for example, Oscuro's Oblivion Overhaul is static, meaning the world stays the same each time you play for the most part, very similar to Morrowind. ), Updated projectile near miss code for companions, Disabled imperial legion faction penalty for killing actors in special combat faction, Fixed issue related to releveling npcs in ini file, Removed skill requirements for Shivering Isles Bone Arrows, Removed skill requirements for Shivering Isles Rose of Sithis arrows, Fixed issue causing npc initialization code to crash (silently), Fixed issue related to adventurers using bows, Lowered aggression of newly spawning adventurers, Improved ability for adventurers to attack non-hostile evil actors, Added option to disable ownership check when placing crafting tools, Added AoG Overhaul and Detect Item to the compatibility ini file, Added dynamically generated adventurers/travelers, Added ability to configure adventurers (total amount, min/max level, etc. Maskar's Oblivion Overhaul makes everythig interesting. In order to get Mephala to speak with the Hero, an offering of nightshade must be given between midnight and dawn after reaching level 15. MOO and OOO are very easy to install and uninstall. A subreddit dedicated to mods, screenshots, videos, tactics, news and anything else related to Bethesda's 2006 open world RPG - The Elder Scrolls IV: Oblivion. This might be called "Bookmarks" or "Outline" in your PDF reader, but you should be able to see it in some kind of panel on the left. ), Updated skill requirement calculations for equipment, Updated Kylius Lonavo to be friendly to npcs from other regions, Added Frost Giants near Skyrim (rare spawn), Added Dwemer weapons as small treasures and to Morrowind Chiefs, Added Lich King armor and Frostmorne weapons to Bone Lords, Added Silverlight armor and Warglaive weapons to Frost Giants, Added skimpy and realistic versions of Lich King and Silverlight armor, Added HGEC (C, E and H) and DMRA versions of Lich King armor, Added HGEC (H) and DMRA versions of Bonemold armor, Added ability to set off traps using Telekinesis spell on container, Added ability to receive a poison potion when disarming a trap, Added new poison potions to merchants (excluding lethal poisons), Added option to change distance for actors to call for help, Added check for removed leveled lists when using Wrye Bash, Added option to enable Liches to be friendly towards eachother, Updated poison potions on Valenwood Archers, Disabled torches for Arena combatants and Uriel Septim, Fixed issue where non-evil npcs are pulled into combat, Added 3 game difficulty settings (normal, advanced and expert), Replaced Spriggans by Gargoyles for mystical creature spawns, Added HGEC (C, E and H) and DMRA versions of Ayleid armor, Added region based zombies and skeletons (different races), Added ability to summon zombies and skeletons based on region, Added HGEC (C, E and H) and DMRA versions of Chitin armor, Added option for npcs to wear different versions of Chitin armor, Added more Ayleid clutter (with new icons) as small treasures, Added lower quality items (Gems, Spellbooks, etc.) as small treasures, Added sun damage to npc Vampires when outside during the day, Updated npcs spawning in the Great Forest region, Added option to change brightness of default torches, Added ability to disarm traps in container when using key, Added option to disable Zombie Brain drops, Added support for Boots of the Crusader (boots affect all animals), Added support for Supreme Magicka (healing spells damage all undead), Added new armor and weapons to Morrowind faction, Added Ayleid armor and weapons to small treasures in Ayleid ruins, Changed Ayleid clutter to only be found in Ayleid ruins, Added ability to take the brain of zombies to kill them permanently, Added ranged web attack to mature Giant Spiders, Added small chance for a Morrowind grunt to spawn as a boss, Updated loot for Guars, Beetles, Ghouls and Durzogs, Updated chance to find random treasures based on lock on container, Updated faction fighters to be evil (free to attack), Updated skeletons for all faction fighters, Updated how traps, torches, Nirnroot and Mimics spawn, Added 9 new factions fighting each other for territory, Added roughly 400 new npcs as part of the new factions, Updated Bandit, Marauder, Conjurer and Necromancer leveled lists, Added option to change steal chance of Elsweyr Thieves, Updated Boethia's chosen (higher level and better equipment), Added ability to find small treasures when traps have been disabled, Changed Cursed Sludge, Tainted Sludge and Vile Sludge to Undead, Added toggle for Blackwood house (does NOT work for older versions), Added little easter egg to Imperial Prison, Added Elephants and Pahmars near Elsweyr region, Added Mammoths, Giants and Frostbite Spiders near Skyrim region, Added Giants, Wisps and Minotaurs near Valenwood region, Added Wasps, Water Dragon plants and Ooze to Blackwood, Lowered chance for locked containers to be trapped, Added options to change AI wander distances, Added options for darker nights (default 50% darker), Added option for Nirnroot to respawn at 10% chance, Optimized updating equipment leveled lists, Added Spellbooks to more containers and npcs, Updated Mud Crabs to spawn different crabs based on their location, Updated Spriggans to be more like Morrowind (uses original script), Updated npcs being aware of combat around them, Added 19 colored Will-O-the-Wisp Torches as random treasures, Added ability for creatures and npcs to climb/jump, Added ability for player character to climb (off by default), Added option to change amount of npcs following through doors, Added option for npcs to be aware of combat around them, Added additional equipment to prepare chest for quest MS05, Added ability to find random treasure in containers, Added Ayleid clutter and Will-O-the-Wisp Torch as random treasure, Added support for ini file to be located in ini folder, Added torches to npcs in dungeons and found outdoors, Increased unpredictability of movement of npcs and creatures, Added ability to change color of light spell (ini file), Changed traps to no longer be loot when disarmed, Added support for the "take all" button when a container is trapped, Lowered maximum traps on containers from 5 to 3, Added 16 traps (4 types and 4 difficulties), Added ability to disarm traps based on security skill, Lowered requirement to break locks through power attacking, Updated armor skill requirement calculation, Added support for mods increasing bow/arrow damage, Added many Spirits and Ephemerals (wisps), Added ability for smart creatures and npcs to notice traps going off, Changed bashing locks on owned doors and containers to be a crime, Updated Snow Bears, Snow Leopards and Dogs, Added option to disable fast travel (ini file), Added option to change respawn time (ini file), Added ability to bash locks (power attack locks), Added chance for traps to break items inside containers, Added option to start with all map markers hidden, Changed feign death to only work once on a creature/npc, Added optional chance to fail feign death when in combat, Disabled unleveled items except for npc equipment, Added many configuration options (through ini file). I keep hearing that this is a solution to the level scaling, but my goal is something like Morrowind. For a very broad gameplay improvement I recommend Mascar's Oblivion Overhaul and also Maskar's other mods. If you find yourself facing overwhelming odds, run away and return later when you are more powerful to reap revenge on your foes. ), Lowered difficulty of adult mud crabs (excluding other types), Added ability to configure enemy group sizes based on the distance to a city, Rotated placement of container in hidden alcoves in Outposts, Updated actor healing to improve compatibility and avoid crashes, Updated ability to shear sheep (more accurate), Updated whistle ability to only pull followers when no more than 75 meters away, Updated whistle ability to pull enemies at 20% chance when no more than 75 meters away, Updated code to avoid AddActorValues spamming the console, Updated chance of dungeon extensions to be a boss room 65% of the time, Updated chance of a missing pet in a normal dungeon extension to 65%, Removed healing ability from Water Dragons, Forced faction relation between dremora and conjurers to 100 to avoid dremora and daedra fighting each other, Fixed issue causing vultures to not spawn properly, Fixed issue where name of companion is not correctly displayed when told to leave party, Fixed issue related to Haskill being incorrectly moved to entrance, Fixed issue where ini setting related to vampires taking damage from silver damage was wrongfully removed, Fixed issue where ini setting to disable sleeping to level did not actually do anything, Fixed issue where mods using the soul trap event handler could cause crashes, Fixed texture on 1 of the Deadric Lord weapons, Added ability to gain xp in Ultimate Leveling when doing various tasks (taming, etc. Editors: Please DO NOT use wiki headings inside of custom Recommendations and also avoid using templates if at all possible! Maskar's manual for his amazing mod, but with a few bells and whistles for easier navigation Share Requirements Permissions and credits This is the same PDF that's shipped with Maskar's Oblivion Overhaul v4.9.4.2, but with a few changes: Added an actual table of contents. All rights reserved. It adds tons of new stuff, re-jiggers the level scaling so the world feels dangerous at all but the highest of levels, and slows leveling way down so the game takes longer (which means you get to explore more of the game whilst getting more powerful along the way, as opposed to exploring 25% of it whilst leveled and 75% at max level, which is kinda boring). Edited by Maskar, 20 September 2012 - 10:35 pm. Is it generally lore-friendly? Copyright 2023 Black Tree Gaming Ltd. All rights reserved. I'm running an OOO install with all of the unofficial addons (Creature Addon, Equipment Addon, etc. This sounds like exactly what I've always wanted. Looking at the creatures and factions, it seems like it might be, but I also don't know if mummies have much of a place in an ES game, for example (if they're in Daggerfall or ESO, I'm not as familiar as I should be with either). This mod changes how creatures, npcs and items appear in the gameworld and implements additional game mechanics to support this. Nothing is changed directly to avoid compatibility issues and to simplify installation. Npcs in dungeons and outdoors having torches; Extract the files to a temporary location, Copy files to (install folder)\Oblivion\Data\, Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file, Optionally edit the .ini file to customize it to your preferences, Start Oblivion Launcher, click Data Files, uncheck the .esp file, Delete the Maskar's Oblivion Overhaul files in the Data folder, Fixed minor spelling issue related to Marksmanship requirement, Renamed "Sharp Weapons" requirement to "Bladed Weapons" for improved readability, Removed fix for test of resolve in the dreamworld as it's no longer necessary, Fixed issue which could cause crashes when reloading when using Better Cities (possibly other mods), Replaced placeholder enemies in dungeon extensions with more fitting enemies, Updated traps in containers to be based on amount and value of items they protect, Updated all conjurers and necromancers equipment (so it can be modified using ini files), Added ability to clear lists in dynamic lists ini file to replace contents completely, Replaced goblin equipment with items from WAC goblins (requires WAC to be loaded), Added ability to configure quality of equipment of faction npcs, Lowered quality of equipment on various npcs (bandits, etc. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Their equipment is still decent though (sometimes even magic), but bosses have the best. Very easy to install. I changed the load order manually using Wrye Bash and have had no further issues. Basically hotkey a deed - use the hotkey - if position is right, activate the. Most resources in this mod are from modder resources. However, some of the features of MOO intrigue me, and I'd like to implement them in game. You will probably die a lot more often now. Beyond Skyrim guys also seem to know what they're doing, but they're taking their sweet time to release anything after Bruma. OOO adds a lot of new stuff including huge amounts of loot than can quickly outpace the economy. All rights reserved. Maskar's overhaul has adjustable difficulty as is in the INI. MOO usually is added last in the order of mod managers (LOOT preferred by me), my additions must be added after MOO to take conflict override. It is also perfectly stable.) ), Updated creature health based on having any diseases, Added ability for creatures to flee based on diseases, Added ability for creatures to pull other creatures into fleeing, Added ability for diseased creatures to flee when friendlies die, Added Remedial Touch spell (cure disease on touch) to various merchants, Added Remedial Touch scrolls and Spellbooks to merchants/loot, Added option for scrolls to not have skill requirements (default), Renamed Potion of Cure Disease to Weak Potion of Cure Disease, Added Potion of Cure Disease and Strong Potion of Cure Disease, Changed Cure Disease potion usage from skill based to item based, Added ability to create Cure Disease potions based on alchemy skill level, Added option to configure potion chance when disarming trap (+new sound), Updated chance to receive potion when disarming a trap to 50%, Added ability for thieves/bandits to steal when sleeping, Added ability for vampires to bite when sleeping, Added rare Lich with (optional) Reanimate spellbook parts, Added Porphyric Hemophilia (vampire disease) to Vampire Bats, Updated Wasp Sting ability of Blood Wasps (more dangerous), Updated creature confidence and health based on size, Added Orcish weapons to high level wanted orcs, Added Dwemer Spears to default dungeon treasure loot, Added Divine Shields (shields for mages) as lost items, Added Pegasus armor and weapons as lost items, Added ghost, head, heart and ship in bottles as house treasures, Added ability for orcish weapons to do additional damage to npcs (not creatures), Added potions work over time option (similar to OOO; disabled by default), Fixed issue where traps could spawn in guild owned containers, Added option to always have hardest daedra spawn, Added option to configure variable levelscaling for npcs, Added option for highest gold quest rewards (off by default), Added support for Vampire Revolution through compatibility ini file, Added support for Duke Patricks Combat Archery through compatibility ini file, Added support for Vector through compatibility ini file, Added support for moving ini files to ini folder, Added options for item/creature max level difference for leveled lists, Added options to configure sneak attack damage for marksman and melee weapons, Added option to configure creature damage multiplier, Increased overall weapon and leveled creature damage multipliers (optional), Updated prices of some ingredients which were automatically calculated, Added Notice Boards to all cities (except Kvatch), Added various types of notices to Notice Boards, Added ability for actors to ambush player character when fast traveling, Added support for Open Better Cities (enable in ini file), Added automatic support for Open Cities Reborn, Added automatic support for Imperial Outpost Bruma mod, Added option to configure Wisp Torches and increase brightness slightly, Added common equipment to default small treasures, Added support for bound equipment added by 3rd party mods, Updated small treasure loot chance in non-dungeon buildings, Updated Spellbook parts to spawn on specific creature types, Disabled Daedra spawns in wilderness/road areas for first game day, Added ability for creatures to take control over wilderness/road areas, Updated combat code (pulling and climbing), Added ability for actors to switch target in combat, Added support for icons when using small or medium textures, Merged Dwarven and Dwemer slayer weapon properties, Updated lock bashing damage formula for Dwarven/Dwemer weapons, Disabled "Mod Loaded" and "Mod not loaded" messages, Updated ability to configure magic item loot rarity, Added option to unlevel merchant items (off by default), Added ini file for automatic configuration of (overhaul) mods, Added ability for fleeing actors to pull allies into combat, Updated creatures to spawn in slightly different sizes, Updated silver weapons to stop Vampires regenerating health, Added rare Wraith (uses Scythe with Soul Trap enchantment), Added regional Goblins (Morrowind Goblins are unleveled), Added Morrowind Goblins near Morrowind region, Added Desert Goblins near Hammerfell and Elsweyr regions, Added option to only spawn MOO Goblins (off by default), Added option to spawn Necromancer/Conjurer grunts as bosses, Added option to always cure all diseases when cast by npc, Added option to stop Elseweyr Thieves stealing equipped arrows, Added option for sigil stones to be unleveled or best available, Disabled ability to find brains on Headless Zombies, Updated summon spells and summoned actors, Updated ambush code to take into account evil player characters, Added Supreme Magicka compatibility info to pdf readme, Added new textures for Scamp and Clannfear, Added ability to summon different Daedra (including rare ones), Improved compatibility with other (overhaul) mods, Fixed issue with Draugr Warrior equipment, Added Gnarls to forests (11 types for different trees), Added new staves to Gnarls and new weapons to Draugr, Updated equipment loot rarity based on material type, Added skill requirements to cure some diseases, Added additional random diseases to creatures, Added option to increase strength of diseases (off by default), Updated skill requirements for Dremora weapons, Added ability for actors to flee when low on health, Added ability for actors to ambush the PC when sleeping/waiting, Added ability to summon male and female Dremora with new equipment, Added option to kill Spriggans permanently by taking their Taproot, Added option to kill Mummies permanently by taking their wrappings, Added npc vampire health regeneration when not taking sun damage, Updated Wisps (less health and slightly weaker spells), Added option to make Dremora friendly to Conjurers, Added ability to configure player character confidence, Added ability to find book parts on rare creatures, Added ability to combine book parts to create rare spellbooks, Improved creature spawns with other overhaul mods, Updated npc health multiplier to be similar to player character, Added ability to configure npc/player character's health settings, Added ability to configure damage taken to armor and weapons, Added ability to override equipment requirements through ini file, Updated Giant Club to make opponents fly when used by a Giant, Added option to configure flying distance for Giant Club, Added small chance for a boss to spawn instead of a grunt, Added option to only spawn Daedric equipment on Dremora, Added option for stronger colored ambient dungeon light, Added option for quest reward quality to be based on item material, Disabled traps in containers owned by a faction, Updated weapon skill requirement calculation, Added support for Curse of Hircine and TWMP (untested), Updated Orsimium Spellsword to better at using maces, Updated npc level scaling (including recalculating attributes), Added option for amount of actors in combat and AI processing, Added option for slayer weapons to be more effective at higher levels, Added Elven weapons and Mithril/Orcish armor as small treasures, Disabled farm animal spawn on Odiil Farm until completing MS18, Increased Silver weapon damage to Undead, Vampires and Wisps, Increased Dwarven weapon damage to Giants, Increased Glass weapon damage to light armored npcs/creatures, Increased Ebony weapon damage to heavy armored npcs/creatures, Increased Daedric weapon damage to heavy armored npcs/creatures, Increased Ayleid weapon damage to Daedra and Dremora, Increased Chitin weapon damage to most actors (excluding heavy armor), Increased Dwemer weapon damage to locks (containers and doors), Updated armor skill requirement calculation (improved compatibility), Increased strength of Bandits and Skeletons slightly, Added option for colored ambient light in dungeons, Added option for individual skill requirement system for staves, Added option for regional npcs to be friendly to bandits/marauders, Added option for enchanted arrows to drop on grunts, Updated method to override npc level scaling, Improved support for Oscuro's Oblivion Overhaul, Added leveled and unleveled Bone Lords and Frost Giants, Increased level of Minotaur Chieftains and Xivilia Lords, Added Dremora Rank 6 and the ability to configure in ini file, Removed ranged attack spells from Dremora archers, Removed non-playable shields from melee Dremora, Added rare Morrowind ingredients to Morrowind faction members, Added random gems as loot to Forest and Mountain Giants, Added open helmets for Dremora and Daedric Lord armor, Added HGEC (C, E and H) and DMRA of Dremora and Daedric armor, Changed default female body of Dremora to DMRA, Added ability for Dremora to drop a random armor piece (original body), Updated how traps spawn in locked container, Fixed issue with traps destroying items in container, Added map marker to Abandoned Outpost in Blackwood, Added option for low ambient dungeon light, Updated cat sizes (smaller and different sizes), Renamed Valenwood and Skyrim Giants to Forest and Mountain Giants, Added water breathing ability to Mimics and Wisps, Lowered size of regional npc spawns by 25%, Fixed issue with some regional bosses fighting grunts, Added Xivilai Lords (leveled and unleveled), Added ability to disable creature level scaling, Added ability to configure Dremora level scaling, Added unleveled creatures for when level scaling is disabled, Updated Daedra level scaling based on progression of main quest, Updated npc level scaling based on difficulty level, Optimized item, creature, npc and leveled list level scaling, Added ability to configure npc level scaling, Added ability to summon burning skeletons and zombies in Oblivion, Added HGEC (C, E and H) and DMRA versions of Silverlight armor, Updated creature spawn difficulty based on distance to a city, Updated chance to find treasure based on distance to a city, Updated npc levels (Guards, Bandits, etc. They level with the player character to give a challenge to get decent equipment. ENB Option: No. Added ini setting to disable friendly hits for guards and npcs with 100 responsibility, Updated option to automatically disable features saving into the savegame, Improved ability for actors to ambush the player character, Added ability for followers to warn the player character when being ambushed, Added ability for imperial legion sergeants to track down the player character when having 1000+ bounty, Increased strength of imperial legion sergeants, Added map markers for treasure maps (when debug mode set to 2), Updated treasure maps for better cities compatibility, Added ability to gain security skill when disarming traps, Added ability to lower the chance containers contain any traps, Fixed issue concerning using telekinesis on trapped containers, Improved notice board support for (better) open cities, Changed quest rewards back to be leveled by default (use imbuement tool to upgrade), Added small chance for bandages to appear on npcs with restoration or alchemy skill, Added ability to configure hand to hand health and fatigue damage, Added ability to configure walking/running speed and jumping height, Added option to disable levelscaling for non-MOO npcs, Added option to only have named strong bosses when friendly npcs are strong enough, Removed land dreughs from mythical creature lists when OOO detected, Added ability for actors to cure airborne diseases, Added ability to tidy up rooms when using a broom (move any moved items in the area back to their original location), Fixed issue related to dead npcs using backpacks, Removed debug code related to npcs looking at the player character, Fixed issue where 2 strings were unnecessarily added to the savegame when saving, Updated level of various special creatures (ancient liches, guardians, etc. Gaming Ltd. all rights reserved install with all of the features of moo me., etc headings inside of custom Recommendations and also avoid using templates if all... 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