[LIST/RELZ]MMM Optionial Download and Mod Patches

Post » Wed Sep 01, 2010 9:19 am

The fixed esp works great. Thanks for the quick help Corepc, I really appreciate it.
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Charlotte Buckley
 
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Post » Wed Sep 01, 2010 4:05 pm

The fixed esp works great. Thanks for the quick help Corepc, I really appreciate it.


You are welcome..

removed broken one from tesnexus and replaced with Fixed Version now..

so all 83 of those users that had download it will need to redownload it once again..
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STEVI INQUE
 
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Post » Wed Sep 01, 2010 6:53 pm

Also this will serve has thread for ... development of future plugin like MMM COBL TWEAKS which is planned for the future..


Sorry it took me so long to take a look at these in TES4View. I see that at the present you're only covering horses, gargoyles, guars and the gem scavenger, while II covers the rest. Are you planning on shifting over to covering more creatures with this patch? What about things like moonsugar loot for Khaajit?

I am thinking about whether I can make your life easier... Would it be handy for you if I copied out the MMM override records from II and linked you to a copy of them? There should be no bad effects of using the cobvi lists without II installed any more (I think I've covered all my bases at this point...), so there shouldn't be any worry about just using the II versions.

Ideas? Suggestions?

Vac
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Cheville Thompson
 
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Post » Wed Sep 01, 2010 1:05 pm

How about the Ayleid Coin version of Gems & Gemdust?

Martigen's Monster Mod ? Gems & Gemdust Ayleid Coin version Download

* The Platinum Coin has been changed to an Ayleid Coin courtesy of the gracious _Tarnsman_, thank you!

* Please make sure to install the included resources.

* Replace the Gems & Gemdust.esp with the one included (place the new .esp in the same load order position as the old one).

http://www.4shared.com/file/53750784/37ec71d0/MMM_Gems_and_Gemdust_Update.html
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Maria Leon
 
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Post » Wed Sep 01, 2010 6:57 pm

Are you planning on shifting over to covering more creatures with this patch? What about things like moonsugar loot for Khaajit?

Would it be handy for you if I copied out the MMM override records from II and linked you to a copy of them? There should be no bad effects of using the cobvi lists without II installed any more (I think I've covered all my bases at this point...), so there shouldn't be any worry about just using the II versions.

Vac


On the cobl tweak's..it only cover's the vanilla ones, does not cover all the variations that mmm adds..II does a much better job..So yes it would be much easier If I could just have the MMM overwrite I can directly use those..Instead of hacking my bashed patched into MMM COBL Tweaks (II method)..and remove out those leveledlist changes that are needed ..Just need creature / npc invent changes only..then I can check them over in tes4edit..Since I am not sure what leveledlist I can remove those coblvi list once again..

How about the Ayleid Coin version of Gems & Gemdust?

Martigen's Monster Mod ? Gems & Gemdust Ayleid Coin version Download


I will move this over to tesnexus later tonight if not tommorrow..Sorry forget to post a link to it..
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Sami Blackburn
 
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Post » Wed Sep 01, 2010 3:09 pm

Ever wished you could use this armor..now you can

http://members.iinet.net.au/~amills/mm15elvenwarrior.jpg


Undead Ayleid and Legion Armor Playable Plugin Released..by Pacific Morrowind, Approved by Me..

Details..

Name: Marts Monster Mod - Playable Undead Armors
Version: 1.5
Date: 3/05/2008
Category: Armors
Requirements: Oblivion Patch 1.2.0.214, Marts Monster Mod v3.5.5+ (3.7b1+ recommended)
Recommended: Wrye Bash
Author(s): Pacific Morrowind

Description
===========

Makes the armor that the undead legion and undead elvish enemies in MMM are wearing playable. There are three types of legion armors and 2 types of elvish armors. This mod adds ground meshes, egm files for the helms, and icons, and sets them playable.
There are 2 version to choose from:


[*]version 1: each enemy has a full suit but not a matching suit. (under 01 Full Loot)


[*]Version 2: each enemy has a full matched suit but you only get one item. (under 01 Single item Loot)

Included under each version is also a MMM - Playable Undead Armors -

Oblivion WarCry Compatability Patch which will make the WarCry enemies with the same armor lootable as well.

Location
========

The undead enemies can be found anywhere that undead can be - try ayleid ruins and forts.

Install
===============
If using BAIN:
select core & either 01 Full Loot or 01 Single Item Loot as per your taste.
select WarCry patch if using WarCry
enable the .esp file (or both if using WarCry)

Manual Install:
copy the contents of 00 Core to your data files and the contents of either 01 Full Loot or 01 Single Item loot to your data files
activate (using Oblivion Launcher or Mod manager of your choice) MMM - Playable Undead Armors.esp and if using WarCry also activate WarCry patch

Uninstall
================
Bain:
just click uninstall on the package

Manual
1. Start Oblivion Launcher (or mod manager of your choice) and uncheck the .esp file.
2. Delete the files/folders associated with the mod.

Removing Meshes and Textures:

delete all files with names including archaic or ancient from:
Oblivion\Data\Textures\menus\icons\MMM-OE\undead elven

delete all files from:
Oblivion\Data\Textures\menus\icons\MMM-OE\undead legion

delete all files with names including _gnd at the end and any EGM files from:
C:\Games\Oblivion\Data\meshes\armor\MMM-OE


Known Issues or Bugs
====================
None - Please contact me if you find one.

History
=======
1.0, 2008/05/15 - Initial release.


Contact
=======
You can find me on the official Bethesda Games forums (www.gamesas.com/bgsforums/) as PacificMorrowind - PREFERED
You can find me on TESNexus as PacificMorrowind
You can send me an email here: PacificMorrowind (AT) gmail (Dot) com
for help you can try the MMM optional addons or main thread search for Mart's Monster Mod on the oblivion forum at gamesas's forums)



Credits
=======
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to Corepc for keeping MMM going
Thanks to Martigen and all who have made mods
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to Scanti for the COnformulater used to create the egm files for the helms.
Thanks to the Nifskope team
Thanks to Nvidia and Adobe for the tools to make the icons.

Licensing/Legal
===============
This uses content from MMM that I don't know the licence on but none of that is distributed with this only new meshes and icons -
it will find the rest in your MMM install.
The stuff that I made is totally free (ie Modders resource) though nothing in it is very good -
just ground meshes using MMM textures and icons for the armor.

PacificMorrowind


Thanks enjoy everyone

Diverse Haunted Heads aka Flying Exnems Runeskulls is not quite ready yet, doing a revamp on plugin design and stats on them, plus It will be full download will contain all of exnems runeskulls even those not used. I have full permission from Exnem to do this and bundle with MMM in future..

Corepc
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James Shaw
 
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Post » Wed Sep 01, 2010 10:00 pm

Wow new stuff to try. Every time I visit the mods section, you have something new here Corepc.
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Kerri Lee
 
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Post » Wed Sep 01, 2010 6:09 pm

Wow new stuff to try. Every time I visit the mods section, you have something new here Corepc.


well the only credit I get is for checkin to make sure that it work..Playable Ayleid Armor PacificMorrowind Get's credit for that..

Most of the patches I just made with wrye bash and edited with tes4edit. So really all credit goes to individual authors themselves who made the original content. Wrye, Bg2408, Veritas, etc..
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Silvia Gil
 
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Post » Wed Sep 01, 2010 11:53 pm

Unfortunatly tesnexus doesn't like me very much now( 5 kb/sec download speed) These are amazing! We can have so many great mods working together now it's just unbelievable. I'll have to check this tomorrow, when hopefully I will make peace with tesnexus.

Thanks for all your hard work Corepc and keep it up.


Cheers!


p
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jaideep singh
 
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Post » Wed Sep 01, 2010 5:53 pm

Ever wished you could use this armor..now you can

http://members.iinet.net.au/~amills/mm15elvenwarrior.jpg


http://www.tesnexus.com/downloads/file.php?id=22771

Many Numerous Fixes to make it fit better for player..
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Melanie Steinberg
 
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Post » Wed Sep 01, 2010 8:26 pm

Revamped First Page

Updated MMM/MMMforOOO TNR Patches/COBL Races Patches to version 3.7b1a

1a - Fixes for MMM/MMMforOOO TNR and COBL Races TNR Plugins
[*]Checked Against UOP,USIP,UMOP Mods - Any fix that I could not apply from one of unofficial fixes to npc directly I removed the Npc from the plugin itself. So that is would not conflict.
[*]The Fixes where vast many changes to Npcs stats, Health, Strength, Classes, Aipackages, Inventory, etc, and more.

Also check back later for New Addon..

Diverse RuneSkulls.esp..

http://www.mediafire.com/?wgyyxbx8n9g
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TOYA toys
 
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Post » Wed Sep 01, 2010 10:12 am

And Now another MMM Addon I think everyone will like this..

MMM Diverse RuneSkulls

http://www.tesnexus.com/downloads/images/22771-1-1238707235.JPG

Diverse RuneSkulls - this adds 52 New Flying Haunted Heads (Animated Runeskulls) that have been turned into Creature you Fight, and the reward for the item itself is a runeskull of magicial property.

Installing and Choosing Right Esp

MartsMonsterMod DiverseRuneSkulls.esp this is main.esp that is dependent on MMM.esm to run. This is same has runeskulls.esp itself expect that it contains these fixes.

* Renamed Runeskulls.esp to Mart's Monster Mod - Diverse Runeskulls.esp, now it depends on MMM.esm.
* Merged in DHH Loot Creatures to Runeskulls and leveledlist creature changes
* Merged in FCOM_Runeskull.esp tweaks..
* Removed Cell Edit that Runeskulls.esp did that where causing some compatiblity problem with other mods
* Removed some leveledlist compatiblity problems that exist between Gems and Gems Dust with patches below

If you are using old Runeskulls.esp you can rename MMM version back to this for compatability with older saves, compatability with other mods that depend on runeskulls themselves aka Item Iterchange.

FCOM users you no longer need the fcom_runeskulls patch intergrated into MMM version..

you only need to choose the Loot Plugin from below which is optionial, else you can earn you runeskulls by finding them in Undead Lair on Flying Animated Skulls themsleves

Marts Monster Mod - DiverseRuneSkull Loot -this adds Runeskulls to soul gem leveledlist so that they can be found on npcs, or from Vendors.Use this if not using MMMG&GD and not using MMMforOO

Marts Monster Mod - DiverseRuneSkull MMM Loot- This requires Gems&Gems Dust to work, same has loot, expect that keep MMM G&GD soul gems leveledlist changes and adds Runeskulls has well. Use if Using MMM/MMMforFrans/MMMForOOO/G&GD combo..

Marts Monster Mod - DiverseRuneSkull OOO Loot - This Requires OOO.esm in order to work, same has Loot, expect keep OOO balance for Soul Gem leveledlist and OOO Soul gems and adds Runeskulls has well. Use for MMMforOOO/FCOM.

--------

Credit: Exnem for allowing to use has a resource, and allow modification of esp itself. PacificMorrowind for Designing the Animated Flying Runeskulls version, Dev_akm for FCOM Balancing,Corepc for Leveledlist merging it all, and rest of TEAM MMM for Input.

--------

Corepc,PacificMorrowind,Dev_Akm, and rest of TEAM MMM
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Milagros Osorio
 
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Post » Thu Sep 02, 2010 12:09 am

And Now another MMM Addon I think everyone will like this..

MMM Diverse RuneSkulls

http://www.tesnexus.com/downloads/images/22771-1-1238707235.JPG

Diverse RuneSkulls - this adds 52 New Flying Haunted Heads (Animated Runeskulls) that have been turned into Creature you Fight, and the reward for the item itself is a runeskull of magicial property.


Wow, sounds really awesome, and looks like it went under the radar a little bit. One question: since the runeskulls are usually very powerful for enchanting purposes, are they tough to fight also?

Once again thank you for your work Corepc :)
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Emma louise Wendelk
 
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Post » Thu Sep 02, 2010 12:15 am

Wow, sounds really awesome, and looks like it went under the radar a little bit. One question: since the runeskulls are usually very powerful for enchanting purposes, are they tough to fight also?

Once again thank you for your work Corepc :)


Yes they are quite hard, and you should only encounter one when you do find them to keep it balanced, and beware they super fast almost blinding, use area of effect spells, block, time your melee attacks..

they still need some more tweaking most likely like some of the size could be changed, but they all pretty much act the same. So FeedBack is helpful..

Remember if using older runeskull.esp , best to remove that, and use the MMM version instead and rename MMM version to ExnemsRuneskulls.esp, so that you can use your older saves still and yet still have new features that we intergrated..

FCOM users no longer need fcom_runeskulls.esp anymore intergrated..
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cosmo valerga
 
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Post » Wed Sep 01, 2010 2:11 pm

Ok, thanks, will try it out as soon as tesnexus gives me a file that's more than 0 kb :)

And I'm glad that you made them a challenge, I like the scary monsters :D
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Kelly Osbourne Kelly
 
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Post » Wed Sep 01, 2010 10:34 pm

[codebox]
And Now another MMM Addon I think everyone will like this..

MMM Diverse RuneSkulls

Pic -

Diverse RuneSkulls - this adds 52 New Flying Haunted Heads (Animated Runeskulls) that have been turned into Creature you Fight, and the reward for the item itself is a runeskull of magicial property.



Link Not Found. *NM I found it, needed to clear my cache apparently. :shrug:

Sounds pretty great, I\'ve been using RuneSkulls since the initial release, looking forward to trying this out.
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Sara Johanna Scenariste
 
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Post » Wed Sep 01, 2010 7:43 pm

Just a heads up, renaming the MMM version to ExnemRuneskulls.esp for compatibility with savegames and running one of the optional loot plugins results in a CTD at loading the game due to a missing master (the MMM version of RS wanted by the loot plugin).
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.X chantelle .x Smith
 
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Post » Wed Sep 01, 2010 5:36 pm

Just a heads up, renaming the MMM version to ExnemRuneskulls.esp for compatibility with savegames and running one of the optional loot plugins results in a CTD at loading the game due to a missing master (the MMM version of RS wanted by the loot plugin).


forget about that, that if you rename and try to use the loot plugin it will not work because name of master has changed..

If you can do without finding runeskulls on npc and in containers and from vendors then you do not have to use a loot plugin,

otherwise you could either merge in one of the loot.esp and then rename back exnemsruneskulls.esp..
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Sandeep Khatkar
 
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Post » Wed Sep 01, 2010 7:54 pm

forget about that, that if you rename and try to use the loot plugin it will not work because name of master has changed..

If you can do without finding runeskulls on npc and in containers and from vendors then you do not have to use a loot plugin,

otherwise you could either merge in one of the loot.esp and then rename back exnemsruneskulls.esp..


Mhm, so I figured. Not a big deal in my case, I just started this character, so I deleted all the saves and started over with the MMM version and a loot plugin.

Despite the warnings I use Gems and Gemdust with FCOM (I don't really care for Geomancy) so I loaded that version of the plugin instead of the one recommended for FCOM. Just to be contrary and see if it screws up on me.

:D
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Natalie Harvey
 
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Post » Wed Sep 01, 2010 9:54 pm

And Now another MMM Addon I think everyone will like this..

MMM Diverse RuneSkulls

http://www.tesnexus.com/downloads/images/22771-1-1238707235.JPG


Bump for Weekend Crowd
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STEVI INQUE
 
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Post » Wed Sep 01, 2010 10:35 am

Just a heads up, renaming the MMM version to ExnemRuneskulls.esp for compatibility with savegames and running one of the optional loot plugins results in a CTD at loading the game due to a missing master (the MMM version of RS wanted by the loot plugin).

well what i did, was after renaming and everything, i used wryebash to change the dependency...i highlighted the mod, and on the right where it list its masters i changed mmm-runeskulls to exemsruneskullls. I don't get any ctd's and everything seems to be fine...is method correct? i haven't really played to much to test it, but does it sound plausible?
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Philip Rua
 
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Post » Wed Sep 01, 2010 2:36 pm

Okay, this is making me feel stupid - Kudo's to you Corepc for making Diverse RuneSkulls, I'm very much looking forward to trying it, but I'm having trouble making heads or tails of the readme.

I'm currently using FCOM, with the FCOM_Exnemruneskulls.esp (merged in bashed patch) loaded after the original ExnemRuneskulls.esp.

FCOM users you no longer need the fcom_runeskulls patch intergrated into MMM version..
Does this mean I should replace "FCOM_Exnemruneskulls.esp" with "Mart's Monster Mod - Diverse Runeskulls.esp", while keeping "ExnemRuneskulls.esp"?
ExnemsRuneSkullOOOLoot - This Requires OOO.esm in order to work, same has Loot, expect keep OOO balance for Soul Gem leveledlist and OOO Soul gems and adds Runeskulls has well. Use for MMMforOOO/FCOM.
Where in the load order should this be placed? Or should it be merged into bashed patch? (I haven't installed it so haven't seen what, if any, tags it has)?

It's late and I'm tired, but even during midday with lots of coffee in me I was not sure what to do without further explanation :) Thanks if anyone can advise.
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Sammygirl
 
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Post » Wed Sep 01, 2010 8:56 pm

The new Diverse Runeskulls are awesome, Corepc! Thanks for the addition.

Just to confirm though (because the wording in the readme on the first thread could use a more idiot-proof statement on this), despite your download being smaller than the original Runeskulls addon, this is a standalone addition and does NOT require the original. Is that correct?
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Sophie Miller
 
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Post » Thu Sep 02, 2010 12:53 am

Okay, this is making me feel stupid - Kudo's to you Corepc for making Diverse RuneSkulls, I'm very much looking forward to trying it, but I'm having trouble making heads or tails of the readme.

I'm currently using FCOM, with the FCOM_Exnemruneskulls.esp (merged in bashed patch) loaded after the original ExnemRuneskulls.esp.

Does this mean I should replace "FCOM_Exnemruneskulls.esp" with "Mart's Monster Mod - Diverse Runeskulls.esp", while keeping "ExnemRuneskulls.esp"?
Where in the load order should this be placed? Or should it be merged into bashed patch? (I haven't installed it so haven't seen what, if any, tags it has)?

It's late and I'm tired, but even during midday with lots of coffee in me I was not sure what to do without further explanation :) Thanks if anyone can advise.

If you have been using the ExnemRuneskulls.esp delete that and rename MMM-Diverse Runeskulls.esp to ExnemRuneskulls so that you don't loose any that you have already collected. Also get rid of FCOM_exnemruneskulls since it's fixed are included. In short you do not need either of those files. Just put it with the other MMM addons, it is not mergeable because it new records.
Pacific Morrowind.
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Vivien
 
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Post » Wed Sep 01, 2010 1:27 pm

well what i did, was after renaming and everything, i used wryebash to change the dependency...i highlighted the mod, and on the right where it list its masters i changed mmm-runeskulls to exemsruneskullls. I don't get any ctd's and everything seems to be fine...is method correct? i haven't really played to much to test it, but does it sound plausible?

Yes that will work fine, and would be the best thing to do.
Pacific Morrowind
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Penny Flame
 
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