Maskar's Oblivion Overhaul and Oscuro's Oblivion Overhaul are two overhauls that aim for different things. Lowered aggression of birds near cities, villages, etc. OOO adds a lot of new stuff including huge amounts of loot than can quickly outpace the economy. Links: CR Patch: No. 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. #6 Showing 1 - 6 of 6 comments Per page: 15 30 50 Espaol - Latinoamrica (Spanish - Latin America). 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). Guide/Version-Specific Mod Recommendations No guides are using this mod. It also has lots of features you cannot easily edit. The world no longer revolves around you, the player. Upgrade your poor gear as often as possible. The powerful open-source mod manager from Nexus Mods. All features are configurable through OMOD installation and/or editing the ini file. ENB Option: No. What do you think? Oblivion's . Scan this QR code to download the app now. ), 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. AlienSlof (original meshes, textures and rigging), ReteroX (original eyes in Evil Skeletons), themythofstrider / themythofanst (regional Goblins), Phitt and Koldorn (Imp, Troll and Lich models), themythofstrider / themythofanst (Imp, Land Dreugh, Ogre, Scamp, Clannfear, Daedroth and Slaughterfish textures), Maskar (Troll, Durzog and Spider texture), Wiruman/Dominick Cryomonde (Argonian and Khajiit Skeletons), Nephenee13 (HGEC and DMRA conversion and open helmet), Nephenee13 (Vanilla, HGEC and DMRA conversion), }{ellKnight (original weapon swap script). 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. Probably scales up their damage independently of the in game difficulty setting too. Very easy to install. . Added an actual table of contents. Maskar's? Creatures and npcs Maskar's Oblivion Overhaul and Oscuro's Oblivion Overhaul are two overhauls that aim for different things. Deadly Reflex 5 ( Adds Kill moves, Dodges, and makes NPCs smarter. They are very stable, configurable and fun. Thanks! If you find yourself facing overwhelming odds, run away and return later when you are more powerful to reap revenge on your foes. I can imagine an early fighter's guild quest sending you to a remote location, for example, but I confess I'm much less familiar with Oblivion than with Morrowind and Skyrim. This page was last edited on January 3, 2023, at 18:26. 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. You will need to seek permission from, You can upload this file to other sites but you must credit me as the creator of the file, You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator, You can convert this file to work with other games as long as you credit me as the creator of the file, You are allowed to use the assets in this file without permission as long as you credit me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You must get permission to earn Donation Points for your mods if they use my assets. Added ini setting to disable friendly hits for guards and npcs with 100 responsibility, Updated option to automatically disable features saving into the savegame, Improved ability for actors to ambush the player character, Added ability for followers to warn the player character when being ambushed, Added ability for imperial legion sergeants to track down the player character when having 1000+ bounty, Increased strength of imperial legion sergeants, Added map markers for treasure maps (when debug mode set to 2), Updated treasure maps for better cities compatibility, Added ability to gain security skill when disarming traps, Added ability to lower the chance containers contain any traps, Fixed issue concerning using telekinesis on trapped containers, Improved notice board support for (better) open cities, Changed quest rewards back to be leveled by default (use imbuement tool to upgrade), Added small chance for bandages to appear on npcs with restoration or alchemy skill, Added ability to configure hand to hand health and fatigue damage, Added ability to configure walking/running speed and jumping height, Added option to disable levelscaling for non-MOO npcs, Added option to only have named strong bosses when friendly npcs are strong enough, Removed land dreughs from mythical creature lists when OOO detected, Added ability for actors to cure airborne diseases, Added ability to tidy up rooms when using a broom (move any moved items in the area back to their original location), Fixed issue related to dead npcs using backpacks, Removed debug code related to npcs looking at the player character, Fixed issue where 2 strings were unnecessarily added to the savegame when saving, Updated level of various special creatures (ancient liches, guardians, etc. you won't be able to use all the items. Namely, I like the idea of NPCs being able to climb. ), 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. Big thanks to u/beldaran1224 for helping me with this issue. Edited by Maskar, 20 September 2012 - 10:35 pm. #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 you're only going with one then I'd say Oscuro's. Copyright 2023 Robin Scott. Game: Oblivion. Among other things, it helps make Cyrodiil feel more like a living, breathing world. If you feel overwhelmed by the difficulty when you first start out in this dangerous new world, do not be discouraged. Every time it was launched it would change the load order so that Maskars Oblivion Overhaul would load before Bashed Patch. ), Added flat damage setting for more balanced and faster combat (off by default), Added ability to configure chance of magic equipment on bosses, Changed magic chance of equipment on bosses to 10% (weapons on named bosses remain unchanged), Added ability to reduce regional faction npc invasions (off by default), Added grain grinder, rolling pin and skillet to cook food, Added ability to improve attributes temporarily by eating cooked food, Added ability to craft rugs using cloth and a sewing kit, Added ability to fill pitchers with water from wells and fountains, Added ability to fill pitchers with milk from cows, Fixed issue where glass arrows were not craftable, Updated single and double bed required materials, Disabled ability to "grab" craft tool deeds, Updated ability to automatically convert craft tools, Fixed ini setting to revert weight of lockpicks and repair hammers, Lowered maximum equipment quality for grunts from level 9 to 8, Fixed issue with floating projectiles (especially when using LAME), Disabled ability for traps in containers to destroy keys, Disabled ability for actors to yield when having high aggression, Added ability to configure the location of notice boards, Slightly moved Anvil notice board when running Better Cities, Added support for Basic Primary Needs (v6.4+), Added "Repetion Imperial Requisition Quest MOO Compatibility Patch" to the compatibility ini file, Added support for Listener's outfit added by the Dark Brotherhood Chronicles: Awakening mod, Updated loot in containers needing an unknown key, Added ability to harvest flora by hitting them with a Hand Scythe, Added ability to harvest flora by grabbing them while having a Hand Scythe in your inventory, Updated vanilla Pickaxes to be usable for mining, Added option for veins to spawn in different locations each game (off by default), Disabled door lock fixing code for older versions (v4.5.3 and below), Added support for craft resources from other mods (MMM, OOO, Cobl, etc. You first start out in this dangerous new world, do not be discouraged would load before Bashed.. 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