Added an actual table of contents. /r/oblivionmods is the subreddit dedicated to modding TES IV: Oblivion. ), 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. Maskar's Oblivion Overhaul vs Oscuros Oblivion Overhaul? Deadly Reflex 5 ( Adds Kill moves, Dodges, and makes NPCs smarter. Mirioner 1 yr. ago 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. For a very broad gameplay improvement I recommend Mascar's Oblivion Overhaul and also Maskar's other mods. You must be prepared to cast aside your previous notions about Cyrodiil. Maska'r Oblivion overhaul ( The most compatible overhaul that is still being work on to this day.) ), Added equipment to stronger versions of vanilla npcs (conjurers, bandits, etc. Maskar for all the actual content in this manual. OOO adds a lot of new stuff including huge amounts of loot than can quickly outpace the economy. ), 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. ), 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. It seems like MOO still completely scales everything to your level, but how it scales differs based on your selected difficulty level. Question about Maskar's Overhaul and Skill Requirements. Would it be possible to download climbing animations (I know there are a few mods on the Nexus that feature such animations) and redirect them so that the player and NPCs would use them? I like a lot of what this mod does, and also like how configurable it is. Oblivion's . Added ability for companions to buy/sell unwanted items, pay merchant for repair, new spells, etc. Fixed "TESNexus" links in the footer of the first few pages. Big thanks to u/beldaran1224 for helping me with this issue. 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. Wrye Bash is pretty darn good at removing the files, but many mods save things into the save file. Version-specific Recommendations must use a Version string equal to that of both ModList and Guide! You must be prepared to cast aside your previous notions about Cyrodiil. Very easy to install. ), 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. I keep hearing that this is a solution to the level scaling, but my goal is something like Morrowind. It's an incredibly ambitious project which aims to recreate the entirety of The Elder Scrolls IV: Oblivion in the newer game engine used by Skyrim. If you find yourself facing overwhelming odds, run away and return later when you are more powerful to reap revenge on your foes. Back to . 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. Upgrade your poor gear as often as possible. #6 Showing 1 - 6 of 6 comments Per page: 15 30 50 Additionally, save files keep track of active esps and esms. This mod changes how creatures, npcs and items appear in the gameworld and implements additional game mechanics to support this. Install hundreds of mods with the click of a button. Slavers and Smugglers: Side with the Dunmer . Only if you use it with the Maskar's MERGE. ), 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). 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. Download: Other. My primary concern is the second one, but I'm curious about all of these. How exactly does level scaling work? But the files are still tied to the save. Please re-enable javascript to access full functionality. Knights of the Dragonborne: Remove the goblin threat in Cyrodiil. See here for a detailed list of item changes made by OOO. Mephala is a quest in The Elder Scrolls IV: Oblivion. MOO does not have hand placed loot like OOO, so if you want hand placed loot, you may want to try OOO. An installer version (1.37) is also available on Oblivion Nexus. Do not expect to be able to beat every monster or NPC you meet. ), 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. Edited by Maskar, 20 September 2012 - 10:35 pm. it's 1.5.2 [deleted] 6 yr. ago 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. 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). You currently have javascript disabled. Maskar's Oblivion Overhaul makes everythig interesting. 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. Lines in the "table of contents" on the first pages are now clickable. The powerful open-source mod manager from Nexus Mods. The world no longer revolves around you, the player. However, after reading over how MOO's invasions work, I think I'd largely prefer those invasions over EDI's. ), and would like to keep that as it's core experience. 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. I've been playing Oblivion on and off with one character for some time now, and I'm currently very happy with it. Thanks! Light Through the Darkness: Recover the sword Light of Dawn and cleanse it of its taint. just to add to devary's question, will this conflict with OOO. 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