However, due to the sheer number of major overhauls involved it can come with compatibility problems. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. ), Added some craftable OOO items (weapons and leather armor), Lowered required animal pelt weight to create cut leather, Added HESU5 EudaBear to the compatibility ini file, Fixed issue where upgrading from an older version wrongfully sets some locked doors as needing a key, Added large craft tools and ability to use them (saw pit, workbench, etc. Valde 954 views. For some reason the lighting/shading on the distant mountains is backwards, with the shadows pointing towards the sun. You can craft armor, weapons, clutter; most things can be crafted, to be exact. Virus scan. To uninstall using the manual method, delete the Maskar's Oblivion Overhaul files in the Data folder. MOO 4_9_3 readme. There are other mods, but I can't remember the names. This topic is now archived and is closed to further replies. Unique DLs-- Total DLs-- Total views. 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. 8. MOO requires it's empty leveled lists to be left intact... hence the need to load Maskar's Oblivion Overhaul.esp after the bashed patch (i.e. Maskar's Oblivion Overhaul, Oscuro's Oblivion Overhaul or both? #55360058, #55362108, #55362118, #55377408, #55391883, #55392383, #55393443, #55402478, #55403543, #55428498, #55430658, #55499233, #55505733, #55539288, #55539458, #55567569, #55577484 are all replies on the same post. Deeds in Maskar's Oblivion Overhaul [help] Does anyone know how to create and add their own deeds for Maskar's overhaul? Date uploaded. 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. Some assets in this file belong to other authors. 1 . However, Maskar will forgive me and that is enough for me :-P ) -Louder Nirnroots (Hear those nirnroots music as intended. Uploaded by Floyd2099. I just want to get your thoughts on it, how it measures to OOO. The only mod I've ever used that offers crafting is Maskar's Oblivion Overhaul. (So at this point, I can launch oblivion and start a new game fine, I never actually played through because I wanted the last mod in the list, notably, when exiting the game it'd crash instead.) I have tried flipping a few input values in tes4ll_normalmaps with no success. 2.4 Configuration This mod can be configured through both OMOD installation and by … Maskars Oblivion Overhaul - overhaul that is designed to be as compatible to other mods as possible. Fixed "TESNexus" links in the footer of the first few pages. ), Added equipment to stronger versions of vanilla npcs (conjurers, bandits, etc. Sometimes, after leaving the outside of Bruma, which is where I am stuck, by going in a house or fast traveling to another location, I can save, either through quick save, or manual save, and the same doesn't crash, but if I try to load those saves, the … Edited by Striker879, 20 March 2015 - 02:27 AM. Page 1001 of 1538 - Maskars Oblivion Overhaul - posted in File topics: In response to post #55359708. Press question mark to learn the rest of the keyboard shortcuts All features are configurable through OMOD installation and/or editing the ini file. Version. The elegant, powerful, and open-source mod manager, 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. All rights reserved. ), 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. Published on Aug 31, 2017 Showing off the major features of the overhaul, to quote mod's description: "This is an overhaul mod, improving many aspects of … Recommended Posts. One thing I noticed judging in the descriptions in both is that MOO does not require a clusterfuck of different patches in order to create room for expansion in a … Never heard of Maskar's but I love Oscuro's. ), Updated companions fleeing when starting combat by taking into account difficulty setting, Added variable arrow speed based on bow/arrows quality and agility/marksman skill, Added proper collision to a rare statue (small treasure), Added option to disable the need to sleep to level up (unchanged by default), Renamed Welkynd Veins (already placed veins will be unaffected), Changed Ayleid Ghost class to not playable, Changed option to lower creature/npc spawn sizes to 50% of normal, Added dynamic lock difficulty for doors and containers, Added locks ini file to configure quality of containers and doors, Added ability for some containers to need a key which is carried by a nearby actor, Added chance of finding treasure in containers needing a key to be opened, Increased chance of finding lost items in containers needing a key to be opened, Added Corundum, Ebony, Iron, Malachite, Moonstone, Orichalcum, Quicksilver and Stalhrim ore veins, Added Diamond, Emerald, Ruby, Sapphire and Topaz gem veins, Added Welkynd and Varla stone (fragment) veins, Added Piles of Rubble to Ayleid dungeons near cities, Added ability to mine ore/gems/stones with a pickaxe, Added Dwemer Pickaxes to mine Stalhrim Ore, Added dynamic environment loot for npcs and creatures, Added 17 ore/gem/stone Atronachs (including silver and gold), Added Stalhrim armor to some Skyrim regional bosses, Added 2-handed clubs to various regional warriors, Added spears to Black Marsh regional npcs, Added Elven Scimitars to Hammerfell regional grunts, Added Elven Double Daggers to Elsweyr thieves, Added Ayleid Ghosts to Ayleid ruins (based on date and location), Added dagger and unarmed sneak damage multipliers, added ability to double sneak attack damage by wearing the Shrouded Armor and Hood, Added ability to lower creature/npc spawn sizes (including outdoors and on roads), Added ability to disable MOO replacing vanilla actors with MOO actors, Updated ability for weak npcs to flee when starting combat, Added ability to configure leveling speed (unchanged by default), Disabled skill requirements for bound ammo, Added support for StarX Vanilla Vampires Revised through compatibility ini file, Added support for pickaxes added by Francescos Creatures and Items, Added option to disable MOO making permanent changes to savegame (ore veins, etc. Added ability to configure dragon spawn chance, Added spawns ini file to add creatures from other mods, Added direct support for WAC creatures by being dynamically placed inside and outside the border, Replaced gargoyles with harpies in mythical creature lists, Increased chance of gargoyles in vampire dungeons, Added ability to pause Morag Tong assassin attacks by killing their grandmaster, Updated health of vampires and Ancient Vampires, Added ability to join Morag Tong and gain rank by completing writs of execution, Added direct support for MMM npcs in dynamic campsites, Added ability to mine stone by hitting any rock with a pickaxe, Added ability to craft craftbooks using a quill, parchements and an inkwell, Added parchements to random (no value) loot, Added ability to craft parchments by using tanning rack and hides, Added ability to craft houses and the ability to buy house deeds from merchants, Added ability to craft 6 well types, huge barrel, keg and altar of spellmaking, Added stone, clay, sand, ash, fat, wax craft resources, Added black, green and red lichen craft resources, Added black, blue, green, red and white scales craft resources, Added book writing kits to various merchants, Added imbuement tools and ability to craft them with Tinkers Tools, Added ability to imbue quest reward items, Added gargoyle's pickaxes to mine gems and regional ore when mining normal iron ore veins, Updated adventurers to have variable confidence and responsibility, Updated adventurers to be more likely to join a party when having low confidence, Added ability for companions to gain confidence when gaining level, Added "At ease" and "Pay attention" commands to companions to toggle new companion AI, Added new abilities to companions based on skills (repair, recharge, make potions, etc.). ROM Revised Oblivion Mod - the best overhaul from a gameplay perspective however rather restrictive in which mods you can use with it misc. I fixed the overhaul mod but now im wondering how … Oscuro's Oblivion Overhaul 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. I saw a video demonstrating the crafting function of the mod, and in the description it mentioned some of the deeds in his inventory were not part of the mod but added himself. ), Added ability for tamed creatures to become stronger (learn spells, etc. Any mods lower than the bashed patch are ignored when rebuilding the bashed patch.