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Elder Scrolls IV: Oblivion - Martigen's Monster Mod v3.0

File Info: Elder Scrolls IV: Oblivion - Martigen's Monster Mod v3.0

Title:
Elder Scrolls IV: Oblivion - Martigen's Monster Mod v3.0
Author:
Martigen
Created:
9/1/2006
Updated:
5/17/2007
Downloads:
 
Also known as:
The Elder Scrolls 4: Oblivion
User Rating

/5.0

Description: Elder Scrolls IV: Oblivion - Martigen's Monster Mod v3.0

Over 800M in 150+ brand new creatures and NPCs, 1900+ variant creatures and NPCs, unique encounters, advanced behaviour AI, advanced combat AI, tailored loot drops and more!



NEW in MMM 3.0

Over 800M in 150+ brand new creatures and NPCs, 1900+ variant creatures and NPCs, unique encounters, advanced behaviour AI, advanced combat AI, tailored loot drops and more!
This release features a ton of textures custom-made for MMM; loads of new creatures and variants; lots of new craftable items; new and unique spells, ingredients, loot, and behavioural AI for creatures and more. Highlights include:

New Features

:: Undead Overhaul

Have you ever thought it strange these ancient undead, with their old and battered skeletons, somehow have brand spanking new weapons? Yeah, me too :) So MMM changes all this. This release of totally revamps the undead, adding:

* 66 rusted MOBS balanced weapon variants
* 30 rusted armor variants



NEW IN MMM 2.01:

Over 430M in 120+ brand new creatures and NPCs, 1500+ variant creatures and NPCs, unique encounters, advanced behaviour AI, advanced combat AI, tailored loot drops and more!

Highlights in this release include:


New Plugins

-> Diverse Creature Skins -- Because MMM has five variants of each and every creature in the game, as well as five variant combat styles for each, this was a simple plugin to make. When creatures spawn you will now see a mixture of textures being used, which adds variety and a level of depth not present anywhere else. High recommended to play with this plugin!


[Martigen's Monster Mod v1.71]


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


Contact: PM 'Martigen' on official TES forums
Email: madmartigen at hotmail.com




===== WHAT IT DOES =====

* Over 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.

Additionally, the advanced fleeing code works not just with the player, but other creatures and NPCs as well. You'll see a wolf starting a fight with a Bandit, and then running for its life. Or goblins swarming a Troll, and then pelting when the tide turns against them. In fact, very few mods allow for anything more than NPCs than can flee, but MMM adds carefully adapted code to all sorts of creatures and NPC types, particular to their class or nature (so for eg, Dremora never flee and nor do Bosses).

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

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


===== KEY FEATURES =====

MMM does much more than add over 90 completely new and unique creature and NPC types. It also adds to all creatures and NPCs in the game both original and new:

* Advanced fleeing code for NPCs based on level and health
* Advanced wilderness behaviour for animals and creatures
* Advanced inter-faction behaviour for creatures and NPCs (see 'Factions' below)
* Advanced combat behaviour based on Lyrondor’s combat Behaviour mod
* Advanced plugin system with optional plugins to tailor the mod to your playstyle
* New and more rewarding loot drops for all creatures and NPCs
* New and versatile optional crafting system
* The ability to encounter _new_ creatures up to level 40 in the game, and be challenged to level 50+
* Statically scaled levelling -- meet creatures and NPCs more powerful than you, and less powerful than you, regardless of your level as you level.

Additionally, you'll also get to see:

* The ability for 'bad' NPCs to feign death, to try and flee
* Undead that resurrects in front of you when you least it expect it!
* Undead that ressurects after time, to create new encounters as you leave a dungeons
* Levelled guards in cities, with legion military ranks
* Patrol guards for roads, which include females
* New ingredients on animals, including pelts and meats and much more
* Giants in the form of giant humanoids and giant Ogres
* Resized races for greater diversity in Tamriel's inhabitants
* Nords and Orcs bulkier (aka Bulkier Nords and Orcs mod)
* The player no longer being the center of the universe -- the world happens around you sometimes, with or without your interaction, creating a realistic and thriving experience.

And on top of all this, a passionate attention to detail -- unique creatures and NPCs each designed with a purpose, style, back story, AI, loot, abilities, ingredients, faction behavior and more. Plus animals that can be afraid, aggressive, or tame and behave accordingly, bosses that are bigger, Spriggans that may cause a storm when they die, furs and meats on Barbarians, Marauders that like their drinks, petty loot on Bandits, Smugglers carrying their cargo, new regional armors on patrolling guards, corpses that stay around longer so you can loot them and much much more.


CREATURES AND NPCS INCLUDE:


New NPC types and classes

Giants -:- Really, really big people
Amazon -:- Light armor, bow wielding and fond of maces
Barbarian -:- Two handed wielding Orcs with light armor
Barbarian Shaman -:- As above, plus magic
Bandit Warmage -:- Heavy armor and destruction magic
Smuggler -:- Warrior-types with conjuration, and carrying illegal goods
Slayer -:- Khajitt bandits that hunt you with chameleon
Raiders -:- Improved versions of bandits -- melee, missile and magic
Defenders -:- Heavily armored bandits that use alternation and restoration
Blood Moon Wizards -:- Red cloaked wizards that just don't like you
Blood Moon Warrior -:- Simply put, one bad-ass fighter
Head Hunters -:- Argonion archers that try and paralyze you
Berserker -:- Shirtless nords fond of two-handers

New allied NPCs

Imperial Road Watchmen/Watchwomen -:- Male and Female road patrol. A friendly face on the roads!
Imperial Legion Rangers -:- Stronger versions of the Foresters, come with pet wolves.

Plus all original Oblivion NPCs get advanced stat and size scaling, behaviour and combat AI, tailored loot drops etc and more.

New Creature types and classes

Gore Rats -:- Bigger, tougher, uglier
Elder bears -:- King size black and brown bears
Primal Troll -:- Meaner, bigger troll
Savage Troll -:- Even meaner, bigger troll
Hell Hounds -:- Fire wolves that spit fire
White Tail Wolf -:- White wolves that spit ice
White Fur Lion -:- Mountain snow lion
Leopard -:- It's a cat. A very big one
Snow leopard -:- A leopard fond of the cold
Panther -:- A sleek, black, killing machine
Goblin Bandits -:- Tougher, well equipped goblins
Elder Ogre -:- Meaner, bigger ogre
Champion Ogre -:- Even meaner, bigger ogre (read: giant)
Guardian Imps -:- Meaner, tougher imps
Ancient Imps -:- Even Meaner, tougher imps
Mind Shatter -:- will o wisps on steroids
Tree Sprite -:- Big brother to the spriggans
Rock Elementals -:- Power of the elements, mythic
Fire Elementals -:- Power of the elements, mythic
Water Elementals -:- Power of the elements, mythic
Efreeti -:- Mischievious fast moving pure fire spirits
Haunted Heads -:- Floating ghostly skulls that want to take a bite out of you...
Dire Boar/Bear/Wolf/Lion -:- Diseased, crazed, animals. Vicious, may attack their own kind
Snow Bear -:- Big, white fur, and utterly cuddleable! But don't, it'll eat you for lunch
Frost Giant -:- A rare creature best avoided unless you want to become its next meal
Gargoyle -:- Forged from rock these imp-like foes don't cast spells but pack a punch
Wild Pahmar -:- Extremely aggressive intelligent hunting cat related to the Khajiit
Hunger -:- Foul creatures can be found in or near Oblivion gates, and walking the wilderness at night
Morphoid -:- Another daedric beast that keeps to the planes and just within range of Oblivion gates
Herne -:- A relative of the scamps, these horned daedra are more potent than their cousins
Golden Saint -:- High-level daedra found in the daedric realms along with Xivali
Spider Dryad -:- These nature beasts protect the wilderness from evil and trigger-happy players.
Giant Spiders -:- 6 new spiders including Black Widow Queen boss, Spiderlings, Giant Huntsman Spider, Giant Tree Spider and Giant Bush Spider, all poisonous and nasty
Golems -:- 11 different golems and their 'Greater' counterparts. Includes: Ebony, Gold, Iron, Mithril, Blood, Glass, Water, Magma, Mud and Silver

New Passive creatures

Carrion Rats -:- Appear at flesh based corpses after a while, and can be 'stamped' on
Sentient Gas -:- Semi-intelligent dungeon dweller, will scatter from you as you approach
Ghostly Apparition -:- When you meet one, you will know fear!
Dwemer Gem Scavenger -:- Won't attack unless you attack first. May carry precious gems...
Wild Guars -:- Three types can be found roaming plains, including a rare white Guar. You can pat the tame ones!

New Undead

Lich Lord -:- Special boss and as bad and mean as they get
Fire Skeletons -:- High-end skeletons above Champions
Skeleton Fury -:- Fire borne skeleton with a hatred for life and a flaming sword
Armored Skeletons -:- Randomly and sparsely armored skeletons, in 25 variations, increasing in chance with rank
Undead Legion Fighter/Beserker/Archer -:- Undead Legion foot troops. Can raise from the dead
Undead Legion Battlemage/Knight -:- Tougher Undead Legion, be prepared!
Undead Elven Warrior/Knight/Archer -:- Undead Elven servant, also can raise from dead
Undead Elven Spellsword -:- Magic casting Undead Elven soldier
Undead Elven Lord -:- Dual-wielding Undead boss, carries unqiue off-hand weapon the player can use

Plus Headless variants of all of the above adds over 20 new undead to fight!



===== FACTION SYSTEM =====

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

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

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

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

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



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