(RELz) Mart's Monster Mod 3.7b3

Post » Thu Oct 13, 2011 8:39 am

Previous thread http://www.gamesas.com/index.php?/topic/1198207-relz-martsmonstermod37b3-public-release-3-relz/

Team MMM is proud to announce Martigen's Monster Mod Version 3.7 Beta 3 Public Release.
Plus: MMM for Shivering Isles and MMM Knights.


IMPORTANT NOTE: This is the full version and it requires a clean install. It's necessary to remove everything from any previous install of MMM - meshes, sounds, textures, etc. Also, if using OOO/FCOM a reinstall of them is required as this version of MMM fixes many meshes and textures compatibility issues that were shared between them. No ifs or buts about it.

============================

Mart's Monster Mod 3.7b3PR3

README:
http://pages.suddenlink.net/corepc/

NOTE: Requires two downloads. The BSA contains the resources and the ESPs/ESMs are packaged in a separate download. The MMM OMOD installer is recommended for easier install but not required.

BSA DOWNLOAD LINKS:
http://www.megaupload.com/?d=MWEEEADE
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226

ESM/ESP DOWNLOAD LINKS:
http://www.tesnexus.com/downloads/file.php?id=17784
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226

MMM OMOD INSTALLER:
http://www.gamesas.com/bgsforums/index.php?showtopic=995334


Install order for MMM 3.7b3 BSA

NOTE: Since all resources are stored in a bsa now, install order is important in order to avoid compatibility issues. In particular, MMM still shares some of same resources from the UOP and Cobl.

RECOMMENDED INSTALL ORDER:
Unofficial Oblivion Patch
Unofficial Shivering Isles Patch (if applicable)
DLC's + Patches (if applicable)
Francesco's Creatures-Items 4.5 (Required for MMMforFrans)
OOO version 1.33 full patched to OOO 1.34 beta5 (Required for MMMforOOO)
Oblivion WarCry patched to 1.085b, patched to OblivionWarCry 1.09 (optional)
Bob's Armory 1.1 (optional)
Armamentarium and Artifacts (optional)
Mart's Monster Mod 3.7b3 (required), Diverse WaterLife Update 3.7b3pF (optional, if applicable)
Cobl (optional)
MMM 3.7b3 Cobl Update (optional, if applicable)
Cobl Races (optional)
FCOM 9.9 + supported add-ons (add-ons optional)
Body Replacement mods (Roberts, Exnem. EVE etc) (optional)
Texture replacers (optional)

Quick Install Guide for MMM 3.7b3

NOTE: The MMM.bsa must be renamed appropriately depending on which mods that are used. See below for details.

1. Extract MMM.bsa to your Oblivion/Data directory
2. Select Mart's Monster Mod.esm [If using OOO, also select Mart's Monster Mod for OOO.esm]
3. Select ONE of the following:

Mart's Monster Mod.esp - Rename MMM.bsa to Mart's Monster Mod.bsa
*OR*
Mart's Monster Mod for Fran.esp - Rename MMM.bsa to Mart's Monster Mod for Fran.bsa
*OR*
Mart's Monster Mod for OOO.esp - Rename MMM.bsa to Mart's Monster Mod for OOO.bsa
*OR*
[For FCOM users:] FCOM_Convergence.esp - Rename MMM.bsa to FCOM_Convergence_Mart's Monster Mod.bsa

4. Read about the range of optional plugins in the http://pages.suddenlink.net/corepc/#Plugins section of the MMM Readme
5. Select your choice of plugins and extract them to your Data directory
6. Select your choices of files from above and rebuild the Bashed Patch if using it
7. Play!


============================

MMM 37b3PR3 Release Notes

NOTE: Changes since the last version are underlined.

New features

  • BSA format now standard for MMM.
  • Compatibility fixes so MMM does not overwrite OOO meshes and textures for Creatures.
  • Optimized Textures and PyFIIed Meshes. Also many new texture improvements and optimizations.


Major fixes

  • Tons of Creatures repointed to use correct meshes in MMMforOOO.
  • Found a few NPCs that were marked as no low level processing but were added to wilderness LeveledLists which was causing random CTDs when these LeveledLists were used.
  • Additional Enemy Variants Plugin Updated.
  • Fixed some oblivion gates LeveledLists so that script was attached.
  • Fixed Various LeveledLists that had template added that were not needed.


General fixes for all versions

  • More UOP Fixes and USIP fixes applied. Too many to list.
  • Tweaks to Daedra LeveledLists for no high lvl spawning of dremoras 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 LeveledLists.
  • Many New Passive Creatures and Spiders.
  • Liches have Undead Faction added to them.
  • Undead fixes for compatibility with Supreme Magicka.
  • All New Extra Wounding, with better handling.
  • Releveled New Boars.


Creatures and Item additions

  • Runeskulls and Diverse Haunted Heads - The Haunted Heads have been expanded to include new types which are Runeskulls themselves.
  • Diverse Wisps - Almost 300 New Will-o-the-Wisps to be found now in MMM.
  • Slof's Horses and Extra Horses - Adds over 300 New Slof Horses.
  • Undead expanded to include new types that wear Helmets.
  • Farm Animals.
  • New Lesser Hill Giants - LeveledLists updated for them across all versions as needed.


Merged mods

  • MMMforSI merged - The MMMforSI plugin now only contains vanilla creature and LeveledList changes. You will still get MMM changes without using this plugin as MMMforSI was Merged for compatibility reasons.
  • Wild Horses from Slof's Horses.
  • Durzog Addon.
  • Runeskulls and Diverse Haunted Heads.
  • H&C and Foxes merged into one.
  • Farm Animals.


MMMforFran Fixes

  • Adjust Min/Max level on Goblins to reflect those from Fran's itself.
  • Fixed some NPCs that were using wrong Skeleton type.
  • Misc LeveledList fixes for new additions.
  • UOP Fixes.


MMMforOOO

This is an Unofficial MMMforOOO update by Corepc. dev_akm has not approved or checked over all the changes. So use at your own risk. OOO 1.34 Beta 5 is required. Most of the changes were made to integrate 3.7 Features; the new Undead additions, Wild Horses, Durzogs, Lesser Hill Giants, Bat fixes and much more. UOP fixes, too many to list, as it was swapped back and forth between dev_akm and me.

Spawn Rate Plugins

All Spawn Rate Plugins checked or revamped for 3.7b3. To include changes for Diverse Wisps, Durzogs, Wild Horses etc.

The Moderate and Increased Spawn Rates plugins now work differently - they are more balanced with MMM default Spawn Rate itself, as using these plugins would lead to you becoming too wealthy in the long run. I adjusted the count on most of the lists to reflect default spawn rate, with addition of new entries as well that cover the increased counts.You will still have large groups using these plugins - just not as much anymore.

Moderate: 1-2-3-4
Increased: 1-2-3-4-5-6
Reduced: Adjusted nearly all counts on LeveledLists to be 1-2-3 now
Reduced Reduced: All counts 1-2-1 now, no more spawning in 3
Reduced Vanilla: 1-1-2

No XXX plugins - Updated and checked all No XXX plugins. No Beholdens use new method for Boss Types. Updated No Wyvern to not spawn Beholden, instead will spawn Clannfear. Replaced Golden Saint that was spawing at lvl 1 with Clannfear runt. Checked all others and verified that they work properly when used together and across MMM configs.

Hunting and Crafting - Now includes foxes.esp itself. This means 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 LeveledLists for compatibility, cleaned with TES4Edit as well.

City Defences - Plugins updated to last version, new meshes for some wall segments in Anvil and Skingrad that help stop the archers from falling as much. All fixes from B1 version kept as well. Cleaned with TES4Edit.

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

MMM Safer Quest Locations - Renamed from MMM Vindasel. Includes Vindasel and GreyLand changes. Disables and moves vanilla spawnpoints, making these locations to follow more how the game intended them to be. More locations to be added later.

MMM More Wilderness Life - Updated. Removed a few spawn points, Skingrad in particular.

Many more fixes that I may have forgotten to list.

End of 3.7b3PR Release.


===========

=Older Downloads= Not required for 3.7b3PR Listed above

Please Make Sure that you have MMM 3.5.5b5 (OMOD or Full Package) Installed, Before Installing 3.7 Upgrade's or 3.6 Version
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226or
http://www.tesnexus.com/downloads/file.php?id=14442

===========

New - See Post 2..http://www.gamesas.com/bgsforums/index.php?showtopic=995334

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3.7b1 Fixes

* First, I spent several days checking over everything and made alot of fixes some that may not be listed. But all of it was MMM related and ALOT OF IT WAS CHECKING Compatibility with MMM itself, MMMForFrans, MMMforOOO, FCOM, so there could be better intergration in some areas for some..

* Major Change - Diverse Creatures Skins has been merged into MMM.esm so you no longer need this file..so remove it from your list, and rebuild bashed patch..this was done to allow MMM Knight of Nine to work better and not conflict without wrye bash - now all creature will use different model most of the time, so low end users may see a small performance hit..if so use lower spawn rate reducer if you need or turn off mwl..you can still keep it activated but just load before MMM for Knights patches..

* The MMM Knight of Nine to be fully compatible, which details about are listed below..

* MMM Frans - fixed goblin that where missing green blood, and fixed leveled quest issue of incorrect combat package setting..weird one that ones was formid error itself..

* Fixed various issue of new creature's not showing up correctly in spawn rate plugins..so you will need to wait x amount of days once again for changes to take effect..Mostly making sure that all new addition's where being added correctly to leveledlist for Frans,OOO,FCOM..Still suggesting to use Wrye Bash with these mods..

* Additionial Enemy Variants updated once more to include some missing wildhounds and reaver hounds..

* All these plugin's havbe been update to work with MMMforSi

No Spider, No Wyvern, No Slimes, etc..

* GhostlyAppartionFix merged

* New Vindasel Plugin - instead of deleting the leveledlist, I moved them below ground out of site and disabled them, and used same leveledlist that I used before..(no more crash on exit has this could have caused that)

New Creatures for 3.7b1

Durzog by Mr.Siika

Durzog from Morrowind Lore, these creatures are fierce and reptilian like, in Tribunal they where found alongside goblin's. And has of recently they have start reappearing in Cryodiil, out in Wild or where goblins can be found..

the Durzog family (textures by Corepc and Jdfan ) (normal by Jdfan)

Lesser
Normal
War
Greater
Wild

Durzog are added to challenge leveledlist which are randmon wilderness encounter and goblin leveledlist ..But not to Clan Goblin which are handplaced ..we will work on a solution for adding Durzog to Clan Goblin in the future.

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3.6beta4 List of Fixes
New Creatures Added merged from Beta3 Addon's..You no longer these esp (boar addon, spider addon, fatbelly, wildhounds, etc)..All merged into Beta4..

New Spider's and Tarantula's by Malo,Elveon, Alienslof, Mikal33

14 in all - these are much faster and more deadly than their normal MMM counterparts that you used to fightning, beware some can be hard to see in the grass..(they only move one direction foward also, so they will circle you if they have too)

AlienSlof Dogs aka WildHounds in MMM - They can either be found helping you out in battle against wolves, lions, etc, so they are friendly, or they can be found following Ranger's.

FatBellyMinotaur Model and Textures by Corepc -

MrSikka Farm Animals, Textures by Corepc

New Boars by Corepc

New Ancient Transparent Golem by Conan Lon

New Imp Textures

New Black Widow Texture

=============================

Idle Animation Fixes

I finally got around and Added Idle Animation Procedure to All Creatures that where missing this information this include - They now have a random % chance of performing this various activities..etc..We have been missing this for a very long time now..Would like report's if you get a chance to see this stuff happen..

balrog - slack,stamp,scratch,drool
fiends - look and clench fist
Skeep - scratch and sniff
uberhulk - scan,roar,dig
Firedemon - scan, land
fleshGolem - snif, cowl
Hillgiant - sniff, cowl
LichKing - look
SwampStalker - gaze praise
ThornElemental - clench and look

There where no files for idles animations for uberlarva, slimes, beholders,swarm, so they do not have any special animation's.Wyverns did not attach idle animation since they where for mount's..

Farm Animals - well they have sleep idle animation (Thanks to Sarkandar,MrSiika of NpcwithJobs Team for making them) so they will sleep on their side (cows,pigs,calf,ox,etc) or perched (rooster,hen,chicken), etc..random once again..

Need feedback about these so that I can adjust the random%chance of it happening or fix any bugs has needed..

=========================

Fixes/Tweaks to Creatures

Reaver Hound(BloodHound) has correct faction assigned to it now

Hill Giant - I lowered their Int so that they would No longer enter through doors, the script still could change this so, for now this is just a test to see how they will react to it. and I changed the variable in cshillgiant script so that they would not scale in size larger than x amount in size..Hoping this fixes the problem with items attaching to right hand side of body on their feet..

Tweak of City Defences guard script's

1) Redone all Guard Placement..There is now only One Guard Per Segement if on very long wall run..I cut the path in half so they would not cross the path..this fixes them running into each other and causes them to fall off in most cases..
2) I have redone all the hand placed archer's, with those that come from leveledlist to improve performance
3) Having them in Leveledlist fixes problem of them in case they fall off and do not die, they will now die after x amount of days and respawn back on the walls (hopefully)
4) Fixed any remaining Pathgrid that needed to be turned from Red to Blue so that AI would follow them instead of falling off Wall (Chorrol) all other Towns checked and Pathgrid are blue has needed
5) Tweaked Aipackage so that they would not wander so far away from their path above..
6) There still may be cases of them falling of the wall..Has this is issue with how the game load objects, this is hard to fix I am trying to get a timer script to work that disable them until everything is rendered then they are enabled

====================

Spawn Rate Plugins and No Whatever Plugins

Checked all spawn rate plugin's and adjusted has needed for new addition's of creatures from above. So Okay Here

Checked No Spider's plugin that working correctly with and without bash (load has last no whatever plugin correctly and merged)

Checked all other no whatever to make sure work correctly under MMM. FCOM will need own patch?

====================

Hunting and Crafting Update - would MMM update would not be complete without a update once again..This time..

We decided to make both ayelid coins and plantinum coins avialable in the same game..We have balanced out the chances also of finding them..

End of 3.6beta4 Fixes
=======================

3.6beta3 list of Fixes

http://www.tesnexus.com/downloads/file.php?id=17784
or
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226 - check out the super long readme here..

What MMM 3.6Beta 3 Fixes
  • All Beta 2 Changes and Fixes and Blood Fixes intergrated
  • Balrog and Lesser Balrogs rebalance
  • Uberhulk Queen rebalance
  • Numerous guard fixes from UOP3
  • UOP Fixes has needed and Guard stats that where incorrect and add correct items that where missing from them..there where a few that did not have townshield assigned to them. a few stats that had their blade super low (was 6 now 54 or 56)
  • NPC skeleton fixes
  • Undead Legion Berserker was misspelled "Beserker"
  • One Highwayman carrying a sword had Blunt skill instead of Blade
  • Faction tweak for Bandits, Marauders, Necromancers, and Conjurers to address Issue of them Smiling at you while they kill you...LOL...
  • Nearly ALL Goblin now have greenblood assigned to them all version MMM, MMMforFRans, MMMforOOO
  • Fixed npc that where assigned the wrong skeleton all esm/esp/aev.esp checked..
  • Added female shivering zombie to undeadboss list and added female armor nif that where missing has needed for that..
  • Fixed Many Numerous Names that where incorrect (Countess's Bodyguard)
  • Changed size of rabbit's to be larger was .60 now .80 (if this does not work then nif will have be scaled)
  • Created 4 new bats with disease's and added to AMMBatslvl list.
  • Changed faction on Foxes from Wolves to ImperialRanger Faction - Legion will not attack them now, but, they are almost prey now..May help you in a fight also.
Spawn Rate Plugins -
  • Checked All Spawn Rates Plugin and adjusted has needed for new bats that where added..
City Defence Update -
  • Changed Wall Archer Class so that changes made by UOP would not lower their marksman class. Archers prefer to use Bows over blade / or blunt weapon even when in melee combat.
Textures Fixes
  • New Gray Fox texture replace dark orange fox
  • Bats, Rabbits,- to remove shine and increase detail
  • Blood Textures and Goblin eye and heart updated to work across small, medium, large video settings (normal,bloom,hdr tested)
Misc Fixes
  • Foxes Addon - Lilith Added Foxes spawning outside Fox Hut in Bruma now, and finished Interior Cell that has merchant that sells basic H&C goods..
  • No Changes to H&C for Once!!! Could this be the last one..!!!
TEAM MMM

Corepc

============================

New Creatures in MMM3.6

We have new creatures thanks to the awesome creativity and kindness of xilverbulet! For added help in defeating some of
the new creatures I suggest taking a look at xilverbulets http://www.tesnexus.com/downloads/file.php?id=9562.

http://i41.photobucket.com/albums/e264/noyalilith/Swarm.jpg - These awesome creatures are exactly what the name implies; a buzzing, flying swarm of insects. They swarm, they sting, but they are too small to loot.

http://i41.photobucket.com/albums/e264/noyalilith/Oblivionexe56.jpg - An elusive fellow, quick on his feet and able to cast invisibility to escape predators. He is naturally skittish and passive, but will put up a fight if need be before casting invisibility and running off. He is unique; a bipedal ram!

http://i41.photobucket.com/albums/e264/noyalilith/Uberlarva.jpg - The offspring of the formidable Uberhulk and Uberhulk Queen. Their habitat of choice is water and can be found in and amongst crabs and water rats. Although not extremely aggressive they have a bit of a bite.

http://i41.photobucket.com/albums/e264/noyalilith/Oblivionexe47.jpg - This creature is unique; he has mandibles/pincers and the ability to paralyze you. Although he looks to be a lumbering oaf, he is remarkably fast on his feet and can send his paralyzing spell in advance to stop you in your tracks. Can you say stealth? New ingredient: Uberhulk Pincers.

http://i41.photobucket.com/albums/e264/noyalilith/Oblivionexe52.jpg - She is a bigger, more powerful Uberhulk. She wears her crown proudly and makes the Uberhulk look like child's play. Regardless of her size, she is quick on her feet and can sweep you off yours.
New ingredients: Uberhulk Pincers and Uber Jelly.

http://i41.photobucket.com/albums/e264/noyalilith/LesserBalrog.jpg - Forged from the depths of Oblivion, these Daedra bring a whole new concept to the battle in and around the Oblivion Planes. New ingredient: Superior Horn. New Weapon: Lesser Balrog Sword.

http://i41.photobucket.com/albums/e264/noyalilith/Balrog.jpg - Much worse than his lesser cousin, this Daedra calls forth the very magma of Oblivion to aid him in battle. New ingredient: Superior Horn. New Weapon: Flaming Balrog Sword. Hint: Don't fight fire with fire.

http://i41.photobucket.com/albums/e264/noyalilith/Balrog.jpg - Thralls of the Balrog, don't let them steal all of your attention, but don't turn your back on them either.

============================

Optional plugins

New additions and changes to existing plugins.

* No Balrogs.esp - Removes Balrogs and their Thralls. [New in Beta2]

* No Skeep.esp - Removes Skeeps. [New in Beta2]

* No Uberhulk - Removes Uberhulk Larva, Uberhulks and Uberhulk Queens. [New in Beta2]

* No Slimes.esp - Now only removes the slimes. [New]

* No Fiends.esp - Removes only the fiends. [New]

* MMM - Less Reavers.esp - Reduces the Reaver spawn counts. [New]

* MMM for OOO - LessReaversInGates.esp - Reduces the Reaver spawn counts in Gate realms only. Can be used with MMM - Less Reavers.esp to get a greater overall reduction in their spawn rate. [New]

* MMM for OOO - NoReaversInGates.esp - Blocks the Reaver spawn in Gate realms only, but leaves them intact elsewhere. Can be used with MMM - Less Reavers.esp. [New]

* Hunting & Crafting.esp - Added chance to find sheep wool in clutter.


============================

Fixes in MMM3.6

* Tones down the Berserker Ogre color some people experienced. (Thank you showler.)

* Reduces the loudness of the Wyvern on cell load. (Thank you showler.)

* Adds an icon for the Imperial Chainmail Cuirass worn by the Road Watchpeople.

* Switched the Reaver weapon icons that were inadvertently swapped.

* Added factions to the Juicy Imp (non-used creature) for compatibility with Midas Magic Creature Spell.

* Fixes a minor mishap with Werewolf mesh & textures.


MMM for Frans

* Fixed the Necromancer HighElf 2 skeleton from skeletonbeast.nif to skeleton.nif.
* Fixed the Necromancer MaleBreton4 from Argonian to Breton.


MMM for OOO

* Latest fixes and improvements by dev_akm.


============================

Changes in MMM3.6Beta 2

* Three new .esps to remove Balrogs, Skeeps and Uberhulks from the game.

* New list placements for the Uberhulks.

* Balance fixes for Kvatch.

* Adjusted factions for bandits, marauders, necromancers, and conjurers to dislike the player even more than before. This should help to avoid problems where a bandit charges off to fight a mudcrab instead of the player.

* Latest fixes, adjustments and improvements by dev_akm.

======================

Thanks to Lilith for Taking over the Reins while I was out.

======================

Installation notes:

If you have previously installed the Wyvern sound fix you'll need to disable the .esp prior to installing the 3.7 Beta

You must have a complete install of MMM 3.5.5.b5 to use MMM3.7 upgrade beta.

=== HOW TO INSTALL MMM 3.7Beta Upgrade===

MMM 3.7Beta Upgrade (requires MMM Version 3.5.5b5 already installed)

1) Disable and remove 3.5.5b4 esm / esp from 3.5.5b5, as well as all optional plugins, but do not remove any of the resource files (meshes, textures, etc.).

2) Install MMM 3.7Beta and overwrite all ESM/ESP and optional files (if you have any) with the new ones. You MUST have the official patch 1.2.0416 or SI Patch 1.2.0416 for MMMforSI installed to use MMM 3.7.x

3) In-game, rest inside somewhere without any NPCs for 4-14 days* to ensure your cells reset allowing new creatures and NPCs to spawn. You MUST do this if you are upgrading an existing save game. You do NOT have to do this if you are starting a brand new game.

* Resting/waiting length depends on what game respawn time you are using. Default is 3 days, but some mods such as OOO or Frans can extend this to two weeks or more.

=== LOAD ORDER ===

Load Order Guide by Corepc

As MMM is designed to work both alone and with other mods like OOO and Francesco's, it's important that MMM is loaded after these to take effect. If you are using MMM with Francesco's or OOO, this would be a good load order. Note that esm "master files" always load first regardless.

MMM and Francesco's:
Francesco's Leveled Creatures-Items Mod.esm
Mart's Monster Mod.esm
Francesco's optional plugins
Mart's Monster Mod for Fran.esp

MMM and OOO:
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod's optional plugins


What are the different versions?

Mart's Monster Mod - Use with vanilla, Adventurers and pretty much everything else!

Mart's Monster Mod for Fran - A tailored version for Francesco's that allows stronger enemies and stronger bosses and more to appear in MMM. Note that MMM is fully updated for the latest Fran's with the exception of the customizable loot, which is slated for 2.1. For now MMM NPCs default to the hardcoe balance model, but customizable loot works everywhere else in the game world: Fran's NPCs, chests, house loot, leveled quests and more.

Mart's Monster Mod for OOO - This release integrates the OOO loot for MMM NPCs, removes MMM guards so OOO guards take priority and cross-pollinates MMM and OOO factions so similar creatures behave correctly (i.e OOO wolves and MMM wolves are in the same faction).

NOTE: MMM adds increased spawns to the game. It's recommended to use a slower levelling mod as your combat skills may get more of a workout. Alternatively, take advantage of the new factions, and lead one enemy to another and let them fight it out!


General Load Order for MMM Plugins

NOTE: FCOM users should follow the FCOM load order as it is very different because of how it works.

Generally speaking, you should use the following load order:

1. Any MMM plugin that adds things, like creature addon, bat addon, more reavers, etc., needs to load before spawn rate plugins so that the leveled list that is used by spawn rate plugins gets updated correctly with these new changes.
2. Plugins like Looting, Diverse Creatures, Hunting and Crafting, Gems and Gems Dust, Diverse Imperial Armor etc. need to load after any hotfixes, creature addons, more Reavers etc. so that these changes take effect.
3. Any MMM plugin that removes things like creatures (No Rats, Less Rats, No Spiders etc.) should be loaded before spawn rate plugins so that those plugins take affect and change the spawn rate leveled list appropriately.

NOTE: Some of these files are not included in the latest version; they are linked below.

Mart's Monster Mod.esp [or MMM for Fran or OOO]

[MMM plugins that fix or add new things.]

Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - Durzog Addon.esp

[MMM plugins that change creatures, modify things, or scripts.]

Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Diverse Creature Skins.esp [Older Version only 3.6 and below. Merged in 3.7.]
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Zombies for Body Meshes.esp
Mart's Monster Mod - Durability & Damage.esp
Mart's Monster Mod - Fran's leveled quests.esp

[Any MMM plugins that remove creatures or change leveled list for things like rats, bone loot, or make special changes. If it says "No" or "Less", it should load before the spawn rate plugins, so that whatever is being lessened or removed is properly changed on, or removed from, the leveled lists.]

Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - No Carrion Rats.esp
Mart's Monster Mod - No Blood.esp
Mart's Monster Mod - No Giants.esp
Mart's Monster Mod - No Undead Rise.esp
Mart's Monster Mod - No Spiders.esp
Mart's Monster Mod - No Slimes.esp
Mart's Monster Mod - No Werewolves.esp
Mart's Monster Mod - No Lanterns.esp
Mart's Monster Mod - No Adventurers.esp
Mart's Monster Mod - No Wyvern.esp

[Spawn Rate Plugins.]

Mart's Monster Mod - Spawn Rates Reduced Reduced.esp [or Reduced, Moderate, Increased.]

[Miscellaneous: I always load these last.]

Mart's Monster Mod - Vindasel.esp
Mart's Monster Mod - Foxes.esp
Mart's Monster Mod - Farm Animals.esp - Hand Placed Location UL compatible
Mart's Monster Mod - Dungeons of MMM.esp [Formerly Bats addon]
Mart's Monster Mod - More Wilderness Life.esp [This only adds new spawn points to the world which use leveled lists from the spawn rate plugin plus any mods that modify spawn lists.]
Mart's Monster Mod - More Wilderness Life No Gates
Mart's Monster Mod - City Defences.esp

Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Friendlier Factions MMM+Fran.esp
Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp [These two make factions more friendly; they can really be anywhere in the load order.]

General notes

Note: Generally, MMM should always be loaded last in your chain. The main exception is Mighty Magick - this should be loaded after MMM.

Other notes:

* If you use AxeBane Hunters 2.0 or Hunters 2.5, de-select it (included in MMM)
* If you use Creature Continuum, de-select it (included in MMM)
* If you use OOO, you do not need the Diverse Imperial Armor it is already included.
* If you use Beautiful People or any other mod based on Elaborate Eyes, don't use the Races Resized optional plugin.
* If you use onboard sound, nearby creatures may cause stuttering. Use the newest Quiet Feet mod, which is compatible with MMM, OOO and others.


What Do the Different Plugins Do?

City Defences - All cities except the IC now have legion archers patrolling the battlements of each city. Based on the Wall Archers concept by gumballthechewy, this has been built from the ground up with MMM using less guards so as not to impact performance, added external cell as well internal cell guards, added pathing points for patrols along the battlements, and gave them special torches and equipment to enhance their effect.

Damage & Durability - Increases weapon damage by 50%, weapon skill based damage by 50%, and armor and weapon durability by 100% to help fights go faster and armor last longer with the default increase in spawns. [Do not use with OOO as it already contains this tweak.]

Diverse Imperial Armors - The much-improved Imperial City Guard armors by yakueb. [Do not use with OOO as it already contains this.]

Gems & Gem Dust - Combines Gem Dust, Tamriel's Glittering Geology and Bone Grind into MMM's crafting system. The Gem Dust scripts have been scaled and applied against the gems in Tamriel's Glittering Geology, which you will also now find appearing on some creatures and in gem-based loot level lists. Now updated by Bendiwolf to include new gem dusts for the new gems.

Friendlier Factions for MMM+Fran - Like it says on the box. Inter-faction fights less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this one for standalone MMM or MMM and Francescos.

Friendlier Factions for OOO+FCOM - Like it says on the box. Inter-faction fights less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this one for MMM and OOO or MMM and FCOM.

Francesco's levelled quests - Francesco's levelled quests plugin updated for MMM. Requires Francesco's. NOTE: See the 'Fran's Leveled Quest Update' section below for how to use this.

Hunting & Crafting - Enables a huge crafting system within MMM to create weapons and armor from the natural resources in the MMM world. See the MMM 3.0 summary and the Crafting section for more on what items you can create.

Less Bone Loot - Another request in the official thread, reduced generic bone loot on creatures for those who don't use bones for crafting.

Less Rats - Decreases chances of rats by 33% and lower the count of them. NOTE: Do not use with Spawn Rates - Reduced Reduced.

Looting NPCs & Creatures - NPCs, Goblins and Ogres will loot the bodies of their fallen prey. The exception are Guards, since you don't want them taking your loot (unless you don't mind killing them for it). Looting is about more than just NPCs taking each other's gear - it breathes much more life into the world.

More Wilderness Life - Another community plugin developed by Dae, More Wilderness Life adds hundreds of new spawn points across Tamriel to help fill the bare, empty areas Bethesda left in the game. This isn't about simply meeting more creatures - the advanced behavioral AI and inter-faction relationships introduced by MMM results in a thriving, living world around you as you travel (and where you're not always the center of attention), completely changing your experience of Tamriel. Highly recommended!

More Wilderness Life No Gates - Removes all the spawns points that where added to Oblivion gates. It's a more reduced version of MWL for people who were having issues.

No - Removes the monster in the file name from MMM's lists, for those who don't like fighting them.

No Blood - Prevents corpses from being extra-bloody.

No Bone Loot - Removes all Bone loot, for people who don't want to use the crafting plugin.

No Carrion Rats - Removes Carrion Rats spawning at corpses after a few hours. Alternatively, you can load this plugin in the Construction Set and alter the percentage chance. Just look for the global variable 'AMMRatPercent'.

No Lanterns - Removes lanterns from the game.

No Undead Rise - Prevents undead from rising after they are killed.

Resized Races - Extended diversity in race sizes. Females being generally shorter, Nords and Orcs bulkier.

Dungeons of MMM - Contains the Bat Cave showing off a swarm of Bats. Once you get passed them there is special suprise...a 5 level dungeon designed by Team MMM...

Additional Enemy Variants - Add new types of Barbarians, Berserkers, BloodMoon Warriors etc. into the Game

Extra Wounding - Extends MMM 3.5.3 combat/wounding/fatique system to NPCs and Creatures that are not modified by MMM. It affects vanilla NPCs and Creatures as well as those added by other mods.

Safer Question Location's aka formely Vindasel - Removes all MMM spawn points from this location, making the quest location more lore like as the game intended.

Zombie for Body Meshes - Use this if you have problem with zombie not showing up correctly with body mods installed.

*New* Farm Animals - Adds Farm Animals to various Locations around the world, all UL compatible locations.You will not see Farm Animals without this plugin activated until they are merged in for Final MMM 3.7.


*New* MMMforShiveringIsles - See below.


Spawn Rate Plugins Explained

This is how the Spawn Rate Plugins work. The numbers show the amount of spawn points per cell The count in leveledlist listed in spawn rate plugin = amount you will encounter.

  • Increased is 4-5-6 - max possible 12, min 8 if there where 2 spawn points in cell
  • Moderate is 3-4-5 - 10 max, 6 min,
  • Default [no spawn rate plugin] is 2-3-4 - 8 max, 4 min
  • Reduced is 1-2-3 - 6 max, 2 min
  • Reduced Reduced is 1-2-1 - 4 max, 2 min


This is basic formula for spawn rate plugins and what it follows, amount of spawn points per cell X count in leveledlist in spawn rate plugin once more.

Spawn Rate Reduced - Reduced spawn rates for lower-end machines, stealthy characters, or those who prefer less action but want the other features MMM offers.

Spawn Rate Reduced Reduced - As above, but further reduced. Make MMM spawns more vanilla like 1-2 encounters per spawn point.

Spawn Rate Moderate Increased - Slightly higher rates than MMM default would be, but not as much increased as the Increased spawn rate plugin below.

Spawn Rate Increased - The oppposite of RSR, this plugin adds a crazy amount of spawns to hardcoe trigger happy players.

============================

Recommended plugins

It's highly recommended to play with the following plugins for the full MMM experience:

- Damage & Durability
- Diverse Creature Skins
- Gems & Gem Dust
- Looting NPCs & Creatures
- More Wilderness Life

Don't forget that if you're finding the going tough, especially if you're loading More Wilderness Life, you can also try:

- Friendlier Factions
- Reduced Spawn Rates

=== Francesco and MMM Install ===

From Francesco's:
Option Group 1 - Quest and Arena Only. MMM already contains leveled guards.
Option Group 2 - You can use all these.
Option Group 3 - None of these as they are already in MMM. For stronger enemies and bosses it's necessary to use the Bashed Patch to make it work.
Option Group 4 - Only Vendor Tweaks. Everything else already in MMMforFrans.
New Third Party Items - New Item Addon Only.
All Creatures as well as AI behavior and Scripts are already in MMMforFrans.

From MMM:
Mart's Monster Mod for Fran, Mart's Monster Mod - Fran's leveled quests and whatever else you want to use from MMM plugin wise.
Spawn Rate Reduced or Reduced Reduced is recommended for first timer users of MMM.
Mart's Monster Mod for Fran is set to Fran's hardcoe mode by default and most of Fran's customizible features do work.

Fran's Leveled Quests Update

If you use Mart's Monster Mod - Fran's leveled quests.esp, ensure you load the plugin after both Fran's and MMM files.
You MUST ensure you have Francescos optional leveled quests.esp installed from Fran's, either standalone or merged into the Francescos optional files.esp from the install, or loading the Mart Monster Mod - Frans leveled quests.esp will not work.


=== Oscuro's Oblivion Overhaul and MMM Install ===

Download and install OOO 1.33 and OOO 1.34 Beta 5.

Make sure that Oscuro's_Oblivion_Overhaul.esm is loading before Mart's Monster Mod.esm and Mart's Monster Mod for OOO.esm (in 3.5.4 and above) and also that Oscuro's_Oblivion_Overhaul.esp is loading before Mart's Monster Mod for OOO.esp. Do not use Diverse Skins, Diverse Imperial Armor or Gems and Gems Dust.

So:

Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm

Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod for OOO.esp
MMM plugins

Enjoy!
TEAM MMM


User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Thu Oct 13, 2011 3:27 am

MMM Shivering Isles Alpha Release Notes for Version 3.7

MMM for Shivering Isles Beta 0.21 Esp Only

NOTE: Make sure that 3.7b1 is installed and just replace your MMMforSI with this one, wait x amount of days for respawn to be active.

What's New for Alpha 0.21

1. Upped all factions to 70 disposition toward each other.
2. This should help prevent them attacking each other so much unless they are Dementia/Mania war.
3. If not then I will up all to 80.
4. And if this does not work, then I have to adjust aggressive settings themselves on creatures.

SI Diverse Bandits and Marauders - Includes Archers, Warlocks, Beseechers etc. You will now have these types of NPCs as well in Shivering Isles. We thought that just having Heretics and Zealots were not enough. No Light Armor / Heavy Armor / Archer Types / etc. So we added a small amount - for now around 100 - with SI loot. Some of the races used were Golden Saint (Male/Female) / Dark Seducer (Male/Female) and the Female Giants that you will encounter. I really need feedback about them - are they too easy too hard etc.

Faction War - MMM Mania/Dementia Factions created and added to all MMM SI Creatures and MMM SI NPCs. This make it so that Mania/Dementia Creatures and NPCs hate each other and will fight each other on sight. At various different levels in the Shivering Isles wilderness you will encounter Mini War Parties of 6 (randomly picked from each side from leveledlists) of Creatures/Npc from either side. Fighting against one another, until one is left to rule to them all. Since they are randomly spawned and picked, one side could have more on its side then the other side would, or it could be even matched, or it could be all one sided. Shego likes it this way. Need feedback on factions as well.

Rogue Flesh Atronachs - Tweaked to only use two handed weapons. If you have Rogue Flesh Atronachs not attacking you with weapons, please let me know.

============================

What MMM for Shivering Isles does

Nearly all features that you find in Cyrodiil you'll find in the Shivering Isles now as well:

  • Creatures fighting Creatures.
  • Increased Spawns.
  • Tougher Creatures and NPCs.
  • New Diverse Heretics and Zealots that wield greater weapon diversity along with race diversity.
  • All New Creatures to either slay or get slayed by.
  • Wounding and Fatigue script's applied to all SI Creatures and NPCs that were needed.
  • Faction Changes - each creature now belongs to its own faction.


Load order guidelines

As there are very few mods that modify creature leveledlists in Shivering Isles, you can safely load this up high in load order where Additional Enemy Variants, Diverse Creature Skins etc. would be in the load order. If you have a problem's load it down lower in load order.

Other than with Francesco's and FCOM, you do not need to use Wrye Bash.

As from Version 3.7 I tagged it with Delev/Relev. Once MMMforSI goes final it will be merged into MMM.esm for better compatibility.

Fran's and FCOM users can do this for better compatibility:

1. Load Mart's Monster Mod - Shivering Isles.esp after FCOM_Convergence.esp.
2. Add these bash tags to Mart's Monster Mod - Shivering Isles.esp: Delev, Relev. Rebuild the Bashed Patch, wait x amount of days for a respawn.

By doing this it will make MMMforSI creatures and NPC leveledlist changes dominate over those that where added by Fran's.
Without bash tags you will miss a lot of MMM content that was added or changed if you are using Fran's (SI) or FCOM.

  • Since Fran's removes some vanilla entries from SI LeveledLists these end up getting removed in the Bashed Patch and thus end up removing the changes that I made.
  • Since I only added new content to Creature LeveledLists and changed vanilla Creatures themselves. Bash does not see that MMMforSI has Delev/Relev - but MMMforSI should act like a Delev/Relev for compatibility reasons.
  • You will still get Fran's changes, just not that often. MMM will dominate now in lists when it comes to Creatures and NPCs. Items are unchanged.
  • Wou will still encounter Fran's NPCs and Stronger Enemies, but they will not be showing up as much due to MMM Diverse Heretics and Zealots and MMM Shivering Isles Creatures.



Version History

Alpha 0.18

This time it is MMMforShiveringIsles with the latest fixes for the version that was posted yesterday. This version should have all the issues worked out that were needed to make it much more enjoyable - Zealots and Heretics versus player mainly.

  • Fixed remaining LeveledLists for Zealots so higher level NPCs would not spawn on lower levels, i.e. lvl 21 NPC versus lvl 1-4 player who would not be able to survive.
  • Fixed AMMShiveringIsleWyvern List to use LCreatureWyvern LeveleledList instead.
  • Added the Lesser Wyvern to also be found in Cyrodiil as well.
  • The No Wyvern plugin works correctly with MMMforSi and vice versa.
  • Removed bogus Amber Golem in Weye that was left there on accident.
  • Removed Amber/Madness Golem shader effects until I get a better texture for them.


Once again this is the last of MMM for Shivering Isles update for at least a couple of weeks. So that I can get feedback and make adjustments as they come.


Alpha 0.17

  • Added Shivering Isle loot to nearly everything that needed it. First Public Release of MMM for Shivering Isles! Enjoy!



Alpha 0.16

  • Added New Grummite Mania and Madness Assassin (new textures and meshes). Much like Goblin Assassins but these are going to be super tough since they are going to auto level with player. They will start appearing at level 6, 12, 19.
  • Added New Gargoyles Mania and Madness (Lesser and Normal). Removed normal Gargoyles from AMMShiveringIsleImp list.
  • Added Mania and Madness Female Forest Stalkers (with meshes and textures) - added to AMMShiveringIsleEnts list.
  • Heretic and Zealot weapon LeveledList changes. You will find many of the New Diverse Heretics and Zealots will carry a wide variety of weapons now. We did this in order to give them diversity. Some races are better with some weapons and some are not. We used LL2NpcWeaponGrunt or Boss for them for weapon diversity. Which are LeveledLists that are use LL1 and LLO weapon LeveledList which Fran's, OOO, Armamentarium and most mods modify. So you will have these Items showing up on them and also get item scaling from those mods.


Everyone should like these changes once again and it only affects MMM Heretics and Zealots. LeveledLists for vanilla Heretics and Zealots are unchanged.


Alpha 0.14

What is new and sixy!?!

  • New Diverse Heretics and Zealots - Over 200 in all from all Races - Orcs, Elves, Redguards etc. Brings some life to the ranks.
  • http://img524.imageshack.us/img524/8084/goblinretexeo4.jpg - Pulled from Cyrodiil by Shego himself, for his twisted deeds, the Dead Skin Clan is among the deadliest Goblin Clan of them all. Their outer skin has been peeled away to reveal their fleshy underside. Added to Shivering Isles and leveled as needed. Added to SELLCreatureMania or Dementia LeveledLists.
  • Verminites http://www.tesnexus.com/downloads/file.php?id=13265 - Rat Race - Twisted by Shego himself from vermins and Goblins in order to make a superior race of vermin, these can only be found in the isles. Not much is known about them at this time other than this.
  • http://www.tesnexus.com/downloads/file.php?id=10959 - Much like Flesh Atronachs these are another variation of hounds that can be found in the Shivering Isles from lesser to greater types.


  • Tweaked existing SI Creatures.
  • Tweaked damage, stats and levels for all Lesser Elementals as they were doing mass amount of damage.
  • Tweaked all Amber and Madness Loot Drop and Aggression.
  • Tweaked custom weapon LeveledList for Rogue Flesh Atronach to stop at Elven weapons.
  • Added Abilities to Fire and Frost Shambles (shader effects).
  • Added chance of disease to the Hungers Touch Drain Health Effects. Beware of all Hungers from lesser to greater types.
  • Lesser Wyvern created and added (half hit point, damage, lvl etc) for level 1-7 encounters - then normal Wyvern will start showing up.
  • Added AlienSlof's Spider to AMMSI Spider LeveledList.
  • LeveledList tweaks.
  • Increased chances of multiple encounters for many creatures now. Checked to ensure that somethng was always spawning at level 1 - mostly lesser creatures or lower level creatures now.
  • Tweaked AMMSHiveringIsle list some more to be balanced for lower level players.
  • Checked all AMMSI list and fixed any counts, calc from player level or calc for each item.



Alpha 0.13

  • Modified Heretic and Zealot scripts to have MMM Wounding and Fatigue features.
  • Added a few more new variants of creatures if not listed.
  • Lesser, Normal, Greater Amber and Madness Ore Golems added.
  • New Mania Ent and Madness Ent added.



Alpha 0.11

New Textures or Creatures:

  • 2 Mania/Dementia Baliwog textures, Red or Yellow - http://i131.photobucket.com/albums/p305/corepc/ManiaBaliwog.jpg.
  • 6 New Hunger Varations.
  • 2 New Scalon Varations - http://i131.photobucket.com/albums/p305/corepc/ManiaScalon.jpg and http://i131.photobucket.com/albums/p305/corepc/DemenitaScalon.jpg.
  • 2 New Shambles Varations.
  • http://i131.photobucket.com/albums/p305/corepc/MMMUnknown.jpg with ranks.
  • http://i131.photobucket.com/albums/p305/corepc/BloodSkinHound.jpg.
  • New Lesser Elementals.
  • New Lesser, Greater Treesprite.
  • New Amber Golem.


SI Creatures Changes:

  • Created New Mania/Dementia Baliwog Versions and gave them new models.
  • Added Mania or Dementia to name of Creature has needed (for testing purpose only).
  • Fixed various Factions as needed that where not correct in Alpha 0.10.


Leveledlist Changes:

  • I made sure that something would always spawn at level 1.
  • Created New LeveledList Called AMMShiveringIsle which contains sublist called these AMMShiveringIsle.
  • Golems, Wyverns, Spider, Imp, Hounds, Hungers, Shambles,Ents and AMMSI Mania/Dementia Atronach/Scalon LeveledList that contains the new version from above.
  • SELL2Shoreline Mania and Dementia LVL100 list - I modified these to have correct Baliwog.
  • SELL1Balliwog Leveledlist now have a chance to spawn either Mania or Dementia varieties.
  • SELL1Hunger100 added AMMMSIHungers to this list.
  • SELL1SkinnedHound100 added AMMMSIHound to this list.


============================

MMM 3.7b2 Updates

http://www.gamesas.com/bgsforums/index.php?showtopic=959987:

  • CurseofHircine4MMM
  • DiverseRuneskulls
  • Undead & Ayleid Playable Armors
  • TNR Patches
  • and Misc MMM Mods


Corepc


MMM 3.7b2 H&C Update

Pics of New Snow Armor, Black Panther Armor, http://i131.photobucket.com/albums/p305/corepc/blackquilited.jpg, http://i131.photobucket.com/albums/p305/corepc/dfur.jpg.

MMM 3.7b3p3 Farm Animals update

  • Integrated 1.4 Farm Animals Meshes and Textures.
  • Removed Script from all Farm Animals to prevent mini bulls etc.
  • Tweaked Idle Animation settings on Calves.
  • Tweaked all Stats on Farm Animals so they would not open doors or gates.
  • You can no longer aquire soul from dead farm animals.


What's included in the MMM.bsa

  • All MMM 3.5.5b5/3.6/3.7 Resources included for MMM/MMMforSI/H&C.
  • 1.2 GB bsa of MMM goodies packed into a 400mg 7zip download.
  • All textures checked for mip maps and adjusted as needed.
  • Adjusted Zombie race textures so that they would have mip maps and dxt5 format as well.
  • Adjusted many Armor textures that where missing mip maps.
  • Fixed various Goblin textures to be in dxt1 format with mip map settings.


New Resources added - Added all of Slof's Horses and Extras. Have had permission for a very long time. Also, Runeskulls (Diverse Runeskulls Plugin) added.

NOTE:The bsa is named MMM.bsa. So you must do this to get it to work:

  • Rename it to Mart's Monster Mod.bsa for MMM, Mart's Monster Mod for Fran.bsa for MMMforFrans or Mart's monster mod for OOO.bsa if using MMMforOOO.
  • Or you can create a blank esp named MMM.esp and use this to launch the bsa in game.
  • Or modify the Oblivion.ini and add MMM.bsa to the archive section.


MMM 3.7b3p3 Slof's Horses Complete

Team MMM (Corepc, Lilith, with input from Daemondarque, Axil, dev_akm, PacificMorrowind) proudly presents MMM Slof's Horses Complete.

REQUIRED: The MMM 3.7 BSA or Meshes and Textures from both Slof's Horses and Extra Horses.

This is a highly modified version of both Slof's Horses and Extra Horses merged into one, with many fixes and tweak to make it work with MMM. No worldspace changes. Every single Slof Horse model was used to put Stallions, Mares and Geldings into the MMM world as Wild Horses.

Types and leveledlists added - Some contain 9 variations, 18 variations or even more, totalling in 312 possible Slof Horse variations that can be found in game randomly of course. And this is without all the total eye combos that were possible and Lilith and I did. These are the types of Slof's Horses that will be found - in each of the leveledlists there is more than one varation of these types:

    Wild Bay
    Wild Black
    Wild BlackSpotted
    Wild BlueRoan
    Wild Brindle
    Wild BrownandChestnut
    Wild Dappele
    Wild Dun
    Wild FleaBitten
    Wild Leopard
    Wild Paint
    Wild Palomino
    Wild RedRoan
    Wild SnowFlake
    Wild White
    Wild Whiteblack


Wild Horses cannot be ridden by the player. They are flagged as Creature types and not Horse types, so you cannot charm them and try to ride without assistance from some other mod. Beware Wild Stallions who have been known to defend and so there is a chance to get attacked by them. So if low level - run. And if you think you can take on a 2XX HP horse - then go for it. Mares and Geldings will usually run away from you or circle around you sometimes if you get them confused.

Fixes integrated: UOP 3.2 Fixes, Horse Armor compatibility for Horses are integrated along with MMM stats, faction, and inventory added to all Wild Horses.

BONUS FEATURE: The original Slof's Extra Horses has free ones that you can take from stables (handplaced) etc. In the MMM Slof version we went a different route and added them to Wild Horsed leveledlist with a small chance of encountering them. As there are only around 18 of them it's a very rare chance that you will encounter them. These are much tougher, much more friendly and will not run away from you. Some may even find their way back to a stable, but you must encounter them first so this make it more like a quest without having to pay for a horse. It's the most enjoyable addition that MMM has seen. The whole Team agrees about this.

CREDITS: AlienSlof for her originals models and textures. This is for you - what you always thought Slof's Horses for MMM would be like. Also, Kivan and Quarn for UOP Fixes and DLC Fixes.

Enjoy the latest MMM Addition!
Team MMM


MMM 3.7b3 BSA has been Pyfii - Optimized Meshes OMOD

The New Modified City Defences Meshes for Both Anvil and Skingrad currently only four are added, with brand new collision that prevents them from falling even more. These are the hotspots one that kept on making them fall at these locations. So this should help even more.

Also this contains many of MMM Meshes PYFIIed for optimization as well:

    Crafted Armor
    Goblin Shield
    Regional Soldiers
    Yakueb
    WereWolf
    WereWolf-crafted
    MMMDC Armor - Undead Iron, Rust, Frost, Bloody Prison and Raiment
    MMMOE - Undead ELVEN and Undead Legion
    Undead Weapons
    Many Clutter Items aka copper, gold, platinum, silver, bar, coin, nuggets


Weapons:

    Undead Elven Weapons
    Reaver Weapons
    Rusty Weapons
    Balrog Sword


More 3.7b3p3 changes

City Defences - Adjusted many spawn points in Skingrad, Anvil and Chorrol. Did not notice as many fallings, but it is still going to happen because of how game engine loads things.

Hunting and Crafting with Foxes Merged - Updated H&C with Foxes.esp, which contained the small hut outside Bruma. All combined into one Mod. Now you can purchase Hunting and Crafting Armorx or Weapons if you don't want to craft them. Also, some Armor Stats were adjusted. Make sure to have the 3.7b2 H&C Resources installed.


Spawn Rate Vanilla for MMM 3.7b3p3

Yes, it's finally here! Butt kicking with MMM vanilla style...

Weighing in at 66 kb, this contains tons of leveledlists that have been edited, counts in many many lists where reduced to 1. All lists were checked and modified, which took me a while to do. Bringing it to that what you would encounter in Fran's and with vanilla. Single encounters nearly 95% of the time.

If you want less Item to loot from Dead NPCs and Creatures, less chance of Creatures and NPCs fighting each other. Which Means that you will have to face many things one on one or lure them long ways before running into something else. Or if you want a more peaceful game experience in general.

NOTE: If used with No XXX plugins or FCOM, make sure to use the Bashed Patch and load very late in the load order.

EVE HGEC Eyecandy Variants Expansion for MMM

By Project EVE, Axil, Corepc.

DOWNLOAD:
http://www.tesnexus.com/downloads/file.php?id=24078

This is the public release of the MMM version of EVE HGEC Eyecandy Variants Expansion:

  • Includes body modification itself.
  • Choices of types for briasts and hips.
  • Underwear or no underwear versions.
  • Includes the Eve_StockEquipmentReplacer4MMM.esp which is a direct replacer for the vanilla one.


Make sure you also have the vanilla EVE download itself from same location as above. Also, EVE for OOO, Fran's, Armamentarium, FCOM are found there as well.

Enjoy!
Corepc


User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Thu Oct 13, 2011 1:46 am

Diverse WaterLife Update 3.7b3pF

DOWNLOAD:
http://www.4shared.com/file/170247452/78b4bf8d/MMMDiverseWaterLifeUpdate.html

Shadowborn has wielded her scripting magic wand once again. These are the highlights:

  • Resolved issue of fish flopping and almost any chance of them spawning on land has well. Water Gods will teleport them away back into the Water.
  • Hopefully resolved issue of NPCs not following Pathgrids, as setallreachable is not activated until player is swimming.
  • Resolved issue of fishes not swimming so good. In this version they are all over the place - speedy fish, slow fish, just wait and see.
  • Added Water Breathing to all fishes. No more floating dead fish.
  • Tweaked Rock Finding Package Setting
  • Lowered amount of fish that where spawning per leveledlist. In some cases six where spawning per point. So stuck AI was being noticed if using higher spawn rate plugin like moderate or increased. Lowered fish spawn to 2-3. This will free up some CPU activity as well when close to fish.
  • Tweaked the amount of aggressive types that show up to be little less.
  • Checked against all DLC's, Unofficial Patches and cleaned as needed with TES4Edit.


Enjoy!
Team MMM
Corepc


============================

Updated MMM DLCHorseArmor+Slof plugin

Version 0.91 - Changed all Legion Horses to use Steel Horse Armor per request.

DOWNLOAD:
http://www.4shared.com/file/197946933/536700d4/MMMDLCHorseArmorSlofs.html

Compatiblity Patch for MMM Slof Horse Complete and DLCHorseArmor

REQUIRED:
Mart's Monster Mod 3.7b3p3
DLCHorseArmor.esp

OPTIONAL:
DLCHorseArmor - Unofficial Patch.esp

Bash for compatibility with other mods.

NOTES:
This changes all the DLC Armored Horse Models to use Slof's Horse Models instead to match the ones from MMM Slof's Horses Complete.

If you armor your Slof Horse then you will lose Slof's Saddle and Saddle Bags. Due to major clipping issue, these cannot be used with DLCHOrseArmor etc.

But Slof's Bridle and Reins are retained - Black for Steel, and Brown for Elven.

As an added treat I added Steel or Elven to the Legion Horse as well. Legion Horsea will have Slof's Model but without the saddle and saddle bags once again.

This plugin is provided as is. It ensures that MMM's Slof Models are used instead of vanilla ones in DLCHorseArmor for compatibility with MMM Slof's Horses Complete. So that your horse does not revert back to vanilla horse meshes. If you buy Horse Armor for it, Slof Horse Model will be kept in play.


Mod Compatibility

MMMDLCHorseArmorSlofs does not work with with the following mods due to how they are designed. If you use any of the mods listed below, best to keep using those and not use MMM DLCHorseArmor+Slof with them for reasons given below:

  • Horse Armor Revamped 1.8 - This replaces DLCHorseArmor.esp with its own version. The MMM version depends on DLCHorseArmor.esp, so it cannot be used. Keep Using Horse Armor Revamped and Slof Plugins for it. Once again do not use MMM version with Horse Armor Revamped as it will not work.
  • Ulrim's Horses - Does not work either as it wants too look for Slof Horses.esp as a master file. If you change the master on Ulrim Horses DLCHorseArmor to look for Mart's Monster Mod Slof Horse Complete, it causes formid error. So do not use Ulrim with MMM DLC HorseArmor as it will not work correctly. Keep on using Ulrim's version.


If you use any the mods listed below, best to disable those and use MMM Version for Compatiblilty Reason:

  • Does not work with Horse Armor Compatibility by dev_akm, Slof's Horses Armored and Commandable or DLCHorseArmor Update.
  • Does not work with either Legion Horse Armored, ArmoredLegionHorses by deMarco, Imperial Horse Armor or Legion Horses Armored.



Load Order

    DLCHorseArmor.esp
    DLCHorseArmor - Unofficial Patch.esp
    Mart's Monster Mod - DLCHorseArmor+Slofs .esp [Bash: Mergeable, Graphics]



Bash Notes

The plugin is mergeable and tagged with Graphics so it can be merged and imported as needed in the Bashed Patch.

Do not activate the plugin in the mod list. Select it under Merge Patches and Import Graphics in the Bashed Patch options, select Rebuild patch and your armored horse should now be a Slof Horse once again.


Version History

Version 0.91

  • Changed All Legion Horse's to use Steel Armor, elven is too fancy for the imperial legion once again.


Once again plugin is provided as is, only meant to use in order to get DLCHorseArmor to use Slof's Horse Model once again and works across different MMM configs as well.

=========1.73 MMM Cobl and Upcoming MMM Cobl ===================

MMM 3.7b3 Cobl Update

*Requires http://www.tesnexus.com/downloads/file.php?id=21104 listed under Misc Downloads


This expand Cobl Item to nearly almost every single MMM Creature, Xvilai and Khajiit Npcs in MMM!!!

See included readme for list of Changes

http://www.4shared.com/file/149656474/a6bb36c9/MMM-Cobl.html

*Requires Cobl - Loot-Drop-Merchant changes Proposal listed under Misc Downloads

Do Not Use FCOM_Cobl patch or Cobl Tweaks with this,

*Intergrated all feature from Cobl Tweaks has needed into MMM Version, users do not need Cobl Tweaks anymore with MMM Cobl.
*Fixed all Liches to have correct faction added to them from 3.7b3 Changes
*Fixed Inventory on many creatures that where not set correctly to match MMM lvls
*Load before MMM/MMMforOOO/FCOM Knights in load order, so that mmm cobl items get imported correctly and Knights patch work correctly.

What you will get in the next MMM Cobl

========
MMM-Cobl
========


Massive overhaul - Changed the entire system and MMM so Cobl no longer directly edits Creatures or NPCs. This means MMM-Cobl no longer can override MMM's factions. It should be safe for all future updates and item placement is now in the hands of the MMM team. Also greatly expands the number of Creatures and NPCs that now have Tamrielic Ingredients. This, as well as updating MMM so more of its Creatures have TI ingredients, has taken the bulk of the time.

Updated the Coblizer:

  • More items are switched from the MMM version to the Cobl version.
  • Now handles Ayleid coins, Guar and Boar hides, most Gem Dusts - Diamond, Emerald, Gold, Pearl, Ruby, Sapphire, Silver, Topaz.


You shouldn't need the constant Coblizer quest any longer. Before you would find the MMM version of an item (on a body, etc.) and then the quest would switch it to the Cobl version. Now you should just find the Cobl version. This means you should only have to run the quest once - to change the MMM items to Cobl when you first install it.

Of course, if another plugin adds the MMM version you'll get the MMM version. I've set up the MMM esm and esp, Gems and Gem Dust and Hunting and Crafting so you receive the Cobl version. I have no control or knowledge about other plugins - so let me know!

Hides - If you're using the Hunting and Crafting plugin, you should be able to use all of the Cobl hides for it.

Native ingredients - MMM makes some ingredients native, so you'll find them at more Alchemists. These include: Gargoyle Horn, Guar Hide, Durzog meat and Werewolf Blood.

New drops - Many more creatures and NPCs now have TI loot:

  • Some of these were simple switch outs - switched the MMM version of an item for Cobl's version.
  • Some had new pieces and parts added, i.e.Trolls now drop their Blood as well as their Fat.
  • For variety's sake, some of them always drop an item while others drop 0-2 or more.
  • The latter was mainly so you can have a chance to get multiple parts (Blood and Fat), but keep an average of 1 item.
  • Some had a number of items added.
  • Moonsugar - technically this should be under pieces/parts because Khajiit are made of Moon Sugar.
  • As pieces and parts - a Mud golem can drop anything you'd find in a clump of dirt (think of sifting for gold).
  • As items they would carry - Smugglers would carry (..drum roll..) ILLEGAL STUFF!!! (..snare crash..).
  • Some were expanded lists - Added TI ingredients to the list of items a Conjurer would carry around.
  • For various reasons, I tried to match the vanilla lists in terms of how many items to the list and how they level.
  • This led to a few questionable items - i.e. Heart of Palm on the Mythic list, Resin on the Oblivion list.
  • Conjurer - Sacrifices to the gods: Meats, Sweets, rare Creature parts (i.e., Ash Salts), Gems, Minerals.
  • Mythic - i.e. Nymph Hair. I had to fluff out this list, so I added flora that might have been in ancient Cyrodiil.
  • Necromancer - Poisons, Undead parts (i.e., Lich Dust), Tomb list.
  • Oblivion - Went with the fire theme of Oblivion, so these include Sulfur, Saltpeter, Resin (ehh), and Daedra Skin.
  • Tomb - Lichen (moss), Wraith Essence, Bloat (because it's found all over Morrowind tombs).
  • Vampire - Bloods, Mushrooms (underground), grave stuff - dust and flora.


Overview:

  • Balliwog - added Raw Balliwog Legs.
  • Bear - switched out MMM's version of Meat for Cobl's.
  • Boar - switched out MMM's version of Hide for Cobl's.
  • Conjurers and Blood Moon Clan - Daedra Masters have Conjurer lists, others have Conjurer and Necromancer lists. Some have more ingredients than others. I simply followed the original MMM placements here - I never did look into the reasoning.
  • Daedra - added Daedra Skin, chance to get Skin and/or Heart. Includes Xivilai, Daedroth, Morphoid, Golden Saint, Herne, Clannfear, Blood Moon Warrior.
  • Dremora Mages - added Oblivion list. Those with higher Alchemy have more ingredients and a higher chance to drop ingredients.
  • Durzog - switched out MMM's version of Meat for Cobl's.
  • Dwemer spider - switched out MMM version of Dwemer Scrap for Cobl's.
  • Gargoyle - switched out MMM's version of Horn for Cobl's.
  • Giant - added Giant's Blood, chance to get Blood and/or Heart.
  • Golem drop overhaul.
  • Amber - added Resin.
  • Ebony - added Ebony.
  • Flesh - added Tomb list (Have you ever managed to raise the dead without some Grave Dust on it??? I didn't think so!).
  • Glass - added Glass.
  • Iron - added Iron.
  • Mud - added things you would find in a clump of Dirt - basic chemicals (i.e., Arsenic), small Gems and Minerals.
  • Magma - added Charcoal.
  • Rock - added Minerals - chance to get Tin or Copper or Lead, etc.
  • Water - added Pure Water.
  • Guar - switched out MMM's version of Meats and Hides for Cobl's.
  • Haunted Head - added Tomb list.
  • Horse - switched out MMM's version of Meat for Cobl's.
  • Khajiit - added Moon Sugar.
  • Lich - added Lich Dust, chance to get Bonemeal or Lich Dust.
  • Necromancer - added Necromanceer list.
  • Slaughterfish - added Slaughterfish Filet, chance to get Scales and/or Filets.
  • Smuggler - added Illegal items - Moon Sugar, Royal/Mined Ores like Ebony, Dwemer Scrap, etc.
  • Spriggan - added Heartwood and Belladona, chance to get Taproot or Heartwood or Belladona.
  • Tree people - added Mythic list. Includes Ent, Spider Dryads, Spriggan, Striders, Tree Sprites.
  • Trolls - added Troll's Blood, chance to get Fat or Blood.
  • Undead Legion Berserker - added Tomb list.
  • Vampires (with some Alchemy) - added Vampire list. Those with higher Alchemy have more ingredients and a higher chance to drop ingredients.
  • Werewolf - added Werewolf Blood.
  • Wolves - switched out MMM's version of Meat for Cobl's.
  • Wraith - added Grave Dust and Wraith Essence, chance to get Ectoplasm or Grave Dust or Wraith Essence
  • Zombie and Npc Zombie - Moldy Food Items.


This is what we have been working on for months and months now. As you can tell from above a lot of changes once again. Full overhaul of Creatures and NPC inventory items once. Just thought I would share with you Haama last changelog with details.

Don't worry if you do not use COBL, you will still get something extra - it will be normal vanilla or MMM items added to many of same creatures above which are standard. Once Cobl is added, the items get replaced with Cobl ones in leveledlists.

Once again what you see above is what will be in next MMM and UFCOM updates. We do not have a time line yet on when it will be ready as changes are massive. But it's moving along fairly well now that MMM Cobl is 99% done.

Corepc

User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Thu Oct 13, 2011 8:59 am

About the new release,can we expect it to be released this month? :D
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Thu Oct 13, 2011 12:07 pm

You guys are about to miss your release window on this and OOO and FCOM. Gooooooooooo! :rock:
User avatar
Markie Mark
 
Posts: 3420
Joined: Tue Dec 04, 2007 7:24 am

Post » Thu Oct 13, 2011 9:41 am

You guys are about to miss your release window on this and OOO and FCOM. Gooooooooooo! :rock:

Release window? I didn't know there was one.
It has to be stressed that Team Alpha do have other priorities in life apart from gaming.
Updates will be released when we're satisfied new versions are stable and as bug free as any mod can be expected to be.

Or are you anticipating everyone quiting Oblivion and turning to Skyrim on it's release date?
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Thu Oct 13, 2011 10:23 am

Thanks for your hard work Team Alpha. :foodndrink: But that said, you are a tease :whistling:, tempting us with v 3.8
User avatar
Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm


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