[Mod-announce] Martigen's Monster Mod v.2.0 for Oblivion has been listed on elricm.com

Elric Melnibone and the Elder Scrolls Web Portal Elric_Melnibone at elricm.com
Tue Mar 6 08:27:34 PST 2007


The download: 'Martigen's Monster Mod v.2.0'
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=3688 

Mod Descripton: 

NEW IN MMM 2.0:

Over 430M in 120+ brand new creatures and NPCs,
1500+ variant creatures and NPCs, unique
encounters, advanced behaviour AI, advanced combat
AI, tailored loot drops and more!

Highlights in this release include:

New Plugins

-> Diverse Creature Skins -- Because MMM has five
variants of each and -> every creature in the
game, as well as five variant combat styles for
each, this was a simple plugin to make. When
creatures spawn you will now see a mixture of
textures being used, which adds variety and a
level of depth not present anywhere else. High
recommended to play with this plugin!

So far, the following creatures have multiple
skins:

Wolf - 4 variants
Timber - 4 variants
Minotaur - 3 variants
Slaughterfish -  3 variants
Zombies - 5 variants
Skeleton - 5 variants*
Daedroth - 5 variants
Goblins - 4 variants
Lich - 2 variants
Dogs - 2 variants
Land Dreugh - 3 variants
Clannfear - 5 variants
Mudcrab - 3 variants
Mountain Lion - 3 variants
Imps - 3 variants
Scamps - 5 variants
Rats - 2 variants**
Sheep - 2 variants
Goat - 2 variants

* Skeletons already have armored variants, and now
with extra skins as well there's literally dozens
of combinations you'll find -- some with or
without armor, some with or without a variant
texture, and any mixture of the two. There’s now a
huge range different combinations a skeleton can
look like across the range of skeleton classes
(armor has a greater chance of appearing on higher
level skeletons), making for some truly incredible
looking undead skeleton hoardes.

** One alternative is an albino, rare. Look out
for the white rat in the grasses!

-> Looting NPCs & Creatures -- NPCs, Goblins and
Ogres will loot the bodiesof their fallen prey.
The exception are Guards, since you don't want
them taking your loot (unless you don't mind
killing them for it). Looting is about more than
just NPCs taking each other’s gear -- it breathes
much more life into the world, for example:

    * You will see a Bandit shoot a Deer and then
run up to take its meat
    * You will see Goblins crowd around a kill,
vying to take their share of 
the spoils
    * You will see Marauders fight among
themselves as they loot the body of a guard
    * You will see a Barbarian wielding a weapon
taken from a dead foe further up the road

These are just a few of the scenarios I've seen
playing with the plugin so far.

Additionally, NPCs detect whether they are looting
a creature or another NPC and act accordingly. And
finally, what do they loot? Anything they can --
weapons, armor, food, gold and more. Naturally,
NPCs and creatures will only loot if it's safe to
do so, which usually means you see them doing it
when you are undetected or when it's your body
they're looting!

-> City Defences -- All cities except the IC now
have legion archers patrolling the battlements of
each city. Based on the Wall Archers concept by
gumballthechewy, this has been built from the
ground up with MMM using less guards so as not to
impact performance, added external cell as well
internal cell guards, added pathing points for
patrols along the battlements, and gave them
special torches and equipment to enhance their
effect. At night, these torches light the walls of
the city and are a beacon to weary travellers. And
yes, they attack enemy creatures or NPCs within
range of the paraphets, so now running to the
safety of the city has meaning!

New Features

:: Adventurer Overhaul -- Adds some 35 new NPCs
and classes to the game -- aside from Adventurers
you'll also find Plunderers, Scouts, and Tomb
Raiders with the following:

* All have a different aggression and
responsibility level towards you -- 
Adventurers are more likely to help you out, Tomb
Raiders more likely to see you as competition.
* They can be found mostly in dungeons, but will
be found in tombs, caves and lairs for creatures,
necromancers, conjurers and more.
* They can be found alone or sometimes in groups
-- and this is based on class. So a Tomb Raider or
Pillager is bound to be found on their own, while
Scouts could be on their own or in a group of
Adventurers.
* You'll find adventurers that consist of
Argonian, Khajitt, Orc, Breton, Dark Elf, Wood Elf
and High Elf races in both sexes, though the focus
is on beast races.
* Groups will generally be 'race gangs', a new
concept in MMM. That is a band of Argonian
Adventurers will be exactly that, all Argoanians.
This may be expanded upon in future for general
NPC encounters.
* And yes, in addition to general loot and explore
packages they'll also loot their foes too if
you're using the Looting NPCs and Creatures
plugin.

The advenutrers add an awesome new dynamic -- let
them help you, or fight them and take their loot.
Maybe even do both! Thanks go to DarkDragon for
the suggestion.

:: Size based loot drops -- Animals now drop meat
equal to their size: a small deer will have 1
venison, a medium sized 2, a large deer 3. Same
goes for Sheep, Horses, Boars, Wolves, Bears,
Lions and more.

:: Passive Lists -- Bored of seeing deer around as
the only truly passive (mudcrabs don't count!)
wilderness creatures? Me too, so now Sheep and
Goats can appear in some of the passive lists
where deer roam, especially near farms. It also
gives predators another type of prey to hunt,
adding to the liveliness of the world. And,
naturally, Sheep's Wool and Goats wool are two new
ingredients.

:: Creature AI -- In addition to the current AI
behaviour, some creatures will now seek water and
graze on plants, similar to that found in
Creatures Alive and OOO but more subtle. Big
Thanks to CorePC who spent ages tweaking these for
MMM and putting up with my suggestions!

:: Minotaur overhaul -- All the minotaur variants
now also have varied looks across the levels, you
will see over a dozen variant styles in game, plus
the addition of a new Minotaur class (see New
Creatures). Combined with the Diverse Creature
Skins plugin, there are now dozens of variant
styles for minotaurs you can meet.

:: Improved exploration -- Creatures and NPCs now
have a little more realism in their exploration.
You'll see more of the behavioural AI and
inter-faction relationships occur, and quicker
responses for encounters they meet.

:: Guard Items -- They already carry torches and
lanterns, now all guards spawn with a range of
items to flesh out their individual backgrounds --
they may carry books, potions, rings, food and
more. Chance to find a skill increase book on them
as well -- something extra for those evil NPCs who
aren't terribly fond of guards! Thanks to
Argochris for suggesting this and working on it
with me.

:: More Wilderness Life -- Updated to add life to
border regions, so if you explore off the beaten
track or travel close to the borders, you'll still
see and get encounters.

:: Updated Combat AI -- Lyrondor himself sent
through some updates for the MMM Combat Behaviour.
Now more Lyrondor than ever!

:: New replacement textures -- Thanks to Koldorn
the Frost Antronach, Slaughterfish, Glass Golem,
Ogre Champion, Primal Troll, Guardian Imp, Ancient
Imp, and Black Widow Queen boss get a new lease on
life. Koldorn also fixed a number of textures,
reducing their size for better performance.

:: MMM for Frans  -- 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 customiseable loot works 
everywhere else in the game world – Frans NPCs,
chests, house loot, leveled quests and more.

:: MMM for OOO -- Yes, finally a tailored version
for OOO! This will come in two stages: this
release integrates the OOO loot for MMM NPCs,
removes MMM guards so OOO guards take priority,
and cross-polinates MMM and OOO factions for
consistent behavior in the MMM factional system.
Big thanks go to Vini for working with me on the
factions to save me time, you’ve been a great
help. Massive thanks also to Dev_akm for building
the loot translation lists, you’re a hero. The
next stage will integrate OOO’s creatures and NPCs
into MMM's lists, and provide for OOO’s creature
faction quest to control OOO and MMM creatures.


New Creatures

Thanks to Koldorn working by request for me there
are a huge range of new and carefully designed
creatures – each has a unique purpose, stats,
abilities, loot, backstory and in some cases new
behavioual AI. There are over 24 new creatures,
highlights include:


:: Blood Minotaur -- A far more potent beast than
the usual breed, the blood minotaur is a
perversion of mysticism and magic, and if you
should survive an encounter, you may find the
remnants of its last encounter and some of the
valuable gems it prizes.

:: Black Hunger --  Stronger and darker than the
average Hunger, you’ll want to avoid its
paralyzing grasp. Fortunately, while dangerous
they can fall quickly if fought with some
strategy. Can drop soul gems and has a chance to
appear in the wilderness, both in daytime and at
night.

:: Rock Golems -- Relatively low level, no magic,
and slower than their nearest cousins, the Rock
Golems however hit hard and can take a beating.
Naturally, being rock, they drop various stones,
some of which can be used in crafting.

:: Arcane Golems -- The most powerful of all the
golems, these can cast high level shields, reflect
spells, silence, and absorb health. Be prepared!

:: Ogre Berserker -- The front-ogres between
standard and Elder and Champion ogres, these guys
are aggressive, hit hard, and will take a lot to
fell -- but they may carry goodies worth your time
to do so.

:: Pained Wraith -- More powerful than a Wraith,
but not as much as a Gloom Wraith, the Pained
Wraith have a startling speed so fast the first
thing you'll know of them is when their claws sink
deep into you.

:: Zombie Soldier -- Undead foot soliders still
wearing the armor that, clearly, didn't protect
them. They are, however, more dangerous than
normal zombies -- their touch will rapidly drain
your fatigue until you become helpless. Never let
one get close! Comes in headless varieties, as
well as the range of diverse zombie skins if the
Diverse Creature Skins plugin is loaded.

:: Flaming Zombie -- While you might want to watch
them burn these Zombies have with an unearthly
fire that scorches their charred bodies. Stronger
than Dread Zombies and faster, they are also
immune to fire attacks.

:: Clannfear Patriarch -- Where do Clannfears come
from? Now you know -- meet the parents, Clannfear
style. You are but one thing to them -- food!
Bring friends if you want to take one on.

:: Water Rat - Slick, wet fur and lives near
waters and in sewers. Skitterish behaviour, most
will flee from you as you approach, then wait at a
distance, while others may attack out of fear.
Being smaller than their cousins, they also carry
less bone loot. They add a lot of atmosphere for
sewers, not to mention spice up the variety of the
water spawns.

:: Flaming Skeleton/Archer -- Above the Champion
comes the flaming, blood red, skeletons. Stronger,
meaner, badder, and on fire (and thus immune to
the same). Bring your best bone breaker.

:: Implings - All young imps have a green-tinged
skin before maturing to adulthood. Implings are
smaller, fast but very weak, and magically mute.
Not so much a threat but an annoyance, but in
numbers they can distract you from the real enemy.
Fun to punch out of the air!

:: Deep Lich -- Sitting between the Lich and the
MMM Lich Lord boss, the Deep Lich is a potent foe
and has the chance to drop magical loot and soul
gems. Nice, if you can survive it! There are now
four lich varieties -- Nether Lich, Lich, Deep
Lich and Lich Lord.

:: Goblin Champion/Elite -- Where do the goblins
go when they bring out the heavy guns? The
armoured Goblin Champion and Goblin Elite! They
play hard, fight hard, and drop loot second only
to Warlords.

:: Goblin Assassin -- Don't think Goblins can be
stealthy, fast, and deadly? The Goblin assassin is
well suited to dark caves, something you find out
as its poisoned daggers sink into your back...

:: Goats -- Bleet! We can always do with more
passive creatures -- or prey, depending how you
look at it -- and now both white and brown Goats
join the Deer and Sheep to be found out in the
wilds. Generally, there are thicker concentrations
around farmland. Naturally, Goats drop Goat's Wool
as well as mutton.

:: Bloody Knight/Archer -- Just when you think the
tide is turning you'll see these guys enter the
fray. They make your average skeletons look like
playthings by comparison. Exceedingly strong,
they'll appear at high levels above Hero and
Champion skeletons.

:: Werewolves -- Werewolves mainly come in two
forms -- Lesser and Greater -- and can be found
outside only at night, or always if inside or in
lairs. All Werewolves can transmit disease and
naturally are somewhat resistant to normal
weapons, poison and frost. Finally, all Werewolves
drop Werewolf Fur, which being rare (and lets face
it, hard to get!) will fetch a pretty penny in the
cities.

:: Huntress Werewolf -- A much stronger, black as
night werewolf whose howl you should fear. It
doesn't matter how strong you are, she will see
you as prey, and in addition to other werewolf
abilities can paralyze on attack.

:: Night Troll -- Comes out only at night to hunt
for prey, and is naturally more stealthy than its
brethren. Usually the first thing – and last thing
-- you’ll see are its glowing red eyes


List of creatures that can now appear at night
include: Skeletons of all levels, Zombies of all
levels, Hunger, Black Hunger, Werewolves, Huntress
Werewolf, and Night Trolls.

See the Changelog at the end for more updates.

If you are upgrading from a previous version, read
the UPGRADING section!



[Martigen's Monster Mod v2.0]


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


Contact: PM 'Martigen' on official TES forums
Email: madmartigen at hotmail.com



===== WHAT IT DOES =====

* Over 120 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; aggression;
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
aggression 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 conjunction with size, stat,
and aggression changes as well as the fleeing and
behavior 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 each other. 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 120 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’s
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 resurrects 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 behavior 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.



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