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.). An installer version (1.37) is also available on Oblivion Nexus. Maskar's Oblivion Overhaul is a fantastic all-in-one mod that adds a plethora of new features, fixes, and content. You must be prepared to cast aside your previous notions about Cyrodiil. ), Updated projectile near miss code for companions, Disabled imperial legion faction penalty for killing actors in special combat faction, Fixed issue related to releveling npcs in ini file, Removed skill requirements for Shivering Isles Bone Arrows, Removed skill requirements for Shivering Isles Rose of Sithis arrows, Fixed issue causing npc initialization code to crash (silently), Fixed issue related to adventurers using bows, Lowered aggression of newly spawning adventurers, Improved ability for adventurers to attack non-hostile evil actors, Added option to disable ownership check when placing crafting tools, Added AoG Overhaul and Detect Item to the compatibility ini file, Added dynamically generated adventurers/travelers, Added ability to configure adventurers (total amount, min/max level, etc. ), 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. Also, as with all my mods, positive criticism and suggestions are always welcome. #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. If I understand your description correctly, are you saying that bandits will level up with you, but their equipment will stay low level? Probably scales up their damage independently of the in game difficulty setting too. Im kind of torn and was wondering if disabling skill requirements breaks the game and its difficulty. ), Added small craft tools and ability to use them (sewing kit, fletching jig, etc.). Yeah, there's no reason why it shouldn't. ), Added ability for tamed creatures to become stronger (learn spells, etc. All rights reserved. 121 subscribers Building a house and crafting furniture from scratch with Maskar's Oblivion Overhaul 4.91. 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. 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. 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? I know that Maskar included skill level requirements for higher tier weapons and armor for balance, but by the time I reach expert level in blades Chillrend will be long obsolete. Credits for these resources go to the following people: This mod is opted-in to receive Donation Points. It confuses me. ), 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. Is it generally lore-friendly? 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 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. Oscuro's Oblivion Overhaul is an overhaul mod for TES IV: Oblivion. 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. So far I'm loving MOO, and just got Chillrend at level 2. as small treasures, Added sun damage to npc Vampires when outside during the day, Updated npcs spawning in the Great Forest region, Added option to change brightness of default torches, Added ability to disarm traps in container when using key, Added option to disable Zombie Brain drops, Added support for Boots of the Crusader (boots affect all animals), Added support for Supreme Magicka (healing spells damage all undead), Added new armor and weapons to Morrowind faction, Added Ayleid armor and weapons to small treasures in Ayleid ruins, Changed Ayleid clutter to only be found in Ayleid ruins, Added ability to take the brain of zombies to kill them permanently, Added ranged web attack to mature Giant Spiders, Added small chance for a Morrowind grunt to spawn as a boss, Updated loot for Guars, Beetles, Ghouls and Durzogs, Updated chance to find random treasures based on lock on container, Updated faction fighters to be evil (free to attack), Updated skeletons for all faction fighters, Updated how traps, torches, Nirnroot and Mimics spawn, Added 9 new factions fighting each other for territory, Added roughly 400 new npcs as part of the new factions, Updated Bandit, Marauder, Conjurer and Necromancer leveled lists, Added option to change steal chance of Elsweyr Thieves, Updated Boethia's chosen (higher level and better equipment), Added ability to find small treasures when traps have been disabled, Changed Cursed Sludge, Tainted Sludge and Vile Sludge to Undead, Added toggle for Blackwood house (does NOT work for older versions), Added little easter egg to Imperial Prison, Added Elephants and Pahmars near Elsweyr region, Added Mammoths, Giants and Frostbite Spiders near Skyrim region, Added Giants, Wisps and Minotaurs near Valenwood region, Added Wasps, Water Dragon plants and Ooze to Blackwood, Lowered chance for locked containers to be trapped, Added options to change AI wander distances, Added options for darker nights (default 50% darker), Added option for Nirnroot to respawn at 10% chance, Optimized updating equipment leveled lists, Added Spellbooks to more containers and npcs, Updated Mud Crabs to spawn different crabs based on their location, Updated Spriggans to be more like Morrowind (uses original script), Updated npcs being aware of combat around them, Added 19 colored Will-O-the-Wisp Torches as random treasures, Added ability for creatures and npcs to climb/jump, Added ability for player character to climb (off by default), Added option to change amount of npcs following through doors, Added option for npcs to be aware of combat around them, Added additional equipment to prepare chest for quest MS05, Added ability to find random treasure in containers, Added Ayleid clutter and Will-O-the-Wisp Torch as random treasure, Added support for ini file to be located in ini folder, Added torches to npcs in dungeons and found outdoors, Increased unpredictability of movement of npcs and creatures, Added ability to change color of light spell (ini file), Changed traps to no longer be loot when disarmed, Added support for the "take all" button when a container is trapped, Lowered maximum traps on containers from 5 to 3, Added 16 traps (4 types and 4 difficulties), Added ability to disarm traps based on security skill, Lowered requirement to break locks through power attacking, Updated armor skill requirement calculation, Added support for mods increasing bow/arrow damage, Added many Spirits and Ephemerals (wisps), Added ability for smart creatures and npcs to notice traps going off, Changed bashing locks on owned doors and containers to be a crime, Updated Snow Bears, Snow Leopards and Dogs, Added option to disable fast travel (ini file), Added option to change respawn time (ini file), Added ability to bash locks (power attack locks), Added chance for traps to break items inside containers, Added option to start with all map markers hidden, Changed feign death to only work once on a creature/npc, Added optional chance to fail feign death when in combat, Disabled unleveled items except for npc equipment, Added many configuration options (through ini file). just to add to devary's question, will this conflict with OOO. 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. 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. ), 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. No reason why it should n't This conflict with OOO, there 's no reason why it n't! 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