[Mod-announce] Martigen's Monster Mod 1.x to 1.41 patch for Oblivion has been listed on elricm.com

Elric Melnibone and the Elder Scrolls Web Portal Elric_Melnibone at elricm.com
Tue Oct 10 06:16:29 CDT 2006


The download: 'Martigen's Monster Mod 1.x to 1.41
patch'
in category Oblivion/Creatures
by Martigen has been listed on elricm.com.

The page link for this individual mod/file is: 

http://www.elricm.com/mods.php?mod=3289 

Mod Descripton: 

New in MMM 1.3-1.4:

The new MMM is a big release and features new and
updated AI, creatures, loot, behaviour, Hunters
ingredients and much more. Highlights include:

* Carrion Rats: Blood stained tiny rats that have
a chance of appearing at any flesh based corpse
(animals, creatures, NPCs and Zombies) after three
hours. Some of the rats are ambivalent, others
will scatter as you approach. Like everything else
in MMM, they spawn in various sizes and speeds,
and foot sounds have been removed to be sound card
friendly. Finally, you can stamp on the little
buggers if you like -- just run over them and hear
them squeal!

* Complete loot overhaul: Over 200 creatures and
NPCs and variants -- all original in Oblivion and
those new in MMM --- indvidually tweaked for loot
drops based on creature type, class, and in some
cases sex -- for example, bandits may carry food
as well valuables they have stolen, such as cheap
silverware or jewelry and gold, and even then male
bandits might prefer just rings while female
bandits prefer all jewelry. Similarly, Barbarians
are more likely to carry raw hides and meats from
creatures, Conjurers ingredients of their craft,
Mages chance of scrolls and potions, Bosses
valuable and sometimes magical loot, and you'll
just have to find out what Smugglers might be
smuggling! Finally, various types of valuable and
generic loot for all creatures and NPCs helps to
flesh out their life and background story -- from
bones on animals and Marauders liking their (cheap
and cheeful) drinks, to well paid Slayers for hire
and Goblins carrying rat or dog meat for their
evening dinner. Every creature and NPC has a
backstory through the loot they can carry -- and
yes this works wonderfully with OOO and Frans, new
items from these mods will show up where
applicable.

* Creature AI: Wounded animals can now flee, based
on confidence, and tame animals will turn towards
the player as they approach. Combined with the
current AI this means creatures can attack on
approach, be shy and run away, be tame and turn
towards the player when near, and in combat flee
if scared and wounded. They do this not just with
the player, but all creatures and NPCs in the
game.

* Spawn lists: Wilderness, Bandit and Marauder
spawns tweaked to reduce the chance of opposing
factions spawning together as well as improved
wolf, boar, bear, imp and ogre faction
relationships. Frequency and type of spawns now
quite refined.

* Hunters 2.5: Full integration of the new
ingredients in Hunters 2.5, the ingredients and
loot lists were also improved, see the 'New
Features' section for more. Note, this is a
drop-in replacement for Hunters 2.5.

* Imperial Armors: Imperial City guards, and
Regional Patrolling guards, sport swank new
threads thanks to yakueb and Ionis!

For more details see the 'New Features' section
and the changelog at the end.



[Martigen's Monster Mod v1.41]


"No two creatures will ever be the same." --
generic cool quote


Contact: PM 'Martigen' on official TES forums


=== WHAT IT DOES ===

* Over 50 new and diverse creatures and NPCs added
to the realm of Tamriel
* All creatures and NPCs spawn unique with a
different size
* All creatures and NPCs spawn unqiue with
modified stats
* All creatures and NPCs spawn unique with their
own combat AI
* All creatures and NPCs interact with over 22 new
factions

The variety in MMM is almost limitless. Each
creature and NPC, both original and new, spawns
with (in defined ranges) a randomised size;
randomised adjustments to stats (such as strength,
agility, health, fatigue, magic, willpower, and
intelligence) all particular to their class; as
well as range-randomised confidence; agression;
and even combat fighting styles. No more clones of
creatures or NPCs where each one is identical,
with MMM every encounter is different because
every creature -- even those of the same race --
is uniquely different.

More than this, the stat adjustments are broken
into two sections -- health, magic, strength,
fatigue and confidence are affected by the same
value that determines size -- so smaller creatures
are generally weaker too and, in turn, less
confident. Stats like agility, speed, and
agression are randomised based on and applied
against the core stats. Speed is an important one
here -- now you will see herds of deer running
away at different speeds, or hoards of goblins
charging towards you and fighting with you at
different speeds. In conjuction with size, stat,
and aggression changes as well as the fleeing and
behviour code these changes adds a ton of life to
the creatures of Tamriel.

Finally, MMM is the first mod to tie a creature's
confidence and aggression into faction
interactions -- usually, setting faction ratings
creates static behaviour (if a creature has a big
enough negative reaction to another faction, it
will always attack), with MMM creatures spawn with
an adjustment to their aggression and confidence
within a defined range, and when combined with the
faction ratings, creates a vast diversity of
behaviour. For example, a Big Cat might not always
be hungry, and so might not always chase prey. Or
a spawning Ogre that has a faction relationship
towards wolves as enemies may be ambivalent
towards a nearby wolf, while another spawned Ogre
attacks it outright. Moreover, the changes scale
in accordance with a creature's size and stats
with bigger, more confident creatures more likely
to start a fight with those in factions they just
tolerate (as opposed to outright war or
friendship). Additionally, more primal creatures
may attack their own kind, such as Wolves or
Trolls or Minotaurs. It's a low percentage, but
again based around factions and aggression. If a
highly aggressive Wolf spawns, it'll be highly
aggressive not only to other factions but its own
kind, and could well turn on them in a fight.

The most important change the faction system
brings -- the player is no longer the centre of
the universe. No more will you have three
different creatures all attacking you at once and
ignoring eachother. Now, fights will be all-in
brawls between you and the fighting factions
you've stumbled upon.

Additionally MMM adds:

* Advanced fleeing code for NPCs based on level
and health
* Advanced wilderness behaviour for animals and
creatures
* Advanced combat behaviour based on Lyrondor’s
combat Behaviour mod
* The ability for 'bad' NPCs to feign death, and
Undead to ressurect
* Levelled guards, with legion military ranks
* Patrol guards for roads, which include females
* New ingredients on animals, including pelts and
meats
* New and more loot for a whole range of creatures
and NPCs
* Giants in the form of giant humanoids and giant
Ogres
* Resized races for greater diversity in Tamriel's
inhabitants
* Nords and Orcs bulkier (aka Bulkier Nords and
Orcs mod)
* The ability to encounter new creatures up to
level 35 in the game
* Statically scaled levelling -- meet creatures
and NPCs more powerful than you, and less powerful
than you, regardless of your level as you level.

It's worth mentioning that the fleeing code works
not just with the player, but other creatures and
NPCs as well. You'll see a wolf starting a fight
with a Bandit, and then running for its life. Or
goblins swarming a Troll, and then pelting when
the tide turns against them.

Other features include the integration of
Lyrondor’s combat Behaviour mod, larger bosses
(for all types), Spriggans that may trigger a
storm when they die, and encountering more
resistance on the way back while dungeon clearing,
with some evil NPCs ‘feigning death’ and Undead
raising in places you’ve been before.

New creatures and NPCs added include:

Giants :: Really, really big people
Gore Rats :: Bigger, tougher, uglier
Elder bears :: King size black and brown bears
Primal Troll :: Meaner, bigger troll
Savage Troll :: Even meaner, bigger troll
Amazon :: Light armor, bow wielding and fond of
maces
Barbarian :: Two handed wielding Orcs with light
armor
Barbarian Shaman :: As above, plus magic
Bandit Warmage :: Heavy armor and destruction
magic
Smuggler :: Warrior-types with conjuration
Slayer :: Khajitt bandits that hunt you with
chameleon
Hell Hounds :: Fire wolves that spit fire
White Tail Wolf :: White wolves that spit ice
White Fur Lion :: Mountain snow lion
Leopard :: It's a cat. A very big one
Snow leopard :: A leopard fond of the cold
Panther :: A sleek, black, killing machine
Raiders :: Improved versions of bandits -- melee,
missile and magic
Defenders :: Heavily armored bandits that use
alternation and restoration
Goblin Bandits :: Tougher, well equipped goblins
Dire Boar/Bear/Wolf/Lion :: Diseased, nasty
animals
Elder Ogre :: Meaner, bigger ogre
Champion Ogre :: Even meaner, bigger ogre (read:
giant)
Blood Moon Wizards :: Red cloaked wizards that
just don't like you
Blood Moon Warrior :: Simply put, one bad-ass
fighter
Head Hunters :: Argonion archers that try and
paralyze you
Berserker :: Shirtless nords fond of two-handers
Guardian Imps :: Meaner, tougher imps
Ancient Imps :: Even Meaner, tougher imps
Mind Shatter :: will o wisps on steroids
Tree Sprite :: Big brother to the spriggans
Lich Lord :: As bad and mean as they get
Fire Skeletons :: Skeletons on fire
Rock Elementals :: Power of the elements, mythic
Fire Elementals :: Power of the elements, mythic
Water Elementals :: Power of the elements, mythic
Golems :: 11 different golems and their 'Greater'
counterparts. Includes: Ebony, Gold, Iron,
Mithril, Blood, Glass, Water, Magma, Mud and
Silver


=== FACTION SYSTEM ===

The creature faction design is 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
creautre and NPC spawns with. In other words,
values are set not based around racial relations,
but to what degree a creature would attack or
avoid members of another faction. For example,
Ogres might be happy to mix it up with Goblins but
Goblins, while recognising Ogres as a threat, are
set to generally not initiate combat with these
foes much larger than them -- why start a fight
you could lose?

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

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

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

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

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


=== NEW FEATURES IN 1.3/1.4 ===

Carrion Rats
There's a 20% chance (less with Goblins, due to
volume of numbers) after 3 hours have passed that
Carrion Rats may appear at the corpses of
creatures, animals, Goblins, NPCs, NPC bosses,
Ogres, Minotaurs, Minotaur Lords, Trolls, and of
the undead, zombies only. Some of the rats are
ambivalent, others will scatter as you approach.
Like everything else, they spawn in various sizes
and various speeds, and I removed foot sounds to
be sound card friendly.

Imagine walking back through an a dungeon and
seeing a zombie corpse or NPC corpse surrounded by
little blood-stained Carrion Rats! And if you feel
the urge to stamp on the little buggers, you can.
Run over them and you'll squish them (and hear
it)!

Complete loot overhaul
Over 200 creatures and NPCs and all variants --
all original in Oblivion and those new in MMM ---
where indvidually tweaked for loot drops, based on
creature type, class, and even sex -- for example,
bandits may carry food as well valuables they have
stolen, such as gold or jewelry, and even then
male bandits might prefer rings while female
bandits prefer all jewerly types. Similarly,
Barbarians are more likely to carry raw hides from
creatures or meats, Conjurers ingredients for
their trade, Mages a chance of scrolls and
potions, and you'll just have to find out what
Smugglers might be smuggling! Every creature and
NPC has got some personal treatment, even animals,
zombies and skeletons!

Additionally loot drops are more rewarding where
due -- Bosses for example have more loot, or more
valuable loot, and based on class and profession.
Further, the life and background story of
creatures and NPCs is fleshed out by the loot
drops -- animals may carry bones and hides; many
NPCs may carry loose change, food and have cheap
rings or other jewelry; bandits may carry cheap
stolen silver, Marauders like their (sometimes
cheerful) drinks; Slayers which are killers for
hire are likely to carry a good amount of gold;
Goblins may be carrying rat meat or dog meat for
their dinner and so on. Every creature and NPC has
a story behind it.

Creature AI
Wounded animals can now flee, based on confidence,
and tame animals will turn towards the player as
they approach. 
Behaviour when the player approaches now includes,
using a wolf as an example he will either:

* Attack on sight
* Be shy and flee on sight
* Be tame and turn towards the player as they get
close
* If tame and attacked, will become hostile
* If wounded and has a low confidence, will flee
combat

Shy animals run a short distance before returning
to normal, but will run again if the player
approaches ages. Shy animals that are attacked
will fight back - but then may flee again if
wounded too badly! Combined with the relationships
with the more than 22 other factions, and range of
wildlife behaviour is as diverse as it is cool :)

Hunters 2.5
All the new ingredients are integrated directly
with the MMM, with the following changes:

* More meats and pelts from MMM were added to the
hunters ingredient level lists
* New ingredients applied to all creatures both
original Oblivion and and new in MMM, including
daedra (missing in original Hunters)
* Tweaked loot drop lists to keep bone-based
materials on animals, reserving bone and stone
based materials for more intelligent creatures
(for eg Golbins and Ogres, capable of shaping
stone).
* Renamed ingredients to remove 'Arrowhead' -- It
seemed strange to find things like a 'Bone
Arrowhead' on an animal, so these were renamed to
things like 'Sharpened Bone' to imply its use as
an arrowhead without calling it as much.

Thanks to Axebane for allowing me to integrate his
fantastic new creations!

Imperial Armors
Imperial City guards, and regional travelling
guards, sport swank new threads thanks to yakueb
and Ionis!


=== NEW FEATURES in 1.2 ===

Durability & Damage optional plugin
Boosts the durability of armor and weapons 100%
(x2), and weapon damage (yours and enemies) by
50%. Helps balance out the increased fighting you
experience from increased spawns.

MMM for Francescos
Named NPCs and stronger bosses now integrate
perfectly, with MMM size/stat/flee code applied as
well. Thanks to Newcomber24 for allowing me to
integrate parts of Francescos 3.1 directly into
MMM. Note: Requires Francescos 3.1 to work.

Stat reductions due to wounds
No more NPCs swinging at you like they've never
been scratched. Instead, the more wounded an NPC,
the weaker they get (strength, agility, and
speed). Badly wounded NPCs won't be able to run as
fast if they flee.

Feedback welcome on these new features.


So what does it all look like? See:

- A goblin camp where every goblin is a different
size, has different strength, health, agility and
confidence (and may flee if too scared). Some are
more aggressive than others, and each of them
fights differently.
- A herd of deer all varying in size scatter from
your at differing speeds as you approach
- A Head Hunter turn invisble and attack you
without warning, or a team of Barbarians scare the
shirt off your back as they charge at you
- Wolves hunt deer. Cats hunt goblins. Minotaurs
kill trolls. Bandits fight Marauders. And Imps get
creamed by everyone. Well, ok, it's not that bad.
Rats don't mind them.
- Zombies of different strengths and sizes
shambling towards you at different speeds
- Golbins chase deer for the evenings food. Imps
hunt a boar. Cats hunt horses and sheep, or
goblins, for a snack
- A normal lion ignoring a member of a faction it
has no quarrel with, but a dire one out of its
mind with disease and attacking
- A group of wolves passing deer where some pursue
while others don't. Some deer and wolves are
faster or slower than others, so a wolf might
catch up to a slow one, or deer outrun the wolf
- Undead interrupting a fight between Imps and
Bears, and both turning their attention to the
bigger threat
- A camp of Bandits and their dogs fighting it out
with Marauders that wander into their territory
- Wolves attacking their own kind when stirred
into a frenzy by you
- Champion Ogres towering above you, swiping for
you like a snack on a stick (with a crunchy
mithril wrapper)
- Golems attack anything they don't like, and drop
gems when you fell them
- A hoarde of undead skeletons of different size,
skills, and speeed attacking all life they come
across
- Goblin Bandits robbing you -- and anyone else --
they find on the roads
- A Raider fleeing for his life from you, and
running into a giant bear that takes him out with
a single swipe
- Ice Wolves and Snow Lepoards in snowy
mountainous areas, and giant Ogres watching the
roads
- Flaming skeletons showing you that a walking
pile of bones really can get more dangerous than
you thought
- Defenders, Raiders, Amazons, Barbarians,
Bloodmoon Warriors and more populating roads, the
wilderness, forests, mountains, hills and the path
that lays ahead of you!
- All this, just off the top of my head from
briefly playtesting 1.1!


=== INSTALL ===

1] Extract to your Oblivion/Data directory
2] Select your choice of Mart's Monster Mod .esp
3] Optionally select 'Durability & Damage' plugin
4] Play!

What are the different versions?

Mart's Monster Mod: Use with vanilla, OOO,
Adventurers and pretty much everything else!
Mart's Monster Mod for Francescos: A tailored
version for Francescos that allows stronger bosses
and named NPCs to appear in MMM. Note: still load
the 'stronger enemies' and 'stronger bosses'
modules if seperate, or include them in your
'optional plugins' .esp.
'No Race Changes' versions: For use with mods that
don't like race changes, this includes Cosmetic
Compilation, Beautiful People, and International
versions of Oblivion.
Damage & Duarability plugin: MMM adds more spawns
to the world, so since you'll be doing more
fighting, this optional plugin increases the
damage of weapons for quicker fights, as well as
increasing the durabilty of your armor.

Notes on load order:
* If you use Hunters 2.0 or Hunters 2.5, de-select
it
* If you use Creature Continuum, de-select it
* If you use Beautiful People, or any other mod
based on Elaborate Eyes, use the 'Mart's Monster
Mod - No Race Changes.esp'
* If you use Cosmetic Compilation, load MMM after
it or use 'Mart's Monster Mod - No Race
Changes.esp'
* If you use Mighty Magic, load MMM before Mighty
Magic as it changes creatures summons as does MMM,
but you'll want Mighty Magic to take priority for
consistency.

Finally, you don't need to start a new game to use
MMM. However for cells you have already visited
you won't see changes like the new Guards until
the cell next resets (default, 3 days).

Final note: Be sure, as always when installing a
new mod that uses textures, to run OBMM's BSA
update utility.

Quiet Feet
If you use onboard sound, nearby creatures can
cause stuttering. Use the newest 'Quiet Feet' mod,
which is compatible with MMM, OOO and others.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1896



=== COMPATIBILITY ===

MMM only changes creatures and generic NPCs, and
is compatible with any mod that doesn't touch
these.

Francescos: MMM is now highly compatible with
Francescos and works wonderfully with it (I use
Francescos).

OOO: MMM can work alongside OOO's unqiue spawns,
and replace the vanilla creatures and variants in
OOO with its own. It works quite well together
with one caveat -- it will break the creature
faction quest if you use it, as MMM adds its own
factions. If you don't mind this, then load MMM
after OOO, and enjoy.

Adventurers: No idea, someone try it and tell me
smile.gif

Note for Francescos users: If you use this with
Francescos and you're currently using 'optional
chance of more enemies HARDCORE' you might want to
consider using the NORMAL version -- you'll get a
lot of spawns between the two mods. Of course, you
might like the challenge smile.gif


=== CREDIT ===

MMM is based off Oblivion Reloaded creatures,
Creature Continuum, and Hunters mod. Full credit
goes to MarkyX for all the new creature templates
in Oblivon Reloaded, rek075 for Creature Continuum
which is simply a work of art, and Axebane for
Hunters ingredients and wilderness behaviour. In
fact rek075 did an amazing job with CC, with
meticulously balanced levelled lists and his
creature sizing scripts. And MarkyX's mod was
among the first creature mods released for
Oblivion, and included Female patrol guards,
Amazons, Giants, Raiders, Barbarians and more. It
had great forsight, but many people missed it at
the time.

Credits for the creature textures go to:

Guru for the cougar, white mountain lion, hell
hound, warg, and white fur hounds; Jackmix69 for
the dire animals, spriggan, ogre, rat, blood
golem, lich, imp, and troll; Demonizzer for the
Glass, Iron, Mithril, Silver, Mud, Ebony, Gold,
Magma, and Water golems; and Buhay for the new
leopard, snow leopard and black panther.

And finally, thanks to Ionis and yakueb for the
Imperial Legion and Regional Patrolling guard
armors!

MMM adds to the work of all of these, and is
hopefully bigger than the sum of its parts.


=== VERSION HISTORY ===

1.0
- Initial release

1.01
- Adjusted Woof Elf weight smile.gif
- Adjusted all other race weights to be a tad less
heavy
- Fixed problem of large bandit spawns
- Fixed problem of Marauder Warlord camps
- Added a little extra loot to Marauder and Bandit
warlords

1.05
Level lists:
- Totally re-worked OR's 'Camp' system within CC
- Removed cross-population of Bandits and
Marauders
- Added class mixtures for camp spawns (melee,
missile, magic, etc)
- Toned down Bandit, Marauder, and Raider spawns
- Fixed uber undead mega spawns in tombs
- Creatures reagionalised -- Ice Wolf, White lion,
Snow lepard to Snow areas
- Creatures reagionalised -- Hell Hounds to
Oblivion gates
- Added Elementals to a wider variety of lists
- Added Golems to a wider variety of lists
- Added Bloodthirsty wolves to multiple levels of
lists
- Added Dire wolves to multiple levels of lists
- Added Leopards to wider variety and levels of
lists
- Added Dire Lions to wider variety and levels of
lists
- Fear factor: Giants can now appear from level 10
- Fear factor: Elder Ogres can now appear from
level 10
- Fear factor: Champion Ogres can now appear from
level 14
- Fear factor: Flaming Skeletons can now appear
from level 18
- Re-balanced level lists across the board
Loot drops:
- Bosses: Bandits carry valuable loot appropriate
to their 'class'
- Bosses: Marauder carry valuable loot appropriate
to their 'class'
- Bosses: Black Bow carry valuable loot
appropriate to their 'class'
- Bosses: Shamans carry valuable loot appropriate
to their 'class'
- Bosses: Conjurers carry valuable loot
appropriate to their 'class'
- Bosses: Necromancers carry valuable loot
appropriate to their 'class'
- Goblins: Shamans may carry scrolls
- Goblins: Skirmishers/Berserkers have a chance
for gold coin
- Goblins: Bandits carry small gold coin change
(they steal, afterall!)
- Goblins: Warlords may carry one or more of gold,
gem, and low power magical item
- Golems: Most golems now drop gold/silver/gems
appropriate to their type. Larger ones drop more
- Ogres: Champions and Elders may carry gems. They
like pretty things, and have no trouble taking
them!
- Trolls: Larger trolls carry more fat!
- Lich: Some chance of soul gems, and magical item
on lich lord
- Minotaurs: Lords may carry a magical item, being
mythical and all
- Animals: Lrger beasts have more meat (for eg a
Buck has more meat than a Doe)
- Added missing textures for the new hunters
ingredients.

1.1
Updates and Fixes
- Tweaked Lion and Wolf sizes, including dire,
ice, bloodthirsty, leopards etc
- Beefed giants a little more, and beefed their
loot
- More race size tweaks (little less drastic)
- Mudcrabs made almost entirely passive
- Fixed Goblin Bandit Archers forgetting to use
their bows
- Fixed werido leftover AI packages in Goblin
Bandits from OR
- Fixed (hopefully) paired Warlord or Ringleader
spawns
- Optimised Hunter's flee code for animals (=
better performance)
- Improved flee code -- temperament will change
once far enough from PC
- Tweaked guard sizing to raise minimums size (no
more dwarf guards)
Stat system
- Completely re-worked sizing and stat adjustment
scripts across the board
- Creatures and NPCs now have randomised (within
ranges) stat adjustments for health, strength,
intelligence, magika, wisdom, agility, speed,
aggression and confidence
- These are particular to class -- so a shaman may
get an intelligence boost while a grunt does not.
- The aggression and confidence changes play into
Fleeing code and Faction system to create a huge
range of behaviours
- No two creatures are ever alike!
Golems
- Totally reloaded. All 11 are now properly
levelled in scale and power from 1 through to 32,
with overlapping layers in level ranges so a
varierty appear no matter the player level.
- Lower end Golems beefed a little (too easy to
take down!)
- Added more loot and varieties of loot to Golems
Goblins
- Goblins can now (attempt to) flee just like
NPCs. They may be dumb, but some of them know if
doom is impending!
- Based around the size and strength of the goblin
as well as its confidence and the health and level
of the attacker
- Applies, as with all flee scripts, not just to
the player but any creature or NPC attacking
Factions
- Entirely new Faction system. Adds factions for
Bears, Big Cats, Rats, Boars, Giants, Goblins,
Golems, Imps, Minotaurs, Land Dreughs, Ogres,
Spriggans, Trolls, Wolves and even Mud Crabs and
Slaughterfish!
- All of these factions interact with eachother
along with Bandits, Marauders, Conjurers, Undead,
Necromancers, Daedra, Prey, and more
- Creature aggression and confidence tied into
Faction system to create an entirely fluid and
lifelike behavioural system
- Player faction included in faction changes to
create more realistic battle priorities (no more
wolf attacking you while it's being attacked by a
bigger creature!)
Other
- Version for Beautiful People, essentially MMM
sans race scaling.

1.2
- Reduced Daedra spawns
- Reduced Undead spawns
- Reduced Goblin spwans
- Reduced Conjurer spawns
- Tweaked Goblin base sizes
- Tweaked NPC race sizes and width
- Tweaked Prey to predator faction relationships
- Tweaked Marauder priority faction relationships
- Tweaked Bandit priority faction relationships
- Tweaked giants to be, well, more giant
- Added 'Durability & Damage' optional plugin*
- Added 'MMM for Francescos' tailored version**
- Added new feature: wounded NPCs get weaker and
flee slower***

* Durability & Damage optional plugin -- Boosts
the durability of armor and weapons 100% (x2), and
weapon damage (yours and enemies) by 50%. Helps
balance out the increased fighting you experience
from increased spawns.

** MMM for Francescos -- Named NPCs and stronger
bosses now integrate perfectly, with MMM
size/stat/flee code applied as well. Thanks to
Newcomber24 for allowing me to integrate parts of
Francescos 3.1 directly into MMM. Note: Requires
Francescos 3.1 to work.

*** Stat reductions due to wounds -- No more NPCs
swinging at you like they've never been scratched.
Instead, the more wounded an NPC, the weaker they
get (strength, agility, and speed). Badly wounded
NPCs won't be able to run as fast if they flee.

1.3
Updates and Fixes
- Adjusted Goblin base sizes again
- Beefed up giants, were a bit weak
- NPC flee script chance and health threshold
- Guardian and Ancient Imps given a spell boost
- Increased minimum speed for creatures in speed
variance code
- Imperial watchmen slightly beefed, slightly
increased chance of spawn
- Re-visited races and weights. Females usually
slightly shorter, slimmer
- Optimised all scripts for performance
- 'Gasp of death' ranged to player
- Raider Archers marauders not bandits
- Goblin Bandits now level capped at level 20
- Level capped Raider Mage, Archers, and Bosses
- Marauder Warlords now levelled properly, watch
out!
- Renamed standard rats to giant rats, because
they are
Spawns and Loot
- Increased venison on deer
- Added Dog meat to Dogs
- Added Leopard hide to Lepoards
- Added Leopard meat to Lepoards
- Added Elemental Salts to Elementals
- Spread out level appearance of Barbarian classes
- Wilderness level lists re-worked, less chance of
'enemy' factions spawning together
- Marauder and Bandit lists re-worked, less chance
of 'enemy' factions spawning together
AI and Factions
- Stat and speed reduction due to wounding added
to Ogres
- Stat and speed reduction due to wounding added
to Minotaurs
- Ogres can now flee, slim chance based on health
and level difference
- Minotaurs can now flee, slim chance based on
health and level difference
- Tame animals now turn towards the player as they
approach
- Wounded animals can now flee, based on
confidence and health
- Wolf, boar, bear, imp and ogre faction
relationships tweaked
- Special new no attack faction for unique
circumstances and creatures
- Carrion Rats given special faction
- Sibylla Draconis given special faction for DB
quest
New and sexy
- Complete loot overhaul, see 'New Features'
section for summary details
- Spawn and level lists for wilderness, bandits
and marauders now much more balanced
- Carrion Rats may now spawn near corpses after a
certain amount of time. Kudos to PirateLord for
the concept
- Hunters 2.5 ingredients integrated, with
upgrades from MMM's ingredient list. Thanks to
Axebane for permisison to include. See 'New
Features' section for more info

1.31
Updates and Fixes
- Reduced Daedra and Dremora spawns in Oblivion
- Reduced size scaling of Boss NPCs slightly
- Reduced chance of Carrion Rats spawn slightly
- Tweaked speed scaling for some creatures
- Tweaked Deer spawns to add chance of mixed Bucks
and Doe
- Tweaked fur and meat drops for Goblins, Ogres,
Barbarians and more
- Increased kill zone for carrion rats to 15
(easier to stamp on)
- Increased corpse removal limits and time*
New and Sexy
- Added Regional Legion armors by Ionis
- Merged in full Hunters by Axebane, crafting now
works

* Bodies will stay around twice as long, no more
walking back through a dungeon and finding all
those corpses from earlier encounters miraculously
disappeared. This works well for the Carrion Rats
and means you can also hold off picking up all
loot until on your way out.

1.41
Updates and Fixes
- Reduced Mythic spawn rates
- Removed duplicate sounds from creatures
- Removed Ogre Champions from interior lists
- Removed Spriggans from interior lists
- Reduced chance of opposing Mythic creatures
spawning together
- Tweaked all wilderness and road spawn lists
- Added Spriggans to wider wilderness spawns
- Added improved strength for watchmen/women
- Added chance of watchmen to appear in pairs
- Added some DB NPC targets to no-attack faction
- Fixed weird Kobus conflict with yakueb's new
armors
New and Sexy
- Added Buhay's lepoard textures
- Added new creature: Black Panther*
- Added new ingredients: Panther Pelt and Panther
meat
- Added yakueb's Diversified Imperial Legion Armor
for IC guards

* First of many new creatures to come!


=== TO COME IN 1.5 ===

* Reduced Spawns version for low-end machines,
stealthy characters, or those that want less
spawns but still enjoy all the other features of
MMM.
* Lore Creature Expansion creatures
* Even more creatures!






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