[Mod-announce] Martigen's Monster Mod v1.5 for Morrowind has been listed on elricm.com

Elric Melnibone and the Elder Scrolls Web Portal Elric_Melnibone at elricm.com
Sat Oct 21 08:27:38 CDT 2006


The download: 'Martigen's Monster Mod v1.5'
in category Morrowind/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=3314 

Mod Descripton: 

* Over 70 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 25 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.



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