It adds tons of new stuff, re-jiggers the level scaling so the world feels dangerous at all but the highest of levels, and slows leveling way down so the game takes longer (which means you get to explore more of the game whilst getting more powerful along the way, as opposed to exploring 25% of it whilst leveled and 75% at max level, which is kinda boring). I know I could do both but after researching the two, I just don't know. /r/oblivionmods is the subreddit dedicated to modding TES IV: Oblivion. ENB Option: No. I am, however, currently using Enhanced Daedric Invasion, which has Daedra randomly invade cities. 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. Wrye Bash is pretty darn good at removing the files, but many mods save things into the save file. You must be prepared to cast aside your previous notions about Cyrodiil. Added ability for companions to buy/sell unwanted items, pay merchant for repair, new spells, etc. ), Added ability for tamed creatures to become stronger (learn spells, 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. The structures responsible for gameplay could be divided into several areas. Game: Oblivion. 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 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.). so if your say level 30 the encounter with with the hapless Kajit highwayman demanding 100 septims, will be he has fairly low level equipment but will have the fighting ability of the divine crusader? The articles listed here provide information on all of the items that can be found in the game. for example, Oscuro's Oblivion Overhaul is static, meaning the world stays the same each time you play for the most part, very similar to Morrowind. Version-specific Recommendations must use a Version string equal to that of both ModList and Guide! So far Im loving MOO, and just got Chillrend at level 2. Maskars Oblivion Overhaul by Maskar. So to get around this just don't use NMM. See here for a detailed list of item changes made by OOO. Maskar's Oblivion Overhaul is a fantastic all-in-one mod that adds a plethora of new features, fixes, and content. I changed the load order manually using Wrye Bash and have had no further issues. 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? 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 seems like MOO still completely scales everything to your level, but how it scales differs based on your selected difficulty level. The powerful open-source mod manager from Nexus Mods. Espaol - Latinoamrica (Spanish - Latin America). Maskar's Oblivion Overhaul Version 4.6.3 by Maskar @ 26th September 2015 Table of contents 1. Community Forum Software by IP.BoardLicensed to: Nexus Mods. 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. However, after going through the readme, it says there is no animations for this. General Articles on Items Maskar's Oblivion Overhaul and Oscuro's Oblivion Overhaul are two overhauls that aim for different things. ), Added small craft tools and ability to use them (sewing kit, fletching jig, etc.). This mod is not opted-in to receive Donation Points. You can combine OOO and Maskars. Oscuro's Oblivion Overhaul is an overhaul mod for TES IV: Oblivion. 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. Manual for Maskar's Oblivion Overhaul v4.9.3 - with improved navigation. All features are configurable through OMOD installation and/or editing the ini file. LW Patch: No. All rights reserved. Showing 1 - 10 of 10 comments Lines in the "table of contents" on the first pages are now clickable. You will slowly begin to build your strength and eventually learn to crush your puny foes with ease! 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 You will probably die a lot more often now. Looking at the creatures and factions, it seems like it might be, but I also don't know if mummies have much of a place in an ES game, for example (if they're in Daggerfall or ESO, I'm not as familiar as I should be with either). MOO and OOO are very easy to install and uninstall. Yeah, everything is done through scripting and by adding new objects. ), 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.) 121 subscribers Building a house and crafting furniture from scratch with Maskar's Oblivion Overhaul 4.91. Mod Group: Not set. -Alchemy Advanced (This one makes potions making so much easier and is also perfectly stable and customizable. It confuses me. 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. My primary concern is the second one, but I'm curious about all of these. 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! Added lumberjacking ability to collect logs from trees using an axe, Added sheep shearing ability to collect wool from sheep using shears, Added ability to craft many different items (furniture, welkynd stones, etc. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Edited by Maskar, 20 September 2012 - 09:55 pm. Recommendations All rights reserved. I'd like to emulate that. There are a handful of quests for OOO: A Path of Iron: Recover the Heaven's Fury armor. Be cautious at first. I know that Maskar included skill level requirements for higher . ), 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. Mirioner 1 yr. ago ), 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. Oblivion is full of items both magical and mundane, and Oscuro's Oblivion Overhaul adds many more. They are very stable, configurable and fun. ), 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. thankyou for the explanation, I wasnt sure whether it was a return to vanilla Oblivion, with bandits in glass/ebony armor and/or overpowered NPC's, making your journey to become the ultimate fighting machine pointless because eveyone is just as or almost as good as you are. Also, as with all my mods, positive criticism and suggestions are always welcome. just to add to devary's question, will this conflict with OOO. Deadly Reflex 5 ( Adds Kill moves, Dodges, and makes NPCs smarter. Espaol - Latinoamrica (Spanish - Latin America). For a very broad gameplay improvement I recommend Mascar's Oblivion Overhaul and also Maskar's other mods. . Knights of the Dragonborne: Remove the goblin threat in Cyrodiil. Normal bandits level like normal (a few levels below the player character). Fixed "TESNexus" links in the footer of the first few pages. Some assets in this file belong to other authors. All trademarks are property of their respective owners in the US and other countries. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Both are fun and they work well together. Scan this QR code to download the app now. Does anyone know if EDI would be safe to remove mid-playthrough? As much as I want random encounters to become LESS difficult as you level, there is also a logical progression to quests in Morrowind, at least at the guild level. Scan this QR code to download the app now. This page was last edited on January 3, 2023, at 18:26. If you choose OOO then the latest version is the best (the one with less bugs :p). https://en.uesp.net/w/index.php?title=Oblivion_Mod:Oscuro%27s_Oblivion_Overhaul&oldid=2424553. -Map Marker Overhaul (This one brings so much into look of mini maps and icons on it and fast travels and is configurable in the ini files. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Yeah, there's no reason why it shouldn't. Added craft tools and resources to npcs (including merchants), containers, etc. Guide/Version-Specific Mod Recommendations No guides are using this mod.