[RELZ]MartsMonsterMod37b3 Public Release [RELZ]

Post » Thu Nov 05, 2009 6:40 pm

Mart's Monster Mod 3.7b3 Updates are posted

This is New BSA and New ESM/ESP Update please redownload once again..

http://www.megaupload.com/?d=MWEEEADE

3.7b3 Public Release - ESM/ESP/Plugins/MMM Manual

http://www.tesnexus.com/downloads/file.php?id=17784 Or

http://www.tesnexus.com/downloads/file.php?id=17784


what is underlined is what has been updated since last Version.

New Features

*BSA Format now Standard for MMM
*Fixes for Compatiblity so that MMM does not overwrite OOO meshes and textures for Creatures.
*Optimizied Textures and Pyfii Meshes, Contains many new texture improvments and optizimation has well.

Major Fixes

*Tons of Creatures repointed to use correct meshes in MMMforOOO
*Found a Few Npcs that where marked has no low level processing but where added to wilderness leveledlist which was causing randmon ctd in game when these leveledlist where used. Additional Enemy Variants Plugin Updated
*Fixed some oblivion gates leveledlist so that script was attached
*Fixed Various Leveled that had template added that where not needed

General Fixes for All Version's

* More UOP Fixes and USIP fixes applied too many to list
* Tweaks to Daedra Leveledlist for no high lvl spawning of dremora at low lvls
* New Changes to Undead Lairs, Reavers will no longer be found in Undead Lairs where Liches are present.
* Balrog have been rebalanced in leveledlist
* Many New Passive Creatures and Spider
* Liches have undead Faction Added to them
* Undead Fixes for Compatibliaty with Supreme Magicka
* All New Extra Wounding, with better handling
* Releveled New Boars


Creatures Addition and Item Additions

* RuneSkulls and Diverse Haunted Heads - The Haunted Heads have been Expanded to Include New Types which are Runeskulls themselves..
* Diverse Wisp - Almost 300 New Will O Wisp to be found now in MMM..
* Slof Horse and Extra Horses - Add over 300 New Slof Horses to Game
* Undead Expanded to included new types that wear Helmets
* Farm Animals
* New Lesser Hill Giants, - leveledlist updated has well for them across all version has needed..


Merged Mods

* 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.
* Wild Horses from Slof Horses
* Durzog Addon
* Runeskulls and Diverse Haunted Heads
* H&C and Foxes Merged into One
* Farm Animals

MMMforFrans Fixes

* Adjust Min/Max level on Goblins to reflect those from frans itself
* Fixed Some Npcs that where using wrong Skeleton type
* Misc Leveledlist Fixes for New Addition's
* UOP Fixes has well

MMMforOOO

This is a Unofficial MMMforOOO by CorePc, Dev_Akm has not approved or checked over all the changes. So Use at your own Risk. OOO Beta 1.34beta5 is Required. Most of the changes where made to Intergrate 3.7 Features the new undead additions, wild horses, durzog, lesser hill giants, bat's fixes, and and much more. UOP fixes, too many to list. Has Both me and Dev_Akm has swapped it back and forth.

Spawn Rate Plugins

* All Spawn Rate Plugins checked or revamped for 3.7b3..To include changes for Diverse Wisp, Durzog, Wild Horses etc.

Moderate and Increased Spawn Rates plugin now work differently - they more balanced now with MMM default Spawn Rate itself, has using these plugin would lead to you becoming too wealthy in long run. I adjusted the count on most of the list to reflect default spawn rate, with addition of new entries has well that cover the Increased Count's..You will still have Large Groups using these plugin just not has much anymore..

Moderate 1-2-3-4,
Increased -1-2-3-4-5-6
Reduced - Adjusted Nearly all count's on leveledlist to be 1-2-3 now..
Reduced Reduced - All Count 1-2-1 now..No More Spawing in 3..
Reduced Vanilla - 1-1-2%

NO XXX plugins -

Update and Checked All No XXX.. No Beholdens to use new method for Boss Types, Update No Wyvern to not spawn Beholden instead will spawn ClanFear and removed golden saint that was spawing at lvl 1 with clanfear runt. Checked all other and verified that they work properly when used together..or across MMM configs

Hunting and Crafting -

Now includes foxes.esp itself - This mean that you no longer have to craft items to get H&C stuff..You can visit the Shack outside of Bruma and Purchase your stuff if you like. Armor has been adjusted to be slighty better than vanilla for some types..

Gems and Gems Dust - Updated some Gem Leveledlist for Compatiblity, cleaned with tes4edit has well.

City Defences - Plugins Updated to last version, new meshes for some wall segements in Anvil and Skingrad that help stop them from Falling has much. All fixes from B1 version kept has well..cleaned with tes4edit.

MMM Knights Plugin - Updated MMMforOOO Version, added NDPredatorFaction so that plugin would work better with both OOO and MMM natural Creatures.

MMM Vindasel - renamed to MMM Safer Quest Locations - Includes Vindasel changes and GreyLand - disable and move vanilla spawnpoints, and make these location follow to more how the game intended them to be. More Locations to be added later.

MMM More Wilderness life - update - removed a few spawn points, Skingrad in Particular.

Many more fixes that I may have forgotten to list

End of 3.7b3PR Release


Enjoy

I will be leaving for Vacation in the Morning..
User avatar
xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Thu Nov 05, 2009 11:25 am

Thanx a whole bunch, Core..........You be sure and have a wonderful vacation. You have earned it ten times over.
User avatar
Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Thu Nov 05, 2009 11:27 am

Thank you very much for the new release.
I have a question about light armor of reavers:

Why the weight of Light Greaves of Reavers is 27 while light cuirass is 10, and light boots for Reavers weight is 11?

I don't understand this weight difference.
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Thu Nov 05, 2009 9:53 am

I will be leaving for Vacation in the Morning..


Actually I am leaving in a few minutes..Sarah is ready to go..

Thanx a whole bunch, Core..........You be sure and have a wonderful vacation. You have earned it ten times over.


I will not sure where I am headed for vacation, but it involves tickets, and light luggage, and no computer access.. Just me and my girlfriend :hugs:

Thank you very much for the new release.


You are welcome Enjoy,

I am out of here :obliviongate:

Alpha Team Members will be around to answer question's for those that need it..

Corepc
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Thu Nov 05, 2009 10:52 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.
 Oblivion.esmArmamentarium.esmArtifacts.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmFCOM_Convergence.esmBetter Cities Resources.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espUnofficial Shivering Isles Patch.espxulArriusCreek.espxulAncientYews.espxulAncientRedwoods.espxulBeachesOfCyrodiilLostCoast.espxulBlackwoodForest.espxulBravilBarrowfields.espxulBrenaRiverRavine.espxulChorrolHinterland.espxulCloudtopMountains.espxulColovianHighlands_EV.espxuldarkforest.espXulEntiusGorge.espxulPantherRiver.espxulRollingHills_EV.espxulFallenleafEverglade.espxulLushWoodlands.espxulRiverEthe.espxulTheHeath.espxulStendarrValley.espClocksOfCyrodiil.espLetThePeopleDrink.espStockClothingArmor-forExnems.espArtifacts.espArmamentariumLLMagic.espArmamentariumLL4OOO.espArmamentariumLLArmaVendor.espArmamentariumLLVendors.espArmamentariumArtifacts.espArtifacts - ArmaCompleteAddon.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espFCOM_RealSwords.espBob's Armory Oblivion.espFCOM_BobsArmory.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espOOO-WaterFish.espFCOM_Convergence.espmoDem's City Life.espFrancesco's More Wilderness Life.espFCOM_SaferRoads.espFCOM_HungersUnitySI.espFCOM_NoReaversInGates.espFrancesco's 10 days respawn time - 1-16 day lenght rescale.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Slof Horses Complete.espMart's Monster Mod - Diverse WaterLife.espMart's Monster Mod - Shivering Isles.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Resized Races.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Friendlier Factions MMM+Fran.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Safer Quest Locations.espFrancesco's Optional New Adventurers.espFCOM_EntropicOrderhardcoe.espFrancesco's Optional Vendor Tweaks.espFrancesco's Optional Leveled Quests.espFrancesco's Optional Leveled Arena.espFCOM_DiverseGuardUnity.espFCOM_MoreRandomItems.espKnights.espDLCShiveringIsles.espBetter Cities - Full City Defences.espBetter Cities .espBetter Cities Full.espBetter Imperial City.espBetter Cities - Unique Landscape Chorrol Hinterland.espBetter Cities - Unique Landscape Barrowfields.espBetter Cities - No LEYAWIIN Flooding.espAlternative Start by Robert Evrae.espBashed Patch, 0.esp

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
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Fri Nov 06, 2009 12:53 am

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.

Huh??
Do we use the plugin or not?

=======

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)
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Thu Nov 05, 2009 3:24 pm

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.

I think he mean that MMMforSI was merged in the main MMM.esm

=======
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)

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

At least that what I guess.
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Thu Nov 05, 2009 6:55 pm

Quick question(s) hope someone can answer.

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.
Seems boss spawn gets messed up if Fran levelled list gets monkeyed with. If this is true would be nice to have a MMM No Fran Bosses ESP...
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Thu Nov 05, 2009 6:14 pm

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.

Huh??
Do we use the plugin or not?

=======

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)

The bulk of the information for SI was merged into the main MMM.esm for ease of updating. Yes, if you want the MMM changes to SI you will need to use the .esp.

I think he mean that MMMforSI was merged in the main MMM.esm

=======

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

At least that what I guess.

Yes, exactly. Thank you.

Quick question(s) hope someone can answer.

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.
Seems boss spawn gets messed up if Fran levelled list gets monkeyed with. If this is true would be nice to have a MMM No Fran Bosses ESP...

This is a Frans problem. A search for calipers returns many questions and answers devoted to just this topic. Here is an excerpt from one such topic:

"startquest franmenu" and reset everything to the defaults.

"This is related to Frans and the way to fix it is to type "startquest FranMenu" in the console (without the quotations of course. The Fran menu will pop up and I believe the last option lets you save, load, and reset to default the loot. Click reset to default and then rest in an empty cell with no respawns (such as a player house) for the amount of time it takes for your cells to respawn plus one day (3+1 if you have not changed the cell respawn time)."
User avatar
Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Thu Nov 05, 2009 9:09 pm

in my games, i've been noticing mages continually casting healing spells on themselves.
(i believe psymon has a similar experience in his game but with orcs.)


Yes, it's MMM that causes this. And your anolysis is spot on. Because their base health doesn't change, they think they are injured, and try to heal themselves. However, because MMM has set their health lower than their base, they never manage to completely heal themselves to their base health.

If we had a way of safely modifying their base health as well, it would solve this problem, as well as the problem of actors whose health has been increased by MMM not showing the health bar until they are injured below their base health.

Eloise


If Im reading this correctly - does that mean that around 50% of all caster NPC's in MMM are currently useless (will heal over and over since health below base)???

edit: When I say useless I mean is this just a glitch they do when not in combat or will they still spell cast (if below base health)? Also 50% meaning equal chance to have higher or lower than base health.
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Thu Nov 05, 2009 10:31 am

QUOTE (Jaded42 @ Nov 3 2009, 08:38 AM)
Quick question(s) hope someone can answer.

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.
Seems boss spawn gets messed up if Fran levelled list gets monkeyed with. If this is true would be nice to have a MMM No Fran Bosses ESP...

This is a Frans problem. A search for calipers returns many questions and answers devoted to just this topic. Here is an excerpt from one such topic:

"startquest franmenu" and reset everything to the defaults.


fran menu reset does nothing for this issue...I am aware of that and that was first thing I tried. Thats why I was asking for No Bosses ESP (dont like em anyway especially naked..hehe)
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Thu Nov 05, 2009 10:46 am

in my games, i've been noticing mages continually casting healing spells on themselves.
(i believe psymon has a similar experience in his game but with orcs.)


Yes, it's MMM that causes this. And your anolysis is spot on. Because their base health doesn't change, they think they are injured, and try to heal themselves. However, because MMM has set their health lower than their base, they never manage to completely heal themselves to their base health.

If we had a way of safely modifying their base health as well, it would solve this problem, as well as the problem of actors whose health has been increased by MMM not showing the health bar until they are injured below their base health.

Eloise


If Im reading this correctly - does that mean that around 50% of all caster NPC's in MMM are currently useless (will heal over and over since health below base)???

edit: When I say useless I mean is this just a glitch they do when not in combat or will they still spell cast (if below base health)? Also 50% meaning equal chance to have higher or lower than base health.

No, they appear to be perfectly fine in combat. It's just that, as part of their 'background' AI, any actor that is below their base health who isn't otherwise occupied will attempt to heal themselves by whatever means they have at their disposal. So actors with restoration skill with cast a healing spell. They don't appear to waste healing potions, though - it maybe that they are programmed to only drink potions when their health gets really low.

Eloise
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Thu Nov 05, 2009 9:25 pm

I get CTDs from using the Hunting and Crafting.

First it CTDed when I turned 8 deer skins into 8 hard boiled skins, after another save game load it worked.

But then I tried making a bone studded hard boiled light armor, then it CTDed. any explanations?

Her is thine load order:

Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
DA Run Fatigue.esm
CM Partners.esm
A_Bloody_Mess.esm
Jog_X_Mod.esm
Unofficial Oblivion Patch.esp
Unofficial Shivering Isles Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
Leviathan Soulgems.esp
All+5AttributeModifiers.esp
Lynges_Thieves_Highway-10256.esp
hackdirtabyss.esp
TNR ALL RACES FINAL.esp
DA ReducedBackwardsRunningSpeed.esp
DA Fatigued Running.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Level_Stock.esp
OOO-Container_Trap_Instant_Effects.esp
OOO-Magic_Script_Effect_Fix.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Diverse Creature Skins.esp
Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Resized Races.esp
DA Sprint.esp
CM Partners.esp
CM Partners Extra NPCs.esp
CM Partners Marker NPCs.esp
CM Partners More NPCs.esp
CM Partners NPC.esp
CM Partners Special NPCs.esp
AsharasCMBeasts.esp
RenGuardOverhaul.esp
RenGuardOverhaulShiveringIsles.esp
Cyrodiil transportation network 1.3.esp
ExnemRuneskulls.esp
MM_TextLocks.esp
Ivellon.esp
thievery.esp
NakedNord.esp
bartholm.esp
DLCShiveringIsles.esp
Knights.esp
Bashed Patch, 0.esp


User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Thu Nov 05, 2009 4:55 pm

I don't see a "Mart's Monster Mod for OOO.ESM" file.

Is your MMM an older version?

Hunting and crafting has had a lot of work done on it in the last few versions, I believe.

edit: You're also not supposed to use these with OOO
Mart's Monster Mod - Diverse Creature Skins.esp
Mart's Monster Mod - Diverse Imperial Armor.esp
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Thu Nov 05, 2009 1:25 pm

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?
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Thu Nov 05, 2009 6:46 pm

What about now?

I upgraded it and used that MMM instaler from that other dude. Just have to test it all out.

Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
DA Run Fatigue.esm
CM Partners.esm
A_Bloody_Mess.esm
Jog_X_Mod.esm
Unofficial Oblivion Patch.esp
Unofficial Shivering Isles Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
Leviathan Soulgems.esp
All+5AttributeModifiers.esp
Lynges_Thieves_Highway-10256.esp
hackdirtabyss.esp
TNR ALL RACES FINAL.esp
DA ReducedBackwardsRunningSpeed.esp
DA Fatigued Running.esp
DA Sprint.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Level_Stock.esp
OOO-Container_Trap_Instant_Effects.esp
OOO-Magic_Script_Effect_Fix.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod for OOO - Knights .esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Diverse WaterLife.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Shivering Isles.esp
Mart's Monster Mod - Slof Horses Complete.esp
Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp
Mart's Monster Mod - Friendlier Factions OOO.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - More Passive Wildlife.esp
Mart's Monster Mod - No Blood.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod - No Pests.esp
CM Partners.esp
CM Partners Extra NPCs.esp
CM Partners Marker NPCs.esp
CM Partners More NPCs.esp
CM Partners NPC.esp
CM Partners Special NPCs.esp
AsharasCMBeasts.esp
RenGuardOverhaul.esp
RenGuardOverhaulShiveringIsles.esp
Cyrodiil transportation network 1.3.esp
ExnemRuneskulls.esp
MM_TextLocks.esp
Ivellon.esp
thievery.esp
NakedNord.esp
bartholm.esp
DLCShiveringIsles.esp
Knights.esp
Bashed Patch, 0.esp
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Thu Nov 05, 2009 3:44 pm

@ Team MMM

You all know I use the OOO + MMM set-up. With my latest toon, I started closing gates late in the game. I closed Kvatch and one or two gates early, then I waited until level 25 to close several more.

Two things are concerning me:

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.

Now, while I like the reavers and the balrogs, I'd like to fight something else. I tried the "Less Reavers" esp, but that didn't really give me more variety. I had to use "No Reavers" and "No Balrogs" to start seeing many of the various daedra from the vanilla game.

Any way to have both? I'd like a good mix of everything.



2 - The reavers, although tough, seem to be loaded with goodies that I think is starting to unbalance my game. My toon has gotten rich from just closing gates, killing reavers and stripping their bodies. Each reaver tyically has a nice ring (that I usaually sell), a soul gem, and around 50 gold. Plus, if I have the room, their weapons are worth a pretty septim, too.

I suggest toning down the loot on the reavers. Again, I'm considering using the "No Reavers" esp, not because I don't want reavers in my game, but because I want to hamper the wealth I'm getting.





Oh...one other thing. My toon is 27 now. When am I going to start seeing giants? I've seen a few Hill Giants, but nothing bigger than that. Do the big giants show up anytime soon?

Thanks,

Delte.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Thu Nov 05, 2009 12:09 pm

snip


Not sure about the gates spawns as my current char hasn't done one yet. From my previous experiences I thought I got too many Reavers as well - but that was a long while ago. (I'm using FCOM_LessReaversInGates.esp now, but haven't entered any gates yet as said.)

Oh...one other thing. My toon is 27 now. When am I going to start seeing giants? I've seen a few Hill Giants, but nothing bigger than that. Do the big giants show up anytime soon?

Thanks,

Delte.


Unless I've missed the addition of even larger giants than Hill Giants, they are as big as they go. Later releases have Lesser Hill Giants added though.
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Fri Nov 06, 2009 12:10 am

Unless I've missed the addition of even larger giants than Hill Giants, they are as big as they go. Later releases have Lesser Hill Giants added though.


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.

Maybe they took them out. I thought I'd heard that they'd made them very cool looking, but maybe what I heard about were the Hill Giants (because those do look good).
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Fri Nov 06, 2009 2:15 am

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.

Maybe they took them out. I thought I'd heard that they'd made them very cool looking, but maybe what I heard about were the Hill Giants (because those do look good).

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. As it is, hill giants are as big as they get in Cyrodiil, I think lesser hill giants are the same size, just not as strong and tough.

Regarding reaver loot, it's worth remembering that the equipment you loot is also the equipment that helps make them dangerous. If you tone down their inventories you also make them easier to fight and kill. Exceptions to that are things that NPCs don't use at all, like soul gems. If you wish to reduce the loot you find without impacting on the challenge of your fights you could always consider using TheNiceOne's Enhanced Economy which has options to reduce the amount of loot available to, err, loot.

Reaver quantities? Err, not sure. At level 25 you should also be meeting things like xivilai and valkynaz. Perhaps they're getting slaughtered by the reavers and it's only the balrogs surviving...?

Vac
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Thu Nov 05, 2009 5:50 pm

Reaver quantities? Err, not sure. At level 25 you should also be meeting things like xivilai and valkynaz. Perhaps they're getting slaughtered by the reavers and it's only the balrogs surviving...?


Yeah, the reavers slaughter everything. They're tough.

Xivilai, not so much.

Valkynaz, a little tougher, but only strong in numbers (for my toon at level 27).

Lesser Balrogs, I can kill now, but it takes a while.



I see mostly reavers with occasional Balrogs (and sometimes more than one Balrog). Reavers usually kill anything around them, including dremora.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Thu Nov 05, 2009 11:25 pm

In my game FCOM using MMM 3.7 b3 PR, Level 21, the first time ever I paid a visit to Fort Wariel (East of Kvatch). The fort is full of reavers and also the red Moon faction followers (I don't remember the name).
If you are looking for RuneSkulls there is like a 70% chance to find them in every killed Reaver. Also sound like MMM team completely changed RuneSkulls magicka balance in the last release (compared with Beta 2 test). I like these changes.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Fri Nov 06, 2009 1:53 am

Seems like reavers ought to be the new Deamora, Or super powerful marauders.

Shoot, why not let the reavers save tamriel from oblivion.
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Thu Nov 05, 2009 4:20 pm

Seems like reavers ought to be the new Deamora...


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.
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Fri Nov 06, 2009 3:33 am

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...


Does anyone by any chance have a list of folders to delete when upgrading from older version? (i.e. 3.7b1)
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

PreviousNext

Return to IV - Oblivion