maskar's oblivion overhaul wiki

Among other things, it helps make Cyrodiil feel more like a living, breathing world. ), 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. ), 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). How exactly does level scaling work? 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. Oblivion's . I don't think it's 135, there is a new one. If you choose OOO then the latest version is the best (the one with less bugs :p). Is it generally lore-friendly? 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 MMM, etc.) MOO does not have hand placed loot like OOO, so if you want hand placed loot, you may want to try OOO. Maskars Oblivion Overhaul by Maskar. Also, as with all my mods, positive criticism and suggestions are always welcome. 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. You will probably die a lot more often now. ), 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.) Nothing is changed directly to avoid compatibility issues and to simplify installation. However, after reading over how MOO's invasions work, I think I'd largely prefer those invasions over EDI's. Creatures and npcs ), 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 currently have javascript disabled. Edited by Maskar, 20 September 2012 - 10:35 pm. You can also combine MMM with OOO and MOO. 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? Installation and configuration 2.1 OMOD installation 2.2 Manual installation 2.3 Uninstallation 2.4 Configuration 3. I'm running an OOO install with all of the unofficial addons (Creature Addon, Equipment Addon, etc. 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. I changed the load order manually using Wrye Bash and have had no further issues. It also mostly gets rid of annoying Oblivion autoleveling. All trademarks are property of their respective owners in the US and other countries. Please re-enable javascript to access full functionality. 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. 3-It turns the Cyrodiil outskirts into some sort of a battlefield with a lot of invaders from adjacent regions making their camps near roads and forts. Valve Corporation. 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. 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? Can also combine MMM with OOO and MOO think i 'd largely prefer those invasions EDI... Are always welcome positive criticism and suggestions are always welcome simplify installation manually using Wrye Bash and had! 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