[Mod-announce] Martigen Monster Mod 3.5.3 UPGRADE Release for Morrowind has been listed on elricm.com

Elric Melnibone and the Elder Scrolls Web Portal Elric_Melnibone at elricm.com
Mon Dec 24 18:46:33 PST 2007


The download: 'Martigen Monster Mod 3.5.3 UPGRADE
Release'
in category Morrowind/Creatures
by Martigen - upload by Corepc has been listed on
elricm.com.

The page link for this individual mod/file is: 

http://www.elricm.com/mods.php?mod=4160 

Mod Descripton: 

INSTALLATION 

=== HOW TO INSTALL MMM 3.0 or Full 3.5.3=== 

1] Extract to your Oblivion/Data directory 
2] Select 'Mart's Monster Mod.esm' 
3] Select ONE of the following: 
'Mart's Monster Mod.esp' 
*OR* 
'Mart's Monster Mod for Frans.esp' 
*OR* 
'Mart's Monster Mod for OOO.esp' 
4] Read about the range of optional plugins from
the PLUGINS section below 
5] Drag your choice of plugins from the '==
Optional Plugins ==' directory to your Data
directory 
6] Select to load these plugins 
7] Play! 

NOTE: Don't forget to rest 4-12 days to allow
already visited cells to reset and new creatures
and NPCs to appear. You do not have to do this if
you are starting a brand new game. 


=== HOW TO INSTALL MMM 3.5.3 Upgrade=== 

MMM 3.5.3 Upgrade requires the MMM 3.0 

Install MMM 3.0 as per the MMM 3.0 installation
instructions (see above). 
2) Disable and remove all prior MMM 3.0/3.2
hotfixes, 3.0-3.1 esm / esp and all optional files

3) Install MMM 3.5 and overwrite all ESM/ESP and
optional files (if you have any) with the new
ones. You MUST have the official patch 1.2.0416 or
SI Patch 1.2.0416 installed to use MMM 3.5. 
4) If you use *ANY* plugins, copy these across
from the 'Optional Plugins' folder to your Data
dir again. *NOTE* The Spawn Rate Plugins have been
re-named. Delete your old ones, and use the new
ones from the Optional Plugins folder. 
5) In-game, rest inside somewhere without any NPCs
for 4-14 days* to ensure your cells reset and new
creatures and NPCs 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. 

* Depends on what game respawn time you are using.
Default is 3 days, but some mods like OOO or Frans
can extend this to two weeks or more. 

*NOTE* The MMM for OOO Modules require OOO 1.32
RC5+. 
The MMM For FCOM that comes with MMM is for FCOM
8.8 only and needs the OOO 1.32 installed. 


=== LOAD ORDER === 

Load Order Guide by Corepc 

As MMM is designed to work both alone and with
other mods like OOO and Francescos, it's important
MMM is loaded after these to take effect. If you
are using MMM with Francescos, this would be a
good load order (note .esm 'master files' always
load first regardless): 

Francescos main .esm 
Francescos extra items .esm 
Mart's Monster Mod.esm 
... 
... 
Francescos optional plugins .esps 
Mart's Monster Mod for Francescos.esp 
Mart's Monster Mod optional plugins .esps 

If you use OOO, simple substitute OOO with the
Francesco's examples above. 

What are the different versions? 
Mart's Monster Mod: Use with vanilla, Adventurers
and pretty much everything else! 

Mart's Monster Mod for Frans: A tailored version
for Francescos that allows stronger enemies and
stronger bosses and more to appear in MMM. Note
that MMM is fully updated for the latest Frans
with the exception of the customiseable loot,
which is slated for 2.1. For now MMM NPC's default
to the HARDCORE balance model, but customizable
loot works everywhere else in the game world
â€" Fran's NPCs, chests, house loot, leveled
quests and more. 

Mart's Monster Mod for OOO: This release
integrates the OOO loot for MMM NPCs, removes MMM
guards so OOO guards take priority, and
cross-pollinates MMM and OOO factions so like
creatures correctly behave (i.e OOO wolves and MMM
wolves on the same faction). 

Mart's Monster Mod for FCOM: Designed for use with
FCOM. See the official Elder Scrolls forum for
more. 

NOTE: MMM adds increased spawns to the game. It's
recommended to use a slower levelling 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! 


General Load Order for MMM Plugins 

Generally speaking, you should use the following
order: 

1) Any MMM plugin that adds things, like creature
addon, bat addon, more reavers, etc., need to load
before spawn rate plugins so that the leveled list
that is used by spawn rate plugins gets updated
correctly with these new changes. 
2) Plugins Like Looting, Diverse Creatures,
Hunting and Crafting, Gems and Gems Dust , Diverse
Imperial Armor, etc., need to load after any
hotfixes, creature addons, more reavers, etc. so
that these changes take effect. 
3) Any MMM plugin that remove things like
creatures (no rats, less rats, no spider, etc.),
should be loaded before spawn rate plugins so that
those plugins take affect and change the spawn
rate leveled list appropriately. 

NOTE: Some of these files are not included in the
latest version; they are linked below. 

Mart's Monster Mod.esp (or MMM for Fran or 000)
Note: FCOM Users see the FCOM load order, as it is
very different because of how it works. 

(MMM plugins that fix or add new things...) 

Mart's Monster Mod - Additional Enemy NPC Vars.esp

Mart's Monster Mod - More Reavers.esp 

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

Mart's Monster Mod - Diverse Imperial Armor.esp 
Mart's Monster Mod - Diverse Creature Skins.esp 
Mart's Monster Mod - More Reaver Variants.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 like 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 on, 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) 
Mart's Monster Mod - Moderate 

(Miscellaneous: I always load these last) 

Mart's Monster Mod - Vindasel.esp 
Mart's Monster Mod - Foxes.esp 
Mart's Monster Mod - Bats Addon.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

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+FCOM.esp (These two make factions more
friendly; they can really be anywhere in the load
order.) 

General Notes 

Important Fix: MMMMediumTexturePack: If you
computer is set to small or medium texture, you
will need this fix for issues with blood and
goblin icons not showing up correctly for some
users. 

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: 



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