Oblivion

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nb_nmare

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6 comments

  1. whatzitooya123
    whatzitooya123
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    if possible tell me exactly what this changes
  2. bad player
    bad player
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    Hi!

    Do I load the big MMM mod (http://www.tesnexus.com/downloads/file.php?id=14442) and then load this small MMM&OOO unity mod (http://www.tesnexus.com/downloads/file.php?id=12060)?

    Also are there any plans to do v3 beta (from the readme doc but no update in a year...)?

    Thanks in advance!
  3. det
    det
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    great idea I finally got mmm and ooo to work together,but it was disapopinting....raiders camping in the bosmer ranger camp <img class=">
    460kb ????not big,I guess because this is just the final version it's only a cople of fixes
    good luck and keep it coming man
  4. WanderingDormin
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    whenever i try to play with this mod installed the game will immediately shut down and i turned off all other mods to make sure nothin happened, but i think the problem maybe is that you do not have a Readme.txt file.
  5. WanderingDormin
    WanderingDormin
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    nice mod
  6. nb_nmare
    nb_nmare
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    While there is a small amount of overlap between the two mods and their goals are similar, FCOM and MOU are in fact two very different beasts.

    FCOM's sole purpose (at least at the moment) is to adjust creature and item leveled lists. It does not otherwise modify creatures, NPCs, items, and the like in any way.

    MOU, on the other hand, seeks to better integrate specific changes and additions made by MMM and OOO. This is primarily achieved by adding new items, scripts, combat styles, AI packages, etc from one mod to creatures and NPCs from the other, and adjusting MMM creatures and NPCs to better fit with those of OOO.

    As noted above I have no idea how well FCOM and MOU will get along together, other than that the MOU Leveled Lists plugin most likely won't be compatible with FCOM (but if you're using FCOM, you wouldn't really need it anyway). I'm going to need some brave soul(s) to test the combination out for me <img class=">.