[RELZ] MartsMonsterMod37b3 Public Release 3 [RELZ]

Post » Mon Mar 28, 2011 2:17 am

I'm baffled by the statement that "this requires a clean install." How do I know what to remove?

This is the Full Version, and Requires a clean Install of MMM, 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 Mods has this version of MMM fixes many meshes and textures compatiblity issue that where shared between them, No if and or but about it.


I use OMOD only. If I just "deactivate" everything is that not sufficient? If not, how can I know which folders inside Oblivion/Data need to be removed in order to get it all to work?

Also, I'm a bit puzzled by how the two files listed at the MMM http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226 relate to the OMOD version

Requires Two Download and OMOD Installer

Read the MMM Manual First

Download the 373BSA

Download MMM 3.7b3PR3

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Dylan Markese
 
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Post » Sun Mar 27, 2011 11:03 pm

Just started up a new game and was about to install this when i hear talk of a update coming out soon.

Can i ask how far off this update is and whether it would be worth waiting for the new release? Might save me some install/uninstall hassle.
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Skrapp Stephens
 
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Post » Mon Mar 28, 2011 3:50 am

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.


You're missing resources from OOO. Make sure you have OOO 1.33 Complete - patched to OOO 1.34 Beta 5.

Also, don't use Mart's Monster Mod - Gems & Gem Dust.esp with OOO.


I'm baffled by the statement that "this requires a clean install." How do I know what to remove?



I use OMOD only. If I just "deactivate" everything is that not sufficient? If not, how can I know which folders inside Oblivion/Data need to be removed in order to get it all to work?

Also, I'm a bit puzzled by how the two files listed at the MMM http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226 relate to the OMOD version


A clean install means just that - but if you have MMM installed via OBMM, deactivating it should suffice. MMM 3.7b3PR3 doesn't come in OMOD format - you must use http://www.gamesas.com/index.php?/topic/995334-mmm-and-fcom-omod-installers if you want that. But it's quite easy to install/uninstall manually as it's a bsa plus esp's/esm's.

Just started up a new game and was about to install this when i hear talk of a update coming out soon.

Can i ask how far off this update is and whether it would be worth waiting for the new release? Might save me some install/uninstall hassle.


It's pretty close but no need to wait unless you have a very slow connection or something as updating will be very easy because of the bsa set up.

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.


Works fine for me but I've noticed that it's easy to miss depending on play style. If my char rushes through a dungeon with undead it seldom or never happens - it most often happens if she stops to loot containers or something with killed undead laying around - or while going back through a dungeon.
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JD bernal
 
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Post » Mon Mar 28, 2011 3:40 am

Thanks so much Arkngt.

I have deactivated everything in OMOD.

In my folder where I download everything (not the Data folder) I have an "OOO_1.3" icon that looks like an executable.

I also have two archives "OOO_133_Patch" and "OOO_134_Beta_5_Patch"

I'll run that .exe and then recreate the omods for those two archives and I'm guessing that might fix me.

I'm right now DLing a file from PlanetNexus called "MMMBSA373.7z"

I already have the "_MMM_OMOD_Installer_1_6_1-24646"

Do I use omod to "create omod" from the Installer archive or the BSA373.7z archive? Or both?

ADDIT: followed your link to TheNiceOne's page for the OMOD_Installer and this following I think clarifies for me. I also need the public release archive and he describes the process exactly.

Detailed MMM OMOD Installation (Note that MartsMonsterMod355ReleaseFull.7z. is NOT needed):

1. Download MMM 37b3 Public Release 3 (The main MMM plugin arhcive) from TESNexus or PES.
2. Download MMM373BSA.7z (the archive containing the 3.7b3 MMM.bsa archive).
3. Download MMM Divese WaterLife Update
4. Download "MMM_OMOD_Installer_1_6_1.rar"
5. Start OBMM, and click "Create"
6. In the "omod creator" window, click "Add archive" and select "MMM_37b3_Public_Release-17784.7z"
7. Do the same for the other downloaded archives, answering yes to any question.
Note that OBMM will be unresponsive for a long time when adding "MMM373BSA.7z".
8. Click "Create omod" and let OBMM take its time compressing the OMOD. Answer yes to any question about overwriting duplicate files.
9. Install the MMM OMOD by double-clicking it.
10. Answer the pop-ups.
11. Installation is complete!


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kristy dunn
 
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Post » Sun Mar 27, 2011 5:48 pm

Thanks so much Arkngt.

I have deactivated everything in OMOD.

In my folder where I download everything (not the Data folder) I have an "OOO_1.3" icon that looks like an executable.

I also have two archives "OOO_133_Patch" and "OOO_134_Beta_5_Patch"

I'll run that .exe and then recreate the omods for those two archives and I'm guessing that might fix me.

I'm right now DLing a file from PlanetNexus called "MMMBSA373.7z"

I already have the "_MMM_OMOD_Installer_1_6_1-24646"

Do I use omod to "create omod" from the Installer archive or the BSA373.7z archive? Or both?


Skip OOO 1.3 (it's very old) and OOO 1.33 Patch. Use http://www.gamesas.com/index.php?/topic/1119240-relz-oscuros-oblivion-overhaul-133/ as said.

I think TheNiceOne's MMM OMOD Installer will take care of that - not sure on details as I've never used it. As the latest MMM has a bsa rather than loose resources it's quite easy to install/uninstall manually.
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Peter lopez
 
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Post » Sun Mar 27, 2011 6:35 pm

Skip OOO 1.3 (it's very old) and OOO 1.33 Patch. Use OOO 1.33 Complete and OOO 1.34 Beta 5 as said.


Thanks a mill for that link! :)
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Laura
 
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Post » Mon Mar 28, 2011 1:19 am

Whoo hoo! Up and running with my first character in OOO + MMM. Female Breton "Sofie Kristoff." Hasn't yet finished the tutorial. Think I'm gonna enjoy this :)
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Jack Moves
 
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Post » Mon Mar 28, 2011 1:00 am

Was the problem with the fish ever solved?
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Isaac Saetern
 
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Post » Mon Mar 28, 2011 5:37 am

With SKYRIM just around the corner, I will always look back at MMM as one of the major mods that kept Oblivion interesting for me (along with Unique Landscapes)
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Danii Brown
 
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Post » Mon Mar 28, 2011 2:08 am

With SKYRIM just around the corner, I will always look back at MMM as one of the major mods that kept Oblivion interesting for me (along with Unique Landscapes)


11 months is "just around the corner"? ;) But indeed, MMM is a great addition to Oblivion, and to Fallout 3 aswell.
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Felix Walde
 
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Post » Mon Mar 28, 2011 2:28 am

Was the problem with the fish ever solved?


If you mean the previous issues with Diverse Waterlife, http://www.gamesas.com/index.php?/topic/1116296-relz-martsmonstermod37b3-public-release-3-relz/page__view__findpost__p__16393704 was released quite a while ago.
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JaNnatul Naimah
 
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Post » Mon Mar 28, 2011 10:20 am

If you mean the previous issues with Diverse Waterlife, http://www.gamesas.com/index.php?/topic/1116296-relz-martsmonstermod37b3-public-release-3-relz/page__view__findpost__p__16393704 was released quite a while ago.

Yes, that's it. Thanks. I thought I had the recent addition, but apparently I'm still having problems with pathing that is near water.
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IsAiah AkA figgy
 
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Post » Mon Mar 28, 2011 4:26 am

I installed that Diverse WaterLife Update 3.7b3pF and in general have not seen fish stuck at the shore or on land, but I did see one slaughterfish on land near Sinkhole Cave and between it and Shrine to Julianos.
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Clea Jamerson
 
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Post » Mon Mar 28, 2011 4:57 am

But I got a CTD right out of the sewers near the fort I cannot remember the name but its near the ruins. I fear because its a beta and all the feedback on bugs and issues that maybe I should wait for a more stable version. The crash was pretty fast after loading the save of a new game out of the sewers.


The mods you listed in the loadorder above, are those all the mods you have installed? Otherwise please post a full load order. MMMforOOO is very stable for me even in a very heavily modded game.

Oh, and you DID make sure to rename the bsa file, correct?
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TASTY TRACY
 
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Post » Mon Mar 28, 2011 7:18 am

That is ALL the mods I have installed, I am testing the MMM mod out with OOO because I didnt want anything else to cause issues without know first if the MMM mod will work without issues.

On the Renaming my BSA yes I did renamed it. Mart's Monster Mod.bsa


The load order worked but like I said I got a CTD near the Fort close to the ruins right out of the city, and since I am not using anything else but what was listed. I am also not using any of the addons so I can see straight clean how it will work.

Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for 000.esm
Unofficial Oblivion Patch.esp
Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod for 000.esp


My system Specs are as Followed. I was an IT engineer for a while so my system is clean and my only background programs are CasperSky AV which is very non intrusive. I plan to upgrade to 4gb of Memory a 460GTX card and a Raptor 10,000rpm HDD in a couple weeks, hence why I am testing now.

Win XP Pro SP3 All updates
E8400 3.0Ghz
MSI 8800GTS 320Mb
7200rpm 320Gb WD HDD
DDR2 PC6400 OCZ 2Gb Memory 2 Sticks


I would also like to know what other MMM addon files can I use with OOO mod, I noticed most of the files for no spiders etc are all for the MMM vanilla and dont say OOO anywhere, which one of these can I use if any?
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Adrian Powers
 
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Post » Sun Mar 27, 2011 10:26 pm

That is ALL the mods I have installed, I am testing the MMM mod out with OOO because I didnt want anything else to cause issues without know first if the MMM mod will work without issues.

On the Renaming my BSA yes I did rename it. The load order worked but like I said I got a CTD near the Fort close to the ruins right out of the city, and since I am not using anything else but what was listed. I am also not using any of the addons so I can see straight clean how it will work.


Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for 000.esm
Unofficial Oblivion Patch.esp
Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod for 000.esp



MMMforOOO is very stable once again if you have followed the Install Order once again and you have all the Correct Resources installed from OOO 1.33 and OOO 1.34beta5,

and MMM.bsa renamed to Mart's Monster Mod for OOO.bsa, with the ' in the name has well

if you still crash on launch or loading then delete the oblivion.ini under mydocuments\mygames\ and let the game rebuild you a new.ini and apply any ini tweaks aka reinstall UI Mods, shadowmapfix,

if you still crash report back

Oblivion and Nvidia are picky about driver's has well so are you sure Vanilla is stable..
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Laura Samson
 
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Post » Mon Mar 28, 2011 7:00 am


I would also like to know what other MMM addon files can I use with OOO mod, I noticed most of the files for no spiders etc are all for the MMM vanilla and dont say OOO anywhere, which one of these can I use if any?


Not sure why you're crashing then with only those mods installed since you have 1.34b of OOO and MMM37b3. Try a bashed patch where you make sure to not import factions/relations from the OOO files - only the MMM files.

And I use the No Spiders, No Gore Rats and Less Rats files just fine in my MMMforOOO install.
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sarah taylor
 
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Post » Mon Mar 28, 2011 3:16 am

Hello CorePC,

Yes I did a test again, and I crashed on the road leading to Chapman Fort When I removed your mod and had only 000 I had no CTD issues. BUT I didnt have my BSA named Mart's Monster Mod for OOO just Mart's Monster Mod.bsa so I will change and test.

Like I said this is a NEW install CLEAN perfect for testing the save is a Vanilla Save with no mods only the Patch and Unofficial Patch. I will report Back what happens if the name changing to OOO for the BSA is the cause.

Be back in a couple minutes.
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Annick Charron
 
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Post » Sun Mar 27, 2011 11:16 pm

Ok that must have been it, I renamed the BSA slightly wrong, I am not getting the Crash now. Thank you for the help.

But now to another question, what about all the .esp files which ones can I use safely with OOO?

Personally I would love to see an OOO version that removes all the monsters from the Oblivion gates and spawns only Demora as though they guard the gates. I always felt Scamps, and the others were too over the top.

Is there a possibility of a Demora Only addon .esp?

I will continue testing as I have a clean install and I plan to reinstall my OS when I get my new hardware so I want to play test this mod out and see if there are any issues. I like the variety of Zombies etc, and the AI behavior sounds interesting, but I prefer less Oblivion Monsters personally and more Demora like an invasion.
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Ells
 
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Post » Sun Mar 27, 2011 10:36 pm

I appear to be having a bit of trouble with the More Wilderness Life option. Approaching the area between Gottshaw Inn and Brina Cross Inn from either direction on the Gold Road grants a repeatable CTD almost every time. I say almost because the very strange part is if I save and quit one cell before either inn, no problems occur and I can continue my journey unabated (ruling out corrupt spawns). So far the crash has pretty much disappeared when I removed the plugin.

If this has been posted before (searched the thread, didn't find anything related) please let me know.

Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Kvatch Rebuilt.esm09  Better Cities Resources.esm  [Version 4.8.3]0A  Progress.esm  [Version 2.2]0B  Unofficial Oblivion Patch.esp  [Version 3.3.3]0C  Oblivion Citadel Door Fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Better Cities .esp10  LoadingScreens.esp11  All Natural.esp  [Version 1.1]12  All Natural - SI.esp  [Version 1.0]13  AN Scripts.esp14  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp15  MIS Low Wind.esp16  Rainbows.esp17  All Natural - Real Lights.esp  [Version 1.1]18  WindowLightingSystem.esp19  Akatosh Mount By Saiden Storm.esp++  Item interchange - Extraction.esp  [Version 0.78]1A  Enhanced Economy.esp  [Version 5.1]1B  FF_Real_Thirst.esp1C  DropLitTorchOBSE.esp  [Version 2.4]1D  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]1E  FormID Finder4.esp1F  Enhanced Hotkeys.esp  [Version 1.4]20  DLCHorseArmor.esp21  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]22  DLCOrrery.esp23  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]24  DLCVileLair.esp25  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]26  DLCMehrunesRazor.esp27  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]28  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]29  Adonnays Elven Weaponry for NPCs.esp2A  DLCThievesDen.esp2B  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]2C  Cobl Glue.esp  [Version 1.73]2D  Cobl Si.esp  [Version 1.63]2E  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.73]2F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]30  OMOBS.esp  [Version 1.0]31  OMOBS_SI.esp  [Version 1.0]32  OMOBS Optional Combat Settings.esp  [Version 1.0]++  Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp33  OOO 1.32-Cobl.esp  [Version 1.72]34  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]37  LoadingScreens-OOO.esp++  MMM-Cobl.esp  [Version 1.73]38  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp39  Kvatch Rebuilt Weather Patch.esp3A  The Ayleid Steps.esp  [Version 3.4]3B  TR_Stirk.esp3C  DLCBattlehornCastle.esp3D  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]3E  DLCFrostcrag.esp3F  Kvatch Rebuilt_Frostcrag Reborn.esp40  FrostcragRebornCobl.esp41  Knights.esp42  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]43  The Lost Spires.esp44  AFK_Weye.esp  [Version 2.2.COBL]45  MannimarcoRevisited.esp46  MannimarcoRevisitedOOO.esp  [Version 0.1]47  road+bridges.esp  [Version 4.5.8]48  xuldarkforest.esp  [Version 1.0.4]49  LostSpires-DarkForest patch.esp4A  xulStendarrValley.esp  [Version 1.2.2]4B  xulTheHeath.esp4C  XulEntiusGorge.esp4D  xulFallenleafEverglade.esp  [Version 1.3.1]4E  LostSpires-Everglade patch.esp  [Version 1.2]4F  xulColovianHighlands_EV.esp  [Version 1.2.1]50  xulChorrolHinterland.esp  [Version 1.2.2]51  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]52  xulBravilBarrowfields.esp  [Version 1.3.2]53  xulLushWoodlands.esp  [Version 1.3.1]54  xulAncientYews.esp  [Version 1.4.3]55  xulAncientRedwoods.esp  [Version 1.6]56  xulCloudtopMountains.esp  [Version 1.0.3]57  xulArriusCreek.esp  [Version 1.1.3]58  xulPatch_AY_AC.esp  [Version 1.1]59  xulRollingHills_EV.esp  [Version 1.3.3]5A  xulPantherRiver.esp5B  xulRiverEthe.esp  [Version 1.0.2]5C  xulBrenaRiverRavine.esp  [Version 1.1]5D  xulImperialIsle.esp  [Version 1.6.6]5E  xulBlackwoodForest.esp  [Version 1.1.0]5F  xulCheydinhalFalls.esp  [Version 1.0.1]60  KvatchRebuilt-CheydinhalFalls patch.esp61  xulAspenWood.esp  [Version 1.0.2]62  xulSkingradOutskirts.esp  [Version 1.0.1]63  xulSnowdale.esp  [Version 1.0.1]64  FrostcragReborn-Snowdale patch.esp65  SnowdaleOOOPatch.esp66  xulCliffsOfAnvil.esp67  OOOCliffsofAnvilPatch.esp  [Version 1.0]68  NRB4+UL-II Patch.esp  [Version 5.0.1]69  ImpeREAL Empire - Unique Forts.esp6A  ImpeREALForts+LostSpires Patch.esp  [Version 1.0.1]6B  Better Cities - House price patch.esp  [Version 1.0]6C  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]6D  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]6E  HUD Status Bars.esp  [Version 2.0.1]6F  kuerteeInventoryIsABackpack.esp70  Enhanced Economy - House prices.esp  [Version 1.0]71  RealisticFatigue.esp72  RealSleepExtended.esp  [Version 2.5]73  SupremeMagicka.esp  [Version 0.89]74  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]75  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]76  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]77  Duke Patricks - Combat Archery.esp  [Version 3.6]78  Duke Patricks - Actors Can Miss Now.esp79  nGCD.esp7A  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp7B  ProgressArmorer.esp  [Version 1.0]**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  Let There Be Darkness - Thieves Den.esp**  Let There Be Darkness - OOO.esp**  Let There Be Darkness - Kvatch Rebuilt.esp**  Let There Be Darkness - Lost Spires.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]7C  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]7D  Better Cities Full.esp  [Version 4.8.3]7E  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]7F  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]80  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]81  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]82  Better Imperial City.esp  [Version 4.8.1]83  Better Imperial City FPS Patch.esp  [Version 4.8.1]84  Better Cities - COBL.esp  [Version 2.1]85  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]86  Better Cities Full FPS Patch.esp  [Version 4.8.1]87  Real Hunger, Cobl.esp  [Version 1.6.1]**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]88  Bashed Patch, 0.esp89  MergedMaps.esp

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Laura Ellaby
 
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Joined: Sun Jul 02, 2006 9:59 am

Post » Sun Mar 27, 2011 8:36 pm

Haven't played Oblivion the last 2 years but now i'm back. After testing a lot of new mods i'm back using my 2 old time favorites OOO and MMM. Everything seems to show up correctly but i have 1 problem.
Prey and Predators are in the same place without any reaction from one or both of them. For example Deer, Rabbits and Wolves are walking very close to each other without running away from each other?

Is this normal?
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suzan
 
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Joined: Mon Jul 17, 2006 5:32 pm

Post » Sun Mar 27, 2011 8:55 pm

Haven't played Oblivion the last 2 years but now i'm back. After testing a lot of new mods i'm back using my 2 old time favorites OOO and MMM. Everything seems to show up correctly but i have 1 problem.
Prey and Predators are in the same place without any reaction from one or both of them. For example Deer, Rabbits and Wolves are walking very close to each other without running away for each other?

Is this normal?


Not sure if you have done this already, but I remember when I first setup MMMforOOO I followed Tomlongs guide (http://www.tesivpositive.animolious.com/?page=guides_mod_installation&subpage=mmmforooo_installation_guide) and then also followed the information for the bashed patch available at the same site, which told me to NOT include OOO.esp and esm in the Import Factions and Import Relations tabs when creating my bashed patch. I assume that importing those there will cause some issues with the factions MMM have going and as such might cause the issue you just described. Hope that's helpful.
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Harry Hearing
 
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Joined: Sun Jul 22, 2007 6:19 am

Post » Mon Mar 28, 2011 11:31 am

Haven't played Oblivion the last 2 years but now i'm back. After testing a lot of new mods i'm back using my 2 old time favorites OOO and MMM. Everything seems to show up correctly but i have 1 problem.
Prey and Predators are in the same place without any reaction from one or both of them. For example Deer, Rabbits and Wolves are walking very close to each other without running away from each other?

Is this normal?


Post your load order, preferably via Wrye Bash: right-click File-header > list mods > paste into post.
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Richard
 
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Joined: Sat Oct 13, 2007 2:50 pm

Post » Mon Mar 28, 2011 10:44 am

I appear to be having a bit of trouble with the More Wilderness Life option. Approaching the area between Gottshaw Inn and Brina Cross Inn from either direction on the Gold Road grants a repeatable CTD almost every time.

32 OMOBS Optional Combat Settings.esp [Version 1.0]

6C Harvest [Flora].esp [Version 3.0.0]


Since you are using UL

when you had MWL activated did you also have the UL MMM MWL Patches loaded has well ? I am not using any UL Mods at this time so I cannot check if a patch is needed or not for that Area

Does it happen if you run just OOO/MMM once again..nothing else..

Remove OMOBS optionial combat setting.esp - OOO already contains this -

Harvest Flora make sure it is version 3.0.1 - version number was never updated on mod to reflect this..so double check
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Alexxxxxx
 
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Joined: Mon Jul 31, 2006 10:55 am

Post » Mon Mar 28, 2011 6:31 am

1. Yes.

2. Can't test this now, I'm on the other side of the country from my PC at time of writing.

3. Thanks, will do when I get back.

4. I'm pretty sure I'm at 3.0.1 on this one. If I remember there was a crash related to re-entering Oblivion realms caused by harvested Harrada that 3.0.1 fixed and I haven't encountered it at all throughout all my playtime (this DL has persisted through several reinstalls). Nevertheless, I'll make sure when I get home.
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RUby DIaz
 
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