[RELZ] Martigen's Monster Mod 3.8

Post » Fri Jul 13, 2012 5:05 am

TEAM ALPHA proudly announces



Martigen’s Monster Mod v 3.8



NOTE: This full version of MMM is compatible with OOO 1.35 in an MMM for OOO configuration,

and with Francesco’s version 5 in an MMM for Francesco’s configuration.

It is NOT compatible with earlier versions of OOO or FCOM (an FCOM update is forthcoming)



A clean install is required when upgrading--remove everything from any previous install of MMM - meshes, sounds, textures, BSA etc.

Also, if using OOO/FCOM you must clean install the latest versions of these overhaul mods also. Mixing with older versions will result in missing textures, meshes, and other anomalies!



Previous thread: http://www.gamesas.com/topic/1240255-relz-marts-monster-mod-37b3/







"No two creatures will ever be the same." -- Generic cool quote




From its very beginnings, Martigen’s Monster Mod has been developed with a passionate attention to detail. It is much more than ‘monsters’ in the common sense – it consists of unique creatures and NPCs each designed with a purpose, style, back story, lore, AI, loot, abilities, ingredients, faction behavior and more. But MMM does much more than add completely new and unique creature and NPC types. Put simply, it contains and encompasses life.

* Martigen’s brilliant advanced fleeing code for NPCs based on level and health
* Advanced wilderness behavior for animals and creatures
* Advanced inter-faction behavior for creatures and NPCs
* Advanced combat behavior based on Lyrondor’s Combat Behavior mod
* Advanced plugin system with optional plugins to tailor the mod to your play style
* New and more rewarding loot drops for all creatures and NPCs
* New and versatile optional crafting system
* The ability to encounter new creatures up to level 40 in the game, and be challenged to level 50+
* Statically scaled leveling -- meet creatures and NPCs more powerful than you, and less powerful than you, regardless of your level.



===== REQUIREMENTS =====

Martigen’s Monster Mod requires the http://www.elderscrolls.com/downloads/updates_patches.htm
It is highly recommended that you also install the http://www.tesnexus.com/downloads/file.php?id=5296 , http://www.tesnexus.com/downloads/file.php?id=10739, and http://www.tesnexus.com/downloads/file.php?id=9969 first, before installing MMM.
http://www.tesnexus.com/downloads/file.php?id=2097 is required for OMOD Install Options, and can also be used for Load Ordering, Archive Invalidation, etc.; and http://oblivion.nexusmods.com/mods/22368, while being slightly more complex for the new user, is an invaluable tool capable of doing all that and more.

Martigen’s Monster Mod 3.8 requires both a resource BSA Download and the latest ESM/ESP Updates, both of which can currently only be found at TesAlliance (TESA).
Martigen's Monster Mod for Shivering Isles - Requires SI and 1.2.0416 SI Patch Installed. Please note that the GOTY Edition Already comes with SI, Knights, and SI Patch 1.2.0416.

Martigen's Monster Mod for Knights -- Requires Knights of Nine to be installed (the Unofficial Official Mods Patch for Knights is also recommended). See Knights Section.
Martigen’s Monster Mod used in conjunction with Oscuro’s Oblivion Overhaul requires http://tesalliance.org/forums/index.php?/files/file/1103-beta-oscuros-oblivion-overhaul/. Because the structure of both mods has changed, using any other version may result in missing meshes and textures.

Martigen's Monster Mod used with Frans requires http://oblivion.nexusmods.com/mods/40190 mod. The newest version (v.5) is preferred, but v.4.5 (available at Planet Elder Scrolls) is also compatible.
Wrye Bash is highly recommended, as its bashed patch helps resolve problems when using other mods with MMM, especially in merging leveled lists and race features. See Bash Section.

BOSS (Better Oblivion Sorting Software) is recommended to help sort your load order. It is available http://oblivion.nexusmods.com/mods/20516.

===== INSTALLATION =====

INSTALL ORDER FOR MMM 3.8
First and foremost, for compatibility reasons—since everything is stored in bsa now—you have to pay close attention to how you install other mods, since MMM still shares some resources with UOP and Cobl in particular. Please use the following as a general guide:
Unofficial Patches and DLC Mod Patches first
Frans and OOO, WarCry, Bob's Armory, Armamentarium, and Artifacts
MMM
Cobl / Cobl Races
Body Replacers
FCOM
Textures


The Readme file for this version of MMM has been revamped, and contains up-to-the-minute information. It offers detailed information on the various plugin options, instructions for installing for specific configurations, CorePC’s load order guide, as well as a complete version history.

===== COMPATIBILITY And BASH=====

To Avoid Issues with Other Mods, Wyre Bash is highly recommended.

MMM is an overhaul, so it makes many changes to factions, some vanilla npcs, enemy npc’s, creatures, and leveled lists. In order to successfully use other mods that affect the same areas, use Wrye Bash to create a bashed patch.

===== WHAT’S NEW IN THIS VERSION =====



3.8 Release (July 2012)

- H&C Update - Includes adding static deer horns as decoration and general cleanup inside of Pelt Farm.
-
Mummies - StarX's mummies added
-
Undead Elven Npcs Expanded: Expanded the Undead Elven Ranks, Inventory Adjustment, Cobl Tweaks - MMM only. (MMMforOOO/FCOM will not have this feature)




New - Diverse Wisp and VASE Addon - remove VASE from your load order and use this instead.
VASE is merged and all its content is added. CorePC redesigned the leveled list so now there will be "Mart's Monster Mod - Diverse Wisp and VASE Addon.esp" that will add WISPs and VASEs into the game. This new add-on plugin is Bash mergeable.
New -
MMM Hemingweye’s Capes Plugin Full (Bad Guys, Guards, All Vanilla Npcs) or Lite Version (Only MMM Guards, Bad Guys, Few Vanilla Npcs), that will work across all MMM configs.


Tons of fixes as usual since last update
UOP 3.3.4 fixes included where needed.
Updated MMM Knights, MMMforOOO Knights, etc.

MMMForOOO/FCOM - Goblin's will now Drop OOO Shields Only, MMM Shields should no longer show up on them
MMMforOOO/FCOM - Spriggans should now correctly make it rain on death. (Please note that you may still need an MMM patch if using some weather mods.)

BSA resources optimized for better performance


BSA directory structure streamlined for use with the latest versions of OOO, Frans, and FCOM





MMM-Cobl

Massive overhaul by haama - Full overhaul of Creatures and NPC inventory items.
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. (See Version History for specific details).


===== TEAM MEMBERS – PAST & PRESENT =====


Martigen(Retired from Oblivion), The Creator
Corepc, Dev_akm, Shadowborn, Lilith, PacificMorrowind, Axil (retired), Arkngt, haama, Daemondarque, Bg2408, Sen-Chan, Shikishima
Dev_Akm - Who without his assistance MMM would not be the same.
PacificMorrowind - for meshes and pyfii optimization, Diverse Runeskulls Addition,
Vacuity - Diverse Wisp Addon … she who took something that was blah, and turned them into holy smoke what is that..
Lilith - H&C, G&GD master herself, cheering section (always upbeat and cheerful, even at times when things looked dark!)
haama - All things COBL (a monumental work of its own)
Daemondarque - Horse Master, Advanced Playtester, Slof Horse Fixes as well.
Axil - Retired, but left us with New Armor for H&C, and EVE HGEC for MMM as well.
Shadowborn - Scripting Master Herself, enhanced and optimized Diverse Waterlife and much more
Bg2408 – Cobl Races, General guidance, and Advanced Playtester
Sen-Chan – Massive assistance and support with armor meshes, in addition to Robert Male and Female armors for MMM/H&C
Arkngt – Testing, support, lore, Shining Atronachs… you name it. On sabbatical at present, but his dedication and professionalism is still a guide for us all.
Shikishima – Testing, support, FCOM/OOO compatibility, the go-to guy for everything else. Without him, MMM 3.8 would never have seen the light of day.

A full listing of contributors can be found in the readme!


DOWNLOAD!

Martigen’s Monster Mod 3.8 requires three downloads, all currently available ONLY on TESA: http://tesalliance.org/forums/index.php?/files/file/1283-martigens-monster-mod/
MMM 3.8 BSA: 400 megabytes
MMM 3.8 ESM and ESP’s
MMM 3.8 Readme and Version History (contains detailed descriptions of plugins and creatures, and specific installation instructions):



ENJOY!

--TeamAlpha :biggrin:
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Fri Jul 13, 2012 12:56 pm

Just a note to say that the BSA may be unavailable for a short time yet, until the TESA staff can get it moved into the appropriate area for download.
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Fri Jul 13, 2012 10:52 am

At last ! Thanx mucho, TeamAlpha. :biggrin:
User avatar
Tessa Mullins
 
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Joined: Mon Oct 22, 2007 5:17 am


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