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

Post » Sun Nov 22, 2009 3:29 pm

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.


have you run into any Lesser Hill Giants yet, New Will O Wisp, New Undead with Helments, that is stuff that fcom is not picking up on in leveledlist.

Yes, I stated that the Final would be stable and ctd would rarely happen anymore, and so far it is all working has intended. The problem that people have reported have all been faulty install or not renaming the bsa correctly..
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Minako
 
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Post » Sun Nov 22, 2009 2:58 pm

have you run into any Lesser Hill Giants yet, New Will O Wisp, New Undead with Helments, that is stuff that fcom is not picking up on in leveledlist.


Nope, not yet, but I have only done like 5 dungeons and been walking around quite a bit in the wilderness. I'll report if something interesting turns up.
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Wane Peters
 
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Post » Sun Nov 22, 2009 9:30 am

You might want to check out http://www.gamesas.com/bgsforums/index.php?showtopic=1045358&hl=.


Thanks, i felt the skulls were a bit too good, seems like they are more balanced in this one. As much as things can be balanced in a SP only game ;)
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Pawel Platek
 
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Post » Sun Nov 22, 2009 11:02 am

I have 16 hrs on 3.7b3 and it has been very stable . My character is level 34 and i have yet to run into any Lesser Hill Giants , New Will O Wisp, New Undead with Helments.The durzogs are great, all encounters I have had with them have them charging me like wild bulls! and like I said durzog meat is a great ingredient.
Corepc ,just a heads up, the reason the summoned characters were just falling down appears to be because I was loading LAME before Supreme Magicka(I like the SM summoned armor and weapons better). I changed the load order to the BOSS order (wich has LAME after SM)and all works fine now. I just dont want you to think it had anything to do with extra wounding or MMM 3.7b3 ,because it is fixed and my game is better than ever. I like my bound items but will have to go without. Just a quick question- so we should remove exenemruneskulls from the load list, since it has been merged with 3.7b3? I just dont want to lose my collection of skulls I already have. Even though they are only really good for making Bows IMO.
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Claire Mclaughlin
 
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Post » Sun Nov 22, 2009 11:11 pm

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

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

Well, changing the file date on the BSA didn't help my problem. Since my first post about missing icons, I have noticed the following:

1) misc items with no icon: flawed sapphire, goat wool, rawhide bear and deer pelts, sheep wool, gold and silver nuggets, platinum coins
2) alchemy ingredients missing icons: goblin hearts and eyes
3) rusty weapons missing textures
4) two invisible goblins (couldn't see the goblin, but could hear them and see what they were carrying.

I will try to get the FormIDs.
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Ross Thomas
 
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Post » Mon Nov 23, 2009 12:39 am

I will try to get the FormIDs.
If you can use OBSE, grab refscope or FormID Finder.
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Jessica Nash
 
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Post » Sun Nov 22, 2009 7:03 pm

One thing i just remembered (since i again encountered it): i have never with MMM got trough the Kvatch courtyard without using the setstage command. After all the enemies are killed, Savlian just stands in front of the castle door and says the "Storm the courtyard!" line if i speak to him. I've tried killall command but that only puts Savlian unconsious without affecting his behaviour, i've also tried exiting and re-entering the area, but that doesn't work either, only the setstage command gets him going.

I had this with the previous version aswell, and i've reinstalled the game atleast once since then.
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kat no x
 
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Post » Sun Nov 22, 2009 6:21 pm

That's a vanilla bug that keeps coming back. Savlian gets distracted by the fights and never reaches the point in the yard that triggers his next conversation.

You can fix it by altering his AI for that stage of the quest and making it "must complete" and, I think, "skip fallout behaviour".
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Hannah Whitlock
 
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Post » Mon Nov 23, 2009 2:14 am

I've no idea how to do that, so i'll just be using the setstage command then :)
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Jon O
 
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Post » Sun Nov 22, 2009 9:19 pm

I was browsing the readme when I noticed something strange.

"Seem odd that enemies find your horse more threatening than other creatures, or even you? Now the player's horse is treated like it is -- a low threat, though it is still on the menu as 'food' for some creatures, but you will always be a bigger target than your horse."

Animals generally do consider horses to be more of a threat than humans in real life. Horses are larger, faster AND stronger. Thus, an animal would consider it to be more of a threat. Is this ony here so that people don't always get their horse slaughtered in combat?

Also, I noticed that when I pass an enemy on a horse, they follow me like normal, even though it's impossible for them to catch up, and because I play with music off a lot, I never notice them until I realize I can't fast travel. Thus, I'm forced to backtrack and HOPE I run across the enemy that is "nearby" but is rather omnisciently "following" me. A lot of times I can't. It got so bad one time I had to restart my character. Is there any way to disable the inability to fast travel when I'm in combat, at least when I'm a certain distance from enemies, and not just in "phantom" combat?
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RAww DInsaww
 
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Post » Sun Nov 22, 2009 11:54 pm

I've no idea how to do that, so i'll just be using the setstage command then :)


http://www.uesp.net/wiki/Oblivion:The_Battle_for_Castle_Kvatch:

"You can solve this by using the console to turn off AI detection for Savlian. Select him and enter tdetect followed by stopcombat - He should now notice the gate and advance the quest. Don't forget to use tdetect on him again to turn his AI detection back on before continuing."
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An Lor
 
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Post » Sun Nov 22, 2009 12:40 pm

Is this ony here so that people don't always get their horse slaughtered in combat?

I think this falls in the "immersion vs. fun" category. I think most players find it really frustrating that enemies go directly for your horse and blithely ignore you while you plug them full of arrows or slash them to ribbons with a sword.

Also it's not just animals that do this: NPCs tend to attack your horse first as well, which makes it seem even more ridiculous. And this doesn't just affect horses - NPC companions tend to get attacked first too (at least they did the last time I used a companion). All in all, it's a very annoying and un-immersive feature of the game that many are glad to see removed.

I can't answer your other question. I'll leave that for somebody else.
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IsAiah AkA figgy
 
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Post » Mon Nov 23, 2009 12:35 am

Hi CorePC and team MMM. Conngrats and thanks for updating to new version. I've got some question.

As far as I understand, Diverse Runeskulls is completely merged to MMM.esm, and therefore we don't need Diverse Runeskulls.esp(the one you uploaded to 4shared some time ago). Then what is the purpose of Diverse Runeskulls Loot OOO.esp(notice the difference between this version's name and the version that you uploaded to 4shared, this version is named Loot OOO, the 4shared version is named OOO Loot, hence why BOSS didn't recognize this version).

Some plugins packaged from this new version is still 3.7b1. So far I notice Looting NPC&Creatures plugin and Less Bone Loot plugin still 3.7b1. Am I doing something wrong or does both plugin still isn't updated yet?

I notice that this version's Slof Horses Complete is mergable(unlike previous version). And that Slof Horses Complete is completely merged to MMM.esm, does this mean that I can redirect Ulrim Horses's masters(which is original Slof Horses Base.esp) to MMM.esm?

Thanks for answering.
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Susan
 
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Post » Sun Nov 22, 2009 9:37 pm

Hmmm - I seem to be seeing blood on NPCs that wear Steel Curiass armor.

Not all and not always. The Examiners added by Choices and Consequences for example all wear that and they will be walking around the guilds and not seem to have any injuries yet the blood (from MMM wounding will flash on and off with them).

Anyone else seen this?
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kitten maciver
 
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Post » Mon Nov 23, 2009 12:04 am

Hi there... Im just wondering if the OMOD download comes with everything I need to run this program? You plainly state a BSA is required yet MMM runs and I never DL it. *shrug*
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Samantha Jane Adams
 
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Post » Mon Nov 23, 2009 3:17 am

If you don't have the bsa you don't have the fixed textures and meshes and are using the older 3.5.5 to 3.7 resources.
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Isaiah Burdeau
 
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Post » Sun Nov 22, 2009 6:14 pm

Ah so it will work but Im just not seeing its full potential?
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Kitana Lucas
 
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Post » Mon Nov 23, 2009 1:34 am

Well, changing the file date on the BSA didn't help my problem. Since my first post about missing icons, I have noticed the following:

1) misc items with no icon: flawed sapphire, goat wool, rawhide bear and deer pelts, sheep wool, gold and silver nuggets, platinum coins
2) alchemy ingredients missing icons: goblin hearts and eyes
3) rusty weapons missing textures
4) two invisible goblins (couldn't see the goblin, but could hear them and see what they were carrying.

I will try to get the FormIDs.


I installed version 4 of FormID Finder. I tried it on a flawed ruby in my inventory, and here is the results:

Mart Gems and Gem Dust

Icon not found at expected location: textures\menus\icons\clutter\gems\iconrubyflawed.dds

I got similar results with other flawed gems. I have some hides stashed in my room in Windfall. I will check them with FormID Finder tonight.
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Tiffany Carter
 
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Post » Sun Nov 22, 2009 7:34 pm

As far as I understand, Diverse Runeskulls is completely merged to MMM.esm, and therefore we don't need Diverse Runeskulls.esp(the one you uploaded to 4shared some time ago). Then what is the purpose of Diverse Runeskulls Loot OOO.esp(notice the difference between this version's name and the version that you uploaded to 4shared, this version is named Loot OOO, the 4shared version is named OOO Loot, hence why BOSS didn't recognize this version).

Some plugins packaged from this new version is still 3.7b1. So far I notice Looting NPC&Creatures plugin and Less Bone Loot plugin still 3.7b1. Am I doing something wrong or does both plugin still isn't updated yet?

I notice that this version's Slof Horses Complete is mergable(unlike previous version). And that Slof Horses Complete is completely merged to MMM.esm, does this mean that I can redirect Ulrim Horses's masters(which is original Slof Horses Base.esp) to MMM.esm?

Thanks for answering.


Correct Diverse Runeskull and Exnem Runeskulls / FCOM ExnemsTweaks are merged into MMM.esm

The DiverseRuneskull Loot OOO is more updated version that comes with the download, not the 4shared version I changed names on it.

Yea some of the version numbers where not updated , but that does not mean that plugin was not updated. So update all your plugins

For Ulrim Horses to work, just rename MMM Slof Horse Complete back to Slof Horses Bases.esp that should work.



Hmmm - I seem to be seeing blood on NPCs that wear Steel Curiass armor.

Not all and not always. The Examiners added by Choices and Consequences for example all wear that and they will be walking around the guilds and not seem to have any injuries yet the blood (from MMM wounding will flash on and off with them).

Anyone else seen this?


Not using Choice and Consequences anymore So I cannot test for this. Does anyone else have the same symptons has Psymon has..

Hi there... Im just wondering if the OMOD download comes with everything I need to run this program? You plainly state a BSA is required yet MMM runs and I never DL it. *shrug*


Clean reinstall of MMM is required for this version..

If you don't have the bsa you don't have the fixed textures and meshes and are using the older 3.5.5 to 3.7 resources.


Correct

Ah so it will work but Im just not seeing its full potential?


To some degree it will work, but all the new meshes and textures fixes will not work without the bsa. So you will have missing stuff..So do the clean reinstall and use the bsa to avoid these problem..

I installed version 4 of FormID Finder. I tried it on a flawed ruby in my inventory, and here is the results:

Mart Gems and Gem Dust

Icon not found at expected location: textures\menus\icons\clutter\gems\iconrubyflawed.dds


Thorbin did you do a clean install of MMM and remove all older mmm mods and addon etc before upgrading to this version?

Those that you reported a few pages back are showing up fine for me and others..

1) misc items with no icon: flawed sapphire, goat wool, rawhide bear and deer pelts, sheep wool, gold and silver nuggets, platinum coins
2) alchemy ingredients missing icons: goblin hearts and eyes
3) rusty weapons missing textures
4) two invisible goblins (couldn't see the goblin, but could hear them and see what they were carrying.

Goblin Hears and eyes showing black for me in cs editor..checking others has well..

Post your load order?
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lillian luna
 
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Post » Sun Nov 22, 2009 12:15 pm

To some degree it will work, but all the new meshes and textures fixes will not work without the bsa. So you will have missing stuff..So do the clean reinstall and use the bsa to avoid these problem..



Thorbin did you do a clean install of MMM and remove all older mmm mods and addon etc before upgrading to this version?

Those that you reported a few pages back are showing up fine for me and others..

1) misc items with no icon: flawed sapphire, goat wool, rawhide bear and deer pelts, sheep wool, gold and silver nuggets, platinum coins
2) alchemy ingredients missing icons: goblin hearts and eyes
3) rusty weapons missing textures
4) two invisible goblins (couldn't see the goblin, but could hear them and see what they were carrying.

Goblin Hears and eyes showing black for me in cs editor..checking others has well..

Post your load order?





Here's my load order, Corepc...


Active Mod Files:00  Oblivion.esm01  Cybiades.esm  [Version 2.0]02  Windfall.esm03  ScreenEffects.esm04  EnhancedWeather.esm  [Version 1.3.9]05  Francesco's Leveled Creatures-Items Mod.esm06  Francesco's Optional New Items Add-On.esm07  Children Of Rourken.esm08  Cobl Main.esm  [Version 1.72]09  Qarls_Harvest.esm0A  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0B  Mart's Monster Mod.esm  [Version 3.7b3p3]0C  CyrodiilUpgradeResourcePack.esm0D  FCOM_Convergence.esm  [Version 0.9.9a7]0E  Horadric Cube.esm0F  CM Partners.esm10  Muggervamp.esp11  Unofficial Oblivion Patch.esp  [Version 3.2.0]12  DLCShiveringIsles.esp13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  FCOM_Francescos.esp  [Version 0.9.9]18  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  LoadingScreens.esp**  LoadingScreensSI.esp1A  EnhancedWeather.esp  [Version 1.3.5]1B  EnhancedWeather - Enhanced Seasons.esp  [Version 1.3.1]++  Symphony of Violence.esp**  MIS.esp**  MIS New Sounds Optional Part.esp1C  PCSoundIrenicus.esp  [Version 2.6]1D  Storms & Sound.esp1E  WindowLightingSystem.esp1F  Elys - Yuda The Elder Trainer.esp++  Item interchange - Extraction.esp  [Version 0.77]20  Qarls_Harvest.esp++  VA_BetterGold.esp21  Living Economy - Items.esp22  Enhanced Economy.esp  [Version 2.1.4]23  Choices and Consequences.esp24  C&C - The Blackwood Company.esp25  Landmarks, w Wells.esp  [Version 1.10]26  DLCOrrery.esp27  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]28  DLCMehrunesRazor.esp29  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp++  GrimbotsSpellTomes.esp++  MaleBodyReplacerV4.esp++  TFF_Races_Base_RSM.esp2B  Underworld Armor.esp  [Version 1.0]2C  UFF Mage Skin.esp2D  TFF_Armor_Base.esp2E  TFF_Clothing_Base.esp2F  TFF_Clothing_SI.esp++  TFF_Armor_OOO.esp30  NamirasEmbraceArmour.esp**  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]31  Cobl Glue.esp  [Version 1.72]32  Cobl Si.esp  [Version 1.63]33  OOO 1.32-Cobl.esp  [Version 1.69]34  FCOM_Cobl.esp  [Version 0.9.9]++  Cobl Tweaks.esp  [Version 1.44]35  Oblivion WarCry EV.esp36  FCOM_WarCry.esp  [Version 0.9.9]37  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]38  mg19obsefix.esp39  Choices and Consequences - OOO.esp  [Version 0.2]3A  FCOM_Convergence.esp  [Version 0.9.9]3B  FCOM_OscurosOverhaul.esp  [Version 0.9.8]3C  Choices and Consequences - MMM.esp  [Version 0.2]3D  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3E  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]3F  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]40  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3]41  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3]42  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]43  FCOM_HungersUnitySI.esp  [Version 0.9.9]44  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryHunting&Crafting.esp  [Version 1]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp**  LoadingScreens-OOO.esp45  SSEE-OOO.esp46  SigilStoneSelector-SSEE-OOO.esp47  C&C - The Blackwood Company - OOO.esp++  MMM-Cobl.esp  [Version 1.69]48  Enhanced Quest Roleplaying.esp++  Enhanced Quest Roleplaying - FCOM.esp49  KvatchAftermath.esp4A  Ivellon.esp  [Version 1.8]4B  COR-Episode1 Secret of Enourk.esp4C  GTAesgaard.esp4D  HeartOftheDead.esp  [Version 6.0]4E  Kragenir's Death Quest.esp4F  KDQ - Rural Line Additions.esp50  LetThePeopleDrink.esp  [Version 2.5]51  KragenirsDeathQuest-LetThePeopleDrink patch.esp52  LostSwordOfTheAylied.esp53  Malevolent.esp54  Shezrie's Villages.esp55  DBContinuedBeta 0.7.esp56  The Ayleid Steps.esp  [Version 2.6.1]57  TheElderCouncil.esp58  VHBloodlines 1.2.esp  [Version 1.4]59  Windfall.esp5A  DLCBattlehornCastle.esp5B  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]5C  Ash's DB Kah'Lil Quest.esp5D  DLCfrostcrag.esp5E  FrostcragRebornCobl.esp5F  Cybiades.esp  [Version 2.1]60  CybiadesDungeon.esp  [Version 2.1]61  RTT.esp++  Enhanced Weather - Ruined Tail's Tale Patch.esp  [Version Final]62  RTT-Weye Relocation Patch.esp  [Version 2.0]63  The Lost Spires.esp64  AFK_Weye.esp65  Ungarion1TheWelkyndSword.esp  [Version 1.4]66  Blood&Mud.esp67  Origin of the Mages Guild.esp  [Version 6]68  TheNecromancer.esp69  MannimarcoRevisited.esp6A  MannimarcoRevisitedOOO.esp  [Version 0.1]6B  Shadowcrest_Vineyard_COBL.esp6C  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]++  FCOM_Ruin.esp  [Version 0.9.9]6D  FCOM_OMG.esp  [Version 0.9.9]6E  Vergayun.esp  [Version 1.0.1]6F  Faregyl.esp  [Version 1.0.7]70  xuldarkforest.esp  [Version 1.0.3]71  LostSpires-DarkForest patch.esp72  xulStendarrValley.esp  [Version 1.2.1]73  xulTheHeath.esp74  XulEntiusGorge.esp75  KvatchAftermath-EntiusGorge compatibility patch.esp76  xulFallenleafEverglade.esp  [Version 1.3.1]77  LostSpires-Everglade patch.esp  [Version 1.2]78  TheElderCouncil-FallenleafEverglade patch.esp  [Version 1.2]79  xulColovianHighlands_EV.esp7A  xulChorrolHinterland.esp  [Version 1.2.2]7B  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]7C  KragenirsDeathQuest-LostCoast patch.esp7D  xulBravilBarrowfields.esp  [Version 1.3.2]7E  xulLushWoodlands.esp  [Version 1.3]7F  xulAncientYews.esp  [Version 1.4.1]80  xulAncientRedwoods.esp  [Version 1.6]81  xulCloudtopMountains.esp  [Version 1.0.1]82  Ravenview-Cloudtop-Patch.esp  [Version 1.0.4]83  xulArriusCreek.esp  [Version 1.1.2]84  xulPatch_AY_AC.esp  [Version 1.1]85  HeartoftheDead-ArriusCreek patch.esp86  xulRollingHills_EV.esp  [Version 1.3.2]87  KragenirsDeathQuest-RollingHills patch.esp88  xulPantherRiver.esp89  xulRiverEthe.esp  [Version 1.0.1]8A  xulBrenaRiverRavine.esp  [Version 1.0.2]8B  xulImperialIsle.esp  [Version 1.6.3]8C  xulCheydinhalFalls.esp  [Version 1.0]8D  Blood&Mud-CheydinhalFalls patch.esp8E  bartholm.esp8F  Oblivion Gate Map Marker Remover.esp  [Version 1.1.0]90  BarrowFields-Blood&Mud-Patch.esp  [Version 1.3]91  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]92  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]93  Horadric Cube.esp94  P1DkeyChain.esp  [Version 5.00]95  Salmo the Baker, Cobl.esp  [Version 3.08]96  Unarmored Skill for Everyone.esp  [Version 3.0.4]97  Shadow Ranger.esp  [Version 2.9.1]98  Quest Award Leveling SI.esp99  Quest Award Leveller.esp  [Version 2.1.0]++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]9A  Power Exhaustion.esp  [Version -01]9B  SupremeMagicka.esp  [Version 0.89]9C  AgarVariedSpellSounds_SupremeMagicka.esp9D  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_EnableCharmChameleon.esp  [Version 0.80]++  SM_EnableRestoreEnchanting.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]9E  MidasSpells.esp9F  Midas OscuroGems.espA0  Alchemical Formulas.espA1  Enchantment Enhanced.espA2  OOO-Intelligence Overhaul BJ.espA3  Legendary Abilities-Fortify Health MOJ.espA4  Grandmaster of Alchemy.esp++  Item interchange - Placement for FCOM.esp  [Version 0.77]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.77]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.77]++  TFF_Races_Base.espA5  bgBalancingEVCore.esp  [Version 10.52EV-D]A6  bgMagicEV.esp  [Version 1.61EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, Vanilla.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]A7  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]A8  bgIntegrationEV.esp  [Version 0.962]A9  Viconia.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]AA  AleswellMerchant Cobl SI.espAB  [Hexaae] Vilverin fires UOP.esp++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]AC  Bashed Patch, 0.espAD  FormID Finder4.espAE  CleanQuit.espAF  Streamline 3.1.espB0  Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.esp

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Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm

Post » Sun Nov 22, 2009 11:53 pm

Hmmm - I seem to be seeing blood on NPCs that wear Steel Curiass armor.

Not all and not always. The Examiners added by Choices and Consequences for example all wear that and they will be walking around the guilds and not seem to have any injuries yet the blood (from MMM wounding will flash on and off with them).

Anyone else seen this?

That's quite possibly the known bug with the current version of Extra Wounding. It's currently in the process of being fixed (or rather, the fix is currently in the process of being tested). It has absolutely no effect other than to show blood on people that aren't injured. All that has happened is the Extra Wounding checks their maximum health, and shows blood when their current health drops below a certain percentage of their maximum. Sometimes, the script was picking up the wrong value for the maximum (such as, 230 instead of 75 :blink: ).

Eloise
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Danielle Brown
 
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Joined: Wed Sep 27, 2006 6:03 am

Post » Sun Nov 22, 2009 4:30 pm

@shadowborn
Is the falling down onto the floor of a npc the same problem? The npc falls down and stand up. Mazoga the orc lies on the floor in leyawin castle, but she is dead. I don't know who or what killed her - resurrection is not possible (no blood on the armor). I removed Extra Wounding before I found her lying on the floor.
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Iain Lamb
 
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Post » Mon Nov 23, 2009 3:02 am

Hey, the esp that has all the slof horses and such, does that also change the horse armor at all? What about legion horses and such?
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Rachyroo
 
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Joined: Tue Jun 20, 2006 11:23 pm

Post » Sun Nov 22, 2009 5:29 pm

Hey, the esp that has all the slof horses and such, does that also change the horse armor at all? What about legion horses and such?


No MMM Slof Horses does not change the horse armor and Only the vanilla legion horses are modified to use Slof just like the originial Slof Horses Base.esp..
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Sharra Llenos
 
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Joined: Wed Jan 17, 2007 1:09 pm

Post » Mon Nov 23, 2009 12:50 am

I am having some problems...I have found that it is caused by MMM, because I have taken all other mods off. Anyways, I was having a good game with 3.7.1, but then I added 3.7b3, and I get a CTD. What am I doing wrong? Oh yeah...am I also supposed to have 3 omods for mmm? I only have one. How do I get the other 2 if I need them?
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Laura Shipley
 
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Joined: Thu Oct 26, 2006 4:47 am

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