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The Elder Scrolls IV: Oblivion Downloads > Modifications > NPC and Creature Additions:
Martigen's Monster Mod (1.31 Patch)
Filename: mmm_131patch.7z

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5.12 MB
1.31 Patch
Modifications > NPC and Creature Additions

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Martigen's Monster Mod (1.31 Patch) - File Description  

The new MMM 1.31 is a big release and features new and updated AI, creatures, loot, behaviour, Hunters ingredients and much more. Highlights include:

* Carrion Rats: Blood stained tiny rats that have a chance of appearing at any flesh based corpse (animals, creatures, NPCs and Zombies) after three hours. Some of the rats are ambivalent, others will scatter as you approach. Like everything else in MMM, they spawn in various sizes and speeds, and foot sounds have been removed to be sound card friendly. Finally, you can stamp on the little buggers if you like -- just run over them and hear them squeal!

* Complete loot overhaul: Over 200 creatures and NPCs and variants -- all original in Oblivion and those new in MMM --- indvidually tweaked for loot drops based on creature type, class, and in some cases sex -- for example, bandits may carry food as well valuables they have stolen, such as cheap silverware or jewelry and gold, and even then male bandits might prefer just rings while female bandits prefer all jewelry. Similarly, Barbarians are more likely to carry raw hides and meats from creatures, Conjurers ingredients of their craft, Mages chance of scrolls and potions, Bosses valuable and sometimes magical loot, and you'll just have to find out what Smugglers might be smuggling! Finally, various types of valuable and generic loot for all creatures and NPCs helps to flesh out their life and background story -- from bones on animals and Marauders liking their (cheap and cheeful) drinks, to well paid Slayers for hire and Goblins carrying rat or dog meat for their evening dinner. Every creature and NPC has a backstory through the loot they can carry -- and yes this works wonderfully with OOO and Frans, new items from these mods will show up where applicable.

* Creature AI: Wounded animals can now flee, based on confidence, and tame animals will turn towards the player as they approach. Combined with the current AI this means creatures can attack on approach, be shy and run away, be tame and turn towards the player when near, and in combat flee if scared and wounded. They do this not just with the player, but all creatures and NPCs in the game.

* Spawn lists: Wilderness, Bandit and Marauder spawns tweaked to reduce the chance of opposing factions spawning together as well as improved wolf, boar, bear, imp and ogre faction relationships. Frequency and type of spawns now quite refined.

* Hunters 2.5: Full integration of the new ingredients in Hunters 2.5, the ingredients and loot lists were also improved, see the 'New Features' section for more. Note, this is a drop-in replacement for Hunters 2.5.

For more details see the 'New Features' section and the changelog at the end.

[Martigen's Monster Mod v1.31]

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

Contact: PM 'Martigen' on official TES forums

=== WHAT IT DOES ===

* Over 50 new and diverse creatures and NPCs added to the realm of Tamriel
* All creatures and NPCs spawn unique with a different size
* All creatures and NPCs spawn unqiue with modified stats
* All creatures and NPCs spawn unique with their own combat AI
* All creatures and NPCs interact with over 22 new factions

The variety in MMM is almost limitless. Each creature and NPC, both original and new, spawns with (in defined ranges) a randomised size; randomised adjustments to stats (such as strength, agility, health, fatigue, magic, willpower, and intelligence) all particular to their class; as well as range-randomised confidence; agression; and even combat fighting styles. No more clones of creatures or NPCs where each one is identical, with MMM every encounter is different because every creature -- even those of the same race -- is uniquely different.

More than this, the stat adjustments are broken into two sections -- health, magic, strength, fatigue and confidence are affected by the same value that determines size -- so smaller creatures are generally weaker too and, in turn, less confident. Stats like agility, speed, and agression are randomised based on and applied against the core stats. Speed is an important one here -- now you will see herds of deer running away at different speeds, or hoards of goblins charging towards you and fighting with you at different speeds. In conjuction with size, stat, and aggression changes as well as the fleeing and behviour code these changes adds a ton of life to the creatures of Tamriel.

Finally, MMM is the first mod to tie a creature's confidence and aggression into faction interactions -- usually, setting faction ratings creates static behaviour (if a creature has a big enough negative reaction to another faction, it will always attack), with MMM creatures spawn with an adjustment to their aggression and confidence within a defined range, and when combined with the faction ratings, creates a vast diversity of behaviour. For example, a Big Cat might not always be hungry, and so might not always chase prey. Or a spawning Ogre that has a faction relationship towards wolves as enemies may be ambivalent towards a nearby wolf, while another spawned Ogre attacks it outright. Moreover, the changes scale in accordance with a creature's size and stats with bigger, more confident creatures more likely to start a fight with those in factions they just tolerate (as opposed to outright war or friendship). Additionally, more primal creatures may attack their own kind, such as Wolves or Trolls or Minotaurs. It's a low percentage, but again based around factions and aggression. If a highly aggressive Wolf spawns, it'll be highly aggressive not only to other factions but its own kind, and could well turn on them in a fight.

The most important change the faction system brings -- the player is no longer the centre of the universe. No more will you have three different creatures all attacking you at once and ignoring eachother. Now, fights will be all-in brawls between you and the fighting factions you've stumbled upon.

Additionally MMM adds:

* Advanced fleeing code for NPCs based on level and health
* Advanced wilderness behaviour for animals and creatures
* Advanced combat behaviour based on Lyrondor’s combat Behaviour mod
* The ability for 'bad' NPCs to feign death, and Undead to ressurect
* Levelled guards, with legion military ranks
* Patrol guards for roads, which include females
* New ingredients on animals, including pelts and meats
* New and more loot for a whole range of creatures and NPCs
* Giants in the form of giant humanoids and giant Ogres
* Resized races for greater diversity in Tamriel's inhabitants
* Nords and Orcs bulkier (aka Bulkier Nords and Orcs mod)
* The ability to encounter new creatures up to level 35 in the game
* Statically scaled levelling -- meet creatures and NPCs more poweruful than you, and less powerful than you, regardless of your level as you level.

It's worth mentioning that the fleeing code works not just with the player, but other creatures and NPCs as well. You'll see a wolf starting a fight with a Bandit, and then running for its life. Or goblins swarming a Troll, and then pelting when the tide turns against them.

Other features include the integration of Lyrondor’s combat Behaviour mod, larger bosses (for all types), Spriggans that may trigger a storm when they die, and encountering more resistance on the way back while dungeon clearing, with some evil NPCs ‘feigning death’ and Undead raising in places you’ve been before.

New creatures and NPCs added include:

Giants :: Really, really big people
Gore Rats :: Bigger, tougher, uglier
Elder bears :: King size black and brown bears
Primal Troll :: Meaner, bigger troll
Savage Troll :: Even meaner, bigger troll
Amazon :: Light armor, bow wielding and fond of maces
Barbarian :: Two handed wielding Orcs with light armor
Barbarian Shaman :: As above, plus magic
Bandit Warmage :: Heavy armor and destruction magic
Smuggler :: Warrior-types with conjuration
Slayer :: Khajitt bandits that hunt you with chameleon
Hell Hounds :: Fire wolves that spit fire
White Tail Wolf :: White wolves that spit ice
White Fur Lion :: Mountain snow lion
Leopard :: It's a cat. A very big one
Snow leopard :: A leopard fond of the cold
Raiders :: Improved versions of bandits -- melee, missile and magic
Defenders :: Heavily armored bandits that use alternation and restoration
Goblin Bandits :: Tougher, well equipped goblins
Dire Boar/Bear/Wolf/Lion :: Diseased, nasty animals
Elder Ogre :: Meaner, bigger ogre
Champion Ogre :: Even meaner, bigger ogre (read: giant)
Blood Moon Wizards :: Red cloaked wizards that just don't like you
Blood Moon Warrior :: Simply put, one bad-ass fighter
Head Hunters :: Argonion archers that try and paralyze you
Berserker :: Shirtless nords fond of two-handers
Guardian Imps :: Meaner, tougher imps
Ancient Imps :: Even Meaner, tougher imps
Mind Shatter :: will o wisps on steroids
Tree Sprite :: Big brother to the spriggans
Lich Lord :: As bad and mean as they get
Fire Skeletons :: Skeletons on fire
Rock Elementals :: Power of the elements, mythic
Fire Elementals :: Power of the elements, mythic
Water Elementals :: Power of the elements, mythic
Golems :: 11 different golems and their 'Greater' counterparts. Includes: Ebony, Gold, Iron, Mithril, Blood, Glass, Water, Magma, Mud and Silver


The creature faction design is the most advanced to date and deserves some explanation:

The system is based off the creatures temperament towards other factions, and is tied in with an individual creature's aggression and confidence made possible by the stat adjustments each creautre and NPC spawns with. In other words, values are set not based around racial relations, but to what degree a creature would attack or avoid members of another faction. For example, Ogres might be happy to mix it up with Goblins but Goblins, while recognising Ogres as a threat, are set to generally not initiate combat with these foes much larger than them -- why start a fight you could lose?

The tight integration of a creature's aggression with factions creates a highly versatile and fluid system almost limitless in behaviour. By way of example, take a simple scenario of a Minotaur stumbling upon a boar. If the minotaur spawned with a lower aggression level, its faction relationship to the boar might cause it to be ambivalent towards the boar, and not attack it. If the same minotaur spawned with a higher aggression level, its faction relationship to the boar would cause it to attack the boar on sight.

This is different from other mods that alter factions because without aggression scaling, the behaviour is static and always predictable -- the minotaur will always attack. With MMM, faction relationships are flexible and are as individual as the creatures themselves. More over, the relationships still allow for outright enemies and friendships, regardless of aggression, in addition to the fluid system of unique creatures and their particular bias. For example, this allows 'Dire' (diseased) animals to be more aggressive and trigger fights with factions normal animals wouldn't. Including attacking their own kind.

Another example -- a pack of wolves might spawn where some of them chase after nearby dear while others don't and, when paired with stat adjustments and fleeing code as the player approaches, a whole range of behaviour can be seen from something simple as a group of wolves. The variances in creature speed mean a wolf might catch up and kill a deer, or a deer outrun a wolf. Add to this how these wolves interact with more than 22 other factions they might come across while chasing or fleeing, and with each wolf having individual size, stats, and its own predeliction to fight, and even in this small microcosm example there's a wide variety of behaviours and outcomes simply not present in vanilla Oblivion.

Additionally, some creatures are capable of attacking their own kind -- this is particularly important for creatures like Wolves, Ogres, Trolls, Big Cats and more that don't have perfect relationships with their own race (Cats and Wolves especially are territorial). Though rare, if spawned with a high enough aggression they'll not only be more inclined to initate combat with other factions, but also their own kind.

Finally, some creatures antagonised by a player are more likely to attack other creatures, too.

=== NEW FEATURES IN 1.3 ===

Carrion Rats
There's a 20% chance (less with Goblins, due to volume of numbers) after 3 hours have passed that Carrion Rats may appear at the corpses of creatures, animals, Goblins, NPCs, NPC bosses, Ogres, Minotaurs, Minotaur Lords, Trolls, and of the undead, zombies only. Some of the rats are ambivalent, others will scatter as you approach. Like everything else, they spawn in various sizes and various speeds, and I removed foot sounds to be sound card friendly.

Imagine walking back through an a dungeon and seeing a zombie corpse or NPC corpse surrounded by little blood-stained Carrion Rats! And if you feel the urge to stamp on the little buggers, you can. Run over them and you'll squish them (and hear it)!

Complete loot overhaul
Over 200 creatures and NPCs and all variants -- all original in Oblivion and those new in MMM --- where indvidually tweaked for loot drops, based on creature type, class, and even sex -- for example, bandits may carry food as well valuables they have stolen, such as gold or jewelry, and even then male bandits might prefer rings while female bandits prefer all jewerly types. Similarly, Barbarians are more likely to carry raw hides from creatures or meats, Conjurers ingredients for their trade, Mages a chance of scrolls and potions, and you'll just have to find out what Smugglers might be smuggling! Every creature and NPC has got some personal treatment, even animals, zombies and skeletons!

Additionally loot drops are more rewarding where due -- Bosses for example have more loot, or more valuable loot, and based on class and profession. Further, the life and background story of creatures and NPCs is fleshed out by the loot drops -- animals may carry bones and hides; many NPCs may carry loose change, food and have cheap rings or other jewelry; bandits may carry cheap stolen silver, Marauders like their (sometimes cheerful) drinks; Slayers which are killers for hire are likely to carry a good amount of gold; Goblins may be carrying rat meat or dog meat for their dinner and so on. Every creature and NPC has a story behind it.

Creature AI
Wounded animals can now flee, based on confidence, and tame animals will turn towards the player as they approach.
Behaviour when the player approaches now includes, using a wolf as an example he will either:

* Attack on sight
* Be shy and flee on sight
* Be tame and turn towards the player as they get close
* If tame and attacked, will become hostile
* If wounded and has a low confidence, will flee combat

Shy animals run a short distance before returning to normal, but will run again if the player approaches ages. Shy animals that are attacked will fight back - but then may flee again if wounded too badly! Combined with the relationships with the more than 22 other factions, and range of wildlife behaviour is as diverse as it is cool smile

Hunters 2.5
All the new ingredients are integrated directly with the MMM, with the following changes:

* More meats and pelts from MMM were added to the hunters ingredient level lists
* New ingredients applied to all creatures both original Oblivion and and new in MMM, including daedra (missing in original Hunters)
* Tweaked loot drop lists to keep bone-based materials on animals, reserving bone and stone based materials for more intelligent creatures (for eg Golbins and Ogres, capable of shaping stone).
* Renamed ingredients to remove 'Arrowhead' -- It seemed strange to find things like a 'Bone Arrowhead' on an animal, so these were renamed to things like 'Sharpened Bone' to imply its use as an arrowhead without calling it as much.

Thanks to Axebane for allowing me to integrate his fantastic new creations!

=== NEW FEATURES in 1.2 ===

Durability & Damage optional plugin
Boosts the durability of armor and weapons 100% (x2), and weapon damage (yours and enemies) by 50%. Helps balance out the increased fighting you experience from increased spawns.

MMM for Francescos
Named NPCs and stronger bosses now integrate perfectly, with MMM size/stat/flee code applied as well. Thanks to Newcomber24 for allowing me to integrate parts of Francescos 3.1 directly into MMM. Note: Requires Francescos 3.1 to work.

Stat reductions due to wounds
No more NPCs swinging at you like they've never been scratched. Instead, the more wounded an NPC, the weaker they get (strength, agility, and speed). Badly wounded NPCs won't be able to run as fast if they flee.

Feedback welcome on these new features.

So what does it all look like? See:

- A goblin camp where every goblin is a different size, has different strength, health, agility and confidence (and may flee if too scared). Some are more aggressive than others, and each of them fights differently.
- A herd of deer all varying in size scatter from your at differing speeds as you approach
- A Head Hunter turn invisble and attack you without warning, or a team of Barbarians scare the shirt off your back as they charge at you
- Wolves hunt deer. Cats hunt goblins. Minotaurs kill trolls. Bandits fight Marauders. And Imps get creamed by everyone. Well, ok, it's not that bad. Rats don't mind them.
- Zombies of different strengths and sizes shambling towards you at different speeds
- Golbins chase deer for the evenings food. Imps hunt a boar. Cats hunt horses and sheep, or goblins, for a snack
- A normal lion ignoring a member of a faction it has no quarrel with, but a dire one out of its mind with disease and attacking
- A group of wolves passing deer where some pursue while others don't. Some deer and wolves are faster or slower than others, so a wolf might catch up to a slow one, or deer outrun the wolf
- Undead interrupting a fight between Imps and Bears, and both turning their attention to the bigger threat
- A camp of Bandits and their dogs fighting it out with Marauders that wander into their territory
- Wolves attacking their own kind when stirred into a frenzy by you
- Champion Ogres towering above you, swiping for you like a snack on a stick (with a crunchy mithril wrapper)
- Golems attack anything they don't like, and drop gems when you fell them
- A hoarde of undead skeletons of different size, skills, and speeed attacking all life they come across
- Goblin Bandits robbing you -- and anyone else -- they find on the roads
- A Raider fleeing for his life from you, and running into a giant bear that takes him out with a single swipe
- Ice Wolves and Snow Lepoards in snowy mountainous areas, and giant Ogres watching the roads
- Flaming skeletons showing you that a walking pile of bones really can get more dangerous than you thought
- Defenders, Raiders, Amazons, Barbarians, Bloodmoon Warriors and more populating roads, the wilderness, forests, mountains, hills and the path that lays ahead of you!
- All this, just off the top of my head from briefly playtesting 1.1!

=== INSTALL ===

1] Extract to your Oblivion/Data directory
2] Select your choice of Mart's Monster Mod .esp
3] Optionally select 'Durability & Damage' plugin
4] Play!

Notes on load order:
* If you use Hunters 2.0 or Hunters 2.5, de-select it
* If you use Creature Continuum, de-select it
* If you use Beautiful People, or any other mod based on Elaborate Eyes, use the 'Mart's Monster Mod - No Race Changes.esp'
* If you use Cosmetic Compilation, load MMM after it or use 'Mart's Monster Mod - No Race Changes.esp'
* If you use Mighty Magic, load MMM before Mighty Magic as it changes creatures summons as does MMM, but you'll want Mighty Magic to take priority for consistency.

Finally, you don't need to start a new game to use MMM. However for cells you have already visited you won't see changes like the new Guards until the cell next resets (default, 3 days).

Final note: Be sure, as always when installing a new mod that uses textures, to run OBMM's BSA update utility.

Quiet Feet
If you use onboard sound, nearby creatures can cause stuttering. Use the newest 'Quiet Feet' mod, which is compatible with MMM, OOO and others.

http://home.pacbell.net/omicrom/mods/ oblivion/QuietFeet.zip


MMM only changes creatures and generic NPCs, and is compatible with any mod that doesn't touch these.

Francescos: MMM is now highly compatible with Francescos and works wonderfully with it (I use Francescos).

OOO: MMM can work alongside OOO's unqiue spawns, and replace the vanilla creatures and variants in OOO with its own. It works quite well together with one caveat -- it will break the creature faction quest if you use it, as MMM adds its own factions. If you don't mind this, then load MMM after OOO, and enjoy.

Adventurers: No idea, someone try it and tell me smile.gif

Note for Francescos users: If you use this with Francescos and you're currently using 'optional chance of more enemies HARDCORE' you might want to consider using the NORMAL version -- you'll get a lot of spawns between the two mods. Of course, you might like the challenge smile.gif

=== CREDIT ===

MMM is based off Oblivion Reloaded creatures, Creature Continuum, and Hunters mod. Full credit goes to MarkyX for all the new creature templates in Oblivon Reloaded, rek075 for Creature Continuum which is simply a work of art, and Axebane for Hunters ingredients and wilderness behaviour. In fact rek075 did an amazing job with CC, with meticulously balanced levelled lists and his creature sizing scripts. And MarkyX's mod was among the first creature mods released for Oblivion, and included Female patrol guards, Amazons, Giants, Raiders, Barbarians and more. It had great forsight, but many people missed it at the time.

Credits for the creature textures go to:

Guru for the cougar, white mountain lion, hell hound, warg, and white fur hounds; Jackmix69 for the dire animals, spriggan, ogre, rat, blood golem, lich, imp, and troll; and Demonizzer for the Glass, Iron, Mithril, Silver, Mud, Ebony, Gold, Magma, and Water golems.

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


- Initial release

- Adjusted Woof Elf weight smile.gif
- Adjusted all other race weights to be a tad less heavy
- Fixed problem of large bandit spawns
- Fixed problem of Marauder Warlord camps
- Added a little extra loot to Marauder and Bandit warlords

Level lists:
- Totally re-worked OR's 'Camp' system within CC
- Removed cross-population of Bandits and Marauders
- Added class mixtures for camp spawns (melee, missile, magic, etc)
- Toned down Bandit, Marauder, and Raider spawns
- Fixed uber undead mega spawns in tombs
- Creatures reagionalised -- Ice Wolf, White lion, Snow lepard to Snow areas
- Creatures reagionalised -- Hell Hounds to Oblivion gates
- Added Elementals to a wider variety of lists
- Added Golems to a wider variety of lists
- Added Bloodthirsty wolves to multiple levels of lists
- Added Dire wolves to multiple levels of lists
- Added Leopards to wider variety and levels of lists
- Added Dire Lions to wider variety and levels of lists
- Fear factor: Giants can now appear from level 10
- Fear factor: Elder Ogres can now appear from level 10
- Fear factor: Champion Ogres can now appear from level 14
- Fear factor: Flaming Skeletons can now appear from level 18
- Re-balanced level lists across the board
Loot drops:
- Bosses: Bandits carry valuable loot appropriate to their 'class'
- Bosses: Marauder carry valuable loot appropriate to their 'class'
- Bosses: Black Bow carry valuable loot appropriate to their 'class'
- Bosses: Shamans carry valuable loot appropriate to their 'class'
- Bosses: Conjurers carry valuable loot appropriate to their 'class'
- Bosses: Necromancers carry valuable loot appropriate to their 'class'
- Goblins: Shamans may carry scrolls
- Goblins: Skirmishers/Berserkers have a chance for gold coin
- Goblins: Bandits carry small gold coin change (they steal, afterall!)
- Goblins: Warlords may carry one or more of gold, gem, and low power magical item
- Golems: Most golems now drop gold/silver/gems appropriate to their type. Larger ones drop more
- Ogres: Champions and Elders may carry gems. They like pretty things, and have no trouble taking them!
- Trolls: Larger trolls carry more fat!
- Lich: Some chance of soul gems, and magical item on lich lord
- Minotaurs: Lords may carry a magical item, being mythical and all
- Animals: Lrger beasts have more meat (for eg a Buck has more meat than a Doe)
- Added missing textures for the new hunters ingredients.

Updates and Fixes
- Tweaked Lion and Wolf sizes, including dire, ice, bloodthirsty, leopards etc
- Beefed giants a little more, and beefed their loot
- More race size tweaks (little less drastic)
- Mudcrabs made almost entirely passive
- Fixed Goblin Bandit Archers forgetting to use their bows
- Fixed werido leftover AI packages in Goblin Bandits from OR
- Fixed (hopefully) paired Warlord or Ringleader spawns
- Optimised Hunter's flee code for animals (= better performance)
- Improved flee code -- temperament will change once far enough from PC
- Tweaked guard sizing to raise minimums size (no more dwarf guards)
Stat system
- Completely re-worked sizing and stat adjustment scripts across the board
- Creatures and NPCs now have randomised (within ranges) stat adjustments for health, strength, intelligence, magika, wisdom, agility, speed, aggression and confidence
- These are particular to class -- so a shaman may get an intelligence boost while a grunt does not.
- The aggression and confidence changes play into Fleeing code and Faction system to create a huge range of behaviours
- No two creatures are ever alike!
- Totally reloaded. All 11 are now properly levelled in scale and power from 1 through to 32, with overlapping layers in level ranges so a varierty appear no matter the player level.
- Lower end Golems beefed a little (too easy to take down!)
- Added more loot and varieties of loot to Golems
- Goblins can now (attempt to) flee just like NPCs. They may be dumb, but some of them know if doom is impending!
- Based around the size and strength of the goblin as well as its confidence and the health and level of the attacker
- Applies, as with all flee scripts, not just to the player but any creature or NPC attacking
- Entirely new Faction system. Adds factions for Bears, Big Cats, Rats, Boars, Giants, Goblins, Golems, Imps, Minotaurs, Land Dreughs, Ogres, Spriggans, Trolls, Wolves and even Mud Crabs and Slaughterfish!
- All of these factions interact with eachother along with Bandits, Marauders, Conjurers, Undead, Necromancers, Daedra, Prey, and more
- Creature aggression and confidence tied into Faction system to create an entirely fluid and lifelike behavioural system
- Player faction included in faction changes to create more realistic battle priorities (no more wolf attacking you while it's being attacked by a bigger creature!)
- Version for Beautiful People, essentially MMM sans race scaling.

- Reduced Daedra spawns
- Reduced Undead spawns
- Reduced Goblin spwans
- Reduced Conjurer spawns
- Tweaked Goblin base sizes
- Tweaked NPC race sizes and width
- Tweaked Prey to predator faction relationships
- Tweaked Marauder priority faction relationships
- Tweaked Bandit priority faction relationships
- Tweaked giants to be, well, more giant
- Added 'Durability & Damage' optional plugin*
- Added 'MMM for Francescos' tailored version**
- Added new feature: wounded NPCs get weaker and flee slower***

* Durability & Damage optional plugin -- Boosts the durability of armor and weapons 100% (x2), and weapon damage (yours and enemies) by 50%. Helps balance out the increased fighting you experience from increased spawns.

** MMM for Francescos -- Named NPCs and stronger bosses now integrate perfectly, with MMM size/stat/flee code applied as well. Thanks to Newcomber24 for allowing me to integrate parts of Francescos 3.1 directly into MMM. Note: Requires Francescos 3.1 to work.

*** Stat reductions due to wounds -- No more NPCs swinging at you like they've never been scratched. Instead, the more wounded an NPC, the weaker they get (strength, agility, and speed). Badly wounded NPCs won't be able to run as fast if they flee.

Updates and Fixes
- Adjusted Goblin base sizes again
- Beefed up giants, were a bit weak
- NPC flee script chance and health threshold
- Guardian and Ancient Imps given a spell boost
- Increased minimum speed for creatures in speed variance code
- Imperial watchmen slightly beefed, slightly increased chance of spawn
- Re-visited races and weights. Females usually slightly shorter, slimmer
- Optimised all scripts for performance
- 'Gasp of death' ranged to player
- Raider Archers marauders not bandits
- Goblin Bandits now level capped at level 20
- Level capped Raider Mage, Archers, and Bosses
- Marauder Warlords now levelled properly, watch out!
- Renamed standard rats to giant rats, because they are
Spawns and Loot
- Increased venison on deer
- Added Dog meat to Dogs
- Added Leopard hide to Lepoards
- Added Leopard meat to Lepoards
- Added Elemental Salts to Elementals
- Spread out level appearance of Barbarian classes
- Wilderness level lists re-worked, less chance of 'enemy' factions spawning together
- Marauder and Bandit lists re-worked, less chance of 'enemy' factions spawning together
AI and Factions
- Stat and speed reduction due to wounding added to Ogres
- Stat and speed reduction due to wounding added to Minotaurs
- Ogres can now flee, slim chance based on health and level difference
- Minotaurs can now flee, slim chance based on health and level difference
- Tame animals now turn towards the player as they approach
- Wounded animals can now flee, based on confidence and health
- Wolf, boar, bear, imp and ogre faction relationships tweaked
- Special new no attack faction for unique circumstances and creatures
- Carrion Rats given special faction
- Sibylla Draconis given special faction for DB quest
New and sexy
- Complete loot overhaul, see 'New Features' section for summary details
- Spawn and level lists for wilderness, bandits and marauders now much more balanced
- Carrion Rats may now spawn near corpses after a certain amount of time. Kudos to PirateLord for the concept
- Hunters 2.5 ingredients integrated, with upgrades from MMM's ingredient list. Thanks to Axebane for permisison to include. See 'New Features' section for more info

Updates and Fixes
- Reduced Daedra and Dremora spawns in Oblivion
- Reduced size scaling of Boss NPCs slightly
- Reduced chance of Carrion Rats spawn slightly
- Tweaked speed scaling for some creatures
- Tweaked Deer spawns to add chance of mixed Bucks and Doe
- Tweaked fur and meat drops for Goblins, Ogres, Barbarians and more
- Increased kill zone for carrion rats to 15 (easier to stamp on)
- Increased corpse removal limits and time*
New and Sexy
- Added Regional Legion armors by Ionis
- Merged in full Hunters by Axebane, crafting now works

* Bodies will stay around twice as long, no more walking back through a dungeon and finding all those corpses from earlier encounters miraculously disappeared. This works well for the Carrion Rats and means you can also hold off picking up all loot until on your way out.

=== TO COME IN 1.4 ===

* Lore Creature Expansion creatures
* Bodyguards for bosses -- Bandit bosses, Maurader bosses etc will spawn with at least one 'bodyguard'.
* Updates for Frans and OOO and more

Note - This is a Patch so you need the original to play it. Found here

Martigen's Monster Mod (1.31 Patch) - Screenshots  
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Martigen's Monster Mod (1.31 Patch) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 11 | Last comment: 02-09-2008 at 16:47

 #1 - 10-01-2006 at 01:02
From: (WA)
Joined: February 20th, 2006
Posts: 501
If it doesnt work for you, look at the bottom of the description

 #2 - Question - 10-01-2006 at 01:28
Joined: January 8th, 2006
Posts: 28
with the bottom line: * Updates for Frans and OOO and more
do you mean that it is not compatible with OOO right now?
or are you gonna update the compatibility so it will work better?

 #3 - 10-01-2006 at 04:20
From: (WA)
Joined: February 20th, 2006
Posts: 501
I duno, the author didnt send this one in, I had to go get it so I know very little about it. Check TES Forums

 #4 - 10-01-2006 at 06:34
Joined: July 19th, 2006
Posts: 120
Im not going to dl becasue if it isnt compatible ooo i dont want to ruin anything. Say there might a bunch of new creatrues in a cave and then this mod move them and ill never see them i dont know waht i just makes sense too u guys but if u dont know what i mean ask meconfusedPimp!Hmmm Donut!

 #5 - 10-01-2006 at 13:19
From: (Palostio)
Joined: December 15th, 2004
Posts: 290
Its compatable, Ive been using the last version of this mod with OOO and it was fine...who knows now though

 #6 - Work..! - 10-07-2006 at 14:13
From: (Odense)
Joined: October 7th, 2006
Posts: 31
it don't work for me i won't open the game..sorry i can use it frown but it look nice

 #7 - some textures a bit weird - 10-11-2006 at 19:28
Joined: October 11th, 2006
Posts: 1
excellent mod firstly but i am having some problems with some textures (i think).
some creatures come up partially skinned (gore rats. only see eyes and aome fur and maybe whiskers but appear to be shadows) and other creatures are entirely invisible. i am running a fair few mods so maybe a conflict somewhere. any ideas?
i will list the mods at bottom

blackrock mountain 2.0
final ancient goblin keep 2.0
final lair of the hydra 2.0
tower of the lich king 2.0
castle of night
cave of lost souls 1
dj markov manor
francescos leveled creaures-items 3.0
francescos optional new armor and weapons 3.0
goblinwatch keep
kumiko manor
marts monster mod
natural habitat
natural water
natural weather
quest for the elements
topal island
town ceremonial armor

any help or suggestions appreciated. i have no problems playing like this but would like to fully appreciate the mod by being able to see it all.

 #8 - 11-10-2006 at 06:13
From: (Oslo "ØSTKANT")
Joined: November 8th, 2006
Posts: 32
I have the same problem
its good that lich lords have staves or i woulens see them

 #9 - 11-12-2006 at 06:14
From: (Oslo "ØSTKANT")
Joined: November 8th, 2006
Posts: 32
Yes, i fixed it!!!!!!!!!!!!!!!!Rockbig grin

 #10 - 10-14-2007 at 02:35
Joined: September 5th, 2007
Posts: 5
weell it worked but how now stopped!
everytime i enter a town the game crashes!!! i dont have any mods that conflict as i turned them all off and the game would still crash, but now that i have turned MMM off it doesnt!

in my opinion this mod aint that great, non of the really unique monsters ever show up usually all i get is stupidly coloured imps which look gay!

 #11 - noise - 02-09-2008 at 16:47
Joined: February 9th, 2008
Posts: 2
whenever i play the mod it always has this annoying noise
like someone stomping

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