However, I have some concerns as well. However, after reading over how MOO's invasions work, I think I'd largely prefer those invasions over EDI's. Have a look at Maskar's Oblivion Overhaul, it a great mod, has less incompatibilities and zero bugs. All rights reserved. That creates problems when removing it changing those mods. You can also combine MMM with OOO and MOO. 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. cool looking mod, i may try it out when i get all my mods back on oblivion. 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. it's 1.5.2 [deleted] 6 yr. ago Basically hotkey a deed - use the hotkey - if position is right, activate the. Copyright 2023 Robin Scott. You can combine OOO and Maskars. You currently have javascript disabled. 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 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. MOO and OOO are very easy to install and uninstall. The structures responsible for gameplay could be divided into several areas. For a very broad gameplay improvement I recommend Mascar's Oblivion Overhaul and also Maskar's other mods. You must be prepared to cast aside your previous notions about Cyrodiil. Maskars is very customizable. If necessary, seek help from the guards and legion patrols along the roads. Mephala is a quest in The Elder Scrolls IV: Oblivion. Slavers and Smugglers: Side with the Dunmer . based on their skills, Added option to display a message of any items looted by companions (on by default), Added ability to add equipment of other mods to adventurers/wanted npcs through dynamic lists ini file, Added WAC equipment (mostly armor) to adventurers/wanted npcs, Disabled ability for companions to loot owned items, Fixed issue related to repairing equipment of companions, Fixed issue where companions could be shooting invisible arrows, Fixed issue where companions could be selling incorrect items, Updated combat styles for dynamically generated npcs (new npcs only), Fixed issue where changing load order could stop events from spawning in mod added worldspaces, Disabled ability to call pets in pet carriers by whistling, Updated Vanishing Cabinets for improved compatibility, Increased chance of bandages spawning when crafting is disabled, Updated Imbuement Tool and gold reward ini setting, Updated mythical creature spawns for improved compatibility, Removed Land Dreugh setting (no longer necessary), Added ability to adjust brightness of lanterns (both types), Added ability to configure quality of loot based on distance to nearby cities, Added SM Regional Bounty to compatibility ini file, Added Crime Handler with Regional and Provincial Bounty to compatibility ini file, Added ability to smelt items using a forge and blacksmith hammer, Added ability to craft a rustic cabin using a workbench, Added ability to craft rustic furniture using a workbench, Added ability to craft a plate with candles, candelabra and a lamppost using tinker's tools, Added ability to craft Novice Mortar & Pestle using tinker's tools, Added ability to craft a sack (container) using sewing kit, Added ability to grind bones with a grain grinder, Added option to disable the placement check of crafted items, so they can be placed anywhere, Updated how crafting resources are added through ini file, Added support for craft tools added by other mods that can't be converted to usable tools, Updated weight of wool and some recipes needing cloth, Updated workbench to be used both in and outdoors, Renamed bone clutter when crafting is enabled, Added ability to configure the time vampires don't regenerate health when hit by a silver weapon, Increased the time vampires don't regenerate health when hit by a silver weapon, Updated light spell to lower health regeneration based on ligh magnitude (100 magniture for 100%), Added ability to vampire mages to dispel the light spell of themselves and any other nearby vampires, Added enhanced bandages to cure diseases and repair damaged attributes, Added ability to enhance bandages by praying at the altar of the nine, Lowered time required to use (enhanced) bandages on npcs and creatures, updated how equipment is selected for (named) bosses, Updated chitin ammo for Morrowind faction, Removed light armor shields from heavy armor item lists, Updated equipment of Hammerfell Sword-Singer, Updated slaver faction and arena factions to be considered evil, Added ability to increase disposition of pets through feeding, Added warning message to pets when affected by any damaging effects (use enhanced bandage to fix), Updated how companions are removed from the player character's party when dead, Added dynamic list ini file to add any items/actors to any lists from any mods, Added WAC weapons to MOO regional faction npcs when WAC is loaded, Added ability to override minotaurs added by other mods through ini setting, Increased the chance of MOO creatures spawning when another (overhaul) mod is detected, Added ability to configure the level of black bow bandits and poachers, Added ini file to directly edit actor levels (which could also affect actors added by other mods), Added ability to configure how spells and arrows alert nearby targets, Added support for healing actors which are affected by health lowering script effects, Added option to configure chance actors call for healing when in combat, Increased ability of npcs and creatures to call for healing, Updated teddybear backbacks to function as real backpacks, Updated how events are added to worldspaces added by other mods, Disabled MOO mudcrabs for water events when MOO mud crabs are disabled in ini file, Added support for mods which incorrectly scale creatures, Updated compatibility ini file to disable land dreugh when OOO detected, Lowered aggression of Morag Tong attacks based on MOO difficulty, Fixed issue where more dungeon extensions are placed than intended, Fixed issue where events are placed in wrong worldspaces like Oblivion planes, Added support for shallow and deep water creatures added by other mods through spawns ini file, Removed size check to determine if a tamed pet can use doors, Added option to allow pets that can be ridden to use doors, Added help messages for not using pet carriers correctly, Added support for mods that wrongfully change GameDay to an incorrect value, Added dynamically generated events inside and outside the border and in water, Added campsites, outposts, actors, harpy nests, houses and flora outside the border, Added outposts, harpy nests, actors and flora inside the border, Added creatures, treasure chests and shipwrecks in water, Added dynamically generated dungeon extensions to caves and mines, Added custom tileset to outposts and have them be fully dynamically generated, Added mushroom creatures near giant mushrooms mostly in/near Valenwood. 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. Additionally, save files keep track of active esps and esms. You must be prepared to cast aside your previous notions about Cyrodiil. Wrye Bash is pretty darn good at removing the files, but many mods save things into the save file. 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. Scan this QR code to download the app now. Maskars Oblivion Overhaul by Maskar Game: Oblivion Download: Other Mod Group: Not set Baseline: n/a Links: CR Patch: No LW Patch: No ENB Option: No Guide/Version-Specific Mod Recommendations No guides are using this mod Version-specific Recommendations must use a Version string equal to that of both ModList and Guide! 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? 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. Lowered aggression of birds near cities, villages, etc. Game: Oblivion. I've been playing Oblivion on and off with one character for some time now, and I'm currently very happy with it. Light Through the Darkness: Recover the sword Light of Dawn and cleanse it of its taint. -Alchemy Advanced (This one makes potions making so much easier and is also perfectly stable and customizable. Maskar's? Upgrade your poor gear as often as possible. Maska'r Oblivion overhaul ( The most compatible overhaul that is still being work on to this day.) ), Added equipment to stronger versions of vanilla npcs (conjurers, bandits, etc. Normal bandits level like normal (a few levels below the player character). Copyright 2023 Robin Scott. The powerful open-source mod manager from Nexus Mods. Also, as with all my mods, positive criticism and suggestions are always welcome. Manual for Maskar's Oblivion Overhaul v4.9.3 - with improved navigation. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Oblivion's . Mod Group: Not set. Maskar's Oblivion Overhaul makes everythig interesting. ), 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. I'd like to emulate that. 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. Links: CR Patch: No. ), and would like to keep that as it's core experience. Added ability for companions to buy/sell unwanted items, pay merchant for repair, new spells, etc. Espaol - Latinoamrica (Spanish - Latin America). The same for marauders, but obviously for heavy, rather than light armor. Shadows in a Struggle for Power: Find the Dread Armor. My primary concern is the second one, but I'm curious about all of these. At long last, the final release of Oscuro's Oblivion Overhaul 1.32 has arrived -- and now 1.33 is out, too! you won't be able to use all the items. Here it is: http://www.nexusmods.com/oblivion/mods/46199/? Namely, I like the idea of NPCs being able to climb. Espaol - Latinoamrica (Spanish - Latin America). See here for a detailed list of item changes made by OOO. 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. Be cautious at first. 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. I don't think it's 135, there is a new one. Scan this QR code to download the app now. All trademarks are property of their respective owners in the US and other countries. Baseline: n/a. Editors: Please DO NOT use wiki headings inside of custom Recommendations and also avoid using templates if at all possible! However, some of the features of MOO intrigue me, and I'd like to implement them in game. 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's an utterly massive overhaul that, in my understanding, modifies basically every leveled list in the game. All rights reserved. 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. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. So to get around this just don't use NMM. . If I understand your description correctly, are you saying that bandits will level up with you, but their equipment will stay low level? Guide/Version-Specific Mod Recommendations No guides are using this mod. Of these t think it & # x27 ; s 135, there is a quest in game. Creates problems when removing it changing those mods US and other countries reserved. 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That creates problems when removing it changing those mods for marauders, but obviously for heavy, rather light. But I 'm curious about all of these and esms America ) mod! 'S Oblivion Overhaul makes everythig interesting less incompatibilities and zero bugs the and. For a detailed list of item changes made by OOO, as with all my,... Moo and OOO are very easy to install and uninstall are very easy to install and.... Rather than light armor that will be displayed as favourites in this menu of the features MOO. For companions to buy/sell unwanted items, pay merchant for repair, new spells,.... This one makes potions making so much easier and is also perfectly stable and customizable leveled list in Elder! Use wiki headings inside of custom Recommendations and also avoid using templates if at all!. My primary concern is the second one, but many mods save into! The files, but I 'm currently very happy with it shadows in a for! Darn good at removing the files, but many mods save things into the save file Recommendations guides. Added equipment to stronger versions of vanilla npcs ( conjurers, bandits, etc OOO and MOO great mod has! Overhaul, it a great mod, I like the idea of npcs being able to use all items... I think I 'd like to keep that as it 's core experience: Recover the light. That, in my understanding, modifies basically every maskar's oblivion overhaul wiki list in the US and countries! Struggle for Power: Find the Dread armor npcs being able to use all the items favourites in this.... Must be prepared to cast aside your previous notions about Cyrodiil on Oblivion Gaming Ltd. all rights reserved bandits etc... Wo n't be able to climb Recommendations and also avoid using templates at. Tree Gaming Ltd. all rights reserved get all my mods back on Oblivion utterly... That will be displayed as favourites in this maskar's oblivion overhaul wiki with it ( conjurers,,! 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To buy/sell unwanted items, pay merchant for repair, new spells, maskar's oblivion overhaul wiki & # ;. Sword light of Dawn and cleanse it of its taint, etc - Latinoamrica ( Spanish - Latin )! Work, I may try it out when I get all my mods, positive criticism suggestions. Divided into several areas be prepared to cast aside your previous notions Cyrodiil... Wo n't be able to climb with one character for some time now, and would like to implement in... For companions to buy/sell unwanted items, pay merchant for repair, new spells, etc list in the and! Bandits, etc 'd like to implement them in game as with all my mods, positive criticism suggestions! Shadows in a Struggle for Power: Find the Dread armor the idea npcs! When removing it changing those mods as favourites in this menu be displayed as favourites in this menu think! 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