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  1. Maigrets Battle Dogs - Rocky and Spike

    MOD NAME:
    Maigrets Battle Dogs - Rocky and Spike

    AUTHOR:
    Maigrets

    VERSION
    One

    I made this mod for myself a long time ago (2009) but lost it in a hard drive crash so I recreated them and updated a few things as well.

    DESCRIPTION:
    This mod adds two Great Imperial Battle Dogs to the IC Prison District. They will be wandering around, but since it's a small area they can't get out so they will be easy to find.

    They have armour, including a spiked collar and are intentionally larger than normal dogs. One has black armour and the other brown armour.

    When each is first activated you will get individual Summon Spells so they can be called if they get stuck, which sometimes happens with any companion especially in small corridors in some ruins, or if you've left them somewhere. They have individual AI so you don't need to have both at once and you can leave one or both to wander as needed.

    As with my other companions, activate to Follow or Wait. When told to wait they have a fairly wide wander range, so just summon if you can't find them for some reason.

    They are essential and are Player Owned and in the Player faction. If you prefer non essential companions that will die you can change it in the CS.

    They have a Healing Ability for use in battle which will be necessary as they will go unconscious if overwhelmed or the enemy is of a much higher level, especially if using overhaul mods as I do. I actually had to make several changes in testing while using Waalx Animals and Creatures as some of the enemies knock them down too easily and I expect it would be the same with OOO or FCOM etc. For other players not using mods that increase enemy health and damage this will probably be overpowered, but I "might or might not" change it later.


    NOTE: There may possibly be a problem with the Dark Brotherhood Sanctuary where the DB members will attack the dogs due to some faction issue with the DB. It happens with my other companions as well so I would suggest leaving them outside in Cheydinhal to avoid this. I don't know the reason for this as Player Faction ensures they are treated the same as the player.

    It has also recently been bought to my attention that my companions also detect and attack "sleeper" Mythic Dawn Agents, but as I haven't done the Main Quest for years I can't and don't intend to try to replicate this. You won't be hunted for murder though and it won't affect fame or infamy.

    They will have issues with stairs, but will teleport to you if stuck. There's nothing that can be done about this as no creatures in the game can jump. They will swim with you though unlike the felines in the game.

    They both have the sneak function added to their main scripts. They will sneak with you, but obviously not crouch. This relies entirely on YOUR sneak skill so if you are detected or come out of sneak mode they will attack enemies. I'm not adding chameleon effect.

    They also have Resist Poison 75% and Resist Magicka 75%. The reason for this is I've been finding certain poisons and some enchantments in some mods cause lasting damaging effects to my companions, and since they are essential the effects can become permanent requiring the mod to be deactivated, a clean save made and reactivation.
    An example of damage can sometimes be seen with other companions where they will fall down and get up constantly, but since I don't use NPC companions I have no idea if this is still the case.

    The dogs also have an intelligence of 30 so they can follow through load doors and for proper Fast Travel. This means they will open gates and normal doors because of this. There are some Main Quest areas they will not follow through as is the case with most companions as far as I know, so just summon as necessary.

    I don't do the Main Quest any more as I said above and haven't tested Oblivion Gates, so if you're going into a Gate, make them wait before going in and then summon. Do the same upon exiting just to be sure. There shouldn't be a problem as it usually, (or used to) affects companions with inventories and they don't have one.

    New world spaces are fine as I use them and my other companions successfully by using the same method which also means shivering Isles.

    You can change their names if you want in the CS or open the console in game, click on her and type -
    setactorfullname "New Name" - The name must be in quotes if more than one word. Close the console and save. However, their names will remain the same in on screen messages and that can only be changed in their scripts


    REQUIREMENTS:
    I have Shivering Isles installed but no assets from SI were used. Oblivion must be patched to 1.2 however as I used this version of the CS to create them.

    INSTALL:
    Extract the esp, meshes and textures to a temporary folder and check the folder structure if necessary. Then move the files to your Oblivion Data Directory. Activate the esp and head for the IC prison District.

    UNINSTALL:
    Remove the esp, meshes and textures from your Data folder. Refer to the archive you downloaded for info on which files to remove. Your saves won't be affected. Just answer yes to the message regarding missing content next time you start your game.

    COMPATIBILITY:
    There should be no incompatibility with any other mods as far as I am aware unless another mod drastically alters the IC Prison area.

    CREDITS:
    Waalx for the meshes and textures.
    Bethesda for creating Oblivion and the CS in the first place for us to use.

    CONTACT AND OTHER INFORMATION:

    My Simple Creature Companion Tutorial can be found here:
    http://savageartistry.darkbb.com/t129-my-simple-creature-companion-tutorial

    Also hosted here at the Alliance

    I can be contacted at SavageArtistry's Forum:
    http://savageartistry.darkbb.com/index.htm

    Waalx RealSwords Forum:
    http://waalx.com/RealSwordsForum/index.php

    TES Alliance
    http://tesalliance.org/forums/index.php?

    TES Adventures:
    http://tesadventures.com/forum/index.php

    NOTE: Registration is required for all of the above.

    Email:
    maigrets55@yahoo.com.au

    PERMISSIONS:
    This mod must not be uploaded anywhere else for any reason whatsoever. No alterations except for personal use are permitted.

    Translations are fine as long as I'm contacted first. Most of my companions have already been translated to other languages. I'd just like to know about it beforehand.

    The resource files in this mod are not to be used without permission from Waalx.

    These files are NOT to be used in any way whatsoever in certain morally questionable so called "adult" mods either. This also goes for the resource files in my other companion mods.

    56 downloads

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  2. Momo's Harbor Expanded

    Description

    Meanwhile, I thought to myself that it is actually impossible that the harbor of the imperial city consists of only three buildings and two ships. I started to expand the harbor so that it is worthy of the imperial city. After a short time I decided to improve the small settlement behind the wall of the harbor also.

    Incompatibilities

    This modification is incompatible with all other modifications that modify the harbor of the Imperial City:

    Better Imperial Citiy - IC Waterfront
    Unique Landscapes: Imperial Isle (patch is planned)
    maybe other

    Installation

    Copy the BSA and the Esp in your Oblivion-data-directory and activate the Esp with your launcher.
    Maybe you have to create an archive invalidation.

    Credits

    koniption for some nets
    Mr_Siika for some ships, boats and fishes
    Phitt for some Meshes of Mudwater
    Bethesda Softworks for Oblivion and the CS
    Blenderfoundation for creating Blender
    Nifskope-Team for creating Nifskope
    Adobe-Team for creating Photoshop
    Livi for giving me Love and Freedome

    82 downloads

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    0 comments

    Updated

  3. Duke Patrick's Safe Save

    Duke Patricks - Safe Save


    REQUIREMENTS
    ------------------------
    OBSE 20 or better needed.


    I HIGHLY RECOMMEND USING THE NAG FEATURE INSTEAD OF THE AUTO SAVE FEATURE!
    This prevents corrupt save files almost %100 of the time! This is now how I use this mod in my own game.

    Rev 3.2 Micro update so that the"safe save in progress" message appears BEFORE the safe save actually start to process.


    Rev 3.1 Bug fix for goldboom and I improved the container count feature. New minimum time between safe save feature to prevent too many safe saves in a short amount of time. New INI so be sure to use it.


    Rev 3 Removed Player Control Disable feature as it seem to be causing the auto safe save to take up to 2 minutes to write to the hard drive sometimes. New Optional Feature for the ultimate safe save, a nag pop up instead of an auto save! This lets you then make a normal save (not a quick save) from the menu screen.


    This mod monitors your combat and other game progress and calculates a Save Score based on how hard of a fight you had and other factors. Once you reach the Save Score Objective number or more the mod will Autosave your game under 1 of 4 savegames called DPSafeSave, but ONLY when it is most likely safe to do so unlike other types of autosaves.

    This SAFE Autosave will be delayed if the game conditions would corrupt the file or result in a " moment of imminent death" save game file.

    Some of the factors that are detected and delay the DP autosave are: Dangerous Water, In Combat, falling, Knocked State, near by traps (20 feet or less), player health is dropping such as from poison.

    The calculation logic to accomplish all this is clever but simple, as such the mod is not 100% full
    proof. But this mod was made as a personal mod just to patch this irritating issue in my game with Autosaves.


    The Combat aspect of the Save Score only advances when you are in combat and in physical contact with your opponents ( being hit or hitting them.) This includes range combat and spell casting.


    Other Features:

    Load Door Safe Save.
    Timed Safe Save.
    Sneak Attack Rampage Safe Save if you kill several targets while not in combat with any actor.
    New Quest and Quest update Safe Save.
    Each container you search advances your Safe Save Score
    Distance Traveled Safe Saves ( INI settings for indoor and outdoors)
    A jump in your number of gold coins Safe Save (per your INI setting)
    Sleep Safe Save.
    Wait Safe Save.
    Various other Safe Saves that can be adjusted in the INI.





    THANKS TO
    -----------------

    TheNiceOne for some Scripting voodoo to detect holding your breath under water.

    ShadeMe for the CS extender that removes HOURS of frustration from moding Oblivion!

    The OBSE team, what would Oblivion be today without their work?

    And of course Bethesda for allowing all of us to shape and personalize our own virtual
    playgrounds! They deserve every coin the get for this game!

    914 downloads

       (0 reviews)

    3 comments

    Updated

  4. Reedstand

    Argonians in the swamp. Who would have thought?

    Reedstand is a small Argonian settlement in Blackwood just to the north of Reedstand Cave. It isn't much, but the locals have been here for what seems like an eternity, and have come to like their isolated little portion of the swamp. There is, however, trouble brewing. An eccentric wizard has caused corruption of the local plant life and landscape. The people have tolerated this so far, but they are growing impatient.

    This is yet another village mod stuffed into a small gap that doesn't appear to have been used yet. For those who say Cyrodiil is too overcrowded, be more creative, or I'll end up filling in all the spaces

    Requires OBSE 0020 or higher.

    256 downloads

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    0 comments

    Updated

  5. Arie Manor

    =================
    Requirements:
    =================

    Oblivion 1.2.416
    Shivering Isles

    =================
    Description:
    =================

    Upscale cottage high in the mountains bordering Skyrim for those upperclass citizens that want to get away from the cities for a peaceful quiet place to relax.

    =================
    Details:
    =================

    Two bedrooms, living room with large fireplace, dining room, library. Basement downstairs has large kitchen and work area, painter's cubby, and storage area. All storage and furniture is player "safe" storage. Many new paintings, some from my real life garden.

    =================
    Installation
    =================

    1. Extract this archive to any folder and then copy the contents to Oblivion's Data
    folder.
    2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

    =================
    Un-Installation:
    =================

    1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
    2. Delete the files/folders associated with the mod.

    =================
    Upgrade:
    =================

    None

    =================
    Incompatibility:
    =================

    None known of

    =================
    Known Issues:
    =================

    None known of.

    =================
    Credits:
    =================

    I would like to thank the following people for giving the modding community their gorgous works without which this mod would never have been possible:

    - Hentai for Hentai's beautiful Home - beds, picture frames, tables, funiture, flower, rugs and assorted other meshes and textures
    - InsanitySorrow and Hana - for their static mounts mod.
    - Meo (Mr. Resource) - for his dividers, static dishes, .
    - TESA Clutters Guild - for trinket box, gold vase, fireaood, table top picture frames
    - exilehunter - for exhighland Furniture - drawer set, study table and vanity stool
    - Barabus - Barabus Cooking Range
    - Daleth for ingredient storage for the ingredient sorter resources
    - Ampola (sp) - Amps Wood Furnishing - marvelous assortment of wood textures
    - Helborne - for filled bookcase resource
    - JDFan - also for filled bookcase resource
    - WillieSea - Ancient Towers resources - jars, kitchen utensils, textures
    - Xiamara - for XiaFullWineRacks and XiaManorBetset mod resources
    - DarkRider - CelticDecor resources - rugs
    - Stroti - for such a wonderfull bathroom resource.
    - Andy Sauras for the Kitchen and Bathroom resources
    - Edoc'sil for the fireplace resource
    - Thanks to Bethesda for creating Oblivion.
    - Thanks to InsanitySorrow for his ReadMe Generator this file is based on.

    - Copies of the above authors readme files where available are provided in a seperate folder.
    - If I've inadvertently ommitted someone's resources please contact me so I can give proper credit or remove offending material.

    =================
    Tools Used:
    =================

    Insanity's ReadMe Generator
    Elderscrolls Construction Set
    GIMP
    NifSkope
    Paint.Net
    TES4Files

    =================
    Contact Info:
    =================
    email - ariont1950 AT yahoo DOT net
    or on TESAlliance.org - Username Arion

    86 downloads

       (0 reviews)

    1 comment

    Updated

  6. Automatic Random Enchantment System (ARES)

    This is a BETA version. Testing has shown it to be robust and balanced, but one person can only test so much, hence the beta. Please report any bugs, errors, or imbalances (see readme).

    The Automatic Random Enchantment System does exactly what it says: it provides a system where items found in the gameworld can be randomly enchanted. ARES gives modders a very powerful set of tools to control exactly how, when, and why a particular item is enchanted the way it is. ARES also comes with a rather large mod implementing these features, adding millions of potential balanced enchantment combinations to any game.

    ARES then takes this information, describing possible enchantments, and randomly applies them to items sitting in containers or worn by NPCs throughout Oblivion. Each enchantment is created dynamically based on the parameters set by the modder.

    Names are associated with these enchantments through an "affix" system, similar to the one used in games such as the Diablo series. For example, a modder might decide that a "Flaming" weapon has a moderate amount of fire damage — associating it with a Common soul. ARES may then choose the "Flaming" affix, and apply it to an item, giving it a Fire Damage enchantment comparable to what one could make with a Lesser Soul Gem. He may also associate a weapon "of Frost" with some Frost Damage, and ARES could combine the two into a "Flaming Sword of Frost" that does both Fire Damage and Frost Damage.

    All of the values for the enchantments, such as magnitude or duration, are normalized to match values found in any particular game, based on the mods installed. For example, if a mod decides to make the Chameleon effect more expensive, ARES will generate smaller amounts of
    that effect as a result. If a mod makes Grand Soulgems very rare and only appearing late in the game, then similarly-powerful enchantments will only be found in high-level areas and worn by high-level enemies.

    ARES is also distributed with my own mod created using the tool, which is simply DW_ARES.esp. DW_ARES.esp implements hundreds of affixes for literally millions of possible combinations. However, it also does not use all of the features that ARES makes possible; it is a large but
    simplistic implementation of an ARES plugin.

    112 downloads

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    0 comments

    Updated

  7. Mod Design Document

    MOD DESIGN DOCUMENT


    If you're like me (or DarkRider) when that mod idea hits you it turns into a series of notes on loose papers, or stuffed in a notebook, or mostly, remains in your head and you do whatever you feel you want to do at the time you open the CS.

    Wanting to be a bit more organized I wrote up a Word document to put all those ideas in a single source and decided to share.

    The MDD is meant to be used for each idea that pops into your mind. It is a template, meant to be a working document to capture initial ideas and work right through planning and development of your mod and even to release.

    It's categorized for easy organization and planning, from large quest mods to the smallest resource mod.

    Simply open the document (written in MS Word 2003), save it with your mod name to your mod folder, and go. Write one or two sentences at first, or fill in as much as you can. Keep coming back to update it as more ideas / plans come to mind. Feel free to add your own categories or delete categories you don't need. Use it over and over again (keep a clean copy)!

    If you're working with a team now it's easy to share mod plans with one or more people by passing it around and documenting who's doing what, what's done, what needs to be done, etc.

    I hope others find it as useful as I do.

    71 downloads

       (0 reviews)

    1 comment

    Updated

  8. Gottshaw Village

    Sometimes it makes little sense the way there are inns scattered about in places far enough from civilization to warrant being something more. Gottshaw Village is an expansion on the Gottshaw Inn to address this problem for one such place. Now instead of just a sleepy little inn, there's a blacksmith and two homes. Gottshaw also plays host to a group of refugees from Kvatch who will decide to settle and build a home here. One of these refugees is looking for her husband. Will you help the poor dear or leave her hanging?

    270 downloads

       (0 reviews)

    0 comments

    Updated

  9. InsanitySorrow's Empire Swords

    Name: InsanitySorrow's Empire Swords
    Version: 1.0
    Date: 2/29/2012
    Category: Weapons
    Author: InsanitySorrow & Hanaisse
    Forum: tesalliance.org

    =================
    Requirements:
    =================

    Oblivion 1.2.416
    OBSE V20 or higher



    A set of 4 new swords based on Empire swords of Warhammer Online.

    100% made from scratch, four swords await a new owner.
    High poly, high res, high class! All textures are 2048x1024.



    You'll find all the swords in a respawning chest just inside Fort Nikel (which is just outside of Weye).

    The swords are scripted to level with you at Lvl 10, 20 and 30 for increased health and damage.

    Each sword has a unique enchantment;

    Royal Empire - Damage Health 20
    Regal Empire - Absorb Health 30
    Eternal Empire (both) - Additional bonus damage to Daedra creatures types.

    This mod is released with full permission from InsanitySorrow, who originally intended these swords for Skyrim (and may release them in the future, so don't ask to port).



    Manual;
    1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder.
    2. Start Oblivion Launcher, click Data Files, and enable the ISEmpireSwords.esp file(s).

    BAIN;
    1. Drop the archive into the Oblivion Mods folder.
    2. Install using BAIN.
    3. Activate the ISEmpireSwords.esp in Wrye Bash.



    Manual;
    1. Start Oblivion Launcher, click Data Files, and disable the ISEmpireSwords.esp file(s).
    2. Delete the files/folders associated with the mod.

    BAIN;
    1. De-activate the ISEmpireSwords.esp in Wrye Bash.
    2. Uninstall the archive in the installers tab.



    2/29/2012 - v1.0 Initial release.



    InsanitySorrow and myself can be found here.



    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
    Thanks to Bethesda for creating Oblivion.

    Special thanks to Dan Scott for the concept art.



    Do not copy/redistribute any part of this mod without the express consent of InsanitySorrow.

    243 downloads

       (0 reviews)

    0 comments

    Updated

  10. InsanitySorrow's Goldbrand & Eltonbrand Swords [Ob]

    Name: InsanitySorrows Goldbrand and Eltonbrand
    Version: 1.0
    Date: 4/22/2012
    Category: Weapons
    Author: InsanitySorrow and Hanaisse
    Forum: tesalliance.org

    =================
    Requirements:
    =================
    Oblivion 1.2.416

    =================
    Description:
    =================
    This adds the Tamrielic Artifacts Goldbrand and it's upgraded version Eltonbrand to Oblivion.

    Goldbrand is a golden katana with the ability to set its foes on fire.
    Eltonbrand is a more powerful version of Goldbrand.

    =================
    Details:
    =================
    More unique creations by InsanitySorrow. New high quality models with hi-res textures featuring InsanitySorrow's unique designs.

    Find them in a respawning chest just inside Fort Nikel (which is just outside of Weye).

    Two versions of Goldbrand are available - Goldbrand II uses a "dirtier" texture.
    Stats and enchantments are similar to the original Morrowind blades.

    Ported from Skyrim with permission.
    Skyrim version is here:
    Goldbrand
    Eltonbrand: coming soon

    =================
    Install:
    =================
    Manual;
    1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder.
    2. Start Oblivion Launcher, click Data Files, and enable the ISbrandswords.esp file.

    BAIN; (recommended)
    1. Copy the entire archive into your Oblivion Mods\Bash Installers folder.
    2. In Wrye Bash Installers tab, highlight the new archive.
    3. Right click the archive name and Install.
    4. In Wrye Bash Mods tab, check the ISbrandswords.esp (Also recommeneded to run BOSS first). No need to rebuild bashed patch.

    =================
    Un-Install:
    =================
    Manual;
    1. Start Oblivion Launcher, click Data Files, and disable the ISbrandswords.esp file.
    2. Delete the files/folders associated with the mod.

    BAIN;
    1. In Wrye Bash Mods tab, deselect the ISbrandswords.esp.
    2. In Wrye Bash Installers tab, right click on the archive name and Uninstall.

    =================
    History:
    =================
    4/22/2012 - v1.0 - Initial release.

    =================
    Contact Details:
    =================
    I can be contacted here or at tesalliance.org

    =================
    Credits:
    =================
    Full credit to InsanitySorrow for the models and textures. I just put them in the game.

    =================
    Tools Used:
    =================
    Insanity's ReadMe Generator
    Construction Set Extender
    TES4Edit
    Nifskope
    Pyffi'd and optimized.

    =================
    Licensing/Legal:
    =================
    You must contact me and obtain my permission before re-using or re-packaging any part of this mod.
    Do not upload this mod anywhere without permission.

    171 downloads

       (0 reviews)

    0 comments

    Updated

  11. FCOM Archery Update

    Requirements:
    Oblivion 1.2.0416.
    FCOM 9.95 or higher


    Optional add-on for FCOM. See the enclosed documentation for details
    We'll probably add it to the main FCOM optional files, but for now any feedback is welcomed on the ESF http://forums.bethso...om-convergence/

    I didn't have these files myself, so thanks for being the ultimate hoarder daemondarque.

    1,067 downloads

       (0 reviews)

    0 comments

    Updated

  12. Oscuro's Oblivion Overhaul - Harvest Containers for SI

    Requirements :

    Oblivion 1.2.0416
    Oscuro's Oblivion Overhaul 1.35 or greater
    Shivering Isles

    Adds the Harvest Containers scripts to Shivering Isles containers
    Extract to your data files folder.
    The file should load immediately after the OOO esp.

    529 downloads

       (0 reviews)

    0 comments

    Updated

  13. Unique Landscapes - The Eastern Peaks

    The Eastern Peaks is a vast overhaul of the Valus mountains, containing a huge range of environments, from huge cliffs to deep gorges to vast forests to enchanted swamps. Civilization has made its mark on the area as well, many a crumbling ruin dots the landscape and several small settlements can still be found today. Integrating two previously dead UL concepts, this mod seeks to give the user an actual reason to go and visit the Valus mountains and stick around for more than just the scenery.

    146 downloads

       (0 reviews)

    2 comments

    Updated

  14. [OB] Ebony Sword Replacer

    =================
    Requirements:
    =================

    Oblivion 1.2.0416

    =================
    Description:
    =================

    *** This is a requested port of my Skyrim Release - Ebony Sword Replacer. ***


    This is a simple mesh and texture replacer for the Ebony Longsword, Ebony Claymore and Ebony Shortsword. Wasn't fond of them myself and decided to give themmore of a Classic sword style instead.

    Models and Textures are new, and the Textures are high resolution.

    =================
    Installation
    =================

    1. Extract the contents of the ZIP folder into your Data folder

    =================
    Un-Installation:
    =================

    1. Delete the files/folders associated with the mod

    =================
    Contact:
    =================

    InsanitySorrow @ TES Alliance

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Skyrim.

    =================
    Tools Used:
    =================

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag

    =================
    Licensing/Legal:
    =================

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    246 downloads

       (0 reviews)

    0 comments

    Submitted

  15. [OB] Umbra Sword Replacer

    =================
    Requirements:
    =================

    Oblivion 1.2.0416

    =================
    Description:
    =================

    *** This is a requested port of my Skyrim Release - Umbra Sword. ***


    This is a simple mesh and texture replacer for the Umbra Sword. I was not fond of the look the Umbra Sword has in Oblivion, so I decided to replace it
    with a design of my own.

    Model and Textures are new, and the Textures are high resolution.

    =================
    Installation
    =================
    Extract the contents of the ZIP folder into your Data folder


    =================
    Un-Installation:
    =================

    Delete the files/folders associated with the mod


    =================
    Contact:
    =================

    InsanitySorrow @ TES Alliance

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Oblivion.

    =================
    Tools Used:
    =================

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag

    =================
    Licensing/Legal:
    =================

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    249 downloads

       (0 reviews)

    0 comments

    Submitted

  16. Falling Leaves

    Project: Falling Leaves
    Author: Carah
    Version: 1.0
    Release Date: 10/05/2013
    Category: Environment
    Source: TES Alliance/TES Nexus

    ==================
    Description:
    ==================
    Adds falling leaves to the trees in the autumn forest located north-east of Chorrol.

    ==================
    Details:
    ==================
    Almost each individual tree in the above mention forest is fitted with a light partical effect of falling leaves that float lightly to the ground.
    Trees modified are forest oak, quaking aspen, silver birch, and sugar maple.

    There are three main files you only need one.

    ----------------
    Optional Files:
    ----------------
    Incase less isn't more for some peoples taste. There are two optional files that add more falling leaves to the trees.

    Medium - The paricle effect is more frequent. This means more falling leaves and a possible performance hit in-game.
    Heavy - The particle effect is very abundant and a little unrealistic but great for taking screenshots, though it will cause a performance hit in-game.

    These files are meshes only and you need the main file installed first. To install the optional files all you need to do is extract the meshes to your Oblivion/Data folder and when prompted to overwrite select "Yes".

    Can only use one optional file at a time.

    ==================
    Installation:
    ==================
    ------------------------------
    Oblivion Mod Manager Instructions
    ------------------------------
    Installing the Mod

    1) Extract the contents of the archive to a temporary folder.
    2) Copy the extracted archive to [install Path]\Oblivion\OBMM\Mods\.
    3) Start Oblivion Mod Manager
    4) Click the Create button
    5) Click the Add Archive button, navigate to the archive and select it, then click the Yes button.
    6) Click the Create button, wait until it finishes, then click the Ok button.

    Activating the Mod

    1) Start Oblivion Mod Manager
    2) Double-click the name of the mod, once installed the mod icon will turn blue.

    ------------------------------
    Wrye Bash Instructions
    ------------------------------

    1) Copy the entire archive into your Oblivion Mods\Bash Installers folder.
    2) In Wrye Bash Installers tab, highlight the new archive.
    3) Check any sub-folders, ESP/ESM's as required.
    4) Right click the archive name and Install.
    5) In Wrye Bash Mods tab, check the ESP/ESM's and rebuild Bashed patch. (Also recommeneded to run BOSS first).

    ------------------------------
    Manual Instructions
    ------------------------------

    1) Extract the contents of the ZIP folder into your Data folder

    ==================
    Un-Installation:
    ==================
    ------------------------------
    Oblivion Mod Manager Instructions
    ------------------------------

    1) Start Oblivion Mod Manager
    2) Double click the mod to deactivate it, once finished the icon will turn green

    ------------------------------
    Wrye Bash Instructions
    ------------------------------

    1) In Wrye Bash Mods tab, deselect the ESP/ESM's associated with this mod.
    2) In Wrye Bash Installers tab, right click on the archive name and Uninstall.
    3) Rebuild Bashed patch.

    ------------------------------
    Manual Instructions
    ------------------------------

    1) Delete the files/folders associated with the mod.


    ==================
    Incompatible:
    ==================
    There is a conflict with Unique Landscapes Lush Woodlands. Therefore I included a compatibility patch in the file to fix any issues.
    Use the patch in conjunction with Lush Woodlands and Falling Leaves.

    ==================
    Known Issues:
    ==================
    None that I know. Please report if any.


    ==================
    Contact Details:
    ==================
    You can send me a message here or at the Nexus forums.

    ==================
    Credits:
    ==================
    Thank-you to Vacuity for his modders resource Vaper - Falling Leaves - http://oblivion.nexusmods.com/mods/35590/?
    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for the ReadMe Generator this ReadMe is based on.

    ==================
    Tools Used:
    ==================
    ReadMe Generator
    Construction Set
    Nifskope


    ==================
    Modder's Will:
    ==================
    If I am offline for six months or longer and do not respond to any attempts made at contacting me, then you are free to upload this project to another site(s) as long as I am credited as the original author.
    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of all my Projects to TES Alliance. TES Alliance are free to modify/redistribute/remove as they see fit.

    229 downloads

       (0 reviews)

    0 comments

    Submitted

  17. Ducks and Swans for Cyrodiil

    =============================

    Ducks and Swans for Cyrodiil V 1.0

    =============================

    This mod adds ducks and swans at lakes and ponds in Cyrodiil.

    Models and textures were made by Kaizit (username Stesha on the Nexus)
    You can find the original resources here:
    Swan: http://www.nexusmods.com/oblivion/mods/42374/?
    Ducks: http://www.nexusmods.com/oblivion/mods/42384/?

    A big thank-you goes to Kaizit/Stesha for giving me permission to use and modify her files for this mod.
    Please give Kudos to her: http://www.nexusmods.com/oblivion/users/733625/?

    =============================

    These ducks and swans are not creatures, they are animated statics that move on a given path, like the butterflies. So of course they show no behaviour like attack, fly, eat or the like. The only purpose is to add to the atmosphere.

    You can catch and loot the ducks and swans, they will respawn after the usual respawn time, provided you don't visit that area again in the meantime.
    The ducks yield duck breast as an ingredient. The swans yield swan feathers as an ingredient.Duck moms with ducklings (= duck families) are protected by Kynareth, you cannot catch them.
    Each family has in addition a separate duckling swimming around. You can catch the separate ducklings but you will get no loot from them. Who wants to kill a cute little duckling anyway?
    The other ducks hide somewhere in the grass at nighttime, don't look for them, you won't find them.
    There is a duck's nest on solid ground near each duck family where you can collect a duck's egg during daytime. At nighttime you will find the duck mom with her ducklings sleeping on the nest.

    You will not find the ducks and swans at every wet corner in Cyrodiil. I placed them where I thought it makes sense, like shallow water and ponds, and of course not in sea water or brackish water.


    Sounds:
    I added quack sounds to the female (and mom) ducks (it is said that the female ducks in RL are more talkative). Giving sounds to all ducks might have resulted in too much noise. The swans are silent (they are also called mute swans in RL for a reason).
    But all of them - swans, ducks and ducklings - will utter a shout when you catch them.

    =============================

    Compatibility:

    Of course there are lots of cells touched by this mod, but as this concerns mainly water surfaces, this should not be a big issue.
    I strongly recommend to put this mod at the beginning of your load order and to load all your other mods after "ducks and swans".

    =============================

    Credits:

    Kaizit (=Stesha) for making the models and textures
    Beolo for the help with the script and his friendship
    The Niftools team for giving us Nifskope.
    Bethesda for the TES games

    =============================

    Permissions:

    You may not modify and/or re-upload this mod anywhere.

    THIS IS NOT A MODDERS RESOURCE !
    If you want to use the models and textures, please download the resource files:
    Swan: http://www.nexusmods.com/oblivion/mods/42374/?
    Ducks: http://www.nexusmods.com/oblivion/mods/42384/?
    and give credit to the author.

    =================

    89 downloads

       (0 reviews)

    0 comments

    Updated

  18. Clarity Eyes

    Clarity Eyes
    Author: Victoria VII
    Date: 7-30-2014
    Game: TesIV Oblivion
    Description
    Eyes pack 5 colors as vanilla replacer (or resource) + 2 colors (grey and purple) as resource.
    The sclera is also remade.
    Notes
    Since I've made these eyes for a modder's character in another game, I made an Oblivion version too for release.
    The eyes have a vivid appearance with or without enb and the style could suit both fantasy and non-fantasy preferences.
    Install
    Extract - Copy - Past in your Oblivion folder.
    This will require to overwrite your current eyes textures, if you are not sure about replacing them, make a copy of your current eyes textures to be restored later.
    Permission
    Strictly NON COMMERCIAL.
    If you want to use or modify any part of this content for include it in your release:
    your release must be NON COMMERCIAL (no money involved or any form of payment). you must clearly state that you are sharing strictly for NON COMMERCIAL USE (no money involved or any form of payment). Do not re-upload.
    Thanks to all who love and play Oblivion.

    109 downloads

       (0 reviews)

    0 comments

    Updated

  19. Greenie's Pink Trees

    ==================================
    DESCRIPTION by Greenwarden
    ==================================
    My pink tree retex. Will replace all the sugar maple trees (summer version ones, anyway) with pink fluffy goodness. I actually used the leaf texture from the summer version of Oblivion's English oak trees as the base- I've been using it as a maple tree replacer for so long, I had forgotten that. Whoops! I've enclosed an alternate pink retexture of the actual maple leaf texture in case you like a less fluffy pink trees.


    ==================================
    CREDITS
    ==================================
    Thanks to LprMan for the original billboard textures from Enhanced Vegetation, which were recolored for use in this mod.

    22 downloads

       (0 reviews)

    0 comments

    Submitted

  20. Weapons Of Morrowind

    =================
    Description:
    =================

    Weapons Of Morrowind (W.O.M) is a project that aims to expand the available weapons found in-game via loot. All of the included weapons are faithful recreations of the weapons from TES3: Morrowind.

    The new weapons are distributed via levelled lists so you'll come across them during your adventures.

    Available Weapons:
    Iron Club
    Iron Longsword
    Iron Mace
    Iron Tanto
    Iron wakizashi
    Iron Warhammer

    Steel Club
    Steel Staff

    Dwemer Battle Axe
    Dwemer Claymore
    Dwemer Dagger
    Dwemer Longsword
    Dwemer Mace
    Dwemer Shortsword
    Dwemer War Axe
    Dwemer Warhammer

    Glass Longsword

    Nordic Dagger

    Daedric Longsword
    Daedric Katana

    =================
    Installation
    =================

    1. Extract the contents of the ZIP folder into your Data folder
    2. (Optional) Activate the Weapons Of Morrowind.esp

    =================
    Un-Installation:
    =================

    1. (Optional) Delete the Weapons Of Morrowind.esp
    2. Delete the files/folders associated with the mod

    =================
    Contact:
    =================

    InsanitySorrow @ TES Alliance

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Oblivion.

    =================
    Licensing/Legal:
    =================

    You must contact me and obtain my permission before using any content from this mod.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    448 downloads

       (0 reviews)

    2 comments

    Updated

  21. Rathunas

    Rathunas is a lovely, and fairly large, town along the extreme western edge of Cyrodiil, well north of Anvil, northwest of Skingrad, and almost due west of Kvatch. It lies just on the boundary of the large area modified by the Unique Landscapes: Brena River Ravine mod, and in fact that mod is a prerequisite for Rathunas. As you can see from the screenshot, Rathunas has as many homes and businesses as some of the walled cities in the vanilla game, but it is an open-layout town with no walls or gates.

    Rathunas is a mining town, founded by adventurers (now retired) who cleaned the bandits out of Infested Mine and returned it to productivity. It's a peaceful and prosperous community, with charming shops and a nearby priory devoted to Kynareth, plus sheep farms, gardens, a carpentry shop, taverns, and an inn.

    The quiet of Rathunas is suddenly disturbed one day, and therein lies a quest that will lead the heroic player character to a major, multilevel dungeon on an adventure to restore peace and safety to the town. The story is lore-friendly and detailed, and there are multiple ways to complete many of the quest objectives. To ensure your character is sufficiently powerful, the Rathunas quest line is triggered by the player reaching a certain point in the Oblivion main quest (or by a special NPC dialog option if you are not doing the main quest), but the Rathunas mod does not modify any vanilla quest in any way.

    Want to see more? Watch the Teaser Trailer and Cinematic Trailer on YouTube, but know this: There is a lot more to the dungeon than what we will show you in the videos! After all these years, our team wants to give you some brand-new surprises in Cyrodiil, so we're not going to spoil that by giving away the best dungeon features in the trailer videos!

    https://www.youtube.com/watch?v=4tj52qR-rcM

    https://www.youtube.com/watch?v=j2cHMsYihlU

    We've worked hard to make the town, and the quest, lore-friendly and immersive. The dungeon is huge, but every single room has a purpose and a back-story, if the player cares to investigate dialog and in-game clues. You can play this as hack-and-slash, because a great deal of the NPC dialogs are optional, but this is really meant for the roleplay enthusiast who wants to think and strategize and interact with NPCs. There is a reason why this dungeon was built, why its denizens are doing what they are doing, and all of this ties into the back-story lore of the vanilla quest that triggers it.

    The dungeon contains hundreds of custom resources from modders' libraries, plus over one hundred custom tiles and set-pieces of my own creation. There are scripted traps, portals, gateways, puzzles, enchantments, potions, and animated objects, and some of the dungeon levels are full-custom meshes (that is, they are not tiled at all). You won't survive this dungeon by assuming it is just like the vanilla dungeons you've already explored! When you complete the quest line (yes, it's several interlocking quests), you earn the eternal gratitude of the town and a reward commensurate with the scope of the adventure.

    Four years in development, the Rathunas mod features over 100 voice-acted NPCs with a total of more than 3300 total lines of dialog, performed by 35 voice actors.

    Rathunas is being cinematically scored by a collaborative team of professional composers (you can hear samples of their work in the video trailers!). The current BETA release has temporary music in the interior spaces of the town, for testing purposes, but as of this release the final music scores are not yet completed. Two levels of the dungeon have a portion of their final music tracks included in this release.

    PREREQUISITES SUMMARY:

    (More details are in the README.txt file)
    Latest official patched version of Oblivion
    OBSE version 21 or later
    COBL
    Unique Landscapes - Brena River Ravine

    Strongly recommended but not required:
    Sound Commands
    Enhanced Music and Controls

    Wrye Bash is strongly recommended for installing the beta version. We plan to offer OMOD support later, but it is not available in this early release.

    BETA NOTES:

    This BETA release is fully playable. We are seeking player feedback on game balance and difficulty level. If you download, please track this file so you will be notified of updates (especially the music, which will be added as tracks are completed by the composers).

    The README.txt file is extensive and detailed. Before you install, please save yourself a lot of grief by taking a few minutes to read it. :-)

    This mod has been extensively tested by members of our team, but please do be aware that this is still a BETA release, not production status. It has a number of known bugs and a few incomplete features, and the main purpose of the beta release cycle is to find and fix other bugs.

    The two documentation files Rathunas-BUGLIST.txt and Rathunas-ISSUES.txt provide a list (unfortunately, with a few minor spoilers) of known problems. "Bugs" are problems that we expect to fix before production release. "Issues" are things we would like to fix, but in some cases they may be game-engine limitations that we are not sure we can overcome.

    We are still fine-tuning the game balance of battles. If you have constructive feedback on the battle difficulty, please comment (avoid spoilers if you can!). Tell us what general type of character you are playing (magic, stealth, or combat), your character's level, and where you have the difficulty slider for the game set. It is particularly useful if you can compare the difficulty of a Rathunas battle to those of other dungeons your character has explored at his or her current level. Just saying "The battle with ___ is too hard/too easy" doesn't help much, because we need a framework for comparison.

    If you find a bug that stalls one of the Rathunas quests, don't give up hope! Contact me (Syscrusher) by private message on TES Nexus or TES Alliance. I can provide console workarounds for almost any situation.

    PERMISSIONS: Please see the "Perms" link above for permissions and credits. Do NOT upload this mod to other sites without permission.

    333 downloads

       (0 reviews)

    5 comments

    Updated

  22. Martigen's Monster Mod 3.8

    Martigen’s Monster Mod 3.8


    Readme Documentation

    Table of Contents

    Introduction
    Requirements
    Installation
    BSA resources
    Key Features
    Faction System
    Wounding System
    Plugins – Description and Functions
    Spawn Rates Explained
    Load Order Guide by Corepc
    Additional Alternative Downloads
    Known Bugs
    Compatibility
    MMM Goes to Shivering Isles
    Creature/NPC Listing
    Credits
    Team Members – Past & Present
    Screenshots
    Version History
    Hunting and Crafting Guide  (Includes Gems & Gemdust Documentation)

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

    The variety in MMM is almost limitless. Each creature and NPC, both original and new, spawns with (in defined ranges) a randomized size; randomized adjustments to stats (such as strength, agility, health, fatigue, magic, willpower, and intelligence) all particular to their class; as well as range-randomized 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 within the same race -- is a unique individual.

    More than this, 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 randomized based on and applied against the core stats. For instance, speed is important -- now you will see herds of deer running away at different speeds, or hordes of goblins charging towards you and fighting with you at different speeds. These size, stat, and aggression changes, combined with the fleeing and behavior code, all contribute to create a tremendous sense of life in the creatures of Tamriel.

    Additionally, the advanced fleeing code applies not just to player character interactions, but works among other creatures and NPCs as well. You may see a wolf starting a fight with a Bandit, and then running for its life. Or goblins swarming a Troll, then pelting off when the tide turns against them. In fact, while very few mods allow for anything more than NPCs than can flee, MMM adds carefully adapted code to all sorts of creatures and NPC types, specific to their class or nature (so for example; Dremora never flee, 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 behavior (if a creature has a big enough negative reaction to another faction, it will always attack); but with MMM, creatures spawn with a varied range of aggression and confidence--which when combined with the faction ratings, creates a vast diversity of behavior. 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 prejudice against wolves in general may appear ambivalent towards a nearby wolf, while a second spawned Ogre attacks it outright. These changes scale in accordance with a creature's size and stats, with bigger, more confident creatures being more likely to start a fight with factions they just tolerate (as opposed to outright war or friendship). More primal such as Wolves or Trolls or Minotaurs may even attack their own kind. It's a low percentage, but if a highly aggressive Wolf spawns, it'll be highly aggressive not only to other factions, but could well turn on other wolves in a fight.

    The most important result that the faction system brings… is that 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.



    ===== REQUIREMENTS =====

    Martigen’s Monster Mod requires the Official Bethesda Patch Version 1.2.0416 or SI Patch  

    It is highly recommended that you also install the Unofficial Oblivion Patch , Shivering Isles Patch, and Unofficial Official Mods Patch first, before installing MMM.

    Oblivion Mod Manager  is required for OMOD Install Options, and can also be used for Load Ordering, Archive Invalidation, etc.; and Wrye Bash, while being slightly more complex for the new user, is an invaluable tool capable of doing all that and more.

    Martigen’s Monster Mod 3.8 requires both a resource BSA Download Martigen's Monster Mod 3.8 BSA and the latest ESM/ESP Updates, both of which can only be found at TesAlliance (TESA).

    Martigen's Monster Mod for Shivering Isles - Requires SI and 1.2.0416 SI Patch Installed.  Please note that the GOTY Edition Already comes with SI, Knights, and SI Patch 1.2.0416.

    Martigen's Monster Mod for Knights -- Requires Knights of Nine to be installed (the Unofficial Official Mods Patch for Knights is also recommended). See Knights Section.

    Martigen’s Monster Mod used in conjunction with Oscuro’s Oblivion Overhaul requires Oscuro's Oblivion Overhaul version 1.35 or higher.  Because the structure of both mods has changed, using any other version may result in missing meshes and textures.

    Martigen's Monster Mod used with Frans requires Francesco’s Creatures and Items mod.  The newest version (v.5) is preferred, but v.4.5 (available at Planet Elder Scrolls) is also compatible.

    Wrye Bash is highly recommended, as its bashed patch helps resolve problems when using other mods with MMM, especially in merging leveled lists and race features. See Bash Section.

    BOSS (Better Oblivion Sorting Software) is recommended to help sort your load order. It is available here at TesNexus.

    ===== INSTALLATION =====


     
    INSTALL ORDER FOR MMM 3.8

    First and foremost, for compatibility reasons—since everything is stored in bsa now—you have to pay close attention to how you install other mods, since MMM still shares some resources with UOP and Cobl in particular.  Please use the following as a guide:

    Unofficial Patches and DLC Mod Patches first
    Frans and OOO, WarCry, Bob's Armory, Armamentarium, and Artifacts
    MMM
    Cobl / Cobl Races
    Body Replacers
    FCOM
    Textures

    Download MMM3.8

    Download Main Files from TesAlliance

    MMM now sports a shiny new fully-optimized BSA, making installation, removal and playing a breeze!  Detailed information on the BSA can be found here. 

    For ease of installation of the ESM and various ESP’s, TheNiceOne has created an OMOD Installer to be used with OBMM.  Activating the MMM OMOD will automatically guide you through the install process, selecting the appropriate components and helping you customize the install according to your preferences.  The BSA OMOD installer comes with a script that asks you what version of MMM you plan on using (MMM, MMMforFrans, MMMforOOO, or FCOM) and will rename the BSA as needed so that MMM’s resources are correctly launched as the game loads. The OMOD installer will detect if you are using other major overhaul mods (i.e., Frans, OOO, FCOM) and will only install the correct ESP components needed.  This prevents incorrect load order configurations. 

    Alternately, Wryebash’s BAIN function can also be used for installation.  Both archives are simply placed in the Oblivion Mods\Bash Installers directory under Bethesda Softworks, and activated under the Installers tab of Wryebash.  At present, this method is recommended only for experienced users, until a full BAIN package is released; but the process is straightforward and simple enough without it.

    HOW TO INSTALL MMM 3.8 Full Version Manually via BAIN

    1] Copy MMM.bsa to your Oblivion/Data directory (or simply click Install on both the BSA and ESM/ESP packages in the Installers Tab).
    2] Select 'Mart's Monster Mod.esm'  (If using OOO together with MMM, also select MMMforOOO.esm.  This does not apply for FCOM!)
    3] Select ONE of the following:
    'Mart's Monster Mod.esp' - And manually rename MMM.bsa to Mart's Monster Mod.bsa
    *OR*
    'Mart's Monster Mod for Frans.esp' - And manually rename BSA to Mart's Monster Mod for Frans.bsa
    *OR*
    'Mart's Monster Mod for OOO.esp' - And manually rename BSA to Mart's Monster Mod for OOO.bsa

    *OR*

    If you are using MMM in an FCOM configuration, rename BSA to FCOM_Convergence_Mart's Monster Mod.bsa

    Failure to rename the BSA properly for your installation will result in missing resources ingame, as the BSA will not be loaded on game startup!!

    4] Read about the range of optional plugins from the PLUGINS section Here
    5] Select your choice of these additional plugins in the right-hand panel of the Wryebash Installer
    6] Under the Mods Tab of Wryebash, create or rebuild your bash patch
    7] Play!

    NOTE: Don't forget to rest your character at least 4 full days to reset already-visited cells, allowing new creatures and NPCs to appear. You do not have to do this if you are starting a brand new game.

    HOW TO UPGRADE MMM IN AN EXISTING INSTALL:

    MMM 3.8 Upgrade from Previous Version:

    1) Disable and remove all prior MMM Install, and hotfixes, esm / esp and all optional files. MMM Version 3.8 absolutely requires this step!


    2) Install MMM 3.8 using your method of choice and make sure all existing ESM/ESP and optional files (if you have any) have been overwritten with the new ones. You MUST have the official patch 1.2.0416 or SI Patch 1.2.0416 installed to use MMM 3.8.
    3) *NOTE* The Spawn Rate Plugins have been renamed. Delete your old ones and use the new ones from the Optional Plugins folder.

    4) In-game, rest inside somewhere without any NPCs for 4-14 days* to ensure your cells reset, allowing new creatures and NPCs to 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.

    * Resting/waiting time depends on what game respawn time you are using. Default is 3 days, but some mods or tweaks can extend this to two weeks or more.

    Uninstall - Deactivate omod or use the ‘Uninstall’ option in BAIN.  Alternatively, delete mmm.bsa and all esm / esp plugin files.


     
    Additional Install Notes

    Francesco and MMM Install

    Relevant plugins from Francesco's:
    Option Group 1 - Quest and Arena Only - MMM already contains leveled guards.
    Option Group 2 - You can use all these.
    Option Group 3 - None of these – They are already in MMM, the only exception is Stronger Enemies and Bosses. You must use Wrye Bash’s bashed patch to make it work.
    Option Group 4 – Use only Vendor Tweaks (if desired); everything else is already contained in MMMforFrans.
    New Third Party Items - New Item Addon Only - All Creatures / AI behavior and Scripts are already in MMMforFrans.

    Plugins from MMM:
    MMMforFrans, MMM - Frans Leveled Quest and whatever else you want to use from MMM plugins
    Spawn Rate Reduced or Reduced Reduced is recommended for first-time users of MMM, or if your system is mid-range.
    MMMforFrans is set to Frans Hardcore mode by default and most of Frans customizable features do work (loot at least)

    Fran's 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.
    You MUST ensure you have 'Francescos optional leveled quests.esp' installed from Frans, either standalone or merged into the 'Francescos optional files.esp' (by the v.4.5 installer)—or loading the 'Mart Monster Mod - Frans leveled quests.esp' will not work.

    Oscuro's Oblivion Overhaul and MMM Install

    MMMforOOO 3.8 requires OOO 1.35 or later version!

    Make sure that OOO.esm is loading before MMM.esm and MMMforOOO.esm, and that OOO.esp is loading before MMMforOOO.esp. Do not use Diverse Skins, or Diverse Imperial Armor.  BOSS (Better Oblivion Sorting Software) will automatically order the plugins correctly.

     ===== BSA RESOURCES BY COREPC =====

    All of MMM’s main resources (MMM/MMMforSI/H&C) have been neatly packed and optimized into BSA form by the diligent and awesome work of Corepc.  The BSA structure is now an MMM standard and preferred method for installation, and the ONLY option for MMM 3.8.  This greatly increases ease of installation as well as streamlines MMM itself.  The BSA organizes and contains the thousands of resource files which MMM requires to work properly.  The BSA contains 5800+ files and over 627 folders.  Meshes have been put through the PYFIII treatment and many Textures have been optimized for BSA usage (DXT1, DXT3 or DXT5 with Mip Maps added or resized).



     ===== KEY FEATURES =====


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

    * Martigen’s brilliant advanced fleeing code for NPCs based on level and health
    * Advanced wilderness behavior for animals and creatures
    * Advanced inter-faction behavior for creatures and NPCs (see 'Factions' below)
    * Advanced combat behavior based on Lyrondor’s Combat Behavior mod
    * Advanced plugin system with optional plugins to tailor the mod to your play style
    * 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 leveling -- meet creatures and NPCs more powerful than you, and less powerful than you, regardless of your level.

    Additionally, you'll also get to see:

    * An ability for 'enemy' NPCs to feign death, or cast invisibility, in order to try and flee
    * Undead creatures or npcs that resurrect in front of you when you least it expect it!
    * Undead that resurrects after time, to create new encounters as you leave a dungeons
    * Leveled guards in cities, with legion military ranks
    * Patrol guards for roads, which include females
    * New ingredients from 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 (a.k.a. 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.

    From its very beginnings, Martigen’s Monster Mod has been developed with a passionate attention to detail.  It is much more than ‘monsters’ in the common sense – it consists of unique creatures and NPCs each designed with a purpose, style, back story, lore, AI, loot, abilities, ingredients, faction behavior and more. Put simply, it contains and encompasses life: animals that can be afraid, aggressive, or tame, all of which behave accordingly; bosses that are bigger and meaner; Spriggans that may bring down a furious storm when killed; 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.


     
    ===== FACTION SYSTEM =====


    MMM’s 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 closely tied in with an individual creature's aggression and confidence. In other words, values are not solely based around racial relations, but include to what degree a spawned creature would attack or avoid members of another faction. For example, Ogres might be happy to mix it up with Goblins; but Goblins, while recognizing Ogres as a threat, generally will not initiate combat with 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 that is almost limitless in varieties of behavior. By way of example, take a simple scenario of a Minotaur stumbling upon a boar. If the Minotaur spawned with a low aggression level, its faction relationship to the boar might cause it to be ambivalent towards the boar, and it will not automatically attack. 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, behavior is static and always predictable -- the Minotaur will always attack. With MMM, faction relationships are flexible and are as individual as the creatures themselves. Moreover, these 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 that healthy animals normally wouldn't bother with (includes their own kin).

    As another example, a whole range of behavior can be seen from something as simple as a group of wolves.  A pack of wolves might spawn where some of them chase after nearby deer while others don't.  The variances in creature speed mean a wolf might catch up and kill a deer, or the deer might outrun the wolf. Add to this how these same wolves might interact with more than 22 other factions they might encounter while chasing or fleeing—with each wolf having individual size, stats, and its own predilection to fight—even this small microcosm shows a wide variety of behaviors and outcomes simply not present in vanilla Oblivion.

    Additionally, some creatures have no compunction about attacking their own kind -- this is particularly important for creatures like Wolves, Ogres, Trolls, Big Cats and others that may not 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 which have been antagonized by a player are more likely to attack other creatures, too.




    ===== WOUNDING SYSTEM =====



    Martigen’s Monster Mod has a wounding system which adds wounding penalties to almost all NPCs and creatures in the game.  The wounding penalty impacts Strength, Agility, Athletics, Speed, Fatigue and Attack and Defense bonuses.

    Wounded enemies now:

    * Attack and swing slower
    * Move and run slower
    * Inflict less damage
    * Take more damage

    Wounding penalties 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 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 penalty 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 the MMM team is 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!

    Blood: NPCs and creatures now bleed, which gets 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! MMM’s 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, whether 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 dealt 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 Atronachs, 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. Loving care and an individual touch has been taken in applying this treatment to all of MMM's new creatures and NPCs, as well as to vanilla creatures and NPCs.

    No Blood: Don't like it? Load the No Blood plugin.

    ===== PLUGINS – DESCRIPTION and FUNCTIONS =====

    What are the different versions?

    Mart's Monster Mod: Use with vanilla.  Includes Adventurers and pretty much everything else! If you are not using another overhaul like OOO, Frans, FCOM then you should be using this.

    Durability & Damage: 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. (Do not use with OOO (FCOM) as it already contains this tweak/plugin.)

    Extra Wounding:  This plugin—optimized and enhanced by Shadowborn for MMM 3.8—extends the MMM combat/wounding/fatigue system to NPCs / creature's that are not added by MMM (Vanilla NPCs and Creatures, etc., as well as those from other mods). See Wounding Section Above.

    Looting NPCs & Creatures: NPCs, Goblins and Ogres will loot the bodies of their fallen prey. Guards are an exception, since you don't want or expect them to be 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 is a believable behavior that breathes much more life into the world—if you want what that guy took off the enemy you just killed, you may have to chase him down and fight him for it!

    Additional Enemy Npc Variants: This adds over 1300 New Enemy Variants to Game: Marauders, Bandits, Smugglers, Raiders, Reavers, Foresters, and more. Some people may notice some game lag using this plugin under stressful conditions, as the game engine has to generate faces on the fly. See Npc section for details on these Npc Classes.

    Mart's Monster Mod - Knights:  This ESP plugin corrects compatibility problems between Knights of Nine and MMM. It allows many of MMM’s natural creatures to work well with KO9, and fixes difficulties encountered with the faction changes that take place when wearing the armor.  Players must have Knights of The Nine installed. See Knights Section below. Do not use with OOO or FCOM.

    ---------------------------------------------------

    Mart's Monster Mod for Frans: A tailored version of MMM’s ESP for use with Francescos, that allows stronger enemies, stronger bosses and more to appear in MMM. Using this, MMM NPCs will default to Frans’ HARDCORE balance model, but customizable loot works everywhere else in the game world; includes Fran's NPCs, chests, house loot, and more. Players using Martigen’s Monster Mod with Francesco’s need to use this instead of Mart’s Monster Mod.esp

    Mart's Monster Mod - Frans Leveled Quests: Francesco's leveled quests plugin updated for MMM. Requires Francesco’s. NOTE: See the 'Fran's Leveled Quest Update' section above for how to use this.

    ----------------------------------------------------

    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 behave correctly (i.e., OOO wolves and MMM wolves belong to the same faction). Players using Martigen’s Monster Mod with Oscuro’s Oblivion Overhaul need to use this instead of Mart’s Monster Mod.esp.  (Not for use with FCOM!)

    NOTE: MMM adds increased spawns to the game. It is recommended that you use a slower leveling 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!

    Mart’s Monster Mod for OOO – Knights:  A tailored version of the MMM Knights plugin for OOO Users.

    Mart’s Monster Mod for OOO – Less Reavers In Gates:  A tailored version for OOO users who would rather see fewer Reavers inside Oblivion Gates.

    Mart’s Monster Mod for OOO – No Reavers In Gates:  A tailored version for OOO users which removes all Reavers from inside Oblivion Gates.

    Diverse Runeskulls Loot for OOO:  Adds Runeskulls to NPCs and vendors via leveled lists.  Use this option if you want to find more Runeskulls and you are using MMMforOOO.   

    Friendlier Factions for OOO: Like it says on the box. Inter-faction fights are less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this for MMM and OOO.

    -----------------------------------------------------------------------

    Resized Races: Diversity in race sizes is expanded, as well as females generally being shorter, and bulkier Nords and Orcs.

    Zombie for Body Meshes:  Use this if you have problem with Zombies not showing up correctly with body mods installed.

    ------------------------------------------------------------------------

    Friendlier Factions for MMM+Fran: Like it says on the box. Inter-faction fights are less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this for standalone MMM, or MMM and Francesco.
    ------------------------------------------------------------------------

    Shivering Isles:  Nearly all the features that you are accustomed to experiencing with MMM in Cyrodiil, you will now find in the Shivering Isles.  Faction wars are a key element to the Shivering Isles, stemming from the animosity between the Zealots and the Heretics.  The creatures of the Isles have adopted the same love/hate mannerisms within their own ranks.  Mania creatures will not tolerate Dementia creatures and vice versa.  For more in-depth information on MMM for Shivering Isles please see the Section entitled MMM Goes to Shivering Isles.

    -----------------------------------------------------------------------

    Gems & Gem Dust – An excellent plugin first built by Martigen, then expanded upon by Bendiwolf, Dewshine and ShadowBorn, 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 some creatures and in gem-based loot level lists. Includes new gem dusts for the new gems, updated by Bendiwolf.  Gems included, but not limited to: Rose Garnets, Watermelon Tourmalines, Paraiba Tourmalines, Opals and Black Pearls.  This version includes Platinum coins; for those who experience problems with the Platinum Coins, the Ayleid Coin Version is available here.  Read more about Gems & Gem Dust here.

    Hunting & Crafting: Enables a huge crafting system within MMM to create ammo and armor from the natural resources in the MMM world, in all there are 87 armors and 8 types of ammo. There are in-game books providing some information on the Hunting & Crafting System, and you can read much more here.  This plugin adds a small fox hut (The Pelt Farm) located just outside Bruma City Walls, where Oxfoid, a fur merchant, can be found.  He is a Light Armor trainer, repairs equipment, and offers some Hunting & Crafting products for sale.


    -----------------------------------------------------------------------

    Diverse Imperial Armors: This gives all the Imperial Guardsmen/women much-improved City Guard armors by yakueb, which increases their stats has well (Do not use with OOO as it already contains this tweak.)

    Diverse Waterlife:  MMM’s answer to the age old question, why all these monsters and no fish?  This plugin adds a variety of new fish and ingredients into the game, with very little impact on performance.  The diversity in fish includes over 50 new fish (including dangerous types) to streams, rivers, lakes and open water all over Cyrodiil.

    Diverse Runeskulls Loot:  Adds Runeskulls to NPCs and vendors via leveled lists.  Use this option if you want to find more Runeskulls and you’re not using the MMM – Gems & GemDust or MMM for OOO options.

    Diverse Runeskulls Loot G&GD:  Adds Runeskulls to NPCs and vendors via leveled lists.  Use this option if you want to find more Runeskulls and you are also using MMM – Gems and GemDust.

    -----------------------------------------------------------------------

    Safer Roads:  Reduces spawn encounters along the major roads for safer traveling.

    Less Bone Loot:  Another request from the official thread, for those who don't use bones for crafting.  Reduces generic bone loot on creatures.

    Less Rats:  Reduces rat spawns.

    Less Reavers:  Reduces the Reaver spawn amounts.

    No <Insert creature name>:  Removes the monster in the file name from MMM's lists, for those who don't like fighting them.  (Adventurers, Balrogs, Beholdens, Fiends, Giants, Reavers, Skeep, Slimes, Spiders, Uberhulks, Werewolves and Wyvern are the Creatures/NPCs available for removal).

    No Blood: Prevents corpses from being extra-bloody.

    No Bone Loot: Removes all bone loot, for people who don't use the crafting plugin.

    No Carrion Rats: Removes Carrion Rats from 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 Lanterns: Removes lanterns from the game.

    No Undead Rise: Prevents undead from rising after they are killed.

    Radiant AI Tweaks:  Radiant AI makes two more AI packages available to MMM creatures, to make their behavior a little more lifelike. Like with npc's going to an inn to eat/drink at certain times of the day, creatures in the wild now have to search out food and water too. Can't have the poor little things starving, now can we?

    -----------------------------------------------------------------------

    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!  May affect performance.

    More Wilderness Life No Gates: Removes all the spawn points that were added to Oblivion gates, for people who were having problems with a more reduced version of More Wilderness Life.

    Dungeons of MMM:  Contains the Bat Cave showing off a swarm of bats.  Once you get past them there is special surprise, a multi-level dungeon designed by Team MMM!

    Safer Quest Location : Disable Vanilla spawn points from these locations, to return these quest locations back to the original game intention. (Formerly called Vindasel – to prevent hordes of monsters spawning along with Umbra… she is quite enough to deal with on her own!)

    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 for MMM using fewer guards so as not to impact performance.  It adds external cell as well as internal cell guards, adds pathing points for patrols along the battlements, and gives them special torches and equipment to enhance their effect.

    Farm Animals:  This plugin adds farm animals via custom spawn points to most town stables, Whitmond Farm, Brina Cross Inn, Brindle Home, Gottshaw Inn, Gwenden Farm, Harlun’s Watch, Lord Drad’s Estate, Pell’s Gate, Roxey Inn, ShardRock, Shetcombe Farm, Skingrad High Pasture, Weye, and Weynon Priory.  UL and FCOM compatible.

    Slof’s Horses Complete:  The features of Slof’s Horses.esp and Extra Horses.esp integrated into an MMM version, which fixes many compatibility problems that existed between the two. Includes factions, inventory items, and much more. See Creature Section for specific details on Slof Horse in MMM. Do not use together with Slof’s original plugins.

    -----------------------------------------------------------------------

    Recommended Plugins
    For the full MMM experience, the following plugins are highly recommended:

    - Damage & Durability
    - Diverse Waterlife
    - Looting NPCs & Creatures
    - More Wilderness Life

    Don't forget if you're finding the going tough, especially if you're loading More Wilderness Life, try also:
    - Friendlier Factions
    - Reduced Spawn Rates

    ===== SPAWN RATES EXPLAINED =====

    Spawn Rate Reduced:  Reduced spawn rates for lower-end machines, stealthy characters, or those who prefer less action but want the other features MMM offers. Do not use Safer Roads with this.

    Spawn Rate Reduced Reduced:  Same as above, but further reduced. Reduces MMM spawns to be more like vanilla, 1-2 encounter's per spawn point. Do not use Safer Roads with this.

    Spawn Rate Reduced Vanilla:  Created specifically for more diverse one on one battles. Do not use Safer Roads with this.

    Spawn Rate Increased: The opposite of Reduced Spawn Rates, this plugin adds a crazy amount of spawns for hardcore trigger happy players.

    Spawn Rate Moderate Increased:  Slightly higher than default, but not as many as Increased.

    The Spawn Rate adjustment esps are configured with a simple formula to determine the amount of spawns to be encountered.  The number of spawn points per cell multiplied by the count in the leveledlist for corresponding spawn rate plugin equals the amount of spawns.  Examples are based on 2 spawn points in a cell.

    MMM Default: 2 – 3 – 4 minimum 4, maximum 8 (based on 2 spawn points)

    Increased: 4 – 5 – 6 minimum 8, maximum 12

    Moderate: 3 – 4 – 5 minimum 6, maximum 10

    Reduced: 1 – 2 – 3 minimum 2, maximum 6

    Reduced Reduced: 1 – 2 – 1 minimum 2, maximum 4

    Reduced Vanilla: 1 – 1 – 1 minimum 2, maximum 2


     
    ===== LOAD ORDER GUIDE BY COREPC =====


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

    Francescos main .esm (or Oscuro's Oblivion Overhaul.esm)
    Francescos extra items .esm (if using Frans)
    Mart's Monster Mod.esm <=Must always be loaded
    (Mart’s Monster Mod for OOO.esm)
    ...
    ...
    Francescos optional plugins .esps or Oscuro's_Oblivion_Overhaul.esp
    Mart’s Monster Mod or Mart's Monster Mod for Francescos.esp or Mart's Monster Mod for OOO.esp
    Mart's Monster Mod optional plugins .esps

    General Load Order for MMM Plugins

    Note: FCOM Users see the FCOM Load Order, as it is very different because of how it works.

    Generally speaking, you should use the following order:

    1) Any MMM plugins which add things, such as Creature Addon, Waterlife, etc., need to load before any spawn rate plugin so the leveled list used by the spawn rate plugin gets updated correctly with these new changes.
    2) Plugins Like Looting, Hunting and Crafting, Gems and Gems Dust, Diverse Imperial Armor, etc., need to load after any creature addons so that these changes take effect.
    3) Any MMM plugin that removes things like creatures (no rats, less rats, no spider, etc.), should be loaded before spawn rate plugins so those plugins take effect and change the spawn rate leveled list appropriately.

    NOTE: Some of these files are not included in the latest version.

    Mart's Monster Mod.esp (or MMM for Fran or 000)

    (MMM plugins that fix or add new things...)
    Mart's Monster Mod – Slof Horse Complete.esp

    Mart’s Monster Mod – Farm Animals.esp
    Mart's Monster Mod - Waterlife.esp

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

    Mart's Monster Mod - Diverse Imperial Armor.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 such as 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 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)

    (Miscellaneous: I always load these last)
    Mart's Monster Mod - Safer Quest Locations.esp (Formerly Vindasel)
    Mart's Monster Mod - Dungeons of MMM.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.esp
    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.esp (These two make factions more friendly; they can really be anywhere in the load order.)

    General Notes

    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, Tag Natural Wildlife, or Creature Alive, de-select it (features of those mods are incorporated into MMM)
    * If you use OOO, you do not need Diverse Imperial Armor / Diverse Creature Skins, it is already included.
    * If you use Beautiful People, or any other mod based on Elaborate Eyes, do not use the 'Races Resized' optional plugin. Update to either Race Balancing Project or COBL Races for better compatibility.
    * If you use onboard sound, the footsteps of nearby creatures may cause stuttering. Use the newest 'Quiet Feet Max' mod, which is compatible with MMM, OOO and others.

    ===== ADDITIONAL ALTERNATIVE DOWNLOADS =====

    Martigen’s Monster Mod – Gems & Gemdust Ayleid Coin version Download 

    * The Platinum Coin has been changed to an Ayleid Coin courtesy of the gracious _Tarnsman_, thank you!

    * Please make sure to install the included resources.

    * Replace the Gems & Gemdust.esp with the one included (place the new .esp in the same load order position as the old one).

    * Ayleid Coins introduced by Martigen’s Monster Mod – Gems & Gemdust will not stack with Ayleid Coins from another mod such as Oscuro’s Oblivion Overhaul.

    Martigen’s Monster Mod – Curse of the Hircine Download

    * For use only with: Werewolves:  The Curse of Hircine Mod.

     ===== 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'. It is suggested that you should either use a different archery mod or edit these mods to 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. Please also note that Wryebash has a bashed patch tweak that resolves this problem, if selected prior to bashing your patch.

    CTD’s are known to happen with any heavily modded game. Some can play for hours, while others’ games crash within minutes. Some general tips: Make sure that you are not running any program in the background—disconnecting from the internet, turning off firewall and antivirus programs (make sure system is clean), and turning off unnecessary services may all help Oblivion perform much better.  Overclocking is not recommended.

    Make sure all mods are up to date and all resources for those mods are correctly installed.

    ===== COMPATIBILITY And BASH=====

    To Avoid Issues with Other Mods, Wyre Bash is highly recommended.

    MMM is an overhaul, so it makes many changes to factions, some vanilla npcs, enemy npc’s, creatures, and leveled lists. In order to successfully use other mods that affect the same areas, Wrye bash is recommended.

    Some creature mods work better than others with MMM. Creature mods that you should avoid in particular are Natural Wildlife, and Creatures Alive, as many of their features have been integrated. In general, it is best to avoid using other creature mods, unless an MMM patch is available for them.

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