Oscuro's Oblivion Overhaul is an overhaul mod for TES IV: Oblivion. Yeah, there's no reason why it shouldn't. 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. Maska'r Oblivion overhaul ( The most compatible overhaul that is still being work on to this day.) It also has lots of features you cannot easily edit. Maskar's Oblivion Overhaul and Oscuro's Oblivion Overhaul are two overhauls that aim for different things. This sounds like exactly what I've always wanted. Additionally, save files keep track of active esps and esms. At long last, the final release of Oscuro's Oblivion Overhaul 1.32 has arrived -- and now 1.33 is out, too! Baseline: n/a. ), Added ability to use tame mimics as storage container and carry more based on level, Added ability to feed mimics gold based on level to increase happiness, Added support for Reclaiming Sancre Tor through compatibility ini file, Added support for Fort Akatosh Redux Tor through compatibility ini file, Added support for Dragon Captions - The Elder Council through compatibility ini file, Added support for Francesco's Creatures and Items through compatibility ini file, Removed no longer needed compatibility changes for Oblivion XP, Updated support for Duke Patricks - Melee Combat NO RECOIL through compatibility ini file, Added support for Deadly reflex 4/5 and UV 3 through compatibility ini file, Added option to add creatures of other mods (OOO. OOO adds a lot of new stuff including huge amounts of loot than can quickly outpace the economy. 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. All trademarks are property of their respective owners in the US and other countries. All rights reserved. Thanks! If you find yourself facing overwhelming odds, run away and return later when you are more powerful to reap revenge on your foes. Do not expect to be able to beat every monster or NPC you meet. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. ), and would like to keep that as it's core experience. -Alchemy Advanced (This one makes potions making so much easier and is also perfectly stable and customizable. Beyond Skyrim guys also seem to know what they're doing, but they're taking their sweet time to release anything after Bruma. You will need to seek permission from, You are not allowed to upload this file to other sites under any circumstances, 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 are not allowed to convert this file to work on other games under any circumstances, 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 are allowed to earn Donation Points for your mods if they use my assets. 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. Mirioner 1 yr. ago Help with Maskar's, and Obscuro's oblivion overhauls, So as the titles says, I'm having trouble getting these mods to work, I've watched a video on how to install these and several other mods but when it comes down the the .ini files, I just get confused. Showing 1 - 10 of 10 comments So far Im loving MOO, and just got Chillrend at level 2. Please re-enable javascript to access full functionality. Normal bandits level like normal (a few levels below the player character). Oscuro's Oblivion Overhaul is an overhaul mod for TES IV: Oblivion. Im kind of torn and was wondering if disabling skill requirements breaks the game and its difficulty. Espaol - Latinoamrica (Spanish - Latin America). For unofficial user-created guides, use the format indicated by the placeholder text. Name: Maskar's Oblivion Overhaul Version: 4.9.4.2 Date: 27/8/2019 Language: English Category: Overhaul Requirements: Oblivion Script Extender (OBSE) Recommended: DarNified UI, Oblivion Stutter Remover, Oblivion Mod Manager (OBMM) Author: Maskar Source: http://www.nexusmods.com/oblivion/mods/42780 Description ), 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. Maskar's almost certainly changes when daedric appears and possibly even how it appears. But the files are still tied to the save. If you choose OOO then the latest version is the best (the one with less bugs :p). I don't think it's 135, there is a new one. I also like the idea of the notice boards and the creature invasions. Both are fun and they work well together. General Articles on Items However, some of the features of MOO intrigue me, and I'd like to implement them in game. It is fully configurable and it's only one esp without any compatibility patches. #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. Creatures and npcs You can also combine MMM with OOO and MOO. In order to get Mephala to speak with the Hero, an offering of nightshade must be given between midnight and dawn after reaching level 15. ), Added ability for companions to pay their bounty if they have sufficient gold, Added simple basic needs system to companions, Added option for companions to not show their equipped items, Added individual faction growth multipliers and ability to configure in ini file (Skyrim slower, some others faster), Added regional faction leaders outside the borders, Added ability to lower regional faction control by killing faction leaders, Added option to configure how pets gaining levels influences their ability to gain additional levels, Added ability for player character to pay bounty of pets and companions, Added tameables ini file to add custom creatures (including from other mods), Added ability to tame birds, pheasants and scorpions, Added how much pets increase stats and attack damage in ini file, Added ability to carry small pets (like cats) in pet carriers, Added ability to gain speechcraft skill when taming creature, Added ability to configure follow distance of pets based on size, Updated dremora equipment to always require 50 skill, Disabled quest flag for unicorn horns when MOO spawns additional unicorns, Added unique high quality weapons to gold gauntlet rooms and bosses, Added ability to configure gold value of backpacks and lowered their value, Added ability to find missing pets in dynamically generated dungeon extensions, Added missing pet notices and ability to gain rating when returning pets, Added harpy invasions and notices on notice boards, Fixed issue where returning dynamic quest item is 25 times higher than intended, Disabled mythic dawn wanted npcs until oblivion crysis officially starts, Added map marker when reading warning notice in Bravil, Override outdoor weather lighting setting, Added easy and nightmare difficulty modes (WIP). If you feel overwhelmed by the difficulty when you first start out in this dangerous new world, do not be discouraged. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. ), 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. Game and its difficulty huge amounts of loot than can quickly outpace the economy still. 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