[RELZ]MartsMonsterMod37b3 Public Release [RELZ]

Post » Thu Nov 05, 2009 5:25 pm

Downloaded newest unnoficial Frans and MMM, followed the instructions, we'l see what happens... Updated Load order below... Got some kind of weird distant Lod bug to work out.


For some reason the main walls of the Imperial City Proper (and possably many other areas) are invisable and I can only see the rear walls, Until I get close. Strange TES4LodGen had no issues, and I havent changed my load order just done the aforementioned. But somthing must be different. Any reccomendations on fixing it? -.-
Nope Lodgen is fine, White gold tower is only loading in a few interior cells of the imperial city


Do not see how MMM could cause this, since it does not change anything related to lod, imperial city, etc. If MMM was to blame for this then more would have reported it. Most likely load order related or overstressing of your computer.


Team MMM-

Could you explain more about the merging of MMM for SI? This from above is not clear to me:
* MMMforSI Merged - MMMforSI Plugin now only contains vanilla creature and leveledlist changes. You will still get MMM changes without Using this plugin. Has MMMforSI was Merged for Compatiblity Reason.

Also can we get a link to the Diverse Runeskull Rebalance mod on first or second post - try as I might I just can't track all mod threads.
(could be it is there and I just can't see it)


MMMforSI changes where merged into MMM.esm, all the vanilla creatures changes and leveledlsit changes are duplicated in the MMMforSI plugin. So you actually do not need the MMMForSI plugin to get changes in MMMforSI.

The MMMforSI plugin is used so that if using USIP, or any other mod that modify creatures or leveledlist. The SI creatures changes do not reverted back to USIP, instead use MMM changes.

Also this was done so that MMMforFrans-SI Plugin could be made has well for a future release.


Same thing here the last beta test version of "Diverse Runeskull Rebalance" was merged in the main MMM.esm


Diverse Runeskull Rebalance has not been merged. That is for next release. So until then keep using the Diverse RuneSkull Rebalance plugin.

Using MMM for Fran with nothing else loaded - Fran bosses work correctly.

Using MMM and Wrye Bash - Fran bosses always spawn with callipers. Anyone else have this? I think its Wyre itself but also could be Armamenarium for Frans. Only other things I added that mess with levelled lists.


Does it happen if you disable Armamentarium for Frans. I believe this is issue with that, I remember reading some older Frans thread and people stated having the same problem. I believe their are a couple of script error's that cause it to happen.

I am not a developer of ArmamentairumforFrans, so perhaps try sending them a PM on tesnexus and see if they can update their file and fix their problems.

Has for a FransNoBoss Spawn, they are way too intergrated into leveledlist to allow me to do this in MMMforFrans...

You could try ArmamentairumComplete instead, but, you will have to deal with item scaling not being the same until I get a ArmaComplete for Frans built (not sure since frans is no longer up dated, if I should even do this. Already have enough to work has is that needs to get done)

1 - There's no variety of baddies when I go into the gates. It's reavers, reavers, reavers, a couple of balrogs, then more reavers. Well, I do get an occasionaly daedra baddie, but mostly, it's just reavers.

Delte.


I am already thinking of expanding the higher lvl encounters in Oblivion Realms for those above lvl 25, I can create increase the chance's of finding Dremora, Xvilai, Clanfear, Daedroth, etc. Not A problem, just have to add them to leveledlist once again. That should fix that problem.


At one time, they were as tall as the trees--true giants. But, they didn't look good (just bigger versions of regular NPCs) and there were some clipping issues when you got close to them.


What Vacuity stated, you will find them in MMMforSI, shego playing tricks..

Oh, probably using the giant race. I understand they were used in MMM at one stage but were dropped because of some issues (don't know what issues, so cannot elaborate). They're still present in the esm, but can only be accessed via the Shivering Isles. I'm not sure whether Core is intending to retain the SI entries using the race or not.


I plan on leaving the Npc Giants in MMMforSI - shego playing tricks, just remember to aim for the feet when in combat. So that you hit them. If people complain too much, I will remove them from MMMforSI. and replace with something else.



Does anyone by any chance have a list of folders to delete when upgrading from older version? (i.e. 3.7b1)


No afraid not, too many folder to list.

You best best is to download the MMM 3.5.5b5 Omod install that overwrite all when asked,

and then omod 3.7b1 meshes and texture build a omod, install and overwrite , then uninstall the 3.5.5 and 3.7b1 omod.

That will get rid of all the older MMM files.

Or use BAIN.

Then you can install the 3.7b3 BSA, esm / esp updates..

else you will have to do it manually, which is not recommended..So the omod method is the best way. once again.

The 3.7b3 BSA is uploaded to PES, so I will update the Mirror Links and links has needed.
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CHangohh BOyy
 
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Post » Thu Nov 05, 2009 6:42 pm

Regarding Diverse Rune Skulls - that is what I thought CorePC because of your wording in another post, but everyone else said it was merged and that confused me.

So my question still stands - is there any chance you could post the link to that in the first couple of posts. I lost it (too many threads to follow as it is).\
Thanks
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Samantha Jane Adams
 
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Post » Thu Nov 05, 2009 10:33 pm

So my question still stands - is there any chance you could post the link to that in the first couple of posts. I lost it (too many threads to follow as it is).\
Thanks


Here you go the thread..Once again this Runeskull Rebalance that has not been merged, but, is going to be in next release.

http://www.gamesas.com/bgsforums/index.php?showtopic=1045358&hl=

We really need feedback on them, before they get merged, so provide feedback to kandiedan, if you like the changes or not..

Corepc
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Andrew Lang
 
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Post » Fri Nov 06, 2009 4:27 am

No afraid not, too many folder to list.
You best best is to download the MMM 3.5.5b5 Omod install that overwrite all when asked,
and then omod 3.7b1 meshes and texture build a omod, install and overwrite , then uninstall the 3.5.5 and 3.7b1 omod.
That will get rid of all the older MMM files.

Or use BAIN.

Then you can install the 3.7b3 BSA, esm / esp updates..
else you will have to do it manually, which is not recommended..So the omod method is the best way. once again.


Hi! I thought that you're on vacation? :)

I already have 3.7b1 installed (no bain or omod, just extracted to Data).
Ok, so:
1. download MMM3.5.5b5 OMOD and install it
2. create OMOD from 3.7b1 - I don't know how do you do it sorry, could someone please explain?
3. uninstall both OMODs - this step removes all the associated files?
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steve brewin
 
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Post » Fri Nov 06, 2009 3:33 am

Diverse Runeskull Rebalance has not been merged. That is for next release. So until then keep using the Diverse RuneSkull Rebalance plugin.

Do we also need to install the optional:
Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.esp
?
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Cathrine Jack
 
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Post » Thu Nov 05, 2009 7:20 pm

2. create OMOD from 3.7b1 - I don't know how do you do it sorry, could someone please explain?


You should read this to learn how to use OBMM, that will explain it.

http://lhammonds.game-host.org/obmm/tutorials.asp

Do we also need to install the optional:
Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.esp
?


That plugin is optional, for those that want more balanced game play and not want to find them so much..

If going to use the Loot Beta plugin from Runeskulls Rebalance then

* Do not use any MMM Diverse Runeskull Loot plugin *

Has Loot Beta is a replacer for MMM version at this time.

should be loaded after bashed patch. else it will not work right.

Hope that explains..
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Laura Simmonds
 
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Post » Fri Nov 06, 2009 4:15 am

That's what I'm assuming in my game! I figure they're the "cult" that's grown around the daedric invasion--the people who've come out of the woodwork to worship the daedric prince (but not Mythic Dawn).

They seem to be "possessed". They've got glowing eyes, if you get a good look at 'em. They're imbued with super-human strength and speed, like a vampire.

I assume they've undergone some sort of ritual, maybe at the hands of their priests, the Mythic Dawn.



You guys write a background story on these guys, or mabye thinking of getting a friend to make a quest on these svckers? They are pretty interesting.

And if they are part of the sect of the Mythic Dawn, shouldnt they be with the Deadric armies, not killing them.
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stevie trent
 
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Post » Thu Nov 05, 2009 8:29 pm

You guys write a background story on these guys, or mabye thinking of getting a friend to make a quest on these svckers? They are pretty interesting.


From the MMM Manual , they already have a background story..read

Reavers are an entirely new NPC race, and live up to their namesake. They care not for sides or noble blood or factions of any kind -- their only agenda is their own. They will attack the player, bandits, marauders, daedera, dremora, everyone. And they'll usually win. Twisted from hundreds of years of basic, animal instincts, they have forged themselves vicious weapons and are the most feared race that walks the ground in Cyrodiil. If you can kill one, your reward will be the potent weapons they carry. Be warned, they can travel in packs, and sometimes bring with them their own trained hunting companions, the Reaver Blood Hounds.

Reavers are based loosely on the concept of the same from Serenity, for those who pick the name.

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Andrew
 
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Post » Thu Nov 05, 2009 8:30 pm

That plugin is optional, for those that want more balanced game play and not want to find them so much..

If going to use the Loot Beta plugin from Runeskulls Rebalance then

* Do not use any MMM Diverse Runeskull Loot plugin *

Has Loot Beta is a replacer for MMM version at this time.

should be loaded after bashed patch. else it will not work right.

Hope that explains..

OK now it's clear.
Will the future MMM loot versions be inspired from that Beta loot plugin?
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GLOW...
 
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Post » Fri Nov 06, 2009 3:45 am

From the MMM Manual , they already have a background story..read


So they are mysterious savages with the amazing ablility to craft magical weapons. Coolio, honestly I wish there was more about them.
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Add Me
 
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Post » Thu Nov 05, 2009 4:46 pm

The post #1 says this new MMM release updated MMMforOOO in a Unofficial way. Since I am using FCOM 0.9.9 (and also OOO 1.33 wih 1.34 patch) and the Dev_akm's FCOM web site tells to not use Mart's Monster Mod for OOO.esp ("use FCOM_Convergence.esm instead", it says) then I suppose these new "MMMforOOO" features are not officially supported by FCOM, allright?

If so, then I am correct in supposing there is no point in upgrading the MMM I have in my PC, since FCOM doesn't fully support this new MMM release as yet (because the new changes made in MMMforOOO are not yet implemented in FCOM_Convergence.esm)! Am I correct?

Thanks!
Henrique
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Lily Something
 
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Post » Thu Nov 05, 2009 8:20 pm

The post #1 says this new MMM release updated MMMforOOO in a Unofficial way. Since I am using FCOM 0.9.9 (and also OOO 1.33 wih 1.34 patch) and the Dev_akm's FCOM web site tells to not use Mart's Monster Mod for OOO.esp ("use FCOM_Convergence.esm instead", it says) then I suppose these new "MMMforOOO" features are not officially supported by FCOM, allright?

If so, then I am correct in supposing there is no point in upgrading the MMM I have in my PC, since FCOM doesn't fully support this new MMM release as yet (because the new changes made in MMMforOOO are not yet implemented in FCOM_Convergence.esm)! Am I correct?

Thanks!
Henrique


look for the unofficial fcom pacth released by corepc in the fcom thread . I believe the lastest MMM is used . Atleast that's how I'm running it
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BlackaneseB
 
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Post » Fri Nov 06, 2009 5:35 am

The post #1 says this new MMM release updated MMMforOOO in a Unofficial way.

Since I am using FCOM 0.9.9 (and also OOO 1.33 wih 1.34 patch) and

the Dev_akm's FCOM web site tells to not use Mart's Monster Mod for OOO.esp ("use FCOM_Convergence.esm instead", it says) then I suppose these new "MMMforOOO" features are not officially supported by FCOM, allright?

If so, then I am correct in supposing there is no point in upgrading the MMM I have in my PC,

since FCOM doesn't fully support this new MMM release as yet (because the new changes made in MMMforOOO are not yet implemented in FCOM_Convergence.esm)! Am I correct?

Thanks!
Henrique


That is what the UFCOM patch is for, if you are using FCOM.

the UFCOM has the same features that the MMMForOOO 3.7b3 Version has. and all the other MMM changes intergrated into them has well from 3.7b3 that where needed.

I built them UFCOM to work for the Current FCOM 0.9.9. and OOO 1.34 beta 5, and also work for team alpha testers has well. which are using a different OOO version by the way..(the last one that dev_akm sent out)

Your choice are Either update to MMM 3.7b3 and use UFCOM patch or

keep your current version and wait for Dev_Akm to release his official updates.

Not much else I can say. If you read the fcom thread I have stated why I released the ufcom patch.

Corepc
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vicki kitterman
 
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Post » Fri Nov 06, 2009 3:21 am

About the "Hunting & Crafting" plugin:
Using normal loot, I find a lot of bones (then a lot bone shafts) but few Feathers !
For example now I collected 326 boneShafts but I have no feather in my misc inventory.
I think the chance to find feathers should be balanced with respect to the bone loot.
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Jennifer May
 
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Post » Thu Nov 05, 2009 9:27 pm

About the "Hunting & Crafting" plugin:
Using normal loot, I find a lot of bones (then a lot bone shafts) but few Feathers !
For example now I collected 326 boneShafts but I have no feather in my misc inventory.
I think the chance to find feathers should be balanced with respect to the bone loot.


I would sugest some goblin hunting ,...those guys love feathers :)
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Alisia Lisha
 
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Post » Fri Nov 06, 2009 4:00 am

I know about goblins, but we find way more bones in the game than feathers. I always end lacking feathers.
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Smokey
 
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Post » Thu Nov 05, 2009 9:30 pm

I know about goblins, but we find way more bones in the game than feathers. I always end lacking feathers.


kill some chickens, rooster, and chicks to get them..they also have feathers (quills) has well..

Check the Fox Hut outside Bruma check with the H&C vendor there.

feathers are vanilla loot so if you have a mod loaded that modifies those leveledlist aka OOO in particular it could be that reducing your chances has well..

Otherwise, I will check and see if we can increase the feather chances from goblins < - farm animals is your best bet for them once again.

Missed this post!!

Looks like 'MMM for Fran' in the newest release has some of the AA.. misc items with the old models e.g. Clutter\TG09ArrowKey.NIF

EDIT: In the new 'Mart's Monster Mod - Additional Enemy NPC Vars.esp' is the sets of RaiderMeleeMale1 "Raider" [NPC_:02001228] & RaiderMeleeFemale1 "Raider" [NPC_:020026C2] missing boots?


Fixed the MMMforFrans pointing to use the old models, thanks for noticing that.

Additional Enemy Npc Vars, that is leveledlist issue, that I need to fix on them. There is a handful of them that are like this that I need to swap out leveledlist for. On my list for next release.
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renee Duhamel
 
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Post » Thu Nov 05, 2009 6:08 pm

And if they are part of the sect of the Mythic Dawn, shouldnt they be with the Deadric armies, not killing them.


I figure them being possessed by some demon/daedric entity, giving them the inhuman strength and speed, makes them slightly mad...slightly blood thristy...every bit as much dangerous. They kill everything in their path, including daedra.

It's not "fair" in hell.

And, these guys are freakin' tough.





@CorePC

Hey, what about the loot on the reavers? Don't you think it's a bit high? I'm getting rich of those dudes in my game.
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Jeff Tingler
 
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Post » Fri Nov 06, 2009 1:42 am

Thanks for MMM team for their work.
I just come by a goblin cave (Shinbone cave), killed four goblin who were roaming in the exterior... and just collected two feathers + some bone heads.
Armors and weapons of Reavers have high prices, a great source of richness. Also it's these items that make them powerful.
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Catharine Krupinski
 
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Post » Fri Nov 06, 2009 2:58 am

I figure them being possessed by some demon/daedric entity, giving them the inhuman strength and speed, makes them slightly mad...slightly blood thristy...every bit as much dangerous. They kill everything in their path, including daedra.

It's not "fair" in hell.

And, these guys are freakin' tough.


Possesed by who? Apperantly not Dagon, Cuthulu?!
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Chris Cross Cabaret Man
 
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Post » Fri Nov 06, 2009 5:46 am

I figure them being possessed by some demon/daedric entity, giving them the inhuman strength and speed, makes them slightly mad...slightly blood thristy...every bit as much dangerous. They kill everything in their path, including daedra.

@CorePC

Hey, what about the loot on the reavers? Don't you think it's a bit high? I'm getting rich of those dudes in my game.


Exactly the behavior they have, kill everything in it path, expect of course the Balrog...

Loot are you referring to their custom armor or to actual items they carry (which is leveledlist item so OOO would be in charge in your config for that stuff).

Armors and weapons of Reavers have high prices, a great source of richness. Also it's these items that make them powerful.


Also the fact that they carry loot items has well. So what loot overhaul are using determine's what little misc items they have has well.

Possesed by who? Apperantly not Dagon, Cuthulu?!


By the Spirits of all those they have killed in the past..
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Javaun Thompson
 
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Post » Thu Nov 05, 2009 4:53 pm

Exactly the behavior they have, kill everything in it path, expect of course the Balrog...


So Reavers are teaming up with Balrogs now? Sounds like the most [censored] team ever. Looking forward to facing them.
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Euan
 
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Post » Fri Nov 06, 2009 5:31 am

So Reavers are teaming up with Balrogs now? Sounds like the most [censored] team ever. Looking forward to facing them.


Since when do Balrog get along with anything, let alone Reavers. They will go all out on each other if they happen to spawn that way.

------

There happens to be story behind this. to keep that story short..

These two in particular do not like each other. Reavers once ruled the Oblivoin realms, until the balrog was released upon the realms.

Now the reavers forces have taken a mighty hit from the balrog's.

So Reavers forces have withdrawn from the undead realms in order to back up their force's in the oblivion relams itself. And Undead lforces are on the rise once again. Since Reavers have withdrawn from their realms.

see ..from the list of fixes..

New Changes to Undead Lairs, Reavers will no longer be found in Undead Lairs where Liches are present.


Corepc
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benjamin corsini
 
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Post » Thu Nov 05, 2009 5:07 pm

Err, I wasn't implying that they teamed up with the balrog, just that the balrog was the only thing they wouldn't be able to slaughter...

Vac
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Claire Lynham
 
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Post » Thu Nov 05, 2009 8:49 pm

By the Spirits of all those they have killed in the past..



Sorry if im annoying you about the reavers, heh, I just like killing them.

Good job overall.
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X(S.a.R.a.H)X
 
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