|Martigen's Monster Mod (1.61v) - File Description
| Description: |
20 new creatures including Lore Creatures with unique designs, purpose, AI, abilities, loot, ingredients and more:
Dwemer Gem Scavenger - A legacy of yore left over and still running with its original programming, these robotic servants will ignore you and other creatures, and are in turn themselves ignored. If you decide to attack they'll put up a heck of a fight... but it may be worth your while just to see what they carry!
Snow Bear - Big, white fur, and utterly cuddleable! But don't, it'll eat you for lunch. Found only in snowy areas, this is one bear best avoided. Drops bear meat and a snow bear pelt, sought after for its warm properties. New ingredient: Snow Bear Pelt
Frost Giant - A rare creature which, if you find one, is best avoided unless you want to become its next meal. Should you defeat it, you'll find it carries the meat and furs of recent prey, as well as the possesions of the last adventurers who made the mistake of trying their luck... New ingredient: Giant's Heart
Gargoyle - Forged from rock and the perversion of arcane magick, these imp-like foes don't cast spells but pack a punch as their solid fists teach you to fear a new kind of flapping beast. As a formation from rock, they drop Elemental salts as well as Gargoyle horns. New ingredient: Gargoyle Horn (from LC)
Black Widow Queen - New Boss creature, this hulking behemoth of an arachnid spawns with its own spiderling young, is poisonous, fast, and cunning. Few see it and live to tell the tale. Found in mythic caves and some undead dungeons.
Spiderlings - The spiderlings are too young to develop poison glands, but are fast and nimble attackers.
Black Widow Spider - The mature form of a Black Widow, these can be found roaming some dungeons.
Giant Huntsman Spider - Found out anywhere in the wild and in some caves, these are as tough as Black Windows.
Giant Tree Spider - Not as tough as the others, can be found in rainforests and in mythic nature lairs.
Giant Bush Spider - The smallest and weakest of the new spiders, these can mostly be found in forests, and can be hard to see in the grasses...
With the exception of Spiderlings, all spiders are poisonous and drop poison glands you can use to make your own poisons... though the spiders themselves are immune to it! New ingredients: Spider Silk (from LC) and Poison Glands.
Wild Guar - Three types of Wild guars roaming plains, two common breeds and the chance of a rare white guar (about one in seven). Guars are more friendly than other wild animals, and when you approach some will be tame while others run to a safer distance. Guars, and also now horses, have been added as a chance to spawn on plains (previously there was just one spot in all tamriel to find wild horses). New ingredients: Guar Meat (awww!) and Guar Hide
Wild Pahmar - Extremely aggressive intelligent hunting cat related to the Khajiit -- and as a result it won't attack Kahjiits -- you, or any Khajiit NPCs it encounters, though it will defend itself. So if you're a Khajiit, you can sit and admire these beautiful beasts. As a rare creature its hide and meat fetch a pretty penny in the cities. New ingredients: Pahmar Meat and Pahmar Hide
Hunger - These foul creatures can be found in or near Oblivion gates, and occasionally walking the wilderness at night. Able to absorb health, paralyze, and disintegrate weapons and armor you don't want to start a fight with one unless you can finish it.
Morphoid - Another daedric beast that keeps to the planes and just within range of Oblivion gates. Strong, skilled in combat and hitting hard, these beasts are wreathed in flame and immune to the same.
Herne - Hunters for Hircine and a relative of the scamps, these horned daedra are somewhat more potent than their cousins, able to cast frost spells and heal themselves.
Golden Saint - High-level daedra found in the daedric realms along with Xivali, they are fearsome fighters wielding powerful swords and, occaisonally, may carry a magic item. They are powerful enough to give you a challenge even at level 40.
Spider Dryad - A relative of the Spriggan, and not always hostile, these nature beasts protect the wilderness from evil and trigger-happy players. More potent than their cousins they can cast lightning, heal themselves, command creatures to fight for them, and summon all manner of Spiders (see 'Spiders' above!) to defend themselves. As with Spriggans, when killed they have a chance of setting off a thunderstorm or rain, tied to nature as they are.
* Over 90 new and diverse creatures and NPCs added to the realm of Tamriel
* All original and new creatures/NPCs spawn unique with a different size
* All original and new creatures/NPCs spawn unqiue with modified stats
* All original and new creatures/NPCs spawn unique with their own combat AI
* All original and new creatures/NPCs spawn unique with their own loot
* All original and new creatures/NPCs interact with over 25 new factions
* And much much more! See below for full feature list.
The variety in MMM is almost limitless. Each creature and NPC, both original and new, spawns with (in defined ranges) a randomised size; randomised adjustments to stats (such as strength, agility, health, fatigue, magic, willpower, and intelligence) all particular to their class; as well as range-randomised confidence; agression; and even combat fighting styles. No more clones of creatures or NPCs where each one is identical, with MMM every encounter is different because every creature -- even those of the same race -- is uniquely different.
More than this, the stat adjustments are broken into two sections -- health, magic, strength, fatigue and confidence are affected by the same value that determines size -- so smaller creatures are generally weaker too and, in turn, less confident. Stats like agility, speed, and agression are randomised based on and applied against the core stats. Speed is an important one here -- now you will see herds of deer running away at different speeds, or hoards of goblins charging towards you and fighting with you at different speeds. In conjuction with size, stat, and aggression changes as well as the fleeing and behviour code these changes adds a ton of life to the creatures of Tamriel.
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 powerful 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
Panther :: A sleek, black, killing machine
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
Efreeti :: Mischievious fast moving pure fire spirits
Haunted Heads :: Floating ghostly skulls that want to take a bite out of you...
Sentient Gas :: Passive dungeon dwelling creature
Skeleton Fury :: Fire borne skeleton with a hatred for life and a flaming sword
Ghostly Apparition :: Passive dungeon dweller that'll scare the pants off you
Dwemer Gem Scavenger :: A robotic scavengers left over from times of yore
Snow Bear :: Big, white fur, and utterly cuddleable! But don't, it'll eat you for lunch
Frost Giant :: A rare creature best avoided unless you want to become its next meal
Gargoyle :: Forged from rock these imp-like foes don't cast spells but pack a punch
Wild Pahmar :: Extremely aggressive intelligent hunting cat related to the Khajiit
Hunger :: Foul creatures can be found in or near Oblivion gates, and walking the wilderness at night
Morphoid :: Another daedric beast that keeps to the planes and just within range of Oblivion gates
Herne :: A relative of the scamps, these horned daedra are more potent than their cousins
Golden Saint :: High-level daedra found in the daedric realms along with Xivali
Spider Dryad :: These nature beasts protect the wilderness from evil and trigger-happy players.
Golems :: 11 different golems and their 'Greater' counterparts. Includes: Ebony, Gold, Iron, Mithril, Blood, Glass, Water, Magma, Mud and Silver
Undead :: 15 new types of undead including Undead Legion and Elven Warriors, Fighters, Archers, Knights, Battlemages, Spellswords, and Lords
Giant Spiders :: 6 new spiders including Black Widow Queen boss, Spiderlings, Giant Huntsman Spider, Giant Tree Spider and Giant Bush Spider, all poisonous and nasty
Wild Guar :: 3 types of Wild guars roaming plains, two common breeds and the chance of a rare white guar
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|Martigen's Monster Mod (1.61v) - Screenshots |
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|Martigen's Monster Mod (1.61v) - File Download Options
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|Martigen's Monster Mod (1.61v) - 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: 15 | Last comment: 07-16-2010 at 10:37
Joined: November 12th, 2004
|I see u have LCE creatures inside...U have included and the quests too or just the creatures? i smell conflicts here |
Joined: November 6th, 2006
|No conflicts, it's designed to work alongside. Use the 'LC-addon.esp' bundled in LC, designed specifically to work with MMM and other creature mods. |
Joined: November 12th, 2004
|thanx, now i feel safer |
Joined: October 21st, 2006
|It looks ok but there have been a quit a few monster mods...A for effort though..I like the overhaul mod the best so far. |
Joined: November 21st, 2004
|A Must Have Mod |
From: (Oslo "ØSTKANT")
Joined: November 8th, 2006
|I like the overhaul mod the best so far. |
oscuros overhaul sucks!!
From: (Oslo "ØSTKANT")
Joined: November 8th, 2006
|Tip: the frost giants do extremely much damage but have low agility (very low) |
just contiouly hit them with a fast weapon without blocking or other delaying actions than they have no chance to hit you because of they will get staggered most of the time.
From: (The Heartlands)
Joined: November 5th, 2006
|why can't this be a zip file! i cant get it to work |
Joined: August 17th, 2006
|Does it work with Frans and OOO v1.31? |
Joined: November 6th, 2006
|The archive is 7z, you need 7zip to decompress it. It uses 7zip because it's leagues better compression than zip. |
Yes, it's compatible with OOO and Frans, there's even a specific version for Frans included. The README in the archive contains all you need to know.
Joined: October 7th, 2006
|my Gost's do'es not work |
Joined: January 16th, 2007
|this mod looks brilliant, infact, its so good, i signed up just so i could compliment you on a job well done...erm.. well done you! im DL now |
Joined: March 27th, 2003
|It crashes seemingly randomly around the wilderness and even in the vicinity of roads -away from the cities-. What are the compatibility issues for this? I have Knights of the Nine installed too. |
Joined: September 5th, 2007
|is this the best of this forI saw a lot of after likethis |
Joined: July 16th, 2010
I just downloaded your mod and im having issues with it. I decompressed the 7z file with 7-zip and moded all the data in. and now when i load oblivion it will go to the black page then cut off and stop working. It still does this when i return to default on the data files. any help? If you need the list of mods im currently using i can list them . any help would be greatly appricated.
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