Something to Keep Everyone Happy..Till OOO/FCOM update Come.
This is the Full Version, and Requires a clean Install..
All ESM/ESP have been updated and this is version that we have been testing forever, I have finally released it for testing here has well now.
===========
Marts Monster Mod 3.7b3PR3
Requires Three Download and OMOD Installer
Read the http://pages.suddenlink.net/corepc/ First
Download the http://www.megaupload.com/?d=9YJZ7CYL
Download http://www.megaupload.com/?d=YN213YCF
Download the http://www.4shared.com/file/137909143/2e166df5/MMM_arrow_ingredient_fixes.html
http://www.gamesas.com/bgsforums/index.php?showtopic=995334
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updated all plugins date modified reflects 10-5-2009. So check your load order and adjust has needed..
3.7b3PR Release
New Features
BSA Format now Standard for MMM..
BSA - Fixes -
Rusty Shield fixed,
Fixes for Compatiblity so that MMM does not overwrite OOO meshes and textures for Creatures,
Optimizied Textures
Major Fixes
Found a Few Npcs that where marked has no low level processing but where added to wilderness leveledlist which was causing randmon ctd in game when these leveledlist where used.
Fixed some oblivion gates leveledlist so that script was attached..ctd has well..
General Fixes for All Version's
More UOP Fixes and USIP fixes applied too many to list
Tweaks to Daedra Leveledlist for no high lvl spawning of dremora at low lvls
New Changes to Undead Lairs, Reavers will no longer be found in Undead Lairs where Liches are present.
Creatures Addition and Item Additions
RuneSkulls and Diverse Haunted Heads - The Haunted Heads have been Expanded to Include New Types which are Runeskulls themselves..
Diverse Wisp - Almost 300 New Will O Wisp to be found now in MMM..
Slof Horse and Extra Horses - Add over 300 New Slof Horses to Game
Undead Expanded to included new types that wear Helmets
Farm Animals
New Lesser Hill Giants, - leveledlist updated has well for them across all version has needed..
Merged Mods
MMMforSI Merged - MMMforSI Plugin now only contains leveledlist changes. You will still get MMM changes without Using this plugin. Has MMMforSI was Merged for Compatiblity Reason.
Wild Horses from Slof Horses Complete..Vanilla Changes Kept Seperate
Durzog Addon
Runeskulls and Diverse Haunted Heads
H&C and Foxes Merged into One
Farm Animals Merged
MMMforFrans Fixes
Adjust Min/Max level on Goblins to reflect those from frans itself
Fixed Some Npcs that where using wrong Skeleton type
Misc Leveledlist Fixes for New Addition's
UOP Fixes has well
MMMforOOO
This is a Unofficial MMMforOOO by CorePc, Dev_Akm has not approved or checked over all the changes. So Use at your own Risk. OOO Beta 1.34beta5 is Required. Most of the changes where made to Intergrate 3.7 Features the new undead additions, wild horses, durzog, lesser hill giants, bat's fixes, and and much more. UOP fixes, too many to list. Has Both me and Dev_Akm has swapped it back and forth.
Spawn Rate Plugins
All Spawn Rate Plugins checked or revamped for 3.7b3..To include changes for Diverse Wisp, Durzog, Wild Horses etc.
Moderate and Increased Spawn Rates plugin now work differently - they more balanced now with MMM default Spawn Rate itself, has using these plugin would lead to you becoming too wealthy in long run. I adjusted the count on most of the list to reflect default spawn rate, with addition of new entries has well that cover the Increased Count's..You will still have Large Groups using these plugin just not has much anymore..
Moderate 1-2-3-4,
Increased -1-2-3-4-5-6
Reduced - Adjusted Nearly all count's on leveledlist to be 1-2-3 now..
Reduced Reduced - All Count 1-2-1 now..No More Spawing in 3..
Reduced Vanilla - 1-1-2%
NO XXX plugins -
Update No Beholdens to use new method for Boss Types, Update No Wyvern to not spawn Beholden instead will spawn ClanFear and removed golden saint that was spawing at lvl 1 with clanfear runt. Checked all other and verified that they work properly when used together..or across MMM configs
Hunting and Crafting -
Now includes foxes.esp itself - This mean that you no longer have to craft items to get H&C stuff..You can visit the Shack outside of Bruma and Purchase your stuff if you like. Armor has been adjusted to be slighty better than vanilla for some types..
Gems and Gems Dust - Updated some Gem Leveledlist -
City Defences - Plugins Updated to last version, new meshes for some wall segements in Anvil and Skingrad that help stop them from Falling has much. All fixes from B1 version kept has well..
MMM Knights Plugin - Updated MMMforOOO Version, added NDPredatorFaction so that plugin would work better with both OOO and MMM natural Creatures.
MMM Vindasel - renamed to MMM Safer Quest Locations - Includes Vindasel changes and GreyLand - disable and move vanilla spawnpoints, and make these location follow to more how the game intended them to be. More Locations to be added later.
MMM More Wilderness life - update - removed a few spawn points, Skingrad in Particular.
All Other plugins checked and version number updated has Needed.
Many more fixes that I may have forgotten to list
End of 3.7b3PR Release
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=Older Downloads= Not required for 3.7b3PR Listed above
Please Make Sure that you have MMM 3.5.5b5 (OMOD or Full Package) Installed, Before Installing 3.7 Upgrade's or 3.6 Version
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226or
http://www.tesnexus.com/downloads/file.php?id=14442
===========
New - See Post 2..http://www.gamesas.com/bgsforums/index.php?showtopic=995334
===========
3.7b1 Fixes
* First, I spent several days checking over everything and made alot of fixes some that may not be listed. But all of it was MMM related and ALOT OF IT WAS CHECKING Compatibility with MMM itself, MMMForFrans, MMMforOOO, FCOM, so there could be better intergration in some areas for some..
* Major Change - Diverse Creatures Skins has been merged into MMM.esm so you no longer need this file..so remove it from your list, and rebuild bashed patch..this was done to allow MMM Knight of Nine to work better and not conflict without wrye bash - now all creature will use different model most of the time, so low end users may see a small performance hit..if so use lower spawn rate reducer if you need or turn off mwl..you can still keep it activated but just load before MMM for Knights patches..
* The MMM Knight of Nine to be fully compatible, which details about are listed below..
* MMM Frans - fixed goblin that where missing green blood, and fixed leveled quest issue of incorrect combat package setting..weird one that ones was formid error itself..
* Fixed various issue of new creature's not showing up correctly in spawn rate plugins..so you will need to wait x amount of days once again for changes to take effect..Mostly making sure that all new addition's where being added correctly to leveledlist for Frans,OOO,FCOM..Still suggesting to use Wrye Bash with these mods..
* Additionial Enemy Variants updated once more to include some missing wildhounds and reaver hounds..
* All these plugin's havbe been update to work with MMMforSi
No Spider, No Wyvern, No Slimes, etc..
* GhostlyAppartionFix merged
* New Vindasel Plugin - instead of deleting the leveledlist, I moved them below ground out of site and disabled them, and used same leveledlist that I used before..(no more crash on exit has this could have caused that)
New Creatures for 3.7b1
Durzog by Mr.Siika
Durzog from Morrowind Lore, these creatures are fierce and reptilian like, in Tribunal they where found alongside goblin's. And has of recently they have start reappearing in Cryodiil, out in Wild or where goblins can be found..
the Durzog family (textures by Corepc and Jdfan ) (normal by Jdfan)
Lesser
Normal
War
Greater
Wild
Durzog are added to challenge leveledlist which are randmon wilderness encounter and goblin leveledlist ..But not to Clan Goblin which are handplaced ..we will work on a solution for adding Durzog to Clan Goblin in the future.
================
3.6beta4 List of Fixes
New Creatures Added merged from Beta3 Addon's..You no longer these esp (boar addon, spider addon, fatbelly, wildhounds, etc)..All merged into Beta4..
New Spider's and Tarantula's by Malo,Elveon, Alienslof, Mikal33
14 in all - these are much faster and more deadly than their normal MMM counterparts that you used to fightning, beware some can be hard to see in the grass..(they only move one direction foward also, so they will circle you if they have too)
AlienSlof Dogs aka WildHounds in MMM - They can either be found helping you out in battle against wolves, lions, etc, so they are friendly, or they can be found following Ranger's.
FatBellyMinotaur Model and Textures by Corepc -
MrSikka Farm Animals, Textures by Corepc
New Boars by Corepc
New Ancient Transparent Golem by Conan Lon
New Imp Textures
New Black Widow Texture
=============================
Idle Animation Fixes
I finally got around and Added Idle Animation Procedure to All Creatures that where missing this information this include - They now have a random % chance of performing this various activities..etc..We have been missing this for a very long time now..Would like report's if you get a chance to see this stuff happen..
balrog - slack,stamp,scratch,drool
fiends - look and clench fist
Skeep - scratch and sniff
uberhulk - scan,roar,dig
Firedemon - scan, land
fleshGolem - snif, cowl
Hillgiant - sniff, cowl
LichKing - look
SwampStalker - gaze praise
ThornElemental - clench and look
There where no files for idles animations for uberlarva, slimes, beholders,swarm, so they do not have any special animation's.Wyverns did not attach idle animation since they where for mount's..
Farm Animals - well they have sleep idle animation (Thanks to Sarkandar,MrSiika of NpcwithJobs Team for making them) so they will sleep on their side (cows,pigs,calf,ox,etc) or perched (rooster,hen,chicken), etc..random once again..
Need feedback about these so that I can adjust the random%chance of it happening or fix any bugs has needed..
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Fixes/Tweaks to Creatures
Reaver Hound(BloodHound) has correct faction assigned to it now
Hill Giant - I lowered their Int so that they would No longer enter through doors, the script still could change this so, for now this is just a test to see how they will react to it. and I changed the variable in cshillgiant script so that they would not scale in size larger than x amount in size..Hoping this fixes the problem with items attaching to right hand side of body on their feet..
Tweak of City Defences guard script's
1) Redone all Guard Placement..There is now only One Guard Per Segement if on very long wall run..I cut the path in half so they would not cross the path..this fixes them running into each other and causes them to fall off in most cases..
2) I have redone all the hand placed archer's, with those that come from leveledlist to improve performance
3) Having them in Leveledlist fixes problem of them in case they fall off and do not die, they will now die after x amount of days and respawn back on the walls (hopefully)
4) Fixed any remaining Pathgrid that needed to be turned from Red to Blue so that AI would follow them instead of falling off Wall (Chorrol) all other Towns checked and Pathgrid are blue has needed
5) Tweaked Aipackage so that they would not wander so far away from their path above..
6) There still may be cases of them falling of the wall..Has this is issue with how the game load objects, this is hard to fix I am trying to get a timer script to work that disable them until everything is rendered then they are enabled
====================
Spawn Rate Plugins and No Whatever Plugins
Checked all spawn rate plugin's and adjusted has needed for new addition's of creatures from above. So Okay Here
Checked No Spider's plugin that working correctly with and without bash (load has last no whatever plugin correctly and merged)
Checked all other no whatever to make sure work correctly under MMM. FCOM will need own patch?
====================
Hunting and Crafting Update - would MMM update would not be complete without a update once again..This time..
We decided to make both ayelid coins and plantinum coins avialable in the same game..We have balanced out the chances also of finding them..
End of 3.6beta4 Fixes
=======================
3.6beta3 list of Fixes
http://www.tesnexus.com/downloads/file.php?id=17784
or
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226 - check out the super long readme here..
What MMM 3.6Beta 3 Fixes
- All Beta 2 Changes and Fixes and Blood Fixes intergrated
- Balrog and Lesser Balrogs rebalance
- Uberhulk Queen rebalance
- Numerous guard fixes from UOP3
- UOP Fixes has needed and Guard stats that where incorrect and add correct items that where missing from them..there where a few that did not have townshield assigned to them. a few stats that had their blade super low (was 6 now 54 or 56)
- NPC skeleton fixes
- Undead Legion Berserker was misspelled "Beserker"
- One Highwayman carrying a sword had Blunt skill instead of Blade
- Faction tweak for Bandits, Marauders, Necromancers, and Conjurers to address Issue of them Smiling at you while they kill you...LOL...
- Nearly ALL Goblin now have greenblood assigned to them all version MMM, MMMforFRans, MMMforOOO
- Fixed npc that where assigned the wrong skeleton all esm/esp/aev.esp checked..
- Added female shivering zombie to undeadboss list and added female armor nif that where missing has needed for that..
- Fixed Many Numerous Names that where incorrect (Countess's Bodyguard)
- Changed size of rabbit's to be larger was .60 now .80 (if this does not work then nif will have be scaled)
- Created 4 new bats with disease's and added to AMMBatslvl list.
- Changed faction on Foxes from Wolves to ImperialRanger Faction - Legion will not attack them now, but, they are almost prey now..May help you in a fight also.
- Checked All Spawn Rates Plugin and adjusted has needed for new bats that where added..
- Changed Wall Archer Class so that changes made by UOP would not lower their marksman class. Archers prefer to use Bows over blade / or blunt weapon even when in melee combat.
- New Gray Fox texture replace dark orange fox
- Bats, Rabbits,- to remove shine and increase detail
- Blood Textures and Goblin eye and heart updated to work across small, medium, large video settings (normal,bloom,hdr tested)
- Foxes Addon - Lilith Added Foxes spawning outside Fox Hut in Bruma now, and finished Interior Cell that has merchant that sells basic H&C goods..
- No Changes to H&C for Once!!! Could this be the last one..!!!
Corepc
What MMM3.6 adds:
======================
We have new creatures thanks to the awesome creativity and kindness of xilverbulet! For added help in defeating some of
the new creatures I suggest taking a look at xilverbulets http://www.tesnexus.com/downloads/file.php?id=9562
======================
http://i41.photobucket.com/albums/e264/noyalilith/Swarm.jpg ? These awesome creatures are exactly what the name implies; a buzzing, flying swarm of insects.
They swarm, they sting, but they are too small to loot.
http://i41.photobucket.com/albums/e264/noyalilith/Oblivionexe56.jpg ? An elusive fellow, quick on his feet and able to cast invisibility to escape predators. He is naturally skittish and passive, but will put up a fight if need be before casting invisibility and running off. He is unique; a bipedal ram!
http://i41.photobucket.com/albums/e264/noyalilith/Uberlarva.jpg ? The offspring of the formidable Uberhulk and Uberhulk Queen. Their habitat of choice is water and can be found in and amongst crabs and water rats. Although not extremely aggressive they have a bit of a bite.
http://i41.photobucket.com/albums/e264/noyalilith/Oblivionexe47.jpg ? This creature is unique; he has mandible/pincers and the ability to paralyze you. Although he looks to be a lumbering oaf, he is remarkably fast on his feet and can send his paralyzing spell in advance to stop you in your tracks. Can you say stealth? New ingredient: Uberhulk Pincers
http://i41.photobucket.com/albums/e264/noyalilith/Oblivionexe52.jpg ? She is a bigger, more powerful Uberhulk. She wears her crown proudly and makes the Uberhulk look like child's play. Regardless of her size, she too is quick on her feet and can sweep you off yours.
New ingredients: Uberhulk Pincers and Uber Jelly.
http://i41.photobucket.com/albums/e264/noyalilith/LesserBalrog.jpg ? Forged from the depths of Oblivion, these Daedra bring a whole new concept to the battle in and around the Oblivion Planes. New ingredient Superior Horn, New Weapon Lesser Balrog Sword
http://i41.photobucket.com/albums/e264/noyalilith/Balrog.jpg ? Much worse than his lesser cousin, this Daedra calls forth the very magma of Oblivion to aid him in battle. New Ingredient Superior Horn, New Weapon Flaming Balrog Sword Hint: Don't fight fire with fire
The Magma Fiends - Thrall of the Balrog, don't let them steal all of your attention, but don't turn your back on them either.
======================
Optional .esps: New additions and changes to existing .esps:
* No Balrogs.esp - Removes Balrogs and their Thralls (New in Beta2)
* No Skeep.esp - Removes Skeeps (New in Beta2)
* No Uberhulk - Removes Uberhulk Larva, Uberhulks and Uberhulk Queens (New in Beta2)
* No Slimes.esp ? Now only removes the slimes. (New)
* No Fiends.esp ? Removes only the fiends. (New)
* MMM - Less Reavers.esp - Reduces the Reaver spawn counts. (New)
* MMM for OOO - LessReaversInGates.esp - Reduces the Reaver spawn counts in Gate realms only. Can be used with MMM - Less Reavers.esp to get a greater overall reduction in their spawn rate. (New)
* MMM for OOO - NoReaversInGates.esp - Blocks the Reaver spawn in Gate realms only, but leaves them intact elsewhere. Can be used with MMM - Less Reavers.esp. (New)
* Hunting & Crafting.esp ? Added chance to find sheep wool in clutter
======================
What MMM3.6 fixes:
* Tones down the Berserker Ogre color some people experienced. (Thank you showler)
* Reduces the loudness of the Wyvern on cell load (Thank you showler)
* Adds an icon for the Imperial Chainmail Cuirass worn by the Road Watchpeople.
* Switched the Reaver weapon icons that were inadvertently swapped.
* Added factions to the Juicy Imp (non-used creature) for compatibility with Midas Magic Creature Spell.
* Fixes a minor mishap with Werewolf mesh & textures
MMM for Frans
* Fixed the Necromancer HighElf 2 skeleton from skeletonbeast.nif to skeleton.nif
* Fixed the Necromancer MaleBreton4 from Argonian to Breton
MMM for OOO
* Latest fixes and improvements by dev_akm.
======================
Changes in MMM3.6Beta 2
* Three new .esps to remove Balrogs, Skeeps and Uberhulks from the game.
* New list placements for the Uberhulks
* Balance fixes for Kvatch
* Adjusted factions for bandits, marauders, necromancers, and conjurers to dislike the player even more than before. This should help to avoid problems where a bandit charges off to fight a mudcrab instead of the player.
* Latest fixes, adjustments and improvements by dev_akm
======================
Thanks to Lilith for Taking over the Reins while I was out.
======================
Installation notes:
If you have previously installed the Wyvern sound fix you'll need to disable the .esp prior to installing the 3.7 Beta
You must have a complete install of MMM 3.5.5.b5 to use MMM3.7 upgrade beta.
=== HOW TO INSTALL MMM 3.7Beta Upgrade===
MMM 3.7Beta Upgrade (requires MMM Version 3.5.5b5 already installed)
1) Disable and remove 3.5.5b4 esm / esp from 3.5.5b5, as well as all optional plugins, but do not remove any of the resource files (meshes, textures, etc.).
2) Install MMM 3.7Beta and overwrite all ESM/ESP and optional files (if you have any) with the new ones. You MUST have the official patch 1.2.0416 or SI Patch 1.2.0416 for MMMforSI installed to use MMM 3.7.x
3) In-game, rest inside somewhere without any NPCs for 4-14 days* to ensure your cells reset allowing new creatures and NPCs to spawn. You MUST do this if you are upgrading an existing save game. You do NOT have to do this if you are starting a brand new game.
* Resting/waiting length depends on what game respawn time you are using. Default is 3 days, but some mods such as OOO or Frans can extend this to two weeks or more.
=== LOAD ORDER ===
Load Order Guide by Corepc
As MMM is designed to work both alone and with other mods like OOO and Francescos, it's important MMM is loaded after these to take effect. If you are using MMM with Francescos, this would be a good load order (note .esm 'master files' always load first regardless):
Francescos main .esm or Oscuro's Oblivion Overhaul.esm
Francescos extra items .esm
Mart's Monster Mod.esm
(MMMforOOO.esm) MMMforOOO.esp requires this also
...
...
Francescos optional plugins .esps or Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod for Francescos.esp or Mart's Monster Mod for OOO.esp
Mart's Monster Mod optional plugins .esps
What are the different versions?
Mart's Monster Mod: Use with vanilla, Adventurers and pretty much everything else!
Mart's Monster Mod for Frans: A tailored version for Francescos that allows stronger enemies and stronger bosses and more to appear in MMM. Note that MMM is fully updated for the latest Frans with the exception of the customiseable loot, which is slated for 2.1. For now MMM NPC's default to the hardcoe balance model, but customizable loot works everywhere else in the game world ????" Fran's NPCs, chests, house loot, leveled quests and more.
Mart's Monster Mod for OOO: This release integrates the OOO loot for MMM NPCs, removes MMM guards so OOO guards take priority, and cross-pollinates MMM and OOO factions so like creatures correctly behave (i.e OOO wolves and MMM wolves on the same faction).
NOTE: MMM adds increased spawns to the game. It's recommended to use a slower levelling mod as your combat skills may get more of a workout. Alternatively, take advantage of the new factions, and lead one enemy to another and let them fight it out!
General Load Order for MMM Plugins
Note: FCOM Users see the FCOM load order, as it is very different because of how it works.
Generally speaking, you should use the following order:
1) Any MMM plugin that adds things, like creature addon, bat addon, more reavers, etc., need to load before spawn rate plugins so that the leveled list that is used by spawn rate plugins gets updated correctly with these new changes.
2) Plugins Like Looting, Diverse Creatures, Hunting and Crafting, Gems and Gems Dust , Diverse Imperial Armor, etc., need to load after any hotfixes, creature addons, more reavers, etc. so that these changes take effect.
3) Any MMM plugin that remove things like creatures (no rats, less rats, no spider, etc.), should be loaded before spawn rate plugins so that those plugins take affect and change the spawn rate leveled list appropriately.
NOTE: Some of these files are not included in the latest version; they are linked below.
Mart's Monster Mod.esp (or MMM for Fran or 000)
(MMM plugins that fix or add new things...)
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - Durzog Addon.esp
(MMM plugins that change creatures, modify things, or scripts..)
Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Diverse Creature Skins.esp (Older Version only 3.6 and below) 3.7 merged in..
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Zombies for Body Meshes.esp
Mart's Monster Mod - Durability & Damage.esp
Mart's Monster Mod - Fran's leveled quests.esp
(Any MMM plugins that remove creatures or change leveled list for things like rats, bone loot, or make special changes. If it says "No" or "Less", it should load before the spawn rate plugins, so that whatever is being lessened or removed is properly changed on, or removed from, the leveled lists.)
Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - No Carrion Rats.esp
Mart's Monster Mod - No Blood.esp
Mart's Monster Mod - No Giants.esp
Mart's Monster Mod - No Undead Rise.esp
Mart's Monster Mod - No Spiders.esp
Mart's Monster Mod - No Slimes.esp
Mart's Monster Mod - No Werewolves.esp
Mart's Monster Mod - No Lanterns.esp
Mart's Monster Mod - No Adventurers.esp
Mart's Monster Mod - No Wyvern.esp
(Spawn Rate Plugins:)
Mart's Monster Mod - Spawn Rates Reduced Reduced.esp (or reduced, moderate, increased)
(Miscellaneous: I always load these last)
Mart's Monster Mod - Vindasel.esp
Mart's Monster Mod - Foxes.esp
Mart's Monster Mod - Farm Animals.esp - Hand Placed Location UL compatible
Mart's Monster Mod - Dungeons of MMM.esp (formely bats addon)
Mart's Monster Mod - More Wilderness Life.esp (This only adds new spawn points to the world which use leveled lists from the spawn rate plugin plus any mods that modify spawn lists.)
Mart's Monster Mod - More Wilderness Life No Gates
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Friendlier Factions MMM+Fran.esp
Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp (These two make factions more friendly; they can really be anywhere in the load order.)
General Notes
Important Fix: MMMMediumTexturePack: If you computer is set to small or medium texture, you will need this fix for issues with blood and goblin icons not showing up correctly for some users.
Final note: Generally, MMM should always be loaded last in your chain. The main exception is Mighty Magick - this should be loaded after MMM. Other notes:
* If you use AxeBane Hunters 2.0 or Hunters 2.5, de-select it (included in MMM)
* If you use Creature Continuum, de-select it (included in MMM)
* If you use OOO, you do not need the Diverse Imperial Armor it is already included.
* If you use Beautiful People, or any other mod based on Elaborate Eyes, don't use the
'Races Resized' optional plugin
* If you use onboard sound, nearby creatures may cause stuttering. Use the newest
'Quiet Feet' mod, which is compatible with MMM, OOO and others.
What Do the Different Plugins Do?
City Defences: All cities except the IC now have legion archers patrolling the battlements of each city. Based on the Wall Archers concept by gumballthechewy, this has been built from the ground up with MMM using less guards so as not to impact performance, added external cell as well internal cell guards, added pathing points for patrols along the battlements, and gave them special torches and equipment to enhance their effect. (The link goes to the latest updated version.)
Damage & Durability: Increases weapon damage by 50%, weapon skill based damage by 50%, and armor and weapon durability by 100% to help fights go faster and armor last longer with the default increase in spawns. (Do not use with OOO it already contains this tweak.)
Diverse Creature Skins: Adds diverse and different texture variants for many creatures in the game -- see a pack of wolves where each looks different, or a swarm of goblins with differences in texture and tone between them. This plugin adds a huge depth and variety to the game. Highly recommended! (do not use with MMMforOOO already contains this)
Diverse Imperial Armors: The much-improved Imperial City Guard armors by yakueb. (Do not use with OOO - it already contains this tweak/)
Gems & Gem Dust -- Combines Gem Dust, Tamriel's Glittering Geology, and Bone Grind into MMM's crafting system. The Gem Dust scripts have been scaled and applied against the gems in Tamriel's Glittering Geology, which you will also now find appearing on scome creatures and in gem-based loot level lists. Now updated by Bendiwolf to include new gem dusts for the new gems.
Friendlier Factions for MMM+Fran: Like it says on the box. Inter-faction fights less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this one for standalone MMM or MMM and Francescos.
Friendlier Factions for OOO+FCOM: Like it says on the box. Inter-faction fights less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this one for MMM and OOO or MMM and FCOM.
Francesco's levelled quests -- Francesco's levelled quests plugin updated for MMM. Requires Francescos. NOTE: See the 'Fran's Leveled Quest Update' section below for how to use this.
Hunting & Crafting: Enables a huge crafting system within MMM to create weapons and armor from the natural resources in the MMM world. See the MMM 3.0 summary and the Crafting section for more on what items you can create.
Less Bone Loot: Another request in the official thread, reduced generic bone loot on creatures for those who don't use bones for crafting.
Less Rats - decrease chance's of rats by 33% and lower the count of them = do not use with spawn rate reduced reduced
Looting NPCs & Creatures: NPCs, goblins and ogres will loot the bodies of their fallen prey. The exception are Guards, since you don't want them taking your loot (unless you don't mind killing them for it). Looting is about more than just NPCs taking each other's gear -- it breathes much more life into the world.
More Wilderness Life: Another community plugin developed by Dae, More Wilderness Life adds hundreds of new spawn points across Tamriel to help fill the bare, empty areas Bethesda left in the game. This isn't about simply meeting more creatures -- the advanced behavioural AI and inter-faction relationships introduced by MMM results in a thriving, living world around you as you travel (and where you're not always the center of attention), completely changing your experience of Tamriel. Highly recommended!
More Wilderness Life No Gates: Removes all the spawns points that where added to Oblivion gates, for people who were having problems a more reduced version of mwl...
No
No Blood: Prevents corpses from being extra-bloody.
No Bone Loot: Removes all bone loot, for people who don't want to use the crafting plugin.
No Carrion Rats: Removes Carrion Rats spawning at corpses after a few hours. Alternaively, you can load this plugin and alter the percentage chance. Just look for the global variable 'AMMRatPercent'.
No Lanterns: Removes lanterns from the game.
No Undead Rise: Prevents undead from rising after they are killed.
Resized Races: Diversity in race sizes is exended as well as females generally being shorter, and bulkier Nords and Orcs.
Foxes - Adds a Small hut outside Bruma with Fox Rug and a small population of rabbits outside the hut..
Dungeons of MMM - Contains the Bat Cave showing off a swarm of bat's..Once you get passed them there is special suprise...a 5 level dungeon designed by team mmm...
Additionial Enemy Variant's - Add new types of Barbarians, Bezerkers, BloodMoon Warrior, etc into the Game
Extra Wounding - It extends MMM 3.5.3 combat/wounding/fatique system to npcs / creature's that are not modified by MMM...vanilla npcs and creatures etc...those added by other mods...etc...
Vindasel - Remove all MMM spawn points from this location, and make it more lore like has the game intended...quest location by the way...
Zombie for Body Meshes - use this if you have problem with zombie not showing up correctly with body mods installed
New Farm Animals - Adds Farm Animals to various Locations around the world, all UL Compatible Location..You will not see Farm Animals without this plugin activated until they are merged in for Final MMM 3.7..
New Durzog Addon - Adds Durzog to goblin and wilderness challenge leveledlist ..Still WIP so this is why addon..Not final yet..
New MMMforShiveringIsle See Below
Spawn Rate Plugins Explained-
This is how Spawn Rate Plugins work .1)It is the Amount of spawn points per cell x count in leveledlist listed in spawn rate plugin = amount you will encounter..
- increased is 4-5-6 - max possible 12, min 8 if there where 2 spawn points in cell
- moderate is 3-4-5 - 10 max, 6 min,
- default no spawn rate plugin is 2-3-4 - 8 max, 4 min
- reduced is 1-2-3 = 6 max, 2 min
- reduced reduced is 1-2-1 4 max, 2 min
This is basic forumla for spawn rate plugins and what it follow's , amount of spawn points per cell X count in leveledlist in spawn rate plugin once more..
Spawn Rate Reduced: Reduced spawn rates for lower-end machines, stealthy characters, or those who prefer less action but want the other features MMM offers.
Spawn Rate Reduced Reduced: As above, but further reduced. Make MMM spawns more vanilla like 1-2 encounter's per spawn point..
Spawn Rate Moderate Increased: Slighty higher Rates than MMM default would be, but not has much has increased spawn rate below
Spawn Rate Increased: The oppposite of RSR, this plugin adds a crazy amount of spawns to hardcoe trigger happy players.
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Recommended Plugins
It's highly recommended to play with the following plugins for the full MMM experience:
- Damage & Durability
- Diverse Creature Skins
- Gems & Gem Dust
- Looting NPCs & Creatures
- More Wilderness Life
Don't forget if you're finding the going tough, espcially if you're loading More Wilderness Life, try also:
- Friendlier Factions
- Reduced Spawn Rates
===Francesco and MMM Install===
From Francesco's
Option Group 1 - Quest and Arena Only...MMM already contain's leveled guards....
Option Group 2 - You can use all these..
Option Group 3 - None of these...Already in MMM ...Can use stronger enimes and bosses with bashed patched to make it work..
Option Group 4 - Only Vendor Tweaks, Everything else already in MMMforFrans..
New Thrid Party Items - New Item Addon Only -
All Creature's / Ai behavior and Scripts already in MMMforFrans...
From MMM
MMMforFrans, MMM - Frans Leveled Quest, and whatever else you want to use from MMM plugin wise..
Spawn Rate Reduced or Reduced Reduced is recommend for first timer user's of MMM...
MMMforFrans is set to Frans hardcoe mode by default..and most of fran's customizible feature do work ..loot at least...
Fran's Leveled Quests Update
If you use 'Frans leveled quests.esp', please read the following.
Ensure you load the 'Mart Monster Mod - Frans leveled quests.esp' plugin after both Frans and MMM files.
You MUST ensure you have 'Francescos optional leveled quests.esp' installed from Frans, either standalone or merged into the 'Francescos optional files.esp' from the install, or loading the 'Mart Monster Mod - Frans leveled quests.esp' will not work.
[b]===Oscuro's Oblivion Overhaul and MMM Install===
Download OOO 1.3 and OOO 1.34 choose either Full or Lite Version and install that..
Make sure that OOO.esm is loading before MMM.esm and MMMforOOO.esm (in 3.5.4 and above), and that OOO.esp is loading before MMMforOOO.esp..do not use diverse skins or diverse imperial armor or gems and gems dust (may be used in lite, with full version may have some problem)
So
OOO.esm
MMM.esm
MMMforOOO.esm
OOO.esp
MMMforOOO.esp
MMM plugins
Enjoy TEAM MMM