[Mod-announce] Martigen Monster Mod 3.5 Full 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 18:42:51 PST 2007


The download: 'Martigen Monster Mod 3.5 Full
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=4159 

Mod Descripton: 

SEE Below 3.5.3 Release Upgrade

New Features of 3.5.3 
------------------------ 

What release of MMM would be complete without
innovative new features? New features in MMM 3.5.3
include: 

:: 3.5.3 Foxes, Rabbits, Mudcrabs, New Ogre's,
Pahmer, Bats :: 


4 Foxes have been added to game these are shy
creatures.. 
6 Rabbits types can be found mixed among deer
spawn now's.. 
4 New Mudcrabs will be found by the water.. 
New Ogre Nif that increase fps..Beware of High
level Yellow Belly 
New Pahmer fix for missing face and hair 
Bats 4 types to be found mixed in leveled list 

:: 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 ::
Goblin 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 - Revised in 3.5.3::
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 - Revised in 3.5.3 ::
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 Revised 3.5.3::
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 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, 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 
------------------------
And as usual for an MMM update, a range of
lovingly crafted creatures with unique stats,
abilities, behavioural AI, loot drops, backstory
and more: 

:: Reavers Revised 3.5.3::
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 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 Firey 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. Like the
Beholdens and Fiends, the Slime models and
textures come courtesy of xilverbulet! 

Slimes: There are three sizes -- Giant, Normal,
and Small -- and three varieties -- Flesh,
Metallic, and Mucas (eww!). 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 --> Small Slimes 
Giant Slimes --> Normal Slimes --> Small 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 and move 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.
:: Undead Overhaul
Have you ever thought it strange these these
ancient undead, with their old and battered
skeletons, somehow have brand spanking new
weapons? Yeah, me too  So MMM changes all this.
This release of totally revamps the undead,
adding:
* 66 rusted MOBS balanced weapon variants 
* 30 rusted armor variants
(This is actually just part of the overhaul,
focusing mainly on weapons. New types of armors
will be coming in the next release.) 

These are used by both the undead skeletons and
the MMM Undead Legions. The weapons cover iron and
steel forms of every weapon, and the armor
includes helments and shields. Additionally,
previously skeletons only used a select few
one-handed weapons -- now they can wield the full
variety. Further, the weapons gradually 'fade out'
as you encounter higher and higher level
skeletons, and the same goes for power -- Hero
Skeletons for wont' carry daggers, for example. 

However, to spice things up -- there's a 1 in 10
chance an undead will wield a 'new' weapon,
instead, pulled from the loot tables. Afterall,
you wouldn't be the first foolish adventurer to
try your luck in the dungeons, giving them a
source of weapons. This makes seeing such weapons
rare and thus far more interesting and valuable
when you come across them. 

Additionally, MMM already sports 44 unqiue
skeleton variants you can fight, each with a
different combat style, and 36 different Undead
Legions. These already use some 27 different
combinations of armor and skins (see the Diverse
Creature Skins Plugin). Now, when you add the new
armor and weapons variants you literally get over
2000 variants of undead you can meet! 

But wait, there's more! (old joke from Aussie
land) -- there's also a new Undead Boss: the Arch
Undead Elven Lord, with custom-made textures and
which -- like the dual-wielding Undead Elven Lord
-- sports a unique weapon the player can pick up
an use -- the Bone Claymore. See the Creature
Section below for more. 

Finally, Zombies have also had an overhaul, but
that's so big it needs its own entry, next:

:: Zombie Overhaul
100 new race-based zombies can be encountered,
incuding Imperial, Dark Elf, Argonian, Orc, and
Khajitt of both sexes. They may be naked, wearing
rags, or armor -- all of these have been
custom-made to be 'decayed', 'battered', or
'rusted' to suit their zombie nature. In fact, you
will see Zombie 'prisoners' with rags and wrist
irons just as your character started with, and
you'll see also see what happens to all those
Arena hopefuls who end up spilling blood in the
sand... 

The zombies can fight with their hands, or wield
all manner of weapons, some pulled from the
'rusted' set above. They drop a sub-set of normal
NPC loot, indicating some are not too recently
dead. Finally, there are two very special
additions:
* Undead Zombie Imperal Guard -- Yes! This is
something I've always wanted to add to MMM. These
guys wear decayed and battered Imperal Legion
armor (and yes, player wearable) as well as wield
a dulled, rusted Silver Longsword. Unlike the
alive Imperial Legions... these guys aren't here
to help you! 

* Shivering Zombie Master -- A unique zombie boss
with specialised zombie textures and custom-made
glass armor -- Cuirass and Greaves of the Walking
Dead. Additionally, he wields a potent ice-flaming
sword, the magical Shivering Sword. Grab it for
yourself, if you can...

:: Adventurer Overhaul
The Adventuers in MMM have undergone an overhaul
also, with 20 new NPCs and four new mage classes,
bringing the total to 55 different Adventurers you
can meet and include everything from from Scouts
and Bards through to Plunderers, Tomb Raiders, and
Warriors. 

Additionally equipped armors have been split into
Light and Heavy for the various classes, there's a
greatly reduced chance of carrying magical items,
greatly expanded personality/background loot
drops, and stealthier classes now sneak while
looting. Finally the two biggest changes include:
Adventurers now can loot chests from both OOO and
Frans and, best of all -- you can now find them in
Oblivion too, in larger numbers than in dungeons
and ruins. Like you, they're risking an assualt
into Oblivion itself. 

Naturally, if you don't like the competition there
is a new plugin to disable the Adventurers  

:: Gems & Gem Dust Revised 3.5.3
An excellent plugin first built by me, then
expanded upon by Bendiwolf, and now Dewshine has
taken it to the next level. In the words of
Dewshine: 

There are now Rose Garnets, Flawed Rose Garnets,
Flawless Rose Garnets, Perfect Rose Garnets, and
Rose Garnets shards. The first four can be ground
into Garnet dust. There are also the Watermelon
Tourmalines, Flawed Watermelon Tourmalines,
Flawless Watermelon Tourmalines, Perfect
Watermelon Tourmalines, and Watermelon Tourmalines
shards. The first four can be ground into
Tourmaline dust. Each new stone has a unique icon.


Additionally, there's a new gem type: Paraiba
Tourmaline. Included is Paraiba Tourmalines,
Flawed Paraiba Tourmalines, Flawless Paraiba
Tourmalines, Perfect Paraiba Tourmalines, and
Paraiba Tourmaline shards. 

Finally some meshes and textures were missing in
the previous release, these have all been
corrected and, where appropriate, new icons made.

:: Crafting Overhaul Revised 3.5.3
All crafting has been entirely split out into a
new plugin -- Hunting & Crafting. Again thanks to
Dewshine, Shadowborn, Bendiwolf, and Lilith this
has been taken to a new level. Changes now
include: 

Crafting has shifted to the hides themselves. You
still need to carry 'Fletching Calipers' and
'Leatherworking Shears', but now you click on the
hides themsleves to make new armor. And for that,
Dewshine has greatly expanded the scope:
New Armor: Quilted Armor that uses bleached cloth
(the bolts and cut cloth can be bleached) and
sheep's wool (specific to MMM). This includes
robe, shoes, bracers, and hood. 
New Armor: Cured Hide creates Fur armor, Bone
Studded fur armor and Metal Studded fur armor. 
New Armor: Tanned leather creates Soft Leather
armor, Stealth Leather armor, Bone Studded Soft
Leather armor, and Metal Studded Soft Leather
armor. 
New Armor: Boiled leather creates Pit Armor, Bone
Studded Pit Armor, and Metal Studded Pit Armor. 
New Armor: Werewolf Fur armor -- this unique armor
is crafted from the fur of MMM Werewolves, and
imbues the same resistances Werewolves enjoy,
including normal weapon resistance, disease
resistance, fortify sneak, fortify hand to hand,
poison resistance and reflect damage. Of course,
you have to hunt Werewolves to get these...
All of these armors are full sets -- shield,
cuirass, boots, bracers, greaves, and helmet --
with multiple variants for a total of 72 new armor
pieces that can be crafted from resources found in
the MMM world! Three cheers Dewshine!

:: Guards with Swords
Post the 1.2 patch everyone was complaining that
guards always showed bows now, and many people
didn't like it. In MMM 2.2 there's now a 50%
chance guards will favour swords over bows, so you
will see both types of guards walking around. This
doesn't affect combat -- all guards will fight
with bows and swords on range, but those that
prefer swords will go back to equipping swords
before and after combat.

:: Safer Horsie
Seem odd that enemies find your horse more
threatenting than other creatures, or even you?
Now the player's horse is treated like it is -- a
low threat, though it is still on the menu as
'food' for some creatures, but you will always be
a bigger target than your horse.

:: New Creature Features
Ghostly Apparitions will now knock you over for a
short period as they fly through you screaming...
possibly making you vulnerable to nearby enemies.
Goblin Asssassins can now critically strike you --
keep them at a distance or they'll take you down
in a few hits! You can even hear when their
posioned daggers rend the flesh from your bone...

:: Durability & Damage

The Durability & Damage plugin has been updated to
include skill-based damage scaling: the higher
your skill with weapons, the more damage you do.
As a result the plugin is now more effective,
making fights quicker than before. But note -- it
applies to enemies as well!

:: More Diverse Creature Skins
The wildly (geddit, pun?) successful Diverse
Creature Skins plugin has been updated with more
variant skins, including in this release Bears and
Flesh Golems (see New Creatures below) to add to
the variety.

:: MMM for OOO
New updates to the MMM for OOO component now
include creature faction quest animals are
respected -- animals from OOO and MMM will be
friendly towards you. Note, you still won't see
many OOO creatures unless using FCOM for the
moment. The final stage of the MMM for OOO module
is full spawn integration (partial integration
works now). Also in this module -- Adventurers can
now loot OOO chests.

:: Official 1.2 Patch is now Required and for all
Future Version including MMM for Shivering Isle
ones of these Day's.. 
More Creatures 

As always, the reason MMM releases take so long is
that each new creature is lovingly hand-crafted
with unique stats, skills, abilities, spells,
loot, ingredients, and behavioural AI. 

:: Young Rainbow Wyvern -- Fast, strong,
intelligent, and in three forms: Red (Fire), Blue
(Ice) and Green (Shock). Each has unique spells
and resistances (don't fight fire with fire
people), and drop two powerful and unique new
ingredients: Wyvern Scales and Wyvern Heart. 

:: Rainbow Wyvern -- A mature wyvern, this one
inherits the abilities and the resistances of the
younger forms, and can breathe all three schools
of damage. Stronger and more powerful, it also
drops new Wyvern Scales and Wyvern Heart
ingredients. 

:: Undead Arch Elven Lord -- A deadly undead Boss
above the dual-wielding Undead Elven Lord, this
foe is bigger, meaner, casts magic and wields a
unique weapon: the Bone Claymore. The Undead Arch
Elven Lord has a chance of appearing at low
levels... so beware the dark depths of dungeons! 

:: Undead Elven Lord -- This is the same
dual-wielding Undead Elven Lord, but with a new
fiery unique main weapon -- the Sword of the
Warlord. Both of his weapons are custom-made, and
playable -- the off-hand sword allows you to
dual-wield too. 

:: Shivering Zombie Master -- Another unique MMM
Boss, this powerful foe commands the undead and,
should you defeat it, drops three unique items:
Cuirass of the Walking Dead, Greaves of the
Walking Dead, and the Shivering Sword. The armor
grants potent benefits, while the sword casts a
powerful freeze spell on impact. 

:: Lich King -- After the MMM Deep Lich and the
Lich Lord comes the highest of them all -- the
King. You won't even see this guy until you're
level 35+, and when you do you better hope you
have backup! Can carry magical jewelery and Soul
Gems. 

:: Zombie Races -- 100 new race-based zombies
including Imperial, Khajitt, Orc, Dark Elf and
Argononian, of both sexes, with specialised loot
and armor and pulling on the 66+ MOBS balanced
rusty weapons as well. See the 'Zombie Overhaul'
section in New Features above for more. 

:: Undead Nightmare -- A flaming, bloodied,
skeletal horse with a custom-made texture that
appears only at night in the wilderness. It's fast
and deadly, can walk on water, and when you strike
it erupts into flame! Naturally, you might want to
try frost-based attacks on this one. 

:: Clannfear Matriach-- The Momma is tougher than
the Dad, and even Patriachs cower in fear of the
Matriach. Has a one in three chance of spawning
anywhere the Patriachs spawn. Suggested combat
tactic: Run! 

:: Night Troll-- An updated Night Troll with a new
mesh from Phitt. These guys come out only at night
to hunt for prey, and are naturally more stealthy
than their brethren. Usually the first thing and
last thing -- see are its glowing red 

:: Jungle Tiger -- Fast and strong, these animals
are stronger than your average mountain lion, and
can be found only in rainforest areas. They may
look cute, but don't feed the animals... 

:: Goblin Head Hunter -- Wondering where all those
skulls perched on sticks come from in Goblin
caves? The Head Hunters take great pride in
displaying the remnants of their prey. Stronger
than Berserkers, carrying skulls, and mixing
elements of the Shaman don't treat these guys
light or you'll pay for it with your... well...
head. 

:: Land Dreugh Tormentor -- The Land Dreugh
Tormentor is a stronger and faster foe than your
average Land Dreugh. Treat them with respect, or
you may have trouble walking away from a fight
with one. 

:: Fire Demon -- A special daedra that emodies the
power of flame -- casting potent fireballs and
being immune to fire, your best bet is frost-based
attacks. Have a chance to drop Soul Gems. 

:: Hill Giants -- 10 varieties of Hill Giant
replace the old MMM Giants -- these guys have
hitboxes! Wear various forms of armor, wield
two-handed weapons single-handedly, and can drop
gems, gold, and a unique ingredient: Giant Heart.
If you're using the 'No Giants' plugin you'll need
to disable it to see these guys. 

:: Flesh Golem -- Shocking necromatic creatures
shorn of arcane power, Flesh Golems are stronger
than Dread Zombies, hit harder than the same, and
can transmit disease. On the plus side, they drop
the rare Void and Elemental Salts used in their
creation. Come in varieties including hooked Flesh
Golems and various Diverse Creature Skins. 

:: Burning Flesh Golem -- Stronger than the Flesh
Golem, and immune to fire based attacks, these
undead burning foes also drop the elements of
their creation with the addition of Fire Salts, if
you should manage to kill one. 

:: Torn Flesh Golem -- The Torn Flesh Golem is a
horrible sight to behold, raw flesh hanging from
its body and filled with hatred it will
mercilessly and rapdily attack you. Strongest of
the Flesh Golems, don't make the mistake of
underestimating them. 

:: Forest Ent -- Giant, slow moving Ents of the
forest. these are bad guys -- As with Spriggans in
MMM if you kill one there's a 50% chance of
triggering a storm. They also drop, true to their
nature, various rare plant based ingredients. 

:: Twisted Ent -- Enemies of the Forest Ents,
these are the bad guys. Perverted from nature by
arcane forces, if see one you better hope you have
backup. And yes, the two are mortal enemies, and
will fight if they meet. They drop rare ingrdients
like the friendly Ent, but some may be more evil
in nature. 

:: Forest Stalker -- Formed from the essence of
snakes, these creatures are actually protectors of
the forest much like Spriggans and usually won't
attack unless you do. Very fast moving and
poisnous, they drop new ingredients -- the very
potent Stalker Scales for use in Alchemy. And,
strangely, you will find they always travel in
pairs. If you see one you can be sure the other is
nearby. 

:: Poison Antronach -- Naturally, very effective
at poison damage and spells these are another in
the fearsome line of Antronachs. If you can defeat
one, you'll find they drop a new unique: Poisonous
Salts. 

:: Arcane Antronach -- The highest of
theAntronachs, above even Storm Antronachs, with
the full gamut of destructive spells drawn from
raw magika -- you'll need protection from all
forms of attack! So powerful you won't even meet
it until at least level 30, which is probably a
good thing. 


[Martigen's Monster Mod v3.5.3]


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

=== WHAT IT DOES === 

* Over 160 new and diverse creatures and NPCs
added to the realm of Tamriel 
* All original and new creatures/NPCs spawn unique
with a different size 
* All original and new creatures/NPCs spawn unique
with modified stats 
* All original and new creatures/NPCs spawn unique
with their own combat AI 
* All original and new creatures/NPCs spawn unique
with their own loot 
* All original and new creatures/NPCs interact
with over 25 new factions 
* And much much more! See below for full feature
list. 

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. 

Additionally, the advanced 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. In fact, very few mods allow
for anything more than NPCs than can flee, but MMM
adds carefully adapted code to all sorts of
creatures and NPC types, particular to their class
or nature (so for eg, Dremora never flee and 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 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. 

=== KEY FEATURES === 
MMM does much more than add over 160 completely
new and unique creature and NPC types. It also
adds to all creatures and NPCs in the game both
original and new: 

* Advanced fleeing code for NPCs based on level
and health 
* Advanced wilderness behaviour for animals and
creatures 
* Advanced inter-faction behaviour for creatures
and NPCs (see 'Factions' below) 
* Advanced combat behaviour based on Lyrondor
combat Behaviour mod 
* Advanced plugin system with optional plugins to
tailor the mod to your playstyle 
* 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 levelling -- meet creatures
and NPCs more powerful than you, and less powerful
than you, regardless of your level as you level. 

Additionally, you'll also get to see: 

* The ability for 'bad' NPCs to feign death, to
try and flee 
* Undead that resurrects in front of you when you
least it expect it! 
* Undead that ressurects after time, to create new
encounters as you leave a dungeons 
* Levelled guards in cities, with legion military
ranks 
* Patrol guards for roads, which include females 
* New ingredients on 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 (aka 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. 

And on top of all this, a passionate attention to
detail -- unique creatures and NPCs each designed
with a purpose, style, back story, AI, loot,
abilities, ingredients, faction behaviour and
more. Plus animals that can be afraid, aggressive,
or tame and behave accordingly, bosses that are
bigger, Spriggans that may cause a storm when they
die, 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. 

=== NEW CREATURES AND NPCS === 

Some of the new and unique creatures and NPCs
added include: 

NOTE: Current up to 2.01. See version summary at
start of this document for additional new
creatures and NPCs added in 3.0. 

New NPC types and classes 
Giants -:- Really, really big people 
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, and
carrying illegal goods 
Slayer -:- Khajitt bandits that hunt you with
chameleon 
Raiders -:- Improved versions of bandits -- melee,
missile and magic 
Defenders -:- Heavily armored bandits that use
alternation and restoration 
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 
Imperial Road Watchmen/Watchwomen -:- Allied NPCs,
male and Female road patrol. A friendly face on
the roads! 
Imperial Legion Rangers -:- Allied NPCs, stronger
versions of the Foresters, come with pet wolves. 
Adventurers -:- New classes of adventuring NPCs
from Scouts to Tomb Raiders. 

Plus all original Oblivion NPCs get advanced stat
and size scaling, behaviour and combat AI,
tailored loot drops etc and more. 

New Creature types and classes 
Gore Rats -:- Bigger, tougher, uglier 
Elder Bears -:- King size black and brown bears 
Primal Troll -:- Meaner, bigger troll 
Savage Troll -:- Even meaner, bigger troll 
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 
Goblin Bandits -:- Tougher, well equipped goblins 
Elder Ogre -:- Meaner, bigger ogre 
Champion Ogre -:- Even meaner, bigger ogre (read:
giant) 
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 
Rock Elementals -:- Power of the elements, mythic 
Fire Elementals -:- Power of the elements, mythic 
Water Elementals -:- Power of the elements, mythic

Efreeti -:- Mischievious fast moving pure fire
spirits 
Haunted Heads -:- Floating ghostly skulls that
want to take a bite out of you... 
Dire Boar/Bear/Wolf/Lion -:- Diseased, crazed,
animals. Vicious, may attack their own kind 
Snow Bear -:- Big, white fur, and utterly
cuddleable! But don't, it'll eat you for lunch 
Frost Giant -:- A rare creature best avoided
unless you want to become its next meal 
Gargoyle -:- Forged from rock these imp-like foes
don't cast spells but pack a punch 
Wild Pahmar -:- Extremely aggressive intelligent
hunting cat related to the Khajiit 
Hunger -:- Foul creatures can be found in or near
Oblivion gates, and walking the wilderness at
night 
Morphoid -:- Another daedric beast that keeps to
the planes and just within range of Oblivion gates

Herne -:- A relative of the scamps, these horned
daedra are more potent than their cousins 
Golden Saint -:- High-level daedra found in the
daedric realms along with Xivali 
Clannfear Patriarch -:- Where do Clannfears come
from? Now you know -- meet the parents 
Implings -:- Implings are fast, weak, and
magically mute. 
Goblin Champion/Elite -:- Where do the goblins go
when they bring out the heavy guns? 
Goblin Assassin -:- Yes, Goblins can be stealthy,
fast, and deadly! 
Werewolves -:- Can be found outside only at night,
or always if inside or in lairs. 
Huntress Werewolf -:- Queen of the werewolves, she
paralyze on touch. 
Night Troll -- Comes out only at night, and is
bigger and meaner than its cousins. 
Spider Dryad -:- These nature beasts protect the
wilderness from evil and trigger-happy players. 
Giant Spiders -:- 6 new spiders including Black
Widow Queen boss, Spiderlings, Giant Huntsman
Spider, Giant Tree Spider and Giant Bush Spider,
all poisonous and nasty 
Golems -:- 11 different golems and their 'Greater'
counterparts. Includes: Ebony, Gold, Iron,
Mithril, Blood, Glass, Water, Magma, Mud and
Silver 

New Passive creatures Carrion Rats -:- Appear at
flesh based corpses after a while, and can be
'stamped' on. 
Water Rat -:- Slick, wet fur and lives near waters
and in sewers. 
Sheep -:- Yes, the very same cute wooly creatures!

Goats -:- A little more temperamental, but
friendly none the less. 
Sentient Gas -:- Semi-intelligent dungeon dweller,
will scatter from you as you approach. 
Ghostly Apparition -:- When you meet one, you will
know fear! 
Dwemer Gem Scavenger -:- Won't attack unless you
attack first. May carry precious gems... 
Wild Guars -:- Three types can be found roaming
plains, including a rare white Guar. You can pat
the tame ones! 

New Undead 
Lich Lord -:- Special boss and as bad and mean as
they get 
Zombie Soldier -:- Undead foot soldiers still
wearing the armor that, clearly, didn't protect
them 
Flaming Zombie -:- Charred and burned, these
flaming foes will prove a tough fight 
Flaming Skeleton/Archer -:- Above the Champion
comes the flaming, blood red, skeletons. 
Skeleton Fury -:- Fire borne skeleton with a
hatred for life and a flaming sword 
Bloody Knight/Archer -:- Just when you think the
tide is turning you'll see these guys enter the
fray. 
Pained Wraith -:- More powerful than a Wraith, but
not as much as a Gloom Wraith 
Deep Lich -:- Sitting between the Lich and the MMM
Lich Lord boss, the Deep Lich is a potent foe. 
Armored Skeletons -:- Randomly and sparsely
armored skeletons, in 25 variations, increasing in
chance with rank 
Undead Legion Fighter/Beserker/Archer -:- Undead
Legion foot troops. Can raise from the dead 
Undead Legion Battlemage/Knight -:- Tougher Undead
Legion, be prepared! 
Undead Elven Warrior/Knight/Archer -:- Undead
Elven servant, also can raise from dead 
Undead Elven Spellsword -:- Magic casting Undead
Elven soldier 
Undead Elven Lord -:- Dual-wielding Undead boss,
carries unqiue off-hand weapon the player can use 

=== FACTION SYSTEM === 
The creature faction design is one of the most
advanced to date: 

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. 

=== CRAFTING revised 3.5.3 === 

MMM includes a crafting engine that allows you to
expand alchemy and crafting components of the
game. All up, 72 different items can be made. You
can: 

* Collect bones, feathers, stones, animal hide and
more 
* Make full armor sets out of animal hides 
* Make arrows out of bones/stones and feathers 
* Grind bones into Bone Dust 
* Grind a wide range of gems into Gem Dust, each
with unique properties. 

Bone Grind and Gem Dust: 

To grind bones and gems, you simply need a mortar
and pestle and then just click on the bones or
gems in your inventory. Only larger bones and gems
can be ground to dust. There are dozens of gems
and gem types, each granting different alchemical
properties. 

Note that some bones can have dual use -- they can
be ground to dust for alchemy, or used to make
armor and arrows. 

Armor Crafting: 

To make armor and arrows, first find the
Leatherworking and Fletching tools which will show
up in crates and barrels, just search and you'll
eventually find them. Then, you can start your
crafting by clicking on the appropriate items like
so: 

Leatherworking Shears = Hide Armor, Bone Studded
Hide Armor (in full sets, including shields), Soft
Armor and Bone Studded Soft armor (Cuirass,
gauntlets, greaves, boots, and helmets). 
Fletching Calipers = Bone, Barbed Bone, Silver,
Ogre tooth, Daedroth tooth, Flint, and Obsidian
Arrows. Need flights from feathers and matching
ingredients for each type of arrow. 
Feathers = Create arrow flights for crafting
arrows 
Animal Hides* = Allows you to make cured hides.
The size of the animal determines how many final
pieces of leather are created. The leather types
are hide (fur), soft leather, and boiled leather. 
Cured Hides = With metal nuggets, can create Metal
Studded Hide Armor (full set) 
Soft Leather = Make Stealth Leather (DB armor in
pieces), and Metal Studded Soft Leather armor. 
Timberwolf Hide = Special Timberwolf Hide armor
set, including shield. 
Werewolf Hide = Create Rawhide Werewolf Fur Armor,
full set. Each piece endows the wearer with the
natural abilities and resistances of the Werewolf.

Cloth = Clicking on cloth, either bolts or folded,
grants the option to bleach the cloth. 
Bleached Cloth = Clicking on Bleached Cloth while
having Sheep's Woolf can create Quilted armor for
mages. This set consists of robe, hood, bracers,
and shoes. 
Metal Objects = Clicking on middle class metal
objects can create Metal Nuggets for Studded
Armor. The weight of the item determines the
number of nuggets. Individual nuggets may also be
found in clutter. 

* Animal Hides you can click on include, for
example, Wolf Pelts, Deer Skins, Leopard Pelt,
Lion Pelt, Panther Pelt, Boar Hide, Pahmer Hide,
Bear Skin (brown, black, snow), Timber Wolf, Guar
Hide, and even Werewolf Fur captured from
Werewolves. 

=== 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'. Either use
a different archery mod, or edit these mods and
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. The author of this mod uses the 'Realistic
Arrows' mod for his archery needs. 

UPDATE: MMM now includes a fix for the Quad Damage
mod. You still need to load the Quad Damage mod,
just ensure MMM loads after it. 

=== COMPATIBILITY === 

MMM only changes creatures and generic NPCs, and
is compatible with any mod that doesn't touch
these. It specifically doesn't touch loot lists so
it's compatible with mods that do. If you don't
like seeing Bandits with Daedric at low levels,
you need a loot mod to manage your loot lists.
Highly recommended are G_'s loot mod and
Francescos, and OOO. 

=== CREDITS === 

3.5.3 - Was done by Team MMM : Corepc, Dev_Akm,
Shadowborn, Bendiwolf, Lilith, All those team beta
tester's also.. 

Mr. Siika, Mikal38, Waalax for there creature
meshes and textures..!!! 


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; Tegeal for the polar
bear; Renzeekin for the tropical spider; and Phitt
for the Spider Daedra. 

Lore Creatures (centurion spider, spiders, guars,
frost giant, pahmar, herne, hunger, morphoid,
golden saint): Grimdeath, Xmarksthespot, Cryo_,
Cryonaut, Grimenir, Orix, Mdogger, B3w4r3. 

Also thanks to L at zarus for the Undead Legion and
Undead Elven armors from Warcry and Francesco for
inspiration for the Undead, Frankpants for Goblin
Tribal Shields, Windsurfer for the Rusty Off-Hand
Elven Sword texture, and finally Veritas_Secreto
for the TNG Imperial faces. 

Thanks also to Oscillator for the sample released
under Creative Commons Sampling Plus 1.0 and
re-worked for the Ghostly Apparition. Thanks also
to turgothh, Gristle -TL and NVShacker for Gem
Dust, Glittering Geology, and Bone Grind
respectively. Thanks also to Ionis and yakueb for
the Imperial Legion and Regional Patrolling guard
armors, and Jannix Quinn for the guard lanterns!
And thanks to ArgoChris for creating the Diverse
NPC Faces plugin, Dae for creating the More
Wilderness Spawns plugin, and Bendiwolf for
updating the Gems & Gem Dust plugin. 

And finally thanks to JazzR and Koldorn for the
new skeleton textures; Pepsi for the white sheep;
Gored Guar and C.I.B for various creature
textures; Francesco for the Goblin
Chamption/Elite, Bloody Knight, and Goat models
and textures; jacarl for the Werewolf models and
textures; and Koldorn for the Rock Golem, Ogre
Beserker, Arcane Golem, Zombie Soldier, Flaming
Zombie, Water Rat, Clannfear Patriach (model by
Growlf), Impling, Deep Lich, Goblin Assassin, and
Night Troll textures as well as almost all the
textures used in the Diverse Creature Skins
plugin. You rock Koldorn! 

Koldorn also made new replacement textures for the
Water Elemental, Iron Golem, Slaughterfish, Glass
Golem, Ogre Champion, Primal Troll, Blood Golem
and the Black Widow Queen. 

Phitt for his excellent Loreless Creatures which
include the models used for the Ent, Night Troll,
Lich King, Hill Giants, Fire Demon, Flesh Golems
and Forest Stalkers; Saidenstorm for his excellent
Akatosh mount used for the Wynverns, mystikbird
for his new Wyvern textures; ZMan and Windsurfer
for the Undead Nightmare meshes and textures;
Francesco for Flesh Golem, Fire Demon and Thorn
Elemental sounds; Xifr for the split DB armor
icons and PeterEater for the Undead Legion shield
and sword icons. 

Huge thanks to Koldorn and Windsurfer who, between
them, built the entire rusty weapon and armor sets
for the range of undead at my request. 

Demoncleaner for the use of his Zombies as well as
for making a whole range of special armors for the
Zombies at my request, as well as making the two
special Boss flaming swords. And also for his Wolf
Hide armor used in the Crafting component. 

And special thanks for 2.0 Argochris for doing the
grunt work on adding guard items and updating the
guard levels for me, CorePC for building the
creature drinking packages, Lyrondor for his
Combat Behaviour updates, Blade9722 for fixing
some textures for me, Vini for updating the OOO to
MMM faction tables for me, Dev_akm for building
the OOO loot translation tables, and finally
Koldorn for building a huge range of textures on
demand for MMM. 

Further thanks to Jaga Telesin for being my hands
and eyes and correcting bad nifs, Vini for being
my hands and eyes for updating factions, Argochris
for being my hands whenever work to be done, and
Dewshine for completely revamping the Crafting
system. 

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

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: 

* If you use Hunters 2.0 or Hunters 2.5, de-select
it (included in MMM) 
* If you use Creature Continuum, de-select it
(included in MMM) 
* If you use OOO, you do not need the Diverse
Imperial Armor â€" it is already included. 
* If you use Beautiful People, or any other mod
based on Elaborate Eyes, don't use the 
'Races Resized' optional plugin 
* If you use onboard sound, nearby creatures may
cause stuttering. Use the newest 
'Quiet Feet' mod, which is compatible with MMM,
OOO and others.

See included Documents included in zip for more
info



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