[RELZ]MartsMonsterMod37b3 Public Release 3 [RELZ]

Post » Fri May 27, 2011 11:09 am

Is the Diverse Wisps plugin just Diverse Wisps and not VASE?
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Prue
 
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Post » Fri May 27, 2011 4:11 pm

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?


Are you using OOO by chance, it nees to be reinstalled, then reinstall MMM after . Else you did not name the bsa correctly per your config..

So can I install both items and creatures from Fran's second mod ?`

Thanks !


No, You do want to not install frans creatures at all, already included in MMM plus many more..

Toprem: Diverse Wisps is just diverse Wisp, VASE is not included yet, optionial at this time.
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noa zarfati
 
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Post » Fri May 27, 2011 3:10 pm

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

Eloise


Was in a mod so I understand you can't catch them all. Was just wondering how it was effected
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Lily
 
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Post » Fri May 27, 2011 10:08 am

Thanks for the reply corepc. Few more points ^^

A)
If i understand well i hence should not install the third party new creatures from Fran's as you explained in the install notes, but also not the creatures of his second mod, the optional new items creatures mod. Good to know, thanks.


B )
In the install notes (both on planet elder and on tesnexus), you said :

/Quote :
Recommended Plugins
It's highly recommended to play with the following plugins for the full MMM experience:

- Damage & Durability
- Looting NPCs & Creatures
- More Wilderness Life
- Looting Npcs & Creatures
/Quote

So you said twice "Looting Npcs & Creatures". Which one did you want to say instead of this one ? It might be gem & gem dust ?


C)
Then a very dumb question : You say in the install notes :
1] Unzip the MMM37b3bsa.7ip to your Oblivion/Data directory
2] Unzip the MMM37b3p3.7zip to folder where you download it too.
3) Select 'Mart's Monster Mod.esm' (If using OOO also select MMMforOOO.esm)
4) Select ONE of the following and copy to Oblivion/Data Directory

'Mart's Monster Mod.esp' - And Rename MMM.bsa to Mart's Monster Mod.bsa
*OR*
'Mart's Monster Mod for Frans.esp' - And Rename bsa to Mart's Monster Mod for Frans.bsa


At 3), you mean select the MMM.esm... and copy to Data directory I guess (like for 4), but I do not have to double click the bsa and extract everything right ? Coz if i double click obmm asks directly if i wanna extract the files. This is not needed, right ? Simply copy it in data is enough ?

D)
A small detail also, you say "'Mart's Monster Mod for Frans.esp' - And Rename bsa to Mart's Monster Mod for Frans.bsa" . Just to let you know the .esp for Frans in your MartsMonsterMod37b3 file is called Mart's Monster Mod for FRAN.esp , without the "s" at the end of "Fran". I don't know if the bsa and the .esp must have the same name but just to let you know if they must have the same name. ;)

E)
And last thing, if I read well the install notes, I do not need to use wrye bash to merge MMM with Frans if i follow exactly the install notes you gave, and hence install only the fran's tools that you say ? Is that correct ?

Thanks corepc.
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Gaelle Courant
 
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Post » Fri May 27, 2011 6:24 pm

With the diverse wilderness life update if i am Starting fresh can i just add the update to my omod or do install still sepreatly and not use the one in the orgin 3.7b3 omod?
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casey macmillan
 
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Post » Fri May 27, 2011 8:46 am

Thanks for the reply corepc. Few more points ^^

B )
In the install notes (both on planet elder and on tesnexus), you said :

So you said twice "Looting Npcs & Creatures". Which one did you want to say instead of this one ? It might be gem & gem dust ?

C) * D)

E)
And last thing, if I read well the install notes, I do not need to use wrye bash to merge MMM with Frans if i follow exactly the install notes you gave, and hence install only the fran's tools that you say ? Is that correct ?

Thanks corepc.


yeah that is misprint on tesnexus/ples this is what is lister under that section on the http://pages.suddenlink.net/corepc/

Recommended Plugins
It's highly recommended to play with the following plugins for the full MMM experience:

- Damage & Durability
- Waterlife
- Looting NPCs & Creatures
- More Wilderness Life

Don't forget if you're finding the going tough, especially if you're loading More Wilderness Life, try also:
- Friendlier Factions
- Reduced Spawn Rates


C&D - Use the MMM Omod Installer

E - You should use Bash, even though MMMforFrans will work without it. In order so that many of MMM plugins will work better with each other. Or function will other mods correctly.


With the diverse wilderness life update if i am Starting fresh can i just add the update to my omod or do install still sepreatly and not use the one in the orgin 3.7b3 omod?


I assume that you meant diverse waterlife plugin, you should really play more closer attention to what you type.

You can add the updated esp to your omod install has well or did you not read what was posted above, just replace the esp in load order. if you are not doing reinstall of mmm once again.

Corepc
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Karine laverre
 
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Post » Fri May 27, 2011 10:17 am

Like I said in another topic, I would like to request a MMM plugin to remove Ghostly Apparitions. I play with a surround sound headset, and when those screams come up, it sends shivers up my spine. I can't even enter undead dungeons anymore :poke:
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Averielle Garcia
 
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Post » Fri May 27, 2011 7:58 am

Hi, I am playing with FCOM, and I just switched over to the new BSA format. What do I rename it for FCOM? Mart's Monster Mod? Mart's Monster Mod for OOO? I forgot to download the OMOD installer. If I get that, do I have to reinstall everything again? I already have the 3.7b3p3 installed....thanks!

EDIT: Nevermind, found the unofficial FCOM update. Fixed it for me.
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Guy Pearce
 
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Post » Fri May 27, 2011 3:04 pm

Team MMM:

How about the possibility of an MMM module to remove (or greatly diminish) scaling of enemies? Anyone else interested in such a thing?

The world would become a very dangerous place indeed. The Safer Roads ESP would certainly be needed!

I am primarily thinking of the outdoor spawns. Having indoor spawns in caves and dungeons unscaled would make them brutal. But maybe two ESPs: one for outdoor unscaled, another for indoor unscaled?

Alas, I'd fear for the poor NPC merchants and travelers in such a world!!

But I think this would make "growing up" one's character more realistic, and make the lower levels more thrilling, rather than just I-have-to-level-to-get-to-see-the-good-stuff.
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yermom
 
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Post » Fri May 27, 2011 3:07 am

Was in a mod so I understand you can't catch them all. Was just wondering how it was effected

The MMM-specific flee coding forces an actor to flee when their health drops below a certain percentage of their initial health (the actual percentage is based primarily on the actor's confidence). Not all actors get the MMM-specific flee coding - for example, 'boss' actors and guards don't (but even they are subject to the vanilla flee behaviour) - and even on those actors where it could be applied, it is only triggered about 60% of the time, to keep you on your toes.

Eloise
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Lawrence Armijo
 
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Post » Fri May 27, 2011 12:47 pm

I had mentioned this about a previous release of MMM, but I use MMM playable undead armor from here: http://www.tesnexus.com/downloads/file.php?id=22771
just wanted to know if it's still good to use this as I don't find any mention on this in the manual...

Also, what exactly is the difference between the G&G platinum and ayleid coin edition? Is it just a patch, or is it also aesthetical?

One more thing. When using the Diverse waterlife option, which other mods would be safe to use alongside it?
I've got these, but I'm not sure whether I should use them:
Alive waters
Alive waters - no fish
OOO water weeds
OOO water fish
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LuBiE LoU
 
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Post » Fri May 27, 2011 9:56 am

Hi CorePC. I have a little question.

If I want MMM and OOO and want less reaver everywhere. Should I use MMM - Less Reaver AND MMMforOOO - LessReaverinGate ?

Thank you!

Koldunic
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Ashley Campos
 
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Post » Fri May 27, 2011 10:00 am

I had mentioned this about a previous release of MMM, but I use MMM playable undead armor from here: just wanted to know if it's still good to use this as I don't find any mention on this in the manual...

Also, what exactly is the difference between the G&G platinum and ayleid coin edition? Is it just a patch, or is it also aesthetical?

One more thing. When using the Diverse waterlife option, which other mods would be safe to use alongside it?
I've got these, but I'm not sure whether I should use them:

Alive waters
Alive waters - no fish
OOO water weeds
OOO water fish


You can still use playable undead armor no problem with 3.7 version.

G&G Plantinum and Aylied Coin edition - if you just want plantinum coins or aylied coins that is what these version are for, but, I believe they have not been updated for 3.7b3 H&C..Will have to check..

Diverse Waterlife is safe to use alongside those mods, just do not use with the mod called "fish 1.1" or any mod based of fish mod..I believe there may be a german version. But Alivewaters and OOO water fish should be safe to use. Just hope your machine can handle all the fish spawn points that alive waters and OOO fish add...waterlife is small compared to these..

Hi CorePC. I have a little question.

If I want MMM and OOO and want less reaver everywhere. Should I use MMM - Less Reaver AND MMMforOOO - LessReaverinGate ?


I will have to look at them ..will edit this post with info..
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JeSsy ArEllano
 
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Post » Fri May 27, 2011 6:33 pm

it would be nice to post the link to the updated MMM Diverse Waterlife plugin on the first post of the thread, to try and make sure people don't use the old problematic version ;)
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Charlotte Henderson
 
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Post » Fri May 27, 2011 10:42 am

it would be nice to post the link to the updated MMM Diverse Waterlife plugin on the first post of the thread, to try and make sure people don't use the old problematic version ;)


ok I will admist you got me on this one, has it is in the middle of the thread you have to track it down :biglaugh: ..to stop people from using the old version I need to upload the new one pes and tesnexus.. :whistle:

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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Dean
 
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Post » Fri May 27, 2011 2:28 pm

Are you using OOO by chance, it nees to be reinstalled, then reinstall MMM after . Else you did not name the bsa correctly per your config..


Thx for the reply, does it matter if i updated MMM then OOO, and can i fix this? Plus i've heard many people talk about 'clean installs' what is this and what is the easiest way to do it?
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Ymani Hood
 
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Post » Fri May 27, 2011 3:45 am

Thx for the reply, does it matter if i updated MMM then OOO, and can i fix this? Plus i've heard many people talk about 'clean installs' what is this and what is the easiest way to do it?


If you were using a previous release of MMM you need to uninstall it before installing MMM 37b3. You can't just update to MMM 37b3 as it has a bsa - so if you have previous resources installed things can get wonky.

From the OP: "...clean Install. Meaning you need to remove all previous version of MMM, meshes, sounds, textures, etc.. Also If you are using OOO/FCOM you will need to reinstall these has this version of MMM fixes many meshes and textures compatiblity issue that where shared between them, No if and or but about it..

Also, regarding renaming the bsa:

"rename to mart's monster mod.bsa for MMM, mart's monster mod for Frans.bsa for MMMforFrans, mart's monster mod for OOO.bsa if using MMMforOOO.."
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Andrew Lang
 
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Post » Fri May 27, 2011 3:58 pm

Thanks for the wild horses they look and act great.
Is there a simple way to prevent the legion patrols from attacking the wild horses?
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Claire Jackson
 
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Post » Fri May 27, 2011 5:03 pm

Thanks for the wild horses they look and act great.
Is there a simple way to prevent the legion patrols from attacking the wild horses?
That doesn't sound right... I'm sure else someone on the team will get around to checking this before I get there (though I think we're all busy), but I'm pretty sure the wild horses shouldn't get attacked by the patrols. Maybe the legion hunters/rangers though? Care to list your mods anyway, just in case you have comething else modifying factions?

Vac
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Josephine Gowing
 
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Post » Fri May 27, 2011 11:41 am

Thanks for the wild horses they look and act great.
Is there a simple way to prevent the legion patrols from attacking the wild horses?


Meant to be this way.

All Wild Horses are in prey faction, and Prey faction is not liked by the Legion at all. Will I change it no,

because Wild Horses are wild once again, and Legion does want them intermixing ( making babies) with their legion horses. The Stallions in particular are the ones the Legion really do not like. Since the Stallion's will attack and defends themselves and thier kin..
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Yonah
 
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Post » Fri May 27, 2011 5:08 am

Yes, they certainly will...

http://i181.photobucket.com/albums/x23/daemondarque/Stallionattack2.png

And if they're ticked off at you :hubbahubba: , even Shadowmere can't outrun them:

http://i181.photobucket.com/albums/x23/daemondarque/Stallionattack3.png

:biglaugh:
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Shiarra Curtis
 
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Post » Fri May 27, 2011 2:40 pm

I have Mart's 3.7 and I'm seeing some weird graphical problems. I downloaded and installed the following; MMM37b3BSA Mega Upload, MartsMonsterMod37b3.7z, Unofficial Oblivion Patch, Unofficial Official Mods Patch, Unofficial Shivering Isles Patch. I have the Knights of The Nine and all the DLC it has there and Shivering Isles with the last patch. I have no other mods. I was playing a game when I installed this so I went inside and rested for 3 days. I went outside (I'm in the Imperial City) and saw a bald guard with an invisible body. The guards that walk around the tower have a big yellow star on their hands and it says something like "WTF no textures" on it. This is the first time I've ever had a problem with this mod and I'm guessing it's something to do with installation because before I only needed this mod and now it seems I need a whole bunch of other files. Can someone guide me on how to rectify this? Thanks.
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Abi Emily
 
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Post » Fri May 27, 2011 3:11 am

I have Mart's 3.7 and I'm seeing some weird graphical problems. I downloaded and installed the following; MMM37b3BSA Mega Upload, MartsMonsterMod37b3.7z, Unofficial Oblivion Patch, Unofficial Official Mods Patch, Unofficial Shivering Isles Patch. I have the Knights of The Nine and all the DLC it has there and Shivering Isles with the last patch. I have no other mods. I was playing a game when I installed this so I went inside and rested for 3 days. I went outside (I'm in the Imperial City) and saw a bald guard with an invisible body. The guards that walk around the tower have a big yellow star on their hands and it says something like "WTF no textures" on it. This is the first time I've ever had a problem with this mod


it was only recommended that you install uop, usip, uomp, patches.

did you rename the MMM.bsa has needed..

3] Select ONE of the following:

If using 'Mart's Monster Mod.esp' - And Rename MMM.bsa to Marts Monster Mod.bsa

*OR*
'Mart's Monster Mod for Frans.esp' - And Rename bsa to Marts Monster Mod for Frans.bsa

*OR*
'Mart's Monster Mod for OOO.esp' - And Rename bsa to Marts Monster Mod for OOO.bsa


post your load order

are you using any body mods?

Corepc
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Stefanny Cardona
 
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Post » Fri May 27, 2011 4:40 pm

I'll have to post the load order when I get home. I only downloaded the UOP's because on Fileplanet their shown under the heading "Required Oblivion Mods". I didn't try renaming the BSA but will tonight. Thanks for the quick response!
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Bitter End
 
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Post » Fri May 27, 2011 2:41 pm

Love what you have done with wolves CorePC - never see less than about 6-18 in a group now! Got attacked by a bunch of them, buy surprise, and thy just kept on coming! Afterwards I counted 17 bodies of various types of wolves! This is how it should be I feel. Not the lonely wolves of before! This, by the way, is using the regular spawn not the extra or extra extra one.
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R.I.P
 
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