Maskar's Oblivion Overhaul by Maskar
Oblivion » Overhauls
Added: 20/09/2012 - 08:23PM
Updated: 10/09/2016 - 06:42PM

2,719 Endorsements

4.8.2 Latest version

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Uploaded by Maskar


Last updated at 19:42, 10 Sep 2016 Uploaded at 21:23, 20 Sep 2012

Name: Maskar's Oblivion Overhaul
Version: 4.8.2
Date: 10/9/2016
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


This is an overhaul mod, improving many aspects of the game, while maintaining the overall feel of the game and ensuring compatibility with most other mods. All features are configurable through OMOD installation and/or editing the ini file.

Features added by this mod are:

  • Unpredictable encounters;
  • Loot and equipment improvements;
  • New and better looking creatures;
  • Fully configurable level scaling;
  • New warring factions;
  • Improved combat AI;
  • Notice Boards and dynamic quests;
  • Treasure hunting;
  • Skill based equipment system;
  • Resource gathering and crafting;
  • Animal taming;
  • Traps and the ability to disarm them;
  • Bashing locks abililty;
  • Feign death ability;
  • Spellbooks;
  • Darker dungeons and nights;
  • Npcs in dungeons and outdoors having torches;
  • ..and much more.

This mod comes in 3 difficulty levels (normal, advanced and expert). Casual and new players should select the normal difficulty level. Please read the included pdf readme for more details.

Compatibility and requirements

No files will be replaced by installing this addon. It will however need OBSE (version 21 or higher) to function properly. No other third-party mods are required to be installed to run this mod.

This mod does not alter any game data (leveled lists, creatures, etc.) directly, but only makes changes through OBSE scripts. Because of this it should be fully compatible with most mods. Load order is not important.

Note that cows added by this mod can be milked when Basic Primary Needs (version 6.2 or higher) is installed.

Supreme Magicka users should check chapter 19.3 of the pdf readme for compatibility instructions.


  • Extract the files to a temporary location
  • Copy files to (install folder)\Oblivion\Data\
  • Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file
  • Optionally edit the .ini file to customize it to your preferences

Note: If this mod is installed with Wrye Bash this mod needs to be loaded AFTER the bashed patch!


  • Start Oblivion Launcher, click Data Files, uncheck the .esp file
  • Delete the Maskar's Oblivion Overhaul files in the Data folder


Version 4.8.2 (10/09/2016)
  • 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.)
  • 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
  • Updated sleep ai for dragons
  • Removed skill requirements for Shivering Isles Bone Arrows
  • Removed skill requirements for Rose of Sithis arrows

Version 4.8.1 (09/07/2016)
  • 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

Version 4.8 (04/07/2016)
  • Added dynamically generated adventurers/travelers
  • Added ability to configure adventurers (total amount, min/max level, 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
  • Added Seagulls to fish spawns
  • Disabled Vulture spawns for under water creatures
  • Lowered Morag Tong spawn chance slightly
  • Added ability to disable Morag Tong Assassins directly when disabled in ini file
  • Added ability to fully disable backpacks
  • 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 Runeskull spawn locations
  • Updated some equipment statistics
  • 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
  • Added Feldscar to compatibility ini file
  • Added Vergayun to compatibility ini file
  • Added support for Mighty Umbra
  • Added support for Expanded Weaponry
  • Removed skill requirements for Knight of the Nine equipment
  • Added ability for various npcs to ignore friendly hits
  • Lowered polygons on tarantula type spiders


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. Note however that most resources in this mod are from (free to use) modder resources. Credits for these resources go to the following people:


To avoid any permission issues it's recommended to not directly take resources from this mod, but instead get them from their original location. Thanks and enjoy.