[RELZ]MartsMonsterMod37b3 Public Release [RELZ]

Post » Fri Nov 06, 2009 12:04 am

Soooooo, for those of us who failed to install the old MMM with OBMM whats the best course of action? Delete everything and start over?


And yes I learned my lesson!! :)


--
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rebecca moody
 
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Post » Fri Nov 06, 2009 8:33 am

Soooooo, for those of us who failed to install the old MMM with OBMM whats the best course of action? Delete everything and start over?


And yes I learned my lesson!! :)
--


Donwload the MMM 3.5.5b5 Omod from PES install that

Then Download the 3.7b1 Update make that omod and install that..read back a few pages..if do not know how to make a omod..

Then uninstall them that will get rid of all old MMM files..

Then you can reinstall 3.7b3 has needed..

Corepc
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!beef
 
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Post » Fri Nov 06, 2009 1:56 am

Donwload the MMM 3.5.5b5 Omod from PES install that

Then Download the 3.7b1 Update make that omod and install that..read back a few pages..if do not know how to make a omod..

Then uninstall them that will get rid of all old MMM files..

Then you can reinstall 3.7b3 has needed..

Corepc



Brilliant. Will do that now.



-Thanks
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Laura Wilson
 
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Post » Thu Nov 05, 2009 8:19 pm

why would you need to install older files just to uninstall them for the new updated 37b3? Just didn't understand that part.

I have the omod version with 37b1, so when you say i need to uninstall if do i just deactivate the omod and then delete the omod off the omod installer? Then just install the new complete 37b3?

Just want to clarify it.
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Emma-Jane Merrin
 
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Post » Thu Nov 05, 2009 11:30 pm

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



why would you need to install older files just to uninstall them for the new updated 37b3? Just didn't understand that part.

I have the omod version with 37b1, so when you say i need to uninstall if do i just deactivate the omod and then delete the omod off the omod installer? Then just install the new complete 37b3?

Just want to clarify it.


Because all meshes and textures and sounds' are stored in bsa now.

So you need to completely uninstall MMM first before installing this version because.

there are many meshes and textures that have had their named changed for cmpatiblity reason's. If you do not uinstall MMM, you will end up with files that just taking up space after all that are no longer in use.

Correct, deactivate OLD MMM in obmm, then delete omod if you like, and build the new 373b3 Version with BSA.
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Stephanie Valentine
 
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Post » Fri Nov 06, 2009 11:00 am

Because all meshes and textures and sounds' are stored in bsa now.

So you need to completely uninstall MMM first before installing this version because.

there are many meshes and textures that have had their named changed for cmpatiblity reason's. If you do not uinstall MMM, you will end up with files that just taking up space after all that are no longer in use.

Correct, deactivate OLD MMM in obmm, then delete omod if you like, and build the new 373b3 Version with BSA.



Ahh, okay. That makes sense.

So, when I uninstall the old MMM, do I need to go back in the game and Rest/Sleep for 4 days in a row before installing the new 373b3 MMM? I use vanilla time and don't use OOO or Frans.

On a side note, would you reupload your Minstrels mod to TESNexus? I'd love to try that out. Sounds really great!
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Ricky Rayner
 
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Post » Fri Nov 06, 2009 5:18 am

So, when I uninstall the old MMM, do I need to go back in the game and Rest/Sleep for 4 days in a row before installing the new 373b3 MMM? I use vanilla time and don't use OOO or Frans.


Rather make a save in a secluded cell, uninstall the old MMM, install 37b3, load the save and then wait 4 days.
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Wayne W
 
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Post » Thu Nov 05, 2009 10:33 pm

Rather make a save in a secluded cell, uninstall the old MMM, install 37b3, load the save and then wait 4 days.


Thanks for the clarity. Btw, what would happen if you just uninstalled old and installed new and then didnt wait 4 days?
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Andrea Pratt
 
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Post » Thu Nov 05, 2009 10:33 pm

Thanks for the clarity. Btw, what would happen if you just uninstalled old and installed new and then didnt wait 4 days?

As I understand these things, you'd increase your risks of things like corrupt spawns by not waiting for a respawn. If you don't know how annoying that is, jaded42 has had them (we think) and he/she can testify just how difficult they are to eliminate as it can be very hard to clean those out of your save game. Go on jaded42, tell us just how annoying it is!

And you'd have no sympathy from anyone if you started getting random ctds.

Vac
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Colton Idonthavealastna
 
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Post » Fri Nov 06, 2009 4:45 am

Love this mod. Only overhaul I'm using on my latest char. Been playing him for about 2 weeks and I'm still coming across new enemies everyday.

Only problem is I can't seem to get hunting and crafting to work. The calippers seem to work, I can make arrow shafts and arrow heads, but I collect feathers for the flights and I still can't seem to make arrows. Also the leatherworking shears don't seem to do anything, just says I can't equip them, and clicking the individual pelts does nothing. Anyone know how I can fix this?

Anyway, just a few small problems I'm having with an otherwise awesome mod.
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Mariana
 
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Post » Fri Nov 06, 2009 8:20 am

Love this mod. Only overhaul I'm using on my latest char. Been playing him for about 2 weeks and I'm still coming across new enemies everyday.

Only problem is I can't seem to get hunting and crafting to work. The calippers seem to work, I can make arrow shafts and arrow heads, but I collect feathers for the flights and I still can't seem to make arrows. Also the leatherworking shears don't seem to do anything, just says I can't equip them, and clicking the individual pelts does nothing. Anyone know how I can fix this?

Anyway, just a few small problems I'm having with an otherwise awesome mod.


Feathers (or quills) need to be turned into 'arrow flights' before they are usable. You do this the same way you made the shafts, etc. As far as the pelts go, it's possible that you've still got some non-MMM pelts in your inventory--it has to come from a creature that has been added by MMM in order to work. If neither of these suggestion applies, then possibly another mod is overriding the MMM script .. Craftybits would be one example ... in that case you would need to use Wryebash to import the H&C script.
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N Only WhiTe girl
 
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Post » Fri Nov 06, 2009 8:45 am

As I understand these things, you'd increase your risks of things like corrupt spawns by not waiting for a respawn. If you don't know how annoying that is, jaded42 has had them (we think) and he/she can testify just how difficult they are to eliminate as it can be very hard to clean those out of your save game. Go on jaded42, tell us just how annoying it is!

And you'd have no sympathy from anyone if you started getting random ctds.

Vac



Ahh thanks again. I believe I already have that corrupt spawn problem from 373b1. I forgot to wait out the four days before. Never really had a severe problem though. Just a random crash once in awhile, particularly with fast travel. However, whenever I used Saidenstorm's Akatosh Mounts, I'd get crashes ALL the time. I figured it might have had something to do with corrupt spawning and that i was flying over these points. I'm hoping the uninstalled/install of old/new will fix this as this would make sense to be the cause of my crashes.
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Tania Bunic
 
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Post » Thu Nov 05, 2009 9:10 pm

Feathers (or quills) need to be turned into 'arrow flights' before they are usable. You do this the same way you made the shafts, etc. As far as the pelts go, it's possible that you've still got some non-MMM pelts in your inventory--it has to come from a creature that has been added by MMM in order to work. If neither of these suggestion applies, then possibly another mod is overriding the MMM script .. Craftybits would be one example ... in that case you would need to use Wryebash to import the H&C script.


MMM is the only mod I have that's added pelts. I read a post on Nexus where someone said they had to manually attatch the script to the shears in the CS.

Also have the old pelts been completely taken out of the game? I'm playing a quets mod atm where I need to collect wolf/lion pelts. Will the MMM ones work?
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Rusty Billiot
 
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Post » Fri Nov 06, 2009 6:23 am

MMM is a lovely mod that, at this point, I can't think of playing without. I especially love the hunting and crafting, and being able to make use of some of the random stuff you find in the dungeons and basemants of houses. I do have a few suggestions for additions. They are probably more trouble than anyone would like to deal with, but if no one brings them up, nothing ever gets done, right?

* sixualized monsters folded into the game.
similar to this mod by Rebel O Conner http://www.tesnexus.com/downloads/file.php?id=27250 I would like to see female goblins, ogres, etc. Personally the female atronachs seems somewhat silly to me, since they are, in essence, elementals, and thus shouldn't really have sixual characteristics, right?

* perhaps this is just me, but my Oblivion has issues if I do crafting while i have stolen and non-stolen versions of the same item in my inventory, it tends to take all the items away and only craft some of them (feathers to arrow fletching and such) I'm guessing this is a problem on the oblivion side, rather than with the mod itself, so i completely understand if nothing can be done.

* there are several items that, added by MMM, seem like they should be craftable, but arn't (as far as I can tell) This includes shark teeth, rabbit pelts, goat wool. There may be more. Are we going to see shark tooth arrows someday?

Thats all I can think of at the moment. Thanks for making such a wonderful mod, and I apologize for asking for more after so much effort has already been put in, and for being yet one more user who never seems pleased with what he has. ;)
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Kayla Bee
 
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Post » Fri Nov 06, 2009 10:52 am

* sixualized monsters folded into the game.
similar to this mod by Rebel O Conner http://www.tesnexus.com/downloads/file.php?id=27250 I would like to see female goblins, ogres, etc. Personally the female atronachs seems somewhat silly to me, since they are, in essence, elementals, and thus shouldn't really have sixual characteristics, right?

No disrespect to anyone, but that mod has some of the most horrid creature models I've ever seen.
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maya papps
 
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Post » Fri Nov 06, 2009 10:07 am

No disrespect to anyone, but that mod has some of the most horrid creature models I've ever seen.


(edited for typoes and for clarity)
I've not tried to run it myself (I figured it wasn't compatible with MMM), but I do like the *idea* of it. cause really, you should see females of goblins, ogres, trolls, etc. I'm not up on my lore well enough to say whether there should be female dremora, xivilai and such.
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Mason Nevitt
 
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Post » Fri Nov 06, 2009 11:57 am

MMM is the only mod I have that's added pelts. I read a post on Nexus where someone said they had to manually attatch the script to the shears in the CS.

Also have the old pelts been completely taken out of the game? I'm playing a quets mod atm where I need to collect wolf/lion pelts. Will the MMM ones work?

Are you using the most recent version of MMM? It contains the by far most up-to-date and trouble free version of crafting. Yes the pelts should work fine for the quest.
Spoiler
I know for a fact that the bear pelts work fine for the Fighter's Guild quest if you get kicked out.


* perhaps this is just me, but my Oblivion has issues if I do crafting while i have stolen and non-stolen versions of the same item in my inventory, it tends to take all the items away and only craft some of them (feathers to arrow fletching and such) I'm guessing this is a problem on the oblivion side, rather than with the mod itself, so i completely understand if nothing can be done.

* there are several items that, added by MMM, seem like they should be craftable, but arn't (as far as I can tell) This includes shark teeth, rabbit pelts, goat wool. There may be more. Are we going to see shark tooth arrows someday?

Are you using the most recent up to date version of MMM? The crafting problems associated with feathers were fixed awhile back. Rabbit pelts are too small to do anything with and the goat wool has already been put to use in the most recent version of MMM crafting. ;) The Shark teeth come from MMM water life and I don't want to upset the stability we finally obtained in Crafting to add anything to it.

And I agree with Showler... Umm, no I would not like to see sixualized monsters folded into MMM.
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Becky Cox
 
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Post » Thu Nov 05, 2009 11:09 pm

BOSS tells me that GP_Lockpicks.esp is incompatible with H&C.

Bad conflict?

Suggestions for an alternative? I wanted to try Blind Lockpicking, and I'll need a supply of lockpicks.
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Dezzeh
 
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Post » Fri Nov 06, 2009 12:49 pm

BOSS tells me that GP_Lockpicks.esp is incompatible with H&C.

Bad conflict?

before using BOSS I was sure these two mods won't work togethers because they use the same misc items for crafting/conversion.

Suggestions for an alternative? I wanted to try Blind Lockpicking, and I'll need a supply of lockpicks.

Personally I use Blind Lockpicking.
There is http://www.tesnexus.com/downloads/file.php?id=17894. I have tested it but I'm not sure if it makes lock piking unbalanced.
Strategy Master made also a http://www.tesnexus.com/downloads/file.php?id=16136 mod but I haven't tested it.

In my opinion if you care about balance and compatibility go with Blind lockpicking and never use (or do the quest) Skeleton Key.
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Natalie Taylor
 
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Post » Fri Nov 06, 2009 2:31 am

Firstly i'd like to say thank you for such a brilliant mod and i genuinly hope that the DEVS continue there excellent work that you've been doing as its is much appreciated.

Hmm i would like, if you don't mind though to ask some questions about compatibility with other mods. Basically atm I'm running Frans + MMM + official DLC + S.I. + unofficial patches. I was just wondering if you knew though if Lost paladin armour + The heart of the dead would be compatible with your mod.

Also you wouldn't happen to know of an visual improvement mods that would be compatible with your mod, as I've just bought a new GTX 260 golden sample to replace my crappy geforce 9300. So I'd really like to crank up the graphics settings to make your mod and oblivion in general look great as I've been stuck playing on low settings since oblivion came out.
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Markie Mark
 
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Post » Fri Nov 06, 2009 9:22 am

SUGGESTION For Hunting & Crafting


A friend of mine is not as computer literate as we all are here, but he loves Oblivion and loves the mods I use on Delte's List. So, he's been rockin' and rollin' in Cyrodiil with his new character for about 70 hours now.

When he first started his game, though, he mentioned that his Crafting wasn't working. I told him I'd get over to look at it. Well, it took me a while. He's 17th level now, but I got it fixed.

What he said made me think that H&C may need a change: "Man, I'm glad you fixed it! Arrows were EXPENSIVE! Now, I can make all I want."

His toon's main armament is the bow. He likes to play the assassin types.



Now, what does this say about H&C? The mod is providing a cheat that allows the player to get out of the expense of buying arrows.

(And, another thing that also goes down that road is the City Defenses mod where the troops fall off the battlements and die. That happens a lot. There's 100 or 300 silver arrows right there! Even if you don't use a bow, it's a good pay day at the smith.)

I think the thinking behind the fletching tool is that it works like the Alchemy tools. You aquire them once and then don't worry about it, finding ingredients (bones, feathers, teeth, etc) to make your arrows. But, even the alchemy tools are limited a bit in that there are four levels of them, according to skill, and the Expert set is hard to find.



MY SUGGESTION:

Why not make the fletching tools like repair hammers? Every so many arrows, they break. The player is forced to find new fletching tools or buy one from a vendor.

This way, making arrows still has a cost associated with it. Balance would have to be maintained in that purchased arrows are more expensive than making your own--but, making your own requires you to find the parts you need.

Another thing that could be implemented is to limit the type of arrow that can be made by skill level. I'd match this with the Armory skill, since Armorer covers weapons and armor. So, say, a Novice of Armorer couldn't make Ogre tooth arrows, but a Journeyman could.

There are two ideas here: 1 - fletching tools can be used up, like repair hammers. 2 - the type of arrow made is limited based on the toon's skill.

I really like the first idea. I can live without the second idea, but it prolly merits discussion.



What are your thoughts, gentlemen?
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Taylah Illies
 
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Post » Thu Nov 05, 2009 11:31 pm

I have to say that I'd also love the changes to crafting suggested here. To me, it seems somewhat strange that, in contrast to every other skill my character possesses, crafting is fully developed as soon as I step out of prison(or off a ship, or whatever sort of beginning your alternate start mod has provided for you). This, in combination with the fairly high quality of arrows produced, makes crafting feel sort of cheap to me. Adding skill requirements would definitely help to relieve this, although it would make the plugin more complicated and so if you'd rather just keep things simple I'd definitely understand that. Regardless of whatever is decided in the end, MMM is still a wonderful mod, and it's infinitely improved my experience of Oblivion.

SUGGESTION For Hunting & Crafting


A friend of mine is not as computer literate as we all are here, but he loves Oblivion and loves the mods I use on Delte's List. So, he's been rockin' and rollin' in Cyrodiil with his new character for about 70 hours now.

When he first started his game, though, he mentioned that his Crafting wasn't working. I told him I'd get over to look at it. Well, it took me a while. He's 17th level now, but I got it fixed.

What he said made me think that H&C may need a change: "Man, I'm glad you fixed it! Arrows were EXPENSIVE! Now, I can make all I want."

His toon's main armament is the bow. He likes to play the assassin types.



Now, what does this say about H&C? The mod is providing a cheat that allows the player to get out of the expense of buying arrows.

(And, another thing that also goes down that road is the City Defenses mod where the troops fall off the battlements and die. That happens a lot. There's 100 or 300 silver arrows right there! Even if you don't use a bow, it's a good pay day at the smith.)

I think the thinking behind the fletching tool is that it works like the Alchemy tools. You aquire them once and then don't worry about it, finding ingredients (bones, feathers, teeth, etc) to make your arrows. But, even the alchemy tools are limited a bit in that there are four levels of them, according to skill, and the Expert set is hard to find.



MY SUGGESTION:

Why not make the fletching tools like repair hammers? Every so many arrows, they break. The player is forced to find new fletching tools or buy one from a vendor.

This way, making arrows still has a cost associated with it. Balance would have to be maintained in that purchased arrows are more expensive than making your own--but, making your own requires you to find the parts you need.

Another thing that could be implemented is to limit the type of arrow that can be made by skill level. I'd match this with the Armory skill, since Armorer covers weapons and armor. So, say, a Novice of Armorer couldn't make Ogre tooth arrows, but a Journeyman could.

There are two ideas here: 1 - fletching tools can be used up, like repair hammers. 2 - the type of arrow made is limited based on the toon's skill.

I really like the first idea. I can live without the second idea, but it prolly merits discussion.



What are your thoughts, gentlemen?

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Jade
 
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Post » Thu Nov 05, 2009 9:26 pm

I already suggested similar idea to corepc some months before; a crafting system ala "Gem & Gem Dust" (or even GP_Lockpicks system) where chance to successful craft depend basically on armorer skill.
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Emmie Cate
 
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Post » Fri Nov 06, 2009 2:37 am

Isn't the point of crafting self sufficiency? Aka. putting a little extra work in so you don't have to visit vendors every 2 days.

Also came accross my first hill giant this morning... I was like dayyym
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Mari martnez Martinez
 
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Post » Fri Nov 06, 2009 6:13 am

In my opinion if you care about balance and compatibility go with Blind lockpicking and never use (or do the quest) Skeleton Key.
I'll still get the Skeleton Key probably, but I use a mod to change it to just an unbreakable lockpick.

What I need for Blind Lockpicking, though, is a way to acquire more lockpicks. I'm worried I'll break too many without a way of getting more.
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Eve Booker
 
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