooth as silk. I accepted slowdown and framerate drops as symptoms of the bloated install and my 3.2ghz pentium 4 but I am here to say that it plays great,unbelievably great! I'm 400 hours in and this is the best its played,period.so np with MMM 3.7b3 ,the .bsa works great ,i've fallen in love all over again and my game is "fixed".thanks again!
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Neil
 
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Post » Mon Nov 23, 2009 12:29 am

Is it possible in the future to add Ogrims?
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kevin ball
 
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Post » Sun Nov 22, 2009 7:24 pm

Corepc- Have you made your esm,esp patches yet? Not trying to pressure you . I just want to get them as soon as they are available. Will they be posted here?
Saw my first WarDurzog and Lesser Durzog today. Nice additions. Durzog meat is a great new ingredient. Game is working great still. Only 1 CTD but otherwise I can get 3-6 hour sessions in np.
one final question- when I mentioned the problem with the unresponsive summons you recommended disableing extra wounding. Fortunately it came back when I changed the load order. My question is -Is extra wounding problematic? Do you recommend not using the plugin? I just want my game to run as smooth as posssible and want to know what your misgivings about ExtraWounding are,if you have any. Thanks.
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Bigze Stacks
 
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Joined: Sun May 20, 2007 5:07 pm

Post » Sun Nov 22, 2009 10:54 am

Question about Runeskull of Entrails: I just found the lowest level version of it, and applied it to an amulet. It now has properties: Fortify health 10, Restore Health 1, Drain Magicka 1. Should that be "Damage Magicka 1" instead, as currently it grants permanent health regeneration at the cost of just lowering my magicka by one point?
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Nicole Mark
 
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Joined: Wed Apr 25, 2007 7:33 pm

Post » Sun Nov 22, 2009 7:17 pm

ToJKa- I dont think this is the right thread for this question but I will answer it for you if it helps. Drain Magicka just lowers your magicka by 1 point,damage magicka continuously drains your magick just like a restore magicka in reverse. you may not notice it because your willpower is refilling it faster than a minor damage magick 1 point spell is draining it. You can test it out by casting a drain willpower spell that drains your will to zero and then cast a damage magick 3 points spell for 60 seconds and watch that magick drain away. Thats why damage magick,heath,attribute and skill spells are so expensive compared to drain spells. hope this helps.
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Lori Joe
 
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Joined: Tue Jun 20, 2006 6:10 am

Post » Sun Nov 22, 2009 11:13 pm

I see, it just seemed a very low price for such powerful enchantment.
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Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Sun Nov 22, 2009 9:40 am

I see, it just seemed a very low price for such powerful enchantment.


You might want to check out http://www.gamesas.com/bgsforums/index.php?showtopic=1045358&hl=. It seems to have Damage Magicka for the Entrail Skulls (according to the spreadsheet) and it balances the skulls generally for those who find them overpowered. You need MMM 3.7 beta 3+ to use it.
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Ben sutton
 
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Joined: Sun Jun 10, 2007 4:01 am

Post » Sun Nov 22, 2009 11:58 pm

So another update coming soon - wow been busy.

Also to let you know I renamed the Horse mod back to Slofs Horses base.esp and it seems to work just fine with Ulrims horses. Haven't found any wild ones yet though.


Yes, another esm / esp updates with a unofficial fcom has well. Most likely a few days away this way give time for people to report problem if any?

I thought that renaming MMM version back to slof horses would work with ulrim just fine.

Wild horses check around anvil has that is where they tend to spawn the the most. But once again depend on level and what else you are using.


Is it possible in the future to add Ogrims?


If you make the new mesh and textures and sound and animations for it then I can add it. Else it does not exist and so thus cannot be added.


Corepc- Have you made your esm,esp patches yet? Not trying to pressure you . I just want to get them as soon as they are available. Will they be posted here?

one final question- when I mentioned the problem with the unresponsive summons you recommended disableing extra wounding.


Updates are few days away, has I want to give people time to find any bugs if any..

Yes for now disable extra wounding, has we found some issue in it that could have been causing fatique problem on some npcs / creatures. That could have been causing what you where seeing with things falling down etc.
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Claudia Cook
 
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Joined: Mon Oct 30, 2006 10:22 am

Post » Sun Nov 22, 2009 7:44 pm

question about upgrading

hello, all we need to do is d/l

MMM 3.7b3 BSA

Download MMM 3.7b3PR3 Release

Download the MMM Arrows and Ingriedients Fixes

overwrite

wate 14 days

play?

i use fcom as well
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Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Sun Nov 22, 2009 8:56 am

question about upgrading

i use fcom as well


No

This version requires a clean reinstall of MMM, has in no old mmm meshes, textures, sound, or esm / esp ..Not just updating the file..A full reinstall

which means you will have to reinstall OOO has well.

In older version both OOO and MMM shared the same meshes and textures.

This version fixes that so that MMM has it own meshes and textures for things that where once shared with OOO

Once again Clean Reinstall is required for this version in order to work right. Else you will have nothing but trouble..Read back a few pages to see that others have already found this out..
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CHARLODDE
 
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Joined: Mon Apr 23, 2007 5:33 pm

Post » Sun Nov 22, 2009 11:56 am

Once again Clean Reinstall is required for this version in order to work right. Else you will have nothing but trouble..Read back a few pages to see that others have already found this out..



So clean installs of both my favirote mods. shouldnt be much of a problem unless the file structure of mmm/ooo i currently have is all over the place. thanks core.
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Nathan Maughan
 
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Joined: Sun Jun 10, 2007 11:24 pm

Post » Mon Nov 23, 2009 12:00 am

Updates are few days away, has I want to give people time to find any bugs if any..

Yes for now disable extra wounding, has we found some issue in it that could have been causing fatique problem on some npcs / creatures. That could have been causing what you where seeing with things falling down etc.


I'm running MartsMonsterMod3.7b3 with the latest FCOM and it has been perfectly stable and w/o issues so far. Faced a Lesser Durzog outside Bruma and it was really cute. This has been the most stable FCOM setup yet for me. Not that I've had particularily unstable ones before but I haven't had a single CTD so far - and that can't even be said for when I ran the vanilla game long ago. Granted, my char is only Lvl 3 yet so I haven't more than touched the surface of MMM/FCOM yet.

Thanks for the tip on Extra Wounding - I'll disable it for now. And a huge thanks for your (and the teams) continual work on this awesome mod that only gets better and better for each release. Looking forward to checking out all the new additions it has since I last played.
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Zoe Ratcliffe
 
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