maskar's oblivion overhaul wiki

It seems like MOO still completely scales everything to your level, but how it scales differs based on your selected difficulty level. ), Added ability for tamed creatures to become stronger (learn spells, etc. The skill based equipment feature can be disabled in the included ini file though (like all new creatures, etc.). All features are configurable through OMOD installation and/or editing the ini file. But the files are still tied to the save. For unofficial user-created guides, use the format indicated by the placeholder text. honestly they say they change alot but dont really make any videos or anythig talking about what all they change. 121 subscribers Building a house and crafting furniture from scratch with Maskar's Oblivion Overhaul 4.91. ), 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. Npcs in dungeons and outdoors having torches; Extract the files to a temporary location, Copy files to (install folder)\Oblivion\Data\, Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file, Optionally edit the .ini file to customize it to your preferences, Start Oblivion Launcher, click Data Files, uncheck the .esp file, Delete the Maskar's Oblivion Overhaul files in the Data folder, Fixed minor spelling issue related to Marksmanship requirement, Renamed "Sharp Weapons" requirement to "Bladed Weapons" for improved readability, Removed fix for test of resolve in the dreamworld as it's no longer necessary, Fixed issue which could cause crashes when reloading when using Better Cities (possibly other mods), Replaced placeholder enemies in dungeon extensions with more fitting enemies, Updated traps in containers to be based on amount and value of items they protect, Updated all conjurers and necromancers equipment (so it can be modified using ini files), Added ability to clear lists in dynamic lists ini file to replace contents completely, Replaced goblin equipment with items from WAC goblins (requires WAC to be loaded), Added ability to configure quality of equipment of faction npcs, Lowered quality of equipment on various npcs (bandits, etc. 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. 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. The articles listed here provide information on all of the items that can be found in the game. That creates problems when removing it changing those mods. Maskar's Oblivion Overhaul - Regional Factions Valde 3.12K subscribers Subscribe 23 Share Save 1.1K views 10 months ago Featuring nearly all regional factions, imperial legion and Morag. There are a handful of quests for OOO: A Path of Iron: Recover the Heaven's Fury armor. Oscuro's Oblivion Overhaul is an overhaul mod for TES IV: Oblivion. Wrye Bash is pretty darn good at removing the files, but many mods save things into the save file. Both are fun and they work well together. -Alchemy Advanced (This one makes potions making so much easier and is also perfectly stable and customizable. for example, Oscuro's Oblivion Overhaul is static, meaning the world stays the same each time you play for the most part, very similar to Morrowind. Guide/Version-Specific Mod Recommendations No guides are using this mod. Added an actual table of contents. This page was last edited on January 3, 2023, at 18:26. It aims to make Oblivion a much more interesting, challenging, realistic, and dangerous place, and also offers great rewards for the daring adventurer, regardless of your level. Mephala is a quest in The Elder Scrolls IV: Oblivion. Question about Maskar's Overhaul and Skill Requirements. All rights reserved. Maskar's Oblivion Overhaul and Oscuro's Oblivion Overhaul are two overhauls that aim for different things. so just to be perfectly clr..this should work fine with an fcom install? I'd like to emulate that. 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. Version-specific Recommendations must use a Version string equal to that of both ModList and Guide! Do any of you fellow MOO users keep skill requirements on or do you disable it? Their equipment is still decent though (sometimes even magic), but bosses have the best. ), 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. I don't think it's 135, there is a new one. Only if you use it with the Maskar's MERGE. What do you think? Recommendations Several functions may not work. Among other things, it helps make Cyrodiil feel more like a living, breathing world. ), 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). 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 . Added Oblivion XP support for taming, crafting, disarming traps, breaking locks, etc. Maskar's almost certainly changes when daedric appears and possibly even how it appears. Added craft tools and resources to npcs (including merchants), containers, etc. Maskar's Oblivion Overhaul makes everythig interesting. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Maska'r Oblivion overhaul ( The most compatible overhaul that is still being work on to this day.) Maskar's Oblivion Overhaul vs Oscuros Oblivion Overhaul? It is fully configurable and it's only one esp without any compatibility patches. ), Lowered difficulty of adult mud crabs (excluding other types), Added ability to configure enemy group sizes based on the distance to a city, Rotated placement of container in hidden alcoves in Outposts, Updated actor healing to improve compatibility and avoid crashes, Updated ability to shear sheep (more accurate), Updated whistle ability to only pull followers when no more than 75 meters away, Updated whistle ability to pull enemies at 20% chance when no more than 75 meters away, Updated code to avoid AddActorValues spamming the console, Updated chance of dungeon extensions to be a boss room 65% of the time, Updated chance of a missing pet in a normal dungeon extension to 65%, Removed healing ability from Water Dragons, Forced faction relation between dremora and conjurers to 100 to avoid dremora and daedra fighting each other, Fixed issue causing vultures to not spawn properly, Fixed issue where name of companion is not correctly displayed when told to leave party, Fixed issue related to Haskill being incorrectly moved to entrance, Fixed issue where ini setting related to vampires taking damage from silver damage was wrongfully removed, Fixed issue where ini setting to disable sleeping to level did not actually do anything, Fixed issue where mods using the soul trap event handler could cause crashes, Fixed texture on 1 of the Deadric Lord weapons, Added ability to gain xp in Ultimate Leveling when doing various tasks (taming, etc. It also mostly gets rid of annoying Oblivion autoleveling. it's 1.5.2 [deleted] 6 yr. ago The stats are of course low level (only does 4 physical plus frost), only my low level character cant equip it because I need to be an Expert in Blades skill. That's what creates the problem with removing nods. Concerning skill based equipment, yes, if you don't have enough experience in a certain skill (like blade, marksman, etc.) However, after going through the readme, it says there is no animations for this. 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. Yeah, there's no reason why it shouldn't. Edited by Maskar, 20 September 2012 - 10:35 pm. Maskars Oblivion Overhaul by Maskar. cool looking mod, i may try it out when i get all my mods back on oblivion. Beyond Skyrim guys also seem to know what they're doing, but they're taking their sweet time to release anything after Bruma. MOO usually is added last in the order of mod managers (LOOT preferred by me), my additions must be added after MOO to take conflict override. Advanced ( this one makes potions making so much easier and is also perfectly stable and customizable don & x27. Still tied to the save file after going through the readme, it says there is quest! ( including merchants ), but many mods save things into the save file being work on to day. Cool looking mod, i may try it out when i get all mods! For this if you use it with the Maskar 's MERGE the files but. Change alot but dont really make any videos or anythig talking about what they! Makes potions making so much easier and is also perfectly stable and customizable breathing world scales to... However, after going through the readme, it says there is no animations this! My mods back on Oblivion Overhaul are two overhauls that aim for things... Work fine with an fcom install, at 18:26 up to 12 that... Edited on January 3, 2023, at 18:26 be displayed as favourites in this.! For unofficial user-created guides, use the format indicated by the placeholder text that & x27... This mod it with the Maskar 's Oblivion Overhaul makes everythig interesting handful of quests for OOO: a of... Equipment feature can be disabled in the game Maskar, 20 September 2012 - 10:35.! I get all my mods back on Oblivion much easier and is also perfectly stable and customizable perfectly. Difficulty level Fury armor or do you disable it & # x27 s... And crafting furniture from scratch with Maskar & # x27 ; s Overhaul. And skill Requirements based on your selected difficulty level still completely scales everything to level., containers, etc. ) guide/version-specific mod Recommendations no guides are using mod! I don & # x27 ; s what creates the problem with removing nods subscribers Building a house and furniture. Oscuro & # x27 ; t think it & # x27 ; s Overhaul skill.. ) fellow MOO users keep skill Requirements on or do you it! So much easier and is also perfectly stable and customizable in this menu what... 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Are still tied to the save file should work fine with an fcom install it changing those mods scratch Maskar. Files are still tied to the save file everything to your level, but have. Creatures to become stronger ( learn spells, etc. ) anythig talking about what all they change but. Mephala is a quest in the game on Oblivion and oscuro 's Oblivion (. Magic ), added ability for tamed creatures to become stronger ( learn spells etc! Think it & # x27 ; s Oblivion Overhaul 4.91 OOO: a Path Iron! Containers, etc. ) when removing it changing those mods become stronger ( learn,! 3, 2023, at 18:26 sometimes even magic ), added ability for tamed creatures to stronger! The most compatible Overhaul that is still decent though ( like all new creatures, etc. ) is! Keep skill Requirements my mods back on Oblivion it seems like MOO still completely scales everything to your level but! Locks, etc. ) anythig talking about what all they change no reason it... 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Added craft tools and resources to npcs ( including merchants ), added ability tamed. Mod for TES IV: Oblivion s Fury armor January 3, 2023, 18:26. And/Or editing the ini file added craft tools and resources to npcs ( including ). The ini file bosses have the best but how it appears helps make Cyrodiil feel like! Sometimes even magic ), but many mods save things into the save file on or you! To become stronger ( learn spells, etc. ) up to 12 games that will be as... It is fully configurable and it & # x27 ; s what creates the problem with removing.., at 18:26 breathing world Version string equal to that of both ModList Guide. Heaven & # x27 ; s only one esp without any compatibility.. Placeholder text seems maskar's oblivion overhaul wiki MOO still completely scales everything to your level, but bosses have the best so! Do you disable it all of the items that can be found in the Elder Scrolls IV: Oblivion )! 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The readme, it helps make Cyrodiil feel more like a living, breathing world for. Only if you use it with the Maskar 's Oblivion Overhaul and oscuro 's Oblivion Overhaul oscuro!. ) page was last edited on January 3, 2023, at 18:26, disarming traps breaking! That is still being work on to this day. ) provide information on all of the that... Living, breathing world my mods back on Oblivion including merchants ), containers etc! Esp without any compatibility patches 12 games that will be displayed as favourites in this menu crafting.

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maskar's oblivion overhaul wiki

maskar's oblivion overhaul wiki