[RELZ] MartsMonsterMod37b3 Public Release 3 [RELZ]

Post » Sun Mar 27, 2011 2:52 pm

Guess you have not played much

What happens is In game the OOO Coin will get swapped to Cobl Version, which is scripted to happen.

What you see in bash and tes4edit will really make no difference in game per say, because, items get swapped for Cobl version once again.

Thx :) Yes I not so played with it much :) And in general it is possible to delete duplicated records?
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keri seymour
 
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Post » Sun Mar 27, 2011 8:28 pm

EDIT : see updated post http://www.gamesas.com/index.php?/topic/1116296-relz-martsmonstermod37b3-public-release-3-relz/page__view__findpost__p__16765365

Gosh - I could use a drink
Spent all day going through readmes, guides, and this thread - trying to make Heads and Tails for a BAIN (that is for the moment Manual) FCOM MMM setup
Maybe I should go back to OBMM :D
Anyway that is what I understood (always referring to the latest 37b3PR release - btw the OP could make use of spoilers to differentiate between the older MMM releases and the new stuff which I think should be promoted)
I would really really really appreciate if you gurus went through my findings below and correct any mistakes (keep an eye for red) - I am looking forward to having FCOMMM up and running soon. So :

REQUIRED :
Mart's Monster Mod.esm + mmm.bsa renamed to FCOM_Convergence_Mart's Monster Mod.bsa

OPTIONAL (am I right ?) :
1) Diverse runeskulls :
DO NOT USE : Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp, Mart's Monster Mod - Diverse Runeskulls Loot.esp
USE Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp
Better or equal to original mod ? DO NOT USE Original mod +/OR FCOM_Runeskulls
2) Mart's Monster Mod - Diverse WaterLife.esp but download this version : http://www.4shared.com/get/PsOSj34V/MMMDiverseWaterLifeUpdate.html
3) Knights :
DO NOT USE : Mart's Monster Mod - Knights.esp, Mart's Monster Mod for OOO - Knights .esp
USE FCOM_Knights.esp

SAFE (optional) I (No/Less Options)
Spoiler
Mart's Monster Mod - No Adventurers.esp
Mart's Monster Mod - No Balrogs.esp
Mart's Monster Mod - No Beholdens.esp
Mart's Monster Mod - No Blood.esp
Mart's Monster Mod - No Bone Loot.esp OR Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - No Carrion Rats.esp OR Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod - No Fiends.esp
Mart's Monster Mod - No Giants.esp
Mart's Monster Mod - No Lanterns.esp
Mart's Monster Mod - No Pests.esp
Mart's Monster Mod - No Reavers.esp OR Mart's Monster Mod - Less Reavers.esp
Mart's Monster Mod - No Skeep.esp
Mart's Monster Mod - No Slimes.esp
Mart's Monster Mod - No Spiders.esp
Mart's Monster Mod - No Swarms.esp
Mart's Monster Mod - No Uberhulks.esp
Mart's Monster Mod - No Undead Rise.esp
Mart's Monster Mod - No Werewolves.esp
Mart's Monster Mod - No Wyvern.esp
Mart's Monster Mod for OOO - LessReaversInGates.esp OR Mart's Monster Mod for OOO - NoReaversInGates.esp (not sure if/how compatible with Mart's Monster Mod - No/Less Reavers.esp (?))


SAFE (optional) II (extras/tweaks etc)
Spoiler
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - City Defences.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 - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - More Wilderness Life No Gates.esp OR Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - Slof Horses Complete.esp--->Needs DLC ?


SAFE (optional) III (if applicable/needed)
Mart's Monster Mod - Zombies for Body Meshes.esp
Mart's Monster Mod - Shivering Isles.esp

NOT SURE (use only one in any case) :
Mart's Monster Mod - Spawn Rates - Increased.esp
Mart's Monster Mod - Spawn Rates - Moderate Increased.esp
Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp
Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp
Mart's Monster Mod - Spawn Rates - Reduced.esp

NOT FOR FCOM(?)
Mart's Monster Mod - Friendlier Factions MMM+Fran.esp
Mart's Monster Mod - Friendlier Factions OOO.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Fran's leveled quests.esp ---> Fran's leveled quests should not be installed in FCOM (?)
Mart's Monster Mod - More Passive Wildlife.esp (?)

NOT FOR FCOM
Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Durability & Damage.esp

NOT FOR FCOM :
Mart's Monster Mod for Fran.esp
Mart's Monster Mod for OOO.esm
Mart's Monster Mod for OOO.esp
Mart's Monster Mod.esp
USE FCOM_Convergence.esp

In the readme says Do not use Diverse Skins - what is this (?)
Also not sure about Mart's Monster Mod - Foxes.esp and a couple others maybe in the OP (Vindasel ...)
:exhausted: :foodndrink:
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Beulah Bell
 
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Post » Sun Mar 27, 2011 5:56 pm

In the readme says Do not use Diverse Skins - what is this (?)
Also not sure about Mart's Monster Mod - Foxes.esp and a couple others maybe in the OP (Vindasel ...)
:exhausted: :foodndrink:


Diverse Skins is merged in 3.7b3PR3 as is Foxes. Vindasel is replaced by Mart's Monster Mod - Safer Quest Locations.esp.

Otherwise it seems correct overall. Basically, you should use the FCOM variant of an optional esp if both MMM/FCOM have it (with an FCOM setup). So use one of FCOM's optional spawn rates plugins rather than one of MMM's. The same for the No X esp's. I'd also guess you should use FCOM_FriendlierFactions.esp over one of MMM's - but not 100% as I've never used those as I really appreciate the faction system as it is.
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Siobhan Wallis-McRobert
 
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Post » Sun Mar 27, 2011 7:19 pm

Diverse Skins is merged in 3.7b3PR3 as is Foxes. Vindasel is replaced by Mart's Monster Mod - Safer Quest Locations.esp.

Otherwise it seems correct overall. Basically, you should use the FCOM variant of an optional esp if both MMM/FCOM have it (with an FCOM setup). So use one of FCOM's optional spawn rates plugins rather than one of MMM's. The same for the No X esp's. I'd also guess you should use FCOM_FriendlierFactions.esp over one of MMM's - but not 100% as I've never used those.

Thanks indeed :)
MMM docs could use some dusting - basically a clear cut distinction between newest and not so newest is missing
I guess people wait for 3.7 final to do this :shrug:
Thanks again
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SexyPimpAss
 
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Post » Mon Mar 28, 2011 4:13 am

Thanks indeed :)
MMM docs could use some dusting - basically a clear cut distinction between newest and not so newest is missing
I guess people wait for 3.7 final to do this :shrug:
Thanks again


I thought about that when editing the opening post a while ago. It gets too long with so much release details for earlier versions - plus some important current info is below these details about earlier releases. At the same time I personally really like to read/browse release histories (nerd warning when you sit down and read the OOO release notes...) - so it should be readily available IMO. Something for Corepc to decide upon anyway.
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Donald Richards
 
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Post » Sun Mar 27, 2011 11:16 pm

I thought about that when editing the opening post a while ago. It gets too long with so much release details for earlier versions - plus some important current info is below these details about earlier releases. At the same time I personally really like to read/browse release histories (nerd warning when you sit down and read the OOO release notes...) - so it should be readily available IMO. Something for Corepc to decide upon anyway.

Spoiler tags I'd say - best of both worlds :)
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Sasha Brown
 
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Post » Mon Mar 28, 2011 12:51 am

So still another two questions :
Mart's Monster Mod - More Passive Wildlife.esp - is it non compatible with FCOM as Tomlong suggests (this is no where to be seen in the OP nor the readme) ?
and does Mart's Monster Mod - Slof Horses Complete.esp need the DLC ? apparently not !
THanks :)

EDIT : last one - am I right in saying that the correct Runeskull for FCOM is the Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp ? I took the info from tomlong again but she states different things in her site and her BCF for MMM.
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LuBiE LoU
 
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Post » Mon Mar 28, 2011 4:10 am

So still another two questions :
Mart's Monster Mod - More Passive Wildlife.esp - is it non compatible with FCOM as Tomlong suggests (this is no where to be seen in the OP nor the readme) ?
and does Mart's Monster Mod - Slof Horses Complete.esp need the DLC ? apparently not !
THanks :)

EDIT : last one - am I right in saying that the correct Runeskull for FCOM is the Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp ? I took the info from tomlong again but she states different things in her site and her BCF for MMM.


BOSS says that Mart's Monster Mod - More Passive Wildlife.esp is not recommended to use at all. Can't remember what that's about so perhaps better wait for Corepc or someone else on this.

Yes, use Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp if you want them added to NPC's and vendors via leveledlists as well.
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Annick Charron
 
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Post » Sun Mar 27, 2011 8:22 pm

Huh, I've been using the wrong Runeskull .esp apparently (G&GD) in FCOM.

So is the Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp that is included in 37b3 the latest version? Or is the standalone package newer?

Also, if anyone knows, how badly will MMM Spawn Rates Moderate Increase frag FCOM spawns? FCOM doesn't seem to include any increased version, just one that makes the number fewer but the mobs stronger.
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aisha jamil
 
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Post » Sun Mar 27, 2011 1:19 pm

BOSS says that Mart's Monster Mod - More Passive Wildlife.esp is not recommended to use at all. Can't remember what that's about so perhaps better wait for Corepc or someone else on this.

Yes, use Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp if you want them added to NPC's and vendors via leveledlists as well.

Thanks ! I still haven't run BOSS as I have not installed any FCOM components per se. And the new version of BOSS can not be run from inside WB 287 methinks. Making the wait for 291 even waitier :)
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x a million...
 
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Post » Mon Mar 28, 2011 3:20 am

Huh, I've been using the wrong Runeskull .esp apparently (G&GD) in FCOM.

So is the Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp that is included in 37b3 the latest version? Or is the standalone package newer?

Also, if anyone knows, how badly will MMM Spawn Rates Moderate Increase frag FCOM spawns? FCOM doesn't seem to include any increased version, just one that makes the number fewer but the mobs stronger.

Forget about standalone and FCOMExnemRunescalls - you are not supposed to use G&GD either (as it's included in OOO - there is an OBSE version though out apparently FCOM compatible) - so choose between Loot and OOO Loot - apparently the second one.
IIUC (If I Understand Correctly)
http://www.tesivpositive.animolious.com/?page=guides_mod_installation&subpage=fcom_installation_guide&step=3&method=b
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Peter P Canning
 
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Post » Mon Mar 28, 2011 12:23 am

Forget about standalone and FCOMExnemRunescalls - you are not supposed to use G&GD either (as it's included in OOO - there is an OBSE version though out apparently FCOM compatible) - so choose between Loot and OOO Loot - apparently the second one.
IIUC (If I Understand Correctly)
http://www.tesivpositive.animolious.com/?page=guides_mod_installation&subpage=fcom_installation_guide&step=3&method=b


Mhm, I have a standalone package with the new OOO loot version in it, not sure where or when I dl'd it. Just tossed the one from the 37b3 rel in, close enough.
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Shianne Donato
 
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Post » Mon Mar 28, 2011 12:40 am

I repeat my post here corrected as per Arkngt 2 posts. As Arkngt said I would like to have Corepc's OK on this. Dev_akm's site still down
EDIT : http://www.gamesas.com/index.php?/topic/1116296-relz-martsmonstermod37b3-public-release-3-relz/page__view__findpost__p__16766297

REQUIRED :
Mart's Monster Mod.esm + mmm.bsa renamed to FCOM_Convergence_Mart's Monster Mod.bsa

OPTIONAL (am I right ?) :
1) Diverse runeskulls :
DO NOT USE : Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp, Mart's Monster Mod - Diverse Runeskulls Loot.esp
USE Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp
Better or equal to original mod ? DO NOT USE Original mod +/OR FCOM_Runeskulls
2) Mart's Monster Mod - Diverse WaterLife.esp but download this version : http://www.4shared.com/get/PsOSj34V/MMMDiverseWaterLifeUpdate.html
3) Knights (if using the DLC of course) :
DO NOT USE : Mart's Monster Mod - Knights.esp, Mart's Monster Mod for OOO - Knights .esp
USE FCOM_Knights.esp


SAFE (optional) I (No/Less Options - USE FCOM alternatives when available)
Mart's Monster Mod - No Adventurers.esp -- NOT sure about this one && FCOM_NoAdventurersInGates.esp
Mart's Monster Mod - No Balrogs.esp
Mart's Monster Mod - No Beholdens.esp
Mart's Monster Mod - No Blood.esp
Mart's Monster Mod - No Bone Loot.esp OR Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - No Carrion Rats.esp OR Mart's Monster Mod - Less Rats.esp FCOM_LessRats.esp
Mart's Monster Mod - No Fiends.esp
Mart's Monster Mod - No Giants.esp
Mart's Monster Mod - No Lanterns.esp
Mart's Monster Mod - No Pests.esp

Mart's Monster Mod - No Reavers.esp OR Mart's Monster Mod - Less Reavers.esp
Mart's Monster Mod for OOO - LessReaversInGates.esp OR Mart's Monster Mod for OOO - NoReaversInGates.esp (probably NOT compatible with Mart's Monster Mod - No/Less Reavers.esp) but anyway
probably bin ALL 4 MMM - Reavers.esp and use FCOM_LessReaversInGates.esp OR FCOM_NoReaversInGates.esp)(?)

Mart's Monster Mod - No Skeep.esp
Mart's Monster Mod - No Slimes.esp
Mart's Monster Mod - No Spiders.esp USE FCOM_NoSpiders.esp
Mart's Monster Mod - No Swarms.esp
Mart's Monster Mod - No Uberhulks.esp
Mart's Monster Mod - No Undead Rise.esp
Mart's Monster Mod - No Werewolves.esp
Mart's Monster Mod - No Wyvern.esp USE FCOM_NoWyverns.esp

SAFE (optional) II (extras/tweaks etc) ANY INCOMPATIBILITIES HERE ? THE MOST IMPORTANT ONE
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - City Defences.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 - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - More Wilderness Life No Gates.esp OR Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - Slof Horses Complete.esp--->Needs DLC ?

SAFE (optional) III (if applicable/needed)
Mart's Monster Mod - Zombies for Body Meshes.esp
Mart's Monster Mod - Shivering Isles.esp

NOT SURE if some of them is needed :
Mart's Monster Mod - Spawn Rates - Increased.esp
Mart's Monster Mod - Spawn Rates - Moderate Increased.esp
Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp
Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp
Mart's Monster Mod - Spawn Rates - Reduced.esp
or if all are to be replaced by :
FCOM_SpawnRatesReduced.esp
FCOM_SpawnRatesSlightlyReduced.esp
FCOM_SpawnRatesStronger.esp

NOT FOR FCOM(?)
Mart's Monster Mod - Friendlier Factions MMM+Fran.esp
Mart's Monster Mod - Friendlier Factions OOO.esp
Bin both (?) and use FCOM_FriendlierFactions.esp
Mart's Monster Mod - Fran's leveled quests.esp ---> Fran's leveled quests should not be installed in FCOM (Correct ?)

NOT FOR FCOM I:
Mart's Monster Mod - More Passive Wildlife.esp (why ? (curiosity))
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Durability & Damage.esp

NOT FOR FCOM II :
Mart's Monster Mod for Fran.esp
Mart's Monster Mod for OOO.esm
Mart's Monster Mod for OOO.esp
Mart's Monster Mod.esp
USE FCOM_Convergence.esp

Diverse Skins is merged in 3.7b3PR3 as is Foxes. Vindasel is replaced by Mart's Monster Mod - Safer Quest Locations.esp.
Otherwise it seems correct overall. Basically, you should use the FCOM variant of an optional esp if both MMM/FCOM have it (with an FCOM setup). So use one of FCOM's optional spawn rates plugins rather than one of MMM's. The same for the No X esp's. I'd also guess you should use FCOM_FriendlierFactions.esp over one of MMM's - but not 100% as I've never used those as I really appreciate the faction system as it is.
BOSS says that Mart's Monster Mod - More Passive Wildlife.esp is not recommended to use at all. Can't remember what that's about so perhaps better wait for Corepc or someone else on this.
Yes, use Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp if you want them added to NPC's and vendors via leveledlists as well.
Gosh - I could use a drink
Spent all day going through readmes, guides, and this thread - trying to make Heads and Tails for a BAIN (that is for the moment Manual) FCOM MMM setup
Maybe I should go back to OBMM :D
Anyway that is what I understood (always referring to the latest 37b3PR release - btw the OP could make use of spoilers to differentiate between the older MMM releases and the new stuff which I think should be promoted)
I would really really really appreciate if you gurus went through my findings below and correct any mistakes (keep an eye for red) - I am looking forward to having FCOMMM up and running soon. In the readme says Do not use Diverse Skins - what is this (?) MERGED
Also not sure about Mart's Monster Mod - Foxes.esp and a couple others maybe in the OP (Vindasel ...) MERGED
:exhausted: :foodndrink:

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Haley Merkley
 
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Post » Sun Mar 27, 2011 11:39 pm

Dev_akm's site still down


The FCOM Homepage is up again.
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April
 
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Post » Mon Mar 28, 2011 12:58 am

I created a thread for my question but had no real help, so I will ask here. I am looking to create a game where my outdoor encounters are more like vanilla but the indoor encounters (caves, ruins, forts) are more hardcoe.

If using OOO and MMM, through the installation of MMM - Spawn Rates - Vanilla, would this accomplish what I want? Or do spawn rates also adjust spawns indoors? Or are indoor encounters statically defined in an overhaul like OOO?
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Elisabete Gaspar
 
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Post » Sun Mar 27, 2011 11:53 pm

The FCOM Homepage is up again.

Pheew
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Elisha KIng
 
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Post » Mon Mar 28, 2011 12:05 am

EDIT : see reply by Corepc below

Repeating my question here as I still have found no info in the readme or FCOM site. I need an answer please
Mart's Monster Mod - No Adventurers.esp -- probably unrelated to FCOM_NoAdventurersInGates.esp
Mart's Monster Mod - Less Rats.esp FCOM_LessRats.esp - but is Mart's Monster Mod - No Carrion Rats.esp FCOM compatible ??

Mart's Monster Mod - No Reavers.esp OR Mart's Monster Mod - Less Reavers.esp
Mart's Monster Mod for OOO - LessReaversInGates.esp OR Mart's Monster Mod for OOO - NoReaversInGates.esp (probably NOT compatible with Mart's Monster Mod - No/Less Reavers.esp) but anyway
probably bin ALL 4 MMM - Reavers.esp (or only the OOO ones ??) and use FCOM_LessReaversInGates.esp OR FCOM_NoReaversInGates.esp)(?)

SAFE (optional) II (extras/tweaks etc) ANY INCOMPATIBILITIES HERE ? THE MOST IMPORTANT ONE
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - City Defences.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 - Hunting & Crafting.esp
Mart's Monster Mod - No Carrion Rats.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - More Wilderness Life No Gates.esp OR Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - Slof Horses Complete.esp--->Needs DLC ?

NOT SURE if any of them is compatible :
Mart's Monster Mod - Spawn Rates - Increased.esp
Mart's Monster Mod - Spawn Rates - Moderate Increased.esp
Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp
Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp for instance there does not seem to be an FCOM anologous for this
Mart's Monster Mod - Spawn Rates - Reduced.esp
or if all are to be replaced by :
FCOM_SpawnRatesReduced.esp
FCOM_SpawnRatesSlightlyReduced.esp
FCOM_SpawnRatesStronger.esp

NOT FOR FCOM(?)
Mart's Monster Mod - Friendlier Factions MMM+Fran.esp
Mart's Monster Mod - Friendlier Factions OOO.esp
Bin both (?) and use FCOM_FriendlierFactions.esp
Mart's Monster Mod - Fran's leveled quests.esp ---> Fran's leveled quests should not be installed in FCOM (Correct ?)

NOT FOR FCOM I:
Mart's Monster Mod - More Passive Wildlife.esp (why ? (curiosity))

The OP details the espS for an earlier MMM version - this should be amended IMO
Thanks :)
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Robert Devlin
 
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Post » Sun Mar 27, 2011 8:50 pm

BOSS is pretty good at showing MMM plugins that are not compartible with FCOM last time I played that. The MMM - No carrion rats is not the same as MMM - no rats.

If I remember the plugin rule for FCOM, if an FCOM equvalent exists use that inspead of the MMM plugin. At least that was the rule when I playes earlier this year.
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BrEezy Baby
 
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Post » Sun Mar 27, 2011 5:52 pm

BOSS is pretty good at showing MMM plugins that are not compartible with FCOM last time I played that. The MMM - No carrion rats is not the same as MMM - no rats.

If I remember the plugin rule for FCOM, if an FCOM equvalent exists use that inspead of the MMM plugin. At least that was the rule when I playes earlier this year.

Thanks indeed - especially for the info on those Rats
I knew the rule - but not sure about those mods in purple - does the rule apply to them ?
(I will be editing my post now)
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TIhIsmc L Griot
 
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Post » Mon Mar 28, 2011 3:05 am

Don't quote me on this but look through the posts in this thread or FCOM thread:

I think you can use the MMM plugin for spawn rates instead of the FCOM one.

For the others, in my gameplays:
No Adventurers is different than No adventurers in gates (as that applied to oblivion gates and not having them there)
Same as above for reavers
I always used the FCOM friendlier factions - worked for me. MMM Friendlier factions for Frans is only to be used with MMMforFrans not FCOM as stated in the MMM readme, same with MMM Friendlier factions for OOO..
Frans leveled quests I never used with FCOM but BOSS should warn you if you should not use it (I would think)

I always trusted BOSS in these suggestions and sometimes I found things in the thread (but that can be very time consuming as you have threads for all these plugins and an FCOM thread).
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Batricia Alele
 
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Post » Sun Mar 27, 2011 6:49 pm

Don't quote me on this but look through the posts in this thread or FCOM thread:

I think you can use the MMM plugin for spawn rates instead of the FCOM one.

For the others, in my gameplays:
No Adventurers is different than No adventurers in gates (as that applied to oblivion gates and not having them there)
Same as above for reavers
I always used the FCOM friendlier factions - worked for me. MMM Friendlier factions for Frans is only to be used with MMMforFrans not FCOM as stated in the MMM readme.
Frans leveled quests I never used with FCOM but BOSS should warn you if you should not use it (I would think)

I always trusted BOSS in these suggestions and sometimes I found things in the thread (but that can be very time consuming as you have threads for all these plugins and an FCOM thread).

Thank you very much - I thought so (about the advs and reavers - not sure about the spawn rates though) well I have to set up the whole think and then run BOSS I guess.
I'd appreciate some official say on the matter though

Thanks :)
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Veronica Martinez
 
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Post » Sun Mar 27, 2011 9:42 pm

Utummo

MMM No Adventurer's totally remove Chance of Adventurers from Spawning

FCOM NoAdventuersInGates remove them from Oblivion Gates Only , you should not use both

Less Rats use FCOM Version

Reavers Plugin -
--No Reavers remove any chance of them Spawning - no other Reaver plugin should be used with this
--Less Reavers lower's amount that spawn
--OOO Less ReaversinGates - lower amount in Gates etc
--OOO No Reavers in Gates - removes them from Gates etc

No Carrion Rats remove Carraion Rats from Games

All these you can use safely

Mart's Monster Mod - Additional Enemy NPC Vars.esp < - Some have problems with this some do not
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Dungeons of MMM.esp < - not really needed only one dungeon with about 5 layers of MMM stuff is all..
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - More Wilderness Life No Gates.esp OR Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - Slof Horses Complete.esp

MMM Spawn Rates plugin you should always use the FCOM Version instead.

The only expection to this is Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp, which can be used with FCOM to lower the amount that spawn down to single count's majority of the time. Load after everything else to ensure it take effect right. Does not affect fish spawns from OOO or MMM Diverse Waterlife.
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Janine Rose
 
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Post » Sun Mar 27, 2011 10:45 pm

Thank you thank you THANK YOU

MMM No Adventurer's totally remove Chance of Adventurers from Spawning

FCOM NoAdventuersInGates remove them from Oblivion Gates Only , you should not use both
Logical - No adventurers include gates - makes sense

Less Rats use FCOM Version
This was expected, thanks

Reavers Plugin -
--No Reavers remove any chance of them Spawning - no other Reaver plugin should be used with this
--Less Reavers lower's amount that spawn
--OOO Less ReaversinGates - lower amount in Gates etc
--OOO No Reavers in Gates - removes them from Gates etc
so one can use -Less Reavers & FCOM_NO reavers in gates (just an example)
I mean the OOO plugins should not be used with FCOM (?) but it is ok to use the MMM -Less Reavers plugin (which does not refer to gates and does not eliminate reavers (-No Reavers)) with FCOM plugins (anologous to the OOO ones) (that refer to gates) ?

No Carrion Rats remove Carrion Rats from Games

All these you can use safely

Mart's Monster Mod - Additional Enemy NPC Vars.esp < - Some have problems with this some do not
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Dungeons of MMM.esp < - not really needed only one dungeon with about 5 layers of MMM stuff is all.. would love to play it :)
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - More Wilderness Life No Gates.esp OR Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - Slof Horses Complete.esp

MMM Spawn Rates plugin you should always use the FCOM Version instead.

The only exception to this is Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp, which can be used with FCOM to lower the amount that spawn down to single count's majority of the time. Load after everything else to ensure it take effect right. Does not affect fish spawns from OOO or MMM Diverse Waterlife.

Very useful - thanks once again :)
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Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Sun Mar 27, 2011 5:20 pm

Oddball question:

Do the undead still have a chance to rise? I always liked that.

I'm not using the No Undead Rise plugin (the fact that it's still included suggests they should have a chance to rise), but in 20+ levels and a crapton of dungeon crawls, I have yet to see a single undead get up again. I've even purposely avoided looting them as I go along (iirc looting them stops them from rising?), but nothing.

Incidentally, using the latest MMM Runeskulls for OOO, I have yet to see a Runeskull ghost thing. They show up in loot and vendors, but not seeing the mobs. It is entirely possible I only added the loot plugin here. *cough* woops.

FCOM, by the way.

There's some faction funkiness going on as well (I'm not importing Relation or Faction info from OOO), but that's more amusing than anything, so not a big deal.
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SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

Post » Mon Mar 28, 2011 1:36 am

My current load order:

Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
MMM.esp
DLCHorseArmor.esp
DLCOrrery.esp
DLCVileLair.esp
DLCMehrunesRazor.esp
DLCSpellTomes.esp
DLCThievesDen.esp
Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
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 - Zombies for Body Meshes.esp
Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - Foxes.esp
Mart's Monster Mod - More Wilderness Life No Gates.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp
OOO-WaterFish.esp
DLCBattlehornCastle.esp
DLCFrostcrag.esp
Knights.esp
Tyler's Hungry, Thirsty, Sleepy, Tired.esp
RenGuardOverhaul.esp
Mart's Monster Mod - Resized Races.esp

I think some meshes or textures or something have got overwritten somehow because when I continue my game (after having deactivated then reactivated everything) crates in the Market district have the "WTF Mesh!!" icon to show missing meshes and the "Imperial Guardian" and "Imperial Warder" are in their underwear.

I have copies of all my mod DLs in a separate folder (Oblivion/Mod DLs) and I also have a clean copy of the Oblivion Data folder without any of the mods in it.

Perhaps the best thing for me to do would be to work from that clean copy of the Data folder and just start from square one with activating OMODs?

But I'm not sure where the source of the missing meshes/textures or whatever they are is coming from, and so I'm concerned I'll just recreate the same problem i have right now.
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Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

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