Over 250M in 90+ brand new creatures and NPCs, 1500+ variant creatures and NPCs, unique encounters, advanced AI, tailored loot drops and more!
[Martigen's Monster Mod v1.70]
"No two creatures will ever be the same." -- generic cool quote
Contact: PM 'Martigen' on official TES forums
Email: madmartigen at hotmail.com
===== WHAT IT DOES =====
* Over 90 new and diverse creatures and NPCs added to the realm of Tamriel
* All original and new creatures/NPCs spawn unique with a different size
* All original and new creatures/NPCs spawn unqiue with modified stats
* All original and new creatures/NPCs spawn unique with their own combat AI
* All original and new creatures/NPCs spawn unique with their own loot
* All original and new creatures/NPCs interact with over 25 new factions
* And much much more! See below for full feature list.
The variety in MMM is almost limitless. Each creature and NPC, both original and new, spawns with (in defined ranges) a randomised size; randomised adjustments to stats (such as strength, agility, health, fatigue, magic, willpower, and intelligence) all particular to their class; as well as range-randomised confidence; agression; and even combat fighting styles. No more clones of creatures or NPCs where each one is identical, with MMM every encounter is different because every creature -- even those of the same race -- is uniquely different.
More than this, the stat adjustments are broken into two sections -- health, magic, strength, fatigue and confidence are affected by the same value that determines size -- so smaller creatures are generally weaker too and, in turn, less confident. Stats like agility, speed, and agression are randomised based on and applied against the core stats. Speed is an important one here -- now you will see herds of deer running away at different speeds, or hoards of goblins charging towards you and fighting with you at different speeds. In conjuction with size, stat, and aggression changes as well as the fleeing and behviour code these changes adds a ton of life to the creatures of Tamriel.
Additionally, the advanced fleeing code works not just with the player, but other creatures and NPCs as well. You'll see a wolf starting a fight with a Bandit, and then running for its life. Or goblins swarming a Troll, and then pelting when the tide turns against them. In fact, very few mods allow for anything more than NPCs than can flee, but MMM adds carefully adapted code to all sorts of creatures and NPC types, particular to their class or nature (so for eg, Dremora never flee and nor do Bosses).
Finally, MMM is the first mod to tie a creature's confidence and aggression into faction interactions -- usually, setting faction ratings creates static behaviour (if a creature has a big enough negative reaction to another faction, it will always attack), with MMM creatures spawn with an adjustment to their aggression and confidence within a defined range, and when combined with the faction ratings, creates a vast diversity of behaviour. For example, a Big Cat might not always be hungry, and so might not always chase prey. Or a spawning Ogre that has a faction relationship towards wolves as enemies may be ambivalent towards a nearby wolf, while another spawned Ogre attacks it outright. Moreover, the changes scale in accordance with a creature's size and stats with bigger, more confident creatures more likely to start a fight with those in factions they just tolerate (as opposed to outright war or friendship). Additionally, more primal creatures may attack their own kind, such as Wolves or Trolls or Minotaurs. It's a low percentage, but again based around factions and aggression. If a highly aggressive Wolf spawns, it'll be highly aggressive not only to other factions but its own kind, and could well turn on them in a fight.
The most important change the faction system brings -- the player is no longer the centre of the universe. No more will you have three different creatures all attacking you at once and ignoring eachother. Now, fights will be all-in brawls between you and the fighting factions you've stumbled upon.
===== KEY FEATURES =====
MMM does much more than add over 90 completely new and unique creature and NPC types. It also adds to all creatures and NPCs in the game both original and new:
* Advanced fleeing code for NPCs based on level and health
* Advanced wilderness behaviour for animals and creatures
* Advanced inter-faction behaviour for creatures and NPCs (see 'Factions' below)
* Advanced combat behaviour based on Lyrondor’s combat Behaviour mod
* Advanced plugin system with optional plugins to tailor the mod to your playstyle
* 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 levelling -- meet creatures and NPCs more powerful than you, and less powerful than you, regardless of your level as you level.
Additionally, you'll also get to see:
* The ability for 'bad' NPCs to feign death, to try and flee
* Undead that resurrects in front of you when you least it expect it!
* Undead that ressurects after time, to create new encounters as you leave a dungeons
* Levelled guards in cities, with legion military ranks
* Patrol guards for roads, which include females
* New ingredients on animals, including pelts and meats and much more
* Giants in the form of giant humanoids and giant Ogres
* Resized races for greater diversity in Tamriel's inhabitants
* Nords and Orcs bulkier (aka Bulkier Nords and Orcs mod)
* The player no longer being the center of the universe -- the world happens around you sometimes, with or without your interaction, creating a realistic and thriving experience.
And on top of all this, a passionate attention to detail -- unique creatures and NPCs each designed with a purpose, style, back story, AI, loot, abilities, ingredients, faction behavior and more. Plus animals that can be afraid, aggressive, or tame and behave accordingly, bosses that are bigger, Spriggans that may cause a storm when they die, furs and meats on Barbarians, Marauders that like their drinks, petty loot on Bandits, Smugglers carrying their cargo, new regional armors on patrolling guards, corpses that stay around longer so you can loot them and much much more.
CREATURES AND NPCS INCLUDE:
New NPC types and classes
Giants -:- Really, really big people
Amazon -:- Light armor, bow wielding and fond of maces
Barbarian -:- Two handed wielding Orcs with light armor
Barbarian Shaman -:- As above, plus magic
Bandit Warmage -:- Heavy armor and destruction magic
Smuggler -:- Warrior-types with conjuration, and carrying illegal goods
Slayer -:- Khajitt bandits that hunt you with chameleon
Raiders -:- Improved versions of bandits -- melee, missile and magic
Defenders -:- Heavily armored bandits that use alternation and restoration
Blood Moon Wizards -:- Red cloaked wizards that just don't like you
Blood Moon Warrior -:- Simply put, one bad-ass fighter
Head Hunters -:- Argonion archers that try and paralyze you
Berserker -:- Shirtless nords fond of two-handers
New allied NPCs
Imperial Road Watchmen/Watchwomen -:- Male and Female road patrol. A friendly face on the roads!
Imperial Legion Rangers -:- Stronger versions of the Foresters, come with pet wolves.
Plus all original Oblivion NPCs get advanced stat and size scaling, behaviour and combat AI, tailored loot drops etc and more.
New Creature types and classes
Gore Rats -:- Bigger, tougher, uglier
Elder bears -:- King size black and brown bears
Primal Troll -:- Meaner, bigger troll
Savage Troll -:- Even meaner, bigger troll
Hell Hounds -:- Fire wolves that spit fire
White Tail Wolf -:- White wolves that spit ice
White Fur Lion -:- Mountain snow lion
Leopard -:- It's a cat. A very big one
Snow leopard -:- A leopard fond of the cold
Panther -:- A sleek, black, killing machine
Goblin Bandits -:- Tougher, well equipped goblins
Elder Ogre -:- Meaner, bigger ogre
Champion Ogre -:- Even meaner, bigger ogre (read: giant)
Guardian Imps -:- Meaner, tougher imps
Ancient Imps -:- Even Meaner, tougher imps
Mind Shatter -:- will o wisps on steroids
Tree Sprite -:- Big brother to the spriggans
Rock Elementals -:- Power of the elements, mythic
Fire Elementals -:- Power of the elements, mythic
Water Elementals -:- Power of the elements, mythic
Efreeti -:- Mischievious fast moving pure fire spirits
Haunted Heads -:- Floating ghostly skulls that want to take a bite out of you...
Dire Boar/Bear/Wolf/Lion -:- Diseased, crazed, animals. Vicious, may attack their own kind
Snow Bear -:- Big, white fur, and utterly cuddleable! But don't, it'll eat you for lunch
Frost Giant -:- A rare creature best avoided unless you want to become its next meal
Gargoyle -:- Forged from rock these imp-like foes don't cast spells but pack a punch
Wild Pahmar -:- Extremely aggressive intelligent hunting cat related to the Khajiit
Hunger -:- Foul creatures can be found in or near Oblivion gates, and walking the wilderness at night
Morphoid -:- Another daedric beast that keeps to the planes and just within range of Oblivion gates
Herne -:- A relative of the scamps, these horned daedra are more potent than their cousins
Golden Saint -:- High-level daedra found in the daedric realms along with Xivali
Spider Dryad -:- These nature beasts protect the wilderness from evil and trigger-happy players.
Giant Spiders -:- 6 new spiders including Black Widow Queen boss, Spiderlings, Giant Huntsman Spider, Giant Tree Spider and Giant Bush Spider, all poisonous and nasty
Golems -:- 11 different golems and their 'Greater' counterparts. Includes: Ebony, Gold, Iron, Mithril, Blood, Glass, Water, Magma, Mud and Silver
New Passive creatures
Carrion Rats -:- Appear at flesh based corpses after a while, and can be 'stamped' on
Sentient Gas -:- Semi-intelligent dungeon dweller, will scatter from you as you approach
Ghostly Apparition -:- When you meet one, you will know fear!
Dwemer Gem Scavenger -:- Won't attack unless you attack first. May carry precious gems...
Wild Guars -:- Three types can be found roaming plains, including a rare white Guar. You can pat the tame ones!
Lich Lord -:- Special boss and as bad and mean as they get
Fire Skeletons -:- High-end skeletons above Champions
Skeleton Fury -:- Fire borne skeleton with a hatred for life and a flaming sword
Armored Skeletons -:- Randomly and sparsely armored skeletons, in 25 variations, increasing in chance with rank
Undead Legion Fighter/Beserker/Archer -:- Undead Legion foot troops. Can raise from the dead
Undead Legion Battlemage/Knight -:- Tougher Undead Legion, be prepared!
Undead Elven Warrior/Knight/Archer -:- Undead Elven servant, also can raise from dead
Undead Elven Spellsword -:- Magic casting Undead Elven soldier
Undead Elven Lord -:- Dual-wielding Undead boss, carries unqiue off-hand weapon the player can use
Plus Headless variants of all of the above adds over 20 new undead to fight!
===== FACTION SYSTEM =====
The creature faction design is one of the most advanced to date and deserves some explanation:
The system is based off the creatures temperament towards other factions, and is tied in with an individual creature's aggression and confidence made possible by the stat adjustments each creautre and NPC spawns with. In other words, values are set not based around racial relations, but to what degree a creature would attack or avoid members of another faction. For example, Ogres might be happy to mix it up with Goblins but Goblins, while recognising Ogres as a threat, are set to generally not initiate combat with these foes much larger than them -- why start a fight you could lose?
The tight integration of a creature's aggression with factions creates a highly versatile and fluid system almost limitless in behaviour. By way of example, take a simple scenario of a Minotaur stumbling upon a boar. If the minotaur spawned with a lower aggression level, its faction relationship to the boar might cause it to be ambivalent towards the boar, and not attack it. If the same minotaur spawned with a higher aggression level, its faction relationship to the boar would cause it to attack the boar on sight.
This is different from other mods that alter factions because without aggression scaling, the behaviour is static and always predictable -- the minotaur will always attack. With MMM, faction relationships are flexible and are as individual as the creatures themselves. More over, the relationships still allow for outright enemies and friendships, regardless of aggression, in addition to the fluid system of unique creatures and their particular bias. For example, this allows 'Dire' (diseased) animals to be more aggressive and trigger fights with factions normal animals wouldn't. Including attacking their own kind.
Another example -- a pack of wolves might spawn where some of them chase after nearby dear while others don't and, when paired with stat adjustments and fleeing code as the player approaches, a whole range of behaviour can be seen from something simple as a group of wolves. The variances in creature speed mean a wolf might catch up and kill a deer, or a deer outrun a wolf. Add to this how these wolves interact with more than 22 other factions they might come across while chasing or fleeing, and with each wolf having individual size, stats, and its own predeliction to fight, and even in this small microcosm example there's a wide variety of behaviours and outcomes simply not present in vanilla Oblivion.
Additionally, some creatures are capable of attacking their own kind -- this is particularly important for creatures like Wolves, Ogres, Trolls, Big Cats and more that don't have perfect relationships with their own race (Cats and Wolves especially are territorial). Though rare, if spawned with a high enough aggression they'll not only be more inclined to initate combat with other factions, but also their own kind.
Finally, some creatures antagonised by a player are more likely to attack other creatures, too.
===== NEW FEATURES IN 1.3/1.4 =====
There's an 8% chance (less with Goblins, due to volume of numbers) after 3 hours have passed that Carrion Rats may appear at the corpses of creatures, animals, Goblins, NPCs, NPC bosses, Ogres, Minotaurs, Minotaur Lords, Trolls, and of the undead, zombies only. Some of the rats are ambivalent, others will scatter as you approach. Like everything else, they spawn in various sizes and various speeds, and I removed foot sounds to be sound card friendly.
Imagine walking back through an a dungeon and seeing a zombie corpse or NPC corpse surrounded by little blood-stained Carrion Rats! And if you feel the urge to stamp on the little buggers, you can. Run over them and you'll squish them (and hear it)!
Complete loot overhaul
Over 200 creatures and NPCs and all variants -- all original in Oblivion and those new in MMM -:- where indvidually tweaked for loot drops, based on creature type, class, and even sex -- for example, bandits may carry food as well valuables they have stolen, such as gold or jewelry, and even then male bandits might prefer rings while female bandits prefer all jewerly types. Similarly, Barbarians are more likely to carry raw hides from creatures or meats, Conjurers ingredients for their trade, Mages a chance of scrolls and potions, and you'll just have to find out what Smugglers might be smuggling! Every creature and NPC has got some personal treatment, even animals, zombies and skeletons!
Additionally loot drops are more rewarding where due -- Bosses for example have more loot, or more valuable loot, and based on class and profession. Further, the life and background story of creatures and NPCs is fleshed out by the loot drops -- animals may carry bones and hides; many NPCs may carry loose change, food and have cheap rings or other jewelry; bandits may carry cheap stolen silver, Marauders like their (sometimes cheerful) drinks; Slayers which are killers for hire are likely to carry a good amount of gold; Goblins may be carrying rat meat or dog meat for their dinner and so on. Every creature and NPC has a story behind it.
Wounded animals can now flee, based on confidence, and tame animals will turn towards the player as they approach.
Behaviour when the player approaches now includes, using a wolf as an example he will either:
* Attack on sight
* Be shy and flee on sight
* Be tame and turn towards the player as they get close
* If tame and attacked, will become hostile
* If wounded and has a low confidence, will flee combat
Shy animals run a short distance before returning to normal, but will run again if the player approaches ages. Shy animals that are attacked will fight back - but then may flee again if wounded too badly! Combined with the relationships with the more than 22 other factions, and range of wildlife behaviour is as diverse as it is cool :)
All the new ingredients are integrated directly with the MMM, with the following changes:
* More meats and pelts from MMM were added to the hunters ingredient level lists
* New ingredients applied to all creatures both original Oblivion and and new in MMM, including daedra (missing in original Hunters)
* Tweaked loot drop lists to keep bone-based materials on animals, reserving bone and stone based materials for more intelligent creatures (for eg Golbins and Ogres, capable of shaping stone).
* Renamed ingredients to remove 'Arrowhead' -- It seemed strange to find things like a 'Bone Arrowhead' on an animal, so these were renamed to things like 'Sharpened Bone' to imply its use as an arrowhead without calling it as much.
Thanks to Axebane for allowing me to integrate his fantastic new creations!
Imperial City guards, and regional travelling guards, sport swank new threads thanks to yakueb and Ionis!
===== NEW FEATURES in 1.2 =====
Durability & Damage optional plugin
Boosts the durability of armor and weapons 100% (x2), and weapon damage (yours and enemies) by 50%. Helps balance out the increased fighting you experience from increased spawns.
MMM for Francescos
Named NPCs and stronger bosses now integrate perfectly, with MMM size/stat/flee code applied as well. Thanks to Newcomber24 for allowing me to integrate parts of Francescos 3.1 directly into MMM. Note: Requires Francescos 3.1 to work.
Stat reductions due to wounds
No more NPCs swinging at you like they've never been scratched. Instead, the more wounded an NPC, the weaker they get (strength, agility, and speed). Badly wounded NPCs won't be able to run as fast if they flee.
Feedback welcome on these new features.
So what does it all look like? See:
- A goblin camp where every goblin is a different size, has different strength, health, agility and confidence (and may flee if too scared). Some are more aggressive than others, and each of them fights differently.
- A herd of deer all varying in size scatter from your at differing speeds as you approach
- A Head Hunter turn invisble and attack you without warning, or a team of Barbarians scare the shirt off your back as they charge at you
- Wolves hunt deer. Cats hunt goblins. Minotaurs kill trolls. Bandits fight Marauders. And Imps get creamed by everyone. Well, ok, it's not that bad. Rats don't mind them.
- Zombies of different strengths and sizes shambling towards you at different speeds
- Golbins chase deer for the evenings food. Imps hunt a boar. Cats hunt horses and sheep, or goblins, for a snack
- A normal lion ignoring a member of a faction it has no quarrel with, but a dire one out of its mind with disease and attacking
- A group of wolves passing deer where some pursue while others don't. Some deer and wolves are faster or slower than others, so a wolf might catch up to a slow one, or deer outrun the wolf
- Undead interrupting a fight between Imps and Bears, and both turning their attention to the bigger threat
- A camp of Bandits and their dogs fighting it out with Marauders that wander into their territory
- Wolves attacking their own kind when stirred into a frenzy by you
- Champion Ogres towering above you, swiping for you like a snack on a stick (with a crunchy mithril wrapper)
- Golems attack anything they don't like, and drop gems when you fell them
- A hoarde of undead skeletons of different size, skills, and speeed attacking all life they come across
- Goblin Bandits robbing you -- and anyone else -- they find on the roads
- A Raider fleeing for his life from you, and running into a giant bear that takes him out with a single swipe
- Ice Wolves and Snow Lepoards in snowy mountainous areas, and giant Ogres watching the roads
- Flaming skeletons showing you that a walking pile of bones really can get more dangerous than you thought
- Defenders, Raiders, Amazons, Barbarians, Bloodmoon Warriors and more populating roads, the wilderness, forests, mountains, hills and the path that lays ahead of you!
- All this, just off the top of my head from briefly playtesting 1.1!
===== CRAFTING =====
MMM includes a crafting engine based on Axebane's excellent work with the Hunters mod. Combined with the Gems & Gem Dust plugin you can:
* Collect bones, feathers, stones, animal hide and more
* Make armor 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.
To grind bones and gems, you simply need a mortor and pestle and then just click on the bones or gems in your inventory. Only larger bones and gems can be ground to dust.
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, click on these tools to make items. If you have the required ingredients, you'll be able to craft new items.
Note that some bones can have dual use -- they can be ground to dust for alchemy, or used to make armor and arrows.
===== INSTALLING =====
1] Extract to your Oblivion/Data directory
2] Select 'Mart's Monster Mod.esm'
3] Select 'Mart's Monster Mod.esp' *OR* 'Mart's Monster Mod for Francescos.esp'
4] Copy across and select your choice of Plugins from the Plugin directory
What are the different versions?
Mart's Monster Mod: Use with vanilla, OOO, Adventurers and pretty much everything else!
Mart's Monster Mod for Francescos: A tailored version for Francescos that allows stronger enemies and stronger bosses and more to appear in MMM.
===== LOAD ORDER =====
As MMM is designed to work both stand alone as well as 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
Francescos extra items .esm
Mart's Monster Mod.esm
Francescos optional plugins .esps
Mart's Monster Mod for Francescos.esp
Mart's Monster Mod optional plugins .esps
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 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 -- Planetelderscrolls.gamespy.com
===== PLUGINS =====
MMM features a plugin system that allows you to tailor the mod to your playstyle. All plugins can be enabled or disabled at any time, but note some changes will take time to appear -- such as Diverse Imperial Armor or Reduced Spawn Rates -- which naturally occurs as cells reset while you play.
All plugins need to be loaded after whichever main .esp you are using, Mart's Monster Mod.esp or Mart's Monster Mod for Francescos.esp.
But what do the different Plugins do?
Reduced Spawn Rates -- Reduced spawn rates for lower-end machines, stealthy characters, or those who prefer less action but want the other features MMM offers.
Reduced Reduced Spawn Rates -- As above, but further reduced.
Increased Spawn Rates -- The oppposite of RSR, this plugin adds a crazy amount of spawns to hardcore trigger happy players.
Friendlier Factions -- Like it says on the box. Inter-faction fights less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies.
Less Bone Loot -- Another request in the official thread, reduced generic bone loot on creatures for those who don't use bones for crafting.
Damage & Durability -- Increases weapon 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.
Resized Races -- Whether the diversity in race sizes is exentuated as well as females generally being shorter, and bulkier Nords and Orcs.
Diverse Imperial Armors -- The much improved Imperial City Guard armors by yakueb.
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.
No Giants -- Removes the giant humanoids from MMM's lists, for those who don't like hacking at knees.
No Carrion Rats -- Removes the 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'.
Francesco's levelled quests (and HC + DD version) -- Francesco's levelled quests plugin updated for MMM. The HC + DD version is the same as the Francescos HC + DD version, also updated for MMM. Use these in place of the ones bundled with Francescos. Requires Francescos.
Diverse NPC Faces -- A new community plugin developed by Argocrhis to take advantage of MMM's over 600 variant NPCs to give them all unqiue faces and races. NOTE: This plugin replaces the old TNR Faces plugin. Delete TNR Faces if you're using it and use Diverse NPC Faces instead.
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!
It's highly recommended to play with the following plugins for the full MMM experience:
Diverse NPC Faces
More Wilderness Life
Damage & Durability
Gems & Gem Dust
Don't forget if you're finding the going tough, espcially if you're loading More Wilderness Life, try also:
Reduced Spawn Rates
===== UPGRADING =====
A number of plugins and features have been updated in 1.70 and previous plugins are *not* compatible. If you already use a version of MMM prior to 1.70, delete all your current plugins and use the new ones bundled in 1.70.
NOTE: TNR Faces is now contained in and replaced by Diverse NPC Faces. Delete TNR Faces and use Diverse NPC faces going forward.
Just to re-iterate what's said in the Plugin section above: all plugins can be enabled or disabled at any time, but note some changes will take time to appear -- such as Diverse Imperial Armor or Reduced Spawn Rates -- which naturally occurs as cells reset while you play.
Note that you can speed this up by going inside somewhere (preferably with no one around), saving, waiting 3 days (or more, depending on what cell reset time you use, such as 10 days if you're using Francescos), save and quit, and then reload.
===== KNOWN BUGS =====
* Archery mods that alter bows and that don't properly set the bow range to > 0 (a known bug with Oblivion) will cause a CTD when MMM NPCs draw a bow with '0' range. Two such mods are Archers Arrows and Quad Damage for Archers. Either use a different archery mod, or edit these mods and make sure all bows have a range larger than '0'. Any mod that alters just arrows, adds new bows, or sets vanilla bows with proper ranges will work fine. The author of this mod uses the Realistic Arrows mod.
===== COMPATIBILITY =====
MMM only changes creatures and generic NPCs, and is compatible with any mod that doesn't touch these. It specifically doesn't touch loot lists so it's compatible with mods that do. If you don't like seeing Bandits with Daedric at low levels, you need a loot mod to manage your loot lists. Highly recommended are G_'s loot mod and Francescos.
Francescos: MMM is now highly compatible with Francescos and works wonderfully with it (I use Francescos).
OOO: MMM can work alongside OOO's unqiue spawns, and replace the vanilla creatures and variants in OOO with its own. It works quite well together with one caveat -- it will break the creature faction quest if you use it, as MMM adds its own factions. If you don't mind this, then load MMM after OOO, and enjoy.
Adventurers: No idea, someone try it and tell me!
===== CREDIT =====
MMM is based off Oblivion Reloaded creatures, Creature Continuum, and Hunters mod. Credit goes to MarkyX for the base new creature templates in Oblivon Reloaded, rek075 for Creature Continuum which is simply a work of art, and Axebane for Hunters ingredients and crafting. In fact rek075 did an amazing job with CC, with meticulously balanced levelled lists and his creature sizing scripts.
Credits for the creature textures go to:
Guru for the cougar, white mountain lion, hell hound, warg, and white fur hounds; Jackmix69 for the dire animals, spriggan, ogre, rat, blood golem, lich, imp, and troll; Demonizzer for the Glass, Iron, Mithril, Silver, Mud, Ebony, Gold, Magma, and Water golems; Buhay for the new leopard, snow leopard and black panther; Tegeal for the polar bear; Renzeekin for the tropical spider; and Phitt for the Spider Daedra.
Lore Creatures (centurion spider, spiders, guars, frost giant, pahmar, herne, hunger, morphoid, golden saint): Grimdeath, Xmarksthespot, Cryo_, Cryonaut, Grimenir, Orix, Mdogger, B3w4r3.
Also thanks to L@zarus for the Undead Legion and Undead Elven armors from Warcry and Francesco for inspiration of the Undead, Frankpants for Goblin Tribal Shields, Windsurfer for the Rusty Off-Hand Elven Sword texture, and finally Veritas_Secreto for the TNG Imperial faces.
Thanks also to Oscillator for the sample released under Creative Commons Sampling Plus 1.0 and re-worked for the Ghostly Apparition.
Thanks also to Ionis and yakueb for the Imperial Legion and Regional Patrolling guard armors!
And finally thanks to ArgoChris for creating the Diverse NPC Faces plugin, Dae for creating the More Wilderness Spawns plugin, and Bendiwolf for updating the Gems & Gem Dust plugin.
Plus thanks to CorePC for discovering some of the variables to un-stick 'frozen' NPCs, a work around for the limitation of the Oblivion engine.
MMM adds to the work of all of these, and is hopefully bigger than the sum of its parts.
===== VERSION HISTORY =====
- Initial release
- Adjusted Woof Elf weight smile.gif
- Adjusted all other race weights to be a tad less heavy
- Fixed problem of large bandit spawns
- Fixed problem of Marauder Warlord camps
- Added a little extra loot to Marauder and Bandit warlords
- Totally re-worked OR's 'Camp' system within CC
- Removed cross-population of Bandits and Marauders
- Added class mixtures for camp spawns (melee, missile, magic, etc)
- Toned down Bandit, Marauder, and Raider spawns
- Fixed uber undead mega spawns in tombs
- Creatures reagionalised -- Ice Wolf, White lion, Snow lepard to Snow areas
- Creatures reagionalised -- Hell Hounds to Oblivion gates
- Added Elementals to a wider variety of lists
- Added Golems to a wider variety of lists
- Added Bloodthirsty wolves to multiple levels of lists
- Added Dire wolves to multiple levels of lists
- Added Leopards to wider variety and levels of lists
- Added Dire Lions to wider variety and levels of lists
- Fear factor: Giants can now appear from level 10
- Fear factor: Elder Ogres can now appear from level 10
- Fear factor: Champion Ogres can now appear from level 14
- Fear factor: Flaming Skeletons can now appear from level 18
- Re-balanced level lists across the board
- Bosses: Bandits carry valuable loot appropriate to their 'class'
- Bosses: Marauder carry valuable loot appropriate to their 'class'
- Bosses: Black Bow carry valuable loot appropriate to their 'class'
- Bosses: Shamans carry valuable loot appropriate to their 'class'
- Bosses: Conjurers carry valuable loot appropriate to their 'class'
- Bosses: Necromancers carry valuable loot appropriate to their 'class'
- Goblins: Shamans may carry scrolls
- Goblins: Skirmishers/Berserkers have a chance for gold coin
- Goblins: Bandits carry small gold coin change (they steal, afterall!)
- Goblins: Warlords may carry one or more of gold, gem, and low power magical item
- Golems: Most golems now drop gold/silver/gems appropriate to their type. Larger ones drop more
- Ogres: Champions and Elders may carry gems. They like pretty things, and have no trouble taking them!
- Trolls: Larger trolls carry more fat!
- Lich: Some chance of soul gems, and magical item on lich lord
- Minotaurs: Lords may carry a magical item, being mythical and all
- Animals: Lrger beasts have more meat (for eg a Buck has more meat than a Doe)
- Added missing textures for the new hunters ingredients.
Updates and Fixes
- Tweaked Lion and Wolf sizes, including dire, ice, bloodthirsty, leopards etc
- Beefed giants a little more, and beefed their loot
- More race size tweaks (little less drastic)
- Mudcrabs made almost entirely passive
- Fixed Goblin Bandit Archers forgetting to use their bows
- Fixed werido leftover AI packages in Goblin Bandits from OR
- Fixed (hopefully) paired Warlord or Ringleader spawns
- Optimised Hunter's flee code for animals (= better performance)
- Improved flee code -- temperament will change once far enough from PC
- Tweaked guard sizing to raise minimums size (no more dwarf guards)
- Completely re-worked sizing and stat adjustment scripts across the board
- Creatures and NPCs now have randomised (within ranges) stat adjustments for health, strength, intelligence, magika, wisdom, agility, speed, aggression and confidence
- These are particular to class -- so a shaman may get an intelligence boost while a grunt does not.
- The aggression and confidence changes play into Fleeing code and Faction system to create a huge range of behaviours
- No two creatures are ever alike!
- Totally reloaded. All 11 are now properly levelled in scale and power from 1 through to 32, with overlapping layers in level ranges so a varierty appear no matter the player level.
- Lower end Golems beefed a little (too easy to take down!)
- Added more loot and varieties of loot to Golems
- Goblins can now (attempt to) flee just like NPCs. They may be dumb, but some of them know if doom is impending!
- Based around the size and strength of the goblin as well as its confidence and the health and level of the attacker
- Applies, as with all flee scripts, not just to the player but any creature or NPC attacking
- Entirely new Faction system. Adds factions for Bears, Big Cats, Rats, Boars, Giants, Goblins, Golems, Imps, Minotaurs, Land Dreughs, Ogres, Spriggans, Trolls, Wolves and even Mud Crabs and Slaughterfish!
- All of these factions interact with eachother along with Bandits, Marauders, Conjurers, Undead, Necromancers, Daedra, Prey, and more
- Creature aggression and confidence tied into Faction system to create an entirely fluid and lifelike behavioural system
- Player faction included in faction changes to create more realistic battle priorities (no more wolf attacking you while it's being attacked by a bigger creature!)
- Version for Beautiful People, essentially MMM sans race scaling.
- Reduced Daedra spawns
- Reduced Undead spawns
- Reduced Goblin spwans
- Reduced Conjurer spawns
- Tweaked Goblin base sizes
- Tweaked NPC race sizes and width
- Tweaked Prey to predator faction relationships
- Tweaked Marauder priority faction relationships
- Tweaked Bandit priority faction relationships
- Tweaked giants to be, well, more giant
- Added 'Durability & Damage' optional plugin*
- Added 'MMM for Francescos' tailored version**
- Added new feature: wounded NPCs get weaker and flee slower***
* Durability & Damage optional plugin -- Boosts the durability of armor and weapons 100% (x2), and weapon damage (yours and enemies) by 50%. Helps balance out the increased fighting you experience from increased spawns.
** MMM for Francescos -- Named NPCs and stronger bosses now integrate perfectly, with MMM size/stat/flee code applied as well. Thanks to Newcomber24 for allowing me to integrate parts of Francescos 3.1 directly into MMM. Note: Requires Francescos 3.1 to work.
*** Stat reductions due to wounds -- No more NPCs swinging at you like they've never been scratched. Instead, the more wounded an NPC, the weaker they get (strength, agility, and speed). Badly wounded NPCs won't be able to run as fast if they flee.
Updates and Fixes
- Adjusted Goblin base sizes again
- Beefed up giants, were a bit weak
- NPC flee script chance and health threshold
- Guardian and Ancient Imps given a spell boost
- Increased minimum speed for creatures in speed variance code
- Imperial watchmen slightly beefed, slightly increased chance of spawn
- Re-visited races and weights. Females usually slightly shorter, slimmer
- Optimised all scripts for performance
- 'Gasp of death' ranged to player
- Raider Archers marauders not bandits
- Goblin Bandits now level capped at level 20
- Level capped Raider Mage, Archers, and Bosses
- Marauder Warlords now levelled properly, watch out!
- Renamed standard rats to giant rats, because they are
Spawns and Loot
- Increased venison on deer
- Added Dog meat to Dogs
- Added Leopard hide to Lepoards
- Added Leopard meat to Lepoards
- Added Elemental Salts to Elementals
- Spread out level appearance of Barbarian classes
- Wilderness level lists re-worked, less chance of 'enemy' factions spawning together
- Marauder and Bandit lists re-worked, less chance of 'enemy' factions spawning together
AI and Factions
- Stat and speed reduction due to wounding added to Ogres
- Stat and speed reduction due to wounding added to Minotaurs
- Ogres can now flee, slim chance based on health and level difference
- Minotaurs can now flee, slim chance based on health and level difference
- Tame animals now turn towards the player as they approach
- Wounded animals can now flee, based on confidence and health
- Wolf, boar, bear, imp and ogre faction relationships tweaked
- Special new no attack faction for unique circumstances and creatures
- Carrion Rats given special faction
- Sibylla Draconis given special faction for DB quest
New and sexy
- Complete loot overhaul, see 'New Features' section for summary details
- Spawn and level lists for wilderness, bandits and marauders now much more balanced
- Carrion Rats may now spawn near corpses after a certain amount of time. Kudos to PirateLord for the concept
- Hunters 2.5 ingredients integrated, with upgrades from MMM's ingredient list. Thanks to Axebane for permisison to include. See 'New Features' section for more info
Updates and Fixes
- Reduced Daedra and Dremora spawns in Oblivion
- Reduced size scaling of Boss NPCs slightly
- Reduced chance of Carrion Rats spawn slightly
- Tweaked speed scaling for some creatures
- Tweaked Deer spawns to add chance of mixed Bucks and Doe
- Tweaked fur and meat drops for Goblins, Ogres, Barbarians and more
- Increased kill zone for carrion rats to 15 (easier to stamp on)
- Increased corpse removal limits and time*
New and Sexy
- Added Regional Legion armors by Ionis
- Merged in full Hunters by Axebane, crafting now works
* Bodies will stay around twice as long, no more walking back through a dungeon and finding all those corpses from earlier encounters miraculously disappeared. This works well for the Carrion Rats and means you can also hold off picking up all loot until on your way out.
Updates and Fixes
- Reduced Mythic spawn rates
- Removed duplicate sounds from creatures
- Removed Ogre Champions from interior lists
- Removed Spriggans from interior lists
- Reduced chance of opposing Mythic creatures spawning together
- Tweaked all wilderness and road spawn lists
- Added Spriggans to wider wilderness spawns
- Added improved strength for watchmen/women
- Added chance of watchmen to appear in pairs
- Added some DB NPC targets to no-attack faction
- Fixed weird Kobus conflict with yakueb's new armors
New and Sexy
- Added Buhay's lepoard textures
- Added new creature: Black Panther*
- Added new ingredients: Panther Pelt and Panther meat
- Added yakueb's Diversified Imperial Legion Armor for IC guards
* First of many new creatures to come!
Updates and Fixes
- Reduced Giants size slightly
- Removed Carrion Rats from Oblivion
- Tweaked and re-leveled Conjurers slightly
- Added Diverse Imperial Armor to Watchmen
- Added two new imperial watchmen, including another female
- Added new undead resurrection AI, now two ways they can raise, guaranteed to surprise you!
New and Sexy
- MMM now a master (.esm) file
- Added TNG Imperial faces by Veritas_Secreto
- Added Goblin Tribal Shields by Frankpants
- Added Extensible plugin system
- New Plugin: Reduced Spawn Rates
- New Plugin: Friendlier Factions
- New Plugin: Less Bone Loot
- New Plugin: Damage & Durability
- New Plugin: Resized Races
- New Plugin: Diverse Imperial Armors
- Added 15 new Undead creatures:
- New Creature: Armoured Skeletons, over 25 variant combinations
- New Creature: Undead Legion Fighter
- New Creature: Undead Legion Beserker
- New Creature: Undead Legion Battlemage
- New Creature: Undead Legion Archer
- New Creature: Undead Legion Knight
- New Creature: Undead Elven Warrior
- New Creature: Undead Elven Knight
- New Creature: Undead Elven Spellsword
- New Creature: Undead Elven Archer
- New Creature: Undead Elven Lord (dual-wield)
- New Creature: Headless variants of all of the above (except Archers and Lords)
- Added 5 new unique creatures:
- New Creature: Mystical Efreeti
- New Creature: Haunted Heads
- New Creature: Ghostly Apparition
- New Creature: Sentient Gas
- New Creature: Skeleton Fury
- New Weapon: Longsword of Fury, MOBS balanced, found on Skeleton Fury
- New Weapon: Rusty Elven Off-Hand Sword, found on Undead Elven Lord
* See the 'New Features' section for descriptions of these new creatures.
Updates & Fixes
- Fixed Ghostly Apparitions freezing creatures
- Fixed Goblin Bandit archers not using bows
- Added Weatherleah Ogres to no-attack faction
- Reduced Spawns plugin: less oblivion spawns!
- Reduced frequency of Ghostly Apparitions
- Reduced frequency of Giants
- Reduced frequency and chance of Carrion Rats
- Boosted base scaled size for summons
- Slightly decreased chance of NPC flee
- Adjusted Haunted Head raise code slightly
- Made the Undead Elven Lord off-hand sword equipable
New & Sexy
- New Plugin: Gems & Gem dust
- New Plugin: TNR faces (Imperials + Bretons at the moment)
- New Plugin: No Giants!
- New Ingredient: Snow Bear Pelt
- New Ingredient: Giant's Heart
- New Ingredient: Gargoyle Horn
- New Ingredient: Spider Silk
- New Ingredient: Poison Glands
- New Ingredient: Guar Meat (awww!)
- New Ingredient: Guar Hide
- New Ingredient: Pahmer Meat
- New Ingredient: Pahmer Hide
- New Creature: Dwemer Gem Scavenger
- New Creature: Snow Bear
- New Creature: Frost Giant
- New Creature: Gargoyle
- New Creature: Wild Pahmar
- New Creature: Hunger
- New Creature: Morphoid
- New Creature: Herne
- New Creature: Golden Saint
- New Creature: Spider Dryad
- New Creature: Black Widow Queen
- New Creature: Black Widow Spiderlings
- New Creature: Black Widow Spider
- New Creature: Giant Huntsman Spider
- New Creature: Giant Tree Spider
- New Creature: Giant Bush Spider
- New Creature: Brown Wild Guar
- New Creature: Striped Wild Guar
- New Creature: White Wild Guar
Updates & Fixes
- Fixed the missing undead armors bug that crept in
- Fixed duplicate armors on Imperial riders
- Small reduction in spawns for Kvatch areas
- Slight increase for undead to raise in front of you
- You can now pat tame Guars and hear them respond!
New & Sexy
- New Plugin: Francesco's levelled quests*
* The plugin is a drop in replacement for the one bundled with Francescos, and naturally requires Francescos to be installed.
Updates & Fixes
- Adjusted aggression/faction levels for all spiders
- Aelwin added to 'no-attack' faction
- Alawne added to 'no-attack' faction
- Reduced Dremora spawns in normal and RSR
- Reduced slightly Undead rise chance method 1 (scare)
- Reduced slightly Undead rise chance method 2 (delayed)
- Reduced slightly chance of Golden Saints
- Reduced slightly Goblin Bandit max size
- Reduced Carrion Rat chance again
- Reduced flee threshold for NPCs
- Reduced Pahmar speed
- Boosted Pahmar health
- Re-leveled Smugglers
- Re-leveled Slayers
- Re-leveled Defenders
- Re-leveled Head Hunters
- Re-leveled Blood Moon
- Re-worked No Carrion Rats and No Giants plugins
- Re-worked Reduced Spawn Rates plugin
- Fixed bountiful high-end weapons on Golden Saints
- Fixed 'blue meanie' from MMM for Frans version
- Fixed Smugglers exploration AI
- Fixed 'frozen' NPCs ignoring you for a while before fighting*
- Updated Lyrondor's Combat Behaviour to 2.11b
New & Sexy
- Added Imperial Legion Rangers
- Added companion wolves for Imperial Legion Rangers
- Added Foresters and Rangers to spawn in forests and wilderness all over Tamriel**
- Added diseased meat to Dire animals, can be used to make poisons
- Added ruined pelts to Dire animals, low value
- New Slayer variants
- New Smuggler variants
- New Defender variants
- New Head Hunter variants
- New Raider variants
- New Bandit War Mage variants
- New Blood Moon variants
- New Berserker variants
New & Updated Plugins
- Reduced Spawn Rates
- Reduced Reduced Spawn Rates
- Increased Spawn Rates
- No Carrion Rats
- No Giants
- Gems & Gem Dust
- Diverse NPC Faces (see 'New in 1.70' for description)
- More Wilderness Spawns (see 'New in 1.70' for description)
NOTE: Diverse NPC Faces replaces the TNR Faces plugin, delete this if you currently use it.
* Would you believe this was actually a _feature_ of Oblivion? Now properly set.
** Previously, there were just 13 fixed locations for Foresters to spawn in Oblivion. Now, both Foresters and the new Rangers have a chance to spawn in forests and wilderness all over Tamriel, some 900+ locations.