MMM green corspes without OOO

Post » Thu Aug 26, 2010 2:04 pm

I don't need to rename the MMM bsa because I'm not using OOO. Load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.3]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5b]03  Francesco's Optional New Items Add-On.esm  [Version 4.5b]04  Francesco's Optional New Creatures Add-On.esm  [Version 4.5b]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Progress.esm  [Version 2.2]07  All Natural.esp  [Version 1.3]08  All Natural - MMM Patch.esp  [Version 1.3]09  All Natural - Real Lights.esp  [Version 1.3]0A  Francesco's Optional Dungeon Chest Loot.esp0B  Francesco's Optional Dungeon Chest Locks.esp0C  Francesco's Optional House Chest Loot.esp0D  Francesco's Optional Vendor Tweaks.esp0E  Francesco's Optional Leveled Quests.esp0F  Francesco's Optional Leveled Arena.esp10  Mart's Monster Mod.esp  [Version 3.7b3p3]11  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]12  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]13  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]14  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]15  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]16  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]17  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]18  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]19  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]1A  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]1B  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]1C  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]1D  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]20  KT_KhajEyeToggle.esp21  SupremeMagicka.esp22  SM_EnchantStaff.esp23  ProgressMBSP.esp  [Version 2.0]24  ProgressSBSP.esp  [Version 1.0]25  ProgressRBSP.esp  [Version 1.0]26  ProgressRacial.esp27  ProgressArmorer.esp  [Version 1.0]28  ProgressMercantile.esp  [Version 1.11]29  All+5AttributeModifiers.esp2A  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]2B  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp2C  Realistic Oblivion.esp

User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Thu Aug 26, 2010 12:06 pm

You shound not be using Frans Optionial New Creatures since you are using MMM..

Please read the MMM Frans Install Direction in the first post of the MMM thread at the bottom

MMM thread can be found via my sig..

and Rename the bsa to Mart's Monster Mod for Frans.bsa..
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Thu Aug 26, 2010 12:26 pm

Or register it in your INI file. Either way is fine.
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Thu Aug 26, 2010 10:25 am

you should always renaming the bsa ,

has it means you do not have to modify the ini and also prevent the 255 character limit that ini has..

Mart's Monster Mod for Frans.bsa is around 30 character..if you have other bsa loading then the limit can easily get reached..
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Thu Aug 26, 2010 9:40 am

you should always renaming the bsa ,

has it means you do not have to modify the ini and also prevent the 255 character limit that ini has..

Mart's Monster Mod for Frans.bsa is around 30 character..if you have other bsa loading then the limit can easily get reached..


But if you just leave it MMM.bsa and register it like that, you only use seven to eight characters.

Still, I prefer to use the matched ESP method, myself, as I don't like modifying that line in the INI, either.
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Thu Aug 26, 2010 5:30 am

Thanks, yo. Renaming the bsa did it. I also stopped using Fran's optional new creatures like you suggested, but I'm just wondering if I should start a new game because of that. I assume it would be the best thing to do to avoid missing junk glitches. Does anyone know if it is harmless though?
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Thu Aug 26, 2010 6:14 pm

Thanks, yo. Renaming the bsa did it. I also stopped using Fran's optional new creatures like you suggested, but I'm just wondering if I should start a new game because of that. I assume it would be the best thing to do to avoid missing junk glitches. Does anyone know if it is harmless though?

You should wait out one respawn time (ten days for your game) to be safe, the testinghall or a player home is a good place to do this.
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Thu Aug 26, 2010 9:39 am

Daaaaaaang. I just realized that all the feathers from MMM hunting and crafting have been replaced by quills which are not useable. I imagine Fran has done this. Any idea of a fix?

Yup, hunting and crafting is fugged. I tried to convert a shovel into a repair hamer, but no go. Gems and gem dust is fine, I broke down a silver goblet into silver nuggets. I thought Fran's optional new items may have replaced the feathers with quills, but it was not the case as I turned it off and the quills remained.
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Thu Aug 26, 2010 4:57 pm

I use http://www.tesnexus.com/downloads/file.php?id=21104, it allows many mods to talk to one another, and can fix many issues when using two or more overhauls together. EDIT Are you following the install order guide in the MMM release thread? The last mod installed should be the first mod that has its resources used. Cobl controls what items are recovered from creatures and loot through the Bashed Patch. I am not as reliant on my install order for what I get from levelled lists.
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm


Return to IV - Oblivion