[RELZ] MartsMonsterMod37b3 Public Release 3 [RELZ]

Post » Sun Mar 27, 2011 7:23 am

Greetings,

just a quick question.

Does Damage & Durability also increase damage done by creature not using weapons? (Checked the readme, but wasn't clear)


Cheers,

Koldunic

According to the quote*; creatures not using weapons would not cause increased damage.

Durability & Damage: 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.


* Quote taken from http://pages.suddenlink.net/corepc/
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Andrew Perry
 
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Post » Sun Mar 27, 2011 11:31 am

OK, I'm convinced of this now: either the Balrogs on MMM require a SERIOUS rebalancing, or something is very wrong with my leveled lists. I do understand there is an optional ESP to remove them from the leveled lists, but that's not the idea. My problem is that they seem to be horribly under-leveled.

On my latest venture to Oblivion, I was level 12, encountered a Lesser Balrog, and he proved nigh impossible to kill on my own, so I used the console to help me, got his registered level through OXP (level 16), and then reloaded and disabled him. Then, not 30 seconds later I encountered a Golden Saint, and while tough, I was able to defeat her. What was her level?

Level 20.

Why is it that a leveled creature four levels higher is ten times easier to best in combat than another leveled creature that is level 16? This makes absolutely no sense at all.

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  Kvatch Rebuilt.esm08  Better Cities Resources.esm  [Version 4.7.1]09  Unofficial Oblivion Patch.esp  [Version 3.2.10]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  Better Cities .esp0E  All Natural - Real Lights.esp  [Version 1.0]0F  All Natural.esp  [Version 1.0]10  All Natural - SI.esp  [Version 1.0]++  All Natural - Bravil Mages Fix.esp++  All Natural - SI Settlements NIW Support.esp11  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp12  Rainbows.esp13  Akatosh Mount By Saiden Storm.esp++  Item interchange - Extraction.esp  [Version 0.78]14  kuerteeSittableRocks.esp15  Enhanced Economy.esp  [Version 4.2.1]16  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]17  DLCHorseArmor.esp**  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]18  DLCOrrery.esp**  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]19  DLCVileLair.esp1A  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1B  DLCMehrunesRazor.esp1C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1E  DLCThievesDen.esp**  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]1F  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]20  Cobl Glue.esp  [Version 1.73]21  Cobl Si.esp  [Version 1.63]22  Cobl Tweaks.esp  [Version 1.73]23  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]24  OOO 1.32-Cobl.esp  [Version 1.72]25  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 - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]26  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]27  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]28  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]29  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  MMM-Cobl.esp  [Version 1.73]2A  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp2B  Kvatch Rebuilt Weather Patch.esp2C  TR_Stirk.esp2D  DLCBattlehornCastle.esp2E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]2F  DLCfrostcrag.esp30  FrostcragRebornCobl.esp31  Knights.esp32  Knights - Unofficial Patch.esp  [Version 1.0.10]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]33  The Lost Spires.esp34  MannimarcoRevisited.esp35  MannimarcoRevisitedOOO.esp  [Version 0.1]36  ElsweyrAnequina.esp37  xuldarkforest.esp  [Version 1.0.4]38  LostSpires-DarkForest patch.esp39  xulStendarrValley.esp  [Version 1.2.2]3A  xulTheHeath.esp3B  MMMMWL-TheHeath patch.esp3C  XulEntiusGorge.esp3D  xulFallenleafEverglade.esp  [Version 1.3.1]3E  LostSpires-Everglade patch.esp  [Version 1.2]3F  Anequina-Fallenleaf-Patch.esp40  xulColovianHighlands_EV.esp  [Version 1.2.1]41  xulChorrolHinterland.esp  [Version 1.2.2]42  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]43  xulBravilBarrowfields.esp  [Version 1.3.2]44  xulLushWoodlands.esp  [Version 1.3]45  xulAncientYews.esp  [Version 1.4.3]46  xulAncientRedwoods.esp  [Version 1.6]47  xulCloudtopMountains.esp  [Version 1.0.3]48  xulArriusCreek.esp  [Version 1.1.3]49  xulPatch_AY_AC.esp  [Version 1.1]4A  xulRollingHills_EV.esp  [Version 1.3.2]4B  MMMMWL-RollingHills patch.esp4C  xulPantherRiver.esp4D  xulRiverEthe.esp  [Version 1.0.2]4E  xulBrenaRiverRavine.esp  [Version 1.1]4F  xulImperialIsle.esp  [Version 1.6.3]50  xulBlackwoodForest.esp  [Version 1.1.0]51  xulCheydinhalFalls.esp  [Version 1.0.1]52  KvatchRebuilt-CheydinhalFalls patch.esp53  xulAspenWood.esp  [Version 1.0.2]54  xulSkingradOutskirts.esp  [Version 1.0.1]55  xulSnowdale.esp  [Version 1.0]56  FrostcragReborn-Snowdale patch.esp57  SnowdaleOOOPatch.esp58  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]59  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]5A  kuerteeInventoryIsABackpack.esp5B  RealisticFatigue.esp5C  RealSleepExtended.esp  [Version 2.4.1]5D  SupremeMagicka.esp  [Version 0.89]5E  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]5F  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]60  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]61  BetterBlocking.esp  [Version 3]62  Duke Patricks - Actors Can Miss Now.esp63  Oblivion XP.esp  [Version 4.1.5]**  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 - Elsweyr.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]64  Better Cities Full.esp  [Version 4.7.0]65  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]66  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]67  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.7.0]68  Better Cities - Unique Landscape Skingrad Outskirts.esp69  Better Cities - VWD of the IC.esp  [Version 4.7.0]6A  Better Imperial City.esp  [Version 4.7.0]6B  Better Imperial City FPS Patch.esp  [Version 4.7.0]6C  Better Cities - COBL.esp  [Version 2.1]6D  Better Cities Full FPS Patch.esp  [Version 4.7.0]6E  Enhanced Economy - Soulgems.esp  [Version 4.2.1]6F  Real Hunger, Cobl.esp  [Version 1.6.1]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]70  Bashed Patch, 0.esp71  Duke Patricks - Combat Archery.esp  [Version 3.3]72  MergedMaps.esp73  FormID Finder4.esp74  Streamline 3.1.esp

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MISS KEEP UR
 
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Post » Sun Mar 27, 2011 9:08 am

Any type of Balrog are Boss Creatures which means they have high Resistance to alot of things and Very High Combat skills and things like health regeneration. They have been rebalanced has much has they can get without making them too easy once again. If you do not like then use the No Balrog Plugins. They will not be changed that was a TEAM decision that we made made a long time ago. Poison and Frost work's great you have to hit them fast and hard and get help from other creatures has well if you can.
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x a million...
 
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Post » Sun Mar 27, 2011 3:50 am

Any type of Balrog are Boss Creatures which means they have high Resistance to alot of things and Very High Combat skills and things like health regeneration. They have been rebalanced has much has they can get without making them too easy once again. If you do not like then use the No Balrog Plugins. They will not be changed that was a TEAM decision that we made made a long time ago. Poison and Frost work's great you have to hit them fast and hard and get help from other creatures has well if you can.


Alright, then. I was just thrown because for a boss creature, he didn't seem to be in a very "boss"y area. So to answer your questions, no, I do not like them much (and for more reasons than my petty "too hard" complaint), and yes, I am using the No Balrogs option as a result. If all else fails, I can always play around with the difficulty slider.

Thanks for the prompt reply.

EDIT: I also encountered a Wyvern in this gate crawl. THAT was a tough, brutal fight, and I loved every second of it. :icecream:
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Julia Schwalbe
 
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Post » Sun Mar 27, 2011 7:38 am

Alright, then. I was just thrown because for a boss creature, he didn't seem to be in a very "boss"y area.

and yes, I am using the No Balrogs option as a result. If all else fails, I can always play around with the difficulty slider.

EDIT: I also encountered a Wyvern in this gate crawl. THAT was a tough, brutal fight, and I loved every second of it. :icecream:


Balrog are only found in Oblivion Realms or Kvatch that is pretty much their Boss Location's.

I will check over the MMM Spawn Rate Reduced to see if I missed a balrog, but, I am pretty sure I have already got that fixed for next version..

Wyvern there will be some more higher lvl types in next Release. Lvl 25 +

Speaking of Next Release - I am actually at a point where I am gameplaying . Yeah me Actually gameplaying that is first. Considering how much time I mod..

got all the the final tweaks done for UOP, Bash and resolving the problems of some vanilla creatures inventory items.

Across both OOO and MMM/MMMforFrans/MMMforOOO/FCOM config's..See Bottom of Thrid Post to get a hint of What is coming once again..

We still have a few things to do but we are getting there

Tons and Tons of Loot Goodies in the next version and HemingWey's 3.0 Cape Support has well..had to give a shout out to the Cape Master..
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Ice Fire
 
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Post » Sun Mar 27, 2011 7:30 am

Balrog are only found in Oblivion Realms or Kvatch that is pretty much their Boss Location's.

I will check over the MMM Spawn Rate Reduced to see if I missed a balrog, but, I am pretty sure I have already got that fixed for next version..

Wyvern there will be some more higher lvl types in next Release. Lvl 25 +

Speaking of Next Release - I am actually at a point where I am gameplaying . Yeah me Actually gameplaying that is first. Considering how much time I mod..

got all the the final tweaks done for UOP, Bash and resolving the problems of some vanilla creatures inventory items.

Across both OOO and MMM/MMMforFrans/MMMforOOO/FCOM config's..See Bottom of Thrid Post to get a hint of What is coming once again..

We still have a few things to do but we are getting there


Very interesting. If you want to know, my main gripe about the Balrogs is not that I think they're too hard (since I can deal with that by just by turning the difficulty slider down), but rather that I feel they contradict TES lore. I understand that this game took hefty influences from The Lord of the Rings, but I just don't like it much when the two series cross over each other.

It's an opinionated reason, but it is my reason.

Wyverns, on the other hand... this is a fantasy RPG, dragon-ish creatures are great, and the one I met today put my character's skills with a bow to the most intense test he's ever had.
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Miss K
 
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Post » Sun Mar 27, 2011 3:22 pm

Hey guys,
I'm new to MMM I play it with OOO and it works great except that I can't use leatherworking. I can make arrows from bones but every time I click a pelt to make leather items the game crashes into desktop. Is there any known fix for this? thanks.
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Amysaurusrex
 
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Post » Sun Mar 27, 2011 1:37 am

Hey guys,
I'm new to MMM I play it with OOO and it works great except that I can't use leatherworking. I can make arrows from bones but every time I click a pelt to make leather items the game crashes into desktop. Is there any known fix for this? thanks.


Which version of MMM are you running? Update to 37b3PR3 if you haven't already. Note the IMPORTANT NOTE in the opening post if running an earlier version and wanting to update it.
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Elea Rossi
 
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Post » Sun Mar 27, 2011 11:32 am

Thank you for the answer. I'm running the 3.0 version, I read about 37b but I guess I'd rather skip leatherworking than uninstalling 3.0 since I installed it manually and I wouldn't know what files to delete.
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Marine x
 
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Post » Sun Mar 27, 2011 3:24 pm

Thank you for the answer. I'm running the 3.0 version, I read about 37b but I guess I'd rather skip leatherworking than uninstalling 3.0 since I installed it manually and I wouldn't know what files to delete.


You should definitely update as there are loads of stuff fixed in later versions - and 3.7b3PR3 is the most stable release yet. It's only in the last releases that Hunting and Crafting works fine, for example. Earlier versions had issues like that. Also, OOO 1.34 beta 5 is the most stable release of OOO yet so the preferable combination is OOO 1.34 beta 5 plus MMM 3.7b3PR3. In both cases there are new features in later releases as well.

As for uninstallation, you can either use http://www.tesnexus.com/downloads/file.php?id=7557 or reinstall/uninstall MMM 3.0 with OBMM to get rid of the files.
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Adam Baumgartner
 
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Post » Sun Mar 27, 2011 8:36 am

In my current FCOM game, my lvl 14 char encounters many MMM creatures like Spriggan Berserkers and Spirit of the Woods. Unlike regular Spriggans, these creatures just drop "taproot", and no other ingredients. Spriggans/ents etc. drop many more natural and rare items. Please look into the drops for these 2 creatures!
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John N
 
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Post » Sun Mar 27, 2011 11:23 am

In my current FCOM game, my lvl 14 char encounters many MMM creatures like Spriggan Berserkers and Spirit of the Woods. Unlike regular Spriggans, these creatures just drop "taproot", and no other ingredients. Spriggans/ents etc. drop many more natural and rare items. Please look into the drops for these 2 creatures!

Spriggan Berserkers and Spirit of the Woods do not come from MMM. Spriggans, Ents and Tree Sprites come from MMM.

However, you might be interested in the information contained in the section titled "What you will get in the next MMM Cobl" in this http://www.gamesas.com/index.php?/topic/1116296-relz-martsmonstermod37b3-public-release-3-relz/page__view__findpost__p__16393704
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Paula Rose
 
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Post » Sun Mar 27, 2011 2:24 am

Is it OK to rename the MMM.bsa to "Mart's Monster Mod.bsa", so that I don't need another dummy loader ESP?
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michael danso
 
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Post » Sun Mar 27, 2011 2:00 am

Is it OK to rename the MMM.bsa to "Mart's Monster Mod.bsa", so that I don't need another dummy loader ESP?


From the first post in this thread:
Quick Install Guide for MMM 3.7b3
NOTE: The MMM.bsa must be renamed appropriately depending on which mods that are used. See below for details.

1. Extract MMM.bsa to your Oblivion/Data directory
2. Select Mart's Monster Mod.esm [If using OOO, also select Mart's Monster Mod for OOO.esm]
3. Select ONE of the following:

Mart's Monster Mod.esp - Rename MMM.bsa to Mart's Monster Mod.bsa
*OR*
Mart's Monster Mod for Fran.esp - Rename MMM.bsa to Mart's Monster Mod for Fran.bsa
*OR*
Mart's Monster Mod for OOO.esp - Rename MMM.bsa to Mart's Monster Mod for OOO.bsa
*OR*
[For FCOM users:] FCOM_Convergence.esp - Rename MMM.bsa to FCOM_Convergence_Mart's Monster Mod.bsa

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Justin Bywater
 
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Post » Sun Mar 27, 2011 5:35 am

From the first post in this thread:
Don't know how I could have missed that. :facepalm: Thanks!
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Cody Banks
 
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Post » Sun Mar 27, 2011 4:42 pm

I didn't see anything in the readme about Mining. Craftybits had a more lore friendly procedure using a special "Mining Pickaxe" as opposed to just "target vein and activate". Is this included? If not, is there a mod that works well with MMM that includes this enhancement?
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Miragel Ginza
 
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Post » Sun Mar 27, 2011 1:51 pm

In the BOSS masterlist their is a line:

EVE_StockEquipmentReplacer.esp
? For Vanilla, do not use with OOO/MMM/FCOM, use that version instead.

Is there a EVE_StockEquipmentReplacer.esp specific to MMM? If so, where do I get it?
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chirsty aggas
 
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Post » Sun Mar 27, 2011 5:28 pm

In the BOSS masterlist their is a line:

EVE_StockEquipmentReplacer.esp
? For Vanilla, do not use with OOO/MMM/FCOM, use that version instead.

Is there a EVE_StockEquipmentReplacer.esp specific to MMM? If so, where do I get it?

Links are in http://www.gamesas.com/index.php?showtopic=1064803
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Mario Alcantar
 
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Post » Sun Mar 27, 2011 6:13 am

Links are in http://www.gamesas.com/index.php?showtopic=1064803
Thanks again!
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Lexy Dick
 
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Post » Sun Mar 27, 2011 5:04 pm

Anyone know where I can find the 3.6.3 update? I'm missing the meshes for the goblin shields. (And no, I'm not using 3.7... that requires OOO 1.34, and I'm using the Lite version which isn't available yet.)
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Charlotte Henderson
 
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Post » Sun Mar 27, 2011 12:00 pm

Anyone know where I can find the 3.6.3 update? I'm missing the meshes for the goblin shields. (And no, I'm not using 3.7... that requires OOO 1.34, and I'm using the Lite version which isn't available yet.)


Is it this?: http://www.strategyinformer.com/pc/theelderscrollsivoblivion/mod/27023.html.
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Isabel Ruiz
 
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Post » Sun Mar 27, 2011 11:19 am

Anyone know where I can find the 3.6.3 update? I'm missing the meshes for the goblin shields. (And no, I'm not using 3.7... that requires OOO 1.34, and I'm using the Lite version which isn't available yet.)


Goblin Shields came in the 3.5.5 omod

Is it this?: http://www.strategyinformer.com/pc/theelderscrollsivoblivion/mod/27023.html.


I did not upload that version to Strategyinformer for sure, so my advice

Use Official Download for 3.6.b3 can be found on my 4shared

http://www.4shared.com/file/Si_shigb/MMM36Beta3.html
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Nikki Lawrence
 
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Post » Sun Mar 27, 2011 10:22 am

Given the addition of the Diverse Waterlife plugin, I assumed there would be no need to use Alive Waters anymore. One of the reasons for my question is I went swimming at the north end of the Reed river near the waterfall. But strangely enough, I didn't see any fish. Does this make sense or might I be blind? Is Alive Waters still needed?
Great work by Team MMM, by the way!
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Sara Johanna Scenariste
 
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Post » Sun Mar 27, 2011 12:45 pm

Given the addition of the Diverse Waterlife plugin, I assumed there would be no need to use Alive Waters anymore. One of the reasons for my question is I went swimming at the north end of the Reed river near the waterfall. But strangely enough, I didn't see any fish. Does this make sense or might I be blind? Is Alive Waters still needed?


I need to know exactly what cell you are talking about ? Has the reed river split into two parts and both head north once again. And neither one of them in Vanilla have a waterfall at their end.

need to know that before I can tell you if MMM is adding a fish spawnpoint or not. MMM DW is light on spawnpoints in comparsion to Alivewater / OOO fishes / Fishes itself.
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Claire Jackson
 
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Post » Sun Mar 27, 2011 1:49 pm

I need to know exactly what cell you are talking about ? Has the reed river split into two parts and both head north once again. And neither one of them in Vanilla have a waterfall at their end.

need to know that before I can tell you if MMM is adding a fish spawnpoint or not. MMM DW is light on spawnpoints in comparsion to Alivewater / OOO fishes / Fishes itself.
I went back to check the location in the Nibaney Basin near the Knights of the circle house and saw a fish right away. So there's nothing to worry about. I agree the spawn rate seems lighter than Alive Waters. I don't know the command which returns the current cell, but it doesn't matter now.
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JR Cash
 
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