Maskar's Oblivion Overhaul is a fantastic all-in-one mod that adds a plethora of new features, fixes, and content. Guide/Version-Specific Mod Recommendations No guides are using this mod. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. See here for a detailed list of item changes made by 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. Any advice would be helpful, I get confused on how to get the .ini working, I try but it ends up saying the .ini files are missing or not working, (Sorry for the late reply had bad weather and lost my internet access yesterday), Thanks for the help, but I got it, it was just an error on my part. I changed the load order manually using Wrye Bash and have had no further issues. If you choose OOO then the latest version is the best (the one with less bugs :p). Maskar's Oblivion Overhaul and Oscuro's Oblivion Overhaul are two overhauls that aim for different things. Version-specific Recommendations must use a Version string equal to that of both ModList and Guide! Added ability for companions to find wanted items (looting containers, dead bodies, etc. Lowered aggression of birds near cities, villages, etc. ), Added ability to use adventurers as companions, Added Imperial Legion Sergeants to patrol dangerous areas near the Imperial City, Added new equipment to Imperial Legion Sergeants, Added scroll to player character's inventory to track faction ratings, Added ability for actors to notice nearly missing magic/arrows, Added Anvil on Stump Deeds to various merchants, Disabled Vulture spawns for under water creatures, Added ability to disable Morag Tong Assassins directly when disabled in ini file, Added ability to configure the length of pet names, Added ability to disable actors healing undead, Added support for cloned actors to heal other actors, Added equipment requirement check in godmode when loading/starting a new game, Added Skull Shield to some strong named bosses, Updated Bonemold Shield and Skyrim Healer Robe icons, Updated Stray Puppy and Stray Dog factions, Fixed issue where MMM Carrion Rats could cause missing meshes, Lowered maximum grunt equipment quality from level 8 to level 7, Added compatiblity option for converting misc items into usable tools, Added Supreme Magicka to compatibility ini file (disable healing undead), Added Duke Patricks - Near Miss Magic And Arrows Alert The Targe to compatibility ini file, Added SDR - Sneaking Detection Recalibrated to compatibility ini file, Added Kragenir's Death Quest to compatibility ini file, Removed skill requirements for Knight of the Nine equipment, Added ability for various npcs to ignore friendly hits, Lowered polygons on tarantula type spiders, Updated levelscaling for Outlaws and Plunderers, Fixed issue related to actors healing each other, Added option to disable ability for actors to heal each other, Added static backpacks (found on merchants and as loot/treasure), Added option to choose between static and dynamic backpacks, Fixed issue where guard dogs wrongfully attack smugglers and mercenaries, Updated summon bear spell to summon bears based on location, Added stray dogs (dachshund/sausage dog) to cities/villages, Added monkeys, tapirs, red pandas and new deer types to wilderness spawns, Added (highly contagious) corprus creatures to remote regions, Added imperial legion recruits which randomly patrol in groups through the game-world, Added heroes to fight friendly regional faction npcs, Added mythic dawn to conjurer spawn points based on the amount of nearby open oblivion gates, Added outlaws and plunderers to remote bandit and marauder spawns, Added plane summoners, master conjurers and keeper of the realms to remote conjurer spawns, Added plaguespreaders, master necromancers and lord/lady of the dead npcs to remote necromancer spawns, Added frost witches to snow regions controlled by skyrim faction, Added mercenaries to dungeons controlled by hammerfell faction, Added wild orcs and wild boars to wilderness controlled by orsimer faction, Added smugglers to dungeons controlled by elsweyr faction, Added an-xileel fanatics to areas with oblivion gates and are controlled by black marsh faction, Added slavers/slaves to mines controlled by morrowind faction, Added grave diggers, tomb raiders and artifact collectors to necromancer dungeons near cities, Added ability for beast masters to call nearby creatures for help, Added ability for plane summoners to summon portals to oblivion, Added ability for plaguebringers to spread airborne diseases, Added ability for berserkers to make nearby allies stronger, Added equipment to new npc types (mercenaries, smugglers, etc. Fixed "TESNexus" links in the footer of the first few pages. However, I have some concerns as well. ), Added ability for tamed creatures to become stronger (learn spells, etc. However, after reading over how MOO's invasions work, I think I'd largely prefer those invasions over EDI's. The aim of these changes is to create a more immersive, rewarding, believable and enriching experience as you adventure in the world of Tamriel. Maskar's Oblivion Overhaul vs Oscuros Oblivion Overhaul? /r/oblivionmods is the subreddit dedicated to modding TES IV: Oblivion. I also like the idea of the notice boards and the creature invasions. So to get around this just don't use NMM. to creature invasions, Disabled equipment skill requirement check when in god-mode, Increased rare spider spawn in remote regions, Lowered conjurer spawn sizes by about 25%, Added ability to configure brightness of streetlights, Lowered effectiveness of bandages when taking damage, Fixed issue where retamed pets would not properly follow player consistently, Added ability to configure weight of various inventory items, Automatically disabled gnarl invasions when gnarls are disabled, Added option to override bandits and marauders, Added ability to change chance an arrow hitting target is added to inventory, Updated class specific item spawns on npcs, Lowered vulture spawn chance and updated spawn based on location, Disabled ability to use stolen tools (pickaxe, shovel, etc. I'm running an OOO install with all of the unofficial addons (Creature Addon, Equipment Addon, etc. Both are fun and they work well together. ), Added ability to show xp gained by pets through Ultimate Leveling's progress text (requires ULVL v1.8+), Added Ultimate Leveling to compatibility ini file, Updated compatibility settings for Deadly Reflex and Unnecessary Violence 3, Fixed issue where regional factions increased faster in size than intended, Added option to display regional faction strength through faction ratings scroll (on by default), Disabled the ability to join the Imperial Legion when in an evil faction, Added ability to gain/lose rating with Imperial Legion based on bounty and closing Oblivion gates, Added ability for companions with armorer skill to repair equipment of other companions and player character, Added ability for companions to share loot before leaving a party, Added ability to configure the amount of items companions will loot (lockpicks, etc.) MOO usually is added last in the order of mod managers (LOOT preferred by me), my additions must be added after MOO to take conflict override. ), 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 small craft tools and ability to use them (sewing kit, fletching jig, etc.). Yeah, everything is done through scripting and by adding new objects. Maskar's? First, be sure you have OBSE correctly installed as you need OBSE for Maskar's to work correctly. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. The powerful open-source mod manager from Nexus Mods. Page 1 of 1776 - Maskars Oblivion Overhaul - posted in File topics: Maskars Oblivion Overhaul Edit 06 Apr 2019: Link updated, zcul Maskars Oblivion Overhaul This mod changes how creatures, npcs and items appear in the gameworld and implements additional game mechanics to support this. Some assets in this file belong to other authors. There are a handful of quests for OOO: A Path of Iron: Recover the Heaven's Fury armor. cool looking mod, i may try it out when i get all my mods back on oblivion. Added Oblivion XP support for taming, crafting, disarming traps, breaking locks, etc. Second, be sure to have copied the Maskar's Oblivion Overhaul.ini that comes in the archives to your Oblivion\Data\ Here's a pic of what you should have on your data directory for Maskar's: https://i.imgur.com/Ov1kF5m.png To avoid any permission issues do NOT take any resources directly from this mod, but instead get them from their original location. Maskar's Oblivion Overhaul Version 4.6.3 by Maskar @ 26th September 2015 Table of contents 1. You can also combine MMM with OOO and MOO. Install hundreds of mods with the click of a button. If I understand your description correctly, are you saying that bandits will level up with you, but their equipment will stay low level? Maskar's Oblivion Overhaul makes everythig interesting. So far I'm loving MOO, and just got Chillrend at level 2. Community Forum Software by IP.BoardLicensed to: Nexus Mods. They level with the player character to give a challenge to get decent equipment. Previously familiar areas may now be much more dangerous and you will frequently be forced to retreat from enemies who are too powerful to beat until you are stronger. All trademarks are property of their respective owners in the US and other countries. ), Fixed issue where traps were added to faction owned containers, Added ability for wanted npcs to travel between dungeons, Updated ability to claim reward for killing a wanted npc, Added ability to claim lost/stolen quest items by equipping it, Lowered reward for returning lost/stolen items by 25%, Disabled bounty notices for wearing Gray Cowl or being a werewolf, Updated Daedra invasions based on amount of open oblivion gates in a region, Added region based guards to high density Daedra invasion regions, Added Royal Guard armor to Royal Guards (defenders near Morrowind), Added new Morrowind style common weapons and staves as loot and to npcs, Replaced Shivering Isles start message with notice on Bravil Notice Board, Updated npc AI to force weak non-evil npcs to flee rather than start combat, Added ability to configure weight of user created potions, Updated airborne disease chance based on distance to infected creature, Updated classes/skills for regional npc bosses, Lowered rarity of some default dungeon treasure, Updated mimic loot to be based on nearby creatures/npcs, Added chance of orcish bosses to carry orcish weapons, Added option to disable Daedric equipment on wanted npcs, Fixed issue for mods not properly defining creature factions (like MMM), Disabled airborne diseases for creatures with 100% disease resistance, Fixed issue where notices were not properly displayed, Disabled ability for traps to break non-playable items, Updated dwemer spider hit and death sound, Disabled idle animations for dogs/wolves in combat, Added slayer weapon support for Better Cities, Added slayer weapon support for Immersive Weapons, Added ability to add MOO creatures to other (overhaul) mods, Added MOO creatures to TWMP Hammerfell mod, Added treasure map support for Better Cities and Open Cities Reborn, Updated creature spawn group sizes to avoid very large groups, Removed dungeon light override setting for Better Dungeons, Disabled container check for player owned cells (for compatibility), Fixed issue where finding treasure could give an additional completed map, Fixed issue where creatures with Escort AI packages were given too many maps, Added ability to return dynamic quests to a Guard for a gold reward, Added player character related notices (when bounty 500+), Added 100 treasure maps in 5 difficulty levels, Added guardians to treasure chests based on difficulty level, Added Dwemer Spiders as treasure chest guardians, Added treasure maps as loot on creatures and npcs, Renamed non-functional Pickaxe to Broken Pickaxe, Added usable Pickaxes to weapon merchants and Goblin containers, Added ability to dig for treasure using Pickaxe, Added combat damage multiplier setting (unchanged by default), Added fall damage multiplier setting (unchanged by default), Added support for Better Dungeons through compatibility ini file, Renamed beetles found in starting dungeon to Young Shalk Beetle, Added option to give first beetle in starting dungeon a random name, Increased chance potion merchants sell Cure Disease potions, Fixed issue where actors were not always pulled into combat, Fixed issue where an npc name for lost items was misspelled, Added a Cure Acute Disease potion to a random assassin in start dungeon, Added (basic) dynamic/radiant quest system, Added wanted npc, stolen item and lost item notices, Added notice updates (new info) when certain criteria are met, Added option to set chance of various quest targets, Added options to set min and max time of quest notices, Added Gnarl invasions (if SE is installed), Added variable disease chance based on creature type (rats higher, etc. This sounds like exactly what I've always wanted. ), 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.) Like I said, I want Morrowind--hard areas and easy areas, and a very hard start to the game with things becoming much easier as you become much more powerful. 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