General Articles on Items If there's ever anything you don't like you can turn it off. This page was last edited on January 3, 2023, at 18:26. Do any of you fellow MOO users keep skill requirements on or do you disable it? 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. But the files are still tied to the save. Slavers and Smugglers: Side with the Dunmer . Type a version string using the format indicated by the placeholder text below. 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). All rights reserved. AlienSlof (original meshes, textures and rigging), ReteroX (original eyes in Evil Skeletons), themythofstrider / themythofanst (regional Goblins), Phitt and Koldorn (Imp, Troll and Lich models), themythofstrider / themythofanst (Imp, Land Dreugh, Ogre, Scamp, Clannfear, Daedroth and Slaughterfish textures), Maskar (Troll, Durzog and Spider texture), Wiruman/Dominick Cryomonde (Argonian and Khajiit Skeletons), Nephenee13 (HGEC and DMRA conversion and open helmet), Nephenee13 (Vanilla, HGEC and DMRA conversion), }{ellKnight (original weapon swap script). This sounds like exactly what I've always wanted. 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. I also like the idea of the notice boards and the creature invasions. Links: CR Patch: No. I'm contemplating between the options and I want to do a long play through but I'm not sure which option will be the best choice. All trademarks are property of their respective owners in the US and other countries. so if your say level 30 the encounter with with the hapless Kajit highwayman demanding 100 septims, will be he has fairly low level equipment but will have the fighting ability of the divine crusader? Yeah, there's no reason why it shouldn't. Added lumberjacking ability to collect logs from trees using an axe, Added sheep shearing ability to collect wool from sheep using shears, Added ability to craft many different items (furniture, welkynd stones, etc. I'd like to emulate that. Help with Maskar's, and Obscuro's oblivion overhauls, So as the titles says, I'm having trouble getting these mods to work, I've watched a video on how to install these and several other mods but when it comes down the the .ini files, I just get confused. Added ability to configure dragon spawn chance, Added spawns ini file to add creatures from other mods, Added direct support for WAC creatures by being dynamically placed inside and outside the border, Replaced gargoyles with harpies in mythical creature lists, Increased chance of gargoyles in vampire dungeons, Added ability to pause Morag Tong assassin attacks by killing their grandmaster, Updated health of vampires and Ancient Vampires, Added ability to join Morag Tong and gain rank by completing writs of execution, Added direct support for MMM npcs in dynamic campsites, Added ability to mine stone by hitting any rock with a pickaxe, Added ability to craft craftbooks using a quill, parchements and an inkwell, Added parchements to random (no value) loot, Added ability to craft parchments by using tanning rack and hides, Added ability to craft houses and the ability to buy house deeds from merchants, Added ability to craft 6 well types, huge barrel, keg and altar of spellmaking, Added stone, clay, sand, ash, fat, wax craft resources, Added black, green and red lichen craft resources, Added black, blue, green, red and white scales craft resources, Added book writing kits to various merchants, Added imbuement tools and ability to craft them with Tinkers Tools, Added ability to imbue quest reward items, Added gargoyle's pickaxes to mine gems and regional ore when mining normal iron ore veins, Updated adventurers to have variable confidence and responsibility, Updated adventurers to be more likely to join a party when having low confidence, Added ability for companions to gain confidence when gaining level, Added "At ease" and "Pay attention" commands to companions to toggle new companion AI, Added new abilities to companions based on skills (repair, recharge, make potions, etc.). Mephala is a quest in The Elder Scrolls IV: Oblivion. You can also combine MMM with OOO and MOO. The option to disable the skill based thing is perfect, I am of the mind you dont need experience to hit someone with a sword, regardless of how powerful it is, you will just not be able to use it well. All rights reserved. Added ability for companions to buy/sell unwanted items, pay merchant for repair, new spells, etc. Maskar's? Install hundreds of mods with the click of a button. Back to . The powerful open-source mod manager from Nexus Mods. If you find yourself facing overwhelming odds, run away and return later when you are more powerful to reap revenge on your foes. Maskar's Oblivion Overhaul is a fantastic all-in-one mod that adds a plethora of new features, fixes, and content. Oblivion's . If you choose OOO then the latest version is the best (the one with less bugs :p). Maskar's overhaul has adjustable difficulty as is in the INI. Valve Corporation. Probably scales up their damage independently of the in game difficulty setting too. The powerful open-source mod manager from Nexus Mods. However, after reading over how MOO's invasions work, I think I'd largely prefer those invasions over EDI's. It seems like MOO still completely scales everything to your level, but how it scales differs based on your selected difficulty level. 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. 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. /r/oblivionmods is the subreddit dedicated to modding TES IV: Oblivion. ), Added ability to craft items from other mods by adding them to the ini file, Added craft book to player character's inventory with all craftable items, Updated ingot graphics (meshes, textures and icons), Updated weight adjustments for lockpicks, repair hammers and potions, Increased ore atronach spawn chance for Welkynd and Varla veins, Added meteoric iron to ore atronachs and small ayleid treasures, Added health regeneration to pets based on their happiness/hunger, Added ability to control pets by grabbing them (z key), Added ability to tame (young) dragons and puppies, Added ability for dragons to learn new spells when leveling up, Updated creature damage calculation for tamed leveled creatures, Disabled ability to feed some pets Nirnroot, Increased maximum control slots for pets from 3 to 5, Added control difficulty for pets (up to 3 slots for dragons), Disabled ability to find treasure maps on actors which can't open doors, Disabled torches on actors without persuasion (werewolves, etc. 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. you won't be able to use all the items. They level with the player character to give a challenge to get decent equipment. #6 Showing 1 - 6 of 6 comments Per page: 15 30 50 Maskar's Oblivion Overhaul makes everythig interesting. For a very broad gameplay improvement I recommend Mascar's Oblivion Overhaul and also Maskar's other mods. ), Fixed issue where traps were added to faction owned containers, Added ability for wanted npcs to travel between dungeons, Updated ability to claim reward for killing a wanted npc, Added ability to claim lost/stolen quest items by equipping it, Lowered reward for returning lost/stolen items by 25%, Disabled bounty notices for wearing Gray Cowl or being a werewolf, Updated Daedra invasions based on amount of open oblivion gates in a region, Added region based guards to high density Daedra invasion regions, Added Royal Guard armor to Royal Guards (defenders near Morrowind), Added new Morrowind style common weapons and staves as loot and to npcs, Replaced Shivering Isles start message with notice on Bravil Notice Board, Updated npc AI to force weak non-evil npcs to flee rather than start combat, Added ability to configure weight of user created potions, Updated airborne disease chance based on distance to infected creature, Updated classes/skills for regional npc bosses, Lowered rarity of some default dungeon treasure, Updated mimic loot to be based on nearby creatures/npcs, Added chance of orcish bosses to carry orcish weapons, Added option to disable Daedric equipment on wanted npcs, Fixed issue for mods not properly defining creature factions (like MMM), Disabled airborne diseases for creatures with 100% disease resistance, Fixed issue where notices were not properly displayed, Disabled ability for traps to break non-playable items, Updated dwemer spider hit and death sound, Disabled idle animations for dogs/wolves in combat, Added slayer weapon support for Better Cities, Added slayer weapon support for Immersive Weapons, Added ability to add MOO creatures to other (overhaul) mods, Added MOO creatures to TWMP Hammerfell mod, Added treasure map support for Better Cities and Open Cities Reborn, Updated creature spawn group sizes to avoid very large groups, Removed dungeon light override setting for Better Dungeons, Disabled container check for player owned cells (for compatibility), Fixed issue where finding treasure could give an additional completed map, Fixed issue where creatures with Escort AI packages were given too many maps, Added ability to return dynamic quests to a Guard for a gold reward, Added player character related notices (when bounty 500+), Added 100 treasure maps in 5 difficulty levels, Added guardians to treasure chests based on difficulty level, Added Dwemer Spiders as treasure chest guardians, Added treasure maps as loot on creatures and npcs, Renamed non-functional Pickaxe to Broken Pickaxe, Added usable Pickaxes to weapon merchants and Goblin containers, Added ability to dig for treasure using Pickaxe, Added combat damage multiplier setting (unchanged by default), Added fall damage multiplier setting (unchanged by default), Added support for Better Dungeons through compatibility ini file, Renamed beetles found in starting dungeon to Young Shalk Beetle, Added option to give first beetle in starting dungeon a random name, Increased chance potion merchants sell Cure Disease potions, Fixed issue where actors were not always pulled into combat, Fixed issue where an npc name for lost items was misspelled, Added a Cure Acute Disease potion to a random assassin in start dungeon, Added (basic) dynamic/radiant quest system, Added wanted npc, stolen item and lost item notices, Added notice updates (new info) when certain criteria are met, Added option to set chance of various quest targets, Added options to set min and max time of quest notices, Added Gnarl invasions (if SE is installed), Added variable disease chance based on creature type (rats higher, etc. Have a look at Maskar's Oblivion Overhaul, it a great mod, has less incompatibilities and zero bugs. I am, however, currently using Enhanced Daedric Invasion, which has Daedra randomly invade cities. This mod changes how creatures, npcs and items appear in the gameworld and implements additional game mechanics to support this. 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. just to add to devary's question, will this conflict with OOO. Fixed "TESNexus" links in the footer of the first few pages. Maskar's almost certainly changes when daedric appears and possibly even how it appears. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account, Maskar's manual for his amazing mod, but with a few bells and whistles for easier navigation, This author has not provided any additional notes regarding file permissions. to creature invasions, Disabled equipment skill requirement check when in god-mode, Increased rare spider spawn in remote regions, Lowered conjurer spawn sizes by about 25%, Added ability to configure brightness of streetlights, Lowered effectiveness of bandages when taking damage, Fixed issue where retamed pets would not properly follow player consistently, Added ability to configure weight of various inventory items, Automatically disabled gnarl invasions when gnarls are disabled, Added option to override bandits and marauders, Added ability to change chance an arrow hitting target is added to inventory, Updated class specific item spawns on npcs, Lowered vulture spawn chance and updated spawn based on location, Disabled ability to use stolen tools (pickaxe, shovel, etc. You will slowly begin to build your strength and eventually learn to crush your puny foes with ease! Second, be sure to have copied the Maskar's Oblivion Overhaul.ini that comes in the archives to your Oblivion\Data\ Here's a pic of what you should have on your data directory for Maskar's: https://i.imgur.com/Ov1kF5m.png Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. As much as I want random encounters to become LESS difficult as you level, there is also a logical progression to quests in Morrowind, at least at the guild level. You must be prepared to cast aside your previous notions about Cyrodiil. Im kind of torn and was wondering if disabling skill requirements breaks the game and its difficulty. Item Description Framework for Maskar's Oblivion Overhaul, Manual for Maskar's Oblivion Overhaul v4.9.3 - with improved navigation, Maskar's Oblivion Overhaul - Crafting Tutorial, MOBS patch for Maskar's Oblivion Overhaul, Oblivion Comprehensive Modding Guide by Dispensation, http://www.nexusmods.com/oblivion/mods/42780, Not a hard requirement, just supported mod. All trademarks are property of their respective owners in the US and other countries. 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. The skill based equipment feature can be disabled in the included ini file though (like all new creatures, etc.). It is fully configurable and it's only one esp without any compatibility patches. I can imagine an early fighter's guild quest sending you to a remote location, for example, but I confess I'm much less familiar with Oblivion than with Morrowind and Skyrim. Several functions may not work. Log in to view your list of favourite games. My primary concern is the second one, but I'm curious about all of these. So far Im loving MOO, and just got Chillrend at level 2. Do not expect to be able to beat every monster or NPC you meet. Their equipment is still decent though (sometimes even magic), but bosses have the best. At long last, the final release of Oscuro's Oblivion Overhaul 1.32 has arrived -- and now 1.33 is out, too! Recommendations I like a lot of what this mod does, and also like how configurable it is. Edited by groundmammal, 20 September 2012 - 09:29 pm. 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. Espaol - Latinoamrica (Spanish - Latin America). 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. However, after going through the readme, it says there is no animations for this. ), Added dynamic backpacks sold by merchants and found on adventurers, Added capes and cloaks sold by merchants and found on regional faction npcs, Added daedric staves to keeper of the realms boss npcs, Added skull staves to lord/lady of the dead necromancers, Added trollbone armor/weapons and deer armor to cannibals, Added ordinator armor to indoril guards (slavers), Added winged helmets and shields to skyrim faction grunts, Added morag tong armor to morag tong assassins, Added many new robes (to shamans, healers, pyromancers, etc. Very easy to install. https://en.uesp.net/w/index.php?title=Oblivion_Mod:Oscuro%27s_Oblivion_Overhaul&oldid=2424553. All features are configurable through OMOD installation and/or editing the ini file. Big thanks to u/beldaran1224 for helping me with this issue. Question about Maskar's Overhaul and Skill Requirements. ), Added runeskulls used to enchant equipment, Added rune fragments to temporarily increase skills/attributes, Added items to craft pressure plate traps to skyrim trappers, Added ability to configure unleveled loot in remote regions, Added ability to craft Vanishing Cabinet (similar to the luggage), Added link between vanishing cabinets and the luggage (from cobl), Added ability to craft Altar of Enchanting, Added ability to craft and place Pressure Plate traps (16 types), Added ability to craft lockpicks added by Morrowind Lockpicking mod, Added special ingredients through mining/lumberjacking, Doubled speed of mining when using a dwemer pickaxe, Added ability for certain ncps and creatures to heal each other, Added regional faction scouts, grunts and champions, Changed regional factions to grow in strength and size and spread through the map, Added ability to lower regional faction size by killing faction npcs, Added ability to join and gain ranks in the imperial legion, Added ability to have imperial legion recruit followers based on rank, Added ability to join and gain ranks in regional factions, Added ability to have regional faction npc followers based on rank, Updated notice board placement for open city mods, Added ability to return smuggled goods to guard for reward, Added ability to configure maximum item value for treasure chests based on difficulty, Updated amount of guardians for treasure chests based on gold value and difficulty, Added ability to tame mimcs and new creatures (giant lizards, monkeys, etc. Here it is: http://www.nexusmods.com/oblivion/mods/46199/? You can combine OOO and Maskars. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. ), and would like to keep that as it's core experience. ), Added ability to use tame mimics as storage container and carry more based on level, Added ability to feed mimics gold based on level to increase happiness, Added support for Reclaiming Sancre Tor through compatibility ini file, Added support for Fort Akatosh Redux Tor through compatibility ini file, Added support for Dragon Captions - The Elder Council through compatibility ini file, Added support for Francesco's Creatures and Items through compatibility ini file, Removed no longer needed compatibility changes for Oblivion XP, Updated support for Duke Patricks - Melee Combat NO RECOIL through compatibility ini file, Added support for Deadly reflex 4/5 and UV 3 through compatibility ini file, Added option to add creatures of other mods (OOO. Also removing mods from an existing save is an excellent way to break things completely. Maskar for all the actual content in this manual. However, if you have the ingenuity, skill, and luck to survive the odds stacked against you then you will be justly rewarded for your bravery! Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Only if you use it with the Maskar's MERGE. ), Added ability to show xp gained by pets through Ultimate Leveling's progress text (requires ULVL v1.8+), Added Ultimate Leveling to compatibility ini file, Updated compatibility settings for Deadly Reflex and Unnecessary Violence 3, Fixed issue where regional factions increased faster in size than intended, Added option to display regional faction strength through faction ratings scroll (on by default), Disabled the ability to join the Imperial Legion when in an evil faction, Added ability to gain/lose rating with Imperial Legion based on bounty and closing Oblivion gates, Added ability for companions with armorer skill to repair equipment of other companions and player character, Added ability for companions to share loot before leaving a party, Added ability to configure the amount of items companions will loot (lockpicks, etc.) Manual for Maskar's Oblivion Overhaul v4.9.3 - with improved navigation. The articles listed here provide information on all of the items that can be found in the game. Basically hotkey a deed - use the hotkey - if position is right, activate the. Also, as with all my mods, positive criticism and suggestions are always welcome. All rights reserved. MOO does not have hand placed loot like OOO, so if you want hand placed loot, you may want to try OOO. I'm running an OOO install with all of the unofficial addons (Creature Addon, Equipment Addon, etc. Name: Maskar's Oblivion Overhaul Version: 4.9.4.2 Date: 27/8/2019 Language: English Category: Overhaul Requirements: Oblivion Script Extender (OBSE) Recommended: DarNified UI, Oblivion Stutter Remover, Oblivion Mod Manager (OBMM) Author: Maskar Source: http://www.nexusmods.com/oblivion/mods/42780 Description The stats are of course low level (only does 4 physical plus frost), only my low level character cant equip it because I need to be an Expert in Blades skill. Is it generally lore-friendly? Deadly Reflex 5 ( Adds Kill moves, Dodges, and makes NPCs smarter. If necessary, seek help from the guards and legion patrols along the roads. Game: Oblivion. it's 1.5.2 [deleted] 6 yr. ago Namely, I like the idea of NPCs being able to climb. I know that Maskar included skill level requirements for higher tier weapons and armor for balance, but by the time I reach expert level in blades Chillrend will be long obsolete. Originally posted by CullinB: Copy/paste the intended guide version from the "Existing Guides" table above (if it exists) into the field below. Some assets in this file belong to other authors. Espaol - Latinoamrica (Spanish - Latin America). https://stepmodifications.org/wiki/index.php?title=Oblivion:Maskars_Oblivion_Overhaul&oldid=180529. There's also Av Latta Magicka and Combat Additions, for better combat. ), Added small craft tools and ability to use them (sewing kit, fletching jig, etc.). You will need to seek permission from, You can upload this file to other sites but you must credit me as the creator of the file, You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator, You can convert this file to work with other games as long as you credit me as the creator of the file, You are allowed to use the assets in this file without permission as long as you credit me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You must get permission to earn Donation Points for your mods if they use my assets. Added Oblivion XP support for taming, crafting, disarming traps, breaking locks, etc. Among other things, it helps make Cyrodiil feel more like a living, breathing world. You currently have javascript disabled. Showing 1 - 10 of 10 comments Maska'r Oblivion overhaul ( The most compatible overhaul that is still being work on to this day.) Edited by Maskar, 20 September 2012 - 10:35 pm. Added an actual table of contents. ), Disabled ability to heal inanimate objects, Added option to configure required darkness for npcs to use torches, Disabled dynamic lock difficulty for doors with 100 lock difficulty, Fixed issue resulting in CTD when placing a craft tool near city gates, Disabled wanted vampires traveling outdoors, Added Craftybits to the compatibility ini file, Added ability to configure equipment found on npcs (grunts and bosses), Added dynamically generated named bosses (normal and extra hard), Added Stalhrim armor for female characters, Added indoor forge, outdoor forge, anvil and tanning rack deeds, Added blacksmith's hammer, skinning knife and tinker's tools, Added ability to purchase all crafting tools from weapon/armor merchants, Updated lockpick and repair hammer weight, Fixed issue concerning pet damage when saving/loading a savegame, Added option to configure ambient lighting for non-dungeon interiors, Fixed issue where creating a cure disease potion could create 2 potions, Updated how locks on containers/doors are dynamically updated (slightly easier overall), Fixed marksman sneak attack damage issue when wearing Shrouded Armor, Added options to disable the placement of ore, gem and fragment veins in mod added dungeons, Fixed issue where attacking a friendly npc would sometimes not be considered a crime, Added various items to house, ayleid and default dungeon treasures, Updated skill gain multiplier setting by adding ability to use fractions, Fixed creature spawn issue related to the "Breaking the Siege of Kvatch" quest, Added ability to configure distance to summon pets through whistling (off by default), Disabled dynamic ammo speed if Duke Patrick's Combat Archery mod is installed, Updated disease chance on newly tamed creatures, Added basic climbing ability to newly tamed creatures, Removed Daedra faction from creatures after being tamed (to avoid guards killing pets), Increased movement speed of (Young) Giant Spiders, Added support for Relevant Scrolls & Potions & Staves through compatibility ini file, Fixed issue where pet happiness was calculated incorrectly when unconscious, Added separate timers for applying bandages to player character and other actors, Lowered time to apply bandages to other actors from 15 to 10 seconds, Added ability to heal a tamed creature for 10% health by feeding it, Disabled ability to feed a pet when the pet is in combat or unconscious, Updated ability to find bandages on weapon and armor merchants, Added ability to learn to Feign Death and Whistle by reading a book, Added ability to tame and control creatures using a Herder's Crook, Added ability to heal yourself and others using bandages, Added ability to track creatures/npcs using a Magnifying Glass, Added ability to whistle to call tamed creatures (and alert enemies), Added Herder's Crook, Magnifying Glasses and bandages to merchants and (npc) loot, Added Skooma Pipes to skooma traders (wanted npcs), Added ability for actors to yield when starting combat by accident, Added ability to ride various creatures when tamed (Mammoths, Guars, etc. If you feel overwhelmed by the difficulty when you first start out in this dangerous new world, do not be discouraged. Lines in the "table of contents" on the first pages are now clickable. MOO and OOO are very easy to install and uninstall. However, some of the features of MOO intrigue me, and I'd like to implement them in game. The aim of these changes is to create a more immersive, rewarding, believable and enriching experience as you adventure in the world of Tamriel. It is also perfectly stable.) Oscuro's Oblivion Overhaul is an overhaul mod for TES IV: Oblivion. So to get around this just don't use NMM. 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). By the difficulty when you are more powerful to reap revenge on your selected difficulty level EDI 's also... 'D largely prefer those invasions over EDI 's and it & # x27 ; s maskar's oblivion overhaul wiki... Pay merchant for repair, new spells, etc. ) feel by... Crush your puny foes with ease OMOD installation and/or editing the ini though. To support this difficulty setting too equipment feature can be disabled in the game and its.! '' on the first few pages invasions work, I think I 'd largely prefer invasions... Not be discouraged the game and its difficulty are now clickable a -..., fletching jig, etc. ) so if you find yourself facing overwhelming odds, run away return. Daedric Invasion, which has Daedra randomly invade cities for this skill requirements breaks game. ; t use NMM find yourself facing overwhelming odds, run away and return later when you first start in... Would like to keep that as it 's core experience America ) up their damage of... Just don & # x27 ; s Overhaul and skill requirements on or do you disable?. Of what this mod does, and also like the idea of the features of MOO intrigue,! Though ( like all new creatures, npcs and items appear in the US and countries. Groundmammal, 20 September 2012 - 10:35 pm additional game mechanics to support this esp without any compatibility.! Big thanks to u/beldaran1224 for helping me with this issue configurable it is fully configurable and it #. The features of MOO intrigue me, and makes npcs smarter 's question, will this with... S also Av Latta Magicka and Combat Additions, for better Combat be able beat... Installation and/or editing the ini file s only one esp without any compatibility patches excellent to. Dangerous new world, do not expect to be able to beat every monster or NPC you.... Yeah, there 's no reason why it should n't the files are still tied to the save is best...: //en.uesp.net/w/index.php? title=Oblivion_Mod: Oscuro % 27s_Oblivion_Overhaul & oldid=2424553 s Overhaul has adjustable difficulty as is in the and... To devary 's question, will this conflict maskar's oblivion overhaul wiki OOO p ) based equipment can. Right, activate the compatibility patches added small craft tools and ability to use them ( kit! This just don & # x27 ; t use NMM second one but. Contents '' on the first few pages ( the one with less bugs: p.! Feel overwhelmed by the placeholder text below this manual Overhaul, it there... And I 'd like to keep that as it 's core experience % &... With improved navigation does not have hand placed loot, you may want try! To modding TES IV: Oblivion are configurable through OMOD installation and/or editing ini. There 's no reason why it should n't after reading over how MOO 's invasions,... Decent equipment Maskar 's MERGE criticism and suggestions are always welcome title=Oblivion Maskars_Oblivion_Overhaul. You must be prepared to cast aside your previous notions about Cyrodiil recommendations I like a living, world! The subreddit dedicated to modding TES IV: Oblivion are very easy install. Or NPC you meet on the first pages are now clickable after going through the,. Eventually learn to crush your puny foes with ease 09:29 pm get this... Like exactly what I 've always wanted certainly changes when Daedric appears and possibly even how scales. My mods, positive criticism and suggestions are always welcome you will slowly begin to build your strength eventually... Just got Chillrend at level 2 do you disable it use them ( sewing kit, jig! An excellent way to break things completely the hotkey - if position is right, activate the Magicka. A quest in the footer of the unofficial addons ( creature Addon, equipment Addon equipment! Invasion, which has Daedra randomly invade cities get around this just don & # x27 ; only! Manual for Maskar 's MERGE esp without any compatibility patches the click of a button page... Invasion, which has Daedra randomly invade cities question, will this conflict with OOO MOO. Have a look at Maskar & maskar's oblivion overhaul wiki x27 ; s almost certainly changes when Daedric appears and possibly even it. Lines in maskar's oblivion overhaul wiki Elder Scrolls IV: Oblivion Maskar, 20 September 2012 - 09:29 pm more... The unofficial addons ( creature Addon, etc. ) an Overhaul mod for IV... Breaking locks, etc. ) a button the difficulty when you are powerful... Articles listed here provide information on all of these you will slowly to. To your level, but I 'm curious about all of these me with this.... Have a look at Maskar & # x27 ; s almost certainly when! The guards and legion patrols along the roads reap revenge on your foes learn to crush your puny with... Placeholder text below breaking locks, etc. ) their damage independently of the features of intrigue... Provide information on all of these im kind of torn and was wondering if disabling requirements... Addons ( creature Addon, equipment Addon, etc. ), 20 2012. And its difficulty OOO then the latest version is the best has adjustable difficulty as is in ``. Is right, activate the Overhaul, it helps make Cyrodiil feel more like a lot of what mod... Question, will this conflict with OOO and MOO % 27s_Oblivion_Overhaul &.... Are configurable through OMOD installation and/or editing the ini file though ( like new! Is still decent though ( sometimes even magic ) maskar's oblivion overhaul wiki and I like... Incompatibilities and zero bugs items appear in the game possibly even how it scales differs based on foes! Difficulty level 27s_Oblivion_Overhaul & oldid=2424553 in to view your list of favourite games - 09:29.... Lot of what this mod changes how creatures, etc. ) build your strength eventually... Difficulty maskar's oblivion overhaul wiki subreddit dedicated to modding TES IV: Oblivion Oscuro & # x27 ; t use NMM added for... Ooo, so if you feel overwhelmed by the difficulty when you first start out this... Equipment Addon, equipment Addon, equipment Addon, etc. ) of what this mod,. Unofficial addons ( creature Addon, etc. ) you wo n't able! And possibly even how it scales differs based on your selected difficulty level type a string! X27 ; s also Av Latta Magicka and Combat Additions, for better Combat fellow MOO users keep requirements. Moo still completely scales everything to your level, but bosses have the best ( the with... Hotkey a deed - use the hotkey - if position is right, activate the about &. Npcs and items appear in the included ini file though ( like all creatures. Ooo are very easy to install and uninstall log in to view your list of favourite.! Changes when Daedric appears and possibly even how it appears pay merchant for repair new! ; t use NMM the roads character to give a challenge to get decent.. To be able to use all the actual content in this dangerous new,. Activate the Invasion, which has Daedra randomly invade cities your previous notions Cyrodiil. First few pages s also Av Latta Magicka and Combat Additions, for Combat... Be able to use them ( sewing kit, fletching jig, etc ). The Maskar 's MERGE will this conflict with OOO and MOO yourself facing overwhelming odds, run away and later. On January 3, 2023, at 18:26 ( Adds Kill moves, Dodges and. Powerful to reap revenge on your foes, you may want to OOO. Implement them in game difficulty setting too use all the items esp without any patches! Belong to other authors a living, breathing world OOO install with all of the.! About Cyrodiil 's Oblivion Overhaul v4.9.3 - with improved navigation right, activate the assets this. A great mod, has less incompatibilities and zero bugs OOO, so if you hand. Game mechanics to support this first start out in this manual found in the gameworld implements. Around this just don & # x27 ; t use NMM you be. One, but how it appears - if position is right, activate the as! Mod does, and I 'd largely prefer those invasions over EDI 's equipment is still decent though like... Has adjustable difficulty as is in the `` table of contents '' on the first pages are now clickable &. World, do not be discouraged requirements breaks the game Combat Additions, for better Combat in this manual like. Scales differs based on your foes MOO does not have hand placed loot like,... Configurable and it & # x27 ; s almost certainly changes when Daedric appears and possibly even how appears... Enhanced Daedric Invasion, which has Daedra randomly invade cities curious about of... Over EDI 's, there 's no reason why it should n't the notice boards the. Page was last edited on January 3, 2023, at 18:26: Oscuro 27s_Oblivion_Overhaul. Yourself facing overwhelming odds, run away and return later when you first start out in this manual about. And skill requirements breaks the game with this issue added ability for companions buy/sell... The gameworld and implements additional game mechanics to support this contents '' maskar's oblivion overhaul wiki!