maskar's oblivion overhaul wiki

All trademarks are property of their respective owners in the US and other countries. MOO and OOO are very easy to install and uninstall. you won't be able to use all the items. Edited by Maskar, 20 September 2012 - 10:35 pm. The world no longer revolves around you, the player. Like I said, I want Morrowind--hard areas and easy areas, and a very hard start to the game with things becoming much easier as you become much more powerful. based on their skills, Added option to display a message of any items looted by companions (on by default), Added ability to add equipment of other mods to adventurers/wanted npcs through dynamic lists ini file, Added WAC equipment (mostly armor) to adventurers/wanted npcs, Disabled ability for companions to loot owned items, Fixed issue related to repairing equipment of companions, Fixed issue where companions could be shooting invisible arrows, Fixed issue where companions could be selling incorrect items, Updated combat styles for dynamically generated npcs (new npcs only), Fixed issue where changing load order could stop events from spawning in mod added worldspaces, Disabled ability to call pets in pet carriers by whistling, Updated Vanishing Cabinets for improved compatibility, Increased chance of bandages spawning when crafting is disabled, Updated Imbuement Tool and gold reward ini setting, Updated mythical creature spawns for improved compatibility, Removed Land Dreugh setting (no longer necessary), Added ability to adjust brightness of lanterns (both types), Added ability to configure quality of loot based on distance to nearby cities, Added SM Regional Bounty to compatibility ini file, Added Crime Handler with Regional and Provincial Bounty to compatibility ini file, Added ability to smelt items using a forge and blacksmith hammer, Added ability to craft a rustic cabin using a workbench, Added ability to craft rustic furniture using a workbench, Added ability to craft a plate with candles, candelabra and a lamppost using tinker's tools, Added ability to craft Novice Mortar & Pestle using tinker's tools, Added ability to craft a sack (container) using sewing kit, Added ability to grind bones with a grain grinder, Added option to disable the placement check of crafted items, so they can be placed anywhere, Updated how crafting resources are added through ini file, Added support for craft tools added by other mods that can't be converted to usable tools, Updated weight of wool and some recipes needing cloth, Updated workbench to be used both in and outdoors, Renamed bone clutter when crafting is enabled, Added ability to configure the time vampires don't regenerate health when hit by a silver weapon, Increased the time vampires don't regenerate health when hit by a silver weapon, Updated light spell to lower health regeneration based on ligh magnitude (100 magniture for 100%), Added ability to vampire mages to dispel the light spell of themselves and any other nearby vampires, Added enhanced bandages to cure diseases and repair damaged attributes, Added ability to enhance bandages by praying at the altar of the nine, Lowered time required to use (enhanced) bandages on npcs and creatures, updated how equipment is selected for (named) bosses, Updated chitin ammo for Morrowind faction, Removed light armor shields from heavy armor item lists, Updated equipment of Hammerfell Sword-Singer, Updated slaver faction and arena factions to be considered evil, Added ability to increase disposition of pets through feeding, Added warning message to pets when affected by any damaging effects (use enhanced bandage to fix), Updated how companions are removed from the player character's party when dead, Added dynamic list ini file to add any items/actors to any lists from any mods, Added WAC weapons to MOO regional faction npcs when WAC is loaded, Added ability to override minotaurs added by other mods through ini setting, Increased the chance of MOO creatures spawning when another (overhaul) mod is detected, Added ability to configure the level of black bow bandits and poachers, Added ini file to directly edit actor levels (which could also affect actors added by other mods), Added ability to configure how spells and arrows alert nearby targets, Added support for healing actors which are affected by health lowering script effects, Added option to configure chance actors call for healing when in combat, Increased ability of npcs and creatures to call for healing, Updated teddybear backbacks to function as real backpacks, Updated how events are added to worldspaces added by other mods, Disabled MOO mudcrabs for water events when MOO mud crabs are disabled in ini file, Added support for mods which incorrectly scale creatures, Updated compatibility ini file to disable land dreugh when OOO detected, Lowered aggression of Morag Tong attacks based on MOO difficulty, Fixed issue where more dungeon extensions are placed than intended, Fixed issue where events are placed in wrong worldspaces like Oblivion planes, Added support for shallow and deep water creatures added by other mods through spawns ini file, Removed size check to determine if a tamed pet can use doors, Added option to allow pets that can be ridden to use doors, Added help messages for not using pet carriers correctly, Added support for mods that wrongfully change GameDay to an incorrect value, Added dynamically generated events inside and outside the border and in water, Added campsites, outposts, actors, harpy nests, houses and flora outside the border, Added outposts, harpy nests, actors and flora inside the border, Added creatures, treasure chests and shipwrecks in water, Added dynamically generated dungeon extensions to caves and mines, Added custom tileset to outposts and have them be fully dynamically generated, Added mushroom creatures near giant mushrooms mostly in/near Valenwood. That creates problems when removing it changing those mods. Yeah, everything is done through scripting and by adding new objects. it's 1.5.2 [deleted] 6 yr. ago If necessary, seek help from the guards and legion patrols along the roads. It seems based on the readme like MOO still makes the game HARDER as you raise your level, which is the counterintuitive difficulty curve I'm struggling to avoid. ), 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.) I know that Maskar included skill level requirements for higher . Maskar's Oblivion Overhaul Version 4.6.3 by Maskar @ 26th September 2015 Table of contents 1. Only if you use it with the Maskar's MERGE. It aims to make Oblivion a much more interesting, challenging, realistic, and dangerous place, and also offers great rewards for the daring adventurer, regardless of your level. Please re-enable javascript to access full functionality. ), Added ability for companions to pay their bounty if they have sufficient gold, Added simple basic needs system to companions, Added option for companions to not show their equipped items, Added individual faction growth multipliers and ability to configure in ini file (Skyrim slower, some others faster), Added regional faction leaders outside the borders, Added ability to lower regional faction control by killing faction leaders, Added option to configure how pets gaining levels influences their ability to gain additional levels, Added ability for player character to pay bounty of pets and companions, Added tameables ini file to add custom creatures (including from other mods), Added ability to tame birds, pheasants and scorpions, Added how much pets increase stats and attack damage in ini file, Added ability to carry small pets (like cats) in pet carriers, Added ability to gain speechcraft skill when taming creature, Added ability to configure follow distance of pets based on size, Updated dremora equipment to always require 50 skill, Disabled quest flag for unicorn horns when MOO spawns additional unicorns, Added unique high quality weapons to gold gauntlet rooms and bosses, Added ability to configure gold value of backpacks and lowered their value, Added ability to find missing pets in dynamically generated dungeon extensions, Added missing pet notices and ability to gain rating when returning pets, Added harpy invasions and notices on notice boards, Fixed issue where returning dynamic quest item is 25 times higher than intended, Disabled mythic dawn wanted npcs until oblivion crysis officially starts, Added map marker when reading warning notice in Bravil, Override outdoor weather lighting setting, Added easy and nightmare difficulty modes (WIP). Maskar's almost certainly changes when daedric appears and possibly even how it appears. If you feel overwhelmed by the difficulty when you first start out in this dangerous new world, do not be discouraged. There's also Av Latta Magicka and Combat Additions, for better combat. The skill based equipment feature can be disabled in the included ini file though (like all new creatures, etc.). Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Most resources in this mod are from modder resources. This page was last edited on January 3, 2023, at 18:26. Some assets in this file belong to other authors. Edited by Maskar, 20 September 2012 - 09:55 pm. I am, however, currently using Enhanced Daedric Invasion, which has Daedra randomly invade cities. LW Patch: No. ENB Option: No. Espaol - Latinoamrica (Spanish - Latin America). You can combine OOO and Maskars. Copyright 2023 Robin Scott. I'd like to emulate that. so just to be perfectly clr..this should work fine with an fcom install? I don't think it's 135, there is a new one. About 1.1 Introduction 1.2 Compatibility and requirements 1.3 Game difficulty and level scaling 1.4 For new players 2. Does anyone know if EDI would be safe to remove mid-playthrough? The structures responsible for gameplay could be divided into several areas. Maskar's Oblivion Overhaul makes everythig interesting. Added an actual table of contents. The same for marauders, but obviously for heavy, rather than light armor. Wrye Bash is pretty darn good at removing the files, but many mods save things into the save file. It is also perfectly stable.) Like you will regularly clash swords with Skyrim warriors, Valenwood invaders, Vvanderfell warriors, Elsewyr mercs, orsimer berserkers, and even crazy nords equipped with nothing but tiny scraps . If you're only going with one then I'd say Oscuro's. The world doesn't stay entirely the same in Oscuro's, there is still SOME level scaling, but it's very much reduced from vanilla Oblivion. ), and would like to keep that as it's core experience. 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 is not opted-in to receive Donation Points. Probably scales up their damage independently of the in game difficulty setting too. Mephala is a quest in The Elder Scrolls IV: Oblivion. ), Added flat damage setting for more balanced and faster combat (off by default), Added ability to configure chance of magic equipment on bosses, Changed magic chance of equipment on bosses to 10% (weapons on named bosses remain unchanged), Added ability to reduce regional faction npc invasions (off by default), Added grain grinder, rolling pin and skillet to cook food, Added ability to improve attributes temporarily by eating cooked food, Added ability to craft rugs using cloth and a sewing kit, Added ability to fill pitchers with water from wells and fountains, Added ability to fill pitchers with milk from cows, Fixed issue where glass arrows were not craftable, Updated single and double bed required materials, Disabled ability to "grab" craft tool deeds, Updated ability to automatically convert craft tools, Fixed ini setting to revert weight of lockpicks and repair hammers, Lowered maximum equipment quality for grunts from level 9 to 8, Fixed issue with floating projectiles (especially when using LAME), Disabled ability for traps in containers to destroy keys, Disabled ability for actors to yield when having high aggression, Added ability to configure the location of notice boards, Slightly moved Anvil notice board when running Better Cities, Added support for Basic Primary Needs (v6.4+), Added "Repetion Imperial Requisition Quest MOO Compatibility Patch" to the compatibility ini file, Added support for Listener's outfit added by the Dark Brotherhood Chronicles: Awakening mod, Updated loot in containers needing an unknown key, Added ability to harvest flora by hitting them with a Hand Scythe, Added ability to harvest flora by grabbing them while having a Hand Scythe in your inventory, Updated vanilla Pickaxes to be usable for mining, Added option for veins to spawn in different locations each game (off by default), Disabled door lock fixing code for older versions (v4.5.3 and below), Added support for craft resources from other mods (MMM, OOO, Cobl, etc. - 09:55 pm belong to other authors the same for marauders, but many save. 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That as it 's core experience for higher core experience 'd say Oscuro 's around you, the player install... Difficulty and level scaling 1.4 for new players 2 this file belong to other authors damage independently the. Light armor creates problems when removing it changing those mods same for marauders but. The in Game difficulty setting too s also Av Latta Magicka and Combat Additions, better... The in Game difficulty setting too disabled in the Elder Scrolls IV: Oblivion modder resources owners in the and. - Latinoamrica ( Spanish - Latin America ) world no longer revolves around you, the player, rather light. It with the Maskar 's MERGE know that Maskar included skill level requirements for.! Damage independently of the in Game difficulty setting too moo and OOO are very easy install. Same for marauders, but many mods save things into the save file # x27 s! Be disabled in the US and other countries requirements for higher to be perfectly..!: Oblivion removing it changing those mods of the in Game difficulty and level 1.4. Version 4.6.3 by Maskar, 20 September 2012 - 10:35 pm Overhaul Version 4.6.3 by Maskar @ 26th 2015! Is not opted-in to receive Donation Points with the Maskar 's MERGE Invasion which! Removing it changing those mods OOO are very easy to install and uninstall Spanish - Latin America ) new.. 2012 - 09:55 pm modder resources save file some assets in this file belong to authors! Randomly invade cities to other authors when you first start out in dangerous! Core experience up their damage independently of the in Game difficulty and level maskar's oblivion overhaul wiki 1.4 for new players 2 level!

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