Question about Maskar's Overhaul and Skill Requirements. ), 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. you won't be able to use all the items. It is also perfectly stable.) Every time it was launched it would change the load order so that Maskars Oblivion Overhaul would load before Bashed Patch. ENB Option: No. Maskar's Oblivion Overhaul makes everythig interesting. Maskar's Oblivion Overhaul - Creatures Showcase Valde 3.09K subscribers Subscribe 1.6K views 9 months ago A showcase of all the various creatures of Maskar's Overhaul mod for Elder. https://stepmodifications.org/wiki/index.php?title=Oblivion:Maskars_Oblivion_Overhaul&oldid=180529. Lowered aggression of birds near cities, villages, etc. I'm contemplating between the options and I want to do a long play through but I'm not sure which option will be the best choice. just to add to devary's question, will this conflict with OOO. LW Patch: No. 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. Added an actual table of contents. Does anyone know if EDI would be safe to remove mid-playthrough? ), 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. 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. This page was last edited on January 3, 2023, at 18:26. Maskar's Oblivion Overhaul, Oscuro's Oblivion Overhaul or both? Editors: Please DO NOT use wiki headings inside of custom Recommendations and also avoid using templates if at all possible! 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! To avoid any permission issues do NOT take any resources directly from this mod, but instead get them from their original location. Upgrade your poor gear as often as possible. The latest version of OOO is available for download from Oblivion Nexus. You will need to seek permission from, You are not allowed to upload this file to other sites under any circumstances, You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator, You are not allowed to convert this file to work on other games under any circumstances, You are allowed to use the assets in this file without permission as long as you credit me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are allowed to earn Donation Points for your mods if they use my assets. Scan this QR code to download the app now. All rights reserved. #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. Mephala is a quest in The Elder Scrolls IV: Oblivion. Espaol - Latinoamrica (Spanish - Latin America). it's 1.5.2 [deleted] 6 yr. ago Additionally, save files keep track of active esps and esms. You can combine OOO and Maskars. But the files are still tied to the save. Please re-enable javascript to access full functionality. 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 Maskars is very customizable. ), Added ability for tamed creatures to become stronger (learn spells, etc. ), Updated skill requirement calculations for equipment, Updated Kylius Lonavo to be friendly to npcs from other regions, Added Frost Giants near Skyrim (rare spawn), Added Dwemer weapons as small treasures and to Morrowind Chiefs, Added Lich King armor and Frostmorne weapons to Bone Lords, Added Silverlight armor and Warglaive weapons to Frost Giants, Added skimpy and realistic versions of Lich King and Silverlight armor, Added HGEC (C, E and H) and DMRA versions of Lich King armor, Added HGEC (H) and DMRA versions of Bonemold armor, Added ability to set off traps using Telekinesis spell on container, Added ability to receive a poison potion when disarming a trap, Added new poison potions to merchants (excluding lethal poisons), Added option to change distance for actors to call for help, Added check for removed leveled lists when using Wrye Bash, Added option to enable Liches to be friendly towards eachother, Updated poison potions on Valenwood Archers, Disabled torches for Arena combatants and Uriel Septim, Fixed issue where non-evil npcs are pulled into combat, Added 3 game difficulty settings (normal, advanced and expert), Replaced Spriggans by Gargoyles for mystical creature spawns, Added HGEC (C, E and H) and DMRA versions of Ayleid armor, Added region based zombies and skeletons (different races), Added ability to summon zombies and skeletons based on region, Added HGEC (C, E and H) and DMRA versions of Chitin armor, Added option for npcs to wear different versions of Chitin armor, Added more Ayleid clutter (with new icons) as small treasures, Added lower quality items (Gems, Spellbooks, etc.) I am, however, currently using Enhanced Daedric Invasion, which has Daedra randomly invade cities. ), 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. All features are configurable through OMOD installation and/or editing the ini file. Copyright 2023 Robin Scott. The powerful open-source mod manager from Nexus Mods. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. General Articles on Items 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. See here for a detailed list of item changes made by OOO. Baseline: n/a. ), 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. In order to get Mephala to speak with the Hero, an offering of nightshade must be given between midnight and dawn after reaching level 15. Maska'r Oblivion overhaul ( The most compatible overhaul that is still being work on to this day.) Edited by Maskar, 20 September 2012 - 09:55 pm. You will slowly begin to build your strength and eventually learn to crush your puny foes with ease! use that instead if you must, or better yet, just use vanillacombatenhanced and adjust damage as needed if you are getting one shot by everything, or it still takes 30+ hits to kill something. Very easy to install. 6 is a buggy mess, so only use it) Supreme Magicka ( Overhauls the magic) Oblvion XP ( Makes leveling in Oblivion more traditional, so you get xp from leveling, completing quest, etc.) If necessary, seek help from the guards and legion patrols along the roads. For unofficial user-created guides, use the format indicated by the placeholder text. For a very broad gameplay improvement I recommend Mascar's Oblivion Overhaul and also Maskar's other mods. Oscuro's Oblivion Overhaul changes the ways in which the core gameplay elements of TES IV: Oblivion relate to each other. Maskar's Oblivion Overhaul Version 4.6.3 by Maskar @ 26th September 2015 Table of contents 1. 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. so if your say level 30 the encounter with with the hapless Kajit highwayman demanding 100 septims, will be he has fairly low level equipment but will have the fighting ability of the divine crusader? However, after going through the readme, it says there is no animations for this. So far Im loving MOO, and just got Chillrend at level 2. Normal bandits level like normal (a few levels below the player character). That's what creates the problem with removing nods. Log in to view your list of favourite games. /r/oblivionmods is the subreddit dedicated to modding TES IV: Oblivion. Nothing is changed directly to avoid compatibility issues and to simplify installation. Have a look at Maskar's Oblivion Overhaul, it a great mod, has less incompatibilities and zero bugs. . Deadly Reflex 5 ( Adds Kill moves, Dodges, and makes NPCs smarter. 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. Added ability for companions to find wanted items (looting containers, dead bodies, etc. If you choose OOO then the latest version is the best (the one with less bugs :p). Yeah, everything is done through scripting and by adding new objects. My primary concern is the second one, but I'm curious about all of these. I'd like to emulate that. Added ability for companions to buy/sell unwanted items, pay merchant for repair, new spells, etc. They are very stable, configurable and fun. ), Added small craft tools and ability to use them (sewing kit, fletching jig, etc.). The world no longer revolves around you, the player. Maskar's? You must be prepared to cast aside your previous notions about Cyrodiil. MMM, etc.) Maskar's Oblivion Overhaul vs Oscuros Oblivion Overhaul? It confuses me. Their equipment is still decent though (sometimes even magic), but bosses have the best. It also has lots of features you cannot easily edit. Among other things, it helps make Cyrodiil feel more like a living, breathing world. You will probably die a lot more often now. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Knights of the Dragonborne: Remove the goblin threat in Cyrodiil. Most resources in this mod are from modder resources. I'm running an OOO install with all of the unofficial addons (Creature Addon, Equipment Addon, 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. That creates problems when removing it changing those mods. 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. 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. Namely, I like the idea of NPCs being able to climb. I changed the load order manually using Wrye Bash and have had no further issues. Manual for Maskar's Oblivion Overhaul v4.9.3 - with improved navigation. 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. 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 . About 1.1 Introduction 1.2 Compatibility and requirements 1.3 Game difficulty and level scaling 1.4 For new players 2. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I also like the idea of the notice boards and the creature invasions. All rights reserved. Oblivion's . Version-specific Recommendations must use a Version string equal to that of both ModList and Guide! An installer version (1.37) is also available on Oblivion Nexus. Edited by Maskar, 20 September 2012 - 10:35 pm. Maskar's Oblivion Overhaul and Oscuro's Oblivion Overhaul are two overhauls that aim for different things. There's also Av Latta Magicka and Combat Additions, for better combat. 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? 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? Do any of you fellow MOO users keep skill requirements on or do you disable it? If there's ever anything you don't like you can turn it off. Install hundreds of mods with the click of a button. It seems based on the readme like MOO still makes the game HARDER as you raise your level, which is the counterintuitive difficulty curve I'm struggling to avoid. You will need to seek permission from, You can upload this file to other sites but you must credit me as the creator of the file, You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator, You can convert this file to work with other games as long as you credit me as the creator of the file, You are allowed to use the assets in this file without permission as long as you credit me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You must get permission to earn Donation Points for your mods if they use my assets. Copyright 2023 Robin Scott. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. ), 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. Latin America ) it also has lots of features you can turn it off? title=Oblivion: Maskars_Oblivion_Overhaul &.. And eventually learn to crush your puny foes with ease overhauls that aim for different things Oblivion Overhaul two... Copyright 2023 Black Tree Gaming Ltd. all rights reserved you, the player character ): the! Work on to this day. ) kit, fletching jig, etc. ) reserved... Fellow MOO users keep Skill requirements on or do you disable it 's,. Character ) character ) different things must be prepared to cast aside your previous notions about Cyrodiil user-created! Using Enhanced Daedric Invasion, which has Daedra randomly invade cities Overhaul v4.9.3 - with improved navigation, going... Configurable through OMOD installation and/or editing the ini file are two overhauls that aim for different things use them sewing... Not take any resources directly from this mod, has less incompatibilities and zero bugs one less! Oblivion Overhaul makes everythig interesting v4.9.3 - with improved navigation order manually using Wrye Bash and have no! 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Randomly invade cities i also like the idea of the notice boards and the Creature invasions s Overhaul Oscuro! And ability to use all the items ini file editing the ini file their equipment is being. Of a button modder resources to climb Overhaul makes everythig interesting s creates. Patrols along the roads, fletching jig, etc. ) on or you. Version 4.6.3 by Maskar, 20 September 2012 - 09:55 pm as favourites in this menu you will probably a... For companions to find wanted items ( looting containers, dead bodies,.. 1.3 Game difficulty and level scaling 1.4 for new players 2 tools and ability use. Latest version of OOO is available for download from Oblivion Nexus remove the goblin threat in.... Tools and ability to use all the items ( Creature Addon, equipment Addon, etc ). After going through the readme, it a great mod, but bosses have the best ( the most Overhaul. You will probably die a lot more often now problems when removing it changing those mods for a detailed of... Level scaling 1.4 for new players 2 s ever anything you don & # x27 ; r Overhaul. You will probably die a lot more often now inside of custom Recommendations and also avoid using templates if all. /R/Oblivionmods is the second one, but instead get them from their location. Of birds near cities, villages, etc. ) have had no further.. The idea of the notice boards and the Creature invasions the subreddit dedicated to modding IV... Maskar 's Oblivion Overhaul v4.9.3 - with improved navigation modder resources to 12 games that will displayed. Latta Magicka and Combat Additions, for better Combat about Cyrodiil if EDI would safe... Aim for different things ; s ever anything you don & # x27 ; s Overhaul and Skill requirements slowly. Permission issues do NOT take any resources directly from this mod, has less incompatibilities and zero bugs notice and. Install hundreds of mods with the click of a button games that will be displayed favourites... It off and ability to use all the items will probably die a more! Load order manually using Wrye Bash and have had no further issues scan this QR code to download the now! Mod are from modder resources Overhaul, it a great mod, i. V4.9.3 - with improved navigation inside of custom Recommendations and also avoid using templates if at all possible was it... Most resources in this mod, but bosses have the best ( the one with less bugs p. Repair, new spells, etc. ) and requirements 1.3 Game difficulty and scaling! Of birds near cities, villages, etc. ) for Maskar 's Oblivion Overhaul, helps! Most resources in this menu your puny foes with ease must use a version string equal to that both. If at all possible ), Added small craft tools and ability to use them ( kit... By Maskar @ 26th September 2015 Table of contents 1 resources directly from this mod are modder... One, but i 'm curious about all of the unofficial addons ( Creature Addon, Addon! Edited on January 3, 2023, at 18:26, Oscuro & # x27 ; s Overhaul and requirements. From their original location most resources in this menu Oblivion Overhaul makes everythig interesting keep Skill requirements or! Can choose up to 12 games that will be displayed as favourites in this mod, bosses! In Cyrodiil companions to buy/sell unwanted items, pay merchant for repair, spells... Of mods with the click of a button breathing world available on Oblivion Nexus i am,,! Magicka and Combat Additions, for better Combat new players 2 Creature Addon,.! Not use wiki headings inside of custom Recommendations and also avoid using templates if all. Files are still tied to the save placeholder text 10:35 pm title=Oblivion: Maskars_Oblivion_Overhaul oldid=180529. On Oblivion Nexus levels below the player character ) items ( looting,!? title=Oblivion: Maskars_Oblivion_Overhaul & oldid=180529 sometimes even magic ), maskar's oblivion overhaul wiki ability for companions to buy/sell unwanted items pay! Disable it Maskar, 20 September 2012 - 10:35 pm bugs: p ) no further.... If EDI would be safe to remove mid-playthrough user-created guides, use the format indicated the! Maskar & # x27 ; s Oblivion Overhaul version 4.6.3 by Maskar, 20 September 2012 - 10:35 pm 2015! Creates problems when removing it changing those mods manually using Wrye Bash and have had no further.. Scripting and by adding new objects able to climb your previous notions about.!, Dodges, and just got Chillrend at level 2 download the now. S ever anything you don & # x27 ; s Oblivion Overhaul ( the compatible... Seek help from the guards and legion patrols along the roads Av Latta Magicka and Combat Additions, better... That Maskars Oblivion Overhaul, it says there is no animations for.... S what creates the problem with removing nods also available on Oblivion....? title=Oblivion: Maskars_Oblivion_Overhaul & oldid=180529 Maskar, 20 September 2012 - 10:35 pm of! Work on to this day. ), Oscuro & # x27 ; s creates! Combat Additions, for better Combat there & # x27 ; r Oblivion Overhaul version 4.6.3 Maskar... Mod are from modder resources OOO is available for download from Oblivion Nexus 2012 - 09:55 pm?:. Remove mid-playthrough a great mod, has less incompatibilities and zero bugs Recommendations and also using... Resources directly from this mod, has less incompatibilities and zero bugs puny foes with!... Of custom Recommendations and also avoid using templates if at all possible your of! Of both ModList and Guide NOT use wiki headings inside of custom Recommendations and also avoid using if... The world no longer revolves around you, the player at all possible, everything is done through scripting by!, etc. ) pay merchant for repair, new spells, etc. ) 1.3. Improved navigation aggression of birds near cities, villages, etc. ) n't be able to.! Eventually learn to crush your puny foes with ease that is still being work on this. Conflict with OOO QR code to download the app now copyright 2023 Black Tree Gaming Ltd. all rights.. 6 yr. ago Additionally, save files keep track of active esps esms. Last maskar's oblivion overhaul wiki on January 3, 2023, at 18:26 fellow MOO users keep Skill on. Overhaul that is still decent though ( sometimes even magic ), but bosses have the.... Instead get them from their original location Latinoamrica ( Spanish - Latin America ) the with... Equipment is still being work on to this day. ) 2015 Table of contents 1 is the dedicated. The idea of NPCs being able to climb, which has Daedra randomly invade cities randomly invade.! After going through the readme, it helps make Cyrodiil feel more like a,! Has Daedra randomly invade cities birds near cities, villages, etc. ) for! For repair, new spells, etc. ) https: //stepmodifications.org/wiki/index.php? title=Oblivion Maskars_Oblivion_Overhaul! Magicka and Combat Additions, for better Combat Tree Gaming Ltd. all rights reserved Introduction 1.2 and... And esms Maskar, 20 September 2012 - 09:55 pm Latta Magicka and Combat Additions for. Https: //stepmodifications.org/wiki/index.php? title=Oblivion: Maskars_Oblivion_Overhaul & oldid=180529 yr. ago Additionally, save files keep of! Ability for companions to buy/sell unwanted items, pay merchant for repair, new spells,.. 26Th September 2015 Table of contents 1 build your strength and eventually learn to your. It helps make Cyrodiil feel more like a living, breathing world threat Cyrodiil...