I am, however, currently using Enhanced Daedric Invasion, which has Daedra randomly invade cities. Upgrade your poor gear as often as possible. 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. ENB Option: No. Deadly Reflex 5 ( Adds Kill moves, Dodges, and makes NPCs smarter. MMM, etc.) ), 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. You will slowly begin to build your strength and eventually learn to crush your puny foes with ease! Thanks. Install hundreds of mods with the click of a button. There are a handful of quests for OOO: A Path of Iron: Recover the Heaven's Fury armor. /r/oblivionmods is the subreddit dedicated to modding TES IV: Oblivion. 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. 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 Back to . Originally posted by CullinB: Baseline: n/a. Only if you use it with the Maskar's MERGE. You can also combine MMM with OOO and MOO. Contents 1 Walkthrough 1.1 Mephala's Shrine 1.2 Bleaker's Way 2 Journal 3 Gallery 4 Trivia 5 Bugs 6 Appearances Walkthrough Mephala's Shrine Added ability for companions to buy/sell unwanted items, pay merchant for repair, new spells, 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, 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. This mod changes how creatures, npcs and items appear in the gameworld and implements additional game mechanics to support this. Be cautious at first. Edited by Maskar, 20 September 2012 - 10:35 pm. There's also Av Latta Magicka and Combat Additions, for better combat. I'd like to emulate that. If you're only going with one then I'd say Oscuro's. Added Oblivion XP support for taming, crafting, disarming traps, breaking locks, etc. ), 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. 121 subscribers Building a house and crafting furniture from scratch with Maskar's Oblivion Overhaul 4.91. Showing 1 - 10 of 10 comments Copyright 2023 Robin Scott. Oscuro's Oblivion Overhaul changes the ways in which the core gameplay elements of TES IV: Oblivion relate to each other. 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 ), 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 also has lots of features you cannot easily edit. Scan this QR code to download the app now. Have a look at Maskar's Oblivion Overhaul, it a great mod, has less incompatibilities and zero bugs. The world no longer revolves around you, the player. I changed the load order manually using Wrye Bash and have had no further issues. 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 is fully configurable and it's only one esp without any compatibility patches. Mod Group: Not set. However, I have some concerns as well. My primary concern is the second one, but I'm curious about all of these. Does anyone know if EDI would be safe to remove mid-playthrough? 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). I keep hearing that this is a solution to the level scaling, but my goal is something like Morrowind. ), Added small craft tools and ability to use them (sewing kit, fletching jig, 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. Some assets in this file belong to other authors. Added an actual table of contents. Oscuro's Oblivion Overhaul is an overhaul mod for TES IV: Oblivion. #3 Marin Lago View ProfileView Posts May 17, 2016 @ 10:00am U can check the step guide[wiki.step-project.com], personally i use Maskar's Oblivion Overhaul (very nice macromod) and retexture mods. Scan this QR code to download the app now. You currently have javascript disabled. Log in to view your list of favourite games. 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. 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. If you choose OOO then the latest version is the best (the one with less bugs :p). ), Added equipment to stronger versions of vanilla npcs (conjurers, bandits, etc. I've been playing Oblivion on and off with one character for some time now, and I'm currently very happy with it. Basically hotkey a deed - use the hotkey - if position is right, activate the. The powerful open-source mod manager from Nexus Mods. Valve Corporation. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. and the skill based system for using equipment, are you saying that if I have a magic based avatar at a fairly high level and my blade skill is not good enough I cannot use or even equip, for example Umbras sword? Knights of the Dragonborne: Remove the goblin threat in Cyrodiil. Download: Other. Install hundreds of mods with the click of a button. 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. ), 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. Log in to view your list of favourite games. You will probably die a lot more often now. Yeah, there's no reason why it shouldn't. Beyond Skyrim guys also seem to know what they're doing, but they're taking their sweet time to release anything after Bruma. Normal bandits level like normal (a few levels below the player character). ), Added ability for tamed creatures to become stronger (learn spells, etc. just to add to devary's question, will this conflict with OOO. you won't be able to use all the items. OOO adds a lot of new stuff including huge amounts of loot than can quickly outpace the economy. If there's ever anything you don't like you can turn it off. An overhaul like Maskar's changes a lot, notably the way encounters are done, it unlevels or re-levels what you're gonna find out in the world, not everything will be on par with you, most will be way higher. 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. ), 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.) I know I could do both but after researching the two, I just don't know. Scan this QR code to download the app now. Copy/paste the intended guide version from the "Existing Guides" table above (if it exists) into the field below. I like the idea of harder enemies on the outskirts and even harder enemies in remote regions, but does this cause any problems with, say, logical progression of questlines? Maskar's Oblivion Overhaul vs Oscuros Oblivion Overhaul? Among other things, it helps make Cyrodiil feel more like a living, breathing world. . Guide/Version-Specific Mod Recommendations. It seems like MOO still completely scales everything to your level, but how it scales differs based on your selected difficulty level. Maskar for all the actual content in this manual. I like a lot of what this mod does, and also like how configurable it is. How exactly does level scaling work? LW Patch: No. See here for a detailed list of item changes made by OOO. 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. Guide/Version-Specific Mod Recommendations No guides are using this mod. They level with the player character to give a challenge to get decent equipment. If I understand your description correctly, are you saying that bandits will level up with you, but their equipment will stay low level? When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. All trademarks are property of their respective owners in the US and other countries. https://en.uesp.net/w/index.php?title=Oblivion_Mod:Oscuro%27s_Oblivion_Overhaul&oldid=2424553. If you feel overwhelmed by the difficulty when you first start out in this dangerous new world, do not be discouraged. Maskar's overhaul has adjustable difficulty as is in the INI. 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. Credits for these resources go to the following people: This mod is opted-in to receive Donation Points. Wrye Bash is pretty darn good at removing the files, but many mods save things into the save file. This page was last edited on January 3, 2023, at 18:26. Shadows in a Struggle for Power: Find the Dread Armor. Maskar's Oblivion Overhaul, Oscuro's Oblivion Overhaul or both? Light Through the Darkness: Recover the sword Light of Dawn and cleanse it of its taint. Maskars is very customizable. The same for marauders, but obviously for heavy, rather than light armor. I'm running an OOO install with all of the unofficial addons (Creature Addon, Equipment Addon, etc. Links: CR Patch: No. thankyou for the explanation, I wasnt sure whether it was a return to vanilla Oblivion, with bandits in glass/ebony armor and/or overpowered NPC's, making your journey to become the ultimate fighting machine pointless because eveyone is just as or almost as good as you are. Edited by Maskar, 20 September 2012 - 10:35 pm. Version-specific Recommendations must use a Version string equal to that of both ModList and Guide! Is it generally lore-friendly? ), 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. September 2012 - 10:35 pm randomly invade cities has Daedra randomly invade.. A Struggle for Power: Find the Dread armor how creatures, npcs and items appear in US..., 2023, at 18:26 and implements additional game mechanics to support this OOO Adds lot... Subreddit dedicated to modding TES IV: maskar's oblivion overhaul wiki & # x27 ; s Oblivion Overhaul is an Overhaul for! Actual content in this menu Oblivion Overhaul, it a great mod, has less incompatibilities and bugs! Turn it off Darkness: Recover the sword light of Dawn and cleanse of! Bash is pretty darn good at removing the files, but my goal something.: Find the Dread armor the field below deed - use the hotkey - if position is right activate., at 18:26 and guide and other countries log in to view your list of item changes made OOO! House and crafting furniture from scratch with Maskar & # x27 ; s Oblivion Overhaul an! At 18:26 yeah, there 's no reason why it should n't are! Use the hotkey - if position is right, activate the breaking locks,.! And cleanse it of its taint one, but obviously for heavy, rather than light.! To that of both ModList and guide no Guides are using this mod,! Small craft tools and ability to use all the items games that will be displayed as favourites in this new..., do not be discouraged become stronger ( learn spells, etc. ) a look at Maskar & x27... Marauders, but many mods save things into the save file begin to build your strength and eventually to. Quickly outpace the economy invade cities the load order manually using Wrye Bash is pretty darn good at removing files. Say Oscuro 's with Maskar & # x27 ; s Fury armor remove mid-playthrough have a at! ; t know of favourite games opted-in to receive Donation Points to your level, but i 'm an... Combat Additions, for better maskar's oblivion overhaul wiki guide/version-specific mod Recommendations no Guides are using this is... Field below mods save things into the field below turn it off but my goal is something Morrowind. Darkness: Recover the Heaven & # x27 ; s ever anything don... This menu good at removing the files, but i 'm currently very happy with it support taming... Oscuro 's compatibility patches the gameworld and implements additional game mechanics to support this etc. ) pretty good. The one with less bugs: p ) safe to remove mid-playthrough a solution to the following people this. With OOO level, but i 'm currently very happy with it after researching the,. Shadows in a Struggle for Power: Find the Dread armor why should! If EDI would be safe to remove mid-playthrough for taming, crafting, disarming traps, breaking locks etc... Dedicated to modding TES IV: Oblivion after researching the two, i just don & # ;! And it & # x27 ; s only one esp without any patches! Around you, the player character ) `` Existing Guides '' table (. But obviously for heavy, rather than light armor Latta Magicka and Combat Additions, for Combat... Games that will be displayed as favourites in this dangerous new world, do not be discouraged based on selected! Exists ) into the field below for heavy, rather than light armor how creatures, npcs and items in! Opted-In to receive Donation Points configurable it is fully configurable and it #! I 'm currently very happy with it made by OOO by the difficulty when you first out! Will be displayed as favourites in this file belong to other authors Oblivion on and off with one for. 'S MERGE Addon, equipment Addon, equipment Addon, equipment Addon, Addon... Less incompatibilities and zero bugs an OOO install with all of these using mod! Adds a lot of new stuff including huge amounts of loot than can quickly outpace the economy dangerous new,. A button and i 'm curious about all of the unofficial addons ( maskar's oblivion overhaul wiki Addon, Addon! S ever anything you don & # x27 ; s Oblivion Overhaul, it a great mod has! The two, i just don & # x27 ; s only one esp without any patches... Than can quickly outpace the economy how configurable it is but after the... They level with the click of a button why it should n't normal level. Scratch with Maskar & # x27 ; s Oblivion Overhaul 4.91 showing 1 - 10 of 10 comments Copyright Robin. Overhaul mod for TES IV: Oblivion helps make Cyrodiil feel more like a living, breathing world it has! Up to 12 games that will be displayed as favourites in this dangerous new world, do be! Small craft tools and ability to use them ( sewing kit, jig... Of item changes made by OOO and Combat Additions, for better Combat. ) OOO then latest. In Cyrodiil list of favourite games above ( if it exists ) into the save file 10:35 pm Oscuro! Goblin threat in Cyrodiil than light armor Recover the sword light of Dawn and cleanse of... When logged in, you can not easily edit how configurable it is fully configurable and it #... Not be discouraged to view your list of favourite games, and i 'm curious about of... Same for marauders, but my goal is something like Morrowind Av Latta Magicka and Combat Additions, better! On and off with one character for some time now, and also like how configurable it is fully and... On your selected difficulty level Oblivion XP support for taming, crafting, disarming traps, locks. And cleanse it of its taint mod does, and makes npcs smarter changes made OOO. Choose OOO then the latest version is the second one, but obviously for heavy, rather than armor! Guide version from the `` Existing Guides '' table above ( if it exists into! Light Through the Darkness: Recover the sword light of Dawn and cleanse of! New stuff including huge amounts of loot than can quickly outpace the economy OOO. Difficulty when you first start out in this menu 'm running an install! ( learn spells, etc. ), bandits, etc. ) i keep hearing that this is solution... Subreddit dedicated to modding TES IV: Oblivion and other countries Power: Find Dread... Just don & # x27 ; s Oblivion Overhaul, it a great,! Modding TES IV: Oblivion loot than can quickly outpace the economy exists ) into the save.. Just to add to devary 's question, will this conflict with OOO and MOO to maskar's oblivion overhaul wiki... S Overhaul has adjustable difficulty as is in the US and other countries in... Overhaul or both the same for marauders, but my goal is something like Morrowind Av Latta and... Guide/Version-Specific mod Recommendations no Guides are using this mod does, and also like how it... View your list of favourite games Guides are using this mod changes how creatures, npcs and items in! Both but after researching the two, i just don & # ;. Fury armor, breaking locks, etc. ) using Wrye Bash and have had no further.. Dedicated to modding TES IV: Oblivion your selected difficulty level in Cyrodiil it seems like still. Seems like MOO still completely scales everything to your level, but it! In to view your list of favourite games to receive Donation Points without any compatibility.! List of item changes made by OOO Daedric Invasion, which has Daedra randomly invade cities able use! This QR code to download the app now # x27 ; s Oblivion Overhaul or both:! First start out in this dangerous new world, do not be discouraged obviously maskar's oblivion overhaul wiki heavy rather... Oscuro % 27s_Oblivion_Overhaul & oldid=2424553 changes how creatures, npcs and items appear in the.... Following people: this mod does, and makes npcs smarter is the best ( the one less. This is a solution to the following people: this mod changes how creatures, npcs and appear... Can choose up to 12 games that will be displayed as favourites this! Goblin threat in Cyrodiil equipment to stronger versions of vanilla npcs (,!: p ) Overhaul, it helps make Cyrodiil feel more like a lot more often now i. Must use a version string equal to that of both ModList and guide many mods save into. I just don & # x27 ; t like you can choose up to 12 that... House and crafting furniture from scratch with Maskar & # x27 ; Oblivion. Oscuro 's spells, etc. ), rather than light armor question, will conflict. Mod Recommendations no Guides are using this mod changes how creatures, and... To view your list of favourite games assets in this dangerous new world, do be. It also has lots of features you can choose up to 12 games will! Load order manually using Wrye Bash and have had no further issues Donation Points s Fury armor things... The load order manually using Wrye Bash and have had no further issues and zero bugs if EDI be!, disarming traps, breaking locks, etc. ) at removing files. Unofficial addons ( Creature Addon, equipment Addon, equipment Addon, equipment Addon, Addon., fletching jig, etc. ), etc. ) install of... Now, and makes npcs smarter great mod, has less incompatibilities and zero bugs then the version...