Oblivion

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Martigen

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Mmmmmmm

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About this mod

After months of development, MMM 3.1 is finally ready to roll. Although classed as a beta release, it\'s actually extremely stable and about the only changes I expect to make to 3.1 final are balance tweaks. Enjoy :) == REQUIRES --------- Martigen\'s Monster Mod 3.0

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[ Martigen's Monster Mod 3.1 Release Candidate ]


After months of development, MMM 3.1 is finally ready to roll. Although classed as a beta release, it's actually extremely stable and about the only changes I expect to make to 3.1 final are balance tweaks.

Enjoy :)



== REQUIRES ---------

Martigen's Monster Mod 3.0

DOWNLOAD: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1757



== INSTALL ----------

1) Install MMM 3.0 as per the MMM 3.0 installation instructions
2) Install MMM 3.1 Beta over the top
3) Disable and remove all prior MMM 3.0 hotfixes
4) If you use *ANY* plugins, copy these across from the 'Optional Plugins' folder to your Data dir again

*NOTE* Disable and remove all prior hotfixes for MMM 3.0

*NOTE* The MMM for OOO/FCOM modules require OOO 1.32 RC-

*NOTE* The Spawn Rate Plugins have been re-named. Delete your old ones, and use the new ones from the Optional Plugins folder.

*NOTE* You -MUST- wait 14 days inside somewhere without NPCs upon enabling MMM 3.1 RC to enable cells to reset.


== WHAT'S NEW -------

For full list of updates and fixes, see changelog at the end. For new features and creatures, read on!



== NEW FEATURES -----


:: Goblins ::

Rusty weapons and Armor: Goblins can now pull from the pool of MMM's unique rusty weapons and armor sets -- you'll see them wielding dozens of rusted weapon variants in addition to their usual kit.

New ingredients: Goblin Hearts and Goblin Eyes -- thanks to Luis for the textures and icons!

Blood: Goblins now bleed green blood... (more on this below)



:: Creature Features ::

Golbin Assassin: The damage bug is fixed and, further, the Assassin can now critically strike any foe it faces, not just the player -- watch them tear up Adventurers!

Additionally, the Assassin's strike ability is based on the target's Agility -- so the higher your agility, the less likely you are to be hit by the Critical Strike (afterall stealthy players, just like Assasssins, know how to fight their own.

Ghostly Apparition: The fatigue bug is fixed and, further, the length of time you remain knocked out by the Apparition's fear attack is now dependent on your Willpower -- new players could stay down and vulnerable for around 30 seconds, while a player with 100 Willpower would barely stagger when hit by the Apparition.

Patriarchs/Matriatchs: Can now Roar and induce fear in all the NPCs it faces in a given radius. Watch NPCs flee in terror from the grandaddy daedra of them all! :)



:: Crafting ::

All of Lollerich's fixes are included, plus a few tweaks and updates based on feedback. For more on the 72 craftable items in MMM, see the MMM 3.0 README.



:: Wounding ::

No more can an NPC swing his sword at you with full strength while on 1 hitpoint, or flee from you at full speed while dying!


MMM has actually implemented a wounding since version 1.2 (!) but was relegated to NPCs, and only a few stats. MMM 3.1 now adds wounding penalties to almost all NPCs and creatures in the game and impacts Strength, Agility, Athletics, Speed, Fatigue and Attack and Defence bonuses.

Wounded enemies now:

- Attack and swing slower
- Move and run slower
- Inflict less damage
- Take more damage

Wounding penalities are applied in three stages, with each stage getting progressively worse -- an NPC on less than 15% health has his abilities reduced to 20-40% of their original values. Additionally, they physically do less damage regardless of weapon, and being wounded are unable to defend themselves as well and so take more damage.

Submission: While the stat penalties are applied at as each wound level is reached, the Fatigue penality is applied *with each hit*. The more wounded they are, the more fatigue they lose from your strikes. This means they automatically get to swing less frequently, and do less damage as well -- fights should tire an enemy. And, for the first time, you can actually beat enemies into submission without actually killing them when their fatigue hits zero -- fast, low-damage weapons can now be more effective for stealthy chars, and hand to hand combat allows you to knock enemies out before delivering a killing blow.

Balance: Naturally, this is going to make some fights easier -- and help balance those times when you have hectic spawns, so I'm keen to hear feedback. It's already been quite finely tuned -- different creatures and NPCs receive different levels of penalties, and the penalties don't apply to Bosses (who should be super-tough) or Guards (who are frequently outnumbered as it is).

Additionally, wounding allows you to be more strategic -- there's benefit now in taking out the wounded enemies first. And because wounded enemies deal less damage, you can last longer in fights with large groups. And on that note, how can you tell which enemies are wounded? Glad you asked!



:: Wounding Effects ::

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 have been tweaked by yours truly -- and goblins come with their own green blood decals and green blood spray.

Blood spurts: When NPCs and creatures reach the highest wound level, they will start to randomly spurt blood...

Staggering: NPCs and creatures now have a chance of staggering or tripping while wounded, wether fighting or running for their lives. The more wounded they are, the greater the chance. Stronger enemies with higher endurance stagger less often. Staggering adds a lot to the game -- and combined with the wounding penalties, you can see things like:

- A fleeing, bloodied, NPC fall and trip over, pick himself up, and continue to run.
- A wounded NPC swing and miss in a fight, falling over to then pick himself up again
- A staggering NPC fall to the ground and, while getting up, is delt a killing blow
- A deer shot by a hunter bleed from the arrow, and tripping over itself when it tries to flee -- like a nature documentary!

Both Wounding and Wounding Effects have been subtly balanced and applied -- Daedra for example won't stagger, but will get weaker and will bleed (except Antronachs, where bleeding wouldn't make sense). Guards can stagger and bleed, but won't get weaker (there's enough complaints about weak guards). Generic NPCs can get weaker, bleed, and stagger but NPC bosses will only bleed and stagger, and so on. It's literally been an invidiual touch applying this to all of MMM's new creatures and NPCs as well changes to vanilla creatures and NPCs.

No Blood: Don't like it? Load the new No Blood plugin.



== NEW CREATURES ----


:: Reavers ::

Reavers are an entirely new NPC race, and live up to their namesake. They care not for sides or noble blood or factions of any kind -- their only agenda is their own. They will attack the player, bandits, mauarders, daedera, dremora, everyone. And they'll usually win. Twisted from hundreds of years of basic, animal instincts, they have forged themselves vicious weapons and they are the most feared race that walks the ground in Cyrodiil. If you can kill one, your reward will be the potent weapons they carry. Be warned, they can travel in packs, and sometimes bring with them their own trained hunting companions, the Reaver Blood Hounds.

Reavers are based loosely on the concept of the same from Serenity, for those who pick the name :) Armor and weapons were designed by the talented demoncleaner -- there are 15 unique new Reaver weapons, as well as armor, shields, and special face masks.

Note: these guys are so tough you won't even start seeing them until Level 20, and you won't want to even consider taking one on until you're level 25.



:: Beholdens ::

Well, how long have you waited for Beholders in Oblivion? Thanks to some amazing work from xilverbulet, now they are here!

Beholden: Floating, tentacled, and ugly -- just what you want to meet in a dark corridor. Beholdens can be found in dungeons and Oblivion realms, are highly magical and come with a wide range of spell attacks from paralysis to drain to direct damage, and drop a new unique and potent ingredient: Eye of the Beholden. They also have their own set of resistances, and weaknesses -- if you can't beat them with magic, try a sword.

Beholden Hatchling: A young form of the Beholden, it's every bit as nasty with its own spell repetoire and a hunger for enjoying tasty new delacacies of the world, like you.

Beholden Fire Eye: The Beholden Boss, and excelling in destructive fire magic, meeting him is usually a one way ticket. Hint: you can't fight fire with fire, so try something cold.

Ethereal Beholden: Ever see Big Trouble in Little China? This special beholden acts in a similar way -- it does no damage, other creatures will ignore it, and you can't fight it. Instead, when it detects an intruder (like you) it'll fly up close to confirm -- and then promptly alert all creatures and NPCs within a wide radius to your presence with a scream before disappearing. It's quite a sight to see an entire dungeon descend on the player all at once... :)



:: Fiends ::

Like Beholdens, Fiends are classed as Daedra and can be found in dungeons and Oblivion realms. They are born of perverse magic bound around the basic elements in swamp and tar pits, and abhor life in all its forms. They come in two varieties:

Slime Fiends: They may not be particularly fast, and you need to use this to your advantage -- the Slime Fiend can paralyse as well as drain skills and abilities at touch with a unique Slime Touch.

Tar Fiends: Tar fiends are related, but less potent. Able to cast a high level burden at touch, they can bring most creatures to their knees quickly, making them easy fodder for nearby allies.

All fiends are immune to disease and poison, and are able to partially abosrb spells. They also drop a new unique ingredient: Fiend Essence.



:: Slimes ::

Slimes are a creature I've wanted to do since starting MMM -- they are unique in that when you kill one there's a good chance that, instead of dying, it will 'split' into smaller slimes, and you get to fight these next. The chance of a slime splitting varies, but there are two levels depending on the size of the slime.

Slimes: There are three sizes -- Giant, Normal, and Tiny -- and three varieties -- Flesh, Metallic, and Mucas. All slimes have AI pacakges to hunt for and pick up whatever junk is lying around -- weapons, armor, food, etc. When you kill them, there's a chance you can find this loot or, alternatively, they may split into the next slime level down. For example:

Normal Slimes --> Tiny Slimes
Giant Slimes --> Normal Slimes --> Tiny Slimes

Slimes can be found in dungeons and caves, and are special in that most creatures will ignore them. Naturally, they are immune to poison and disease, and can even breathe underwater (so don't think you can escape that way). However, by their nature, they are vulnerable to fire and frost. Finally, all slimes drop a new unique ingredient as well: Slime Juice.




== CHANGELOG --------

3.1 public beta

Updates & Fixes

- Zombie races marked 'not playable'
- Fixed Zombie Battered Legion Armor typo
- Fixed Khajiit Adventurer typo
- Fixed Ogre and Frost Giant normals
- Fixed Wyvern sound playing at close range
- Fixed Ghostly Apparition fear attack
- Fixed Goblin Assassin critical attack
- Fixed missing Jungle Tiger texture
- Spelling correction for Patriarchs and Matriarchs
- Updated Crafting components with fixes from lollerich
- Updated Wyverns to latest model from Saidenstorm
- Updated Wyvern sounds to new effects
- Updated Goblin Assassin Critical Strike to factor in agility
- Updated Ghostly Apparition Paralyse to factor in willpower
- Reduced chance of Conjurers in wilderness
- Reduced height of Lich King
- Tweaked Werewolves to be supremely confident
- Slightly reduced size of Savage Ogre
- Slightly reduced speed of Black Panther
- Slightly reduced speed of Wild Pahmar
- Slightly reduced chance of NPCs fleeing
- Slightly reduced chance of NPCs feigning death
- Slightly reduced chance of magic items worn by Adventurers
- Boosted Patrolling guards and Watchmen by 33%
- Boosted City Defence guards arrows x 3
- Boosted chance of healing potions on Adventurers and Guards
- Removed fleeing from Dremora, can still fake death (low chance)
- Added MMM's Rusty weapons and shields to Goblins
- Added Roar of Fear to Clannfear Patriarchs and Matriarchs
- Added appropriate boots to Dremora mages
- Added text to dying Spriggans and Ents whose death can trigger storms and rain
"The death of the Spriggan tears the heavens asunder!"
- Adventurers no longer appear at level 1. Instead:
Lone adventurers start appearing from level 3
Group adventurers start appearing from level 5
- Giants now appear only from level 8
- Balanced Crafting arrows to align with MOBS stats
- Prevented summoned creatures being a higher target than the player
- New Ingredients: Goblin Heart and Goblin Eyes
- New Ingredients: Eye of the Beholden
- New Ingredients: Fiend Essence
- New Ingredients: Slime Juice
- Highly optimised all core scripts for performance

Plugins

- City Defences: Various guards locations fixed
- Diverse Creature Skins: Updates for Goblins upgrades and wounding
- Looting NPCs & Creatures: Updates for wounding and code optimisation
- No Blood: New plugin!
- No Adventurers: Updated for new level lists
- No Undead Rise: Updated for new optimised code
- Spawn Rates: Updated RSR, RRSR and ISR for new creatures
- Spawn Rates: Re-named all Spawn Rate plugins
- Hunting & Crafting: Updated to Lollerich's latest release
- Gems & Gem Dust: Added message for shards being too small to yield dust
- Gems & Gem Dust: Added message for bars being too large to be crushed
- Gems & Gem Dust: Added message for failed bone grinds - fixed skill check
- Curse of Hircine: Dead Werewolves no longer howl

3.1 RC

- New blood textures from Ryu Doppler
- New Slime meshes from xilverbulet
- New Beholden eye texture from xilverbulet
- New all applicable UOP fixes integrated, thanks go to nb_nmare
- Fixed statistic anomalies thanks to Elminster and nb_nmare
- Fixed looping sliver grind message in Gems & Gem Dust
- Fixed typo for Rusty Steel arrows
- Fixed missing feet sounds on some creatures
- Fixed NPCs suddenly feigning death on full health
- Fixed Goblin ingredient icons for medium texture users
- Fixed remaining Wyvern 2D sounds to properly removed
- Variable indicie offset application (don't ask, just nod) from Elminster
- Re-balanced various creature stats thanks to T4E
- Reaver NPCs set to evil
- Reaver Blood Hound missing mesh added
- Boosted Reavers to be tougher
- Boosted Reaver armor
- Boosted all Guards further
- Greatly boosted Goblin Warlords
- Greatly boosted the Shvering Zombie Master
- Slightly boosted health of all Zombie NPCs
- Wounding Effects: Default stagger timer increased
- Wounding: Default penalties decreased
- Submission: Fatigue impacts decreased
- Slimes given partial translucency
- Reduced chance of Spriggans to cause rain on death
- Ethereal Beholden warning scream range doubled
- Updated No Blood plugin to remove ghost textures
- Updated No Spiders plugin for new release
- Updated Looting NPCs & Creatures for new code
- Updated Diverse Creature Skins for stat fixes
- Made playing with MMM cause instant attraction from the opposite (or same, if you prefer) sex