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

Post » Sun Nov 22, 2009 7:17 am

Allright, I just download all the links in the first post. Thanks for uploading to mega upload. Fast download :bowdown:
But what excactly should I download if I want MMM for the Shivering isles? I read the post and the HTML doc. and just don't get it. Do I need to download MMM 3.7b1? :ahhh:
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Jason King
 
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Post » Sun Nov 22, 2009 4:18 am

Allright, I just download all the links in the first post. Thanks for uploading to mega upload. Fast download :bowdown:
But what excactly should I download if I want MMM for the Shivering isles? I read the post and the HTML doc. and just don't get it. Do I need to download MMM 3.7b1? :ahhh:

The latest MMM for SI plugin is included in the main 3.7b3 download.
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Jay Baby
 
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Post » Sun Nov 22, 2009 2:33 pm

The latest MMM for SI plugin is included in the main 3.7b3 download.


Alright, the plugin... but are there textures/meshes I need to download? or is that in the bsa?
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Jon O
 
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Post » Sun Nov 22, 2009 8:22 am

I'm using the new release with FCOM, and I'm getting invisible Durzogs and Goblin-parts. At first I forgot to rename the .bsa, but I fixed that and the problem persists. If there's no .esp with the same name as the .bsa, does that stop it from loading, or is the .esm enough?
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megan gleeson
 
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Post » Sun Nov 22, 2009 2:16 pm

Hey Core, just chiming in after doing a bit of messing around on this new release w/OOO combo and the included Slof's Horses plug. Came across a few guards on stock horses(think like four total), so far they have all been female guards that I've seen in such a case.
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Amy Cooper
 
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Post » Sun Nov 22, 2009 2:43 am

Alright, the plugin... but are there textures/meshes I need to download? or is that in the bsa?


Plugin Included in Download is Lastest MMMForSI - All changes that are listed in post 2 have been merged into MMM 3.7b3.

All Meshes and Textures are included - expect the arrow /crafting/ingriedient pack..so far..


I'm using the new release with FCOM, and I'm getting invisible Durzogs and Goblin-parts. At first I forgot to rename the .bsa, but I fixed that and the problem persists. If there's no .esp with the same name as the .bsa, does that stop it from loading, or is the .esm enough?


For Fcom you should name the MMM.bsa FCOM_Convergence_MartsMonsterMod.bsa.

Else, Did you uninstall old MMM first and all older meshes and textures is the next question. Which is really recommended so that you get full benefit of BSA.

Durzog and Goblin-parts are in bsa I checked.

Hey Core, just chiming in after doing a bit of messing around on this new release w/OOO combo and the included Slof's Horses plug. Came across a few guards on stock horses(think like four total), so far they have all been female guards that I've seen in such a case.


Slof Horse Complete Only extends to Vanilla Guard Horses Currently, But we can make the change has needed. Or Anyone Else can be free to do so, if they have not done so already.
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RUby DIaz
 
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Post » Sun Nov 22, 2009 2:25 am

Thanks!
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Amelia Pritchard
 
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Post » Sun Nov 22, 2009 4:56 pm

So I started a new game and here is my new mods load list with the new MMM release.
To be safe I prefere using "Geomancy & Gem Dust OOO.esp" instead of "MMM Gem & Dust Gems" because I remember some late (savegame load) misadventure with thgis one.
Tested nGCD first, then RL, then concluded that RL makes game more challenging (that what I seek) especially if you use the 75 max level cap.
I will get feedback of the interaction of different plugins from the new MMM release.

Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 0.9.7]03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9a7]07  Armamentarium.esm  [Version 1.3]08  Artifacts.esm09  Progress.esm  [Version 2.2]0A  TR_OoT_Main.esm0B  HorseCombatMaster.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles no helms.esp0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0E  Oblivion Citadel Door Fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  SM Plugin Refurbish - SI.esp  [Version 1.05]12  All Natural - Real Lights.esp  [Version 0.9.7]13  All Natural.esp  [Version 0.9.7]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]14  Enhanced Water v2.0 ND.esp15  Book Jackets Oblivion.esp++  Item interchange - Extraction.esp  [Version 0.77]16  MM_TextLocks.esp17  Spell Delete.esp18  Enhanced Economy.esp  [Version 2.1.2]19  Map Marker Overhaul.esp  [Version 2.3]1A  Map Marker Overhaul - SI additions.esp  [Version 1.0]1B  sr_super_hotkeys.esp1C  DLCVileLair.esp1D  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]++  Lair_mobs.esp1E  DLCMehrunesRazor.esp1F  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  Mehrunes_mobs.esp20  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]++  MaleBodyReplacerV4.esp**  Armamentium female.esp21  DLCThievesDen.esp22  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]23  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]24  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]++  Thievesden_mobs.esp25  Cobl Glue.esp  [Version 1.72]26  Cobl Si.esp  [Version 1.63]27  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]28  Bob's Armory Oblivion.esp29  FCOM_BobsArmory.esp  [Version 0.9.9]2A  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.3]2B  ArmamentariumArtifacts.esp  [Version 1.3]2C  FCOM_Convergence.esp  [Version 0.9.9]2D  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9]2E  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoWyverns.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]2F  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3]++  Mart's Monster Mod - No Giants.esp  [Version 3.7b3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3]30  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]31  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Farm Animals.esp33  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3]++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  FineWeapons for OOO.esp**  RustyItems for OOO.esp35  Geomancy & Gem Dust OOO.esp36  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]++  OOOLivingEconomyWornRebalance.esp++  EVE_StockEquipmentReplacer4FCOM.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]37  JQ-AssassinQuest.esp38  thievery.esp39  TR_Stirk.esp3A  Unique Dungeons - Lichs Lair.esp3B  Unique Dungeons - Lost Glory.esp3C  Cyrodiil Travel Services.esp  [Version 1.3]3D  Mighty Umbra.esp3E  Ungarion1TheWelkyndSword.esp  [Version 1.4]++  FCOM_MightyUmbra.esp  [Version 0.9.9]3F  ElsweyrAnequina.esp40  NakedNord.esp41  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp42  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]43  BlackScreenSneakFix.esp44  Cliff_BetterLetters.esp  [Version 1.1]45  EVE_ShiveringIslesEasterEggs.esp46  P1DkeyChain.esp  [Version 5.00]47  Salmo the Baker, Cobl.esp  [Version 3.08]++  Enhanced Vegetation [100%].esp48  Toggleable Quantity Prompt.esp  [Version 3.1.1]49  wd purse of wonders.esp4A  RefScope.esp  [Version 1.3.0]4B  SupremeMagicka.esp  [Version 0.89]4C  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]4D  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]4E  Lightweight Potions.esp  [Version 1.1]4F  SM Bounty.esp  [Version 1.21]++  CoblDeathFix.esp  [Version 1.20]50  kuerteeLootingDeadGuardsIsStealing.esp51  Enhanced Grabbing.esp  [Version 0.4]52  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]53  ProgressMBSP.esp  [Version 2.0]54  ProgressSBSP.esp  [Version 1.0]55  ProgressRacial.esp56  ProgressArmorer.esp  [Version 1.0]57  ProgressMercantile.esp  [Version 1.11]58  RealisticLeveling.esp++  Item interchange - Placement for FCOM.esp  [Version 0.77]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.77]++  EVE_KhajiitFix.esp++  Real Lava 1.3.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]59  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp5A  Bashed Patch, 0.esp5B  MergedMaps.esp5C  FormID Finder4.esp5D  kuerteeCleanUp.esp5E  Combat Timescale x0.5.esp5F  thievery - EE patch.esp  [Version 1.0]60  Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.esp

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Nina Mccormick
 
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Post » Sun Nov 22, 2009 8:13 am

For Fcom you should name the MMM.bsa FCOM_Convergence_MartsMonsterMod.bsa.

Else, Did you uninstall old MMM first and all older meshes and textures is the next question. Which is really recommended so that you get full benefit of BSA.

Aha - missed that. Is it in the readme? Sorry if it is. I *did* delete all the old stuff first. Should be good to go now.
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Gavin Roberts
 
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Post » Sun Nov 22, 2009 1:18 pm

Aha - missed that. Is it in the readme? Sorry if it is. I *did* delete all the old stuff first. Should be good to go now.

That did it - thank you!
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Brian Newman
 
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Post » Sun Nov 22, 2009 10:47 am

Got it up and running with FCOM after I renamed the bsa to FCOM_Convergence_MartsMonsterMod, before doing that if I waited in my house for 10 days (my re spawn time) the game crashed when I tried to exit.

It didn't half take a while to remove all the old meshes and textures, glad I did though :)

Thanks for the update :)
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Robert DeLarosa
 
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Post » Sun Nov 22, 2009 4:21 am

It didn't half take a while to remove all the old meshes and textures, glad I did though :)

Took me about 3 minutes! The wonders of BAIN! ;)
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Heather M
 
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Post » Sun Nov 22, 2009 5:56 am

I am using Exnem's Runeskulls mod, and the FCOM patch in my games. I also use this mod. Are the runeskulls added by this version of MMM meant to replace Exnem's mod?

Thanks.
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Anna Beattie
 
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Post » Sun Nov 22, 2009 2:33 am

I am using Exnem's Runeskulls mod, and the FCOM patch in my games. I also use this mod. Are the runeskulls added by this version of MMM meant to replace Exnem's mod?

Thanks.


you no longer need exnems runeskulls or fcom runeskulls patch anymore has both of them have been intergrated into MMM itself.

Warning, You will lose any runeskull you have already if you disable exnems runeskulls.esp. So you will have to either earn, find them, or purchase them.

the are not handplaced runeskullls in MMM Version. They can mostly be found on Flying Skulls themselves which are powered by the runeskulls.
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Lynne Hinton
 
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Post » Sun Nov 22, 2009 6:09 am

Thanks, Corepc. I will switch immediately in my current game, which I just started (Level 1 Ranger type, currently playing through the Windfall quests).
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Kim Bradley
 
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Post » Sun Nov 22, 2009 3:44 am

And I would like to hear if it helps any or not.


No problems so far. I was able to play through the game for an hour straight (I quit playing afterwards) without a CTD since installing the update, so I'd say that the new version helps plenty :tops: .

Prior to your FCOM naming suggestion for the BSA I had renamed it FCOM_Convergence.bsa, but I've since changed it to FCOM_Convergence_MartsMonsterMod.bsa.
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Nice one
 
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Post » Sun Nov 22, 2009 7:17 am

Are the runeskulls OVERPOWERING like Exnem's runeskulls? If they are, can you please lessen their power for the next version of MMM?
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Kat Stewart
 
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Post » Sun Nov 22, 2009 3:45 am

In the new release 3.7b3PR3 of 'Mart's Monster Mod - Additional Enemy NPC Vars.esp' it looks like some raiders are missing boots.
RaiderMeleeMale1 through 30 & RaiderMeleeFemale1 though 30

In the MMM.esm a couple of scripts have the same names, which may or may not cause problems.
CSNPCBandit [SCPT:01000D1E] scriptname CSNPC
CSNPCBanditBoss [SCPT:01000D1F] scriptname CSNPCBoss

CSNPC [SCPT:01014A47] scriptname CSNPC
CSNPCBoss [SCPT:010158FA] scriptname CSNPCBoss
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Anthony Diaz
 
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Post » Sun Nov 22, 2009 5:09 am

I'm using the new release with FCOM, and I'm getting invisible Durzogs and Goblin-parts. At first I forgot to rename the .bsa, but I fixed that and the problem persists. If there's no .esp with the same name as the .bsa, does that stop it from loading, or is the .esm enough?
You need an active esp file (esm is not enough) that exactly matches the first part of the bsa.
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Isabell Hoffmann
 
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Post » Sun Nov 22, 2009 3:07 pm

So finally getting around to updating this to the new version from the last.

I was taken aback by the instructions to do a clean install. Is this required even for an FCOM install?

I interpret clean install to mean remove/disable the esm/esps and then save then re-enable them (with a cell respawn thrown in for good measure).

So with FCOM wouldn't that mean disabling FCOM convergence and all the esp that have it as a master as well?

I like some of the mergers and cleaning going on thanks for the continued support.

[edit] oh yeah also then I get that the seperate Diverse Wisp mod is no longer needed, but what about the undead playable armor?
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RUby DIaz
 
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Post » Sun Nov 22, 2009 12:17 pm

So finally getting around to updating this to the new version from the last.

I was taken aback by the instructions to do a clean install. Is this required even for an FCOM install?

I interpret clean install to mean remove/disable the esm/esps and then save then re-enable them (with a cell respawn thrown in for good measure).

So with FCOM wouldn't that mean disabling FCOM convergence and all the esp that have it as a master as well?

I like some of the mergers and cleaning going on thanks for the continued support.

[edit] oh yeah also then I get that the seperate Diverse Wisp mod is no longer needed, but what about the undead playable armor?

I took the 'clean install' to mean 'disable and uninstall all previous esps, esms and resources before installing', not 'make a clean save'...
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Rinceoir
 
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Post » Sun Nov 22, 2009 4:57 pm

In the MMM.esm a couple of scripts have the same names, which may or may not cause problems.
CSNPCBandit [SCPT:01000D1E] scriptname CSNPC
CSNPCBanditBoss [SCPT:01000D1F] scriptname CSNPCBoss

CSNPC [SCPT:01014A47] scriptname CSNPC
CSNPCBoss [SCPT:010158FA] scriptname CSNPCBoss

Hmm. That does look a little strange. However, it's been that way for at least the previous two releases, so I don't think it's an issue. Both pairs of scripts should be equivalent, in any case. It's possible that the Bandit ones are only there for historical reasons - in other words, so that people upgrading from previous versions don't get problems.

Eloise
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Naazhe Perezz
 
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Post » Sun Nov 22, 2009 7:49 am

Are the runeskulls OVERPOWERING like Exnem's runeskulls? If they are, can you please lessen their power for the next version of MMM?


Runeskulls where overpowering so that is why Runeskull Rebalance was created to address those Issue and more balanced has well.

http://www.gamesas.com/bgsforums/index.php?showtopic=1045358&hl= - This currently open for testing, and we are looking for feedback on it. So please use this.

In the new release 3.7b3PR3 of 'Mart's Monster Mod - Additional Enemy NPC Vars.esp' it looks like some raiders are missing boots.
RaiderMeleeMale1 through 30 & RaiderMeleeFemale1 though 30

In the MMM.esm a couple of scripts have the same names, which may or may not cause problems.


Those scripts are intentional, has EliminsterEU performed some trick on the scripts so that they would work with Choice & Consequences Plugins. They have been this way since like 3.5.x Version I believe..


I was taken aback by the instructions to do a clean install. Is this required even for an FCOM install?

I interpret clean install to mean remove/disable the esm/esps and then save then re-enable them (with a cell respawn thrown in for good measure).

So with FCOM wouldn't that mean disabling FCOM convergence and all the esp that have it as a master as well?


oh yeah also then I get that the seperate Diverse Wisp mod is no longer needed, but what about the undead playable armor?


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.

You should not have to reinstall FCOM, But it all depends on what you are using has well beside FCOM,

Otherwise You just need to uninstall old MMM, and reinstall New version. Set your plugins, check your load order, and build your bashed patch. and see how it works.

Playable Armor - not included, or at least I do not see it. Will check to make sure..

Hmm. That does look a little strange. However, it's been that way for at least the previous two releases, so I don't think it's an issue.

Eloise


Nope not a issue, EliminsterEu performed some type of trick on the scripts so that it would work with Choice and Consequences. All by Design once again, been this way since 3.5.5x I believe..
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michael flanigan
 
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Post » Sun Nov 22, 2009 5:09 am

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

I'm gonna do it anyway but it seems that BAIN would be able to handle all that.
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Lily Something
 
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Post » Sun Nov 22, 2009 4:15 am

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