Download - 19.62 MB
Corepc DevAkm lilith
What MMM 3.6 Beta 3 Fixes
Balrog and Lesser Balrogs rebalance
Uberhulk Queen rebalance
Numerous guard fixes from UOP3
NPC skeleton fixes
Undead Legion Berserker was misspelled \"Beserker\"
One Highwayman carrying a sword had Blunt skill instead of Blade
Faction tweak for Bandits, Marauders, Necromancers, and Conjurers to address Issue of them Smiling at you while they kill you...LOL...
All Beta 2 Changes and Fixes and Blood Fixes intergrated
UOP Fixes has needed and Guard stats that where incorrect and add correct items that where missing from them..there where a few that did not have townshield assigned to them. a few stats that had their blade super low (was 6 now 54 or 56)
Fixed npc that where assigned the wrong skeleton all esm/esp/aev.esp checked..
Added female shivering zombie to undeadboss list and added female armor nif that where missing has needed for that..
Fixed Many Numerous Names that where incorrect (Countess\'s Bodyguard)
Changed size of rabbit\'s to be larger was .60 now .80 (if this does not work then nif will have be scaled)
Created 4 new bats with disease\'s and added to AMMBatslvl list.
Changed faction on Foxes from Wolves to ImperialRanger Faction - Legion will not attack them now, but, they are almost prey now..May help you in a fight also.
Spawn Rate Plugins - Checked All Spawn Rates Plugin and adjusted has needed for new bats that where added..or any other fixes that where needed
City Defence Update - Changed Wall Archer Class so that changes made by UOP would not lower their marksman class. Archers prefer to use Bows over blade / or blunt weapon even when in melee combat.
New Gray Fox texture replace dark orange fox
Bats, Rabbits,- to remove shine and increase detail
Blood Textures and Goblin eye and heart updated to work across small, medium, large video settings (normal,bloom,hdr tested)
Foxes Addon - Lilith Added Foxes spawning outside Fox Hut in Bruma now, and finished Interior Cell that has merchant that sells basic H&C goods..
No Changes to H&C for Once!!! Could this be the last one..!!!
What MMM3.6beta2 adds:
We have new creatures thanks to the awesome creativity and kindness of xilverbulet! For added help in defeating some of
the new creatures I suggest taking a look at xilverbulets Midas Magic: Spells of Aurum http://www.tesnexus.com/downloads/file.php?id=9562
The Swarm These awesome creatures are exactly what the name implies; a buzzing, flying swarm of insects.
They swarm, they sting, but they are too small to loot.
The Skeep An elusive fellow, quick on his feet and able to cast invisibility to escape predators. He is naturally skittish and passive, but will put up a fight if need be before casting invisibility and running off. He is unique; a bipedal ram!
The Uberlarva The offspring of the formidable Uberhulk and Uberhulk Queen. Their habitat of choice is water and can be found in and amongst crabs and water rats. Although not extremely aggressive they have a bit of a bite.
The Uberhulk This creature is unique; he has mandible/pincers and the ability to paralyze you. Although he looks to be a lumbering oaf, he is remarkably fast on his feet and can send his paralyzing spell in advance to stop you in your tracks. Can you say stealth? New ingredient: Uberhulk Pincers
The Uberhulk Queen She is a bigger, more powerful Uberhulk. She wears her crown proudly and makes the Uberhulk look like childs play. Regardless of her size, she too is quick on her feet and can sweep you off yours.
New ingredients: Uberhulk Pincers and Uber Jelly.
The Lesser Balrog Forged from the depths of Oblivion, these Daedra bring a whole new concept to the battle in and around the Oblivion Planes. New ingredient Superior Horn, New Weapon Lesser Balrog Sword
The Balrog Much worse than his lesser cousin, this Daedra calls forth the very magma of Oblivion to aid him in battle. New Ingredient Superior Horn, New Weapon Flaming Balrog Sword Hint: Dont fight fire with fire
The Magma Fiends - Thrall of the Balrog, don\'t let them steal all of your attention, but don\'t turn your back on them either.
Optional .esps: New additions and changes to existing .esps:
* No Balrogs.esp - Removes Balrogs and their Thralls (New in Beta2)
* No Skeep.esp - Removes Skeeps (New in Beta2)
* No Uberhulk - Removes Uberhulk Larva, Uberhulks and Uberhulk Queens (New in Beta2)
* No Slimes.esp Now only removes the slimes. (New)
* No Fiends.esp Removes only the fiends. (New)
* MMM - Less Reavers.esp - Reduces the Reaver spawn counts. (New)
* MMM for OOO - LessReaversInGates.esp - Reduces the Reaver spawn counts in Gate realms only. Can be used with MMM - Less Reavers.esp to get a greater overall reduction in their spawn rate. (New)
* MMM for OOO - NoReaversInGates.esp - Blocks the Reaver spawn in Gate realms only, but leaves them intact elsewhere. Can be used with MMM - Less Reavers.esp. (New)
* Hunting & Crafting.esp Added chance to find sheep wool in clutter
What MMM3.6 fixes:
* Tones down the Berserker Ogre color some people experienced. (Thank you showler)
* Reduces the loudness of the Wyvern on cell load (Thank you showler)
* Adds an icon for the Imperial Chainmail Cuirass worn by the Road Watchpeople.
* Switched the Reaver weapon icons that were inadvertently swapped.
* Added factions to the Juicy Imp (non-used creature) for compatibility with Midas Magic Creature Spell.
* Fixes a minor mishap with Werewolf mesh & textures
MMM for Frans
* Fixed the Necromancer HighElf 2 skeleton from skeletonbeast.nif to skeleton.nif
* Fixed the Necromancer MaleBreton4 from Argonian to Breton
MMM for OOO
* Latest fixes and improvements by dev_akm.
Changes in MMM3.6Beta 2
* Three new .esps to remove Balrogs, Skeeps and Uberhulks from the game.
* New list placements for the Uberhulks
* Balance fixes for Kvatch
* Adjusted factions for bandits, marauders, necromancers, and conjurers to dislike the player even more than before. This should help to avoid problems where a bandit charges off to fight a mudcrab instead of the player.
* Latest fixes, adjustments and improvements by dev_akm
Special thanks go to dev_akm, showler and to everyone offering their opinions and suggestions during the alpha phases. A very special thank you goes to Lilith for allowing doing beta2 while I (Corepc) was away on vacaction from modding.
If you have previously installed the Wyvern sound fix you\'ll need to disable the .esp prior to installing the 3.6 Beta
You must have a complete install of MMM 3.5.5.b5 to use MMM3.6 upgrade beta.
=== HOW TO INSTALL MMM 3.6Beta Upgrade===
MMM 3.6Beta Upgrade (requires MMM Version 3.5.5b5 already installed)
1) Disable and remove 3.5.5b4 esm / esp from 3.5.5b5, as well as all optional plugins, but do not remove any of the resource files (meshes, textures, etc.).
2) Install MMM 3.6Beta 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 3.6.x
3) In-game, rest inside somewhere without any NPCs for 4-14 days* to ensure your cells reset allowing new creatures and NPCs to 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.
* Resting/waiting length depends on what game respawn time you are using. Default is 3 days, but some mods such as OOO or Frans can extend this to two weeks or more.
====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.
Mart\'s Monster Mod.esp (or MMM for Fran or 000)
(MMM plugins that fix or add new things...)
Mart\'s Monster Mod - Additional Enemy NPC Vars.esp
Mart\'s Monster Mod - More Reavers.esp
(MMM plugins that change creatures, add new things, or scripts..)
Mart\'s Monster Mod - Diverse Imperial Armor.esp
Mart\'s Monster Mod - Diverse Creature Skins.esp
Mart\'s Monster Mod - More Reaver Variants.esp
Mart\'s Monster Mod - Gems & Gem Dust.esp
Mart\'s Monster Mod - Hunting & Crafting.esp
Mart\'s Monster Mod - Looting NPCs & Creatures.esp
Mart\'s Monster Mod - Resized Races.esp
Mart\'s Monster Mod - Zombies for Body Meshes.esp
Mart\'s Monster Mod - Durability & Damage.esp
Mart\'s Monster Mod - Fran\'s leveled quests.esp
(Any MMM plugins that remove creatures or change leveled list for things like rats, bone loot, or make special changes. If it says \"No\" or \"Less\", it should load before the spawn rate plugins, so that whatever is being lessened or removed is properly changed on, or removed from, the leveled lists.)
Mart\'s Monster Mod - Less Bone Loot.esp
Mart\'s Monster Mod - Less Rats.esp
Mart\'s Monster Mod - Safer Roads.esp
Mart\'s Monster Mod - No Carrion Rats.esp
Mart\'s Monster Mod - No Blood.esp
Mart\'s Monster Mod - No Giants.esp
Mart\'s Monster Mod - No Undead Rise.esp
Mart\'s Monster Mod - No Spiders.esp
Mart\'s Monster Mod - No Slimes.esp
Mart\'s Monster Mod - No Werewolves.esp
Mart\'s Monster Mod - No Lanterns.esp
Mart\'s Monster Mod - No Adventurers.esp
Mart\'s Monster Mod - No Wyvern.esp
(Spawn Rate Plugins:)
Mart\'s Monster Mod - Spawn Rates Reduced Reduced.esp (or reduced, moderate, increased)
(Miscellaneous: I always load these last)
Mart\'s Monster Mod - Vindasel.esp
Mart\'s Monster Mod - Foxes.esp
Mart\'s Monster Mod - Bats Addon.esp
Mart\'s Monster Mod - More Wilderness Life.esp (This only adds new spawn points to the world which use leveled lists from the spawn rate plugin plus any mods that modify spawn lists.)
Mart\'s Monster Mod - More Wilderness Life No Gates
Mart\'s Monster Mod - City Defences.esp
Mart\'s Monster Mod - Extra Wounding.esp
Mart\'s Monster Mod - Friendlier Factions MMM+Fran.esp
Mart\'s Monster Mod - Friendlier Factions OOO+FCOM.esp (These two make factions more friendly; they can really be anywhere in the load order.)
Important Fix: MMMMediumTexturePack: If you computer is set to small or medium texture, you will need this fix for issues with blood and goblin icons not showing up correctly for some users.
Final note: Generally, MMM should always be loaded last in your chain. The main exception is Mighty Magick - this should be loaded after MMM. Other notes:
* If you use Hunters 2.0 or Hunters 2.5, de-select it (included in MMM)
* If you use Creature Continuum, de-select it (included in MMM)
* If you use OOO, you do not need the Diverse Imperial Armor �� �\" it is already included.
* If you use Beautiful People, or any other mod based on Elaborate Eyes, don\'t use the
\'Races Resized\' optional plugin
* If you use onboard sound, nearby creatures may cause stuttering. Use the newest
\'Quiet Feet\' mod, which is compatible with MMM, OOO and others.
What Do the Different Plugins Do?
City Defences: All cities except the IC now have legion archers patrolling the battlements of each city. Based on the Wall Archers concept by gumballthechewy, this has been built from the ground up with MMM using less guards so as not to impact performance, added external cell as well internal cell guards, added pathing points for patrols along the battlements, and gave them special torches and equipment to enhance their effect. (The link goes to the latest updated version.)
Damage & Durability: Increases weapon damage by 50%, weapon skill based damage by 50%, and armor and weapon durability by 100% to help fights go faster and armor last longer with the default increase in spawns. (Do not use with OOO it already contains this tweak.)
Diverse Creature Skins: Adds diverse and different texture variants for many creatures in the game -- see a pack of wolves where each looks different, or a swarm of goblins with differences in texture and tone between them. This plugin adds a huge depth and variety to the game. Highly recommended! (do not use with MMMforOOO already contains this)
Diverse Imperial Armors: The much-improved Imperial City Guard armors by yakueb. (Do not use with OOO - it already contains this tweak/)
Gems & Gem Dust -- Combines Gem Dust, Tamriel\'s Glittering Geology, and Bone Grind into MMM\'s crafting system. The Gem Dust scripts have been scaled and applied against the gems in Tamriel\'s Glittering Geology, which you will also now find appearing on scome creatures and in gem-based loot level lists. Now updated by Bendiwolf to include new gem dusts for the new gems.
Friendlier Factions for MMM+Fran: Like it says on the box. Inter-faction fights less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this one for standalone MMM or MMM and Francescos.
Friendlier Factions for OOO+FCOM: Like it says on the box. Inter-faction fights less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this one for MMM and OOO or MMM and FCOM.
Francesco\'s levelled quests -- Francesco\'s levelled quests plugin updated for MMM. Requires Francescos. NOTE: See the \'Fran\'s Leveled Quest Update\' section below for how to use this.
Hunting & Crafting: Enables a huge crafting system within MMM to create weapons and armor from the natural resources in the MMM world. See the MMM 3.0 summary and the Crafting section for more on what items you can create.
Less Bone Loot: Another request in the official thread, reduced generic bone loot on creatures for those who don\'t use bones for crafting.
Less Rats - decrease chance\'s of rats by 33% and lower the count of them = do not use with spawn rate reduced reduced
Looting NPCs & Creatures: NPCs, goblins and ogres will loot the bodies of their fallen prey. The exception are Guards, since you don\'t want them taking your loot (unless you don\'t mind killing them for it). Looting is about more than just NPCs taking each other\'s gear -- it breathes much more life into the world.
More Wilderness Life: Another community plugin developed by Dae, More Wilderness Life adds hundreds of new spawn points across Tamriel to help fill the bare, empty areas Bethesda left in the game. This isn\'t about simply meeting more creatures -- the advanced behavioural AI and inter-faction relationships introduced by MMM results in a thriving, living world around you as you travel (and where you\'re not always the center of attention), completely changing your experience of Tamriel. Highly recommended!
More Wilderness Life No Gates: Removes all the spawns points that where added to Oblivion gates, for people who were having problems a more reduced version of mwl...
No 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 1.34 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 above), 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)