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

Post » Mon Nov 23, 2009 3:44 am

Finally after 23 days of gameplay and level 11, I got my first http://img70.imageshack.us/img70/4778/screenshot0.jpg. But I recognize I haven't made too much dungeons (I kept fighting Guards on road). Now I have to wait to be journalier in armorer before applying that.
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Harry-James Payne
 
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Post » Sun Nov 22, 2009 1:09 pm

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?


You can't just add 3.7b3 to a previous MMM install. You'll need to make a clean install - otherwise you're bound to have issues:

Clean Install means. you should remove all traces of MMM - esm / esp / meshes / textures / sounds. and reinstall so that you get all the updated meshes and textures and fixes that are in bsa. This also means that you have to reinstall all your body mods for MMM has well since the date on bsa is newer than those stored in data directory. EVE and Roberts MMM users will have to do this.

Else trying to install bsa to already existing install will just lead to problems.

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MR.BIGG
 
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Post » Mon Nov 23, 2009 2:23 am

@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.

If they are falling down then getting back up again while covered in blood, then it is likely to be the same problem. If they haven't got any blood showing, then no, it's nothing to do with Extra Wounding.

Are you sure Mazoga is dead? I mean, can you loot her? It's possible that she is just exhausted - I've occasionally seen NPCs collapse with negative fatigue. I have no idea what causes it, though.

Eloise
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Ice Fire
 
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Post » Sun Nov 22, 2009 9:06 pm

Realistic Fatigue will cause that - and I suppose another fatigue mod could.

With C&C I've had to turn RF off when dueling trainers because the match would get borked when they would collapse into unconsciousness then get up and lose their AI.

Eloise thanks for letting me know that.
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Sarah MacLeod
 
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Post » Mon Nov 23, 2009 1:57 am

By the way...everything is fine for my MMM now. I took it all off, then re-DLd it.
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RaeAnne
 
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Post » Mon Nov 23, 2009 3:53 am

Now at level 12/13, I'm finding near two RuneSkulls in every cave I explore.

Maybe you should provide two versions of random spawn for RuneSkulls:

- One Normal (the way you think balanced for MMM gameplay)
- One Hard (less frequent spawn of RuneSkulls)

Just a suggestion.
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christelle047
 
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Post » Sun Nov 22, 2009 10:15 pm

Hah - I was just coming by to report on Rune Skulls too.

I've yet (in many months) to see one flying skull anywhere - ever.

I do find Rune skulls a lot (my character being more a fighter uses them maybe more than a mage would) in loot, and even more recently I'm finding them on merchants. Calindil for instance had 3 the last time I was there - and cheap too.
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Carlitos Avila
 
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Post » Mon Nov 23, 2009 5:21 am

Corepc- I am still haveing the problem with NPC monsters falling on the ground when I walk in the room. It mostly happens on the plane of oblivion and I have tried everything and combination possible. Remember when I first mentioned this I noticed that when I would do certain summons(dremora,flame atronach,arcane atronoch) they would just fall on the ground . I used to load LAME before supreme magicka and when I switched to the BOSS ordeing (LAME after SM) the summons worked perfectly,so I thought "problem solved". Well I was wrong , because it the Final Sigil tower I ascended floor after floor of disabelled NPC's. Some rooms would have Solkyn laying down , disabled , and Solkyn that were unaffected attacking me. Of course the lesser balrogs are still completely disabled. WEhen I attack the disabled NPC's they open their mouths and make sounds and after they die they are covered with blood. Which sounds like the "extra wounding ",problem. Unfortunatly I dont run Extra Wounding. The battle music doesnt play until after I attack them ,otherwise they dont notice me. I also walked into a room with two reavers and one attacked me while the other just stood their and would not engage me until I attacked her.I have used "scry combat , scry resistance , spells on them and they have lvls,health,etc. When I loot them they have equipment. I dont get it. Should I download a mod like "realistic fatigue",? Could it be a fatigue issue? Most of the disabled NPC's have about half their health missing before I put them out of their misery.Could it have something to do with ResizedRaces.esp,sometimes the disabled NPC's skeletons are stretched and then after i kill them they snap back to regular shape. I have multiple examples of walking through the door and half the NPC's fall on the floor disabled and the other half fight like normal but I will have 2 valkynaz brothers ,same room,one disabled the other normal. Now it has spread into the land of Cyrodil (unfortunatly), I will go over one hill and fight a hill giant, then over the next hill and their is another hill giant disabled. I have left comments on the Supreme Magicka Thread too but I think the issue lies in MMM since it seams to be only MMM monsters that are "disabled". Then again its not all MMM, Rainbow wyverns,slimes,golems all work fine. I have posted my load order a few pages back. pls help!!
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N Only WhiTe girl
 
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Post » Mon Nov 23, 2009 3:49 am

is there alternative DL site for 37b3pr? MEGAUPLOAD says Ive reached my limit and waiting 7 minutes doesn't help. Waiting 2 hours hasn't even helped :( I hope there is another site.

Nevermind, it finally worked.
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Averielle Garcia
 
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Post » Sun Nov 22, 2009 9:18 pm

Finally after 23 days of gameplay and level 11, I got my first http://img70.imageshack.us/img70/4778/screenshot0.jpg. But I recognize I haven't made too much dungeons (I kept fighting Guards on road). Now I have to wait to be journalier in armorer before applying that.


Now at level 12/13, I'm finding near two RuneSkulls in every cave I explore.
Maybe you should provide two versions of random spawn for RuneSkulls:
Just a suggestion.


if you are using the runeskulls loot plugin that will add them to soul gem leveledlist and vendors has well.. so if you finding them in chest etc this plugin is doing that..

Else without the loot plugin you will only find them via haunted head itself..which is 50% chance to appear?



Hah - I was just coming by to report on Rune Skulls too.

I've yet (in many months) to see one flying skull anywhere - ever.


Flying skull..check undead locations that is where they would most likely be found, but, if you are using fcom that will make them even more rare most likely.

once again if you are using diverse runeskulls loot plugin, that will add them into leveledlist, without it you will only find them from the creature itself.

else you are using something that is adding the mmm runeskulls to leveledlist..


Corepc- I am still haveing the problem with NPC monsters falling on the ground when I walk in the room. It mostly happens on the plane of oblivion and I have tried everything and combination possible. Remember when I first mentioned this I noticed that when I would do certain summons(dremora,flame atronach,arcane atronoch) they would just fall on the ground .

Could it have something to do with ResizedRaces.esp,sometimes the disabled NPC's skeletons are stretched and then after i kill them they snap back to regular shape. I have multiple examples of walking through the door and half the NPC's fall on the floor disabled and the other half fight like normal but I will have 2 valkynaz brothers ,same room,one disabled the other normal.


Question does it happen if you start a new character with just MMM activated for testing purpose..

No FCOM/LAME/Supreme Magicka/ etc..Armamentarium/Artifacts is fine (just weapons and armor and clothing after all)..

Else once we get extra wounding done testing and fix some other things then I can release the update that hopefully fixes this problem.
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keri seymour
 
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Post » Sun Nov 22, 2009 9:47 pm

Corepc-I dont know if it would happen with a restart and just mmm. It would take probably 10 hours before I would be able to see those level creatures on a restart right? lesser balrogs,golems,yellow belly ogres. but I will get started on it right away and see what I can find in the kvatch gate , would it break my game if I was to do this "test" in god mode? I have never used any cheats and heard they can be harmful... On a seperate note the blood always appears after they die.For ex. I "helped" a disabled dremora with kindly Dr. Club,then took his robe (the dremora robe added by Slofs robe trader) and enchanted it on the spot with restore magick. Now when I wear it it is stained with blood.I dont mind because it gives it character but Could these problems be linked?
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Assumptah George
 
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Post » Sun Nov 22, 2009 4:15 pm

Okay, I have scoured my meshes, sound, and textures folders in my Oblivion installation and I have removed everything belonging to older versions of MMM which I can find. The icon for tourmaline shards and goblin ingredients are still missing, but the invisible goblin problem seems to be fixed. The only problem now is the goblin was visible, but was all forest green. In addition, something it was carrying was missing a mesh (I saw a 'WTF Mesh!' placeholder floating in the air next to the goblin, moving like a possible weapon).

I will post again if I run into any remaining issues (and I make another pass through my Oblivion installation folders).
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Marilú
 
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Post » Sun Nov 22, 2009 4:40 pm

Thorbin- did you remember to reinstall the meshes / textures from ooo 1.33/1.34? The old MMM 3.7b1 overwrote some of the ooo files and they need to be replaced. Hope that helps.
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xx_Jess_xx
 
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Post » Mon Nov 23, 2009 2:44 am

Hi!

I was already using OOO 1.33 beta 4, and I've installed MartsMonsterMod3.7b3
However, I did not install/use Wrye Bash!

So I ask you: in order to use MMM and OOO, do I must install Wrye Bash?
Although I use OBMM and OBSE with my Oblivion GotY PC game, I read elsewhere Wrye Bash isn't easy to use, so until now I avoided it.
I can install mods, but I am relatively new to Oblivion Game, I do not know what is a bashed patch, what to do with a bashed patch, if Wrye Bash has load order, this kind of stuff...

If I choose to not install Wrye Bash, what kind of bugs (related to MMM and OOO) my Oblivion could show? (as if Oblivion needed Wrye Bash to show a good amount of bugs)

Thanks!
Jos? Henrique, from Brazil
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Tamika Jett
 
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Post » Mon Nov 23, 2009 1:04 am

Hah - I was just coming by to report on Rune Skulls too.

I've yet (in many months) to see one flying skull anywhere - ever.

I do find Rune skulls a lot (my character being more a fighter uses them maybe more than a mage would) in loot, and even more recently I'm finding them on merchants. Calindil for instance had 3 the last time I was there - and cheap too.

Are the 'haunted heads' in FCOM from MMM? I'm testing a new install of FCOM with the included testcells; when I saw one of the haunted heads I killed it, thinking it should drop a runeskull, but it didn't - ectoplasm instead - so I'm thinking maybe from Frans...?
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Lisa
 
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Post » Sun Nov 22, 2009 3:17 pm

The reasons to use Wrye Bash are endless, but I'm a little busy right now, so I'll leave the definitive list to someone else.
Nevertheless, I cannot stress enough how useful Wrye Bash is in making any number of mods above, what? two to work together properly, or at least better, fix numerous bugs/problems in mods (orphaned world records, deleted vanilla objects, nVidia black screen fix...) and in the game itself (ABomb), adds dozens of simple and easily adjustable tweaks to your game and numerous mods actually *require* it to work properly (for example Item Interchange).
Are the 'haunted heads' in FCOM from MMM? I'm testing a new install of FCOM with the included testcells; when I saw one of the haunted heads I killed it, thinking it should drop a runeskull, but it didn't - ectoplasm instead - so I'm thinking maybe from Frans...?

Frans hasn't had any development in a long time now; anything new won't be coming from there! The haunted skulls are from MMM, but I believe there's an FCOM specific plugin Kandiedan's made. In any case, haunted heads only *sometimes* drop runeskulls. It would be a bit much if they always dropped runeskulls, methinks.

Vac
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Vicky Keeler
 
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Post » Mon Nov 23, 2009 2:01 am

Okay, I'm sure you hear this a lot, but . . .

Thanks for the BSA!!! Seriously, I love this mod, I love to play it with F.C.O.M., and the BSA made installation very easy. I've tested it a bit and it seems to be working great. Thanks to Copec and The Nice One and everyone else for putting this together. :)
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Star Dunkels Macmillan
 
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Post » Mon Nov 23, 2009 3:38 am

just some quick updates on npc sightings:
--greater fire elemental
-greater rock elemental
-night troll
-savage troll
-bog ogre
-ogre elder
-black soul (will - o- wisp)

jut a heads up Corepc, I know you were asking the community about new sightings. I have 450hrs on this play through and this is the first time I can remember these spawns.
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Milad Hajipour
 
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Post » Sun Nov 22, 2009 3:25 pm

The reasons to use Wrye Bash are endless, but I'm a little busy right now, so I'll leave the definitive list to someone else.
Nevertheless, I cannot stress enough how useful Wrye Bash is in making any number of mods above, what? two to work together properly, or at least better, fix numerous bugs/problems in mods (orphaned world records, deleted vanilla objects, nVidia black screen fix...) and in the game itself (ABomb), adds dozens of simple and easily adjustable tweaks to your game and numerous mods actually *require* it to work properly (for example Item Interchange).

Frans hasn't had any development in a long time now; anything new won't be coming from there! The haunted skulls are from MMM, but I believe there's an FCOM specific plugin Kandiedan's made. In any case, haunted heads only *sometimes* drop runeskulls. It would be a bit much if they always dropped runeskulls, methinks.

Vac


The reasons to use Wrye Bash are endless, but I'm a little busy right now, so I'll leave the definitive list to someone else.
Nevertheless, I cannot stress enough how useful Wrye Bash is in making any number of mods above, what? two to work together properly, or at least better, fix numerous bugs/problems in mods (orphaned world records, deleted vanilla objects, nVidia black screen fix...) and in the game itself (ABomb), adds dozens of simple and easily adjustable tweaks to your game and numerous mods actually *require* it to work properly (for example Item Interchange).


I DL'ed: MMM.7z, MMM37b3PR.7z, MMM Arrows Ingredient Fixes.7z and MMM_Omod_Installer_1.6
I just followed MMM_Omod_Installer instructions and the installation gave me no problems. MMM was neatly installed on my PC.

So why did I ask about using Wrye Bash? Because I read it in the MMM Html readme:

"Highly Highly Recommended. Wrye Bash is has it can helps resolve problems when Using MMM with other mods so it is highly recommended to use this for it leveledlist and merging, race features to make MMM Work that much Better with Other Mods Once Again. See Bash Section"

COMPATIBILITY

"To Avoid Issue with Other Mod. Recommended to Install Bash.

MMM make many changes to enemy npc and creatures leveledlist in game. And in order to use other mods that do the same it is receommended to use Wrye bash. Some Creatures Mods work better than other Creatures mod. You should avoid using Natural Wildlife, Creatures Alive in particular has many of these features have been intergrated or in general older creatures mod."

Again, I am relatively new to Oblivion world.
Again, I can install a mod, reading thru the readme file.
I just wanna know if I *need* (or *must*) use Wrye Bash if I follow the MMM_Omod_Installer instructions!

And if I have to use Wrye Bash, will I have to uninstall MMM first?
Can someone point me an URL with some Wrye Bash help (the readme that came with it isn't very elucidative for a newbie).

I am using MMM along: Knights of the Nine & SI (my Oblivion is GotY edition), All Unofficial Patches, All DLC plugins, All Unofficial DLC patches, OOO 1.33 with beta 4 patch, Map Marker Overhaul, RAEVWD 1.5, Bag of Holding, Living Economy, Harvest [Flora]. Also Darnified UI, QTP3 and Detailed Terrain Beta 2 (with patch).

Thanks,
Jos? henrique from Brazil
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Batricia Alele
 
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Post » Mon Nov 23, 2009 2:20 am

I just wanna know if I *need* (or *must*) use Wrye Bash if I follow the MMM_Omod_Installer instructions!

And if I have to use Wrye Bash, will I have to uninstall MMM first?
Can someone point me an URL with some Wrye Bash help (the readme that came with it isn't very elucidative for a newbie).

I am using MMM along: Knights of the Nine & SI (my Oblivion is GotY edition), All Unofficial Patches, All DLC plugins, All Unofficial DLC patches, OOO 1.33 with beta 4 patch, Map Marker Overhaul, RAEVWD 1.5, Bag of Holding, Living Economy, Harvest [Flora]. Also Darnified UI, QTP3 and Detailed Terrain Beta 2 (with patch).

Thanks,
Jos? henrique from Brazil


You don't need Wrye Bash with that mod selection, but it's still recommended, as is using the Bashed Patch. The readme in the Mopy folder is very thorough, but here's a quick way of setting it up:

1. Copy the Bashed Patch, 0.esp from the Mopy\Extras directory to the Data directory.
2. Use http://www.gamesas.com/bgsforums/index.php?showtopic=1042676 (also highly recommended) to set the load order - the Bashed Patch will (and must) load last.
3. Right-click on the Bashed Patch (via Wrye Bash) > Rebuild patch > Check Leveled Lists > OK.
4. When it is (re)built you're done.

EDIT: Wrye Bash is extremely useful. In your case you'll need to run TES4LODGen for RAEVWD and BOSS is very convenient for automatically setting the load order. And you can do both via Wrye Mash - so it's like a swiss knife for mod users.
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Lauren Dale
 
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Post » Sun Nov 22, 2009 10:22 pm

If you already have MMM 3.5.5b5 Installed If so then you can just upgrade and overwrite all existing file has needed.

If you do not hve MMM 3.5.5b5 installed. Then Best to download the MMM 3.7bsa and Just the 3.7b1/b2 esm / esp updates and use omod installer that is listed in post 2.

Otherwise OOO needs to be updated to 1.34beta5 in order to use with MMMforOOO.


I keep reading about this legendary MMMforOOO mod. Where is it? Is this another name for the 3.5.5b5?

Also, I clicked the link for the 3.7 and the page it went to said the file doesn't exist...
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le GraiN
 
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Post » Sun Nov 22, 2009 11:50 pm

I keep reading about this legendary MMMforOOO mod. Where is it?

It's a MMM ESM and and ESP designed specifically for use with Oscuro's mod. They can be found in the same folder as all the other ESMs and ESPs.
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jessica robson
 
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Post » Mon Nov 23, 2009 2:04 am

You don't need Wrye Bash with that mod selection, but it's still recommended, as is using the Bashed Patch. The readme in the Mopy folder is very thorough, but here's a quick way of setting it up:

1. Copy the Bashed Patch, 0.esp from the Mopy\Extras directory to the Data directory.
2. Use http://www.gamesas.com/bgsforums/index.php?showtopic=1042676 (also highly recommended) to set the load order - the Bashed Patch will (and must) load last.
3. Right-click on the Bashed Patch (via Wrye Bash) > Rebuild patch > Check Leveled Lists > OK.
4. When it is (re)built you're done.

EDIT: Wrye Bash is extremely useful. In your case you'll need to run TES4LODGen for RAEVWD and BOSS is very convenient for automatically setting the load order. And you can do both via Wrye Mash - so it's like a swiss knife for mod users.


Thank you for your help! It is much appreciated!!!
I've installed Wrye Python, then Wrye Bash, followed your instructions and it worked!

I forgot to tell you I was already using OBSE!!

One more question: From now on will I have to start Oblivion by clicking on the oblivion icon in the Wrye Bash button bar OR can I keep using my WinXP Desktop Icon (icon target is pointing to obse_loader.exe)? In other words, will I have first to start Wrye Bash in order to start Oblivion game?

Thank you again!

Jos? Henrique, from Brazil
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sally R
 
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Post » Sun Nov 22, 2009 4:02 pm

You shouldn't need to use Wrye Bash to start your game. Everything Wrye Bash does should stick using the regular OBSE loader.

Only use it if you need to make changes.

BTW, I think Corepc forgot to post a link to the http://www.gamesas.com/bgsforums/index.php?showtopic=1049752
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Rude_Bitch_420
 
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Post » Sun Nov 22, 2009 10:21 pm

I found some great, easy-to-follow directions here:

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5583

It solved my problem I was yakking about in my thread earlier.
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zoe
 
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