[RELZ]MartsMonsterMod37b3 Public Release 3 [RELZ]

Post » Fri May 27, 2011 1:37 pm

Martigen's Monster Mod is proud to announce Version 3.7 Beta 3 Public Release and MMM for Shivering Isle, MMM Knights

This is the Full Version, and Requires a 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..

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Marts Monster Mod 3.7b3PR3

Read the http://pages.suddenlink.net/corepc/ First

Requires Three Download and OMOD Installer


BSA Download Links

Download the http://www.megaupload.com/?d=MWEEEADE or

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226

ESM/ESP Download Links

http://www.tesnexus.com/downloads/file.php?id=17784 or

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226

And

http://www.gamesas.com/bgsforums/index.php?showtopic=995334



Install Order for MMM 3.7b3 BSA - For Compatiblity Reason's since everyting is stored in bsa now, you have to pay close attention to how you install other mods, since MMM still share some of same resources from UOP and Cobl In Particular

Unofficial Patches first and DLC Mod Patches
Frans and OOO, WarCry, Bob's Armory, Arma and Artifacts,
MMM
Cobl / Cobl Races
Body Replacers
FCOM
Textures

===========

==37b3PR3 Release Notes==

what is underlined is what has been updated since last Version.

[quote]New Features

*BSA Format now Standard for MMM
*Fixes for Compatiblity so that MMM does not overwrite OOO meshes and textures for Creatures.
*Optimizied Textures and Pyfii Meshes, Contains many new texture improvments and optizimation has well.

Major Fixes

*Tons of Creatures repointed to use correct meshes in MMMforOOO
*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. Additional Enemy Variants Plugin Updated
*Fixed some oblivion gates leveledlist so that script was attached
*Fixed Various Leveled that had template added that where not needed

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.
* Balrog have been rebalanced in leveledlist
* Many New Passive Creatures and Spider
* Liches have undead Faction Added to them
* Undead Fixes for Compatibliaty with Supreme Magicka
* All New Extra Wounding, with better handling
* Releveled New Boars


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 vanilla creature and leveledlist changes. You will still get MMM changes without Using this plugin. Has MMMforSI was Merged for Compatiblity Reason.
* Wild Horses from Slof Horses
* Durzog Addon
* Runeskulls and Diverse Haunted Heads
* H&C and Foxes Merged into One
* Farm Animals

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 and Checked All No XXX.. 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 for Compatiblity, cleaned with tes4edit has well.

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..cleaned with tes4edit.

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.

Many more fixes that I may have forgotten to list

End of 3.7b3PR Release

===========

=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

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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.

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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

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Idle Animation Fixes :bigsmile:

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..

=========================

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?

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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.
Spawn Rate Plugins -
  • Checked All Spawn Rates Plugin and adjusted has needed for new bats that where added..
City Defence Update -
  • 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.
Textures Fixes
  • 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)
Misc Fixes
  • 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..!!!
TEAM MMM

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 : Removes the monster in the file name from MMM's lists, for those who don't like fighting them.

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.

================

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
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Fri May 27, 2011 10:10 am

MMM Shivering Isle Alpha Release Notes for 3.7 Version-

MMM for Shivering Isle Beta 0.21 Esp Only -

Make sure that 3.7b1 installed and just replace your MMMforSI with this one, wait x amount of days for respawn to be active.

What's New for Alpha 0.21

1)Upped all faction to 70 disposition toward each other..
2) This should help prevent them attacking each other so much unless they are demenita/mania war..
3) If not then I will up all to 80..
4) and this does not work, then I have to adjust aggressive settings themselves on creatures..

---------

- SI Diverse Bandits and Marauders , includes Archers, Warlocks, Beseechers, etc..- You will now have these types of Npcs has well in Shivering Isle. We thought that just having Heretic and Zealot where not enough no Light Armor / Heavy Armor / Archer Types / etc. So we added a small amount for now around 100 with SI Loot. Some of Races used where Golden Saint (Male/Female)/Dark Seducer (Male/Female), Female Giants. that you will encounter. I really need feedback back about them are they too easy too hard etc.

- Faction War - ZMMMMania/Dementia Faction created and added to all MMMSI Creatures and MMMSINpc. This make it so that Mania/Dementia Creatures/Npc hate each other and will fight each other on site. At various different lvls you will encounter in Shivering Isle wilderness Mini War Party of 6 (Randmonly picked from each side from leveledlist ) of Creatures/Npc from either Side. Fighting against one another, till one if left to rule to them all. Since they are randmonly spawned and picked, one side could have more on it side then the other side could, or it could be even matched, or it could be all one sided. Shego likes it this way. Need feedback on faction has well..

- Tweaks to Rogue Flesh Atronach to use only two handed weapons. If you have Rogue Flesh Atronach not attack you with weapon please let me know.

What does MMMforShivering Isle do - Nearly all features that you would find in Cyrodiil you will find now..1) Creature fighting Creatures 2) Increased Spawn 3) Tougher Creatures and Npcs 4) New Diverse Heretic and Zealot that wield greater weapon diversity along with race diversity 5) All New Creatures to either slay or get slayed by..6) Wounding and Fatique script's applied to all SI Creatures and Npcs that where needed 7) Faction Changes each creature now belong to own faction

Load order usage, has there are very few mods that modifiy creature leveledlist in Shivering Isle. You can safely load this up high in load order where Additional enemy variant's, diverse creature skins, etc would be at in load order. If you have a problem's load it down lower in load order..

other than Francesco & FCOM, you do not need to use wrye bash .

Has of 3.7 Version I tagged it has delev,relev..Once MMMforSI goes final it will be merged into MMM.esm for better comaptiblity ..

If using these then use wrye bash and do this..

Okay, Frans and FCOM users you can do this for better compatiblity..

1) Load MMMforShivering Isle.esp after fcom_convergence.esp,
2) Add these bash tags to MMMforShiveringIsle.esp - delev,relev, rebuild bashed patched wait x amount of days..

by doing this it will make MMMforSI creatures and npc leveledlist changes dominate over those that where added by frans.
Without bash tags you will miss alot of MMM content that was added or changed if you are using Frans(SI) or FCOM..
  • Since frans remove some vanilla entries from SI leveledlist. these end up getting removed in bashed patched, and thus end up removing the changes that I made.
  • Since I only added new content to creature leveledlist and changed vanilla creatures themselves. Bash does not see MMMforSI has delev/relev - but MMMforSI should act like a delev/relev for compatiblity reason.
  • You will still get frans changes also just not that often, mmm will be dominate now in list..when it comes to creatures and npc..item are unchanged..
  • Frans Npc and Stronger eniemes you will still encounter them, but they will not be showing up has much due to MMM Diverse Heretics and Zealots or MMM Shivering Isle Creatures




History of Changes read from bottom to top..

This time it is MMMforShiveringIsle with the lastest fixes for version that was posted yesterday..This version should have all the issue worked out that where needed to make it much more enjoyable zealot and heretic versus player manily..

Fixed for Alpha 0.18 MMM for Shivering Isle -

- Fixed Remaining Leveleldist for Zealot so higher lvl npc would not pawn on low lvls aka lvl 21 npc versus lvl 1 - 4 player would not be able to survive..
- Fixed AMMShiveringIsleWyvern List to use LCreatureWyvern leveleledlist instead..
- Added the lesser wyvern to also be found in cyrodiil has well ..
- No_wyvern work's correctly..with MMMforSi and vice versa..
- removed bogus amber golem in weye that was left there on accident
- removed amber / madness golem shader effect's until I get a better texture for them..

Once again this Last of MMM for Shivering Isle Update for at least a couple of weeks..So that I can get feedback..and make adjustment has they come..

Alpha 0.17

Added Shivering Isle loot to nearly everything that needed it..First Public Release of MMM for Shivering Isle! Enjoy

Alpha 0.16

Added New Grummite Mania and Madness Assassin (new textures and meshes) - much like goblin assassin but these are going to be super tough since they are going to auto lvl with player up..They will start appearing at lvl 6, 12, 19..

Added New Gargoyles Mania and Madness (Lesser and Normal) - removed normal Gargoyles from AMMShiveringIsleImp list..

Added Mania and Madness Female Forest Stalkers (with meshes and textures) - added to AMMShiveringIsleEnts list..

==========

Heretic and Zealot weapon leveledlist changes. You will find many of the New Diverse Hertic and Zealot will carry a wide variety of weapons now..We did this to reason 1) to give them diversity 2) some races are better with some weapons and some are not 3) We used LL2NpcWeaponGrunt or Boss to them for weapon diversity. Which are leveledlist that are use LL1 and LLO weapon leveledlist in which Frans, OOO, Armamentarium, most mods modify..So you will these Items showing up on them and using item scaling from those mods..

Everyone should like these changes once again..and it only affects MMM Heretic and Zealot ..Leveledlist on vanilla Heretic and Zealot are unchanged..


Alpha 0.14
What is New and sixy!!!
  • Npcs- New Diverse Heretic and Zealot's over 200 in all from all Races - Orc, Elves, Redguard's, etc..bring some life to the ranks..
  • Creatures-
  • http://img524.imageshack.us/img524/8084/goblinretexeo4.jpg - Pulled from cyrodiil, by Shego himself, for his twisted deed, the dead skin clan is among the deadlist goblin clan of them all..there out skin has been peeled away to reveal their fleshy underside.. added to Shivering Isle and leveled has needed added to SELLCreatureMania or Demenita leveledlist
  • Verminite http://www.tesnexus.com/downloads/file.php?id=13265 - Rat Race - twisted by shego himself from vermin and goblin, to make a superior race of vermin, these can only be found in the isle..Not much is known about them at this time other than this..
  • http://www.tesnexus.com/downloads/file.php?id=10959 - much like flesh atronach's these are another variation of hound's that can be found in shivering isle from lesser to greater types can be found


  • Existing SI creature tweaks..
  • Tweaked all Lesser Elementals damage and stats and lvl..where doing mass amount of damage
  • Tweaked all Amber and Madness Loot Drop and Agression
  • Tweaked Custom weapon leveledlist for Rogue Flesh Atronach to stop at eleven weapons..
  • Added Abilities to Fire and Frost shambles (shader effect's)
  • Added chance of disease to Hunger's and Touch Drain Health Effect's..beware of all hunger from lesser to greater types..
  • Lesser Wyvern created and added (half hit point, damage, lvl etc) added for lvl 1 encounter up to lvl 7 and 10 then normal wyvern will start showing up
  • Added AlienSlof Spider to AMMSI Spider Leveledlist
  • Leveledlist Tweaks
  • Increased chances of multiple encounter for many creatures now, checked to ensure that somethng was always spawning at lvl 1 mostly lesser creature or lower lvl creatures now..
  • Tweaked AMMSHiveringIsle list some more to be balanced for lower lvl players..
  • Checked all AMMSI list and fixed any count's, calc from player lvl, or calc for each item


Alpha 0.13

  • Modified Hertic and Zealot script to have mmm wounding/fatigue features
  • Added a few more new variants of creatures if not listed
  • Lesser, Normal, Greater Amber and MadnessOre Golem
  • New Mania Ent and Madness Ent



Alpha 0.11
  • New Textures or Creatures
  • 2 Mania/Dementia Baliwog textures Red or Yellow - http://i131.photobucket.com/albums/p305/corepc/ManiaBaliwog.jpg
  • 6 New Hunger Varations
  • 2 New Scalon Varations - http://i131.photobucket.com/albums/p305/corepc/ManiaScalon.jpg http://i131.photobucket.com/albums/p305/corepc/DemenitaScalon.jpg
  • 2 New Shambles Varations
  • http://i131.photobucket.com/albums/p305/corepc/MMMUnknown.jpg
  • http://i131.photobucket.com/albums/p305/corepc/BloodSkinHound.jpg
  • New Lesser Elementals
  • New Lesser, Greater Treesprite
  • Amber Golem


=================================

SI Creatures Changes

Created New Mania Baliwog Version and gave it new model, along with Dementia Balow gave it new model also.

Added Mania or Dementia to name of Creature has needed (for testing purpose only)

Fixed Various Faction has needed that where not correct in alpha .10

=================================

Leveledlist Changes

  • I made sure that something would always spawn at lvl 1
  • Created New Leveledlist Called AMMShiveringIsle which contains sublist called these AMMShiveringIlse
  • Golems, Wyverns,Spider,Imp,Hounds,Hungers,Shambles,Ents,and
  • AMMSI Mania/Dementia Atronach/Scalon Leveledlist that contain the new version from above..
  • SELL2Shoreline Mania and Dementia LVL100 list - I modified these to have correct Baliwog
  • SELL1Balliwog Leveledlist now have a chance to spawn either Mania or Dementia Varities
  • SELL1Hunger100 added AMMMSIHungers to this list
  • SELL1SkinnedHound100 added AMMMSIHound to this list


MMM 3.7b2 Updates

http://www.gamesas.com/bgsforums/index.php?showtopic=959987

CurseofHircine4MMM
DiverseRuneSkulls
Undead & Ayleid Playble Armor
TNR Patches
and Misc MMM Mods

Corepc
[/quote]

MMM 3.7b2 H&C Update

Pics of New Snow Armor, Black Panther Armor, http://i131.photobucket.com/albums/p305/corepc/blackquilited.jpg, http://i131.photobucket.com/albums/p305/corepc/dfur.jpg

-------------

http://www.tesnexus.com/downloads/file.php?id=24078 - by Project EVE and Axil and esp by Me

This is public release of MMM Version of EyeCandyVariantsixpansion -

- includes body modification itself,
- choices types for briast,
- hips,
- underwear or nounderwear version,
- includes the Eve_StockEquipmentReplacer4MMM.esp which is a direct replacer for vanilla one

Make sure to have Vanilla EVE download itself from same location above..

Also EVE for OOO, Frans, Aramentarium at same links has well


--------------

MMM Farm Animals.esp update

- Removes Script from all Farm Animals to prevent mini bulls etc..
- Tweaked Idle Animation settings on Calves
- Tweaked all Stats on Farm Animals so they would not open doors or gates
- You can no longer aquire soul from dead farm animals

Meshes and Textures fixes are planned for large resource update soon..


--------------

Download MMM 3.7b2 Extra Wounding

- MQ12Goblins. This is the Bitterfish Goblin Tribe in Miscarcand.
- FGC06GoblinFaction. This is the tribe of Savage Goblins in Desolate Mine (the first Cheydinhal Fighters' Guild quest).
- FCD08Goblins. These are the 'goblins' at Water's Edge.

-------------


For those that want to help get MMM closer to final version I have uploaded the full MMM 3.7b2 in BSA format. Just the meshes/textures/sounds are included in this download.

For Advanced Users and Exprienced Users only..

What is included in the MMM.bsa

- All MMM 3.5.5b5/3.6/3.7 Resources Included for MMM/MMMforSI/H&C
- 1.2gb bsa of MMM goodies packed into a 400mg 7zip download
- All textures checked to see if had mip map and adjusted has needed
- I adjusted zombie race textures so that they would have mip map has well and dxt5 format has well..
- Adjusted Armor textures that where missing mip map's to many
- Fixed various goblin textures to be in dxt1 format with mip map settings

New Resources added - Added all of Slof Horses+Extras Have had permission for a very long time , Runeskulls (Diverse Runeskulls Plugin)

BSA is named MMM.bsa..So you must do this to get it work..

  • USE OMOD Installer Below to do all the above
  • 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..
  • or you can create a blank esp named mmm.esp and us this to launch the bsa in game.
  • or modify ini and add mmm.bsa to sarchive section of oblivion.ini
  • or use one of worldspace modifying mmm.esp will do the trick has well..still testing this theory..
  • or USE OMOD Installer Below to do all the above



----------------

http://www.gamesas.com/bgsforums/index.php?showtopic=995334

for MMM.BSA/B1/B2/ with MMMfarmAnimalsUpdate

To help make the final version of MMM easier to use and install. The Final MMM will be OMOD format and come with this installer script.

The omod installer will detect what other overhaul you are running and will only let you install what work's with that mod. Aka if you have Frans installed then it would only allow you to install MMMforFrans, not regular MMM or MMMforOOO. If you use OOO then only MMMforOOO would be installed, if fCOM only MMM.esm and of course optionial plugins will asked if you want to install has well. If no other overhaul detected it will allow you to install MMM.esp. This prevent many users from having misconfig in load order.

Another good example MMM knights which should only be activated with MMM /MMMforFrans not MMMForOOO use MMMforOOO-Knights.esp, and FCOM use FCOM Knights.esp. The omod installer will check once again to see if these mods exisit before installing.

Also OMOD installer has break down of Optionial, Spawn Rate, NO XXX, selection. Much better than the 3.5.5omod was.

So please start using now and report any problems so that we can work out any bugs that could exist in omod script has well..

------

MMM Slof Horses Complete has been uploaded..

TEAM MMM present (Corepc,Lilith, with Input from Daemondarque,Axil,Dev_Akm,PacificMorrowind production)

MMM Slof Horses Complete

Beta .91 < - Public Release

Requires: MMM 3.7 BSA or Meshes and Textures from both Slof Horse and Extra's..

This is Highly Modified Version of both Slof Original and Extra Horse Merged into One Version, with many fixes and tweak to make it work with MMM. No Worldspace Changes. Every Single Slof Horse Model was used to make Stallion, Mares and Gelding into MMM World has Wild Horse.

Types Added and Leveledlist Added - Some contain 9 varations, 18 varations or Even more ..totalling in possible 312 Slof Horse Varations that can be found in game randmonly of course..And this is without all the total eye combo that was possible (or Lilith Did). I created the template she followed suit. Sent it back, I did leveledlist and wal lah..These Are Types of Slof Horses that Will Be found, In each of these list there is more than one varations of these types. But these are same names that are used in leveledlist has well.

Wild Bay
Wild Black
Wild BlackSpotted
Wild BlueRoan
Wild Brindle
Wild BrownandChestnut
Wild Dappele
Wild Dun
Wild FleaBitten
Wild Leopard
Wild Paint
Wild Palomino
Wild RedRoan
Wild SnowFlake
Wild White
Wild Whiteblack

Wild horses cannot be riding by the player, they are flagged has creature type and not horse types, so you cannot charm them and try to ride without assitance from some other mod.Beware Wild Stallion have been known to defend and so their is chance to get attacked by Stallion's..So if low level run, if you think you can take on a 2XX hp horse then go for it. Mare and Gelding will usually run away from you or circle around you sometimes if you get them confused..

Fixes Intergrated - UOP 3.2 Fixes, Horse Armor Compatiblity for Horses Are intergrated, Along with MMM stats, faction, and inventory added has well to all Wild horses.

BONUS FEATURE, The Original Slof Extra Horses had free one that you could take from stables (handplaced), etc.

In the MMM Slof version we went a different route and Added them to Wild Horse leveledlist with a small chance of encountering them. Has There is only around 18 of them chance are very rare that you will encounter them. These are much tougher, much friendly and will not run away from you, some may even find their way back to a stable, but you must encounter them so this make it more like a quest without having to pay for a horse. Most enjoyable addition that MMM has seen. The whole Team agrees about this.

Credits: AlienSlof for Her Originals Model and Textures. This is for you, what you always thought Slof HOrse for MMM would be like..Kivan and Quarn for UOP Fixes, DLC Fixes,

Enjoy lastest MMM Addition team MMM -



Corepc

-----------

MMMPyfii - Optimized Meshes Omod

This Contains

The New Modified City Defences Meshes for Both Anvil and Skingrad currently only four are added, with brand new collision that prevent them from Falling even more. these are the hotspots one that kept on making them fall at these locations. So this should help even more.


Also this contains many of MMM Meshes PYFII for optimization has well

Crafted Armor
Goblin Shield
RegionalSoldiers
Yakueb
WereWolf
WereWolf-crafted
MMMDC Armor - Undead Iron,Rust,Frost,Bloody Prison and Raiment
MMMOE - Undead ELVEN and Undead Legion
Undead Weapons

Many Clutter Items aka copper,gold,platinum,silver, bar, coin, nuggets..

Weapons -

Undead Elven Weapons
Reaver Weapons
Rusty Weapons
Balrog Sword

Report any problem on bethesda game forum Oblivion Mod Section MMM thread..


Update's for Feedback about changes

First..

Mart's Monster Mod - Diverse WaterLife


MMM Diverse WaterLife 3.7b3p3

3.7b3p3 Version - This is Version we are currently Using b3 Patch 3..

- Fixes New Script Behavior for fishes to determine if they are swimming or not. If they happen to land on shore they will hop back into the ocean nearly most of the time.

- Added Water Breathing to all fishes..no more floating dead fish..

- Tweaked Rock Finding Package Setting

- Lowered amount of fish that where spawing per leveledlist. In some cases six where spawing per point. So stuck AI was being noticed if using higher spawn rate plugin like moderate or increased. Lowered fish spawn to 2-3. This will free up some cpu activity has well when close to fish.

- Tweaked amount of aggressive types that showed up to be little less.

- Checked Against all DLC's, Unofficial Patches, and cleaned has needed with tes4edit.

- See DiverseWaterLife.txt for more info..

---------------------------------------------------------------------------------------------------

City Defences - Adjusted many spawn points in Skingrad, Anvil, Chorrol, Did not notice has many falling, but, it is still going to happen because of how game engine load things.

Hunting and Crafting with Foxes Merged - Update H&C with Foxes.esp - Which contained the small hut outside Bruma. All Combinded into One Mod. Now you can purcahse Hunting and Crafting Armor or Weapons if you do not want to craft them. Also some Armor Stats where adjusted. Make sure to have 3.7b2 H&C Resources installed.


Spawn Rate Vanilla -

yes does it exist finally. Butt Kicking in MMM vanilla style..

Weighing in at 66kb. This contains tons of leveledlist that have been edited, Counts in many many list where reduced to 1. All List where checked and modified, this took me a while to do. Bringing it that which you would encounter in Frans and Vanilla. Single Encounters nearly 95% of the time.

If you want Less Item to Loot through from Dead Npcs and Creatures
less chance of Creatures and Npc Fighting Each
Which Means that you will have to face many things one on one or lure them long ways before running into something else.
Want a more peaceful game exprience in general.

Warning: If going to use with no XXX or FCOM make sure to use wrye bash and load very late in load order..
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Fri May 27, 2011 4:12 am

With diverse waterlife enabled the ai ignores the pathgrid and takes the direct way between the starting and ending point - if there is a wall, stone, ... the npc walks against it.

example of a bad situation: if you do the "May the Best Thief Win" quest Methredhel the Bosmer run against the wall because she wants to reach the tunnel, but she could not. After a few seconds she calls Scotty for beaming her to Amantius Allectus -> absolute no chance to win this quest.

I think the pathgrid is not the problem, the problem is that the ai of the npcs ignores the pathgrid with diverse waterlife enabled.



It calls SetAllReachable on the fish, but that affects all NPCs at once, I think. http://cs.elderscrolls.com/constwiki/index.php/SetAllReachable

You could check this with SkyCaptain. He was using that for his jumping mod that is going to be in DR6


You are correct, after further testing. Removing spawn that was close to waterfront helped, but, there are other spots where fish where close to shore that where affecting npc's etc.

Pathgrid avoidance happen when fish spawn around npc's and creatures, has the game force settallreachable on them has well.

But this is what allow the fish to freely swim about in water finding rocks, otherwise they would need new pathgrid's placed underwater.

But it should be really removed since it actually hurting gameplay. Has Baphomental pointed out..Npc will just avoid path and take shortest route or will run into wall etc..

Now have to figure out new swim ai..



:swear:
You could be right. In fact, you probably are. Which makes it rather a 'Catch-22' situation. Without 'SetAllReachable', the fish will try to get to the nearest path node - which will be on land (there are no, or at least very few, path nodes in the water). This means that they will flop around on land more regularly than they do at the moment - that code is specifically designed to stop them flopping around at the water's edge.

Edit, because CorePC beat me to it... ;)

I'll have a think, as well as another look at what Water Life does, because the slaughterfish it adds have the same 'flopping around on land' problem, but don't seem to cause AI pathing problems.

Eloise


The Slaughterfish Model is totally different than the waterlife model so it could be something with that. Or something withing the game engine code that specifiy slaughterfish itself since they can move freely underwater once the cell get loaded only.
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zoe
 
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Post » Fri May 27, 2011 4:50 pm

Glad the problem got sorted out and I dont have to say its not AI overload :P It is a bit of a cacth 22 . If a work around if scripting / command use can't be found then moving spawn points if the next best thing , but how far will fish wonder , or will they ? Cause they could wandring and start the problem
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Heather Stewart
 
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Post » Fri May 27, 2011 6:03 pm

AliveWaters has the SetAllReachable setting inside a couple of if blocks. It looks like they only go into effect if the fish is between ~350 & 3500 units of the player. More than 3500 units and the fish is disabled.

SetAllReachable only works for a single frame. The MMM WaterLife plugin is calling it constantly because it isn't in an if block of any kind.

Are there any usable conditions that could be put on it that would only call it when needed?
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Janine Rose
 
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Post » Fri May 27, 2011 9:46 am

The same problem with AliveWaters mod, less than with diverse waterlife, but I have seen a npc with ai switched to idiot-mode.
It was a npc walking between the tower and the tunnel entrance against the paraqet wall (word?) of the way around the tower.
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Chris Duncan
 
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Post » Fri May 27, 2011 7:02 pm

BTW, nobody mentioned whether Diverse Waterlife and OOO-Waterfish are okay together.

BOSS seems to have no opinion on the matter.

Just thought I'd transfer it to the new thread.
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luis dejesus
 
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Post » Fri May 27, 2011 3:34 pm

BTW, nobody mentioned whether Diverse Waterlife and OOO-Waterfish are okay together.

BOSS seems to have no opinion on the matter.

Just thought I'd transfer it to the new thread.



Work fine together in my expirence , but at a performance hit
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joseluis perez
 
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Post » Fri May 27, 2011 10:04 am

Hi Corepc (and anyone else who knows how to help me!).

Based on my previous post, here's what BOSS had to say:



-----------------------------------------------------------
Better Oblivion Sorting Software Load Order Utility

© Random007 & the BOSS development team, 2009
Some rights reserved.
CC Attribution-Noncommercial-No Derivative Works 3.0
http://creativecommons.org/licenses/by-nc-nd/3.0/
v1.35 (23 June 09)
-----------------------------------------------------------

Master .ESM date: Tue Mar 28 11:48:10 2006
FCOM not detected.


------------------------------------
Recognised and re-ordered mod files:
------------------------------------

Oblivion.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

Mart's Monster Mod for OOO.esm

Unofficial Oblivion Patch.esp
. Bashed Patch tag suggestion: {{BASH:C.Climate,C.Light,C.Owner,Delev,Invent,Names,Relev,Stats,Relations}} and remove the C.Water tag.

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

Living Economy.esp
. Note: Don't use 'Living Economy' and 'Living Economy - SI' together. Pick one.

Living Economy - Items.esp

Cutthroat Merchants.esp

Oscuro's_Oblivion_Overhaul.esp

Mart's Monster Mod for OOO.esp
. Bashed Patch tag suggestion: {{BASH:Invent,Factions,Relations}}

Mart's Monster Mod - Additional Enemy NPC Vars.esp

Mart's Monster Mod - Gems & Gem Dust.esp
. Note: Will work with OOO 'light' but is not compatible with the 'full' installation of OOO. Should be fixed in future versions of OOO.

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Less Bone Loot.esp

Mart's Monster Mod - Less Rats.esp

Mart's Monster Mod - Less Reavers.esp
. Note: Use 'Mart's Monster Mod for OOO - LessReavers.esp' if using OOO.

Mart's Monster Mod for OOO - LessReaversInGates.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 Undead Rise.esp

Mart's Monster Mod - Spawn Rates - Reduced.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Farm Animals.esp

Mart's Monster Mod - Diverse WaterLife.esp

Mart's Monster Mod - Slof Horses Complete.esp
. Note: Not compatible with Slof's Horses or Slof's Extra Horses.

Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp
. Note: Requires MMM and MMM Gems & Gem Dust

Harvest [Flora].esp

Compass-Disable_POIs.esp

Compass-Disable_QuestMarkers.esp

Compass-Disable_Both.esp

[GFX]_Initial_Glow-self.esp

Bashed Patch, 0.esp

Streamline 3.0.esp
. Note: Old. Update to 3.1 or later.

-----------------------------------------------------------------
Unrecognised mod files:
Reorder these by hand using your favourite mod ordering utility.
-----------------------------------------------------------------

Unknown mod file: Mart's Monster Mod - Safer Quest Locations.esp
Unknown mod file: Mart's Monster Mod - Friendlier Factions OOO.esp


-----------------------------------------------------------
Done.

Once again, for some reason my save won't load with this order due to Hunting and Crafting being after MMMforOOO. I know that the BOSS order is the correct one, it's just my save only works when thse two mods are flipped so that Hunting and Crafting works before MMMforOOO. Based on what Corepc said earlier, I have BASH and I'm hoping you mean Wyre BASH :)

Can I use Wyre BASH to hack into my save somehow? If so, is it easy enough for a guy who doesn't have a programming degree :)?
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Lauren Denman
 
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Post » Fri May 27, 2011 2:31 pm

Unofficial Patches first and DLC Mod Patches
Frans and OOO, WarCry, Bob's Armory, Arma and Artifacts,
MMM
Cobl / Cobl Races
Body Replacers
FCOM
Textures
=================


What if the body replacer is an OMOD too? (No ESP).
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Rachel Eloise Getoutofmyface
 
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Post » Fri May 27, 2011 4:00 am

Unofficial Patches first and DLC Mod Patches
Frans and OOO, WarCry, Bob's Armory, Arma and Artifacts,
MMM
Cobl / Cobl Races
Body Replacers
FCOM
Textures
=================


What if the body replacer is an OMOD too? (No ESP).

I believe this is not (only) a LOAD ORDER, but (also) an INSTALLING ORDER.

EDIT: Activating OMOD is installing.
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Jimmie Allen
 
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Post » Fri May 27, 2011 11:23 am

..Oh. Now that's something I didn't know -.-.
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Melanie Steinberg
 
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Post » Fri May 27, 2011 11:03 am

Hi Corepc (and anyone else who knows how to help me!).

Once again, for some reason my save won't load with this order due to Hunting and Crafting being after MMMforOOO. I know that the BOSS order is the correct one, it's just my save only works when thse two mods are flipped so that Hunting and Crafting works before MMMforOOO. Based on what Corepc said earlier, I have BASH and I'm hoping you mean Wyre BASH :)

Can I use Wyre BASH to hack into my save somehow? If so, is it easy enough for a guy who doesn't have a programming degree :)?


Lastest Boss will sort those Two Last MMM Plugin, yoiu need to place them at least above bashed patch..

Has for your save not loading correctly once you updated to this version. What Versoin of OOO are you using? OOO 1.34beta5..

Did you reinstall OOO 1.34beta5 Before Upgrading to this Version of MMM.

Did you try making a clean save, disable all of MMM files and try loading your save that way?

Use a older save?

..Oh. Now that's something I didn't know -.-.


This version of MMM pretty much require's that reinstall almost everything so that bsa play's nicely with everything.

Body replacer should be installed after MMM and Race Mods..
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Samantha Wood
 
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Post » Fri May 27, 2011 6:14 am

Dang it, I just tried disabling all MMM files, creating a save, then re-enabling these files and tried to open that save and still no luck. The only old save that works is when I started my character over a year ago.

I've read in Wrye Bash that the Load Master command adjusts the mod load list to be in sync with the save file. Is there a command in Wrye Bash that does the opposite? As in, the command would sync the mods/load order of your save file with your current mod list/order?

Thanks for the help anyway, I've certainly learnt stuff here!
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suniti
 
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Post » Fri May 27, 2011 9:39 am

Glad the problem got sorted out and I dont have to say its not AI overload :P It is a bit of a cacth 22 . If a work around if scripting / command use can't be found then moving spawn points if the next best thing , but how far will fish wonder , or will they ? Cause they could wandring and start the problem

AliveWaters has the SetAllReachable setting inside a couple of if blocks. It looks like they only go into effect if the fish is between ~350 & 3500 units of the player. More than 3500 units and the fish is disabled.

SetAllReachable only works for a single frame. The MMM WaterLife plugin is calling it constantly because it isn't in an if block of any kind.

Are there any usable conditions that could be put on it that would only call it when needed?

The same problem with AliveWaters mod, less than with diverse waterlife, but I have seen a npc with ai switched to idiot-mode.
It was a npc walking between the tower and the tunnel entrance against the paraqet wall (word?) of the way around the tower.

For those who are not privy to the discussions on our developer forums, I think I've found a solution that doesn't require SetAllReachable. It's currently being tested by the team, and it's not 100% perfect yet, but we're working on it.

Eloise
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Melung Chan
 
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Post » Fri May 27, 2011 3:15 pm

I was gonna suggest "setatstart" which AliveWaters also uses, but apparently that's a non-functional command.

Pity, that.
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gandalf
 
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Post » Fri May 27, 2011 5:20 pm

Re: MMM SI

Demented X:ers seem prone to be pantless. In the latest demented bunch I had a Demented Marauder Archer and a Demented Brigand w/o greaves. Not sure if it's intended - after all they are demented. The demented gangs are neat otherwise - perhaps the most challenging fights in SI.

Also, I have still not seen a Mini War Party although I've been all over SI and am about 2/3 into the MQ. Perhaps they are just very rare?
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:)Colleenn
 
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Post » Fri May 27, 2011 8:19 am

Re: MMM SI

Demented X:ers seem prone to be pantless. In the latest demented bunch I had a Demented Marauder Archer and a Demented Brigand w/o greaves. Not sure if it's intended - after all they are demented. The demented gangs are neat otherwise - perhaps the most challenging fights in SI.

Also, I have still not seen a Mini War Party although I've been all over SI and am about 2/3 into the MQ. Perhaps they are just very rare?

Pant-less marauders are basically intended. As you say, they are essentially mad. Even funnier when they are the giant race and pant-less. If you're using an underwear-less body replacer (Robert's Male, for example) then you get quite a faceful...

Vac
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Greg Swan
 
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Post » Fri May 27, 2011 11:30 am

Pant-less marauders are basically intended. As you say, they are essentially mad. Even funnier when they are the giant race and pant-less. If you're using an underwear-less body replacer (Robert's Male, for example) then you get quite a faceful...

Vac


Thanks for the info. I installed Robert's Male with underwear by mistake - but it seems like a good idea now...
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Madison Poo
 
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Post » Fri May 27, 2011 1:06 pm

Thanks for the info. I installed Robert's Male with underwear by mistake - but it seems like a good idea now...

No, no, no! Go for the underwear-free version! And some of Slof's "enhancers"! And then when you meet a 12-foot pant-less guy running at you you'll truly run in shock and fear. :rofl:

Vac

Edit: And awe, too. Don't forget the awe.
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~Sylvia~
 
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Post » Fri May 27, 2011 4:57 pm

What do you mean Slof's enhancers?
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MISS KEEP UR
 
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Post » Fri May 27, 2011 7:14 pm

What do you mean Slof's enhancers?
Let us just say that Slof created a mod called "Slof's Boners".
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LuBiE LoU
 
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Post » Fri May 27, 2011 10:03 am

What do you mean Slof's enhancers?

You know I can't link to that kind of material on these forums, right...? Just... have a look for some of the stuff she's made, ok?

Vac
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Skrapp Stephens
 
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Post » Fri May 27, 2011 3:52 pm

Uhh... no, just checked it and, no, thanks. I play 5-6 mods by Slof but there is no way this could be installed... :D My female chars would have fits and nightmares... :D
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Andrew
 
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Post » Fri May 27, 2011 6:14 am

:rofl:
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Elle H
 
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