[RELZ] MartsMonsterMod37b3 Public Release 3 [RELZ]

Post » Sun Mar 27, 2011 9:56 am

The creator of ROM doesn't play with MMM so the version I needed isn't mentioned in the manual. I only asked about MMM in this thread, but lilith was wondering why I wanted to use an older version of OOO in the firsst place. In any case, thanks for confirmation on 3.5.5b5.


I use ROM with OOO 1.34 and MMM 3.7b3 without problem - at least not noticed any. This was discussed in the original ROM thread (see link on current ROM thread).
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Elizabeth Falvey
 
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Post » Sun Mar 27, 2011 7:43 pm

Currently I'm using a combination MMM 3.7 + OOO + ArmamentariumArtifacts.
I noticed that wolves, Mountain Lions are not aggressive, is this intended?
I think this is the best balanced overhaul for leveling lists.
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Kirsty Wood
 
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Post » Sun Mar 27, 2011 1:35 pm

Hey there everyone!

Was wondering whether this http://www.tesnexus.com/downloads/file.php?id=31422 is still needed. Also, would the http://www.tesnexus.com/downloads/file.php?id=19281 be compatible with MMM373b3 replacing the MMM - H&C module??

Thanks in advance!
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Craig Martin
 
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Post » Sun Mar 27, 2011 11:50 am

Hey there everyone!

Was wondering whether this http://www.tesnexus.com/downloads/file.php?id=31422 is still needed. Also, would the http://www.tesnexus.com/downloads/file.php?id=19281 be compatible with MMM373b3 replacing the MMM - H&C module??

Thanks in advance!

I'm not sure I follow your question about MMM H&C as, according to the description to the mod you linked, it requires MMM H&C as a master file.

Excerpt from Fletching Compilation description:

Esp depends on five masters: Oblivion.esm,
Oscuro's_Oblivion_Overhaul.esm, Mart's Monster Mod.esm, COBL_Main.esm and Mart's Monster Mod - Hunting & Crafting.esp.
(used some materials and misc items from this mods for arrow components crafting).
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Jonathan Windmon
 
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Post » Sun Mar 27, 2011 9:49 am

Oh! My bad :P

Thanks!
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Jarrett Willis
 
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Post » Sun Mar 27, 2011 11:11 am

AlienSlof has Released a HellHound Replacer for MMM

http://www.tesnexus.com/downloads/file.php?id=35595

if you have trouble with it loading it game, rename the nif's to this

MMMhellhoundbody.nif, MMMhellhoundeyes.nif, MMMhellhoundhead.nif

yes they still shoot fireball from their mouth has well.. :goodjob:
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Charles Weber
 
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Post » Sun Mar 27, 2011 11:13 am

Will you add these new AlienSoft textures in the next update?
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Eduardo Rosas
 
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Post » Sun Mar 27, 2011 1:35 pm

Maybe they could be added as a higher level variant of the normal Hellhound
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Ezekiel Macallister
 
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Post » Sun Mar 27, 2011 1:33 pm

Will you add these new AlienSoft textures in the next update?


Yes

Maybe they could be added as a higher level variant of the normal Hellhound


Or a New Color Varaint and a female version can be added.. :ninja:..

took it to the vet one part from the nif is gone that make it a female now..

Any problem with lesser, normal, greater hellhounds, types..aka 1-7, 8- 15, 16-23,
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rae.x
 
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Post » Sun Mar 27, 2011 2:47 pm

Yes

I vote for a pure replacement of MMM Hell Hounds (no more nor less) in a future release.
My installation has overwriten some files in OOO 1.33 omod, if anyone is using MMM BSA and OOO non BSA, it's always the meshes/textures from OOO which will be considered by the game.
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Lizzie
 
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Post » Sun Mar 27, 2011 12:36 pm

Or a New Color Varaint and a female version can be added.. :ninja:..

took it to the vet one part from the nif is gone that make it a female now..

Any problem with lesser, normal, greater hellhounds, types..aka 1-7, 8- 15, 16-23,


Lesser, Normal, Greater sounds like a good idea to me.


I vote for a pure replacement of MMM Hell Hounds (no more nor less) in a future release.
My installation has overwriten some files in OOO 1.33 omod, if anyone is using MMM BSA and OOO non BSA, it's always the meshes/textures from OOO which will be considered by the game.

The game uses the files with the most recent date (loose file vs, BSA), so if you want MMM to have priority you can redate the MMM.bsa.
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WYatt REed
 
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Post » Sun Mar 27, 2011 10:38 am

Well, after finally seeing one of the new Hell Hounds in game, I'd have to say that Slof's new model is absolutely perfect for them. They just look so awesome, wreathed in flame...

Are you planning on only using the female model, or will both genders of Hell Hound be used?
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Paula Rose
 
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Post » Sun Mar 27, 2011 8:50 pm

Hello (and sorry if this is a silly question) - does MMM have cats, rats & dogs built in or would it work with those mods (slofs dogs and cats & rats)?

Thanks!
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Far'ed K.G.h.m
 
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Post » Sun Mar 27, 2011 1:33 pm

EDIT: Deleted text...i made my choice.
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The Time Car
 
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Post » Sun Mar 27, 2011 5:28 pm

Sorry for the double post here Mods but i needed to get this up front, i do not want anything to go wrong with this. :unsure2:


Ok i downloaded the Public Release archive...the BSA and the Omod installer from TheNiceOne. The only archive that Hat a folder structure was the Omod installer, the other two do not. Now i am uncertain if it makes a difference for a Omod installer, but i assume i have to place them in correct folders before i pack it with 7z and then make an Omod out of it?

This screenshot show how i have it at the moment:

http://i176.photobucket.com/albums/w172/Illius_photos/Diversen/MMMOmodConversion.jpg

*The Data folder contains all the ESP/ESM from the PR Archive and the BSA.
*The Omod conversion data contains just that. Can i keep it where it is or do i have to place it in the Data folder as well?
*In the Data folder there already is a Mart's Monster Mod.esp that is newer then the MMM.esp that comes with the Omod installer. I assume that i can delete the one that comes with the Omod Installer?
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Casey
 
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Post » Sun Mar 27, 2011 7:30 pm

Sorry for the double post here Mods but i needed to get this up front, i do not want anything to go wrong with this. :unsure2:


Ok i downloaded the Public Release archive...the BSA and the Omod installer from TheNiceOne. The only archive that Hat a folder structure was the Omod installer, the other two do not. Now i am uncertain if it makes a difference for a Omod installer, but i assume i have to place them in correct folders before i pack it with 7z and then make an Omod out of it?

This screenshot show how i have it at the moment:

http://i176.photobucket.com/albums/w172/Illius_photos/Diversen/MMMOmodConversion.jpg

*The Data folder contains all the ESP/ESM from the PR Archive and the BSA.
*The Omod conversion data contains just that. Can i keep it where it is or do i have to place it in the Data folder as well?
*In the Data folder there already is a Mart's Monster Mod.esp that is newer then the MMM.esp that comes with the Omod installer. I assume that i can delete the one that comes with the Omod Installer?


Seems like a question for the http://www.gamesas.com/index.php?/topic/995334-mmm-and-fcom-omod-installers/ thread rather, unless I'm misunderstanding the issue? Never used it myself so not much help on that.
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Vera Maslar
 
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Post » Sun Mar 27, 2011 2:59 pm

Alright i will ask the question in there as well, and see which get's a answer first. :D

Thanks for the link Arkngt. :thumbsup:
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Brandon Wilson
 
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Post » Mon Mar 28, 2011 12:15 am

Hi. Can I delete the records from esp are duplicated in the master file? I use OOO+MMM+COBL. You ask what for? Example - http://img19.imagesh...48/42932295.jpg . Should be - http://img832.images...78/10382197.jpg . MMMforOOO.esp duplicate this Leveled Item from OOO. Whether it is possible to delete such records in such plug-ins without consequences? It is a lot of them...
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Crystal Clarke
 
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Post » Mon Mar 28, 2011 1:55 am

Hi. Can I delete the records from esp are duplicated in the master file? I use OOO+MMM+COBL. You ask what for? Example - http://img19.imagesh...48/42932295.jpg . Should be - http://img832.images...78/10382197.jpg . MMMforOOO.esp duplicate this Leveled Item from OOO. Whether it is possible to delete such records in such plug-ins without consequences? It is a lot of them...


Don't double post. You've already asked this in the FCOM thread.
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Nicole Kraus
 
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Post » Sun Mar 27, 2011 11:38 pm

Don't double post. You've already asked this in the FCOM thread.

Sorry, i have simply thought that here will ask more actually.
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SiLa
 
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Post » Sun Mar 27, 2011 12:46 pm

Sorry, i have simply thought that here will ask more actually.


In the first Pic you have MMMforOOO loaded,

but, in the seconded pic you do not have it Loaded.

In the first pic MMMforOOO is adding back the vanilla leveledlist and it get carried forth along with Cobl changes. Which is correct

while in the second pic you do not have MMMforOOO loaded, and Cobl removes the vanilla leveledlist and since there is nothing changing it after or adding back the vanilla list then that is also correct since MMMforOOO is not getting loaded.

So what are trying to do once again ...?

One way will just you chance of more gold while the other will give you less chance of gold but more chance of aylied coins..

And Please keep to one thread..
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Romy Welsch
 
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Post » Sun Mar 27, 2011 1:34 pm

In the first Pic you have MMMforOOO loaded,

but, in the seconded pic you do not have it Loaded.

In the first pic MMMforOOO is adding back the vanilla leveledlist and it get carried forth

while in the second pic Cobl removes the vanilla leveledlist and since their is nothing changing it after or adding back the vanilla list then.

So what are trying to do once again ...? And Please keep to one thread..

Thx for reply. I meant that COBL replaces ayleid coin on its own, COBforOOO.esp is loaded after OOO. In MMMforOOO.esp this leveld item corresponds exactly to that of the OOO. MMMforOOO loaded after COBLforOOO.esp. And as I understand wrye bash adds that leveled item ayleid coin from OOO, and from COBL. This should not be.
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luis ortiz
 
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Post » Sun Mar 27, 2011 9:22 pm

And as I understand wrye bash adds that leveled item ayleid coin from OOO, and from COBL. This should not be.


But the coin's get swapped from the OOO version to Cobl version ..So not a problem..
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Hella Beast
 
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Post » Sun Mar 27, 2011 11:09 pm

But the coin's get swapped from the OOO version to Cobl version ..So not a problem..

If I understand you correctly OOO coin will be removed? And why wrye bash not combine this leved item without MMMforOOO?
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Matthew Barrows
 
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Post » Sun Mar 27, 2011 2:12 pm

But the coin's get swapped from the OOO version to Cobl version ..So not a problem..



If I understand you correctly OOO coin will be removed? And why wrye bash not combine this leved item without MMMforOOO?


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.
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Mashystar
 
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