Last updated at 0:12, 13 Nov 2016 Uploaded at 20:12, 13 Jun 2008
"No two creatures will ever be the same." -- Generic cool quote
The variety in MMM is almost limitless. Each creature and NPC, both original and new, spawns with (in defined ranges) a randomized size; randomized adjustments to stats (such as strength, agility, health, fatigue, magic, willpower, and intelligence) all particular to their class; as well as range-randomized confidence; aggression; and even combat fighting styles. No more clones of creatures or NPCs where each one is identical; with MMM every encounter is different because every creature -- even within the same race -- is a unique individual.
More than this, stat adjustments are broken into two sections -- health, magic, strength, fatigue and confidence are affected by the same value that determines size -- so smaller creatures are generally weaker too, and in turn, less confident. Stats like agility, speed, and aggression are randomized based on and applied against the core stats. For instance, speed is important -- now you will see herds of deer running away at different speeds, or hordes of goblins charging towards you and fighting with you at different speeds. These size, stat, and aggression changes, combined with the fleeing and behavior code, all contribute to create a tremendous sense of life in the creatures of Tamriel.
Additionally, the advanced fleeing code applies not just to player character interactions, but works among other creatures and NPCs as well. You may see a wolf starting a fight with a Bandit, and then running for its life. Or goblins swarming a Troll, then pelting off when the tide turns against them. In fact, while very few mods allow for anything more than NPCs than can flee, MMM adds carefully adapted code to all sorts of creatures and NPC types, specific to their class or nature (so for example; Dremora never flee, 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 behavior (if a creature has a big enough negative reaction to another faction, it will always attack); but with MMM, creatures spawn with a varied range of aggression and confidence--which when combined with the faction ratings, creates a vast diversity of behavior. 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 prejudice against wolves in general may appear ambivalent towards a nearby wolf, while a second spawned Ogre attacks it outright. These changes scale in accordance with a creature's size and stats, with bigger, more confident creatures being more likely to start a fight with factions they just tolerate (as opposed to outright war or friendship). More primal such as Wolves or Trolls or Minotaurs may even attack their own kind. It's a low percentage, but if a highly aggressive Wolf spawns, it'll be highly aggressive not only to other factions, but could well turn on other wolves in a fight.
The most important result that the faction system brings… is that the player is no longer the centre of the universe. No more will you have three different creatures all attacking you at once and ignoring each other. Now, fights will be all-in brawls between you and the fighting factions you've stumbled upon.
===== REQUIREMENTS =====
Martigen’s Monster Mod requires the Official Bethesda Patch Version 1.2.0416 or SI Patch
It is highly recommended that you also install the Unofficial Oblivion Patch , Shivering Isles Patch, and Unofficial Official Mods Patch first, before installing MMM.
Oblivion Mod Manager is required for OMOD Install Options, and can also be used for Load Ordering, Archive Invalidation, etc.; and WryeBash, while being slightly more complex for the new user, is an invaluable tool capable of doing all that and more.
Martigen’s Monster Mod 3.8 requires both a resource BSA Download Martigen's Monster Mod 3.8 BSA and the latest ESM/ESP Updates, both of which can be found here and at TESA (TES Alliance).
Martigen's Monster Mod for Shivering Isles - Requires SI and 1.2.0416 SI Patch Installed. Please note that the GOTY Edition Already comes with SI, Knights, and SI Patch 1.2.0416.
Martigen's Monster Mod for Knights -- Requires Knights of Nine to be installed (the Unofficial Official Mods Patch for Knights is also recommended). See Knights Section.
Martigen’s Monster Mod used in conjunction with Oscuro’s Oblivion Overhaul requires Oscuro's Oblivion Overhaul version 1.35 or higher. Because the structure of both mods has changed, using any other version may result in missing meshes and textures.
Martigen's Monster Mod used with Frans requires Francesco’s Creatures and Items mod. The newest version (v.5) is preferred, but v.4.5 (available at Planet Elder Scrolls) is also compatible.
Wrye Bash is highly recommended, as its bashed patch helps resolve problems when using other mods with MMM, especially in merging leveled lists and race features. See Bash Section.
BOSS (Better Oblivion Sorting Software) is recommended to help sort your load order.
===== INSTALLATION =====
INSTALL ORDER FOR MMM 3.8
First and foremost, for compatibility reasons—since everything is stored in bsa now—you have to pay close attention to how you install other mods, since MMM still shares some resources with UOP and Cobl in particular. Please use the following as a guide:
Unofficial Patches and DLC Mod Patches first
Frans and OOO, WarCry, Bob's Armory, Armamentarium, and Artifacts
Cobl / Cobl Races
Download Main Files from TesAlliance
MMM now sports a shiny new fully-optimized BSA, making installation, removal and playing a breeze! Detailed information on the BSA can be found here.
For ease of installation of the ESM and various ESP’s, TheNiceOne has created an OMOD Installer to be used with OBMM. Activating the MMM OMOD will automatically guide you through the install process, selecting the appropriate components and helping you customize the install according to your preferences. The BSA OMOD installer comes with a script that asks you what version of MMM you plan on using (MMM, MMMforFrans, MMMforOOO, or FCOM) and will rename the BSA as needed so that MMM’s resources are correctly launched as the game loads. The OMOD installer will detect if you are using other major overhaul mods (i.e., Frans, OOO, FCOM) and will only install the correct ESP components needed. This prevents incorrect load order configurations.
Alternately, Wryebash’s BAIN function can also be used for installation. Both archives are simply placed in the Oblivion Mods\Bash Installers directory under Bethesda Softworks, and activated under the Installers tab of Wryebash. At present, this method is recommended only for experienced users, until a full BAIN package is released; but the process is straightforward and simple enough without it.
HOW TO INSTALL MMM 3.8 Full Version Manually via BAIN
1] Copy MMM.bsa to your Oblivion/Data directory (or simply click Install on both the BSA and ESM/ESP packages in the Installers Tab).
2] Select 'Mart's Monster Mod.esm' (If using OOO together with MMM, also select MMMforOOO.esm. This does not apply for FCOM!)
3] Select ONE of the following:
'Mart's Monster Mod.esp' - And manually rename MMM.bsa to Mart's Monster Mod.bsa
'Mart's Monster Mod for Frans.esp' - And manually rename BSA to Mart's Monster Mod for Frans.bsa
'Mart's Monster Mod for OOO.esp' - And manually rename BSA to Mart's Monster Mod for OOO.bsa
If you are using MMM in an FCOM configuration, rename BSA to FCOM_Convergence_Mart's Monster Mod.bsa
Failure to rename the BSA properly for your installation will result in missing resources ingame, as the BSA will not be loaded on game startup!!
4] Read about the range of optional plugins from the PLUGINS section Here
5] Select your choice of these additional plugins in the right-hand panel of the Wryebash Installer
6] Under the Mods Tab of Wryebash, create or rebuild your bash patch
NOTE: Don't forget to rest your character at least 4 full days to reset already-visited cells, allowing new creatures and NPCs to appear. You do not have to do this if you are starting a brand new game.
HOW TO UPGRADE MMM IN AN EXISTING INSTALL:
MMM 3.8 Upgrade from Previous Version:
1) Disable and remove all prior MMM Install, and hotfixes, esm / esp and all optional files. MMM Version 3.8 absolutely requires this step!
2) Install MMM 3.8 using your method of choice and make sure all existing ESM/ESP and optional files (if you have any) have been overwritten with the new ones. You MUST have the official patch 1.2.0416 or SI Patch 1.2.0416 installed to use MMM 3.8.
3) *NOTE* The Spawn Rate Plugins have been renamed. Delete your old ones and use the new ones from the Optional Plugins folder.
4) 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 time depends on what game respawn time you are using. Default is 3 days, but some mods or tweaks can extend this to two weeks or more.
Uninstall - Deactivate omod or use the ‘Uninstall’ option in BAIN. Alternatively, delete mmm.bsa and all esm / esp plugin files.
Additional Install Notes
Francesco and MMM Install
Relevant plugins from Francesco's:
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, the only exception is Stronger Enemies and Bosses. You must use Wrye Bash’s bashed patch to make it work.
Option Group 4 – Use only Vendor Tweaks (if desired); everything else is already contained in MMMforFrans.
New Third Party Items - New Item Addon Only - All Creatures / AI behavior and Scripts are already in MMMforFrans.
Plugins from MMM:
MMMforFrans, MMM - Frans Leveled Quest and whatever else you want to use from MMM plugins
Spawn Rate Reduced or Reduced Reduced is recommended for first-time users of MMM, or if your system is mid-range.
MMMforFrans is set to Frans Hardcore mode by default and most of Frans customizable features 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 'Francescosoptional files.esp' (by the v.4.5 installer)—or loading the 'Mart Monster Mod - Frans leveled quests.esp' will not work.
Oscuro's Oblivion Overhaul and MMM Install
MMMforOOO 3.8 requires OOO 1.35 or later version!
Make sure that OOO.esm is loading before MMM.esm and MMMforOOO.esm, and that OOO.esp is loading before MMMforOOO.esp. Do not use Diverse Skins, or Diverse Imperial Armor. BOSS (Better Oblivion Sorting Software) will automatically order the plugins correctly.
===== BSA RESOURCES BY COREPC =====
All of MMM’s main resources (MMM/MMMforSI/H&C) have been neatly packed and optimized into BSA form by the diligent and awesome work of Corepc. The BSA structure is now an MMM standard and preferred method for installation, and the ONLY option for MMM 3.8. This greatly increases ease of installation as well as streamlines MMM itself. The BSA organizes and contains the thousands of resource files which MMM requires to work properly. The BSA contains 5800+ files and over 627 folders. Meshes have been put through the PYFIII treatment and many Textures have been optimized for BSA usage (DXT1, DXT3 or DXT5 with Mip Maps added or resized).
===== KEY FEATURES =====
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:
* Martigen’s brilliant advanced fleeing code for NPCs based on level and health
* Advanced wilderness behavior for animals and creatures
* Advanced inter-faction behavior for creatures and NPCs (see 'Factions' below)
* Advanced combat behavior based on Lyrondor’s Combat Behavior 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.
Additionally, you'll also get to see:
* An ability for 'enemy' NPCs to feign death, or cast invisibility, in order to try and flee
* Undead creatures or npcs that resurrect 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 from 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.
From its very beginnings, Martigen’s Monster Mod has been developed with a passionate attention to detail. It is much more than ‘monsters’ in the common sense – it consists of unique creatures and NPCs each designed with a purpose, style, back story, lore, AI, loot, abilities, ingredients, faction behavior and more. Put simply, it contains and encompasses life: animals that can be afraid, aggressive, or tame, all of which behave accordingly; bosses that are bigger and meaner; Spriggans that may bring down a furious storm when killed; 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 =====
MMM’s 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 closely tied in with an individual creature's aggression and confidence. In other words, values are not solely based around racial relations, but include to what degree a spawned creature would attack or avoid members of another faction. For example, Ogres might be happy to mix it up with Goblins; but Goblins, while recognizing Ogres as a threat, generally will not initiate combat with 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 that is almost limitless in varieties of behavior. By way of example, take a simple scenario of a Minotaur stumbling upon a boar. If the Minotaur spawned with a low aggression level, its faction relationship to the boar might cause it to be ambivalent towards the boar, and it will not automatically attack. 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, behavior is static and always predictable -- the Minotaur will always attack. With MMM, faction relationships are flexible and are as individual as the creatures themselves. Moreover, these 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 that healthy animals normally wouldn't bother with (includes their own kin).
As another example, a whole range of behavior can be seen from something as simple as a group of wolves. A pack of wolves might spawn where some of them chase after nearby deer while others don't. The variances in creature speed mean a wolf might catch up and kill a deer, or the deer might outrun the wolf. Add to this how these same wolves might interact with more than 22 other factions they might encounter while chasing or fleeing—with each wolf having individual size, stats, and its own predilection to fight—even this small microcosm shows a wide variety of behaviors and outcomes simply not present in vanilla Oblivion.
Additionally, some creatures have no compunction about attacking their own kind -- this is particularly important for creatures like Wolves, Ogres, Trolls, Big Cats and others that may not 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 which have been antagonized by a player are more likely to attack other creatures, too.
===== WOUNDING SYSTEM =====
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 Defense 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 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 the MMM team is 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, which gets 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! MMM’s 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 Atronachs, 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. Loving care and an individual touch has been taken in applying this treatment to all of MMM's new creatures and NPCs, as well as to vanilla creatures and NPCs.
No Blood: Don't like it? Load the No Blood plugin.
===== PLUGINS – DESCRIPTION and FUNCTIONS =====
What are the different versions?
Mart's Monster Mod: Use with vanilla. Includes 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 plugin—optimized and enhanced by Shadowborn for MMM 3.8—extends the MMM combat/wounding/fatigue system to NPCs / creature's that are not added by MMM (Vanilla NPCs and Creatures, etc., as well as those from other mods). See Wounding Section Above.
Looting NPCs & Creatures: NPCs, Goblins and Ogres will loot the bodies of their fallen prey. Guards are an exception, since you don't want or expect them to be 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 is a believable behavior that breathes much more life into the world—if you want what that guy took off the enemy you just killed, you may have to chase him down and fight him for it!
Additional Enemy Npc Variants: This adds over 1300 New Enemy Variants to Game: Marauders, Bandits, Smugglers, Raiders, Reavers, Foresters, and more. Some people may notice some game lag using this plugin under stressful conditions, as the game engine has to generate faces on the fly. See Npc section for details on these Npc Classes.
Mart's Monster Mod - Knights: This ESP plugin corrects compatibility problems between Knights of Nine and MMM. It allows many of MMM’s natural creatures to work well with KO9, and fixes difficulties encountered with the faction changes that take place when wearing the armor. Players must have Knights of The Nine installed. See Knights Section below. Do not use with OOO or FCOM.
Mart's Monster Mod for Frans: A tailored version of MMM’s ESP for use with Francescos, that allows stronger enemies, stronger bosses and more to appear in MMM. Using this, MMM NPCs will default to Frans’ HARDCORE balance model, but customizable loot works everywhere else in the game world; includes Fran's NPCs, chests, house loot, 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 behave correctly (i.e., OOO wolves and MMM wolves belong to 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. (Not for use with FCOM!)
NOTE: MMM adds increased spawns to the game. It is recommended that you 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 would rather see fewer Reavers inside Oblivion Gates.
Mart’s Monster Mod for OOO – No Reavers In Gates: A tailored version for OOO users which removes all 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.
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 the features that you are accustomed to experiencing 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/hate mannerisms within their own ranks. Mania creatures will not tolerate Dementia creatures and vice versa. 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 fur merchant, can be found. He is a Light Armor trainer, repairs equipment, and offers some Hunting & Crafting products for sale.
Diverse Imperial Armors: This gives all the Imperial Guardsmen/women much-improved City Guard armors by yakueb, which increases 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, why all these monsters and no fish? This plugin adds a variety of new fish and ingredients into the game, with very little impact on performance. The diversity in fish includes over 50 new fish (including dangerous types) 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 from the official thread, for those who don't use bones for crafting. Reduces generic bone loot on creatures.
Less Rats: Reduces rat spawns.
Less Reavers: Reduces the Reaver spawn amounts.
No <Insert creature name>: 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.
Radiant AI Tweaks: Radiant AI makes two more AI packages available to MMM creatures, to make their behavior a little more lifelike. Like with npc's going to an inn to eat/drink at certain times of the day, creatures in the wild now have to search out food and water too. Can't have the poor little things starving, now can we?
More Wilderness Life: Another community plugin, developed by Dae. More Wilderness Life adds hundreds of new spawn points across Tamriel to help fill the bare, empty areas Bethesda left in the game. This isn't about simply meeting more creatures -- the advanced behavioral AI and inter-faction relationships introduced by MMM results in a thriving, living world around you as you travel (and where you're not always the center of attention), completely changing your experience of Tamriel. Highly recommended! May affect performance.
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 past them there is special surprise, a multi-level dungeon designed by Team MMM!
Safer Quest Location : Disable Vanilla spawn points from these locations, to return these quest locations back to the original game intention. (Formerly called Vindasel – to prevent hordes of monsters spawning along with Umbra… she is quite enough to deal with on her own!)
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 for MMM using fewer guards so as not to impact performance. It adds external cell as well as internal cell guards, adds pathing points for patrols along the battlements, and gives them special torches and equipment to enhance their effect.
Farm Animals: 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’s Watch, Lord Drad’s Estate, Pell’s Gate, Roxey Inn, ShardRock, Shetcombe Farm, SkingradHigh Pasture, Weye, and Weynon Priory. UL and FCOM compatible.
Slof’s Horses Complete: The features of Slof’s Horses.esp and Extra Horses.esp integrated into an MMM version, which fixes many compatibility problems that existed between the two. Includes factions, inventory items, and much more. See Creature Section for specific details on Slof Horse in MMM. Do not use together with Slof’s original plugins.
For the full MMM experience, the following plugins are highly recommended:
- Damage & Durability
- Diverse Waterlife
- Looting NPCs & Creatures
- More Wilderness Life
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 RATES EXPLAINED =====
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 4
Reduced Vanilla: 1 – 1 – 1 minimum 2, maximum 2
===== LOAD ORDER GUIDE BY COREPC =====
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 for MMM to be 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 (if using Frans)
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., need to load before any spawn rate plugin so the leveled list used by the spawn rate plugin 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 effect.
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 effect 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 (Formerly 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.)
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, or Creature Alive, de-select it (features of those mods are incorporated into MMM)
* 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. Update to either Race Balancing Project or COBL Races for better compatibility.
* If you use onboard sound, the footsteps of nearby creatures may cause stuttering. Use the newest 'Quiet Feet Max' mod, which is compatible with MMM, OOO and others.
===== ADDITIONAL ALTERNATIVE DOWNLOADS =====
Martigen’s Monster Mod – Gems & Gemdust Ayleid Coin version Download
* The Platinum Coin has been changed to an Ayleid Coin courtesy of the gracious _Tarnsman_, thank you!
* Please make sure to install the included resources.
* Replace the Gems & Gemdust.esp with the one included (place the new .esp in the same load order position as the old one).
* Ayleid Coins introduced by Martigen’s Monster Mod – Gems & Gemdust will not stack with Ayleid Coins from another mod such as Oscuro’s Oblivion Overhaul.
Martigen’s Monster Mod – Curse of the Hircine Download
* For use only with: Werewolves: The Curse of Hircine Mod.
===== 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'. It is suggested that you should 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. Please also note that Wryebash has a bashed patch tweak that resolves this problem, if selected prior to bashing your patch.
CTD’s are known to happen with any heavily modded game. Some can play for hours, while others’ games crash within minutes. Some general tips: Make sure that you are not running any program in the background—disconnecting from the internet, turning off firewall and antivirus programs (make sure system is clean), and turning off unnecessary services may all help Oblivion perform much better. Overclocking is not recommended.
Make sure all mods are up to date and all resources for those mods are correctly installed.
===== COMPATIBILITY And BASH=====
To Avoid Issues with Other Mods, Wyre Bash is highly recommended.
MMM is an overhaul, so it makes many changes to factions, some vanilla npcs, enemy npc’s, creatures, and leveled lists. In order to successfully use other mods that affect the same areas, Wrye bash is recommended.
Some creature mods work better than others with MMM. Creature mods that you should avoid in particular are Natural Wildlife, and Creatures Alive, as many of their features have been integrated. In general, it is best to avoid using other creature mods, unless an MMM patch is available for them.
Race mods -
More information can be found at TESA.