Version 3.5.5 Beta5 of Martigen's Monster Mod by the MMM team. This version features an assortment of new and variant creatures, but more importantly the scripts have been overhauled. They are more efficient with less overhead. This is an OMOD file, so
Authors: the MMM team
New Features of 3.5.5
What release of MMM would be complete without innovative new features? New features in MMM 3.5.5 include:
:: 3.5.5 Foxes, Rabbits, Mudcrabs, New Ogre's, Pahmer, Bats
4 Foxes have been added to game these are shy creatures..
6 Rabbits types can be found mixed among deer spawn now's..
4 New Mudcrabs will be found by the water..
New Ogre Nif that increase fps..Beware of High level Yellow Belly
New Pahmer fix for missing face and hair
Bats 4 types to be found mixed in leveled list
:: Goblins ::
Rusty Weapons and Armor: Goblins can now pull from the pool of MMM's unique rusty weapons and armor sets -- you'll see them wielding dozens of rusted weapon variants in addition to their usual kit.
New Ingredients: Goblin Hearts and Goblin Eyes -- thanks to Luis for the textures and icons!
Blood: Goblins now bleed green blood... (more on this below)
:: Creature Features ::
Goblin Assassin: The damage bug is fixed and, further, the Assassin can now critically strike any foe it faces, not just the player -- watch them tear up Adventurers!
Additionally, the Assassin's strike ability is based on the target's Agility -- so the higher your agility, the less likely you are to be hit by the Critical Strike (afterall stealthy players, just like Assasssins, know how to fight their own.)
Ghostly Apparition: The fatigue bug is fixed and, further, the length of time you remain knocked out by the Apparition's fear attack is now dependent on your Willpower -- new players could stay down and vulnerable for around 30 seconds, while a player with 100 Willpower would barely stagger when hit by the Apparition.
Patriarchs/Matriatchs: Can now Roar and induce fear in all the NPCs it faces in a given radius. Watch NPCs flee in terror from the grandaddy daedra of them all!
:: Wounding - Revised in 3.5.5 ::
No more can an NPC swing his sword at you with full strength while on 1 hitpoint, or flee from you at full speed while dying!
MMM has actually implemented a wounding since version 1.2 (!) but was relegated to NPCs, and only a few stats. MMM 3.x now adds wounding penalties to almost all NPCs and creatures in the game and impacts Strength, Agility, Athletics, Speed, Fatigue and Attack and Defence bonuses.
Wounded enemies now:
* Attack and swing slower
* Move and run slower
* Inflict less damage
* Take more damage
Wounding penalities are applied in three stages, with each stage getting progressively worse -- an NPC on less than 15% health has his abilities reduced to 20-40% of their original values. Additionally, they physically do less damage regardless of weapon, and being wounded are unable to defend themselves as well and so take more damage.
Submission: While the stat penalties are applied at as each wound level is reached, the Fatigue penality is applied with each hit. The more wounded they are, the more fatigue they lose from your strikes. This means they automatically get to swing less frequently, and do less damage as well -- fights should tire an enemy. And, for the first time, you can actually beat enemies into submission without actually killing them when their fatigue hits zero -- fast, low-damage weapons can now be more effective for stealthy chars, and hand to hand combat allows you to knock enemies out before delivering a killing blow.
Balance: Naturally, this is going to make some fights easier -- and help balance those times when you have hectic spawns, so I'm keen to hear feedback. It's already been quite finely tuned -- different creatures and NPCs receive different levels of penalties, and the penalties don't apply to Bosses (who should be super-tough) or Guards (who are frequently outnumbered as it is).
Additionally, wounding allows you to be more strategic -- there's benefit now in taking out the wounded enemies first. And because wounded enemies deal less damage, you can last longer in fights with large groups. And on that note, how can you tell which enemies are wounded? Glad you asked!
:: Wounding Effects Revised 3.5.5::
Blood: NPCs and creatures now bleed, getting progressively worse the more wounded they become. It's quite a sight seeing a blood soaked Guard fighting for his life vs blood-stained Daedra! The blood textures are courtesy of dDefinder, and then tweaked for effect -- including the creation of new green blood textures and green blood spray for the goblins.
Blood Spurts: When NPCs and creatures reach the highest wound level, they will start to randomly spurt blood...
Staggering: NPCs and creatures now have a chance of staggering or tripping while wounded, wether fighting or running for their lives. The more wounded they are, the greater the chance. Stronger enemies with higher endurance stagger less often. Staggering adds a lot to the game -- and combined with the wounding penalties, you can see things like:
* A fleeing, bloodied, NPC fall and trip over, pick himself up, and continue to run
* A wounded NPC swing and miss in a fight, falling over to then pick himself up again
* A staggering NPC fall to the ground and, while getting up, is delt a killing blow
* A deer shot by a hunter bleed from the arrow, and tripping over itself when it tries to flee -- like a nature documentary!
Both Wounding and Wounding Effects have been subtly balanced and applied -- Daedra for example won't stagger, but will get weaker and will bleed (except Antronachs, where bleeding wouldn't make sense). Guards can stagger and bleed, but won't get weaker (there's enough complaints about weak guards). Generic NPCs can get weaker, bleed, and stagger but NPC bosses will only bleed and stagger, and so on. It's literally been an invidiual touch applying this to all of MMM's new creatures and NPCs as well changes to vanilla creatures and NPCs.
No Blood: Don't like it? Load the new No Blood plugin.
New Creatures and Npcs
And as usual for an MMM update, a range of lovingly crafted creatures with unique stats, abilities, behavioural AI, loot drops, backstory and more:
:: Reavers Revised 3.5.5::
Reavers are an entirely new NPC race, and live up to their namesake. They care not for sides or noble blood or factions of any kind -- their only agenda is their own. They will attack the player, bandits, mauarders, daedera, dremora, everyone. And they'll usually win. Twisted from hundreds of years of basic, animal instincts, they have forged themselves vicious weapons and are the most feared race that walks the ground in Cyrodiil. If you can kill one, your reward will be the potent weapons they carry. Be warned, they can travel in packs, and sometimes bring with them their own trained hunting companions, the Reaver Blood Hounds.
Reavers are based loosely on the concept of the same from Serenity, for those who pick the name Armor and weapons were designed by the talented demoncleaner -- there are 15 unique new Reaver weapons, as well as armor, shields, and special face masks.
Note: these guys are so tough you won't even start seeing them until Level 20, and you won't want to even consider taking one on until you're level 25.
:: Beholdens ::
Well, how long have you waited for Beholders in Oblivion? Thanks to some amazing work from xilverbulet, now they are here!
Beholden: Floating, tentacled, and ugly -- just what you want to meet in a dark corridor. Beholdens can be found in dungeons and Oblivion realms, are highly magical and come with a wide range of spell attacks from paralysis to drain to direct damage, and drop a new unique and potent ingredient: Eye of the Beholden. They also have their own set of resistances, and weaknesses -- if you can't beat them with magic, try a sword.
Beholden Hatchling: A young form of the Beholden, it's every bit as nasty with its own spell repetoire and a hunger for enjoying tasty new delacacies of the world, like you.
Beholden Firey Eye: The Beholden Boss, and excelling in destructive fire magic, meeting him is usually a one way ticket. Hint: you can't fight fire with fire, so try something cold.
Ethereal Beholden: Ever see Big Trouble in Little China? This special beholden acts in a similar way -- it does no damage, other creatures will ignore it, and you can't fight it. Instead, when it detects an intruder (like you) it'll fly up close to confirm -- and then promptly alert all creatures and NPCs within a wide radius to your presence with a scream before disappearing. It's quite a sight to see an entire dungeon descend on the player all at once...
:: Fiends ::
Like Beholdens, Fiends are classed as Daedra and can be found in dungeons and Oblivion realms. They are born of perverse magic bound around the basic elements in swamp and tar pits, and abhor life in all its forms. They come in two varieties:
Slime Fiends: They may not be particularly fast, and you need to use this to your advantage -- the Slime Fiend can paralyse as well as drain skills and abilities at touch with a unique Slime Touch.
Tar Fiends: Tar fiends are related, but less potent. Able to cast a high level burden at touch, they can bring most creatures to their knees quickly, making them easy fodder for nearby allies.
All fiends are immune to disease and poison, and are able to partially abosrb spells. They also drop a new unique ingredient: Fiend Essence.
:: Slimes ::
Slimes are a creature I've wanted to do since starting MMM -- they are unique in that when you kill one there's a good chance that, instead of dying, it will 'split' into smaller slimes, and you get to fight these next. The chance of a slime splitting varies, but there are two levels depending on the size of the slime. Like the Beholdens and Fiends, the Slime models and textures come courtesy of xilverbulet!
Slimes: There are three sizes -- Giant, Normal, and Small -- and three varieties -- Flesh, Metallic, and Mucas (eww!). All slimes have AI pacakges to hunt for and pick up whatever junk is lying around -- weapons, armor, food, etc. When you kill them, there's a chance you can find this loot or, alternatively, they may split into the next slime level down. For example:
Normal Slimes --> Small Slimes
Giant Slimes --> Normal Slimes --> Small Slimes
Slimes can be found in dungeons and caves, and are special in that most creatures will ignore them. Naturally, they are immune to poison and disease, and can even breathe and move underwater (so don't think you can escape that way). However, by their nature, they are vulnerable to fire and frost. Finally, all slimes drop a new unique ingredient as well: Slime Juice.
:: Undead Overhaul ::
Have you ever thought it strange these these ancient undead, with their old and battered skeletons, somehow have brand spanking new weapons? Yeah, me too So MMM changes all this. This release of totally revamps the undead, adding:
* 66 rusted MOBS balanced weapon variants
* 30 rusted armor variants
(This is actually just part of the overhaul, focusing mainly on weapons. New types of armors will be coming in the next release.)
These are used by both the undead skeletons and the MMM Undead Legions. The weapons cover iron and steel forms of every weapon, and the armor includes helments and shields. Additionally, previously skeletons only used a select few one-handed weapons -- now they can wield the full variety. Further, the weapons gradually 'fade out' as you encounter higher and higher level skeletons, and the same goes for power -- Hero Skeletons for wont' carry daggers, for example.
However, to spice things up -- there's a 1 in 10 chance an undead will wield a 'new' weapon, instead, pulled from the loot tables. Afterall, you wouldn't be the first foolish adventurer to try your luck in the dungeons, giving them a source of weapons. This makes seeing such weapons rare and thus far more interesting and valuable when you come across them.
Additionally, MMM already sports 44 unqiue skeleton variants you can fight, each with a different combat style, and 36 different Undead Legions. These already use some 27 different combinations of armor and skins (see the Diverse Creature Skins Plugin). Now, when you add the new armor and weapons variants you literally get over 2000 variants of undead you can meet!
But wait, there's more! (old joke from Aussie land) -- there's also a new Undead Boss: the Arch Undead Elven Lord, with custom-made textures and which -- like the dual-wielding Undead Elven Lord -- sports a unique weapon the player can pick up an use -- the Bone Claymore. See the Creature Section below for more.
Finally, Zombies have also had an overhaul, but that's so big it needs its own entry, next:
:: Zombie Overhaul ::
100 new race-based zombies can be encountered, incuding Imperial, Dark Elf, Argonian, Orc, and Khajitt of both sexes. They may be naked, wearing rags, or armor -- all of these have been custom-made to be 'decayed', 'battered', or 'rusted' to suit their zombie nature. In fact, you will see Zombie 'prisoners' with rags and wrist irons just as your character started with, and you'll see also see what happens to all those Arena hopefuls who end up spilling blood in the sand...
The zombies can fight with their hands, or wield all manner of weapons, some pulled from the 'rusted' set above. They drop a sub-set of normal NPC loot, indicating some are not too recently dead. Finally, there are two very special additions:
* Undead Zombie Imperal Guard -- Yes! This is something I've always wanted to add to MMM. These guys wear decayed and battered Imperal Legion armor (and yes, player wearable) as well as wield a dulled, rusted Silver Longsword. Unlike the alive Imperial Legions... these guys aren't here to help you!
* Shivering Zombie Master -- A unique zombie boss with specialised zombie textures and custom-made glass armor -- Cuirass and Greaves of the Walking Dead. Additionally, he wields a potent ice-flaming sword, the magical Shivering Sword. Grab it for yourself, if you can...
:: Adventurer Overhaul ::
The Adventuers in MMM have undergone an overhaul also, with 20 new NPCs and four new mage classes, bringing the total to 55 different Adventurers you can meet and include everything from from Scouts and Bards through to Plunderers, Tomb Raiders, and Warriors.
Additionally equipped armors have been split into Light and Heavy for the various classes, there's a greatly reduced chance of carrying magical items, greatly expanded personality/background loot drops, and stealthier classes now sneak while looting. Finally the two biggest changes include: Adventurers now can loot chests from both OOO and Frans and, best of all -- you can now find them in Oblivion too, in larger numbers than in dungeons and ruins. Like you, they're risking an assualt into Oblivion itself.
Naturally, if you don't like the competition there is a new plugin to disable the Adventurers
:: Gems & Gem Dust Revised 3.5.5 ::
An excellent plugin first built by Martigen, then expanded upon by Bendiwolf, and then Dewshine has taken it to the next level , 3.5.3 by Bendiwolf, ShadowBorn . In the words of Dewshine:
There are now Rose Garnets, Flawed Rose Garnets, Flawless Rose Garnets, Perfect Rose Garnets, and Rose Garnets shards. The first four can be ground into Garnet dust. There are also the Watermelon Tourmalines, Flawed Watermelon Tourmalines, Flawless Watermelon Tourmalines, Perfect Watermelon Tourmalines, and Watermelon Tourmalines shards. The first four can be ground into Tourmaline dust. Each new stone has a unique icon.
Additionally, there's a new gem type: Paraiba Tourmaline. Included is Paraiba Tourmalines, Flawed Paraiba Tourmalines, Flawless Paraiba Tourmalines, Perfect Paraiba Tourmalines, and Paraiba Tourmaline shards.
Finally some meshes and textures were missing in the previous release, these have all been corrected and, where appropriate, new icons made.
:: Crafting Overhaul Revised 3.5.5 ::
All crafting has been entirely split out into a new plugin -- Hunting & Crafting. Again thanks to Dewshine, Shadowborn, Bendiwolf, and Lilith this has been taken to a new level. Changes now include:
Crafting has shifted to the hides themselves. You still need to carry 'Fletching Calipers' and 'Leatherworking Shears', but now you click on the hides themsleves to make new armor. And for that, Dewshine has greatly expanded the scope:
New Armor: Quilted Armor that uses bleached cloth (the bolts and cut cloth can be bleached) and sheep's wool (specific to MMM). This includes robe, shoes, bracers, and hood.
New Armor: Cured Hide creates Fur armor, Bone Studded fur armor and Metal Studded fur armor.
New Armor: Tanned leather creates Soft Leather armor, Stealth Leather armor, Bone Studded Soft Leather armor, and Metal Studded Soft Leather armor.
New Armor: Boiled leather creates Pit Armor, Bone Studded Pit Armor, and Metal Studded Pit Armor.
New Armor: Werewolf Fur armor -- this unique armor is crafted from the fur of MMM Werewolves, and imbues the same resistances Werewolves enjoy, including normal weapon resistance, disease resistance, fortify sneak, fortify hand to hand, poison resistance and reflect damage. Of course, you have to hunt Werewolves to get these...
All of these armors are full sets -- shield, cuirass, boots, bracers, greaves, and helmet -- with multiple variants for a total of 72 new armor pieces that can be crafted from resources found in the MMM world! Three cheers Dewshine!
:: More Crafting Details in 3.5.5
MMM includes a crafting engine that allows you to expand alchemy and crafting components of the game. All up, 72 different items can be made. You can:
* Collect bones, feathers, stones, animal hide and more
* Make full armor sets out of animal hides
* Make arrows out of bones/stones and feathers
* Grind bones into Bone Dust
* Grind a wide range of gems into Gem Dust, each with unique properties.
Bone Grind and Gem Dust:
To grind bones and gems, you simply need a mortar and pestle and then just click on the bones or gems in your inventory. Only larger bones and gems can be ground to dust. There are dozens of gems and gem types, each granting different alchemical properties.
Note that some bones can have dual use -- they can be ground to dust for alchemy, or used to make armor and arrows.
To make armor and arrows, first find the Leatherworking and Fletching tools which will show up in crates and barrels, just search and you'll eventually find them. Then, you can start your crafting by clicking on the appropriate items like so:
Leatherworking Shears = Hide Armor, Bone Studded Hide Armor (in full sets, including shields), Soft Armor and Bone Studded Soft armor (Cuirass, gauntlets, greaves, boots, and helmets).
Fletching Calipers = Bone, Barbed Bone, Silver, Ogre tooth, Daedroth tooth, Flint, and Obsidian Arrows. Need flights from feathers and matching ingredients for each type of arrow.
Feathers = Create arrow flights for crafting arrows
Animal Hides* = Allows you to make cured hides. The size of the animal determines how many final pieces of leather are created. The leather types are hide (fur), soft leather, and boiled leather.
Cured Hides = With metal nuggets, can create Metal Studded Hide Armor (full set)
Soft Leather = Make Stealth Leather (DB armor in pieces), and Metal Studded Soft Leather armor.
Timberwolf Hide = Special Timberwolf Hide armor set, including shield.
Werewolf Hide = Create Rawhide Werewolf Fur Armor, full set. Each piece endows the wearer with the natural abilities and resistances of the Werewolf.
Cloth = Clicking on cloth, either bolts or folded, grants the option to bleach the cloth.
Bleached Cloth = Clicking on Bleached Cloth while having Sheep's Woolf can create Quilted armor for mages. This set consists of robe, hood, bracers, and shoes.
Metal Objects = Clicking on middle class metal objects can create Metal Nuggets for Studded Armor. The weight of the item determines the number of nuggets. Individual nuggets may also be found in clutter.
* Animal Hides you can click on include, for example, Wolf Pelts, Deer Skins, Leopard Pelt, Lion Pelt, Panther Pelt, Boar Hide, Pahmer Hide, Bear Skin (brown, black, snow), Timber Wolf, Guar Hide, and even Werewolf Fur captured from Werewolves.
:: Guards with Swords ::
Post the 1.2 patch everyone was complaining that guards always showed bows now, and many people didn't like it. In MMM 2.2 there's now a 50% chance guards will favour swords over bows, so you will see both types of guards walking around. This doesn't affect combat -- all guards will fight with bows and swords on range, but those that prefer swords will go back to equipping swords before and after combat.
:: Safer Horsie ::
Seem odd that enemies find your horse more threatenting than other creatures, or even you? Now the player's horse is treated like it is -- a low threat, though it is still on the menu as 'food' for some creatures, but you will always be a bigger target than your horse.
:: New Creature Features ::
Ghostly Apparitions will now knock you over for a short period as they fly through you screaming... possibly making you vulnerable to nearby enemies. Goblin Asssassins can now critically strike you -- keep them at a distance or they'll take you down in a few hits! You can even hear when their posioned daggers rend the flesh from your bone...
:: Durability & Damage ::
The Durability & Damage plugin has been updated to include skill-based damage scaling: the higher your skill with weapons, the more damage you do. As a result the plugin is now more effective, making fights quicker than before. But note -- it applies to enemies as well!
:: More Diverse Creature Skins ::
The wildly (geddit, pun?) successful Diverse Creature Skins plugin has been updated with more variant skins, including in this release Bears and Flesh Golems (see New Creatures below) to add to the variety.
:: MMM for OOO Revised 3.5.5 ::
New updates to the MMM for OOO component now include creature faction quest animals are respected -- animals from OOO and MMM will be friendly towards you. Note, you still won't see many OOO creatures unless using FCOM for the moment. The final stage of the MMM for OOO module is full spawn integration (partial integration works now). Also in this module -- Adventurers can now loot OOO chests
=== HOW TO INSTALL MMM 3.0 or Full 3.5.3===
1] Extract to your Oblivion/Data directory
2] Select 'Mart's Monster Mod.esm' if Using OOO also select MMMforOOO.esm
3] Select ONE of the following:
'Mart's Monster Mod.esp'
'Mart's Monster Mod for Frans.esp'
'Mart's Monster Mod for OOO.esp'
4] Read about the range of optional plugins from the PLUGINS section below
5] Drag your choice of plugins from the '== Optional Plugins ==' directory to your Data directory
6] Select to load these plugins
NOTE: Don't forget to rest 4-12 days to allow already visited cells to reset and new creatures and NPCs to appear. You do not have to do this if you are starting a brand new game.
=== HOW TO INSTALL MMM 3.5.3 Upgrade===
MMM 3.5.3 Upgrade requires the MMM 3.0
Install MMM 3.0 as per the MMM 3.0 installation instructions (see above).
2) Disable and remove all prior MMM 3.0/3.2 hotfixes, 3.0-3.1 esm / esp and all optional files
3) Install MMM 3.5.3 (3.5.5b3) 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 installed to use MMM 3.5.
4) If you use *ANY* plugins, copy these across from the 'Optional Plugins' folder to your Data dir again. *NOTE* The Spawn Rate Plugins have been re-named. Delete your old ones, and use the new ones from the Optional Plugins folder.
5) In-game, rest inside somewhere without any NPCs for 4-14 days* to ensure your cells reset and new creatures and NPCs 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.
* Depends on what game respawn time you are using. Default is 3 days, but some mods like OOO or Frans can extend this to two weeks or more.
*NOTE* The MMM for OOO Modules require OOO 1.33.
=== LOAD ORDER ===
Load Order Guide by Corepc
As MMM is designed to work both alone and with other mods like OOO and Francescos, it's important MMM is loaded after these to take effect. If you are using MMM with Francescos, this would be a good load order (note .esm 'master files' always load first regardless):
Francescos main .esm or Oscuro's Oblivion Overhaul.esm
Francescos extra items .esm
Mart's Monster Mod.esm
Francescos optional plugins .esps or Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod for Francescos.esp or Mart's Monster Mod for OOO.esp
Mart's Monster Mod optional plugins .esps
What are the different versions?
Mart's Monster Mod: Use with vanilla, Adventurers and pretty much everything else!
Mart's Monster Mod for Frans: A tailored version for Francescos that allows stronger enemies and stronger bosses and more to appear in MMM. Note that MMM is fully updated for the latest Frans with the exception of the customiseable loot, which is slated for 2.1. For now MMM NPC's default to the HARDCORE balance model, but customizable loot works everywhere else in the game world âââ€š¬" 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 like creatures correctly behave (i.e OOO wolves and MMM wolves on 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 see the FCOM load order, as it is very different because of how it works.
Generally speaking, you should use the following order:
1) Any MMM plugin that adds things, like creature addon, bat addon, more reavers, etc., need 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 remove things like creatures (no rats, less rats, no spider, 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 000)
(MMM plugins that fix or add new things...)
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - More Reavers.esp
(MMM plugins that change creatures, add new things, or scripts..)
Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Diverse Creature Skins.esp
Mart's Monster Mod - More Reaver Variants.esp
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 - Bats Addon.esp
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.)
Important Fix: MMMMediumTexturePack: If you computer is set to small or medium texture, you will need this fix for issues with blood and goblin icons not showing up correctly for some users.
Final 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 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 âââ€š¬" 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. (The link goes to the latest updated version.)
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 it already contains this tweak.)
Diverse Creature Skins: Adds diverse and different texture variants for many creatures in the game -- see a pack of wolves where each looks different, or a swarm of goblins with differences in texture and tone between them. This plugin adds a huge depth and variety to the game. Highly recommended! (do not use with MMMforOOO already contains this)
Diverse Imperial Armors: The much-improved Imperial City Guard armors by yakueb. (Do not use with OOO - it already contains this tweak/)
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 scome 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 Francescos. 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 - decrease chance's of rats by 33% and lower the count of them = do not use with spawn rate 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 behavioural 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, for people who were having problems a more reduced version of mwl...
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. Alternaively, you can load this plugin 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: Diversity in race sizes is exended as well as females generally being shorter, and bulkier Nords and Orcs.
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 encounter's per spawn point..
Spawn Rate Increased: The oppposite of RSR, this plugin adds a crazy amount of spawns to hardcore trigger happy players.
Foxes - Adds a Small hut outside Bruma with Fox Rug and a small population of rabbits outside the hut..
Bats Addon - Contains the Bat Cave showing off a swarm of bat's..Once you get passed them there is special suprise...a two level dungeon designed by team mmm...
Additionial Enemy Variant's - Add new types of Barbarians, Bezerkers, BloodMoon Warrior, etc into the Game
Extra Wounding - It extends MMM 3.5.3 combat/wounding/fatique system to npcs / creature's that are not modified by MMM...vanilla npcs and creatures etc...those added by other mods...etc...
Vindasel - Remove all MMM spawn points from this location, and make it more lore like has the game intended...quest location by the way...
Zombie for Body Meshes - use this if you have problem with zombie not showing up correctly with body mods installed
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 if you're finding the going tough, espcially if you're loading More Wilderness Life, try also:
- Friendlier Factions
- Reduced Spawn Rates
===Francesco and MMM Install===
Option Group 1 - Quest and Arena Only...MMM already contain's leveled guards....
Option Group 2 - You can use all these..
Option Group 3 - None of these...Already in MMM ...Can use stronger enimes and bosses with bashed patched to make it work..
Option Group 4 - Only Vendor Tweaks, Everything else already in MMMforFrans..
New Thrid Party Items - New Item Addon Only - All Creature's / Ai behavior and Scripts already in MMMforFrans...
MMMforFrans, MMM - Frans Leveled Quest, and whatever else you want to use from MMM plugin wise..
Spawn Rate Reduced or Reduced Reduced is recommend for first timer user's of MMM...
MMMforFrans is set to Frans Hardcore mode by default..and most of fran's customizible feature do work ..loot at least...
Fran's Leveled Quests Update
If you use 'Frans leveled quests.esp', please read the following.
Ensure you load the 'Mart Monster Mod - Frans leveled quests.esp' plugin after both Frans and MMM files.
You MUST ensure you have 'Francescos optional leveled quests.esp' installed from Frans, 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 OOO 1.3 and OOO 1.33 choose either Full or Lite Version and install that..
Make sure that OOO.esm is loading before MMM.esm and MMMforOOO.esm (in 3.5.4), and that OOO.esp is loading before MMMforOOO.esp..do not use diverse skins or diverse imperial armor or gems and gems dust (may be used in lite, with full version may have some problem)
3.5.5b5 - Dev_akm Updated MMMforOOO.esm and MMMforOOO.esp to fix leveledlist item problem that where occuring
3.5.5b4 - All esm / esp updated for this - MMM.esm, MMM.esp, MMMforFrans, MMMforOOO..
First contain's all update's from MMM 3.5.3, 3.5.4, 3.5.5b1-3, Version has listed on first page of MMM thread post 4..
Major Overhaul to all Leveledlist for Creatures has needed in order to make all spawn rate plugin's work better across MMM, MMMforFrans, MMMforOOO, and FCOM itself...This was quite a job to check all the leveledlist me and dev_akm sent each other several revision until we go it just right..we hope..spawn rate plugin's should work in fcom fairly well at this point..
All spawn rates plugin have been checked, double checked, and tripled checked..Any remaining issue with spawn rate plugin's will be addressed in the MMM 3.5.6 Final..
Updated Additional Enemy Variants - Fixed two Khajitts Smugglers to be a different race to fix the problem of them going into highwayman mode sometimes..
Updates to H&C itself for both vanilla and exnems (body mod) version, fixed any remaining issue that could have been causing crashing etc, missing armor, etc. Exnems Users and Female Body mod users download the MMMArmor4Exnems with H&C ..Same H&C plugin comes with this version also..
MMM 3.5.5b3 Fixes ...
Martigen Monster Mod 3.5.5b3 esm / esp updates
Changes for the MMM 3.5.5b3 not that many for this update...Keep up the good work TEAM MMM..
I have pushed all the new MMM Bandit Bosses and Marauder Bosses from Additional Enemy Variants into main esm itself to resolve problem with them causing problem with MMMforFrans, and FCOM ...MMM bosses will show up more often now..There was no easy way to fix this...
Adjusted personality of MMM Bandit Hedge Wizard so that they would attack player's with high disposition (much like the reaver problem was)..
Fixed Misc Script Bug with GiantGrowth that was set to magic effect should have been object..this could have been causing random crashes also..
Cleaned up MMM additional enemy variants to only have new ones added not default one's changes...added script's has needed to those that needed them..
Fixed Leveledlist Issue with No Whatever plugin in MMMforFrans,
fixed a few hair types that where incorrect when using with TNR or TIE
Fixed Script in MMM City Defences so that they would not evaulate their package which was causing the issue of them not attacking
Gems and Gems has been updated to "bone grind" is now dependent on what skill level alchemy is based at...
New Additional Enemy Variants by ArgoChris well over 1200 npcs added by this now...Extended Reavers, Extended Adventurers, Rangers, Forester, Raider Warlord, Raiders, NercoMancer, and more...
Added Updated More Wilderness Life Plugin both version's ..Normal and No gates ( this is that revamped version - with a ton of changes fixed spawn points,raised lowered, repointed, bad spawn points removed, bad references moved)
Checked all Spawn Rates Plugin has needed once again across all version (MMM, MMMforFrans, MMMforOOO, checked fcom also). Fixed any issue has needed (not that many did not notice any missing creatures) expect those noted above for MMMforFrans..
MMM 3.5.5b2 Changes - Dev_Akm fixed some more recursive leveledlist that could have been causing crashing with Mwl and Addiontal Enemy Variant's and a few of the no whatever plugins..
Other Fixes for 3.5.5b2
Additionial Enemy Variants updated removed out npcs from master.esm that where being changed...
Friendly Faction for OOO+FCOM finally updated for OOO 1.33
Fixed Fox aipackage so they would hunt rabbit correctly - thanks Dev_Akm for pointing this out...could have been another reason for strange happenings
Version Changes / Name Changes / Dropped Files..
MMMforOOO requires OOO 1.33 and MMMforOOO.esm now!!! Make sure that you load the MMMforOOO.esm also so that it does not crash on startup will not work without this..
MMMforFCOM will be dropped from main package, ( since everyone should be using FCOM Converge now instead)...along with MMM - Curse of Hircine..Which will be a Seperate Download..( causes crashes if you do not have mod Curse of Hircine Installed itself )...
Major Fixes -
Due to oversight during script optimiziation on my part vanilla scripts that where modified by MMM...Including Hircine Quest , GuardScript's, GoblinScripts, etc...where removed from MMM.esp, MMMforFrans,MMMforOOO, FCOM..The Scripts have been added back in to restore compatiblity with other mods that modify these vanilla script's..any other mod that use's mmm script's should now be using the ones from the esm...Sorry about this once again...
Fixes for MMM Scaling and Hitbox issue...where certain creatures, npc, etc..would be scaled to big and when you tried to attack them and aim for head it would not recognize the damage...
Creature Fixes -
Foxes have been resized to be smaller than wolf types...each wolf is a different size with red and brown wolf being the biggest and orange types being the smallest..
Rabbits agression has been lowered so that they would not attack player's..
Npc Fixes -
Fixed Name on all the Khajiit's they where mispelled ..(for you lore buff's)..
TNR Compatiblity has been checked and double checked to lastest Version of TNR and or TIE (in Bash Config)...this fixes any random issue with Vanilla race's not being assigned correctly or having wrong race body type..
Adventurer's changed personality on all so that it would decrease chances of them attacking each other after they have cleared out a room...and would attack each other..
Smuggler Khajiit Fix in Additionial Enemy Variant's - Changed Race of Khajiit Smugglers into Agronian's to fix problem of them going into highwayman mode...rare occurence of this happening...
Leveled List Fixes / All Spawn Rate Plugin's contian these fixes Fixes
Reaver's chance's have been greatly lowered in Oblivion Gate's..in MMM and it Version's for these reason...
1) To fix compatiblity Issue with MMMforOOO, FCOM, high level creatures not spawing correctly...
2) Reaver's taking out whole mobs of other MMM Creature's runing the fun...or almost taking them out...
3) Increase chance of Running into More Classic MMM high Level Types once again...
4) Reaver now only travel in pack of 2,3,4...Spawn rate adjusted has needed...
Giant's have been moved into LKOWildernessChallenge Leveled list...this will make them appear less often..but will appear at correct level's now..and will greaty increase chance's of running into More Classic MMM type creature's ...
Spawn Rate Plugin Adjust once more for new Reaver's and Giant's leveled list changes
New No Whatever Spawn Plugins by Dev_Akm - like the no slimes plugin..creature instead of getting removed is replaced with a creature of different type. also resolves any compatiblity problem that these had with each other .(no lanterns fix, no beholdens, no giants, no werewolves, no wvvern, no slimes)
Updated Reavers in Spawn Rate Reduced Reduced to have count of no more than 2...so it now 1-2-1..in Spawn Rate Reduced updated them to 1-2-2, MMM Default is 1-2-3..
Updated MMM Plugin's..
Extra Wounding - updated- fixes problem of new wounding getting applied to carrion rat's...
Updated Looting Plugin extended looting to csnpctough script...allows barabarian, bloodmoon necromancers, shaman..to loot now also..
More Wilderness Life - Removed leveled list that where recursive...
Bat's Addon plugins named has now changed to Dungeons of MMM - Since it has been expanded to include a entrance and exit...a undead level, daedra level, - this can be considered a testing ground for MMM ..
New Additionial Enemy Variants which adds a total of 774 New Npcs in All...by ArgoChris - New Npc's that use all types of Weapons, which use a new class, (New Raiders, Amazons, Black Bow RingLeaders, Cuthroats, Berzerkers, More)...
City Defences Updated Combat Behavior and fixed the distance so they would react correctly when getting attacked ...
H&C updated along with Gems and Gems Dust ...Lilith has made alot of improvements and fixes..to both of these plugins revamped the crafting books includes advanced book 2 now, respawing barrel with basic item in case they get lost, fixed alot of misc script error's etc....metal nuggets will be found more often...there will be a changelog for this...
Changes made to Gems & Gemdust Plugin:
• Restored Shift+Click dropping functionality by replacing bone grind scripts which had been removed. This also adds back the ability to not grind if bone is clicked on accidentally.
• Removed script from Platinum bar:
o It is now consistent with all other bars, can’t do anything with them except for finding them in clutter and selling for septims.
o Only a few liked the idea of increasing amount of coins created from the bar, almost as many weren’t exactly agreeable.
• Did not add script to Platinum coins to grind.
o They are the same as always, just found in clutter to sell for septims.
I elected on removing the Platinum Bar script as it didn’t make much sense (to me anyway). I also decided against adding a script to grind platinum coins. They are the same as when they were added into the game and I feel this is best as it avoids any conflicts of interest with realism players.
Changes made to Hunting & Crafting Plugin:
• Fixed invisibility problem with Female White Quilted Robe
• Reworked Crafting Guides just a bit, there is a Volume I and a Volume II now. Volume I only explains items which can be used, Volume II goes into specific detail as to how to craft items and detail of the finished crafted items.
• Changed value of Crafting Guides to zero and set the barrel to respawn. (Don’t think you’ll get rich… because the contents are only worth 28 gp)
• Increased the chance of finding Metal Nuggets also added the chance to find Metal objects such as Plates, Urns, Goblets and Tankards in random containers.
All Quills have been turned into feathers, but due to the extensive use in loot lists I did not fix that. The problem occurred when the script was fixed and instead of creating a new Quill item (Quill02) the original Quill (Quill01) was used thus turning the name of all Quills in the game to feathers. I will fix this if it becomes a problem, but since I was the only one who mentioned it I don’t think it will.
Corepc, Dev_Akm, Lilith, and Rest of MMM Team