[RELZ]MartsMonsterMod37b3 Public Release 3 [RELZ]

Post » Fri May 27, 2011 5:40 am

The test version of Diverse WaterLife Plugin is working great by the way, I will have a video later showing it in action..And hopefully a release for it a few days..

:clap: Glad to have the little fishy's back :clap:
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Dawn Farrell
 
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Post » Fri May 27, 2011 4:21 pm

If you can get the formid I can take a look at that npc,

I use cobl races, but, not the balanced part (so my orcs do not regen likes your does) ..
There may be a RBP plugin that does not change their racial ablitiles to give them regen ability, or
you could just remove that from the raciial abilities and give them something else..

The test version of Diverse WaterLife Plugin is working great by the way, I will have a video later showing it in action..And hopefully a release for it a few days..


Great can't wait for the fishies! Thanks for the recommendation but Im cool with the regen! I just didnt know what was going on..I actually like the fact that a level 11 is off limits to a level 1 now..hehe..without DR the stats just dont mean that much...thats a hidden benefit of using that mod after all a level 11 should school you if lev 1...Keep up the good work on MMM!
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Robert Jackson
 
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Post » Fri May 27, 2011 7:11 pm

any idea if MMM Slofs Horses Complete is compatible with Ulrim's Horses? Ulrim's is intended to be used with Slof's Horses, and I was wondering if using rename master in Wrye Bash would make it work properly or not. I'd try this out for myself, but I don't have Oblivion installed atm :)
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Sasha Brown
 
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Post » Fri May 27, 2011 3:47 am

:clap: Glad to have the little fishy's back :clap:


just wait to see them in action,

Great can't wait for the fishies! Thanks for the recommendation but Im cool with the regen! I just didnt know what was going on..I actually like the fact that a level 11 is off limits to a level 1 now..hehe..without DR the stats just dont mean that much...thats a hidden benefit of using that mod after all a level 11 should school you if lev 1...Keep up the good work on MMM!


we all get schooled by those higher lvl types, even exprienced player's, dr can only help so much, uv has well..

any idea if MMM Slofs Horses Complete is compatible with Ulrim's Horses? Ulrim's is intended to be used with Slof's Horses, and I was wondering if using rename master in Wrye Bash would make it work properly or not. I'd try this out for myself, but I don't have Oblivion installed atm :)


it should, if you check older mmm thread, I mentioned it and some one reported that it worked fine.

If you rename the master to MMM Slof Horse Complete. if you do not have oblivion installed then reinstall it.
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Neil
 
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Post » Fri May 27, 2011 2:09 pm

Congratulations on the fish Corepc and company. I remember some time last winter you were trying to get them working but they were being finiky ai. Will be interesting to see how they play alongside the fish in OOO. This could be the underwater paradise changing difference of ABOTS WATER LIFE for MORROWIND in OBLIVION.
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Rachel Cafferty
 
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Post » Fri May 27, 2011 6:21 am

just wait to see them in action,



we all get schooled by those higher lvl types, even exprienced player's, dr can only help so much, uv has well..



it should, if you check older mmm thread, I mentioned it and some one reported that it worked fine.

If you rename the master to MMM Slof Horse Complete. if you do not have oblivion installed then reinstall it.



crappy laptop, doesn't deserve Oblivion since it runs like crap anyway and it makes me sad. just collecting info since a friend of mine asked me to help installing Oblivion on his desktop :D

thanx very much for the answer Corepc, I can't wait to see this in action. sorry for missing the last thread and posting the question again ;)
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D IV
 
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Post » Fri May 27, 2011 5:42 am

Hmm, guess this release is more stable than I thought..mmm thread has been dead for a few days now..Gotta give everyone something to play with so ..

Divese WaterLife

http://www.4shared.com/file/170247452/78b4bf8d/MMMDiverseWaterLifeUpdate.html

- ShadowBorn - done her scripting magic once again, highlights are this..

- resolved issue of fish flopping and almost any chance of them spawning on land has well. Water Gods will teleport them away back into the Water.
- Hopefully resolved issue of Npc not follwing Pathgrids, has setallreachable is not activated until player is swimming.
- resolved issue of fishes not swimming that great, this version they are all over the place, speedy fish, slow fish, just wait and see

Please report any strange npc issue or fish issue, has we could only test it so much, we need more input on the fixes..

Enjoy Team MMM
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Steve Smith
 
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Post » Fri May 27, 2011 7:40 pm

sweet! thanx a lot :)
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Sammi Jones
 
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Post » Fri May 27, 2011 4:21 am

Thanks Corepc, I had noticed a lot of flopping fish with the old version, I'll try this soon and get back to you if anything is weird. The fish do look great, and I like all the different alchemy ingredients added.
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Elizabeth Falvey
 
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Post » Fri May 27, 2011 7:38 am

Thanks also corepc, Do we need to reinstall the mmm and add the diverse widelife update to the omod file instaer or do we just add the update by it self?
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Jason White
 
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Post » Fri May 27, 2011 3:23 am

Thanks for the update
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Kellymarie Heppell
 
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Post » Fri May 27, 2011 6:29 am

Thanks!
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StunnaLiike FiiFii
 
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Post » Fri May 27, 2011 4:25 pm

sweet! thanx a lot :)


enjoy

Thanks Corepc, I had noticed a lot of flopping fish with the old version, I'll try this soon and get back to you if anything is weird. The fish do look great, and I like all the different alchemy ingredients added.


keep us posted, you may still some fish flopping, but they should get teleported away,


Thanks also corepc, Do we need to reinstall the mmm and add the diverse widelife update to the omod file instaer or do we just add the update by it self?


No just replace the file in your load order is all, no need to reinstall..


Thanks for the update



Thanks!


Enjoy
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Johnny
 
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Post » Fri May 27, 2011 12:24 pm

Can I just add the update for diverse wildlife ? I didn't install it with mmm3.7b3 becuase the thread said there were problems now that there uis a fix do need the divers wildlife esp from the omod, wjhich would mean I need to uninstallit and reinstall it with the esp and then add the update? or can i just add the update?
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Khamaji Taylor
 
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Post » Fri May 27, 2011 2:50 pm

Diverse Waterlife plugin can just be added. You'll need to rebuild a bashed patch if you have one.

Probably should wait out the respawn period as well, make sure all the fishes get placed properly, but I'm not sure about that.
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Miranda Taylor
 
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Post » Fri May 27, 2011 6:56 pm

So Im wanting to play again and the move to BSA and requiring a clean install makes me want to cry. I remembered the Mod Remover program, hopefully using it will get all the old MMM files out of folder so I don't have to go through the Herculean task of completely uninstalling Oblivion, reinstalling it, and installing eleventy hundred mods.
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Sarah Knight
 
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Post » Fri May 27, 2011 3:25 pm

So Im wanting to play again and the move to BSA and requiring a clean install makes me want to cry. I remembered the Mod Remover program, hopefully using it will get all the old MMM files out of folder so I don't have to go through the Herculean task of completely uninstalling Oblivion, reinstalling it, and installing eleventy hundred mods.


Yes, I feel your pain if you installed MMM manually. The Mod Remover utility should do it, though. Personally, I installed all mods via BAIN/OBMM this time around (have always installed almost everything manually previously) - and when I had to switch to the new MMM I really appreciated that I chose to do so. Guess there are some other tricks as well (couldn't you reinstall the old MMM via OBMM and then uninstall it?), but hopefully Mod Remover will do just that.
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FLYBOYLEAK
 
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Post » Fri May 27, 2011 4:31 am

Hmmm...lots of weird things are happening for me, i just upgraded to the latest beta, but there are lots of things which my game isn't picking up, e.g. silver golems and flesh atronachs are invisible, literally. It looks like their skeletons are there, you can here them, but none of the meshes or textures are showing up, it's like you can hear it, the cursor goes on it so you know it's there, but you can't see it, any ideas what i did wrong?
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marina
 
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Post » Fri May 27, 2011 5:40 pm

Yes, I feel your pain if you installed MMM manually. The Mod Remover utility should do it, though. Personally, I installed all mods via BAIN/OBMM this time around (have always installed almost everything manually previously) - and when I had to switch to the new MMM I really appreciated that I chose to do so. Guess there are some other tricks as well (couldn't you reinstall the old MMM via OBMM and then uninstall it?), but hopefully Mod Remover will do just that.


Well the mod remover removed everything (I assume) and Ive been going through and making the OMOD for this release of MMM and reinstalling the stuff that made up FCOM that could have been affected by removing all those files. Im just now to the point of activating the OMOD and am about ready to fire it up and see if the game doesnt instantly CTD on me.
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Arnold Wet
 
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Post » Fri May 27, 2011 3:20 am

Hmmm...lots of weird things are happening for me, i just upgraded to the latest beta, but there are lots of things which my game isn't picking up, e.g. silver golems and flesh atronachs are invisible, literally. It looks like their skeletons are there, you can here them, but none of the meshes or textures are showing up, it's like you can hear it, the cursor goes on it so you know it's there, but you can't see it, any ideas what i did wrong?

Do you have your BSA properly renamed? Have you unistalled all your MMM files before upgrading (aka Clean Install)?
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Kelsey Hall
 
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Post » Fri May 27, 2011 8:08 am

Do you have your BSA properly renamed? Have you unistalled all your MMM files before upgrading (aka Clean Install)?


BSA is fine, by un-install do you mean, delete the OMOD, as well as all it's esp's and esm's, if so yes.
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Princess Johnson
 
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Post » Fri May 27, 2011 9:29 am

Hi ! I've posted a question on the MMM topic on Thenexus board, before figuring out that this board, at least MMM topic was way more active and "alive" here. So I will simply copy/paste my question here :

Hi there.

Thank you for your fantastic last version of MMM. I love how it works perfectly with Francesco, mod which i m using too. MMM + Frans is a perfect combination imo.

What I really appreciated is how you explained exactly how to install Frans' if you wanna install MMM too afterwards, in the additional install notes.

One question though. You say :

Francesco and MMM Install

From Francesco's Installer select these Option
* Option Group 1 - Quest and Arena Only - MMM already contains leveled guards.
* Option Group 2 - You can use all these.
* Option Group 3 - None of these � They are already in MMM, exception is stronger enemies and bosses. use Wrye Bash�s bashed patch to make it work.
* Option Group 4 - Only Vendor Tweaks, everything else is already in MMMforFrans.
* New Third Party Items - New Item Addon Only - All Creatures / AI behavior and Scripts are already in MMMforFrans.

But you just forgot to explain for the second francesco's mod, Fran's optional new items and creatures, because pretty much everyone using Fran's leveled creatures uses this second mod too, allthough optional.

In the install of this optional mod, it asks if you wanna install new items and/or new creatures. From the first Fran's you say to install only the new items third party , since creatures and ai behaviors scripts are already in MMMforFrans. So can I install both items and creatures from Fran's second mod ?`

I assume I can install both of this second optional mod, since you don't speak about it in your readme/install notes. So I guess it means that those optional creatures and scripts are not in MMM but I just wanna make sure that you don't recommend to install only the additional optional items, like you did for the first mod (Frans leveled creatures).

Thanks !
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Dan Endacott
 
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Post » Fri May 27, 2011 2:28 pm

Does MMM effect NPCs bravery in any way? (I forgot the actual variable name but it's something like that) Since using it NPCs always seem to run away at the end of a fight, which can be a pain in the ass when it's someone you need to kill to carry on with the quest and they're 20x faster than you.

Apart from that, love it and always used it
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James Hate
 
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Post » Fri May 27, 2011 2:24 pm

Does MMM effect NPCs bravery in any way? (I forgot the actual variable name but it's something like that) Since using it NPCs always seem to run away at the end of a fight, which can be a pain in the ass when it's someone you need to kill to carry on with the quest and they're 20x faster than you.

Apart from that, love it and always used it


Yes, MMM has "flee AI", which basically means enemies will bolt when their health is low. But they tend to have really low health so a wellplaced arrow/target spell usually settles it.
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Luis Longoria
 
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Post » Fri May 27, 2011 9:40 am

Does MMM effect NPCs bravery in any way? (I forgot the actual variable name but it's something like that) Since using it NPCs always seem to run away at the end of a fight, which can be a pain in the ass when it's someone you need to kill to carry on with the quest and they're 20x faster than you.

Whom? Most of this kind of NPC are exempt from the flee code. Perhaps I missed one.

Eloise
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Mistress trades Melissa
 
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