Over 250M in 90+ brand new creatures and NPCs, 1500+ variant creatures and NPCs, unique encounters, advanced AI, tailored loot drops and more! Highlights in this release include.
Over 800M in 150+ brand new creatures and NPCs, 1900+ variant creatures and NPCs, unique encounters, advanced behaviour AI, advanced combat AI, tailored loot drops and more!
NEW IN MMM 3.0:
Over 800M in 150+ brand new creatures and NPCs, 1900+ variant creatures and NPCs, unique encounters, advanced behaviour AI, advanced combat AI, tailored loot drops and more!
This release features a ton of textures custom-made for MMM; loads of new creatures and variants; lots of new craftable items; new and unique spells, ingredients, loot, and behavioural AI for creatures and more. Highlights include:
New Features
:: Undead Overhaul
Have you ever thought it strange 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 helmets 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 unique 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, including 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 Imperial Guard -- Yes! This is something I've always wanted to add to MMM. These guys wear decayed and battered Imperial 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 Adventurers 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 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 assault into Oblivion itself.
Naturally, if you don't like the competition there is a new plugin to disable the Adventurers :)
:: Gems & Gem Dust
An excellent plugin first built by me, then expanded upon by Bendiwolf, and now Dewshine has taken it to the next level. 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
All crafting has been entirely split out into a new plugin -- Hunting & Crafting. Again thanks to Dewshine 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 themselves 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!
:: 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
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.
:: Official 1.2 Patch
Now works with the 1.2 patch without the compatibility plugin. However 1.2 is not required -- you can continue to use MMM with 1.1 if you want to.
New Creatures
As always, the reason MMM releases take so long is that each new creature is lovingly hand-crafted with unique stats, skills, abilities, spells, loot, ingredients, and behavioral AI.
:: Young Rainbow Wyvern -- Fast, strong, intelligent, and in three forms: Red (Fire), Blue (Ice) and Green (Shock). Each has unique spells and resistances (don't fight fire with fire people), and drop two powerful and unique new ingredients: Wyvern Scales and Wyvern Heart.
:: Rainbow Wyvern -- A mature wyvern, this one inherits the abilities and the resistances of the younger forms, and can breathe all three schools of damage. Stronger and more powerful, it also drops new Wyvern Scales and Wyvern Heart ingredients.
:: Undead Arch Elven Lord -- A deadly undead Boss above the dual-wielding Undead Elven Lord, this foe is bigger, meaner, casts magic and wields a unique weapon: the Bone Claymore. The Undead Arch Elven Lord has a chance of appearing at low levels... so beware the dark depths of dungeons!
:: Undead Elven Lord -- This is the same dual-wielding Undead Elven Lord, but with a new fiery unique main weapon -- the Sword of the Warlord. Both of his weapons are custom-made, and playable -- the off-hand sword allows you to dual-wield too.
:: Shivering Zombie Master -- Another unique MMM Boss, this powerful foe commands the undead and, should you defeat it, drops three unique items: Cuirass of the Walking Dead, Greaves of the Walking Dead, and the Shivering Sword. The armor grants potent benefits, while the sword casts a powerful freeze spell on impact.
:: Lich King -- After the MMM Deep Lich and the Lich Lord comes the highest of them all -- the King. You won't even see this guy until you're level 35+, and when you do you better hope you have backup! Can carry magical jewelery and Soul Gems.
:: Zombie Races -- 100 new race-based zombies including Imperial, Khajitt, Orc, Dark Elf and Argononian, of both sexes, with specialised loot and armor and pulling on the 66+ MOBS balanced rusty weapons as well. See the 'Zombie Overhaul' section in New Features above for more.
:: Undead Nightmare -- A flaming, bloodied, skeletal horse with a custom-made texture that appears only at night in the wilderness. It's fast and deadly, can walk on water, and when you strike it erupts into flame! Naturally, you might want to try frost-based attacks on this one.
:: Clannfear Matriach -- The Momma is tougher than the Dad, and even Patriachs cower in fear of the Matriach. Has a one in three chance of spawning anywhere the Patriachs spawn. Suggested combat tactic: Run!
:: Night Troll -- An updated Night Troll with a new mesh from Phitt. These guys come out only at night to hunt for prey, and are naturally more stealthy than their brethren. Usually the first thing – and last thing -- you’ll see are its glowing red eyes…
:: Jungle Tiger -- Fast and strong, these animals are stronger than your average mountain lion, and can be found only in rainforest areas. They may look cute, but don't feed the animals...
:: Goblin Head Hunter -- Wondering where all those skulls perched on sticks come from in Goblin caves? The Head Hunters take great pride in displaying the remnants of their prey. Stronger than Berserkers, carrying skulls, and mixing elements of the Shaman don't treat these guys light or you'll pay for it with your... well... head.
:: Land Dreugh Tormentor -- The Land Dreugh Tormentor is a stronger and faster foe than your average Land Dreugh. Treat them with respect, or you may have trouble walking away from a fight with one.
:: Fire Demon -- A special daedra that emodies the power of flame -- casting potent fireballs and being immune to fire, your best bet is frost-based attacks. Have a chance to drop Soul Gems.
:: Hill Giants -- 10 varieties of Hill Giant replace the old MMM Giants -- these guys have hitboxes! Wear various forms of armor, wield two-handed weapons single-handedly, and can drop gems, gold, and a unique ingredient: Giant Heart. If you're using the 'No Giants' plugin you'll need to disable it to see these guys.
:: Flesh Golem -- Shocking necromatic creatures shorn of arcane power, Flesh Golems are stronger than Dread Zombies, hit harder than the same, and can transmit disease. On the plus side, they drop the rare Void and Elemental Salts used in their creation. Come in varieties including hooked Flesh Golems and various Diverse Creature Skins.
:: Burning Flesh Golem -- Stronger than the Flesh Golem, and immune to fire based attacks, these undead burning foes also drop the elements of their creation with the addition of Fire Salts, if you should manage to kill one.
:: Torn Flesh Golem -- The Torn Flesh Golem is a horrible sight to behold, raw flesh hanging from its body and filled with hatred it will mercilessly and rapidly attack you. Strongest of the Flesh Golems, don't make the mistake of underestimating them.
:: Forest Ent -- Giant, slow moving Ents of the forest. Like Spriggans, these are good guys -- unless you attack them. As with Spriggans in MMM if you kill one there's a 50% chance of triggering a storm. They also drop, true to their nature, various rare plant based ingredients.
:: Twisted Ent -- Unlike the Forest Ents, these are the bad guys. Perverted from nature by arcane forces, if see one you better hope you have backup. And yes, the two are mortal enemies, and will fight if they meet. They drop rare ingrdients like the friendly Ent, but some may be more evil in nature.
:: Forest Stalker -- Formed from the essence of snakes, these creatures are actually protectors of the forest much like Spriggans and usually won't attack unless you do. Very fast moving and poisonous, they drop new ingredients -- the very potent Stalker Scales for use in Alchemy. And, strangely, you will find they always travel in pairs. If you see one you can be sure the other is nearby.
:: Poison Antronach -- Naturally, very effective at poison damage and spells these are another in the fearsome line of Antronachs. If you can defeat one, you'll find they drop a new unique: Poisonous Salts.
:: Arcane Antronach -- The highest of the Antronachs, above even Storm Antronachs, with the full gamut of destructive spells drawn from raw magika -- you'll need protection from all forms of attack! So powerful you won't even meet it until at least level 30, Which is probably a good thing.
See the Changelog document for more updates.
If you are upgrading from a previous version, read the UPGRADING section!
[Martigen's Monster Mod v3.0]
"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 150 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 unique 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; aggression; 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 aggression 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 conjunction with size, stat, and aggression changes as well as the fleeing and behavior 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 each other. 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 150 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 resurrects 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:
NOTE: Current up to 2.01. See version summary at start of this document for additional new creatures and NPCs added in 3.0.
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.
Adventurers -:- Nine new classes of adventuring NPCs from Scouts to Tomb Raiders
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
Berserker Ogre -:- Tougher than they look
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 -:- Mischievous 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
Clannfear Patriarch -:- Where do Clannfears come from? Now you know -- meet the parents
Implings -:- Implings are fast, weak, and magically mute.
Goblin Champion/Elite -:- Where do the goblins go when they bring out the heavy guns?
Goblin Assassin -:- Yes, Goblins can be stealthy, fast, and deadly!
Werewolves -:- Can be found outside only at night, or always if inside or in lairs.
Huntress Werewolf -:- Queen of the werewolves, she paralyze on touch.
Night Troll -- Comes out only at night, and is bigger and meaner than its cousins.
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 -:- 12 different golems and their 'Greater' counterparts. Includes: Ebony, Gold, Iron, Mithril, Blood, Rock, Glass, Water, Magma, Mud, Silver and Arcane Golems
New Passive creatures
Carrion Rats -:- Appear at flesh based corpses after a while, and can be 'stamped' on.
Water Rat -:- Slick, wet fur and lives near waters and in sewers.
Sheep -:- Yes, the very same cute wooly creatures!
Goats -:- A little more temperamental, but friendly none the less.
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!
New Undead
Lich Lord -:- Special boss and as bad and mean as they get
Zombie Soldier -:- Undead foot soldiers still wearing the armor that, clearly, didn't protect them
Flaming Zombie -:- Charred and burned, these flaming foes will prove a tough fight
Flaming Skeleton/Archer -:- Above the Champion comes the flaming, blood red, skeletons.
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
Bloody Knight/Archer -:- Just when you think the tide is turning you'll see these guys enter the fray.
Pained Wraith -:- More powerful than a Wraith, but not as much as a Gloom Wraith
Deep Lich -:- Sitting between the Lich and the MMM Lich Lord boss, the Deep Lich is a potent foe.
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 unique off-hand weapon the player can use
===== 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 predilection 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 initiate combat with other factions, but also their own kind.
Finally, some creatures antagonised by a player are more likely to attack other creatures, too.
===== CRAFTING =====
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 dozens of new MMM ingredients
* 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.
Armor Crafting:
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.
===== INSTALLING =====
1] Extract to your Oblivion/Data directory
2] Select 'Mart's Monster Mod.esm'
3] Select ONE of the following:
'Mart's Monster Mod.esp'
*OR*
'Mart's Monster Mod for Francescos.esp'
*OR*
'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
7] Play!
What are the different versions?
Mart's Monster Mod: Use with vanilla, 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.
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).
Mart's Monster Mod for FCOM: Designed for use with FCOM. See the official Elder Scrolls forum for more.
===== UPGRADING =====
MMM 3.0 is a big update, all main modules and plugins have been updated. Additionally, to properly account for the Official Oblivion 1.2 patch and the CTDs it caused, all Guards have been updated with new code.
To upgrade to MMM 3.0 do the following:
- Delete all of your old plugins
- Install MMM 3.0
- Load your savegame, go inside somewhere with no Guards, and wait 4-14* days to lets cells reset.
* Depends on what game respawn time you are using. Defaults to 3 days but some mods like OOO or Frans can extend this to two weeks or more.
===== 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
If you use OOO, simple substitute OOO with the Francescos examples above.
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 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 an extensive 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, Mart's Monster Mod for Francescos.esp, or Mart's Monster Mod for OOO.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 opposite of RSR, this plugin adds a crazy amount of spawns for hardcore trigger happy players.
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.
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%, 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.
Resized Races -- Whether the diversity in race sizes is extenuated as well as females generally being shorter, and bulkier Nords and Orcs.
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. Alternatively, you can load this plugin and alter the percentage chance, just look for the global variable 'AMMRatPercent'.
No Adventurers – Prevents the wide range of Adventurers from spawning.
Francesco's levelled quests -- Francesco's levelled quests plugin updated for MMM. Requires Francescos. NOTE: This is a compatibility plugin, you still need to load the original Francesco's levelled quests, simply loading the MMM version after it. See below for more.
More Wilderness Life -- Another community plugin developed by Dae, More Wilderness Life adds hundreds of new spawn points across Tamriel to help fill the bare, empty areas Bethesda left in the game. This isn't about simply meeting more creatures -- the advanced behavioral AI and inter-faction relationships introduced by MMM results in a thriving, living world around you as you travel (and where you're not always the center of attention), completely changing your experience of Tamriel. Highly recommended!
Diverse Imperial Armors -- The much improved Imperial City Guard armors by yakueb.
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!
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.
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.
Hunting & Crafting – Enables a huge crafting system within MMM – 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.
Recommended Plugins
It's highly recommended to play with the following plugins for the full MMM experience:
- More Wilderness Life
- Damage & Durability
- Gems & Gem Dust
- Diverse Creature Skins
- Looting NPCs & Creatures
Don't forget if you're finding the going tough, especially if you're loading More Wilderness Life, try also:
- Reduced Spawn Rates
- Friendlier Factions
===== FRANS 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.
NOTE: You MUST ensure you have 'Francescos optional leveled quests.esp' installed from Frans, either stand alone or merged into the 'Francescos optional files.esp' from the install, or loading the 'Mart Monster Mod - Frans leveled quests.esp' will not work.
===== 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.
UPDATE: MMM now includes a fix for Quad Damage. You still need to load the Quad Damage mod, just ensure MMM loads after it.
===== 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, and OOO.
===== CREDITS =====
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 Jannix Quinn for the guard lanterns!
Thanks to ArgoChris for creating the Diverse NPC Faces, Dae for creating the More Wilderness Spawns plugin, and Bendiwolf for updating the Gems & Gem Dust plugin.
And finally thanks to JazzR and Koldorn for the new skeleton textures; Pepsi for the white sheep; Gored Guar and C.I.B for various creature textures; Francesco for the Goblin, Bloody Knight, and Goat models and textures; jacarl for the Werewolf models and textures; and Koldorn for the Rock Golem, Ogre Beserker, Arcane Golem, Zombie Soldier, Flaming Zombie, Water Rat, Clannfear Patriach (model by Growlf), Impling, Deep Lich, Goblin Assassin, and Night Troll textures as well as almost all the textures used in the Diverse Creature Skins plugin. You rock Koldorn!
Koldorn also made new replacement textures for the Water Elemental, Iron Golem, Slaughterfish,
Glass Golem, Ogre Champion, Primal Troll, Blood Golem and the Black Widow Queen.
Phitt for his excellent Loreless Creatures which include the models used for the Ent, Night Troll, Lich King, Hill Giants, Fire Demon, Flesh Golems and Forest Stalkers; Saidenstorm for his excellent Akatosh mount used for the Wynverns, mystikbird for his new Wyvern textures; ZMan and Windsurfer for the Undead Nightmare meshes and textures; and Francesco for Flesh Golem, Fire Demon and Thorn Elemental sounds; Xifr for the split DB armor icons and PeterEater for the Undead Legion shield and sword icons.
Huge thanks to Koldorn and Windsurfer who, between them, built the entire rusty weapon and armor sets for the range of undead at my request.
Demoncleaner for the use of his Zombies as well as for making a whole range of special armors for the Zombies at my request, as well as making the two special Boss flaming swords. And also for his Wolf Hide armor used in the Crafting component.
And special thanks – Argochris for doing the grunt work on adding guard items and updating the guard levels for me, CorePC for building the creature drinking packages, Lyronodr for his Combat Behaviour updates, Blade9722 for fixing some textures for me, Vini for updating the OOO to MMM faction tables for me, Dev_akm for building the OOO loot translation tables, and finally Koldorn for building a huge range of textures on demand for MMM.
Further thanks to Jaga Telesin for being my hands and eyes and correcting bad nifs, Vini for being my hands and eyes for updating factions, Argochris for being my hands whenever there’s work to be done, and Dewshine for completely revamping the Crafting system.
MMM adds to the work of all of these, and is hopefully bigger than the sum of its parts.