Thanks! Guide/Version-Specific Mod Recommendations. Type a version string using the format indicated by the placeholder text below. Version-specific Recommendations must use a Version string equal to that of both ModList and Guide! Oscuro's Oblivion Overhaul changes the ways in which the core gameplay elements of TES IV: Oblivion relate to each other. cool looking mod, i may try it out when i get all my mods back on oblivion. Credits for these resources go to the following people: This mod is opted-in to receive Donation Points. MOO and OOO are very easy to install and uninstall. All trademarks are property of their respective owners in the US and other countries. It also has lots of features you cannot easily edit. Have a look at Maskar's Oblivion Overhaul, it a great mod, has less incompatibilities and zero bugs. However, I have some concerns as well. I am, however, currently using Enhanced Daedric Invasion, which has Daedra randomly invade cities. Previously familiar areas may now be much more dangerous and you will frequently be forced to retreat from enemies who are too powerful to beat until you are stronger. Most resources in this mod are from modder resources. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Maskar's Oblivion Overhaul makes everythig interesting. Maskars Oblivion Overhaul by Maskar Game: Oblivion Download: Other Mod Group: Not set Baseline: n/a Links: CR Patch: No LW Patch: No ENB Option: No Guide/Version-Specific Mod Recommendations No guides are using this mod Version-specific Recommendations must use a Version string equal to that of both ModList and Guide! All rights reserved. Editors: Please DO NOT use wiki headings inside of custom Recommendations and also avoid using templates if at all possible! Espaol - Latinoamrica (Spanish - Latin America). To avoid any permission issues do NOT take any resources directly from this mod, but instead get them from their original location. Their equipment is still decent though (sometimes even magic), but bosses have the best. Is it generally lore-friendly? 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. 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 . The powerful open-source mod manager from Nexus Mods. Added ability for companions to buy/sell unwanted items, pay merchant for repair, new spells, etc. Maskar's overhaul has adjustable difficulty as is in the INI. The aim of these changes is to create a more immersive, rewarding, believable and enriching experience as you adventure in the world of Tamriel. Back to . General Articles on Items If there's ever anything you don't like you can turn it off. just to add to devary's question, will this conflict with OOO. It's an utterly massive overhaul that, in my understanding, modifies basically every leveled list in the game. ), Added ability to use adventurers as companions, Added Imperial Legion Sergeants to patrol dangerous areas near the Imperial City, Added new equipment to Imperial Legion Sergeants, Added scroll to player character's inventory to track faction ratings, Added ability for actors to notice nearly missing magic/arrows, Added Anvil on Stump Deeds to various merchants, Disabled Vulture spawns for under water creatures, Added ability to disable Morag Tong Assassins directly when disabled in ini file, Added ability to configure the length of pet names, Added ability to disable actors healing undead, Added support for cloned actors to heal other actors, Added equipment requirement check in godmode when loading/starting a new game, Added Skull Shield to some strong named bosses, Updated Bonemold Shield and Skyrim Healer Robe icons, Updated Stray Puppy and Stray Dog factions, Fixed issue where MMM Carrion Rats could cause missing meshes, Lowered maximum grunt equipment quality from level 8 to level 7, Added compatiblity option for converting misc items into usable tools, Added Supreme Magicka to compatibility ini file (disable healing undead), Added Duke Patricks - Near Miss Magic And Arrows Alert The Targe to compatibility ini file, Added SDR - Sneaking Detection Recalibrated to compatibility ini file, Added Kragenir's Death Quest to compatibility ini file, Removed skill requirements for Knight of the Nine equipment, Added ability for various npcs to ignore friendly hits, Lowered polygons on tarantula type spiders, Updated levelscaling for Outlaws and Plunderers, Fixed issue related to actors healing each other, Added option to disable ability for actors to heal each other, Added static backpacks (found on merchants and as loot/treasure), Added option to choose between static and dynamic backpacks, Fixed issue where guard dogs wrongfully attack smugglers and mercenaries, Updated summon bear spell to summon bears based on location, Added stray dogs (dachshund/sausage dog) to cities/villages, Added monkeys, tapirs, red pandas and new deer types to wilderness spawns, Added (highly contagious) corprus creatures to remote regions, Added imperial legion recruits which randomly patrol in groups through the game-world, Added heroes to fight friendly regional faction npcs, Added mythic dawn to conjurer spawn points based on the amount of nearby open oblivion gates, Added outlaws and plunderers to remote bandit and marauder spawns, Added plane summoners, master conjurers and keeper of the realms to remote conjurer spawns, Added plaguespreaders, master necromancers and lord/lady of the dead npcs to remote necromancer spawns, Added frost witches to snow regions controlled by skyrim faction, Added mercenaries to dungeons controlled by hammerfell faction, Added wild orcs and wild boars to wilderness controlled by orsimer faction, Added smugglers to dungeons controlled by elsweyr faction, Added an-xileel fanatics to areas with oblivion gates and are controlled by black marsh faction, Added slavers/slaves to mines controlled by morrowind faction, Added grave diggers, tomb raiders and artifact collectors to necromancer dungeons near cities, Added ability for beast masters to call nearby creatures for help, Added ability for plane summoners to summon portals to oblivion, Added ability for plaguebringers to spread airborne diseases, Added ability for berserkers to make nearby allies stronger, Added equipment to new npc types (mercenaries, smugglers, etc. Light Through the Darkness: Recover the sword Light of Dawn and cleanse it of its taint. 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! ), 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 I understand your description correctly, are you saying that bandits will level up with you, but their equipment will stay low level? Mirioner 1 yr. ago This is an overhaul mod, improving many aspects of the game, while maintaining the overall feel of the game and ensuring compatibility with most other mods. The stats are of course low level (only does 4 physical plus frost), only my low level character can't equip it because I need to be an Expert in Blades skill. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. ENB Option: No. The same for marauders, but obviously for heavy, rather than light armor. Nothing is changed directly to avoid compatibility issues and to simplify installation. I know I could do both but after researching the two, I just don't know. -Map Marker Overhaul (This one brings so much into look of mini maps and icons on it and fast travels and is configurable in the ini files. Copyright 2023 Robin Scott. Scan this QR code to download the app now. The articles listed here provide information on all of the items that can be found in the game. At long last, the final release of Oscuro's Oblivion Overhaul 1.32 has arrived -- and now 1.33 is out, too! so just to be perfectly clr..this should work fine with an fcom install? You will probably die a lot more often now. ), 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. 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. you won't be able to use all the items. The skill based equipment feature can be disabled in the included ini file though (like all new creatures, etc.). 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. MOO does not have hand placed loot like OOO, so if you want hand placed loot, you may want to try OOO. 3-It turns the Cyrodiil outskirts into some sort of a battlefield with a lot of invaders from adjacent regions making their camps near roads and forts. ), Updated companions fleeing when starting combat by taking into account difficulty setting, Added variable arrow speed based on bow/arrows quality and agility/marksman skill, Added proper collision to a rare statue (small treasure), Added option to disable the need to sleep to level up (unchanged by default), Renamed Welkynd Veins (already placed veins will be unaffected), Changed Ayleid Ghost class to not playable, Changed option to lower creature/npc spawn sizes to 50% of normal, Added dynamic lock difficulty for doors and containers, Added locks ini file to configure quality of containers and doors, Added ability for some containers to need a key which is carried by a nearby actor, Added chance of finding treasure in containers needing a key to be opened, Increased chance of finding lost items in containers needing a key to be opened, Added Corundum, Ebony, Iron, Malachite, Moonstone, Orichalcum, Quicksilver and Stalhrim ore veins, Added Diamond, Emerald, Ruby, Sapphire and Topaz gem veins, Added Welkynd and Varla stone (fragment) veins, Added Piles of Rubble to Ayleid dungeons near cities, Added ability to mine ore/gems/stones with a pickaxe, Added Dwemer Pickaxes to mine Stalhrim Ore, Added dynamic environment loot for npcs and creatures, Added 17 ore/gem/stone Atronachs (including silver and gold), Added Stalhrim armor to some Skyrim regional bosses, Added 2-handed clubs to various regional warriors, Added spears to Black Marsh regional npcs, Added Elven Scimitars to Hammerfell regional grunts, Added Elven Double Daggers to Elsweyr thieves, Added Ayleid Ghosts to Ayleid ruins (based on date and location), Added dagger and unarmed sneak damage multipliers, added ability to double sneak attack damage by wearing the Shrouded Armor and Hood, Added ability to lower creature/npc spawn sizes (including outdoors and on roads), Added ability to disable MOO replacing vanilla actors with MOO actors, Updated ability for weak npcs to flee when starting combat, Added ability to configure leveling speed (unchanged by default), Disabled skill requirements for bound ammo, Added support for StarX Vanilla Vampires Revised through compatibility ini file, Added support for pickaxes added by Francescos Creatures and Items, Added option to disable MOO making permanent changes to savegame (ore veins, etc. It seems like MOO still completely scales everything to your level, but how it scales differs based on your selected difficulty level. 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. For a very broad gameplay improvement I recommend Mascar's Oblivion Overhaul and also Maskar's other mods. ), Added small craft tools and ability to use them (sewing kit, fletching jig, etc.). Log in to view your list of favourite games. It is fully configurable and it's only one esp without any compatibility patches. 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. ), and would like to keep that as it's core experience. Added craft tools and resources to npcs (including merchants), containers, etc. ), 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. You can do whatever you want with this mod but all I ask in return is that you give me credit if you distribute any part of this mod. Do any of you fellow MOO users keep skill requirements on or do you disable it? Beyond Skyrim guys also seem to know what they're doing, but they're taking their sweet time to release anything after Bruma. 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). ), Added ability for tamed creatures to become stronger (learn spells, etc. Maskars Oblivion Overhaul by Maskar. An installer version (1.37) is also available on Oblivion Nexus. Several functions may not work. Both are fun and they work well together. However, after reading over how MOO's invasions work, I think I'd largely prefer those invasions over EDI's. Upgrade your poor gear as often as possible. They are very stable, configurable and fun. Installation and configuration 2.1 OMOD installation 2.2 Manual installation 2.3 Uninstallation 2.4 Configuration 3. You must be prepared to cast aside your previous notions about Cyrodiil. Guide/Version-Specific Mod Recommendations No guides are using this mod. Probably scales up their damage independently of the in game difficulty setting too. Log in to view your list of favourite games. My primary concern is the second one, but I'm curious about all of these. I know that Maskar included skill level requirements for higher . ), 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.) Install hundreds of mods with the click of a button. ), 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.) Any advice would be helpful, I get confused on how to get the .ini working, I try but it ends up saying the .ini files are missing or not working, (Sorry for the late reply had bad weather and lost my internet access yesterday), Thanks for the help, but I got it, it was just an error on my part. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Oblivion is full of items both magical and mundane, and Oscuro's Oblivion Overhaul adds many more. Maskars is very customizable. You can also combine MMM with OOO and MOO. It is also perfectly stable.) I've been playing Oblivion on and off with one character for some time now, and I'm currently very happy with it. Question about Maskar's Overhaul and Skill Requirements. And ability to use all the items ), containers, etc. ) back Oblivion... Be prepared to cast aside your previous notions about Cyrodiil hand placed,... And mundane, and would like to keep that as it 's core experience for higher are from modder.... People: this mod are from modder resources out when i get all my mods back Oblivion! To download the app now download the app now everything to your level but. One, but instead get them from their original location Recommendations and also avoid templates! Sword light of Dawn and cleanse it of its taint playing Oblivion and... - Latinoamrica ( Spanish - Latin America ) difficulty as is in the US other! Based on your selected difficulty level decent though ( like all new creatures, etc. ),... Two, i just don & # x27 ; s Overhaul has adjustable difficulty as is in game. Invade cities use them ( sewing kit, fletching jig, etc. ) America ) opted-in to Donation. Version string using the format indicated by the placeholder text below however, after reading over how MOO 's work! Merchant for repair, new spells, etc. ) MOO still completely scales everything your! Like to keep that as it 's core experience like all new creatures,.! You fellow MOO users keep skill requirements on or do you disable it get them from original... Still decent though ( sometimes even magic ), added ability for tamed creatures to become stronger ( spells. 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