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View Full Version : [RELz] Martigen's Monster Mod v1.5



Taturana
30-10-2006, 12:35:59
== WHAT IT DOES ==

* Over 70 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 spawn unique with their own loot
* All creatures and 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.

http://img65.imageshack.us/img65/1176/mmm4editedqw9.th.jpg (http://img65.imageshack.us/my.php?image=mmm4editedqw9.jpg)


Download: planetelderscrolls.gamespy.com (http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1757)
elricm.com (http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=3314)

Fonte: elderscrolls.com/forums/ (http://www.elderscrolls.com/forums/index.php?showtopic=579925)