MartsMonsterMod37b3 Public Release by Corepc DevAkm lilith Wrye
Oblivion » Gameplay Effects and Changes
Added: 13/06/2008 - 08:12PM
Updated: 06/11/2009 - 06:38PM

2,309 Endorsements

37b3p3 Latest version

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Uploaded by CorepcMMP


Last updated at 18:38, 6 Nov 2009 Uploaded at 20:12, 13 Jun 2008

Martigen’s Monster Mod is proud to announce Version 3.7 Beta 3 Public Release and MMM for Shivering Isle, MMM Knights

This is the Full Version, and Requires a clean Install of MMM, Meaning you need to remove all previous version of MMM, meshes, sounds, textures, etc.. Also If you are using OOO/FCOM you will need to reinstall these Mods has this version of MMM fixes many meshes and textures compatiblity issue that where shared between them, No if and or but about it.


Requires Two Download and OMOD Installer

Read the MMM Manual First

BSA Download

Download the MMM 373BSA MegaUpload


373BSA Planet Elder Scrolls

ESM/ESP Download - requries bsa to be installed



373b3 ESM/ESP Updates


Download MMM OMOD Installer

Install Order for MMM 3.7b3 BSA - For Compatiblity Reason's since everyting is stored in bsa now, you have to pay close attention to how you install other mods, since MMM still share some of same resources from UOP and Cobl In Particular

Unofficial Patches first and DLC Mod Patches
Frans and OOO, WarCry, Bob's Armory, Arma and Artifacts,
Cobl / Cobl Races
Body Replacers

HOW TO Manually INSTALL MMM 3.7 Full Version

1] Unzip the MMM37b3bsa.7ip to your Oblivion/Data directory
2] Unzip the MMM37b3p3.7zip to folder where you download it too.
3) Select 'Mart's Monster Mod.esm' (If using OOO also select MMMforOOO.esm)
4) Select ONE of the following and copy to Oblivion/Data Directory

'Mart's Monster Mod.esp' - And Rename MMM.bsa to Mart's Monster Mod.bsa
'Mart's Monster Mod for Frans.esp' - And Rename bsa to Mart's Monster Mod for Frans.bsa
'Mart's Monster Mod for OOO.esp' - And Rename bsa to Mart's Monster Mod for OOO.bsa

5] Read about the range of optional plugins listed below
6] Now Select your choice of plugins and copy to the Oblivion/Data directory
7] Check Steps 3 and 4 Once again Remember to Name BSA has needed
8] Use Better Oblivion Sorting Software, run program sort Load order and PLay

==Additional Install Notes==

Francesco and MMM Install

From Francesco's Installer select these Option
* Option Group 1 - Quest and Arena Only - MMM already contains leveled guards.
* Option Group 2 - You can use all these.
* Option Group 3 - None of these – They are already in MMM, exception is stronger enemies and bosses. use Wrye Bash’s bashed patch to make it work.
* Option Group 4 - Only Vendor Tweaks, everything else is already in MMMforFrans.
* New Third Party Items - New Item Addon Only - All Creatures / AI behavior and Scripts are already in MMMforFrans.

From MMM

MMMforFrans.esp ,
* MMMforFrans is set to Frans Hardcore mode by default and most of Frans customizable features do work (loot at least)
* If you use "MMM - Frans leveled quests.esp", please read the following.
* You MUST 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.
* Ensure you load the 'Mart Monster Mod - Frans leveled quests.esp' plugin after both Frans and MMM files.
* MMM Plugins

Oscuro's Oblivion Overhaul

MMMforOOO Requires OOO 1.33 Full and 1.34beta5 or Higher to be installed.

* Do not use with older version of OOO either 1.3,
* Do not use Lite Version of OOO either.
* Do not use diverse imperial armor,
* Damage and durablity Plugin,
* Or gems and gems dust,

load order should look like this has well.


MMMforOOO plugins

==37b3PR3 Release Notes==

New Features

*BSA Format now Standard for MMM..
*Fixes for Compatiblity so that MMM does not overwrite OOO meshes and textures for Creatures,
*Optimizied Textures and Pyfii Meshes, Contains many new texture improvments and optizimation has well.

Major Fixes

*Found a Few Npcs that where marked has no low level processing but where added to wilderness leveledlist which was causing randmon ctd in game when these leveledlist where used.
*Fixed some oblivion gates leveledlist so that script was attached
*Fixed Various Leveled that had template added that where not needed

General Fixes for All Version's

* More UOP Fixes and USIP fixes applied too many to list
* Tweaks to Daedra Leveledlist for no high lvl spawning of dremora at low lvls
* New Changes to Undead Lairs, Reavers will no longer be found in Undead Lairs where Liches are present.
* Balrog have been rebalanced in leveledlist
* Many New Passive Creatures and Spider
* Liches have undead Faction Added to them
* Undead Fixes for Compatibliaty with Supreme Magicka
* All New Extra Wounding, with better handling

Creatures Addition and Item Additions

* RuneSkulls and Diverse Haunted Heads - The Haunted Heads have been Expanded to Include New Types which are Runeskulls themselves..
* Diverse Wisp - Almost 300 New Will O Wisp to be found now in MMM..
* Slof Horse and Extra Horses - Add over 300 New Slof Horses to Game
* Undead Expanded to included new types that wear Helmets
* Farm Animals
* New Lesser Hill Giants, - leveledlist updated has well for them across all version has needed..

Merged Mods

* MMMforSI Merged - MMMforSI Plugin now only contains vanilla creature and leveledlist changes. You will still get MMM changes without Using this plugin. Has MMMforSI was Merged for Compatiblity Reason.
* Wild Horses from Slof Horses
* Durzog Addon
* Runeskulls and Diverse Haunted Heads
* H&C and Foxes Merged into One
* Farm Animals

MMMforFrans Fixes

* Adjust Min/Max level on Goblins to reflect those from frans itself
* Fixed Some Npcs that where using wrong Skeleton type
* Misc Leveledlist Fixes for New Addition's
* UOP Fixes has well


This is a Unofficial MMMforOOO by CorePc, Dev_Akm has not approved or checked over all the changes. So Use at your own Risk. OOO Beta 1.34beta5 is Required. Most of the changes where made to Intergrate 3.7 Features the new undead additions, wild horses, durzog, lesser hill giants, bat's fixes, and and much more. UOP fixes, too many to list. Has Both me and Dev_Akm has swapped it back and forth.

Spawn Rate Plugins

* All Spawn Rate Plugins checked or revamped for 3.7b3..To include changes for Diverse Wisp, Durzog, Wild Horses etc.

Moderate and Increased Spawn Rates plugin now work differently - they more balanced now with MMM default Spawn Rate itself, has using these plugin would lead to you becoming too wealthy in long run. I adjusted the count on most of the list to reflect default spawn rate, with addition of new entries has well that cover the Increased Count's..You will still have Large Groups using these plugin just not has much anymore..

Moderate 1-2-3-4,
Increased -1-2-3-4-5-6
Reduced - Adjusted Nearly all count's on leveledlist to be 1-2-3 now..
Reduced Reduced - All Count 1-2-1 now..No More Spawing in 3..
Reduced Vanilla - 1-1-2%

NO XXX plugins -

Update No Beholdens to use new method for Boss Types, Update No Wyvern to not spawn Beholden instead will spawn ClanFear and removed golden saint that was spawing at lvl 1 with clanfear runt. Checked all other and verified that they work properly when used together..or across MMM configs

Hunting and Crafting -

Now includes foxes.esp itself - This mean that you no longer have to craft items to get H&C stuff..You can visit the Shack outside of Bruma and Purchase your stuff if you like. Armor has been adjusted to be slighty better than vanilla for some types..

Gems and Gems Dust - Updated some Gem Leveledlist for Compatiblity, cleaned with tes4edit has well.

City Defences - Plugins Updated to last version, new meshes for some wall segements in Anvil and Skingrad that help stop them from Falling has much. All fixes from B1 version kept has well..cleaned with tes4edit.

MMM Knights Plugin - Updated MMMforOOO Version, added NDPredatorFaction so that plugin would work better with both OOO and MMM natural Creatures.

MMM Vindasel - renamed to MMM Safer Quest Locations - Includes Vindasel changes and GreyLand - disable and move vanilla spawnpoints, and make these location follow to more how the game intended them to be. More Locations to be added later.

MMM More Wilderness life - update - removed a few spawn points, Skingrad in Particular.

All Other plugins checked and version number updated has Needed.
Many more fixes that I may have forgotten to list

End of 3.7b3PR Release


MMM does much more than add completely new and unique creature and NPC types. It also adds to all creatures and NPCs in the game both original and new:

* Advanced fleeing code for NPCs based on level and health
* Advanced wilderness behaviour for animals and creatures
* Advanced inter-faction behaviour for creatures and NPCs (see 'Factions' below)
* Advanced combat behaviour based on Lyrondor’s combat Behaviour mod
* Advanced plugin system with optional plugins to tailor the mod to your play style
* 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 leveling -- meet creatures and NPCs more powerful than you, and less powerful than you, regardless of your level as you level.

Additionally, you'll also get to see:

* The ability for 'bad' NPCs to feign death, to try and flee
* Undead that resurrects in front of you when you least it expect it!
* Undead that resurrects after time, to create new encounters as you leave a dungeons
* Leveled 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 (a.k.a. Bulkier Nords and Orcs mod)
* The player no longer being the center of the universe -- the world happens around you sometimes, with or without your interaction, creating a realistic and thriving experience.

And on top of all this, a passionate attention to detail -- unique creatures and NPCs each designed with a purpose, style, back story, AI, loot, abilities, ingredients, faction behavior and more. Plus animals that can be afraid, aggressive, or tame and behave accordingly, bosses that are bigger, Spriggans that may cause a storm when they die, furs and meats on Barbarians, Marauders that like their drinks, petty loot on Bandits, Smugglers carrying their cargo, new regional armors on patrolling guards, corpses that stay around longer so you can loot them and much, much more.


The creature faction design is one of the most advanced to date and deserves some explanation:

The system is based off the creatures’ temperament towards other factions, and is tied in with an individual creature's aggression and confidence made possible by the stat adjustments each creature and NPC spawns with. In other words, values are set not based around racial relations, but to what degree a creature would attack or avoid members of another faction. For example, Ogres might be happy to mix it up with Goblins but Goblins, while recognising Ogres as a threat, are set to generally not initiate combat with these foes much larger than them -- why start a fight you could lose?

The tight integration of a creature's aggression with factions creates a highly versatile and fluid system almost limitless in behaviour. By way of example, take a simple scenario of a Minotaur stumbling upon a boar. If the Minotaur spawned with a lower aggression level, its faction relationship to the boar might cause it to be ambivalent towards the boar, and not attack it. If the same Minotaur spawned with a higher aggression level, its faction relationship to the boar would cause it to attack the boar on sight

This is different from other mods that alter factions because without aggression scaling, the behaviour is static and always predictable -- the Minotaur will always attack. With MMM, faction relationships are flexible and are as individual as the creatures themselves. More over, the relationships still allow for outright enemies and friendships, regardless of aggression, in addition to the fluid system of unique creatures and their particular bias. For example, this allows 'Dire' (diseased) animals to be more aggressive and trigger fights with factions normal animals wouldn't. Including attacking their own kind

Another example -- a pack of wolves might spawn where some of them chase after nearby dear while others don't and, when paired with stat adjustments and fleeing code as the player approaches, a whole range of behaviour can be seen from something simple as a group of wolves. The variances in creature speed mean a wolf might catch up and kill a deer, or a deer outrun a wolf. Add to this how these wolves interact with more than 22 other factions they might come across while chasing or fleeing, and with each wolf having individual size, stats, and its own predilection to fight, and even in this small microcosm example there's a wide variety of behaviours and outcomes simply not present in vanilla Oblivion

Additionally, some creatures are capable of attacking their own kind -- this is particularly important for creatures like Wolves, Ogres, Trolls, Big Cats and more that don't have perfect relationships with their own race (Cats and Wolves especially are territorial). Though rare, if spawned with a high enough aggression they'll not only be more inclined to initiate combat with other factions, but also their own kind

Finally, some creatures antagonised by a player are more likely to attack other creatures, too.


Martigen’s Monster Mod has a wounding system which adds wounding penalties to almost all NPCs and creatures in the game. The wounding penalty 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 penalties 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 penalty 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!

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, whether 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 dealt 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 individual 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 No Blood plugin.


What are the different versions?

Mart's Monster Mod: Use with vanilla, Adventurers and pretty much everything else! If you are not using another overhaul like OOO, Frans, FCOM then you should be using this.

Durability & Damage: 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 (FCOM) as it already contains this tweak/plugin.)

Extra Wounding: This extends MMM combat/wounding/fatigue system to NPCs / creature's that are not modified by MMM (Vanilla NPCs and Creatures, etc including those added by other mods). See Wounding Section Above

Looting NPCs & Creatures: NPCs, Goblins and Ogres will loot the bodies of their fallen prey. The exception is 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.

Additionial Enemy Npc Variants: This adds over 1300 New Enemy Variants to Game. Maruaders, Bandits, Smugglers, Raiders, Reavers, Foresters, and more. Some people may have problem using this under stressful condition's. Has game engine has to generate faces on the fly after all. See Npc section for details on Npcs Classes.

Mart's Monster Mod - Knights: This Plugin corrects the compabitlies problems between Knight of Nine and MMM. Adds many of MMM Natural Creatures to work with KO9 has well. Fixes difficulties encountered from the faction changes when wearing the armor. For Players who have Knights of The Nine installed. See Knights Section below. Do no use with OOO or FCOM.


Mart's Monster Mod for Frans: A tailored version for Francescos that allows stronger enemies, stronger bosses and more to appear in MMM. MMM NPCs default to the HARDCORE balance model, but customizable loot works everywhere else in the game world; Fran's NPCs, chests, house loot, leveled quests and more. Players using Martigen’s Monster Mod with Francesco’s need to use this instead of Mart’s Monster Mod.esp

Mart's Monster Mod - Frans Leveled Quests: Francesco's leveled quests plugin updated for MMM. Requires Francesco’s. NOTE: See the 'Fran's Leveled Quest Update' section above for how to use this.


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 in the same faction). Players using Martigen’s Monster Mod with Oscuro’s Oblivion Overhaul need to use this instead of Mart’s Monster Mod.esp

NOTE: MMM adds increased spawns to the game. It is recommended to use a slower leveling 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!

Mart’s Monster Mod for OOO – Knights: A tailored version of the MMM Knights plugin for OOO Users.

Mart’s Monster Mod for OOO – Less Reavers In Gates: A tailored version for OOO users who like seeing fewer Reavers inside Oblivion Gates.

Mart’s Monster Mod for OOO – No Reavers In Gates: A tailored version for OOO users removing all instances of Reavers from inside Oblivion Gates.

Diverse Runeskulls Loot for OOO: Adds Runeskulls to NPCs and vendors via leveled lists. Use this option if you want to find more Runeskulls and you are using MMMforOOO, but not MMM – Gems and GemDust.

Friendlier Factions for OOO: Like it says on the box. Inter-faction fights are less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this for MMM and OOO.


Resized Races: Diversity in race sizes is expanded, as well as females generally being shorter, and bulkier Nords and Orcs.

Zombie for Body Meshes: Use this if you have problem with Zombies not showing up correctly with body mods installed.


Friendlier Factions for MMM+Fran: Like it says on the box. Inter-faction fights are less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this for standalone MMM or MMM and Francesco.

Shivering Isles: Nearly all features that you are accustomed to experience with MMM in Cyrodiil you will now find in the Shivering Isles. Faction wars are a key element to the Shivering Isles stemming from the animosity between the Zealots and the Heretics. The creatures of the Isles have adopted the same love to hate mannerisms within their own ranks. Mania creatures will not tolerate Dementia creatures and vis-à-vis. For more in-depth information on MMM for Shivering Isles please see the Section entitled MMM Goes to Shivering Isles.


Gems & Gem Dust – An excellent plugin first built by Martigen, then expanded upon by Bendiwolf, Dewshine and ShadowBorn, 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 some creatures and in gem-based loot level lists. Includes new gem dusts for the new gems, updated by Bendiwolf. Gems included, but not limited to; Rose Garnets, Watermelon Tourmalines, Paraiba Tourmalines, Opals and Black Pearls. This version includes Platinum coins, for those who experience problems with the Platinum Coins the Ayleid Coin Version is available here. Read more about Gems & Gem Dust here.

Hunting & Crafting: Enables a huge crafting system within MMM to create ammo and armor from the natural resources in the MMM world, in all there are 87 armors and 8 types of ammo. There are in-game books providing some information on the Hunting & Crafting System and you can read much more here. This plugin adds a small fox hut (The Pelt Farm) located just outside Bruma City Walls where Oxfoid a merchant can be found. He is a Light Armor trainer, repairs equipment and offers some Hunting & Crafting products for sale.


Diverse Imperial Armors: This Give all the Imperial Guard much-improved City Guard armors by yakueb. And Increase their stats has well (Do not use with OOO as it already contains this tweak.)

Diverse Waterlife: MMM’s answer to the age old question, all these monsters and no fish? The plugin adds a variety of new fish and ingredients into the game with very low impact on performance. The diversity in fish includes over 50 new fish and dangerous types of fish to streams, rivers, lakes and open water all over Cyrodiil.

Diverse Runeskulls Loot: Adds Runeskulls to NPCs and vendors via leveled lists. Use this option if you want to find more Runeskulls and you’re not using the MMM – Gems & GemDust or MMM for OOO options.

Diverse Runeskulls Loot G&GD: Adds Runeskulls to NPCs and vendors via leveled lists. Use this option if you want to find more Runeskulls and you are also using MMM – Gems and GemDust.


Safer Roads: Reduces spawn encounters along the major roads for safer traveling.

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: Reduces rat spawns

Less Reavers: Reduces the Reaver spawn amounts.

No :Removes the monster in the file name from MMM's lists, for those who don't like fighting them. (Adventurers, Balrogs, Beholdens, Fiends, Giants, Reavers, Skeep, Slimes, Spiders, Uberhulks, Werewolves and Wyvern are the Creatures/NPCs available for removal).

No Blood: Prevents corpses from being extra-bloody.

No Bone Loot: Removes all bone loot, for people who don't use the crafting plugin.

No Carrion Rats: Removes Carrion Rats from spawning at corpses after a few hours. Alternatively, you can load this plugin and alter the percentage chance. Just look for the global variable 'AMMRatPercent'.

No Lanterns: Removes lanterns from the game.

No Undead Rise: Prevents undead from rising after they are killed.


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 spawn points that were added to Oblivion gates, for people who were having problems with a more reduced version of More Wilderness Life.

Dungeons of MMM: Contains the Bat Cave showing off a swarm of bats. Once you get passed them there is special surprise, a multi-level dungeon designed by Team MMM

Safer Quest Location : Disable Vanilla spawn points from these location, to return this quest location back to the original game intention. Vindasel,

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.

Farm Animals: By Default Farm Animals will show up Wilderness, This Plugin Adds farm animals via custom spawn points to most town stables, Whitmond Farm, Brina Cross Inn, Brindle Home, Gottshaw Inn, Gwenden Farm, Harlun Watch, Lord Drad’s Estate, Pell’s Gate, Roxey Inn, ShardRock, Shetcombe Farm, Skingrad High Pasture, Weye and Weynon Priory. UL , FCOM, Compatible

Slof Horse Complete: Do not use with Slof Horses.esp or Extra.esp has these plugins features have been intergrated into MMM version which bring compatiblity between to and adds fixes many compatiblity problem that existed between the two. Faction, inventory items, and much more. See Creature Section for more details on Slof Horse in MMM.


Recommended Plugins
It's highly recommended to play with the following plugins for the full MMM experience:

- Damage & Durability
- Looting NPCs & Creatures
- More Wilderness Life
- Looting Npcs & Creatures

Spice up the World with these
- Waterlife, Farm Animals

Don't forget if you're finding the going tough, especially if you're loading More Wilderness Life, try also:
- Friendlier Factions
- Reduced Spawn Rates


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. Do not use Safer Roads with this

Spawn Rate Reduced Reduced: Same as above, but further reduced. Reduces MMM spawns to be more like vanilla, 1-2 encounter's per spawn point. Do not use Safer Roads with this

Spawn Rate Reduced Vanilla: Created specifically for more diverse one on one battles. Do not use Safer Roads with this

Spawn Rate Increased: The opposite of Reduced Spawn Rates, this plugin adds a crazy amount of spawns for hardcore trigger happy players.

Spawn Rate Moderate Increased: Slightly higher than default, but not as many as Increased.

The Spawn Rate adjustment esps are configured with a simple formula to determine the amount of spawns to be encountered. The number of spawn points per cell multiplied by the count in the leveledlist for corresponding spawn rate plugin equals the amount of spawns. Examples are based on 2 spawn points in a cell.

*MMM Default: 2 – 3 – 4 minimum 4, maximum 8 (based on 2 spawn points)
*Increased: 4 – 5 – 6 minimum 8, maximum 12
*Moderate: 3 – 4 – 5 minimum 6, maximum 10
*Reduced: 1 – 2 – 3 minimum 2, maximum 6
*Reduced Reduced: 1 – 2 – 1 minimum 2, maximum
*Reduced Vanilla: 1 – 1 – 1 minimum 2, maximum 2


As Martigen’s Monster Mod is designed to work both alone and with other mods like Oscuro’s Oblivion Overhaul and Francescos, it is important MMM is loaded after these to take effect. If you are using MMM with Francescos or OOO , 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 <=Must always be loaded
(Mart’s Monster Mod for OOO.esm)
Francescos optional plugins .esps or Oscuro's_Oblivion_Overhaul.esp
Mart’s Monster Mod or Mart's Monster Mod for Francescos.esp or Mart's Monster Mod for OOO.esp
Mart's Monster Mod optional plugins .esps

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 plugins which add things, such as Creature Addon, Waterlife, etc., needs to load before spawn rate plugins so the leveled list used by the spawn rate plugins gets updated correctly with these new changes.
2) Plugins Like Looting, Hunting and Crafting, Gems and Gems Dust, Diverse Imperial Armor, etc., need to load after any creature addons so that these changes take affect.
3) Any MMM plugin that removes things like creatures (no rats, less rats, no spider, etc.), should be loaded before spawn rate plugins so those plugins take affect and change the spawn rate leveled list appropriately.

NOTE: Some of these files are not included in the latest version.

Mart's Monster Mod.esp (or MMM for Fran or 000)

(MMM plugins that fix or add new things...)
Mart's Monster Mod – Slof Horse Complete.esp

Mart’s Monster Mod – Farm Animals.esp
Mart's Monster Mod - Waterlife.esp

(MMM plugins that change creatures, add new things, or scripts)

Mart's Monster Mod - Diverse Imperial Armor.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 such as 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 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 - Safer Quest Locations.esp (Formely Vindasel)
Mart's Monster Mod - Dungeons of MMM.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.esp
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.esp (These two make factions more friendly; they can really be anywhere in the load order.)

General Notes

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, Tag Natural Wildlife, Creature Alive, de-select it (included in MMM or features of those mods)
* If you use OOO, you do not need Diverse Imperial Armor / Diverse Creature Skins, it is already included.
* If you use Beautiful People, or any other mod based on Elaborate Eyes, do not use the 'Races Resized' optional plugin. Suggest to update to either Race Balancing Project or COBL Races For Compatiblity Reason.
* If you use onboard sound, nearby creatures may cause stuttering. Use the newest 'Quiet Feet Max' mod, which is compatible with MMM, OOO and others

===== 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 to 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.

CTD are known to happen in game under heavy modded system. Some can plan for hours while other can crashes within minutes. Has everyone system are not like. Some general tips : Making sure that you are not running any program in backgroud, aka disconnect from the internet, turn off firewall and antivirus programs (make sure system is clean), turning off uneccessary services all these things are known to help oblivion perform much better. Overclocking it not recommended either. For stable game play that is.

Make sure all Mods are up to date and all Resources for those mods are installed has well. Best Place to check is on ES Forum or Tesnexus once again.


To Avoid Issue with Other Mod. Recommended to Install Wyre Bash.

MMM is a Overhaul. So it make many changes to factions, some vanilla npcs, enemy npc, creatures, leveled list in game. And in order to use other mods that do the same it is receommended to use Wrye bash.

Some Creatures Mods work better than other Creatures mod with MMM. Creatures Mods that You should avoid using Natural Wildlife, Creatures Alive, in particular has many of these features have been intergrated or in general older creatures mod. In General you should just avoid using other creatures mod unless they have a MMM patch for them already.

Race Mods - Resized Races, if going to use this with other mods that modify races. Aka : Race Balancing Project or Cobl Races, then you must use wrye bash and load if before these Race Plugins. Beatuiful People and MMM Resized Races are compatible has well just have to follow same rule use wrye bash. But RBP or Cobl Races is recommended.

MMM.specifically does touch some loot lists, But not Weapons and Armor Leveledlist 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, Francescos, and OOO, or if you want more weapons and variety of armor Armamentarium Complete / Artifacts.

MMM Gems and Gems Dust, Hunting and Crafting Both, Diverse Runeskulls Loot, modifiy vanilla loot leveledlist and will interfer with other mod that do the same, is it recommended Once again to use Bash to Solve Compatiblity Problems. Stats and Prices has well are affected by these plugins. So Imports Stats when neccessary in bash.


Nearly all features that you are accustomed to experience with MMM in Cyrodiil you will now find in the Shivering Isles. Faction wars are a key element to the Shivering Isles stemming from the animosity between the Zealots and the Heretics. The creatures of the Isles have adopted the same love to hate mannerisms within their own ranks. Mania creatures will not tolerate Dementia creatures and vis-à-vis. At various different levels you will encounter mini War Parties consisting of 6 randomly picked creatures and/or NPCs from either side. They will fight against one another (Dementia vs. Mania) until one is left standing or if that at all.

*Creatures fight creatures
*Increased Spawns
*Tougher Creatures and NPCs
*More diverse Heretics and Zealots races who now wield a greater variety of weapons.
*Introduction of Bandits and Marauders (includes Archers, Warlocks, Beseechers, etc) to Shivering Isles for greater NPC variety. Of course there are not many who survived the Gatekeeper or Zedilian in order to call Shivering Isles their home.

New Creatures to slay or be slain by:

*Verminites from the Skaven Mod by Zal balk. The Verminites is a rat race twisted by Sheogorath from Vermin and Goblins to make a superior race of vermin, these can only be found in the Isles. Not much is known about them at this time.

*Dead Skin Goblin Clan courtesy of JDFan. Pulled from Cyrodiil by Sheogorath himself for his twisted deed, the Dead Skin Clan is among the deadliest Goblin Clan of them all. All of their skin has been peeled away to reveal their fleshy underside.

*Flesh Hound by JDFan. Much like Flesh Atronach’s these are another variation of hounds than can be found in Shivering Isles. All types from Lesser to Greater can be found

*Wounding and fatigue scripts applied to all SI Creatures and NPCs where needed.

*Faction Changes; each creature now belongs to its own faction

*Plus many new and exciting variations of some of the MMM Creatures you know and love from the mainland, including but not limited to: Treesprites, Golems, Elementals, etc.

*You’ll find Rogue Flesh Atronach’s wielding two handed weapons, Amber and Madness Golems and much more. All Creatures and NPCs have been carefully selected and are a complimentary addition to the Shivering Isles.


SEE MMM.HTML in download for Version History, Hunting and Crafting Information, and More.