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Elric Melnibone and the Elder Scrolls Web Portal -- Downloads

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Oscuro's Oblivion Overhaul 1.3  Popular
Author: Oscuro

Description: Oscuro's Oblivion Overhaul is an ambitious project that seeks to redefine many of the gameplay and content aspects of the original Elder Scrolls IV: Oblivion. Due to the magnitude of this work, a lot of smaller user-made modifications may not be a 100% compatible with it. I have included two versions of Oscuro's Oblivion Overhaul--a "Full" and a "Lite." The latter .esp file does not include a substantial number of modifications that appear in the former. This allows the user more freedom to customize their ES IV: Oblivion experience. Even so, not all user-made modifications will be compatible. I decided to make this mod after realizing that The Elder Scrolls IV: Oblivion was largely based on a system of "leveled" gameplay, whose function resulted in a contrived experience of immersion and "realism" that, in my view, detracted from the potential enjoyment of such a beautiful and massive RPG. Creating, balancing, and testing the needed changes was a time-consuming task, but the result is a more rewarding experience that I hope also helps those of you that prefer a more static game world than what it was offered upon release. The first major issue is that of linearity of challenge. In Oblivion, quests and combat encounters are "leveled" relative to the level of the player's character. This concept, while offering some good gameplay elements (freedom of choice, gentle learning curve, etc.) was implemented too indiscriminately. The sense of accomplishment in improving one's avatar suffers because the world is constantly changing to meet a pre-designed level of challenge. Also, "realism" and "immersion" disappear when the player notices glitches in the continuity of the world (Town guards so high in level that one wonders why they need a "hero" after all; lowly creatures that can suddenly give High-Chancellor Ocato a senseless beating, etc.) The goal of this mod is to increase the overall challenge of the game, to increase the chances of the unexpected to happen, to reduce the flaws that hurt the "realism-factor" of the "leveled" system, to tweak item rarity and presence in the world, to add some new content and, lastly, to change some of the variables of the game system to balance its gameplay.

File Version: 1.3 | File size: 413.57 MB
Added on: 27-Aug-2006 | Downloads: 122889 | Rating: 10.0 (1 Vote)

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REMOVED DOWNLOADS New today Popular
Author: removed downloads

Description: Placeholder record for removed downloads

File Version: 0 | File size: 0 bytes
Added on: 03-Sep-2010 | Downloads: 122166
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Qarl's Texture Pack 2  Popular
Author: Qarl

Description: The purpose of this package is to make TES IV: Oblivion look even better than when you bought it. To do this I've created new textures and normal maps to replace a large number of those in the game with ones which are higher resolution and more photorealistic, while at the same time, still very close to the original feel of Bethesda's intentions. However, due to the increased resolution, machines with lower-end graphics cards may see a slight decrease in performance, but usually no more than a few frames per second. Requirements If you're running Oblivion on the lowest settings this mod is not for you. You're going to need some pretty good hardware to take advantage of this mod. Installation Unzip Qarls_Texture_Pack_2.zip to your desktop. Double-click on Qarls_Texture_Pack_2.exe (a self-extracting 7zip file) and extract it to your Oblivion\Data folder. ### Please see the readme for more details on how to install ### Mod Web page: http://qarl.rpgmods2.com/Qindex.html

File Version: 1.0 | File size: 307.79 MB
Added on: 14-Jun-2006 | Downloads: 109889 | Rating: 10.0 (4 Votes)

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Custom Race Fix  Popular
Author: KyneTarse

Description: This mod adds some extra, "catch-all" dialogue to the prisoner at the beginning of the game. This dialogue will trigger the beginning of the game for any non-default race.

File Version: 1.0 | File size: 1.06 Kb
Added on: 23-Mar-2006 | Downloads: 62934
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Qarl's Texture Pack III  Popular
Author: Qarl

Description: The purpose of this package is to make TES IV: Oblivion look even better than when you bought it. To do this I've created new textures, normal maps, specular and parallax maps to replace a large number of those in the game with ones which are higher resolution and more photo realistic, while at the same time still very close to the original feel of Bethesda's intentions. Replacement meshes are also included to use parallax mapping. However, due to the increased resolution, machines with lower-end graphics cards may see severe slow-down with this mod. Features: * Most textures are 4 times the size of the originals. Some, even more. This makes things seem much clearer and sharper in-game. * A large number of meshes have been altered to take advantage of the game engine's parallax shader. * Only parts of the mesh which NEED parallaxing have the parallax flag enabled. This removes unwanted artifacts parallaxing can cause around corners. * Textures which use the parallax shader have been altered at the mipmap level so that things look very 3D from a distance but do not get the soupy artifacts associated with the parallax effect when viewed close-up. * Advanced normal map techniques used to make landscape textures seem very 3D. * Landscape color maps and normal maps edited at the mipmap level to reduce the tiling effect in the distance. * Mesh fixes from the Unofficial Oblivion Patch are included. Things retextured: * Architecture * Landscape * Rocks * Dungeons * Blood splatters, falling snowflakes, butterflies * Furniture, and other medium-sized clutter Things NOT retextured: * Clothes, armor, weapons, creatures, NPCs * Foliage, the sky * Kvatch, the Arena, and the Oblivion realm

File Version: 1.2 | File size: 1716.53 MB
Added on: 05-Feb-2007 | Downloads: 55184 | Rating: 10.0 (1 Vote)

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Qarl's Texture Pack 3 - Redimized  Popular
Author: Bomret, dev_akm

Description: With the third version of his texture pack for Oblivion, Qarl set very high standards for the visual quality of games using high resolution textures. He showed possibilities that inspire other texture artists and even professional game designers can learn from just looking at his work. But his pack also set high demands on PC hardware. Even high-end systems still stutter with the enourmous load it demands. That's why dev_akm and me, Bomret, decided to try lowering the system requirements while still maintaining the unique, high-resolution, very detailed look of Qarl's textures. We have put almost every QTP3 texture through a very complicated and time-consuming process to archieve this goal -- all by hand (no automated scripts). We chose to make our decisions on a per-texture base while keeping the overall look and performance in mind at the same time. Most of the time was spent on the normal maps -- to regenerate them, edit them, and decide wether they should be reduced or not. We tried to keep all of Qarl's unique features, such as tweaked mipmaps, etc. We think that we were able to get this thing right. It runs much smoother now, with only a very minimal loss in visual quality. The name "Redimized" means Reduced and Optimized. You don't need the original package, this version includes all the textures and meshes. The fixed meshes from the latest UOP-Compatibility Patch are already included.

File Version: 1.0 | File size: 1295.12 MB
Added on: 17-Jan-2008 | Downloads: 39300 | Rating: 10.0 (2 Votes)

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Martigen Monster Mod 3.5.3 Full Release  Popular
Author: Martigen - upload by Corepc

Description: 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@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

File Version: 3.5.3 | File size: 318.76 MB
Added on: 24-Dec-2007 | Downloads: 31693 | Rating: 9.5 (2 Votes)

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Children of Morrowind ver 2  Popular
Author: Emma

Description: CHILDREN OF MORROWIND ver 2 featuring new head- and body models by Robert beast bodies from LizTail's New Beast Bodies Mod Requires: Bloodmoon and Tribunal This mod adds approx. 330 talking, playing, interacting children of various ages and of all races to exterior and interior locations in Morrowind, Mournhold and Solstheim. In ver 2, all the non-beast children have new body models made by Robert. The beast-races have bodyparts from LizTail’s New Beast Bodies-mod. Children of Morrowind also adds babies-in-papooses and pregnant women, as well as new models for playgrounds and swingsets. So many people in the MW-community – voice actors, modellers, scripters, playtesters and others - have contributed to make this mod possible, and I want to thank you all. Robert and I may be the ones who have spent most modding hours on this version of Children of Morrowind, but without the help and support from friends, family, fellow modders and MW-players, it wouldn’t have been possible to make a mod like this. Please read the readme for complete credits list! As this is an esm-file, it can be used as a masterfile for addons and various mods that includes children. Please read the “Useage”-part of the readme-file for further information! If you should want to use this esm to make a mod or an add-on for public release, please contact me in advance! - Emma - Further information, screenshots and add-ons available here. --- Updated November 5, 2008 - replaced 'glowing' elf children ears and skirts

File Version: 2.0 | File size: 79.15 MB
Added on: 10-May-2005 | Downloads: 29706 | Rating: 10.0 (1 Vote)

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Francesco's Leveled Creatures-Items Mod 4.5b  Popular
Author: Francesco

Description: The full reame can be viewed here: http://francesco823.tripod.com/index.html ___________________________________ Shivering Isles Since the 4.5 release the mod deals with the official expansion too. Every part of the mod now affects SI with the same approach vanilla Oblivion is dealt with. This doesn't however mean that SI is required, if you don't have the official expansion you can install the non SI version of the mod. Apart from expanding the mod to work in the new lands the SI version has some new unique features too like the Amber/Madness Items Forging System Overhaul (check the Leveled Quests section in the readme for more info). A lev 9-12 char at least is now recommneded to adventure in the Shivering Isles. ___________________________________ Tired that nearly all creatures level up with you? Bored that at level 25 all bandits of the world are god-like ones with daedric equipment? Than this mod is for you. I think that the game has to be challenging but that not every fight has to be an epic one. This mod aims to create a more realistic and enjoyable experience, it will not make the game easier, just more credible (actually it can make it harder depending on the parts you decide to install) This mod changes nearly all creatures lists to provide a more static, non leveled, experience. At higher levs you will still find very strong stuff but you will often (for example) find normal skeletons and zombies in dungeons, common wolves in the wilderness and so on.. not every NPC will level up with you... some of them will have level caps.. others will be completely static... on the other hand.. at lower levs life will be much harder as, depending on where you will adventure, you will be able to meet high level enemies. Items lists were changed with the same goal, in vanilla Oblivion at say level 20 you used to find only high level armors/weapons and low-mid stuff nearly disappeared from the game, now it will be much harder to find high lev equipment, and low-mid lev one will still be common at high levs (you can also decide between 3 loot systems: normal/hardcore/extra-hardcore) One of the strengths of the mod is it's modular nature.. every part of the mod is optional and you are able to customize it to your taste during the installation. Stunning in-game customizanbility is also provided giving the ability to adjust nearly every aspect of the mod. The optional parts cover many things like guards (all guards used to keep leveling up with you, so no matter how strong you were they were always a bit stronger than you. Using this part of the mod, while some guards still level up with you, many of them will stop at about levels 15-25. Stronger guards will usually defend more important places/people), vendors (you used to find chainmail/dwarven mithril/orcish armors and weapons in creatures/npcs loot before seeing their appearance in shops, this made armor/weapons vendors nearly useless after reaching level 6-7, now you will find those stuff in shops many levels before but at increased prices), new unique enemies/bosses (a small chance to find stronger unique bosses with names and personalized combat styles/loot), more enemies (more creatures/npcs in dungeons, aviable in three variants) houses/dungeons chests (improved, more interesting, diverse and often more rewarding but still balanced loot), quests (tweaked main and guilds quests to make late quests harder for unexperienced characters, forcing to level up so you can't become master of the fighters guild at lev 8), arena (later ranks will be much harder for weak chars so you can't win it with a low lev character) and much much more (read the full readme for a complete list with detailed info). There's also an items add-on adding 1.400+ new (carefully balanced) quality items to loot lists and a creatures add-on adding 120+ quality user made creatures of many types/level ranges and dozens of new retextured variants of existing creatures/aniamls.. unmatched variety in all circumstances! This part of the mod is aviable in a few variants.. you can install it with/without size rescaling scripts and with/without additional Ai/Behavior scripts to make creatures/NPCs even more varied and realistic. Plese read the full readme for complete descriptions with many examples of all the parts of the mod. The mod is now splitted into 2 files.. the main file (this one).. which installs everything needed to run the mod.. and an add-on file which adds new quality user made items and creatures to the mod (more info can be found in the readme) Keep in mind that you have to download and install both files if you want to use the new content.

File Version: 4.5b | File size: 39.80 MB
Added on: 22-May-2007 | Downloads: 27738
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Beryl's Head Replacer  Popular
Author: Beryllium

Description: This mod started out when I combined the Morrowind, Tribunal and Bloodmoon ESMs from Better Heads v2.0 and got the idea of pooling some of the many head packs that people are currently releasing. To cut a long story short I merged Better Heads with the following face, head and hair packs: Emma's Redguard Heads Emma's Imperial Heads Emma's Breton Heads, Don Salus' Faces 1 Don Salus' Faces 2 Qarl's Hot Girl 1 Qarl's Hot Girls 2 Harvester's Dark Elf Heads Khallazza's KP Mult-Race Face Pack Opethgirlie's Redguard Females Plugin The body parts from these plugins were merged into the combined Better Heads ESM by using cut and paste with Farren's Enchanted Editor. Then, for each face, between two and four NPCs were edited to use that face.

File Version: 1.0 | File size: 22.87 MB
Added on: 12-Jun-2005 | Downloads: 26979
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Book Jackets: Oblivion (High Res)  Popular
Author: Daleth

Description: Book Jackets: Oblivion is a basic retexture for all of the stock hardcover books in Oblivion, giving each title a unique texture and matching icon. Most books are titled on the spine and books in a series are also numbered. This mod is compatible with Book Placement as explained in the readme. HI-RES VERSION

File Version: 1.0 | File size: 92.81 MB
Added on: 18-Jul-2006 | Downloads: 26666 | Rating: 10.0 (2 Votes)

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Ta Areialdye's Rare Trade Goods 2.0  Popular
Author: kalikut

Description: V2.0 adds new items! There are two parts contained in this download: a shop containing new items & non-esp dependent replacer items. Please read contained readme carefully. The shop can be found near the Wawnet Inn, outside of the Imperial City. For screenshots, visit my website.

File Version: 2.0 | File size: 23.11 MB
Added on: 05-Jun-2006 | Downloads: 24398
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Martigen's Monster Mod v3.0  Popular
Author: Martigen

Description: NEW IN MMM 3.0: Over 800M in 150+ brand new creatures and NPCs, 1900+ variant creatures and NPCs, unique encounters, advanced behaviour AI, advanced combat AI, tailored loot drops and more! This release features a ton of textures custom-made for MMM; loads of new creatures and variants; lots of new craftable items; new and unique spells, ingredients, loot, and behavioural AI for creatures and more. Highlights include: New Features :: Undead Overhaul Have you ever thought it strange 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 helmets 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 unique 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, including 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 Imperial Guard -- Yes! This is something I've always wanted to add to MMM. These guys wear decayed and battered Imperial 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 Adventurers 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 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 assault into Oblivion itself. Naturally, if you don't like the competition there is a new plugin to disable the Adventurers :) :: Gems & Gem Dust 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 All crafting has been entirely split out into a new plugin -- Hunting & Crafting. Again thanks to Dewshine 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 themselves 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 Now works with the 1.2 patch without the compatibility plugin. However 1.2 is not required -- you can continue to use MMM with 1.1 if you want to. New 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 behavioral 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 -- you’ll see are its glowing red eyes… :: 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: [i]Giant Heart[/i]. 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 rapidly attack you. Strongest of the Flesh Golems, don't make the mistake of underestimating them. :: Forest Ent -- Giant, slow moving Ents of the forest. Like Spriggans, these are good guys -- unless you attack them. 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 -- Unlike 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 poisonous, 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 the Antronachs, 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. See the Changelog document for more updates. If you are upgrading from a previous version, read the UPGRADING section! [Martigen's Monster Mod v3.0] "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 150 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 150 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. CREATURES AND NPCS 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 New allied NPCs Imperial Road Watchmen/Watchwomen -:- Male and Female road patrol. A friendly face on the roads! Imperial Legion Rangers -:- Stronger versions of the Foresters, come with pet wolves. Adventurers -:- Nine 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 Berserker Ogre -:- Tougher than they look 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 -:- Mischievous 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 -:- 12 different golems and their 'Greater' counterparts. Includes: Ebony, Gold, Iron, Mithril, Blood, Rock, Glass, Water, Magma, Mud, Silver and Arcane Golems 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 Armored Skeletons -:- Randomly and sparsely armored skeletons, in 25 variations, increasing in chance with rank 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. 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 unique off-hand weapon the player can use ===== FACTION SYSTEM ===== The creature faction design is one of 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 predilection 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 initiate 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 ===== 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 dozens of new MMM ingredients * 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. ===== INSTALLING ===== 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 Francescos.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! What are the different versions? Mart's Monster Mod: Use with vanilla, Adventurers and pretty much everything else! Mart's Monster Mod for Francescos: A tailored version for Francescos that allows stronger enemies and stronger bosses and more to appear in MMM. 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. ===== UPGRADING ===== MMM 3.0 is a big update, all main modules and plugins have been updated. Additionally, to properly account for the Official Oblivion 1.2 patch and the CTDs it caused, all Guards have been updated with new code. To upgrade to MMM 3.0 do the following: - Delete all of your old plugins - Install MMM 3.0 - Load your savegame, go inside somewhere with no Guards, and wait 4-14* days to lets cells reset. * Depends on what game respawn time you are using. Defaults to 3 days but some mods like OOO or Frans can extend this to two weeks or more. ===== LOAD ORDER ===== As MMM is designed to work both stand alone as well as 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 Francescos examples above. 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 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 -- http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1896 ===== PLUGINS ===== MMM features an extensive plugin system that allows you to tailor the mod to your playstyle. All plugins can be enabled or disabled at any time, but note some changes will take time to appear -- such as Diverse Imperial Armor or Reduced Spawn Rates -- which naturally occurs as cells reset while you play. All plugins need to be loaded AFTER whichever main .esp you are using -- Mart's Monster Mod.esp, Mart's Monster Mod for Francescos.esp, or Mart's Monster Mod for OOO.esp. But what do the different Plugins do? Reduced Spawn Rates -- Reduced spawn rates for lower-end machines, stealthy characters, or those who prefer less action but want the other features MMM offers. Reduced Reduced Spawn Rates -- As above, but further reduced. Increased Spawn Rates -- The opposite of RSR, this plugin adds a crazy amount of spawns for hardcore trigger happy players. Friendlier Factions for MMM+Fran -- Like it says on the box. Inter-faction fights less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this one for standalone MMM or MMM and Francescos. Friendlier Factions for OOO+FCOM -- Like it says on the box. Inter-faction fights less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this one for MMM and OOO or MMM and FCOM. Less Bone Loot -- Another request in the official thread, reduced generic bone loot on creatures for those who don't use bones for crafting. Damage & Durability -- Increases weapon damage by 50%, weapon skill based damage by 50%, and armor and weapon durability by 100% to help fights go faster and armor last longer with the default increase in spawns. Resized Races -- Whether the diversity in race sizes is extenuated as well as females generally being shorter, and bulkier Nords and Orcs. Gems & Gem Dust -- Combines Gem Dust, Tamriel's Glittering Geology, and Bone Grind into MMM's crafting system. The Gem Dust scripts have been scaled and applied against the gems in Tamriel's Glittering Geology, which you will also now find appearing on scome creatures and in gem-based loot level lists. Now updated by Bendiwolf to include new gem dusts for the new gems. No Giants -- Removes the giant humanoids from MMM's lists, for those who don't like hacking at knees. No Carrion Rats -- Removes the Carrion Rats spawning at corpses after a few hours. Alternatively, you can load this plugin and alter the percentage chance, just look for the global variable 'AMMRatPercent'. No Adventurers – Prevents the wide range of Adventurers from spawning. Francesco's levelled quests -- Francesco's levelled quests plugin updated for MMM. Requires Francescos. NOTE: This is a compatibility plugin, you still need to load the original Francesco's levelled quests, simply loading the MMM version after it. See below for more. More Wilderness Life -- Another community plugin developed by Dae, More Wilderness Life adds hundreds of new spawn points across Tamriel to help fill the bare, empty areas Bethesda left in the game. This isn't about simply meeting more creatures -- the advanced behavioral AI and inter-faction relationships introduced by MMM results in a thriving, living world around you as you travel (and where you're not always the center of attention), completely changing your experience of Tamriel. Highly recommended! Diverse Imperial Armors -- The much improved Imperial City Guard armors by yakueb. Diverse Creature Skins -- Adds diverse and different texture variants for many creatures in the game -- see a pack of wolves where each looks different or a swarm of Goblins with differences in texture and tone between them. This plugin adds a huge depth and variety to the game. Highly recommended! Looting NPCs & Creatures -- NPCs, Goblins and Ogres will loot the bodies of 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. 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. Hunting & Crafting – Enables a huge crafting system within MMM – create weapons and armor from the natural resources in the MMM world. See the MMM 3.0 summary and the Crafting section for more on what items you can create. Recommended Plugins It's highly recommended to play with the following plugins for the full MMM experience: - More Wilderness Life - Damage & Durability - Gems & Gem Dust - Diverse Creature Skins - Looting NPCs & Creatures Don't forget if you're finding the going tough, especially if you're loading More Wilderness Life, try also: - Reduced Spawn Rates - Friendlier Factions ===== FRANS LEVELED QUESTS UPDATE ==== If you use 'Frans leveled quests.esp', please read the following. Ensure you load the 'Mart Monster Mod - Frans leveled quests.esp’ plugin after both Frans and MMM files. NOTE: You MUST ensure you have 'Francescos optional leveled quests.esp' installed from Frans, either stand alone or merged into the 'Francescos optional files.esp' from the install, or loading the 'Mart Monster Mod - Frans leveled quests.esp' will not work. ===== 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. UPDATE: MMM now includes a fix for Quad Damage. 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 ===== MMM is based off Oblivion Reloaded creatures, Creature Continuum, and Hunters mod. Credit goes to MarkyX for the base new creature templates in Oblivon Reloaded, rek075 for Creature Continuum which is simply a work of art, and Axebane for Hunters ingredients and crafting. In fact rek075 did an amazing job with CC, with meticulously balanced levelled lists and his creature sizing scripts. 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; 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@zarus for the Undead Legion and Undead Elven armors from Warcry and Francesco for inspiration of 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 Ionis and yakueb for the Imperial Legion and Regional Patrolling guard armors, and Jannix Quinn for the guard lanterns! Thanks to ArgoChris for creating the Diverse NPC Faces, 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, 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; and 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 – Argochris for doing the grunt work on adding guard items and updating the guard levels for me, CorePC for building the creature drinking packages, Lyronodr 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 there’s 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.

File Version: 3.0 | File size: 295.56 MB
Added on: 06-Mar-2007 | Downloads: 23048
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Green Glass Armor & Weapon Retex  Popular
Author: kalikut

Description: This download contains replacer textures with a better green color for the Oblivion glass armor and weapons. Note: If some textures don't update in the game, create or copy the contents from my ArchiveInvalidation.txt into the Oblivion folder. You must exit the game and restart to see any difference.

File Version: 1.0 | File size: 1.43 MB
Added on: 11-Apr-2006 | Downloads: 20177 | Rating: 10.0 (1 Vote)

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Dark UI  Popular
Author: Darkbirdy

Description: This mod replaces the textures nearly all of the interface windows with a new, dark leather texture. It also changes the colors of the fonts to cream and gold, which provides good contrast against the dark background. Includes BT Mod 2.30 and DarN's UI. It is intended for those who prefer not to have a glaringly bright inventory while exploring dark dungeons. *Updated to v2.40*

File Version: 2.40 | File size: 15.08 MB
Added on: 07-May-2006 | Downloads: 20012 | Rating: 10.0 (1 Vote)

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Oblivion Texture Replacer 2048  Popular
Author: Qarl

Description: Screenshot: BEFORE: Road AFTER: Road BEFORE: Stone AFTER: Stone BEFORE: Cheydinhal Gate AFTER: Cheydinhal Gate BEFORE: Road 2 AFTER: Road 2 BEFORE: Grass AFTER: Grass This mod replaces most of Bethesda's 512 x 512 resolution landscape textures and normal maps with 2048 x 2048 textures and normal maps to create an incredibly beautiful and detailed scene. This may effect performance.

File Version: 1.0 | File size: 345.43 MB
Added on: 25-Apr-2006 | Downloads: 19601
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Morrowind Comes Alive 5.1  Popular
Author: Neoptolemus

Description: Randomly adds over 1000 types of NPCs to over 300 cells to bring Morrowind to life. Uses leveled lists so that what NPC spawns where is random, and what they're wearing and carrying is random. Once spawned, the NPCs then have a 20% chance of disappearing when you leave the cell they're in, so a new NPC will appear when you come back later. This means they are on a constant 'rotation', simulating people traveling to and from towns, and going in and out of the inns, shops, guilds etc. The aim of the mod is to alleviate the 'staticness' of the Morrowind world.

File Version: 5.1 | File size: 28.95 MB
Added on: 13-Nov-2006 | Downloads: 19559 | Rating: 10.0 (1 Vote)

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Oblivion Texture Replacer 1024  Popular
Author: Qarl

Description: Screenshot: BEFORE: Road AFTER: Road BEFORE: Stone AFTER: Stone BEFORE: Cheydinhal Gate AFTER: Cheydinhal Gate BEFORE: Road 2 AFTER: Road 2 BEFORE: Grass AFTER: Grass This mod replaces most of Bethesda's 512 x 512 resolution landscape textures and normal maps with 1024 x 1024 textures and normal maps to create an incredibly beautiful and detailed scene. I do have another version of this mod with even higher resolution textures (2048 x 2048) which you may want instead. It makes the textures slightly less blurry, but may effect performance more.

File Version: 1.0 | File size: 84.99 MB
Added on: 25-Apr-2006 | Downloads: 19079
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Avenger's Armor  Popular
Author: Avenger

Description: It adds female versions of all armors in Morrowind and Tribunal. It also adds male versions of the Gold and Domina armors from the official LeFemm armor plugin and a female Indoril (Ordinator) helmet. It's a unified re-release of me previous armor volumes 1-3 and includes the texture update. As well, I split it into two ESPs, one requiring Morrowind only, the other requiring Tribunal.

File Version: 1.0 | File size: 3.26 MB
Added on: 10-Jun-2005 | Downloads: 17341
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Key Replacer  Popular
Author: Daduke

Description: Ever noticed that there are only 2 key designs in the entire game? Want to experience a bit of change? The amazing key replacing mod introduces 50 new key designs and replaces almost every key mesh and icon in the game.

File Version: 1.4 | File size: 3.10 MB
Added on: 31-Jul-2005 | Downloads: 16657
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Angelina  Popular
Author: Elric_Melnibone

Description: Angelina Jolie I've tried to capture the look of everyone's favorite Tomb Raider including that fantastic mouth of hers. She can be selected as a Breton, Imperial or Nord. I would go with Imperial for her, but it's your choice. This face mod comes with two hairpieces, both are variations (mods) of hairpieces originally done by Gorg. You can see Angelina HERE

File Version: 1.0 | File size: 347.64 Kb
Added on: 14-Mar-2004 | Downloads: 16617 | Rating: 10.0 (1 Vote)

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Aleanne clothing and armor 2  Popular
Author: Aleanne

Description: This mod is a follow up of my previous mod "Aleanne Armor and Clothes". You will need that one in order to make this work. It consist of various pieces of female armor and clothes, most are a bit skimpy, so consider yourself warned. Features : - Volliandrium Armor : light and medium armor (AR 55), heavy armor (AR 60) - Ceremonial Armor (AR 65 medium armor) - Princess Armor (AR 45 light armor) - Hardened leather armor (AR 35 light armor) - Various clothes

File Version: | File size: 6.29 MB
Added on: 17-Jul-2005 | Downloads: 16334 | Rating: 9.5 (2 Votes)

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Morrowind Patch Project  Popular
Author: ThePal, Baldurdash, quorn, & the TES3 Community

Description: This is the succession of the unofficial morrowind patch 1.6.3b which continues the hunt for errors and inconsistencies left in the master files. A huge effort on the parts of everyone involved past and present! Thousands of errors corrected. List of changes included in the documentation files.

File Version: v1.6.4 | File size: 1.42 MB
Added on: 14-Mar-2009 | Downloads: 16244 | Rating: 10.0 (1 Vote)

Author's Home page | Details | Comments (1)


Aleanne clothing and armor 1  Popular
Author: Aleanne

Description: This mod adds a vendor in the Tel Vos services tower who sells armors and clothes. All armor and clothes are a bit skimpy and designed for female character only. Nothing outrageous, though.

File Version: | File size: 2.63 MB
Added on: 17-Jul-2005 | Downloads: 16098
Author's Home page | Details


Melnibonean Race Mod Version 2 - BB Edition  Popular
Author: Elric_Melnibone

Description: This Mod will add a new playable race from the proud and ancient people of Melnibone. This race and it's inhabitants are based on the fiction of Michael Moorcock and his "Elric of Melnibone" series. 8 new characters are added, 3 male and 5 female.

This is the Better Bodies version. Note that you do NOT need Better Bodies installed in order to use this mod, nor will this mod conflict with any version of the Better Bodies plugin.

The Melniboneans are a warlike people and very skilled in the black arts as their use of magicka is well regarded. Thus, the race has skill bonuses not only for combat but for heavy (dark) magick as well.


File Version: 2.0 | File size: 2.04 MB
Added on: 23-Jan-2005 | Downloads: 15529 | Rating: 9.0 (1 Vote)

Author's Home page | Details | Comments (1)



Elric Melnibone Computer Game RPG Role Playing Download Site for Morrowind and Oblivion games

Get all your information for computer games in the Elder Scrolls series of games Morrowind, Oblivion and mod files. This web site is dedicated to providing hints, cheats and FAQs to enhance your gaming experience. We are dedicated to computer games and video games, gaming add-ons such as download files for morrowind mods, oblivion mods, game editors and game utilities. The Elder Scrolls IV: Oblivion and is The Elder Scrolls III: Morrowind are simply two of the best role-playing games ever made.

Elric Melnibone Computer Game RPG Role Playing Download Site for Morrowind and Oblivion games

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Elric Melnibone Computer Game RPG Role Playing Download Site for Morrowind and Oblivion games

The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion are epic, open-ended single-player games where the player, gamer will create and play custom-made or predefined characters with specialized classes. You can also create your own character classes to enhance your role-playing experience. The possibilities are only limited by your imagination. Be a noble hero or Paladin embarking on epic quests, or an insidious thief rising to leadership of the guild. Be a malevolent sorcerer developing the ultimate spell of destruction, or a reverent healer searching for the cure to a plague. Your actions define your character, and your gameplay changes and evolves in response to your actions. Confront the assassins' guild, and they take out a contract on you. Impress them, and they try to recruit you instead. No two sagas are the same in the world of Morrowind or Oblivion.

You may advance the main quest whenever you choose, neither Morrowind or Oblivion are linear games. There are many opportunities to explore the vast world and varied factions to be joined, such as the thieves, mages and fighter guilds.


















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