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SEE Below 3.5.5b5 Release Upgrade
Fixes for MMM 3.5.5b5 - Dev_akm fixed issue with MMMforOOO.esm and MMMforOOO.esp leveledlist item's
Fixes for MMM 3.5.5b4 - 3.5.5b5 - Dev_akm Updated MMMforOOO.esm and MMMforOOO.esp to fix leveledlist item problem that where occuring
3.5.5b4 - All esm / esp updated for this - MMM.esm, MMM.esp, MMMforFrans, MMMforOOO..
* First contain's all update's from MMM 3.5.3, 3.5.4, 3.5.5b1-3, Version has listed on first page of MMM thread post 4..
Major Overhaul to all Leveledlist for Creatures has needed in order to make all spawn rate plugin's work better across MMM, MMMforFrans, MMMforOOO, and FCOM itself...This was quite a job to check all the leveledlist me and dev_akm sent each other several revision until we go it just right..we hope..spawn rate plugin's should work in fcom fairly well at this point..
All spawn rates plugin have been checked, double checked, and tripled checked..Any remaining issue with spawn rate plugin's will be addressed in the MMM 3.5.6 Final..
Updated Additional Enemy Variants - Fixed two Khajitts Smugglers to be a different race to fix the problem of them going into highwayman mode sometimes..
Updates to H&C itself for both vanilla and exnems (body mod) version, fixed any remaining issue that could have been causing crashing etc, missing armor, etc. Exnems Users and Female Body mod users download the MMMArmor4Exnems with H&C ..Same H&C plugin comes with this version also..
Changes for the MMM 3.5.5b3 not that many for this update...Keep up the good work TEAM MMM..
I have pushed all the new MMM Bandit Bosses and Marauder Bosses from Additional Enemy Variants into main esm itself to resolve problem with them causing problem with MMMforFrans, and FCOM ...MMM bosses will show up more often now..There was no easy way to fix this...
Adjusted personality of MMM Bandit Hedge Wizard so that they would attack player's with high disposition (much like the reaver problem was)..
Fixed Misc Script Bug with GiantGrowth that was set to magic effect should have been object..this could have been causing random crashes also..
Cleaned up MMM additional enemy variants to only have new ones added not default one's changes...added script's has needed to those that needed them..
Fixed Leveledlist Issue with No Whatever plugin in MMMforFrans,
fixed a few hair types that where incorrect when using with TNR or TIE
Fixed Script in MMM City Defences so that they would not evaulate their package which was causing the issue of them not attacking
Gems and Gems has been updated to "bone grind" is now dependent on what skill level alchemy is based at...
New Additional Enemy Variants by ArgoChris well over 1200 npcs added by this now...Extended Reavers, Extended Adventurers, Rangers, Forester, Raider Warlord, Raiders, NercoMancer, and more...
Added Updated More Wilderness Life Plugin both version's ..Normal and No gates ( this is that revamped version - with a ton of changes fixed spawn points,raised lowered, repointed, bad spawn points removed, bad references moved)
Checked all Spawn Rates Plugin has needed once again across all version (MMM, MMMforFrans, MMMforOOO, checked fcom also). Fixed any issue has needed (not that many did not notice any missing creatures) expect those noted above for MMMforFrans..
MMM 3.5.5b2 Changes - Dev_Akm fixed some more recursive leveledlist that could have been causing crashing with Mwl and Addiontal Enemy Variant's and a few of the no whatever plugins..
Version Changes / Name Changes / Dropped Files..
* MMMforOOO requires OOO 1.33 and MMMforOOO.esm now!!! Make sure that you load the MMMforOOO.esm also so that it does not crash on startup will not work without this..
MMMforFCOM will be dropped from main package, ( since everyone should be using FCOM Converge now instead)...along with MMM - Curse of Hircine..Which will be a Seperate Download..( causes crashes if you do not have mod Curse of Hircine Installed itself )...
Major Fixes -
Due to oversight during script optimiziation on my part vanilla scripts that where modified by MMM...Including Hircine Quest , GuardScript's, GoblinScripts, etc...where removed from MMM.esp, MMMforFrans,MMMforOOO, FCOM..The Scripts have been added back in to restore compatiblity with other mods that modify these vanilla script's..any other mod that use's mmm script's should now be using the ones from the esm...Sorry about this once again...
* Fixes for MMM Scaling and Hitbox issue...where certain creatures, npc, etc..would be scaled to big and when you tried to attack them and aim for head it would not recognize the damage...
Creature Fixes -
* Foxes have been resized to be smaller than wolf types...each wolf is a different size with red and brown wolf being the biggest and orange types being the smallest..
Fixed Fox aipackage so they would hunt rabbit correctly - thanks Dev_Akm for pointing this out...could have been another reason for strange happenings
Rabbits agression has been lowered so that they would not attack player's..
Npc Fixes -
* Additionial Enemy Variants updated removed out npcs from master.esm that where being changed...
Fixed Name on all the Khajiit's they where mispelled ..(for you lore buff's)..
TNR Compatiblity has been checked and double checked to lastest Version of TNR and or TIE (in Bash Config)...this fixes any random issue with Vanilla race's not being assigned correctly or having wrong race body type..
Adventurer's changed personality on all so that it would decrease chances of them attacking each other after they have cleared out a room...and would attack each other..
Smuggler Khajiit Fix in Additionial Enemy Variant's - Changed Race of Khajiit Smugglers into Agronian's to fix problem of them going into highwayman mode...rare occurence of this happening...
Leveled List Fixes / All Spawn Rate Plugin's contian these fixes Fixes
* Reaver's chance's have been greatly lowered in Oblivion Gate's..in MMM and it Version's for these reason...
1) To fix compatiblity Issue with MMMforOOO, FCOM, high level creatures not spawing correctly...
2) Reaver's taking out whole mobs of other MMM Creature's runing the fun...or almost taking them out...
3) Increase chance of Running into More Classic MMM high Level Types once again...
4) Reaver now only travel in pack of 2,3,4...Spawn rate adjusted has needed...
Giant's have been moved into LKOWildernessChallenge Leveled list...this will make them appear less often..but will appear at correct level's now..and will greaty increase chance's of running into More Classic MMM type creature's ...
Spawn Rate Plugin Adjust once more for new Reaver's and Giant's leveled list changes
New No Whatever Spawn Plugins by Dev_Akm - like the no slimes plugin..creature instead of getting removed is replaced with a creature of different type. also resolves any compatiblity problem that these had with each other .(no lanterns fix, no beholdens, no giants, no werewolves, no wvvern, no slimes)
Updated Reavers in Spawn Rate Reduced Reduced to have count of no more than 2...so it now 1-2-1..in Spawn Rate Reduced updated them to 1-2-2, MMM Default is 1-2-3..
Updated MMM Plugin's..
* Extra Wounding - updated- fixes problem of new wounding getting applied to carrion rat's...
Updated Looting Plugin extended looting to csnpctough script...allows barabarian, bloodmoon necromancers, shaman..to loot now also..
More Wilderness Life - Removed leveled list that where recursive...
Bat's Addon plugins named has now changed to Dungeons of MMM - Since it has been expanded to include a entrance and exit...a undead level, daedra level, - this can be considered a testing ground for MMM ..
New Additionial Enemy Variants which adds a total of 774 New Npcs in All...by ArgoChris - New Npc's that use all types of Weapons, which use a new class, (New Raiders, Amazons, Black Bow RingLeaders, Cuthroats, Berzerkers, More)...
City Defences Updated Combat Behavior and fixed the distance so they would react correctly when getting attacked ...
Friendly Faction for OOO+FCOM finally updated for OOO 1.33
Hunting &Crafting updated along with Gems and Gems Dust Lilith has made alot of improvements and fixes. To both of these plugins revamped the crafting books includes advanced book 2 now, respawing barrel with basic item in case they get lost, fixed alot of misc script error's etc....metal nuggets will be found more often
Changes made to Gems & Gemdust Plugin:
1. Restored Shift+Click dropping functionality by replacing bone grind scripts which had been removed. This also adds back the ability to not grind if bone is clicked on accidentally.
Removed script from Platinum bar: It is now consistent with all other bars, can't do anything with them except for finding them in clutter and selling for septims.
Only a few liked the idea of increasing amount of coins created from the bar, almost as many weren't exactly agreeable.
Did not add script to Platinum coins to grind. They are the same as always, just found in clutter to sell for septims.
I elected on removing the Platinum Bar script as it didn't make much sense (to me anyway). I also decided against adding a script to grind platinum coins. They are the same as when they were added into the game and I feel this is best as it avoids any conflicts of interest with realism players.
Changes made to Hunting & Crafting Plugin:
* Fixed invisibility problem with Female White Quilted Robe
Reworked Crafting Guides just a bit, there is a Volume I and a Volume II now. Volume I only explains items which can be used, Volume II goes into specific detail as to how to craft items and detail of the finished crafted items.
Changed value of Crafting Guides to zero and set the barrel to respawn. (Don't think you'll get richÂ… because the contents are only worth 28 gp)
Increased the chance of finding Metal Nuggets also added the chance to find Metal objects such as Plates, Urns, Goblets and Tankards in random containers.
All Quills have been turned into feathers, but due to the extensive use in loot lists I did not fix that. The problem occurred when the script was fixed and instead of creating a new Quill item (Quill02) the original Quill (Quill01) was used thus turning the name of all Quills in the game to feathers. I will fix this if it becomes a problem, but since I was the only one who mentioned it I don't think it will.
Here is the 3.53 Changes...
This contains all Fixes from 3.1 through 3.2, 3.3 (unreleased), 3.5... 3.5.3 Changes
MMM 3.5.3 is major overhaul of all MMM scripts and more...this is just a short list of 3.5.3 changes...
All Version have been updated to this point...and including everything that is listed below..Affect's all users...
* All MMM script's have been redesigned from the Core and rebuilt to use new wounding / fatique system , fleeing, and more...This was major step forward and give all npcs and creatures ..they all react differently in combat situation, you never know what they are going to do...some work in pack's, some sneak up on you, some think in advance, some are outright dangerous, some are speedy, some are slow..etc...Wouding system itself dealing with blood was tweaked to not be so bloody..much more cleaner looking now..[/u]
* Updated MMMforFrans with new 3.5.3 changes..and script's optimiziation..
* Updated the MMMforOOO version that dev_akm sent to me..This is same one that Requires the 1.32 OOO RC5 that comes with FCOM 8.9 or Higher download...Make sure that you have
OOO 1.32 RC5 installed
* Big Fix - TNR Compatiblity - with TNR final there where some npc in mmm that had the incorrect race and bad body assignment, this was causing problem, this has been fixed and this took a while to restore everything back...You do not want to know how many npc that I had to change....Alot...all mmm, frans, OOO, fcom esp version's have been checked against this and updated has needed...All 3.5 version whould have been affected by this bug...reported in fcom thread...
* Reaver new faction called zmmmreavers and add only to the reavers no other faction changes at all...All reaver armor has been adjusted to elven stats ...To match what is in MMMfor000/FCOM..
* Updated and Fixed the faction conflicts that was caused by Additional Enemy Variants ( I remove the new faction and readded the new npcs back to maruader faction..)
Spawn Rate Plugin Adjustements
* All Spawn Rate Plugin Have been checked and double checked..along with all no whatever plugins...
* some creatures where missing from some of the spawn rate plugin that has been fixed...
* Has part of the new spiders leveled list I have Reworked all Spawn Rate's plugin and checked them against all version's MMM.esp, MMMforFrans, MMMforOOO, fcom...The new Spiders level list have been done and put into new level list..make way for new no spider plugin that will be conflict free..thanks Dev_Akm for making these changes...Spider will appear more often now ...new spawn rates for them also...
* High Level Daedra no longer appear at ultra low levels...causing problems with some being unable to complete certain things, just too hard to kill a clanfear or flame atranoch at level 1...is it not...releveled these nasties and fixed in spawn rate plugins..
* Rabbits where added to llodeer100m list - rabbits you will find more often...
* Bats will now also appear more often..at lvl 6, 12, 18...In Certain cells where imps would have been found...
* adjusted slimes rates in all plugins....MMM default 1 -2 -3 , Increased is 1-2-3-4, Reduced is 1-2-2, while ReducedReduced 1 -2 , for slimes...
* Fixed Randmon Argonian Bard that was showing up in level list from Additionial Enemy Variants plugin updated for this...
Creature Adjustment's or New Addition's...
* Added new Lesser Gargoyle , the gargoyle will be found at lvl 7 and above and do not have the full stats has the full adult Gargoyle, no shield spell, half the stats, but still a nasty little creature ..this will help player's get used to fighting against the lvl 14 adult Gargoyle..
* New Yellow Belly Ogre has been added into outdoor level list...This fat ogre can only be found above lvl 18 along roads, hills, mountains, etc...Slow and Not that Smart, these guys have massive amount of hitpoints and are stronger than the Champion Ogre and about the same size...
* Fixed the Wyvern Sound to be lower distance in which they can be heard from...lowered to 750..when you hear this now they will be even closer to you, but less distance that you have to search for them, unless they find you first..
* Fixed Fox Hut to have correct fox rug mesh and nif and added a few rabbits outside the hut..removed level list that where being duplicated.. [/font]
* Fixed Bats Addon to pull correct bats level list changes from esm instead of duplicating them..or changing them
* Mudcrab's I updated the four new colorful ones to be alot more agressive beware of the red one..
Updated Version's of these plugins..
Last Hunting and Crafting from TEAM MMM with trollf armor...so many things are fixed in this version is is unreal..
Gems and Gems dust to lastest version posted from changes by Bendiwolf
* The gold, silver and platinum bars and the gemshards no longer have the "you cannot crush this" message scripts (I thought they were unnecessary)
* The bonegrind script no longer has a "yes/no" question at the beginning, in order to speed up the grinding process (you just click and it happens)
* The platinum bar has a new script to turn it into platinum coins
Updated Diverse Creatures Skins to fix ranger wolf problem
Updated Additionial Enemy Variant's to make use of new 3.5.3 script's..
Updated All No whatever Plugins and checked them in the game..
Updated City Defences - Archers combat package so that they would react a little different in combat, hopefully this fixes them when you resist arrest they will still open fire on you and not just stand there and do nothing, Archers are still deadly at long range..and prefer ranged weapon always...
The official Martigen's Monster Mod trailer!
[ Martigen's Monster Mod 3.5.3 Release 1] Enjoy smile.gif
[You Need Official Patch 1.2.416 or SI Patch 1.2.416]
=== WHERE TO GET MMM 3.0===
FULL 3.0: ::: DOWNLOAD - Planet Elder Scrolls (300M) ::: DOWNLOAD - Planet Elder Scrolls OMOD -- thanks to Faw! ::: DOWNLOAD - ElricM (300M)
2.01 to 3.0 UPDATE: ::: DOWNLOAD - Planet Elder Scrolls (140M) ::: DOWNLOAD - ElricM (140M)
Install see post 2 below
New Features of 3.5.5
What release of MMM would be complete without innovative new features? New features in MMM 3.5.3 include:
:: 3.5.3 Foxes, Rabbits, Mudcrabs, New Ogre's, Pahmer, Bats
4 Foxes have been added to game these are shy creatures..
6 Rabbits types can be found mixed among deer spawn now's..
4 New Mudcrabs will be found by the water..
New Ogre Nif that increase fps..Beware of High level Yellow Belly
New Pahmer fix for missing face and hair
Bats 4 types to be found mixed in leveled list
:: Goblins ::
Rusty Weapons and Armor: Goblins can now pull from the pool of MMM's unique rusty weapons and armor sets -- you'll see them wielding dozens of rusted weapon variants in addition to their usual kit.
New Ingredients: Goblin Hearts and Goblin Eyes -- thanks to Luis for the textures and icons!
Blood: Goblins now bleed green blood... (more on this below)
:: Creature Features ::
Goblin Assassin: The damage bug is fixed and, further, the Assassin can now critically strike any foe it faces, not just the player -- watch them tear up Adventurers!
Additionally, the Assassin's strike ability is based on the target's Agility -- so the higher your agility, the less likely you are to be hit by the Critical Strike (afterall stealthy players, just like Assasssins, know how to fight their own.)
Ghostly Apparition: The fatigue bug is fixed and, further, the length of time you remain knocked out by the Apparition's fear attack is now dependent on your Willpower -- new players could stay down and vulnerable for around 30 seconds, while a player with 100 Willpower would barely stagger when hit by the Apparition.
Patriarchs/Matriatchs: Can now Roar and induce fear in all the NPCs it faces in a given radius. Watch NPCs flee in terror from the grandaddy daedra of them all! smile.gif
:: Wounding - Revised in 3.5.5 ::
No more can an NPC swing his sword at you with full strength while on 1 hitpoint, or flee from you at full speed while dying!
MMM has actually implemented a wounding since version 1.2 (!) but was relegated to NPCs, and only a few stats. MMM 3.1 now adds wounding penalties to almost all NPCs and creatures in the game and impacts Strength, Agility, Athletics, Speed, Fatigue and Attack and Defence bonuses.
Wounded enemies now:
* Attack and swing slower
* Move and run slower
* Inflict less damage
* Take more damage
Wounding penalities are applied in three stages, with each stage getting progressively worse -- an NPC on less than 15% health has his abilities reduced to 20-40% of their original values. Additionally, they physically do less damage regardless of weapon, and being wounded are unable to defend themselves as well and so take more damage.
Submission: While the stat penalties are applied at as each wound level is reached, the Fatigue penality is applied with each hit. The more wounded they are, the more fatigue they lose from your strikes. This means they automatically get to swing less frequently, and do less damage as well -- fights should tire an enemy. And, for the first time, you can actually beat enemies into submission without actually killing them when their fatigue hits zero -- fast, low-damage weapons can now be more effective for stealthy chars, and hand to hand combat allows you to knock enemies out before delivering a killing blow.
Balance: Naturally, this is going to make some fights easier -- and help balance those times when you have hectic spawns, so I'm keen to hear feedback. It's already been quite finely tuned -- different creatures and NPCs receive different levels of penalties, and the penalties don't apply to Bosses (who should be super-tough) or Guards (who are frequently outnumbered as it is).
Additionally, wounding allows you to be more strategic -- there's benefit now in taking out the wounded enemies first. And because wounded enemies deal less damage, you can last longer in fights with large groups. And on that note, how can you tell which enemies are wounded? Glad you asked!
:: Wounding Effects Revised 3.5.5::
Blood: NPCs and creatures now bleed, getting progressively worse the more wounded they become. It's quite a sight seeing a blood soaked Guard fighting for his life vs blood-stained Daedra! The blood textures are courtesy of dDefinder, and then tweaked for effect -- including the creation of new green blood textures and green blood spray for the goblins.
Blood Spurts: When NPCs and creatures reach the highest wound level, they will start to randomly spurt blood...
Staggering: NPCs and creatures now have a chance of staggering or tripping while wounded, wether fighting or running for their lives. The more wounded they are, the greater the chance. Stronger enemies with higher endurance stagger less often. Staggering adds a lot to the game -- and combined with the wounding penalties, you can see things like:
* A fleeing, bloodied, NPC fall and trip over, pick himself up, and continue to run
* A wounded NPC swing and miss in a fight, falling over to then pick himself up again
* A staggering NPC fall to the ground and, while getting up, is delt a killing blow
* A deer shot by a hunter bleed from the arrow, and tripping over itself when it tries to flee -- like a nature documentary!
Both Wounding and Wounding Effects have been subtly balanced and applied -- Daedra for example won't stagger, but will get weaker and will bleed (except Antronachs, where bleeding wouldn't make sense). Guards can stagger and bleed, but won't get weaker (there's enough complaints about weak guards). Generic NPCs can get weaker, bleed, and stagger but NPC bosses will only bleed and stagger, and so on. It's literally been an invidiual touch applying this to all of MMM's new creatures and NPCs as well changes to vanilla creatures and NPCs.
No Blood: Don't like it? Load the new No Blood plugin.
And as usual for an MMM update, a range of lovingly crafted creatures with unique stats, abilities, behavioural AI, loot drops, backstory and more:
:: Reavers Revised 3.5.5::
Reavers are an entirely new NPC race, and live up to their namesake. They care not for sides or noble blood or factions of any kind -- their only agenda is their own. They will attack the player, bandits, mauarders, daedera, dremora, everyone. And they'll usually win. Twisted from hundreds of years of basic, animal instincts, they have forged themselves vicious weapons and are the most feared race that walks the ground in Cyrodiil. If you can kill one, your reward will be the potent weapons they carry. Be warned, they can travel in packs, and sometimes bring with them their own trained hunting companions, the Reaver Blood Hounds.
Reavers are based loosely on the concept of the same from Serenity, for those who pick the name smile.gif Armor and weapons were designed by the talented demoncleaner -- there are 15 unique new Reaver weapons, as well as armor, shields, and special face masks.
Note: these guys are so tough you won't even start seeing them until Level 20, and you won't want to even consider taking one on until you're level 25.
:: Beholdens ::
Well, how long have you waited for Beholders in Oblivion? Thanks to some amazing work from xilverbulet, now they are here!
Beholden: Floating, tentacled, and ugly -- just what you want to meet in a dark corridor. Beholdens can be found in dungeons and Oblivion realms, are highly magical and come with a wide range of spell attacks from paralysis to drain to direct damage, and drop a new unique and potent ingredient: Eye of the Beholden. They also have their own set of resistances, and weaknesses -- if you can't beat them with magic, try a sword.
Beholden Hatchling: A young form of the Beholden, it's every bit as nasty with its own spell repetoire and a hunger for enjoying tasty new delacacies of the world, like you.
Beholden Firey Eye: The Beholden Boss, and excelling in destructive fire magic, meeting him is usually a one way ticket. Hint: you can't fight fire with fire, so try something cold.
Ethereal Beholden: Ever see Big Trouble in Little China? This special beholden acts in a similar way -- it does no damage, other creatures will ignore it, and you can't fight it. Instead, when it detects an intruder (like you) it'll fly up close to confirm -- and then promptly alert all creatures and NPCs within a wide radius to your presence with a scream before disappearing. It's quite a sight to see an entire dungeon descend on the player all at once...
:: Fiends ::
Like Beholdens, Fiends are classed as Daedra and can be found in dungeons and Oblivion realms. They are born of perverse magic bound around the basic elements in swamp and tar pits, and abhor life in all its forms. They come in two varieties:
Slime Fiends: They may not be particularly fast, and you need to use this to your advantage -- the Slime Fiend can paralyse as well as drain skills and abilities at touch with a unique Slime Touch.
Tar Fiends: Tar fiends are related, but less potent. Able to cast a high level burden at touch, they can bring most creatures to their knees quickly, making them easy fodder for nearby allies.
All fiends are immune to disease and poison, and are able to partially abosrb spells. They also drop a new unique ingredient: Fiend Essence.
:: Slimes ::
Slimes are a creature I've wanted to do since starting MMM -- they are unique in that when you kill one there's a good chance that, instead of dying, it will 'split' into smaller slimes, and you get to fight these next. The chance of a slime splitting varies, but there are two levels depending on the size of the slime. Like the Beholdens and Fiends, the Slime models and textures come courtesy of xilverbulet!
Slimes: There are three sizes -- Giant, Normal, and Small -- and three varieties -- Flesh, Metallic, and Mucas (eww!). All slimes have AI pacakges to hunt for and pick up whatever junk is lying around -- weapons, armor, food, etc. When you kill them, there's a chance you can find this loot or, alternatively, they may split into the next slime level down. For example:
Normal Slimes --> Small Slimes
Giant Slimes --> Normal Slimes --> Small Slimes
Slimes can be found in dungeons and caves, and are special in that most creatures will ignore them. Naturally, they are immune to poison and disease, and can even breathe and move underwater (so don't think you can escape that way). However, by their nature, they are vulnerable to fire and frost. Finally, all slimes drop a new unique ingredient as well: Slime Juice.
:: Undead Overhaul ::
Have you ever thought it strange these these ancient undead, with their old and battered skeletons, somehow have brand spanking new weapons? Yeah, me too smile.gif So MMM changes all this. This release of totally revamps the undead, adding:
* 66 rusted MOBS balanced weapon variants
* 30 rusted armor variants
(This is actually just part of the overhaul, focusing mainly on weapons. New types of armors will be coming in the next release.)
These are used by both the undead skeletons and the MMM Undead Legions. The weapons cover iron and steel forms of every weapon, and the armor includes helments and shields. Additionally, previously skeletons only used a select few one-handed weapons -- now they can wield the full variety. Further, the weapons gradually 'fade out' as you encounter higher and higher level skeletons, and the same goes for power -- Hero Skeletons for wont' carry daggers, for example.
However, to spice things up -- there's a 1 in 10 chance an undead will wield a 'new' weapon, instead, pulled from the loot tables. Afterall, you wouldn't be the first foolish adventurer to try your luck in the dungeons, giving them a source of weapons. This makes seeing such weapons rare and thus far more interesting and valuable when you come across them.
Additionally, MMM already sports 44 unqiue skeleton variants you can fight, each with a different combat style, and 36 different Undead Legions. These already use some 27 different combinations of armor and skins (see the Diverse Creature Skins Plugin). Now, when you add the new armor and weapons variants you literally get over 2000 variants of undead you can meet!
But wait, there's more! (old joke from Aussie land) -- there's also a new Undead Boss: the Arch Undead Elven Lord, with custom-made textures and which -- like the dual-wielding Undead Elven Lord -- sports a unique weapon the player can pick up an use -- the Bone Claymore. See the Creature Section below for more.
Finally, Zombies have also had an overhaul, but that's so big it needs its own entry, next:
:: Zombie Overhaul ::
100 new race-based zombies can be encountered, incuding Imperial, Dark Elf, Argonian, Orc, and Khajitt of both sexes. They may be naked, wearing rags, or armor -- all of these have been custom-made to be 'decayed', 'battered', or 'rusted' to suit their zombie nature. In fact, you will see Zombie 'prisoners' with rags and wrist irons just as your character started with, and you'll see also see what happens to all those Arena hopefuls who end up spilling blood in the sand...
The zombies can fight with their hands, or wield all manner of weapons, some pulled from the 'rusted' set above. They drop a sub-set of normal NPC loot, indicating some are not too recently dead. Finally, there are two very special additions:
* Undead Zombie Imperal Guard -- Yes! This is something I've always wanted to add to MMM. These guys wear decayed and battered Imperal Legion armor (and yes, player wearable) as well as wield a dulled, rusted Silver Longsword. Unlike the alive Imperial Legions... these guys aren't here to help you!
* Shivering Zombie Master -- A unique zombie boss with specialised zombie textures and custom-made glass armor -- Cuirass and Greaves of the Walking Dead. Additionally, he wields a potent ice-flaming sword, the magical Shivering Sword. Grab it for yourself, if you can...
:: Adventurer Overhaul ::
The Adventuers in MMM have undergone an overhaul also, with 20 new NPCs and four new mage classes, bringing the total to 55 different Adventurers you can meet and include everything from from Scouts and Bards through to Plunderers, Tomb Raiders, and Warriors.
Additionally equipped armors have been split into Light and Heavy for the various classes, there's a greatly reduced chance of carrying magical items, greatly expanded personality/background loot drops, and stealthier classes now sneak while looting. Finally the two biggest changes include: Adventurers now can loot chests from both OOO and Frans and, best of all -- you can now find them in Oblivion too, in larger numbers than in dungeons and ruins. Like you, they're risking an assualt into Oblivion itself.
Naturally, if you don't like the competition there is a new plugin to disable the Adventurers smile.gif
:: Gems & Gem Dust Revised 3.5.5 ::
An excellent plugin first built by Martigen, then expanded upon by Bendiwolf, and then Dewshine has taken it to the next level , 3.5.3 by Bendiwolf, ShadowBorn . In the words of Dewshine:
There are now Rose Garnets, Flawed Rose Garnets, Flawless Rose Garnets, Perfect Rose Garnets, and Rose Garnets shards. The first four can be ground into Garnet dust. There are also the Watermelon Tourmalines, Flawed Watermelon Tourmalines, Flawless Watermelon Tourmalines, Perfect Watermelon Tourmalines, and Watermelon Tourmalines shards. The first four can be ground into Tourmaline dust. Each new stone has a unique icon.
Additionally, there's a new gem type: Paraiba Tourmaline. Included is Paraiba Tourmalines, Flawed Paraiba Tourmalines, Flawless Paraiba Tourmalines, Perfect Paraiba Tourmalines, and Paraiba Tourmaline shards.
Finally some meshes and textures were missing in the previous release, these have all been corrected and, where appropriate, new icons made.
:: Crafting Overhaul Revised 3.5.5 :: See Changes above..
All crafting has been entirely split out into a new plugin -- Hunting & Crafting. Again thanks to Dewshine, Shadowborn, Bendiwolf, and Lilith this has been taken to a new level. Changes now include:
Crafting has shifted to the hides themselves. You still need to carry 'Fletching Calipers' and 'Leatherworking Shears', but now you click on the hides themsleves to make new armor. And for that, Dewshine has greatly expanded the scope:
New Armor: Quilted Armor that uses bleached cloth (the bolts and cut cloth can be bleached) and sheep's wool (specific to MMM). This includes robe, shoes, bracers, and hood.
New Armor: Cured Hide creates Fur armor, Bone Studded fur armor and Metal Studded fur armor.
New Armor: Tanned leather creates Soft Leather armor, Stealth Leather armor, Bone Studded Soft Leather armor, and Metal Studded Soft Leather armor.
New Armor: Boiled leather creates Pit Armor, Bone Studded Pit Armor, and Metal Studded Pit Armor.
New Armor: Werewolf Fur armor -- this unique armor is crafted from the fur of MMM Werewolves, and imbues the same resistances Werewolves enjoy, including normal weapon resistance, disease resistance, fortify sneak, fortify hand to hand, poison resistance and reflect damage. Of course, you have to hunt Werewolves to get these...
All of these armors are full sets -- shield, cuirass, boots, bracers, greaves, and helmet -- with multiple variants for a total of 72 new armor pieces that can be crafted from resources found in the MMM world! Three cheers Dewshine!
:: More Crafting Details in 3.5.5
MMM includes a crafting engine that allows you to expand alchemy and crafting components of the game. All up, 72 different items can be made. You can:
* Collect bones, feathers, stones, animal hide and more
* Make full armor sets out of animal hides
* Make arrows out of bones/stones and feathers
* Grind bones into Bone Dust
* Grind a wide range of gems into Gem Dust, each with unique properties.
Bone Grind and Gem Dust:
To grind bones and gems, you simply need a mortar and pestle and then just click on the bones or gems in your inventory. Only larger bones and gems can be ground to dust. There are dozens of gems and gem types, each granting different alchemical properties.
Note that some bones can have dual use -- they can be ground to dust for alchemy, or used to make armor and arrows.
To make armor and arrows, first find the Leatherworking and Fletching tools which will show up in crates and barrels, just search and you'll eventually find them. Then, you can start your crafting by clicking on the appropriate items like so:
Leatherworking Shears = Hide Armor, Bone Studded Hide Armor (in full sets, including shields), Soft Armor and Bone Studded Soft armor (Cuirass, gauntlets, greaves, boots, and helmets).
Fletching Calipers = Bone, Barbed Bone, Silver, Ogre tooth, Daedroth tooth, Flint, and Obsidian Arrows. Need flights from feathers and matching ingredients for each type of arrow.
Feathers = Create arrow flights for crafting arrows
Animal Hides* = Allows you to make cured hides. The size of the animal determines how many final pieces of leather are created. The leather types are hide (fur), soft leather, and boiled leather.
Cured Hides = With metal nuggets, can create Metal Studded Hide Armor (full set)
Soft Leather = Make Stealth Leather (DB armor in pieces), and Metal Studded Soft Leather armor.
Timberwolf Hide = Special Timberwolf Hide armor set, including shield.
Werewolf Hide = Create Rawhide Werewolf Fur Armor, full set. Each piece endows the wearer with the natural abilities and resistances of the Werewolf.
Cloth = Clicking on cloth, either bolts or folded, grants the option to bleach the cloth.
Bleached Cloth = Clicking on Bleached Cloth while having Sheep's Woolf can create Quilted armor for mages. This set consists of robe, hood, bracers, and shoes.
Metal Objects = Clicking on middle class metal objects can create Metal Nuggets for Studded Armor. The weight of the item determines the number of nuggets. Individual nuggets may also be found in clutter.
* Animal Hides you can click on include, for example, Wolf Pelts, Deer Skins, Leopard Pelt, Lion Pelt, Panther Pelt, Boar Hide, Pahmer Hide, Bear Skin (brown, black, snow), Timber Wolf, Guar Hide, and even Werewolf Fur captured from Werewolves.
:: Guards with Swords ::
Post the 1.2 patch everyone was complaining that guards always showed bows now, and many people didn't like it. In MMM 2.2 there's now a 50% chance guards will favour swords over bows, so you will see both types of guards walking around. This doesn't affect combat -- all guards will fight with bows and swords on range, but those that prefer swords will go back to equipping swords before and after combat.
:: Safer Horsie ::
Seem odd that enemies find your horse more threatenting than other creatures, or even you? Now the player's horse is treated like it is -- a low threat, though it is still on the menu as 'food' for some creatures, but you will always be a bigger target than your horse.
:: New Creature Features ::
Ghostly Apparitions will now knock you over for a short period as they fly through you screaming... possibly making you vulnerable to nearby enemies. Goblin Asssassins can now critically strike you -- keep them at a distance or they'll take you down in a few hits! You can even hear when their posioned daggers rend the flesh from your bone...
:: Durability & Damage ::
The Durability & Damage plugin has been updated to include skill-based damage scaling: the higher your skill with weapons, the more damage you do. As a result the plugin is now more effective, making fights quicker than before. But note -- it applies to enemies as well!
:: More Diverse Creature Skins ::
The wildly (geddit, pun?) successful Diverse Creature Skins plugin has been updated with more variant skins, including in this release Bears and Flesh Golems (see New Creatures below) to add to the variety.
:: MMM for OOO Revised 3.5.5 ::
New updates to the MMM for OOO component now include creature faction quest animals are respected -- animals from OOO and MMM will be friendly towards you. Note, you still won't see many OOO creatures unless using FCOM for the moment. The final stage of the MMM for OOO module is full spawn integration (partial integration works now). Also in this module -- Adventurers can now loot OOO chests.
:: Official 1.2 Patch is now Required and for all Future Version including MMM for Shivering Isle ones of these Day's..
[b][Martigen's Monster Mod v3.5.5]
"No two creatures will ever be the same." -- generic cool quote
=== WHAT IT DOES ===
* Over 160 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; 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 160 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 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 behaviour 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.
=== FACTION SYSTEM ===
The creature faction design is one of the most advanced to date:
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 CREATURES AND NPCS ===
Creatures of MMM
Some of the new and unique creatures and NPCs added include:
NOTE: Current up to 3.5.5.
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 behavioural 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 -- see are its glowing red
:: 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 rapdily attack you. Strongest of the Flesh Golems, don't make the mistake of underestimating them.
:: Forest Ent -- Giant, slow moving Ents of the forest. these are bad guys -- 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 -- Enemies of 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 poisnous, 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 theAntronachs, 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.
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
Imperial Road Watchmen/Watchwomen -:- Allied NPCs, male and Female road patrol. A friendly face on the roads!
Imperial Legion Rangers -:- Allied NPCs, stronger versions of the Foresters, come with pet wolves.
Adventurers -:- 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
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
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 -:- 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.
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!
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
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.
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
=== 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 for his archery needs.
UPDATE: MMM now includes a fix for the Quad Damage mod. 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 ===
3.5.3 - Was done by Team MMM : Corepc, Dev_Akm, Shadowborn, Bendiwolf, Lilith, All those team beta tester's also..
Mr. Siika, Mikal38, Waalax for there creature meshes and textures..!!!
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; and 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 for 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 turgothh, Gristle -TL and NVShacker for Gem Dust, Glittering Geology, and Bone Grind respectively. Thanks also to Ionis and yakueb for the Imperial Legion and Regional Patrolling guard armors, and Jannix Quinn for the guard lanterns! And 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.
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 Chamption/Elite, 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; 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 for 2.0 Argochris for doing the grunt work on adding guard items and updating the guard levels for me, CorePC for building the creature drinking packages, Lyrondor 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 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.
:: Wounding blood effects 1
:: Wounding blood effects 2
:: Wounding stagger effects
:: Goblin Rusty Weaps + Blood 1
:: Goblin Rusty Weaps + Blood 2
:: Beholden Fire Eye
:: Beholden Eye loot (lil jab at a classic D&D PC game)
:: Ethereal Beholden
:: Reavers 1
:: Reavers 2
:: Slime Fiend
:: Tar Fiend
:: Killing these Slimes...
:: ...creates these Slimes!
:: Giant Slime
:: Young Wyverns
:: Forest Ent
:: Forest Stalker
:: Undead Nightmare
:: Undead Hoarde
:: Undead Arch Elven Lord
:: Orc Adventurer
:: Torn Golem
:: Zombie Legion
:: Shivering Zombie Master
:: Black Widow Queen
:: Mature wyvern
:: Jungle Tiger
:: Hill Giants
:: Twisted Ent
:: Flesh Golem
:: Argonian Sorcerer Adventurer
:: Zombie Arena Combatant
:: Zombie Imperial
:: More hoarde!
:: Night Troll with teeth
:: Fire Demons
:: Goblin headhunter, he carries skulls!
:: Undead Elven Lord and his new toy
[continued next post...]
Almost done rewriting most of the readme for the MMM 3.5.x readme..Much Cleaner Now..
=== HOW TO INSTALL MMM 3.0 or Full 3.5.5===
1] Extract to your Oblivion/Data directory
2] Select 'Mart's Monster Mod.esm' if Using OOO also select MMMforOOO.esm
3] Select ONE of the following:
'Mart's Monster Mod.esp'
'Mart's Monster Mod for Frans.esp'
'Mart's Monster Mod for OOO.esp'
4] Read about the range of optional plugins from the PLUGINS section below
5] Drag your choice of plugins from the '== Optional Plugins ==' directory to your Data directory
6] Select to load these plugins
NOTE: Don't forget to rest 4-12 days to allow already visited cells to reset and new creatures and NPCs to appear. You do not have to do this if you are starting a brand new game.
=== HOW TO INSTALL MMM 3.5.3 Upgrade===
MMM 3.5.3 Upgrade requires the MMM 3.0
Install MMM 3.0 as per the MMM 3.0 installation instructions (see above).
2) Disable and remove all prior MMM 3.0/3.2 hotfixes, 3.0-3.1 esm / esp and all optional files
3) Install MMM 3.5.3 (3.5.5b3) and overwrite all ESM/ESP and optional files (if you have any) with the new ones. You MUST have the official patch 1.2.0416 or SI Patch 1.2.0416 installed to use MMM 3.5.
4) If you use *ANY* plugins, copy these across from the 'Optional Plugins' folder to your Data dir again. *NOTE* The Spawn Rate Plugins have been re-named. Delete your old ones, and use the new ones from the Optional Plugins folder.
5) In-game, rest inside somewhere without any NPCs for 4-14 days* to ensure your cells reset and new creatures and NPCs spawn. You MUST do this if you are upgrading an existing save game. You do NOT have to do this if you are starting a brand new game.
* Depends on what game respawn time you are using. Default is 3 days, but some mods like OOO or Frans can extend this to two weeks or more.
*NOTE* The MMM for OOO Modules require OOO 1.33.
=== LOAD ORDER ===
Load Order Guide by Corepc
As MMM is designed to work both alone and with other mods like OOO and Francescos, it's important MMM is loaded after these to take effect. If you are using MMM with Francescos, this would be a good load order (note .esm 'master files' always load first regardless):
Francescos main .esm or Oscuro's Oblivion Overhaul.esm
Francescos extra items .esm
Mart's Monster Mod.esm
Francescos optional plugins .esps or Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod for Francescos.esp or Mart's Monster Mod for OOO.esp
Mart's Monster Mod optional plugins .esps
What are the different versions?
Mart's Monster Mod: Use with vanilla, Adventurers and pretty much everything else!
Mart's Monster Mod for Frans: A tailored version for Francescos that allows stronger enemies and stronger bosses and more to appear in MMM. Note that MMM is fully updated for the latest Frans with the exception of the customiseable loot, which is slated for 2.1. For now MMM NPC's default to the HARDCORE balance model, but customizable loot works everywhere else in the game world Ã¢Ã¢Ã¢Â€ÂšÂ¬" Fran's NPCs, chests, house loot, leveled quests and more.
Mart's Monster Mod for OOO: This release integrates the OOO loot for MMM NPCs, removes MMM guards so OOO guards take priority, and cross-pollinates MMM and OOO factions so like creatures correctly behave (i.e OOO wolves and MMM wolves on the same faction).
NOTE: MMM adds increased spawns to the game. It's recommended to use a slower levelling mod as your combat skills may get more of a workout. Alternatively, take advantage of the new factions, and lead one enemy to another and let them fight it out!
General Load Order for MMM Plugins
Note: FCOM Users see the FCOM load order, as it is very different because of how it works.
Generally speaking, you should use the following order:
1) Any MMM plugin that adds things, like creature addon, bat addon, more reavers, etc., need to load before spawn rate plugins so that the leveled list that is used by spawn rate plugins gets updated correctly with these new changes.
2) Plugins Like Looting, Diverse Creatures, Hunting and Crafting, Gems and Gems Dust , Diverse Imperial Armor, etc., need to load after any hotfixes, creature addons, more reavers, etc. so that these changes take effect.
3) Any MMM plugin that remove things like creatures (no rats, less rats, no spider, etc.), should be loaded before spawn rate plugins so that those plugins take affect and change the spawn rate leveled list appropriately.
NOTE: Some of these files are not included in the latest version; they are linked below.
Mart's Monster Mod.esp (or MMM for Fran or 000)
(MMM plugins that fix or add new things...)
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - More Reavers.esp
(MMM plugins that change creatures, add new things, or scripts..)
Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Diverse Creature Skins.esp
Mart's Monster Mod - More Reaver Variants.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Zombies for Body Meshes.esp
Mart's Monster Mod - Durability & Damage.esp
Mart's Monster Mod - Fran's leveled quests.esp
(Any MMM plugins that remove creatures or change leveled list for things like rats, bone loot, or make special changes. If it says "No" or "Less", it should load before the spawn rate plugins, so that whatever is being lessened or removed is properly changed on, or removed from, the leveled lists.)
Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - No Carrion Rats.esp
Mart's Monster Mod - No Blood.esp
Mart's Monster Mod - No Giants.esp
Mart's Monster Mod - No Undead Rise.esp
Mart's Monster Mod - No Spiders.esp
Mart's Monster Mod - No Slimes.esp
Mart's Monster Mod - No Werewolves.esp
Mart's Monster Mod - No Lanterns.esp
Mart's Monster Mod - No Adventurers.esp
Mart's Monster Mod - No Wyvern.esp
(Spawn Rate Plugins:)
Mart's Monster Mod - Spawn Rates Reduced Reduced.esp (or reduced, moderate,
Mart's Monster Mod - Moderate
(Miscellaneous: I always load these last)
Mart's Monster Mod - Vindasel.esp
Mart's Monster Mod - Foxes.esp
Mart's Monster Mod - Bats Addon.esp
Mart's Monster Mod - More Wilderness Life.esp (This only adds new spawn points to the world which use leveled lists from the spawn rate plugin plus any mods that modify spawn lists.)
Mart's Monster Mod - More Wilderness Life No Gates
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Friendlier Factions MMM+Fran.esp
Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp (These two make factions more friendly; they can really be anywhere in the load order.)
Important Fix: MMMMediumTexturePack: If you computer is set to small or medium texture, you will need this fix for issues with blood and goblin icons not showing up correctly for some users.
Final note: Generally, MMM should always be loaded last in your chain. The main exception is Mighty Magick - this should be loaded after MMM. Other notes:
* If you use Hunters 2.0 or Hunters 2.5, de-select it (included in MMM)
* If you use Creature Continuum, de-select it (included in MMM)
* If you use OOO, you do not need the Diverse Imperial Armor Ã¢Ã¢Ã¢Â€ÂšÂ¬" it is already included.
* If you use Beautiful People, or any other mod based on Elaborate Eyes, don't use the
'Races Resized' optional plugin
* If you use onboard sound, nearby creatures may cause stuttering. Use the newest
'Quiet Feet' mod, which is compatible with MMM, OOO and others.
What Do the Different Plugins Do?
City Defences: All cities except the IC now have legion archers patrolling the battlements of each city. Based on the Wall Archers concept by gumballthechewy, this has been built from the ground up with MMM using less guards so as not to impact performance, added external cell as well internal cell guards, added pathing points for patrols along the battlements, and gave them special torches and equipment to enhance their effect. (The link goes to the latest updated version.)
Damage & Durability: Increases weapon damage by 50%, weapon skill based damage by 50%, and armor and weapon durability by 100% to help fights go faster and armor last longer with the default increase in spawns. (Do not use with OOO it already contains this tweak.)
Diverse Creature Skins: Adds diverse and different texture variants for many creatures in the game -- see a pack of wolves where each looks different, or a swarm of goblins with differences in texture and tone between them. This plugin adds a huge depth and variety to the game. Highly recommended! (do not use with MMMforOOO already contains this)
Diverse Imperial Armors: The much-improved Imperial City Guard armors by yakueb. (Do not use with OOO - it already contains this tweak/)
Gems & Gem Dust -- Combines Gem Dust, Tamriel's Glittering Geology, and Bone Grind into MMM's crafting system. The Gem Dust scripts have been scaled and applied against the gems in Tamriel's Glittering Geology, which you will also now find appearing on scome creatures and in gem-based loot level lists. Now updated by Bendiwolf to include new gem dusts for the new gems.
Friendlier Factions for MMM+Fran: Like it says on the box. Inter-faction fights less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this one for standalone MMM or MMM and Francescos.
Friendlier Factions for OOO+FCOM: Like it says on the box. Inter-faction fights less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this one for MMM and OOO or MMM and FCOM.
Francesco's levelled quests -- Francesco's levelled quests plugin updated for MMM. Requires Francescos. NOTE: See the 'Fran's Leveled Quest Update' section below for how to use this.
Hunting & Crafting: Enables a huge crafting system within MMM to create weapons and armor from the natural resources in the MMM world. See the MMM 3.0 summary and the Crafting section for more on what items you can create.
Less Bone Loot: Another request in the official thread, reduced generic bone loot on creatures for those who don't use bones for crafting.
Less Rats - Decrease Chance of rats by 33% and count's on them in leveledlist (do not use with spawn rate reduced reduced already contains this intergrated)
Looting NPCs & Creatures: NPCs, goblins and ogres will loot the bodies of their fallen prey. The exception are Guards, since you don't want them taking your loot (unless you don't mind killing them for it). Looting is about more than just NPCs taking each other's gear -- it breathes much more life into the world.
More Wilderness Life: Another community plugin developed by Dae, More Wilderness Life adds hundreds of new spawn points across Tamriel to help fill the bare, empty areas Bethesda left in the game. This isn't about simply meeting more creatures -- the advanced behavioural AI and inter-faction relationships introduced by MMM results in a thriving, living world around you as you travel (and where you're not always the center of attention), completely changing your experience of Tamriel. Highly recommended!
More Wilderness Life No Gates: Removes all the spawns points that where added to Oblivion gates, for people who were having problems a more reduced version of mwl...
No Blood: Prevents corpses from being extra-bloody.
No Bone Loot: Removes all bone loot, for people who don't want to use the crafting plugin.
No Carrion Rats: Removes Carrion Rats spawning at corpses after a few hours. Alternaively, you can load this plugin and alter the percentage chance. Just look for the global variable 'AMMRatPercent'.
No Lanterns: Removes lanterns from the game.
No Undead Rise: Prevents undead from rising after they are killed.
Resized Races: Diversity in race sizes is exended as well as females generally being shorter, and bulkier Nords and Orcs.
Spawn Rate Reduced: Reduced spawn rates for lower-end machines, stealthy characters, or those who prefer less action but want the other features MMM offers.
Spawn Rate Reduced Reduced: As above, but further reduced. Make MMM spawns more vanilla like 1-2 encounter's per spawn point..
Spawn Rate Increased: The oppposite of RSR, this plugin adds a crazy amount of spawns to hardcore trigger happy players.
Foxes - Adds a Small hut outside Bruma with Fox Rug and a small population of rabbits outside the hut..
Bats Addon - Contains the Bat Cave showing off a swarm of bat's..Once you get passed them there is special suprise...a two level dungeon designed by team mmm...
Additionial Enemy Variant's - Add new types of Barbarians, Bezerkers, BloodMoon Warrior, etc into the Game
Extra Wounding - It extends MMM 3.5.3 combat/wounding/fatique system to npcs / creature's that are not modified by MMM...vanilla npcs and creatures etc...those added by other mods...etc...
Vindasel - Remove all MMM spawn points from this location, and make it more lore like has the game intended...quest location by the way...
Zombie for Body Meshes - use this if you have problem with zombie not showing up correctly with body mods installed
It's highly recommended to play with the following plugins for the full MMM experience:
- Damage & Durability
- Diverse Creature Skins
- Gems & Gem Dust
- Looting NPCs & Creatures
- More Wilderness Life
Don't forget if you're finding the going tough, espcially if you're loading More Wilderness Life, try also:
- Friendlier Factions
- Reduced Spawn Rates
===Francesco and MMM Install===
Option Group 1 - Quest and Arena Only...MMM already contain's leveled guards....
Option Group 2 - You can use all these..
Option Group 3 - None of these...Already in MMM ...Can use stronger enimes and bosses with bashed patched to make it work..
Option Group 4 - Only Vendor Tweaks, Everything else already in MMMforFrans..
New Thrid Party Items - New Item Addon Only - All Creature's / Ai behavior and Scripts already in MMMforFrans...
MMMforFrans, MMM - Frans Leveled Quest, and whatever else you want to use from MMM plugin wise..
Spawn Rate Reduced or Reduced Reduced is recommend for first timer user's of MMM...
MMMforFrans is set to Frans Hardcore mode by default..and most of fran's customizible feature do work ..loot at least...
Fran's Leveled Quests Update
If you use 'Frans leveled quests.esp', please read the following.
Ensure you load the 'Mart Monster Mod - Frans leveled quests.esp' plugin after both Frans and MMM files.
You MUST ensure you have 'Francescos optional leveled quests.esp' installed from Frans, either standalone or merged into the 'Francescos optional files.esp' from the install, or loading the 'Mart Monster Mod - Frans leveled quests.esp' will not work.
===Oscuro's Oblivion Overhaul and MMM Install===
Download OOO 1.3 and OOO 1.33 choose either Full or Lite Version and install that..
Make sure that OOO.esm is loading before MMM.esm and MMMforOOO.esm (in 3.5.4), and that OOO.esp is loading before MMMforOOO.esp..do not use diverse skins or diverse imperial armor or gems and gems dust (may be used in lite, with full version may have some problem)
Recent version summaries:
=== New in MMM 2.01 ===
Plugins are optional components that add features or tailor the behaviour of MMM. New in this release:
-> Diverse Creature Skins -- Because MMM has five variants of each and every creature in the game, as well as five variant combat styles for each, this was a simple plugin to make. When creatures spawn you will now see a mixture of textures being used, which adds variety and a level of depth not present in the game previously. Highly recommended to play with this plugin!
So far, the following creatures have multiple skins:
* Wolf - 4 variants
* Timber Wolf - 4 variants
* Minotaur - 3 variants
* Slaughterfish - 3 variants
* Zombies - 5 variants
* Skeleton - 5 variants+
* Daedroth - 5 variants
* Goblins - 4 variants
* Lich - 2 variants
* Dogs - 2 variants
* Land Dreugh - 3 variants
* Clannfear - 5 variants
* Mudcrab - 3 variants
* Mountain Lion - 3 variants
* Imps - 3 variants
* Scamps - 5 variants
* Rats - 2 variants++
* Sheep - 2 variants
* Goat - 2 variants
+ Skeletons already have armored variants and now with extra skins as well there's literally dozens of combinations you'll find -- some with or without armor, some with or without a variant texture, and any mixture of the two. ThereÃ¢Ã¢Ã¢Â€ÂšÂ¬Ã¢Â„Â¢s now a huge range different combinations a skeleton can look like across the range of skeleton classes (armor has a greater chance of appearing on higher level skeletons), making for some truly incredible looking undead skeleton hoardes.
++ One alternative is an albino, rare. Look out for the white rat in the grasses!
Enough talk, what does it look like?
:: Goblins! All with subtle variations!
:: Minotaurs too, and with various faces from the minotaur overhaul
:: A Bloodthirsty Wolf and a Wolf pack
:: Skeletons, showing off varied textures
:: Charging a skeleton hoarde!
:: Zombies, from the recently dead to the decidedly rotting
:: Imps, with two varied skins
:: A Beseechers scamps, in different varieties
:: Clannfear group, each with a different skin
:: A group of Daedroth, each looking unique
-> 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 otherÃ¢Ã¢Ã¢Â€ÂšÂ¬Ã¢Â„Â¢s gear -- it breathes much more life into the world, for example:
* You will see a Bandit shoot a Deer and then run up to take its meat
* You will see Goblins crowd around a kill, vying to take their share of the spoils
* You will see Marauders fight among themselves as they loot the body of a guard
* You will see a Barbarian wielding a weapon taken from a dead foe you find further up the road.
These are just a few of the scenarios I've seen playing with the plugin so far.
Additionally, NPCs detect whether they are looting a creature or another NPC and act accordingly. And finally, what do they loot? Anything they can -- weapons, armor, food, gold and more. Naturally, NPCs and creatures will only loot if it's safe to do so, which usually means you see them doing it when you are undetected or when it's your body they're looting!
-> 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. At night, these torches light the walls of the city and are a beacon to weary travellers. And yes, they attack enemy creatures or NPCs within range of the paraphets, so now running to the safety of the city has meaning!
:: The torches of the guards light the battlements at night
:: Watching the guards patrol their posts
:: During the day, from an observation point
What MMM release would be complete without ever expanding to be bigger and better? This release includes a number of innovative and unique features:
:: Adventurer Overhaul -- Adds some 35 new NPCs and classes to the game -- aside from Adventurers you'll also find Plunderers, Scouts, and Tomb Raiders with the following:
* All have a different aggression and responsibility level towards you -- Adventurers are more likely to help you out, Tomb Raiders more likely to see you as competition.
* They can be found mostly in dungeons, but will be found in tombs, caves and lairs for creatures, necromancers, conjurers and more.
* They can be found alone or sometimes in groups -- and this is based on class. So a Tomb Raider or Pillager is bound to be found on their own, while Scouts could be on their own or in a group of Adventurers.
* You'll find adventurers that consist of Argonian, Khajitt, Orc, Breton, Dark Elf, Wood Elf and High Elf races in both sexes, though the focus is on beast races.
* Groups will generally be 'race gangs', a new concept in MMM. That is a band of Argoanian Adventurers will be exactly that, all Argoanians. This may be expanded upon in future for general NPC encounters.
* And yes, in addition to general loot and explore packages they'll also loot their foes too if you're using the Looting NPCs & Creatures plugin.
:: Wait... what's this, that looks like torchlight?
:: Who could they possibly be?
:: So, I'm not the only one down here looking for treasure eh?
:: He must be their forward advance
:: That chest on the right, it's mine got it?
:: Some try their luck... and never make it
:: Friend or foe?
The advenutrers add an awesome new dynamic -- let them help you, or fight them and take their loot. Maybe even do both! Thanks go to DarkDragon for the suggestion.
:: Size based loot drops -- Animals now drop meat equal to their size: a small deer will have 1 venison, a medium sized 2, a large deer 3. Same goes for Sheep, Horses, Boars, Wolves, Bears, Lions and more.
:: Passive Lists -- Bored of seeing deer around as the only truly passive (mudcrabs don't count!) wilderness creatures? Me too, so now Sheep and Goats can appear in some of the passive lists where deer roam, especially near farms. It also gives predators another type of prey to hunt, adding to the liveliness of the world. And, naturally, Sheep's Wool and Goats wool are two new ingredients.
:: Creature AI -- In addition to the current AI behaviour, some creatures will now seek water and graze on plants, similar to that found in Creatures Alive and OOO but more subtle. Big Thanks to CorePC who spent ages tweaking these for MMM and putting up with my suggestions!
:: Minotaur overhaul -- All the minotaur variants now also have varied looks across the levels, you will see over a dozen variant styles in game, plus the addition of a new Minotaur class (see New Creatures). Combined with the Diverse Creature Skins plugin, there are now dozens of variant styles for minotaurs you can meet.
:: Improved exploration -- Creatures and NPCs now have a little more realism in their exploration. You'll see more of the behavioural AI and inter-faction relationships occur, and quicker responses for encounters they meet.
:: Guard Items -- They already carry torches and lanterns, now all guards spawn with a range of items to flesh out their individual backgrounds -- they may carry books, potions, rings, food and more. Chance to find a skill increase book on them as well -- something extra for those evil NPCs who aren't terribly fond of guards! Thanks to Argochris for suggesting this and working on it with me.
:: More Wilderness Life -- Updated to add life to border regions, so if you explore off the beaten track or travel close to the borders, you'll still see and get encounters.
:: Updated Combat AI -- Lyrondor himself sent through some updates for the MMM Combat Behaviour. Now more Lyrondor than ever!
:: New replacement textures -- Thanks to Koldorn the Frost Antronach, Slaughterfish, Glass Golem, Ogre Champion, Primal Troll, Guardian Imp, Ancient Imp, and Black Widow Queen boss get a new lease on life. Koldorn also fixed a number of textures, reducing their size for better performance.
:: MMM for Francescos -- MMM is fully updated for the latest Frans with the exception of the customiseable loot, which is slated for Later. For now MMM NPC's default to the HARDCORE balance model, but customiseable loot works everywhere else in the game world Ã¢Ã¢Ã¢Â€ÂšÂ¬Ã¢Ã¢Â‚Â¬Ã…" Frans NPCs, chests, house loot, leveled quests and more.
:: MMM for OOO -- Yes, finally a tailored version for OOO! This will come in two stages: this release integrates the OOO loot for MMM NPCs, removes MMM guards so OOO guards take priority, and cross-polinates MMM and OOO factions for consistent behavior in the MMM factional system. Big thanks go to Vini for working with me on the factions to save me time, youÃ¢Ã¢Ã¢Â€ÂšÂ¬Ã¢Â„Â¢ve been a great help. Massive thanks also to Dev_akm for building the loot translation lists, youÃ¢Ã¢Ã¢Â€ÂšÂ¬Ã¢Â„Â¢re a hero. The next stage will integrate OOOÃ¢Ã¢Ã¢Â€ÂšÂ¬Ã¢Â„Â¢s creatures and NPCs into MMM's lists, and provide for OOOÃ¢Ã¢Ã¢Â€ÂšÂ¬Ã¢Â„Â¢s creature faction quest to control OOO and MMM creatures.
Thanks to Koldorn working by request for me there are a huge range of new and carefully designed creatures Ã¢Ã¢Ã¢Â€ÂšÂ¬Ã¢Ã¢Â‚Â¬Ã…" each has a unique purpose, stats, abilities, loot, backstory and in some cases new behavioual AI. There are over 24 new creatures, highlights include:
:: Blood Minotaur -- A far more potent beast than the usual breed, the blood minotaur is a perversion of mysticism and magic, and if you should survive an encounter, you may find the remnants of its last encounter and some of the valuable gems it prizes.
:: Black Hunger -- Stronger and darker than the average Hunger, youÃ¢Ã¢Ã¢Â€ÂšÂ¬Ã¢Â„Â¢ll want to avoid its paralyzing grasp. Fortunately, while dangerous they can fall quickly if fought with some strategy. Can drop soul gems and has a chance to appear in the wilderness, both in daytime and at night.
:: Rock Golems -- Relatively low level, no magic, and slower than their nearest cousins, the Rock Golems however hit hard and can take a beating. Naturally, being rock, they drop various stones, some of which can be used in crafting.
:: Arcane Golems -- The most powerful of all the golems, these can cast high level shields, reflect spells, silence, and absorb health. Be prepared!
:: Ogre Berserker -- The front-ogres between standard and Elder and Champion ogres, these guys are aggressive, hit hard, and will take a lot to fell -- but they may carry goodies worth your time to do so.
:: Pained Wraith -- More powerful than a Wraith, but not as much as a Gloom Wraith, the Pained Wraith have a startling speed so fast the first thing you'll know of them is when their claws sink deep into you.
:: Zombie Soldier -- Undead foot soliders still wearing the armor that, clearly, didn't protect them. They are, however, more dangerous than normal zombies -- their touch will rapidly drain your fatigue until you become helpless. Never let one get close! Comes in headless varieties, as well as the range of diverse zombie skins if the Diverse Creature Skins plugin is loaded.
:: Flaming Zombie -- While you might want to watch them burn these Zombies have with an unearthly fire that scorches their charred bodies. Stronger than Dread Zombies and faster, they are also immune to fire attacks.
:: Clannfear Patriarch -- Where do Clannfears come from? Now you know -- meet the parents, Clannfear style. You are but one thing to them -- food! Bring friends if you want to take one on.
:: Water Rat -- Slick, wet fur and lives near waters and in sewers. Skitterish behaviour, most will flee from you as you approach, then wait at a distance, while others may attack out of fear. Being smaller than their cousins, they also carry less bone loot. They add a lot of atmosphere for sewers, not to mention spice up the variety of the water spawns.
:: Flaming Skeleton/Archer -- Above the Champion comes the flaming, blood red, skeletons. Stronger, meaner, badder, and on fire (and thus immune to the same). Bring your best bone breaker.
:: Implings - All young imps have a green-tinged skin before maturing to adulthood. Implings are smaller, fast but very weak, and magically mute. Not so much a threat but an annoyance, but in numbers they can distract you from the real enemy. Fun to punch out of the air!
:: Deep Lich -- Sitting between the Lich and the MMM Lich Lord boss, the Deep Lich is a potent foe and has the chance to drop magical loot and soul gems. Nice, if you can survive it! There are now four lich varieties -- Nether Lich, Lich, Deep Lich and Lich Lord.
:: Goblin Champion/Elite -- Where do the goblins go when they bring out the heavy guns? The armoured Goblin Champion and Goblin Elite! They play hard, fight hard, and drop loot second only to Warlords.
:: Goblin Assassin -- Don't think Goblins can be stealthy, fast, and deadly? The Goblin assassin is well suited to dark caves, something you find out as its poisoned daggers sink into your back...
:: Goats -- Bleet! We can always do with more passive creatures -- or prey, depending how you look at it -- and now both white and brown Goats join the Deer and Sheep to be found out in the wilds. Generally, there are thicker concentrations around farmland. Naturally, Goats drop Goat's Wool as well as mutton.
:: Bloody Knight/Archer -- Just when you think the tide is turning you'll see these guys enter the fray. They make your average skeletons look like playthings by comparison. Exceedingly strong, they'll appear at high levels above Hero and Champion skeletons.
:: Werewolves -- Werewolves mainly come in two forms -- Lesser and Greater -- and can be found outside only at night, or always if inside or in lairs. All Werewolves can transmit disease and naturally are somewhat resistant to normal weapons, poison and frost. Finally, all Werewolves drop Werewolf Fur, which being rare (and lets face it, hard to get!) will fetch a pretty penny in the cities.
:: Huntress Werewolf -- A much stronger, black as night werewolf whose howl you should fear. It doesn't matter how strong you are, she will see you as prey, and in addition to other werewolf abilities can paralyze on attack.
:: Night Troll -- Comes out only at night to hunt for prey, and is naturally more stealthy than its brethren. Usually the first thing Ã¢Ã¢Ã¢Â€ÂšÂ¬Ã¢Ã¢Â‚Â¬Ã…" and last thing -- youÃ¢Ã¢Ã¢Â€ÂšÂ¬Ã¢Â„Â¢ll see are its glowing red eyesÃ¢Ã¢Ã¢Â€ÂšÂ¬Å
List of creatures that can now appear at night include: Skeletons of all levels, Zombies of all levels, Hunger, Black Hunger, Werewolves, Huntress Werewolf, and Night Trolls.
:: Goblin Assassin!
:: Rock Golem
:: Clannfear Patriach
:: Water Rat
:: Arcane Golem
:: Lesser Werewolf
:: Huntress Werewolf
:: Goblin Champion
:: Ogre Berserker
:: Flaming Zombie
:: Zombie Soldier
:: Pained Wraith
:: Bloody Knight
:: Deep Lich
:: Night Troll
=== New in MMM 1.71 ===
:: Imperial Legion Rangers -- The next level up from Foresters, these friendly troops spawn with their own pet wolf, and like everything else, have unique stats, ability, loot, and more. Additionally, in vanilla Oblivion, there are just 13 Forester spawns. Now with MMM both Foresters and Rangers can now spawn in over 900 forest and wilderness themed locations across Tamriel.
-> Gems & Gem Dust -- A specially updated community plugin thanks to Bendiwolf that adds new Gem Dust ingredients for the new gems in the plugin, and removes the prompt for grinding gems.
-> No Carrion Rats -- To disable the appearance of Carrion Rats at corpses after a few hours. Good for thieves or another characters that don't want to be 'seen'.
-> Diverse NPC Faces -- A new community plugin developed by Argochris to take advantage of MMM's over 600 variant NPCs to give them all unqiue faces and races.
In vanilla Oblivion, there are only a 4-5 variants of NPC types like 'Female Bandit', meaning there's a pretty high chance that you end up fighting twins, or even triplets, as NPCs with the same face end up spawning. In MMM there has always been five or more extra variants of every single NPC for different combat styles, and in the Diverse Faces Plugin each and every one is now also given a unique face and race. This means for our 'Female Bandit' there are up to 25 different faces and races that can spawn over the original five, so now not only are any two NPCs ever alike in stats, abilities, AI and more but now no two NPCs will look the same either! Highly recommended to use this plugin
-> 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 to use this plugin
Naturally these plugins go hand in hand with other plugins such as Friendlier Factions and Reduced Spawns to give you tons of control over the world around you.
:: Lanterns for Guards -- All city guards now carry lanterns or torches at night. Thanks go to Jannix Quinn for the equippable lanterns! NOTE: You'll need to wait 4-11 days (depending on what your cell respawn is set to) before you'll see the guards with their new equipment.
=== New in MMM 1.61 ===
Three new plugins:
-> 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 new gems in Tamriel's Glittering Geology, which you will also now find appearing on scome creatures and in gem-based loot level lists.
-> No Giants -- Removes the giant humanoids from MMM's lists, for those who don't like hacking at knees
-> Francesco's leveled quests -- Francesco's levelled quests plugin updated for MMM. Use this in place of the one bundled with Francescos. Requires Francescos.
New creatures including Lore Creatures with unique designs, purpose, AI, abilities, loot, ingredients and more. Highlights include (click bolded text for screenshots):
:: Dwemer Gem Scavenger - A legacy of yore left over and still running with its original programming, these robotic servants will ignore you and other creatures, and are in turn themselves ignored. If you decide to attack they'll put up a heck of a fight... but it may be worth your while just to see what they carry!
:: Snow Bear - Big, white fur, and utterly cuddleable! But don't, it'll eat you for lunch. Found only in snowy areas, this is one bear best avoided. Drops bear meat and a snow bear pelt, sought after for its warm properties. New ingredient: Snow Bear Pelt
:: Frost Giant - A rare creature which, if you find one, is best avoided unless you want to become its next meal. Should you defeat it, you'll find it carries the meat and furs of recent prey, as well as the possesions of the last adventurers who made the mistake of trying their luck...
:: Gargoyle - Forged from rock and the perversion of arcane magick, these imp-like foes don't cast spells but pack a punch as their solid fists teach you to fear a new kind of flapping beast. As a formation from rock, they drop Elemental salts as well as Gargoyle horns. New ingredient: Gargoyle Horn
:: Giant Spiders:
Black Widow Queen - New Boss creature, this hulking behemoth of an arachnid is fast, poisonous, and spawns with its own spiderling young (the spiderlings are too young to develop poison glands, but are fast and nimble attackers). Few see it and live to tell the tale. Found in mythic caves and some undead dungeons.
Black Widow Spider - The mature form of a Black Widow, these can be found roaming some dungeons.
Giant Huntsman Spider - Found out anywhere in the wild and in some caves, these are as tough as Black Windows.
Giant Tree Spider - Not as tough as the others, can be found in rainforests and in mythic nature lairs.
Giant Bush Spider - The smallest and weakest of the new spiders, these can mostly be found in forests, and can be hard to see in the grasses...
With the exception of Spiderlings, all spiders are poisonous and drop poison glands you can use to make your own poisons... though the spiders themselves are immune to it! New ingredients: Spider Silk and Poison Glands
:: Wild Guars - Three types of Wild guars roaming plains, two common breeds and the chance of a rare white guar (about one in seven). Guars are more friendly than other wild animals, and when you approach some will be tame while others run to a safer distance. Guars, and also now horses, have been added as a chance to spawn on plains (previously there was just one spot in all tamriel to find wild horses). New ingredients: Guar Meat and Guar Pelt (awww!)
:: Wild Pahmar - Extremely aggressive intelligent hunting cat related to the Khajiit -- and as a result it won't attack Kahjiits -- you, or any Khajiit NPCs it encounters, though it will defend itself. So if you're a Khajiit, you can sit and admire these beautiful beasts. As a rare creature its hide and meat fetch a pretty penny in the cities. New ingredients: Pahmer Meat and Pahmer Hide
:: Hunger - These foul creatures can be found in or near Oblivion gates, and occasionally walking the wilderness at night. Able to absorb health, paralyze, and disintegrate weapons and armor you don't want to start a fight with one unless you can finish it.
:: Morphoid - Another daedric beast that keeps to the planes and just within range of Oblivion gates. Strong, skilled in combat and hitting hard, these beasts are wreathed in flame and immune to the same.
:: Herne - Hunters for Hircine and a relative of the scamps, these horned daedra are somewhat more potent than their cousins, able to cast frost spells and heal themselves.
:: Golden Saint - High-level daedra found in the daedric realms along with Xivali, they are fearsome fighters wielding powerful swords and, occaisonally, may carry a magic item. They are powerful enough to give you a challenge even at level 40.
:: Spider Dryad - A relative of the Spriggan, and not always hostile, these nature beasts protect the wilderness from evil and trigger-happy players. More potent than their cousins they can cast lightning, heal themselves, command creatures to fight for them, and summon all manner of Spiders (see 'Spiders' above!) to defend themselves. As with Spriggans, when killed they have a chance of setting off a thunderstorm or rain, tied to nature as they are.
=== New in MMM 1.5 ===
Plugin System: Now coming as a master file, this enables a completely new plugin system. As per requests MMM 1.5 ships with the following optional plugins:
-> Reduced Spawn Rates -- As requested reduced spawns for lower-end machines, stealthy characters, or those who prefer less action but want the other features MMM offers.
-> Friendlier Factions -- Like it says on the box smile.gif 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%.
-> 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.
Undead Overhaul: 15 new undead inspired by Oblivion Warcry and Francescos work including Undead Legion Fighters, Beserkers, Archers and Knights all in Headless varieties as well as Undead Elven Warriors, Knights, Archers and Dual-Wielding Lords. The Elven Lord uses a unique Off- Hand sword textured especially for MMM.
Armoured Skeletons: 25 variations of Skeletons with piecemeal armor, increasing in appearance the higher the level of skeleton.
Unique Creatures: 5 completely new and unique creatures including:
:: Efreeti -- Mischievious pure fire spirits that are very fast moving, immune to fire, suseptible to frost, can hover above water, and drop fire salts.
:: Haunted Heads -- Floating ghostly skulls that want to take a bite out of you... large chance they start off dormant, looking like nothing more than a skull on the ground. As you approach they start to glow, and raise up from the floor... fast moving, they taunt you as they try to take you down!
:: Sentient Gas -- Passive dungeon dwelling creature -- yes, finally, more passive creatures! Always appearing in groups, they slowly drift over floors, are ignored by all creatures, and scatter like a school of fish as you approach.
:: Skeleton Fury -- Fire borne skeleton with a hatred for life and a flaming sword -- sword is a new item, Longsword of Fury, MOBS balanced.
:: Ghostly Apparition - Another passive dungeon dweller, after a fashion. They do no damage, but sense life and will rapdily charge you on sight, screaming an unearthly howl as they charge you and... pass right through you. When you turn around, you find they've vanished -- but you've probably wet your trousers smile.gif
New Scarier AI: Updated resurrection AI for undead means they may raise after a while, and provide a suprise on your way back through a dungeon or raise much sooner, perhaps even while you are near and least expect it... pack some nappies, you'll need them!
Goblin Tribal Shields: Frankpants' excellent unique shields for the Goblin tribes. However, there's a chance to find these on normal goblins who were lucky enough to find, or more likely steal, their own.
=== NEW FEATURES in 1.3/1.4 ===
Carrion Rats -- There's a 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. You can even stamp on them!
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. Bosses for example have more loot, or more valuable loot, and based on class and profession; many NPCs may carry loose change, food and have cheap jewelry; 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; 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 is given personal treatment and a story behind them.
Creature AI -- 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 25 other factions, and range of wildlife behaviour is as diverse as it is cool
Hunters 2.5 -- 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 Armors -- Imperial City guards, and regional travelling guards, sport swank new threads thanks to yakueb and Ionis!
[cut New Features prior to 1.3, see README in archive for full history]
== SCREENSHOTS ==
Some of the new creatures and NPCs:
Goblin Bandit ::: Nord Beserker ::: Champion Ogre ::: Ancient Imp
Glass Golem ::: Fire Skeleton ::: Hell Hound ::: Snow Leopard
Defender ::: Barbarian ::: Magma Golem ::: Dire Brown Bear
Bloodthirsty Timber Wolf ::: Greater Water Elemental
Deer, showing off scaling ::: Goblin brigand, showing off scaling
Imperial City guard, showing off new armors ::: Female Imperial Road Watchman - good guy!
Some from recent Additions:
Black Panther ::: Armoured Skeleton
Undead Legion Fighter ::: Undead Legion Beserker
Undead Legion Archer ::: Headless Undead
Undead Elven Warrior ::: Dual-Wielding Undead Elven Lord
Mystical Efreeti ::: Haunted Heads
Sentient Gas ::: Skeleton Fury ::: Ghostly Apparition
Dwemer Gem Scavenger ::: Snow Bear
Black Widow Queen ::: Black Widow Spider
Giant Huntsman Spider ::: Giant Tree Spider
Giant Bush Spider ::: Wild Guars
Wild Pahmar ::: Hunger
Morphoid ::: Herne
Frost Giant ::: Gargoyle
Golden Saint ::: Spider Dryad
Montages by Veritas Splendor:
Montage 1 ::: Montage 2
Montage 3 ::: Montage 4 ::: Montage 5
A leopard takes on a brown bear
An invading Ancient Imp gets torn apart by goblins
Goblins take on a nearby bear...
... and one goblin runs for his life!
Goblin Bandits trap a Water Elemenal and take it down
Some White Tail Wolves and a Wolf take on a bear
With an Imperial Legion soldier down, the Giant takes on the horse
LOOK WHAT MADE THE Bethesda Blog
Posted by gstaff on August 27th, 2007
way to go Martigen...and for him not being around anymore ..
read here Dev_Akm had gotten a email from Martigen ...and I was sent the exact same message from Dev_Akm...Me and Dev_Akm will not disclose what was in the letter..just read..this and what I posted a few pages after..
MMM 3.5x Optionial Plugin..or Addons...
Curse of Hircine and MMM
Mart's Monster Mod - Curse of Hircine-- This integrates MMM and CoH like so:
Needs Curse of Hircine Mod installed in order to work..
Download Link and
MMM Curse of Hircine Mod Itself (no longer included in MMM download)
Adds CoH's werewolf disease to MMM werewolves
Adds CoH's werewolf script to MMM werewolves
Adds MMM's size, speed and stat scaling to CoH werewolves
Adds MMM's Wolf Faction to CoH werewolves
Adds Werewolf Hide and bone loot to CoH werewolves
Adds MMM's 'Werewolf Resistances' to CoH's werewolves, which includes:
[indent]- Resist Disease
- Resist Frost
- Resist Normal Weapons
- Resist Poison
If you computer is set to small or medium texture then you will need this Fix for issue with Blood and Goblin Icon not showing up correctly for some users...
If you have any permanent health or fatigue drops on your character due to encountering the Assassin and Apparition bugs in 3.0, use this excellent tool *after* installing MMM 3.5:
Mentalor's Stat Restore
After which it will no longer be required, as these issues are fixed in 3.5
And, before I forget -- xilverbulet's new creatures are also summonable in his own masterpiece, Midas Magic - Spells of Aurum, which just happens to be a pefect companion to dealing with those higher spawns in MMM! What could be better than MMMMM? Yeah, you know it Go grab the new release here:
Midas Magic - Spells of Aurum
MMM for Exnems - All MMM Armor and Hunting and Crafting Armor have been exnemised by Axil and Corepc
MMM Exnem armors
Quiet Feet Users should use this Version now...Quiet Feet Max