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

Post » Sun Nov 22, 2009 12:11 am


Ah, okay. I was thrown off by BOSS's warning.
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Jacob Phillips
 
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Post » Sat Nov 21, 2009 11:54 pm

I originally posted this problem in the OOO thread as I thought that was causing the problem, but I've since found a comment on Planet Elder Scrolls (http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=1757&comment_page=6 - comment by johuotar) on the MMM file with someone else having the same problem:

I'm doing the arena quest line for the first time with an FCOM install, but instead of fighting to the death, the combatants sheath their weapons when they get to low health and spend the rest of the time running away shouting "please don't hurt me". Is this normal?

If anyone knows how I can fix this I'd be very grateful.

Cheers.

Can you post your load order please?
What version of MMM are you using?
Are you using MMM's extra wounding or any type of FCOM reiteration of it? If so, can you please try the Arena battle without it actively installed?
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Bigze Stacks
 
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Post » Sun Nov 22, 2009 5:35 am

To play OOO+MMM do you need to merge and create a bash patch?
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Marie Maillos
 
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Post » Sun Nov 22, 2009 4:12 am

I think i have MMM 3.5.5 and not 3.5.5b5 if that is possible. Is it ok to install 3.7, or do i have to download the whole 3.5.5b5 package.

... actually i think that 3.5.5 and 3.5.5b5 are the same thing. But why would the file size of the omod i have be different from the listed size of the 3.5.5b5 omod. maybe they are different. In any case, I hope 3.7b3a1 is coming along nicely. I'm sure were all looking forward to MMM3.7.1b5 FINAL
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Kelli Wolfe
 
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Post » Sun Nov 22, 2009 7:44 am

To play OOO+MMM do you need to merge and create a bash patch?

you don't have to but it is significantly recomended, and is all but required if you have a lot of other mods as well as OOO + MMM.
I think i have MMM 3.5.5 and not 3.5.5b5 if that is possible. Is it ok to install 3.7, or do i have to download the whole 3.5.5b5 package.

... actually i think that 3.5.5 and 3.5.5b5 are the same thing. But why would the file size of the omod i have be different from the listed size of the 3.5.5b5 omod. maybe they are different. In any case, I hope 3.7b3a1 is coming along nicely. I'm sure were all looking forward to MMM3.7.1b5 FINAL

Just download the 3.7 bsa and install, uninstall 3.5.5 files and download and 3.7 files and install the esps only (since the meshes/textures/sounds are covered by the 3.7 bsa)... simpler and less time (presuming a reasonable internet connection unlike me) than downloading 3.5.5b5 to be sure and also downloading the 3.7 files for their meshes/textures/sounds and esps.
Pacific Morrowind
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CArlos BArrera
 
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Post » Sun Nov 22, 2009 3:09 am

Iron, Mithril golems and probably some others, are invisible.

Using Increased spawn rates causes CTDs in some dungeons, there is also something up with factions(mountain lions attacking each other and so forth).

I've installed this twice, have no idea what is going on.
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Benito Martinez
 
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Post » Sun Nov 22, 2009 2:27 am

http://pages.suddenlink.net/corepc/ -



Iron, Mithril golems and probably some others, are invisible.

Using Increased spawn rates causes CTDs in some dungeons,

there is also something up with factions(mountain lions attacking each other and so forth).

I've installed this twice, have no idea what is going on.


Iron, Mithril golems are you using OOO? Did you install MMM after this? Are you using the bsa?

Increased spwan rates ..post your load order. Are you using alot of heavy textures mod or high rez body textures?

faction read the "faction section in the MMM Manual" for details about that..last paragraph in particular..
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Donatus Uwasomba
 
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Post » Sun Nov 22, 2009 9:17 am

Can you post your load order please?
What version of MMM are you using?
Are you using MMM's extra wounding or any type of FCOM reiteration of it? If so, can you please try the Arena battle without it actively installed?


Edit: It seems the problem was caused by RGO 1.96, so I've edited away my load order and such.

Thanks lilith, corepc and koschwarz for responding (here and in OOO thread). Much appreciated.
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Poetic Vice
 
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Post » Sun Nov 22, 2009 2:16 am

Iron, Mithril golems are you using OOO? Did you install MMM after this? Are you using the bsa?

Increased spwan rates ..post your load order. Are you using alot of heavy textures mod or high rez body textures?

faction read the "faction section in the MMM Manual" for details about that..last paragraph in particular..

I am not using the BSA, this is the 3.5.5.b5 → 3.7b1 install. I uninstalled FCOM except for MMM.(Very long story..) However it was installed ofter OOO during the process of installing FCOM.

Ok so the faction conflict is actually by design, ok I got it. You've made it where it's more realistic.

Active Mod Files:00  Oblivion.esm01  Mart's Monster Mod.esm  [Version 3.7b1]02  Unofficial Oblivion Patch.esp  [Version 3.2.0]03  DLCShiveringIsles.esp04  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]05  RoadSigns.esp06  Mart's Monster Mod.esp  [Version 3.7b1]07  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18] ←++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b1]++ [[Mart's Monster Mod - Spawn Rates Increased.esp]]08  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10] ←09  OrangeroadCottage.esp0A  SupremeMagicka.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]0B  Oblivion XP.esp  [Version 4.1.4]0C  actors_in_charge.esp0D  CuteElf11.esp  [Version 1.2]++  [GFX]_Initial_Glow-all.esp0E  Jeral View Chalet.esp0F  Bonds Studio Apartment.esp10  Alexandria.esp11  Natasha's Barrel.esp12  Bashed Patch, 0.esp



The mods with arrows pointing to them are mods that were added yesterday. The spawn rate plugin is in brackets to indicate that it is no longer in the load order but that is where it was placed before removal. The CTDs stopped when I removed it. (Again..a tiny load order. I'm really thinking it's a good idea to have 100+ mods installed since those people seem to have less issues than I do).

Would it work if..I grabbed the OMOD version and uninstalled MMM that way(because it is impossible to do it manually without forgetting files) and then install the BSAs..?

::Is trying to avoid reinstalling Oblivion::
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X(S.a.R.a.H)X
 
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Post » Sun Nov 22, 2009 1:44 am

I think that I might have a problem with the MMM Diverse Waterlife. There's realy a huge amount of fishes that I find flapping around on the land, and not in the water. And the fishes that are in the water, usually swim against a rock, trying to get onto land, so that they can go and do their flapping business.

I have no idea if my load order is useful for this, but I'll post it anyway.

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm  [Version 0.9.6]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.71]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b1]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9a7]0A  Better Cities Resources.esm0B  TR_OoT_Main.esm0C  CM Partners.esm0D  Toaster Says Share v3.esm0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  Oblivion Citadel Door Fix.esp11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  Better Cities .esp14  Oblivion.esp15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Chance of More Enemies.esp18  Francesco's Optional Leveled Quests-SI only.esp19  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1B  Atmospheric Loading Screens - Random Quotes.esp1C  All Natural - Real Lights.esp  [Version 0.9.6]1D  All Natural.esp  [Version 0.9.6]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]1E  Enhanced Water v2.0 HD.esp1F  Symphony of Violence.esp20  Storms & Sound.esp21  Rainbows.esp22  Akatosh Mount By Saiden Storm.esp23  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp24  Happyhannah's Wines.esp  [Version 1.1]++  Item interchange - Extraction.esp  [Version 0.76]25  Medic!.esp26  Q - More and Moldy Ingredients v1.1.esp27  RAEVWD New Sheoth.esp  [Version 1.5]28  Living Economy.esp29  Living Economy - Items.esp2A  GoldAdjustment.esp  [Version 1.13]2B  Map Marker Overhaul.esp  [Version 2.2]2C  DLCHorseArmor.esp2D  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2E  DLCOrrery.esp2F  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]30  DLCVileLair.esp31  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]32  DLCMehrunesRazor.esp33  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]34  DLCSpellTomes.esp35  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp36  DLCThievesDen.esp37  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]38  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]39  Cobl Glue.esp  [Version 1.69]3A  Cobl Si.esp  [Version 1.63]3B  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]3C  Bob's Armory Oblivion.esp3D  FCOM_BobsArmory.esp  [Version 0.9.9]3E  Oblivion WarCry EV.esp3F  FCOM_WarCry.esp  [Version 0.9.9]40  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]41  FCOM_Convergence.esp  [Version 0.9.9]42  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]43  FCOM_RealSwords.esp  [Version 0.9.9]44  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]45  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]46  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]47  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]48  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]49  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - Farm Animals.esp  [Version 1.4]4B  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]4D  Mart's Monster Mod - Slof Horses Complete.esp4E  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp++  TamrielTravellerAdvscript.esp  [Version 1.39c]4F  TamrielTravellers4OOO.esp  [Version 1.39c]50  TamrielTravellersItemsCobl.esp  [Version 1.39c]51  ShiveringIsleTravellers.esp  [Version 1.39c]52  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]53  Mart's Monster Mod - Shivering Isles.esp54  Ivellon.esp  [Version 1.8]55  BHC_Expanded.esp  [Version 1.1]56  Heroes of Cyrodiil Part 4.esp57  Kragenir's Death Quest.esp58  KDQ - Rural Line Additions.esp59  ReneersContainerMod.esp5A  Scribe Supplies.esp5B  The Ayleid Steps.esp  [Version 2.6]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]5C  TR_Stirk.esp5D  VaultsofCyrodiilBC.esp5E  DLCBattlehornCastle.esp5F  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]60  DLCFrostcrag.esp61  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]62  Knights.esp63  Knights - Unofficial Patch.esp  [Version 1.0.9]64  SM Plugin Refurbish(Merged).esp  [Version 1.21]65  Blood&Mud.esp66  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9]67  ElsweyrAnequina.esp68  Vergayun.esp  [Version 1.0.1]69  xuldarkforest.esp  [Version 1.0.3]6A  xulStendarrValley.esp  [Version 1.2.1]6B  xulTheHeath.esp6C  MMMMWL-TheHeath patch.esp6D  XulEntiusGorge.esp6E  xulFallenleafEverglade.esp  [Version 1.3.1]6F  Anequina-Fallenleaf-Patch.esp70  xulColovianHighlands_EV.esp71  xulChorrolHinterland.esp  [Version 1.2.2]72  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]73  KragenirsDeathQuest-LostCoast patch.esp74  xulBravilBarrowfields.esp  [Version 1.3.1]75  xulLushWoodlands.esp  [Version 1.3]76  xulAncientYews.esp  [Version 1.4.1]77  xulAncientRedwoods.esp  [Version 1.6]78  xulCloudtopMountains.esp  [Version 1.0.1]79  KragenirsDeathQuest-CloudtopMountains patch.esp7A  xulArriusCreek.esp  [Version 1.1.2]7B  xulPatch_AY_AC.esp  [Version 1.1]7C  xulRollingHills_EV.esp  [Version 1.3.2]7D  MMMMWL-RollingHills patch.esp7E  KragenirsDeathQuest-RollingHills patch.esp7F  xulPantherRiver.esp80  xulRiverEthe.esp  [Version 1.0.1]81  xulBrenaRiverRavine.esp  [Version 1.0.2]82  xulImperialIsle.esp  [Version 1.6.2]83  xulBlackwoodForest.esp84  Castle_Seaview.esp85  CastleSeaview+LostCoast Patch.esp  [Version 1.0]86  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]87  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]88  Dungeon Actors Have Torches 1.6 DT.esp89  MassA.I-50.esp8A  Storms & Sound - Blood&Mud.esp8B  Storms & Sound - Better Cities.esp8C  Real Hunger, Cobl.esp  [Version 1.6.1]8D  RealisticForceMedium.esp8E  RealisticMagicForceMedium.esp8F  RealSleepExtended.esp  [Version 2.2.1]90  Telekinetic Mastery.esp  [Version 2]91  RefScope.esp  [Version 1.3.0]92  MidasSpells.esp93  Vector.esp  [Version 0.1]94  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp95  StealthOverhaul.esp96  RenGuardOverhaul.esp97  RenGuardOverhaulShiveringIsles.esp98  sycHearNoEvil.esp  [Version 1.0]99  Enhanced Grabbing.esp  [Version 0.4]9A  SamVimes's Feint Death.esp9B  nGCD.esp9C  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]9D  Toaster Says Share Faction Recruitment.esp9E  CM Partners.esp9F  CM Partners Special NPCs.espA0  CM Partners NPC.espA1  CM Partners More NPCs.espA2  CM Partners Marker NPCs.espA3  CM Partners Extra NPCs.espA4  bgBalancingEVCore.esp  [Version 10.5EV-D]A5  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]A6  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]A7  bgMagicEVPaperChase.esp  [Version 1.68EV]A8  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, for Wrye Bash.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]A9  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]AA  bgIntegrationEV.esp  [Version 0.96]AB  Better Cities - Full City Defences.espAC  Better Cities Full - B&M Edition.espAD  Better Cities - Unique Landscape Barrowfields.espAE  Better Cities - Unique Landscape Chorrol Hinterland.espAF  Better Imperial City.espB0  Better Cities - COBL.esp  [Version 0]**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]B1  bgMagicLightningbolt.espB2  Get Wet.espB3  ScreenControls.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.espB4  Bashed Patch, 0.espB5  MergedMaps.espB6  Streamline 3.1.esp

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Rude_Bitch_420
 
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Post » Sun Nov 22, 2009 2:58 am

However it was installed ofter OOO during the process of installing FCOM.

Would it work if..I grabbed the OMOD version and uninstalled MMM that way(because it is impossible to do it manually without forgetting files) and then install the BSAs..?


MMM uinstall to fresh MMM install with BSA.. using what you currently have.

you would have to install the MMM 3.5.5 omod and make another omod for 3.7b1 version and install that. Making Sure to Overwrite everything, then disable the omod once installed,

then you need to download the MMM OMOD Installer by TheNiceOne and follow what everything that is listed in that thread on what to download and how to set it up. See Second Post ..

I think that I might have a problem with the MMM Diverse Waterlife. There's realy a huge amount of fishes that I find flapping around on the land, and not in the water. And the fishes that are in the water, usually swim against a rock, trying to get onto land, so that they can go and do their flapping business.


This is going to occur for almost everyone, with WaterLife added. Has the fish have rockfinding ai that make them swim around in water for underwater rocks.

If there happens to be one of those types of rock placed above water, then fish will beach itself, then end up flapping it way to it. It happens even more when you have UL Mods installed. since they place objects like rocks above water.

Fishes in general where never meant to be part of this game. Has there is no underwater pathing for ai to follow. Ever noticed how the slaughterfish do not attack until you are almost right on top of them. Once again underwater ai is not very well designed in Oblivion.

If I adjusted rock finding on fishes so that does not occur so much, then they will not be so active in water and just stand there and do nothing.

It is also a combination of scripts has well. Since we are using some trick to make them avoid pathgrid in general and well can't remove that features. Has without the feature they would not even move.
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Star Dunkels Macmillan
 
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Post » Sun Nov 22, 2009 9:40 am

Topal Bay - What are you referring to in this area? Is there one certain spot, remember creature do wander and there is oblivion gate has well in this area. So remember that.

It's near the sub-marin entrance of Vile Lair (if you have this DLC installed); if you fast travel to this entrance, you are always detected and attacked by various enemies, sometimes imps, goblins or bears...
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Wane Peters
 
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Post » Sun Nov 22, 2009 12:27 am

This is going to occur for almost everyone, with WaterLife added. Has the fish have rockfinding ai that make them swim around in water for underwater rocks.

If there happens to be one of those types of rock placed above water, then fish will beach itself, then end up flapping it way to it. It happens even more when you have UL Mods installed. since they place objects like rocks above water.

Fishes in general where never meant to be part of this game. Has there is no underwater pathing for ai to follow. Ever noticed how the slaughterfish do not attack until you are almost right on top of them. Once again underwater ai is not very well designed in Oblivion.

If I adjusted rock finding on fishes so that does not occur so much, then they will not be so active in water and just stand there and do nothing.

It is also a combination of scripts has well. Since we are using some trick to make them avoid pathgrid in general and well can't remove that features. Has without the feature they would not even move.


Ok, thanks for your explanation. It was just pretty weird to find a fish flapping around inside Castle Seaview, not in the interior though, but the exterior. It doesn't really look right, but if there's no way to stop it, then so be it :)
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Sista Sila
 
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Post » Sun Nov 22, 2009 12:17 pm

About "Hunting and crafting MOD" I have two suggestions:

1- make "crafting items" success depend on some skills namely Armorer.
2- make a script that install this mod only for Stealth/Hunter characters (exceptionally wariors); because others characters don't need it for example Mages have a high levels spell for repairing/rebuilding items (possible with supreme magicka).
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Ria dell
 
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Post » Sun Nov 22, 2009 7:08 am

It's near the sub-marin entrance of Vile Lair (if you have this DLC installed); if you fast travel to this entrance, you are always detected and attacked by various enemies, sometimes imps, goblins or bears...


Thanks I will check More Wilderness Life Spawn and see if that is causing it. Thanks for reporting back.


Ok, thanks for your explanation. It was just pretty weird to find a fish flapping around inside Castle Seaview, not in the interior though, but the exterior. It doesn't really look right, but if there's no way to stop it, then so be it :)


Castle Seaview , Sometimes they can just flop along way..Is it certain type of fish that you see doing it more than other's. Has I could adjust their fatique.
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Penny Wills
 
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Post » Sun Nov 22, 2009 5:23 am

I dunno if this issue has been bought up before (been using MMM a lot and I think it`s quite amazing), but sometimes in a lair I`ve cleaned out, I will try to sleep or repair something, etc , but I can`t because of those little Carrion Rats. Sometimes it can take a while to find and kill every little one. Now I could disable them, and I might, but is it possible to make the carrion rats as not a threat because they don`t actually do anything to the Player? I would prefer to keep them because they add realism.
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Chris Jones
 
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Post » Sun Nov 22, 2009 2:13 am

Thanks I will check More Wilderness Life Spawn and see if that is causing it. Thanks for reporting back.




Castle Seaview , Sometimes they can just flop along way..Is it certain type of fish that you see doing it more than other's. Has I could adjust their fatique.


No, it's all kinds of fishes. One time I get a shark, and then I get a red snapper or something like that.
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Laura Ellaby
 
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Post » Sun Nov 22, 2009 1:21 am

but is it possible to make the carrion rats as not a threat because they don`t actually do anything to the Player? I would prefer to keep them because they add realism.


Now, you don't want them chewing on your toes at night, do you? :nono:

:hehe:

Anyway, I was inquiring about the nature of Slof's Horses Complete. Does this replace the need for Slofs Horses + related plugins?

Or, are you guys simply using Slof's retextures for wild horses? Are you guys using the Shadowmere replacer (i.e. firery shadowmere) that is available in Slof's Horses? Are Slof's Horse Armors included?

Asking because Qarl's Harvest has esps adapting to Slof's Horses, and I was wondering if I would be able to use them.
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Andrea Pratt
 
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Post » Sat Nov 21, 2009 10:08 pm

Anyway, I was inquiring about the nature of Slof's Horses Complete. Does this replace the need for Slofs Horses + related plugins?

Or, are you guys simply using Slof's retextures for wild horses? Are you guys using the Shadowmere replacer (i.e. firery shadowmere) that is available in Slof's Horses? Are Slof's Horse Armors included?

Asking because Qarl's Harvest has esps adapting to Slof's Horses, and I was wondering if I would be able to use them.


did you read the MMM slof Horse section in second post.

MMM version of Slof Horse is Base and Extra Only, and is meant has a replacer for slof originial plugins.

Shadowmere nope that plugin is not intergrated or it meshes or textures.

Slof Horses Armor which one are you talking about post me link to it?

Qarls Harvest plugin should work if you change the name on MMM version back to original name Slof Horses.
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Jeremy Kenney
 
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Post » Sun Nov 22, 2009 12:51 pm

Alrighty just dropping to say that everything is working properly now. I dont get anymore CTDs(in fact went 3hrs without one) in certain dungeons when using spawn rates increased and not running into any invisible creatures.
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victoria gillis
 
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Post » Sun Nov 22, 2009 7:27 am

Now, you don't want them chewing on your toes at night, do you? :nono:

:hehe:



Y`know, I just saw two of these carrion rats run at my feet and instantly die. Is that what they were doing? I thought they never attacked the Player. Seemed logical that they would stay out of the way of living (not dying) things. Like vultures.
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Charlotte Lloyd-Jones
 
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Joined: Fri Jun 30, 2006 4:53 pm

Post » Sun Nov 22, 2009 2:19 am

Y`know, I just saw two of these carrion rats run at my feet and instantly die. Is that what they were doing? I thought they never attacked the Player. Seemed logical that they would stay out of the way of living (not dying) things. Like vultures.

They do try to stay out of the way, but if you step on them, you kill them instantly.

Eloise
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Sxc-Mary
 
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Post » Sun Nov 22, 2009 9:22 am

Did you change an upload on Tesnexus? The date of these posts are Sept 2009, but the last upload for version 37 says feb. 2009.

Also, I'm a little confused on the installation. It says, install 3.5.5b, and then install 3.7. What about version 3.6? Are you supposed to install that too as a separate mod?
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Marquis deVille
 
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Post » Sat Nov 21, 2009 10:57 pm

Did you change an upload on Tesnexus? The date of these posts are Sept 2009, but the last upload for version 37 says feb. 2009.

Also, I'm a little confused on the installation. It says, install 3.5.5b, and then install 3.7. What about version 3.6? Are you supposed to install that too as a separate mod?

You dont need to install all that, all the resources are in the bsa file. better yet just use MMM omod installer. Much less hassle or figuring out where everything goes. :P
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Marta Wolko
 
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Post » Sat Nov 21, 2009 11:41 pm

did you read the MMM slof Horse section in second post.

MMM version of Slof Horse is Base and Extra Only, and is meant has a replacer for slof originial plugins.

Shadowmere nope that plugin is not intergrated or it meshes or textures.

Slof Horses Armor which one are you talking about post me link to it?

Qarls Harvest plugin should work if you change the name on MMM version back to original name Slof Horses.


This helped a lot. Yes, I did read the MMM Slof Horse Section on the second post. I was mainly concerned about the existence of Shadowmere/Horse Armors within Slof Horses Base + Extras. As for Horse Armors, I'm not sure. Haven't looked at them yet, and am not going to do so this weekend. I'll have to look at Qarls readme again also.

But, renaming + installing shadowmere plugin should do for now.

Thanks, Corepc.
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le GraiN
 
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