Mart’s Monster Mod Version 3.8 has almost infinite variety. Each creature and NPC, both original and new, spawns with a randomized size; randomized adjustments to stats (such as strength, agility, health, fatigue, magic, willpower, and intelligence) all specific to their class; and range-randomized confidence, aggression, and combat fighting styles. No more clones of creatures or NPCs that are all the same; with MMM, every encounter is unique because every creature, even those of the same race, is a unique individual.
Creator: Corepc DevAkm lilith Wrye
Mart’s Monster Mod
This mod does not have any known dependencies other than the base game.
Mods requiring this file:
|MMM Hunting and Crafting Compatibility Extension|
PERMISSIONS AND CREDITS
Credits and distribution rights
- Assets of other users: Some of the assets in this file are the property of other authors. You must obtain permission from these authors before using their assets.
- Upload authorization: Under no circumstances may you upload this file to other websites.
- Permission to modify: Under no circumstances may you modify my files, including creating bug fixes or improving features.
- Permission to convert: Under no circumstances are you permitted to convert this file for use in other games.
- Permission to use an asset: Under no circumstances are you permitted to use assets from this file.
- Asset use permission in purchased mods/files: This file’s assets may not be used in any mods or files that are sold for money on Steam Workshop or other platforms.
- Permission to use assets in mods/files that earn donation points: You cannot earn Donation Points for your mods if they use my assets.
Notes from the Author
This author has made no additional notes about file permissions.
This author has not credited anyone else in this file
Furthermore, stat adjustments are divided into two categories: health, magic, strength, fatigue, and confidence are all affected by the same value that determines size, so smaller creatures are generally weaker and less confident. Agility, speed, and aggression are all randomized and applied against the core stats. For example, speed is important; now you’ll see herds of deer fleeing at various speeds, or hordes of goblins charging at you and fighting you at various speeds. These size, stat, and aggression changes, combined with the fleeing and behavior codes, all contribute to the creatures of Tamriel having a fantastic sense of life.
Furthermore, the advanced fleeing code works not only with player characters, but also with other creatures and NPCs. You might see a wolf start a fight with a Bandit, then flee for its life. Or goblins swarming a Troll and then fleeing when the tide turns against them. In fact, while few mods allow for anything more than NPCs with the ability to flee, MMM adds carefully adapted code to a wide range of creatures and NPC types, each with its own class or nature (so for example; Dremora never flee, nor do Bosses).
Finally, MMM is the first mod to incorporate a creature’s level of confidence and aggression into faction interactions. Setting faction ratings usually results in static behavior (if a creature has a strong enough negative reaction to another faction, it will always attack); however, with MMM, creatures spawn with a wide range of aggression and confidence, which, when combined with faction ratings, results in a wide range of behavior. A Big Cat, for example, may not always be hungry and thus may not always chase prey. Alternatively, a spawning Ogre with a faction bias against wolves in general may appear ambivalent towards a nearby wolf, while a second spawned Ogre attacks it outright. These changes scale with a creature’s size and stats, with larger, more confident creatures more likely to initiate conflict with factions they only tolerate (as opposed to outright war or friendship). Wolves, Trolls, and Minotaurs, for example, may attack their own kind. It’s a small percentage, but if a highly aggressive Wolf spawns, it will be highly aggressive not only to other factions, but may even turn on other wolves in a fight.
The most significant effect of the faction system is that the player is no longer the center of the universe. You will no longer have three different creatures attacking you at the same time while ignoring each other. Fights will now be all-out brawls between you and the fighting factions you’ve discovered.
Download Mart’s Monster Mod Files:
|📥MMM ReadMe and Version History|
Install order for MMM 3.8
First and foremost, because everything is now stored in bsa, you must be careful how you install other mods, as MMM still shares some resources with UOP and Cobl in particular. Please follow these guidelines:
Mod Patches and Unofficial Patches first Frans and OOO, WarCry, Bob’s Armory, Armamentarium, and Artifacts
Body Replacers FCOM Textures MMM Cobl / Cobl Races
MMM3.8 can be downloaded.
TesAlliance Main Files Download
MMM now has a brand new, fully optimized BSA, which makes installation, removal, and playing a breeze! The BSA’s detailed information can be found here.
TheNiceOne has created an OMOD Installer for use with OBMM to facilitate the installation of the ESM and various ESPs. When you activate the MMM OMOD, it will automatically guide you through the installation process, selecting the appropriate components and assisting you in customizing the install to your preferences. The BSA OMOD installer includes a script that asks you what version of MMM you intend to use (MMM, MMMforFrans, MMMforOOO, or FCOM) and will rename the BSA as needed so that MMM’s resources are launched correctly as the game loads. If you have other major overhaul mods installed (for example, Frans, OOO, FCOM), the OMOD installer will detect this and only install the necessary ESP components. This eliminates the possibility of incorrect load order configurations.
For installation, Wryebash’s BAIN function can also be used. Both archives are simply placed in Bethesda Softworks’ Oblivion ModsBash Installers directory and activated via Wryebash’s Installers tab. Until a full BAIN package is released, this method is only recommended for experienced users; however, the process is straightforward and simple enough without it.
HOW TO INSTALL MMM 3.8 Full Version Manually via BAIN
1] Move MMM.bsa to your Oblivion/Data directory (or, in the Installers Tab, simply click Install on both the BSA and ESM/ESP packages).
2] Choose ‘Mart’s Monster Mod.esm’ (If using OOO in conjunction with MMM, also choose MMMforOOO.esm. This is not applicable to FCOM!)
3] Choose ONE of the following options:
‘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’ –
If you’re using MMM with FCOM, rename BSA to FCOM Convergence Mart’s Monster Mod.bsa.
Failure to properly rename the BSA for your installation will result in missing resources ingame because the BSA will not be loaded on game startup!!
4] Visit the PLUGINS section to learn about the various optional plugins.
5] In the Wryebash Installer’s right-hand panel, select one of these additional plugins.
6] Create or rebuild your bash patch in Wryebash’s Mods Tab 7] Play!
NOTE: Rest your character for at least 4 full days to reset previously visited cells, allowing new creatures and NPCs to appear. If you’re starting a new game, you don’t have to do this.
HOW TO UPGRADE MMM in an existing install:
Upgrade from Previous Version: MMM 3.8
1) Disable and remove any previous MMM installation, as well as any hotfixes, esm / esp, and optional files. This step is absolutely necessary for MMM Version 3.8!
2) Install MMM 3.8 using your preferred method, and ensure that all existing ESM/ESP and optional files (if any) have been overwritten with the new ones. To use MMM 3.8, you MUST have the official patch 1.2.0416 or SI Patch 1.2.0416 installed. The Spawn Rate Plugins have been renamed. Delete the old ones and replace them with the new ones from the Optional Plugins folder.
4) Rest inside somewhere without NPCs for 4-14 days* in-game to ensure your cells reset, allowing new creatures and NPCs to spawn. If you are upgrading an existing save game, you MUST do this. If you’re starting a new game, you don’t have to do this.
*The amount of time spent resting/waiting is determined by the game’s respawn time. The default is three days, but some mods and tweaks can increase this to two weeks or more.
Deactivate omod or use BAIN’s ‘Uninstall’ option. Alternatively, remove all esm / esp plugin files and mmm.bsa.
MMM does a lot more than just add new and unique creature and NPC types. It also adds new and original creatures and NPCs to the game:
- Martigen’s brilliant advanced fleeing code based on level and health for NPCs * 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 for customizing 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 in the game up to level 40 and be challenged to level 50+
- Statically scaled leveling – encounter creatures and NPCs that are more powerful than you and less powerful than you, regardless of your level.
In addition, you’ll get to see:
- ‘Enemy’ NPCs with the ability to feign death or cast invisibility in order to flee * Undead creatures or NPCs that resurrect in front of you when you least expect it!
- Undead that resurrects after a period of time, resulting in new encounters as you exit dungeons.
- Leveled city guards with legion military ranks * Road patrol guards, including females * New animal ingredients such as pelts and meats, and much more
- Giants in the form of giant humanoids and giant Ogres * Resized races for greater diversity among Tamriel’s inhabitants * Nords and Orcs bulkier (a.k.a. Bulkier Nords and Orcs mod)
Martigen’s Monster Mod has been developed with a keen eye for detail since its inception. It is much more than’monsters’ in the traditional sense; it is made up of unique creatures and NPCs, each with their own purpose, style, backstory, lore, AI, loot, abilities, ingredients, faction behavior, and more. Simply put, it contains and encompasses life: animals that can be afraid, aggressive, or tame, and all of them behave accordingly; bosses that are bigger and meaner; Spriggans that can bring down a furious storm when killed; furs and meats on Barbarians; Marauders who like their drinks; petty loot on Bandits; Smugglers carrying their cargo; new regional armors on patrolling guards; corpses that stay around longer and so much more.
The creature faction design in MMM is one of the most advanced to date, and it deserves some explanation:
The system is based on the creatures’ attitude toward other factions and is closely related to an individual creature’s aggression and confidence. In other words, values include not only racial relations, but also whether a spawned creature would attack or avoid members of another faction. For example, while Ogres may be willing to engage in combat with Goblins, Goblins, while recognizing Ogres as a threat, will generally avoid initiating combat with foes much larger than themselves — why start a fight you might lose?
The tight integration of a creature’s aggression with factions results in a highly versatile and fluid system with nearly limitless behavioral variations. Consider the following scenario: a Minotaur comes across a boar. If the Minotaur was spawned with a low aggression level, its faction relationship with the boar may cause it to be ambivalent toward the boar, and it will not attack automatically. If the same Minotaur spawned with a higher aggression level, it would attack the boar on sight due to its faction relationship.
This mod differs from others that change factions in that there is no aggression scaling, so behavior is static and always predictable — the Minotaur will always attack. Faction relationships in MMM are as flexible and unique as the creatures themselves. Furthermore, regardless of aggression, these relationships allow for outright enemies and friendships, in addition to the fluid system of unique creatures and their particular bias. For example, this enables ‘Dire’ (diseased) animals to be more aggressive and initiate fights with factions that healthy animals would normally avoid (includes their own kin).
A simple group of wolves, for example, can display a wide range of behavior. A pack of wolves may spawn, with some pursuing nearby deer while others do not. Because of the differences in creature speed, a wolf may catch up to and kill a deer, or the deer may outrun the wolf. When you consider how these same wolves might interact with more than 22 other factions they might encounter while chasing or fleeing—each wolf having its own size, stats, and proclivity to fight—even this small microcosm demonstrates a wide range of behaviors and outcomes that are simply not present in vanilla Oblivion.
Furthermore, some creatures have no qualms about attacking their own kind; this is especially true for creatures such as Wolves, Ogres, Trolls, Big Cats, and others who may not have perfect relationships with their own race (Cats and Wolves especially are territorial). Though uncommon, if spawned with a high enough aggression, they will be more likely to initiate combat not only with other factions, but also with their own kind.
Finally, some creatures that a player has antagonized are more likely to attack other creatures.
Mart’s Monster Mod includes a wounding system that penalizes almost all NPCs and creatures in the game. Woundedness has an effect on Strength, Agility, Athletics, Speed, Fatigue, and Attack and Defense bonuses.
Now, wounded adversaries:
- Attack and swing more slowly
- Move and run more slowly
- Deal less damage
- Take more damage
Wounding penalties are applied in three stages, with each stage becoming increasingly severe; an NPC with less than 15% health has his abilities reduced to 20-40% of their original values. Furthermore, they deal less physical damage regardless of weapon, are unable to defend themselves, and thus take more damage.
While stat penalties are applied as wound levels are reached, the Fatigue penalty is applied with each hit. The more injured they are, the more fatigue they suffer from your attacks. This means they get to swing less frequently and do less damage as well – fights should tire an opponent out. For the first time, you can beat enemies into submission without killing them when their fatigue level reaches zero — fast, low-damage weapons are now more effective for stealthy characters, and hand-to-hand combat allows you to knock enemies out before delivering a killing blow.
Obviously, this will make some fights easier – and help balance those times when you have hectic spawns – so the MMM team is eager to hear feedback. It’s already been fine-tuned — different creatures and NPCs are penalized at different levels, and the penalties don’t apply to Bosses (who should be tough) or Guards (who are frequently outnumbered as it is).
Furthermore, wounding allows you to be more strategic; there is now an advantage in taking out the wounded enemies first. You can also last longer in fights with large groups because wounded enemies deal less damage. On that note, how do you know which enemies are injured? I’m glad you inquired!
NPCs and creatures now bleed, with the severity increasing as they are wounded. It’s a sight to see a blood-soaked Guard fighting for his life against a blood-stained Daedra! dDefinder provided the blood textures for MMM, which were then tweaked for effect, including the creation of new green blood textures and green blood spray for the goblins.
When NPCs and creatures reach the highest wound level, they will begin to spurt blood at random.
NPCs and creatures can now stagger or trip while wounded, whether fighting or fleeing for their lives. The more injured they are, the better their chances. Stronger enemies with greater endurance stagger less frequently. Staggering brings a lot to the game, and when combined with wounding penalties, you can see things like:
- A fleeing, bloodied NPC trips and falls, picks himself up, and continues to run
- A wounded NPC swings and misses in a fight, falling over and picking himself up again
- A staggering NPC falls to the ground and is killed while getting up
- A deer shot by a hunter bleeds from the arrow and trips over itself when trying to flee — like a nature documentary!
Wounding and Wounding Effects have been subtly balanced and applied; for example, Daedra will not stagger, but will become weaker and bleed (except Atronachs, where bleeding would be inappropriate). Guards can stagger and bleed, but they will not become weaker (there have been enough complaints about weak guards). NPCs can become weaker, bleed, and stagger… but NPC bosses will only bleed and stagger, and so on. This treatment has been applied with loving care and an individual touch to all of MMM’s new creatures and NPCs, as well as vanilla creatures and NPCs.
Do you dislike it? Install the No Blood plugin.
PLUGINS – DESCRIPTION and FUNCTIONS
What are the different versions?
Use Mart’s Monster Mod with vanilla. Adventurers and pretty much everything else are included! If you are not using another overhaul such as OOO, Frans, or FCOM, you should use this.
Durability and Damage: Increases weapon damage by 50%, weapon skill-based damage by 50%, and armor and weapon durability by 100% to make fights go faster and armor last longer with the default increase in spawns. (Do not use with OOO (FCOM) because it already has this tweak/plugin.)
Extra Wounding: Shadowborn optimized and enhanced this plugin for MMM 3.8, extending the MMM combat/wounding/fatigue system to NPCs / creatures not added by MMM (Vanilla NPCs and Creatures, etc., as well as those from other mods). See the Wounding Section.
Looting NPCs and Creatures: NPCs, Goblins, and Ogres will loot their prey’s bodies. Guards are an exception because you don’t want or expect them to take your loot (unless you don’t mind killing them). Looting is more than NPCs taking each other’s gear; it is believable behavior that adds much more life to the world—if you want what that guy took off the enemy you just killed, you may have to track him down and fight him for it!
Additional Enemy NPC Variants: This adds over 1300 new enemy variants to the game, including marauders, bandits, smugglers, raiders, reavers, foresters, and others. Because the game engine must generate faces on the fly, some users may experience game lag when using this plugin under stressful conditions. Details on these Npc Classes can be found in the Npc section.
Knights: Mart’s Monster Mod This ESP plugin fixes Knights of Nine and MMM compatibility issues. It allows many of MMM’s natural creatures to work well with KO9 and resolves issues with faction changes that occur when wearing the armor. Knights of The Nine must be installed on the player’s computer. See the Knights Section further down. Use only with OOO or FCOM.
LOAD ORDER GUIDE BY COREPC
Martigen’s Monster Mod is designed to work both alone and in conjunction with other mods, such as Oscuro’s Oblivion Overhaul and Francescos, so it must be loaded after these to take effect. If you’re using MMM with Francescos or OOO, this is a good load order (keep in mind that.esm’master files’ always load first, regardless):
Francesco’s main.esm (or Oscuro’s Oblivion Overhaul.esm) Mart’s Monster Mod.esm
Must be loaded at all times (Mart’s Monster Mod for OOO.esm)……
Optional plugins.esps from Francesco or Oscuro’s Oblivion Overhaul.esp
Mart’s Monster Mod, Francescos.esp Mart’s Monster Mod, or OOO.esp Mart’s Monster Mod
Optional Mart’s Monster Mod plugins.esps
MMM Plugins General Load Order
FCOM Users see the FCOM Load Order, which is very different due to how it works.
In general, you should use the following order:
1) Any MMM plugins that add things, such as Creature Addon, Waterlife, and so on, must be loaded before any spawn rate plugin to ensure that the leveled list used by the spawn rate plugin is correctly updated with these new changes.
2) Plugins such as Looting, Hunting and Crafting, Gems and Gem Dust, Diverse Imperial Armor, and so on must be loaded after any creature addons in order for these changes to take effect.
3) Any MMM plugin that removes creatures (no rats, less rats, no spider, etc.) should be loaded before spawn rate plugins so that those plugins take effect and change the spawn rate leveled list accordingly.
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
Find out more mod for PC Game with us!