About this mod
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.
- Requirements
- Permissions and credits
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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
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. Adjust the in-game difficulty slider to tweak this further. 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 20.4 of the pdf readme for compatibility instructions.
Install
- 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!
Uninstall
- Start Oblivion Launcher, click Data Files, uncheck the .esp file
- Delete the Maskar's Oblivion Overhaul files in the Data folder
History
Version 4.9.4.2 (27/8/2019)
- Updated actor healing code
- Fixed minor spelling issue related to Marksmanship requirement
- Renamed "Sharp Weapons" requirement to "Bladed Weapons" for improved readability
- Removed fix for test of resolve in the dreamworld as it's no longer necessary
- Fixed issue which could cause crashes when reloading when using Better Cities (possibly other mods)
Version 4.9.4 (26/8/2019)
- Replaced placeholder enemies in dungeon extensions with more fitting enemies
- Updated traps in containers to be based on amount and value of items they protect
- Updated all conjurers and necromancers equipment (so it can be modified using ini files)
- Added ability to clear lists in dynamic lists ini file to replace contents completely
- Replaced goblin equipment with items from WAC goblins (requires WAC to be loaded)
- Added ability to configure quality of equipment of faction npcs
- Lowered quality of equipment on various npcs (bandits, etc.)
- Lowered difficulty of adult mud crabs (excluding other types)
- Added ability to configure enemy group sizes based on the distance to a city
- Updated Mimic collision
- Rotated placement of container in hidden alcoves in Outposts
- Updated actor healing to improve compatibility and avoid crashes
- Updated ability to shear sheep (more accurate)
- Updated whistle ability to only pull followers when no more than 75 meters away
- Updated whistle ability to pull enemies at 20% chance when no more than 75 meters away
- Updated code to avoid AddActorValues spamming the console
- Updated chance of dungeon extensions to be a boss room 65% of the time
- Updated chance of a missing pet in a normal dungeon extension to 65%
- Removed healing ability from Water Dragons
- Forced faction relation between dremora and conjurers to 100 to avoid dremora and daedra fighting each other
- Improved combat with pets
- Fixed issue causing vultures to not spawn properly
- Fixed issue where name of companion is not correctly displayed when told to leave party
- Fixed issue related to Haskill being incorrectly moved to entrance
- Fixed issue where ini setting related to vampires taking damage from silver damage was wrongfully removed
- Fixed issue where ini setting to disable sleeping to level did not actually do anything
- Fixed issue where mods using the soul trap event handler could cause crashes
- Fixed 2 issues related to Kvatch
- Fixed texture on 1 of the Deadric Lord weapons
- Added support for Loot Menu (v2.0+)
- Added ability to gain xp in Ultimate Leveling when doing various tasks (taming, etc.)
- 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
- Added Rathunas to compatibility ini file
Version 4.9.3 (19/10/2018)
- 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.) based on their skills
- Added option to display a message of any items looted by companions (on by default)
- Added ability to add equipment of other mods to adventurers/wanted npcs through dynamic lists ini file
- Added WAC equipment (mostly armor) to adventurers/wanted npcs
- Disabled ability for companions to loot owned items
- Fixed issue related to repairing equipment of companions
- Fixed issue where companions could be shooting invisible arrows
- Fixed issue where companions could be selling incorrect items
- Updated combat styles for dynamically generated npcs (new npcs only)
- Fixed issue where changing load order could stop events from spawning in mod added worldspaces
- Disabled ability to call pets in pet carriers by whistling
- Updated Vanishing Cabinets for improved compatibility
- Updated price and weight of bandages
- Increased chance of bandages spawning when crafting is disabled
- Updated Imbuement Tool and gold reward ini setting
- Updated mythical creature spawns for improved compatibility
- Removed Land Dreugh setting (no longer necessary)
- Added ability to adjust brightness of lanterns (both types)
- Updated icon for Plaugebringer Hood
- Updated looks of Hood of the Lich
- Added ability to configure quality of loot based on distance to nearby cities
- Added SM Regional Bounty to compatibility ini file
- Added Crime Handler with Regional and Provincial Bounty to compatibility ini file
Version 4.9.2 (11/6/2018)
- Added ability to smelt items using a forge and blacksmith hammer
- Added ability to craft a rustic cabin using a workbench
- Added ability to craft rustic furniture using a workbench
- Added ability to craft a plate with candles, candelabra and a lamppost using tinker's tools
- Added ability to craft Novice Mortar & Pestle using tinker's tools
- Added ability to craft a sack (container) using sewing kit
- Added craft deed ini file
- Added ability to grind bones with a grain grinder
- Added option to disable the placement check of crafted items, so they can be placed anywhere
- Updated how crafting resources are added through ini file
- Added support for craft tools added by other mods that can't be converted to usable tools
- Added eggs to merchants
- Updated weight of wool and some recipes needing cloth
- Updated workbench to be used both in and outdoors
- Renamed bone clutter when crafting is enabled
- Added ability to configure the time vampires don't regenerate health when hit by a silver weapon
- Increased the time vampires don't regenerate health when hit by a silver weapon
- Updated light spell to lower health regeneration based on ligh magnitude (100 magniture for 100%)
- Added ability to vampire mages to dispel the light spell of themselves and any other nearby vampires
- Added enhanced bandages to cure diseases and repair damaged attributes
- Added ability to enhance bandages by praying at the altar of the nine
- Lowered time required to use (enhanced) bandages on npcs and creatures
- updated how equipment is selected for (named) bosses
- Updated chitin ammo for Morrowind faction
- Updated ancient nord bastard sword name
- Removed light armor shields from heavy armor item lists
- Updated equipment of Hammerfell Sword-Singer
- Updated slaver faction and arena factions to be considered evil
- Added ability to increase disposition of pets through feeding
- Added warning message to pets when affected by any damaging effects (use enhanced bandage to fix)
- Added ability to purchase pet carriers
- Lowered strength of Pheasants slightly
- Updated how companions are removed from the player character's party when dead
- Added dynamic list ini file to add any items/actors to any lists from any mods
- Added WAC weapons to MOO regional faction npcs when WAC is loaded
- Added ability to override minotaurs added by other mods through ini setting
- Increased the chance of MOO creatures spawning when another (overhaul) mod is detected
- Added ability to configure the level of black bow bandits and poachers
- Added ini file to directly edit actor levels (which could also affect actors added by other mods)
- Added ability to configure how spells and arrows alert nearby targets
- Added support for healing actors which are affected by health lowering script effects
- Added option to configure chance actors call for healing when in combat
- Increased ability of npcs and creatures to call for healing
- Updated house treasures
- Updated teddybear backbacks to function as real backpacks
- Updated harpy nest placement
- Updated how events are added to worldspaces added by other mods
- Disabled MOO mudcrabs for water events when MOO mud crabs are disabled in ini file
- Added support for mods which incorrectly scale creatures
- Updated compatibility ini file to disable land dreugh when OOO detected
- Improved Oblivion XP support
- Updated compatibility ini file
- Lowered aggression of Morag Tong attacks based on MOO difficulty
Version 4.9.1 (5/1/2018)
- Fixed issue where more dungeon extensions are placed than intended
- Fixed issue where events are placed in wrong worldspaces like Oblivion planes
- Added support for shallow and deep water creatures added by other mods through spawns ini file
- Removed size check to determine if a tamed pet can use doors
- Added option to allow pets that can be ridden to use doors
- Added help messages for not using pet carriers correctly
- Optimized how notice boards are updated
- Added support for mods that wrongfully change GameDay to an incorrect value
- Updated how outposts are generated
Version 4.9 (28/12/2017)
- Added dynamically generated events inside and outside the border and in water
- Added campsites, outposts, actors, harpy nests, houses and flora outside the border
- Added outposts, harpy nests, actors and flora inside the border
- Added creatures, treasure chests and shipwrecks in water
- Added dynamically generated dungeon extensions to caves and mines
- Added custom tileset to outposts and have them be fully dynamically generated
- Added pheasants (male and female)
- Added harpies (various types)
- Added mushroom creatures near giant mushrooms mostly in/near Valenwood
- Lowered aggression of birds near cities, villages, etc.
- 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
- Increased gargoyle strength
- Added scorpions near Hammerfell
- Added heroes to adventurer spawns
- Added ability to pause Morag Tong assassin attacks by killing their grandmaster
- Updated Morag Tong attacks
- Updated health of vampires and Ancient Vampires
- Added Poachers
- Updated Morag Tong factions (9 ranks)
- 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
- Split craftbook into 6 seperate books
- 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 ability to craft pet carriers
- 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 bone resources
- Renamed bones when crafting enabled
- 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
- Added various mining ini settings
- 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.)
- Added ability for companions to buy/sell unwanted items, pay merchant for repair, new spells, etc.
- Added ability for companions to find wanted items (looting containers, dead bodies, etc.)
- Added ability for companions to pay their bounty if they have sufficient gold
- Added sprint ability to companions
- 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
- Added sprint ability to pets
- Added new weapons and shields
- Added lanterns
- 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
- Improved some robes
- 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
- Disabled dynamic backpacks
- Override outdoor weather lighting setting
- Added easy and nightmare difficulty modes (WIP)
- Improved Shivering Isles compatibility
- Added Oblivion XP support for taming, crafting, disarming traps, breaking locks, etc.
- Added various combat gamesettings
- Added ini setting to disable friendly hits for guards and npcs with 100 responsibility
- Updated option to automatically disable features saving into the savegame
- Improved ability for actors to ambush the player character
- Added ability for followers to warn the player character when being ambushed
- Added ability for imperial legion sergeants to track down the player character when having 1000+ bounty
- Increased strength of imperial legion sergeants
- Added map markers for treasure maps (when debug mode set to 2)
- Updated treasure maps for better cities compatibility
- Added ability to gain security skill when disarming traps
- Added ability to lower the chance containers contain any traps
- Fixed issue concerning using telekinesis on trapped containers
- Improved notice board support for (better) open cities
- Added cobl eggs support
- Added/improved support for various mods
- Changed quest rewards back to be leveled by default (use imbuement tool to upgrade)
- Added small chance for bandages to appear on npcs with restoration or alchemy skill
- Updated gargoyle ini setting
- Added ability to configure hand to hand health and fatigue damage
- Added ability to configure walking/running speed and jumping height
- Added option to disable levelscaling for non-MOO npcs
- Updated named bosses
- Added option to only have named strong bosses when friendly npcs are strong enough
- Removed land dreughs from mythical creature lists when OOO detected
- Added ability for actors to cure airborne diseases
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 Shivering Isles 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
Version 4.7.2 (15/05/2016)
- 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
- Updated compatibility ini file
Version 4.7.1 (11/05/2016)
- Fixed issue where guard dogs wrongfully attack smugglers and mercenaries
Version 4.7 (10/05/2016)
- Updated summon bear spell to summon bears based on location
- Added stray dogs (dachshund/sausage dog) to cities/villages
- Added giant lizards to swamp spawns
- Added monkeys, tapirs, red pandas and new deer types to wilderness spawns
- Added piranhas to slaughterfish spawns
- Added (highly contagious) corprus creatures to remote regions
- Added ancient liches to remote regions
- Added gargoyles to vampire dungeons
- Added stone gargoyles to ayleid dungeons
- Added imperial legion recruits which randomly patrol in groups through the game-world
- Added heroes to fight friendly regional faction npcs
- Added morag tong assassins
- Added mythic dawn to conjurer spawn points based on the amount of nearby open oblivion gates
- Added ancient vampires to remote regions
- 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 strong named bosses
- Added equipment to new npc types (mercenaries, smugglers, etc.)
- Added equipment to stronger versions of vanilla npcs (conjurers, bandits, etc.)
- Added pit armor to regional scouts
- Added dynamic backpacks sold by merchants and found on adventurers
- Added capes and cloaks sold by merchants and found on regional faction npcs
- Added skull staves to ancient liches
- Added daedric staves to keeper of the realms boss npcs
- Added skull staves to lord/lady of the dead necromancers
- Added bone staves to witch doctors
- Added trollbone armor/weapons and deer armor to cannibals
- Added ordinator armor to indoril guards (slavers)
- Added winged helmets and shields to skyrim faction grunts
- Added morag tong armor to morag tong assassins
- Added mercenary armor to mercenaries
- Added barbarian armor to wild orcs
- Added many new robes (to shamans, healers, pyromancers, etc.)
- Added smuggler's clothing to smugglers
- 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 smuggled goods to smugglers
- 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
- Doubled all combat damage
- 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.)
- 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. MMM, etc.) 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%
- Changed skeleton ini setting
- Updated equipment of some skeletons
- Disabled ability to track dead followers
- Added ability to configure brightness of streetlights
- Updated ghouls and mummies
- 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.)
Version 4.6.3 (26/09/2015)
- Added birds and fish
- 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 wine maker to make wine
- 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 craft silver pitchers
- 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
- Updated saw pit mesh and placement
- Disabled ability to "grab" craft tool deeds
- Updated ability to automatically convert craft tools
- updated empty craft tool messages
- Repriced craftable furniture
- Fixed ini setting to revert weight of lockpicks and repair hammers
- Lowered maximum equipment quality for grunts from level 9 to 8
- Updated taming ability and pet factions
- 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
- Updated ore atronach slayer damage
- 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+)
- Restored Daedric armor icons
- 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
- Added ability to craft Hand Scythes
- Updated vanilla Pickaxes to be usable for mining
- Added option for veins to spawn in different locations each game (off by default)
Version 4.6.2 (16/08/2015)
- 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.)
- Added some craftable OOO items (weapons and leather armor)
- Lowered required animal pelt weight to create cut leather
- Updated crafting menus
- Added HESU5 EudaBear to the compatibility ini file
Version 4.6.1 (09/08/2015)
- Fixed issue where upgrading from an older version wrongfully sets some locked doors as needing a key
Version 4.6 (08/08/2015)
- Added large craft tools and ability to use them (saw pit, workbench, etc.)
- Added small craft tools and ability to use them (sewing kit, fletching jig, etc.)
- Added craft tools and resources to npcs (including merchants), containers, etc.
- 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.)
- Added ability to craft items from other mods by adding them to the ini file
- Added craft book to player character's inventory with all craftable items
- Updated ingot graphics (meshes, textures and icons)
- Updated weight adjustments for lockpicks, repair hammers and potions
- Lowered welkynd fragment spawn amounts
- Increased ore atronach spawn chance for Welkynd and Varla veins
- Added meteoric iron to ore atronachs and small ayleid treasures
- Added health regeneration to pets based on their happiness/hunger
- Added ability to control pets by grabbing them (z key)
- Added adult and young dragons
- Added stray puppies to cities/villages
- Added ability to tame (young) dragons and puppies
- Added ability to fly/ride adult dragons
- Added ability for dragons to learn new spells when leveling up
- Updated creature damage calculation for tamed leveled creatures
- Disabled ability to feed some pets Nirnroot
- Updated pet combat AI
- Increased maximum control slots for pets from 3 to 5
- Added control difficulty for pets (up to 3 slots for dragons)
- Added logs to gnarls
- Disabled ability to find treasure maps on actors which can't open doors
- Disabled torches on actors without persuasion (werewolves, etc.)
- 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 collision to skinning knife
Version 4.5.3 (09/05/2015)
- Added ability to configure equipment found on npcs (grunts and bosses)
- Added dynamically generated named bosses (normal and extra hard)
- Added new equipment to hard named bosses
- Added Stalhrim armor for female characters
- Added Nordic Mail armor
- 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
- Added various types of ingots
- Updated raw stalhrim and ore weight
- Updated lockpick and repair hammer weight
- Updated crabs to be more diverse
- Fixed issue concerning pet damage when saving/loading a savegame
- Added option to configure ambient lighting for non-dungeon interiors
- Updated torch brightness setting
- Fixed issue where creating a cure disease potion could create 2 potions
- Updated cure disease potion prices
- Updated fleeing code for "weak" npcs
- Updated how locks on containers/doors are dynamically updated (slightly easier overall)
- Fixed marksman sneak attack damage issue when wearing Shrouded Armor
Version 4.5.2 (02/04/2015)
- 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
- Increased small treasure chance by 25%
- 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
- Added combat and idle animations to cats
- Updated disease chance on newly tamed creatures
- Added warning message for diseased pets
- 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
Version 4.5.1 (21/03/2015)
- 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
- Updated arrow speed calculation
- Added ability to learn to Feign Death and Whistle by reading a book
- Updated diet of sheep and spiders
Version 4.5 (19/03/2015)
- 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 Unicorns to horse spawns
- Increased Mammoth speed
- Added water walk ability to Blood Wasps
- Updated Imp spells/abilities
- Added ability to ride various creatures when tamed (Mammoths, Guars, etc.)
- Added ability for tamed creatures to become stronger (learn spells, etc.)
- Updated how pickaxes are held
- Updated npc level scaling
- 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
- Fixed issue in OBMM installation script
Version 4.4 (14/01/2015)
- 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)
- Lowered rarity of some Spellbook parts
- Disabled skill requirements for bound ammo
- Added support for StarX Vanilla Vampires Revised through compatibility ini file
- Added support for Crossbows of Cyrodiil
- Added support for pickaxes added by Francescos Creatures and Items
- Added option to disable MOO making permanent changes to savegame (ore veins, etc.)
- Fixed issue where traps were added to faction owned containers
Version 4.3 (14/10/2014)
- 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)
- Updated vampires to be region based
- Added new Morrowind style common weapons and staves as loot and to npcs
- Added various Doomstone notes/books
- 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
- Lowered rarity of Daedric Lords
- 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 zombie/mummy resurrect code
- Updated mimic spawning code
- 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
Version 4.2 (17/07/2014)
- 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
Version 4.1 (06/06/2014)
- 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
- Lowered chance of undead invasions
- Added Gnarl invasions (if SE is installed)
- Added airborne disease system
- Added variable disease chance based on creature type (rats higher, etc.)
- Updated creature health based on having any diseases
- Added ability for creatures to flee based on diseases
- Added ability for creatures to pull other creatures into fleeing
- Added ability for diseased creatures to flee when friendlies die
- Added Remedial Touch spell (cure disease on touch) to various merchants
- Added Remedial Touch scrolls and Spellbooks to merchants/loot
- Added option for scrolls to not have skill requirements (default)
- Renamed Potion of Cure Disease to Weak Potion of Cure Disease
- Added Potion of Cure Disease and Strong Potion of Cure Disease
- Changed Cure Disease potion usage from skill based to item based
- Added ability to create Cure Disease potions based on alchemy skill level
- Added option to configure potion chance when disarming trap (+new sound)
- Updated chance to receive potion when disarming a trap to 50%
- Added ability for thieves/bandits to steal when sleeping
- Added ability for vampires to bite when sleeping
- Added rare Lich with (optional) Reanimate spellbook parts
- Improved Gnarl textures and meshes
- Added Porphyric Hemophilia (vampire disease) to Vampire Bats
- Updated Wasp Sting ability of Blood Wasps (more dangerous)
- Increased health of default boss npcs
- Updated creature confidence and health based on size
- Added Orcish weapons to high level wanted orcs
- Added Dwemer Spears to default dungeon treasure loot
- Added Divine Shields (shields for mages) as lost items
- Added Pegasus armor and weapons as lost items
- Added guitar, lyre and lute to Bards
- Added alchemy tools as lost items
- Added musical instruments as lost items
- Added ghost, head, heart and ship in bottles as house treasures
- Added ability for orcish weapons to do additional damage to npcs (not creatures)
- Added potions work over time option (similar to OOO; disabled by default)
- Fixed issue where traps could spawn in guild owned containers
- Updated spellbook setting
- Added option to always have hardest daedra spawn
- Added option to configure variable levelscaling for npcs
- Added option for highest gold quest rewards (off by default)
- Improved Oblivion XP support
- Added support for Vampire Revolution through compatibility ini file
- Added support for Duke Patricks Combat Archery through compatibility ini file
- Added support for Vector through compatibility ini file
- Added support for moving ini files to ini folder
- Added options for item/creature max level difference for leveled lists
- Added options to configure sneak attack damage for marksman and melee weapons
- Added option to configure creature damage multiplier
- Increased overall weapon and leveled creature damage multipliers (optional)
- Updated prices of some ingredients which were automatically calculated
Version 4.0 (17/02/2014)
- Added Notice Boards to all cities (except Kvatch)
- Added various types of notices to Notice Boards
- Added ability for actors to ambush player character when fast traveling
- Added support for Open Better Cities (enable in ini file)
- Added automatic support for Open Cities Reborn
- Added automatic support for Imperial Outpost Bruma mod
- Added option to configure Wisp Torches and increase brightness slightly
- Added common equipment to default small treasures
- Added support for bound equipment added by 3rd party mods
- Updated small treasure loot chance in non-dungeon buildings
- Updated Spellbook parts to spawn on specific creature types
- Disabled Mimic spawns outdoors
- Disabled Daedra spawns in wilderness/road areas for first game day
- Added new player section to pdf readme
Version 3.9 (09/01/2014)
- Added ability for creatures to take control over wilderness/road areas
- Updated combat code (pulling and climbing)
- Added ability for actors to switch target in combat
- Added support for icons when using small or medium textures
- Merged Dwarven and Dwemer slayer weapon properties
- Increased Dwemer weapon damage
- Updated lock bashing damage formula for Dwarven/Dwemer weapons
- Disabled "Mod Loaded" and "Mod not loaded" messages
- Updated ability to configure magic item loot rarity
- Added option to unlevel merchant items (off by default)
- Updated snow creature spawns
- Updated Morrowind Goblin weapons
Version 3.8 (05/12/2013)
- Added ini file for automatic configuration of (overhaul) mods
- Added ability for fleeing actors to pull allies into combat
- Updated creatures to spawn in slightly different sizes
- Updated silver weapons to stop Vampires regenerating health
- Added rare Wraith (uses Scythe with Soul Trap enchantment)
- Added regional Goblins (Morrowind Goblins are unleveled)
- Added Morrowind Goblins near Morrowind region
- Added Desert Goblins near Hammerfell and Elsweyr regions
- Added option to only spawn MOO Goblins (off by default)
- Updated Rats and Dremora
- Added option to spawn Necromancer/Conjurer grunts as bosses
- Added option to always cure all diseases when cast by npc
- Added option to stop Elseweyr Thieves stealing equipped arrows
- Updated quest reward items
- Added option for sigil stones to be unleveled or best available
- Disabled ability to find brains on Headless Zombies
- Updated rare Troll texture
- Updated summon spells and summoned actors
- Updated ambush code to take into account evil player characters
- Updated Frost Giant spawns
- Added Supreme Magicka compatibility info to pdf readme
Version 3.7 (30/10/2013)
- Added new textures for Scamp and Clannfear
- Added Ravenous Daedroth to Daedra
- Updated Daedra spawns
- Added ability to summon different Daedra (including rare ones)
- Updated ability to configure magic item loot rarity
- Improved compatibility with other (overhaul) mods
- Fixed issue with Draugr Warrior equipment
- Added random "treasure" to Mimics
Version 3.6 (18/10/2013)
- Added Draugr to Skyrim region
- Added Gnarls to forests (11 types for different trees)
- Added Hungers to Daedra
- Added new staves to Gnarls and new weapons to Draugr
- Updated equipment loot rarity based on material type
- Added skill requirements to cure some diseases
- Added additional random diseases to creatures
- Added option to increase strength of diseases (off by default)
- Updated skill requirements for Dremora weapons
- Added ability for actors to flee when low on health
- Added ability for actors to ambush the PC when sleeping/waiting
- Added ability to summon male and female Dremora with new equipment
- Added option to kill Spriggans permanently by taking their Taproot
- Added option to kill Mummies permanently by taking their wrappings
- Added npc vampire health regeneration when not taking sun damage
- Updated Wisps (less health and slightly weaker spells)
- Added option to make Dremora friendly to Conjurers
- Added ability to configure player character confidence
- Updated npcs/creatures confidence
Version 3.5 (29/08/2013)
- Added 12 new rare creatures
- Added ability to find book parts on rare creatures
- Added ability to combine book parts to create rare spellbooks
- Improved creature spawns with other overhaul mods
- Updated npc health multiplier to be similar to player character
- Added ability to configure weapon damage
- Added ability to configure npc/player character's health settings
- Added ability to configure damage taken to armor and weapons
- Added ability to override equipment requirements through ini file
- Updated Giant Club to make opponents fly when used by a Giant
- Added option to configure flying distance for Giant Club
- Added small chance for a boss to spawn instead of a grunt
- Added option to only spawn Daedric equipment on Dremora
- Added option for stronger colored ambient dungeon light
- Added option for quest reward quality to be based on item material
- Disabled traps in containers owned by a faction
- Updated weapon skill requirement calculation
- Updated region map code
- Added ini file version check
- Added support for Curse of Hircine and TWMP (untested)
- Updated Orsimium Spellsword to better at using maces
Version 3.4 (07/08/2013)
- Added support for TGND female body
- Updated npc level scaling (including recalculating attributes)
- Added option for amount of actors in combat and AI processing
- Added option for slayer weapons to be more effective at higher levels
- Added Elven weapons and Mithril/Orcish armor as small treasures
- Disabled farm animal spawn on Odiil Farm until completing MS18
- Increased slayer weapon damage for bows
- Lowered Crab health from 120 to 95
Version 3.3 (11/07/2013)
- Increased Silver weapon damage to Undead, Vampires and Wisps
- Increased Dwarven weapon damage to Giants
- Increased Elven weapon damage to animals
- Increased Glass weapon damage to light armored npcs/creatures
- Increased Ebony weapon damage to heavy armored npcs/creatures
- Increased Daedric weapon damage to heavy armored npcs/creatures
- Increased Ayleid weapon damage to Daedra and Dremora
- Increased Chitin weapon damage to most actors (excluding heavy armor)
- Increased Dwemer weapon damage to locks (containers and doors)
- Updated npc level scaling
- Updated armor skill requirement calculation (improved compatibility)
- Increased undead spawn difficulty
- Increased strength of Bandits and Skeletons slightly
- Added option for colored ambient light in dungeons
- Added option for individual skill requirement system for staves
- Added option for regional npcs to be friendly to bandits/marauders
- Added option for enchanted arrows to drop on grunts
- Optimized textures
Version 3.2.2 (13/05/2013)
- Disabled traps in persistent containers
- Updated method to override npc level scaling
- Improved support for Oscuro's Oblivion Overhaul
- Added leveled and unleveled Bone Lords and Frost Giants
- Added Boss Wisps to remote areas
- Increased level of Minotaur Chieftains and Xivilia Lords
- Added Dremora Rank 6 and the ability to configure in ini file
- Changed Daedric Lord rank from 5 to 6
Version 3.2.1 (06/05/2013)
- Updated method to override npc level scaling
- Removed ranged attack spells from Dremora archers
- Removed non-playable shields from melee Dremora
- Added rare Morrowind ingredients to Morrowind faction members
- Added random gems as loot to Forest and Mountain Giants
Version 3.2 (02/05/2013)
- Added Daedric Lords
- Changed 25% of all Dremora to be female
- Added voice to female Dremora characters
- Added new Dremora and Daedric Lord armor
- Added open helmets for Dremora and Daedric Lord armor
- Added HGEC (C, E and H) and DMRA of Dremora and Daedric armor
- Changed default female body of Dremora to DMRA
- Added ability for Dremora to drop a random armor piece (original body)
- Updated Daedra leveled lists
- Updated how traps spawn in locked container
- Fixed issue with traps destroying items in container
- Updated trap messages
- Changed teddybears to house treasure
- Added option to disable teddybears
- Added map marker to Abandoned Outpost in Blackwood
- Added option for low ambient dungeon light
- Added Kvatch Guard/Soldier level scaling
- Updated cat sizes (smaller and different sizes)
- Added cat climbing out of combat
- Renamed Valenwood and Skyrim Giants to Forest and Mountain Giants
- Lowered Spider web attack speed
- Added water breathing ability to Mimics and Wisps
- Lowered size of regional npc spawns by 25%
- Fixed issue with some regional bosses fighting grunts
- Added Reanimate Spellbooks
- Improved Npc level scaling
Version 3.1 (04/04/2013)
- Added Xivilai Lords (leveled and unleveled)
- Added ability to disable creature level scaling
- Added ability to configure Dremora level scaling
- Added unleveled creatures for when level scaling is disabled
- Updated Daedra level scaling based on progression of main quest
- Updated npc level scaling based on difficulty level
- Updated Blackwood creature spawns
- Optimized item, creature, npc and leveled list level scaling
- Optimized textures
Version 3.0 (12/03/2013)
- Added ability to configure npc level scaling
- Added ability to summon burning skeletons and zombies in Oblivion
- Added HGEC (C, E and H) and DMRA versions of Silverlight armor
- Updated creature spawn difficulty based on distance to a city
- Updated chance to find treasure based on distance to a city
- Updated npc levels (Guards, Bandits, etc.)
- Updated skill requirement calculations for equipment
- Updated Kylius Lonavo to be friendly to npcs from other regions
- Updated Boss equipment
Version 2.9 (13/02/2013)
- Added Frost Giants near Skyrim (rare spawn)
- Added Bone Lords as high level skeletons
- 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 Summon Bear Spellbooks
- Added option to enable Liches to be friendly towards eachother
- Lowered Spellbook drop chance on npcs
- Updated health of some wisp types
- Updated poison potions on Valenwood Archers
- Disabled torches for Arena combatants and Uriel Septim
- Removed changes to Nirnroot script
- Fixed issue where non-evil npcs are pulled into combat
Version 2.8 (23/01/2013)
- Added 3 game difficulty settings (normal, advanced and expert)
- Added Cats to cities, villages and farms
- Added Dire Wolves and updated wolf sizes
- Added Gargoyles
- Replaced Spriggans by Gargoyles for mystical creature spawns
- Added HGEC (C, E and H) and DMRA versions of Ayleid armor
- Updated advanced creature leveled lists
- Updated beetles, spiders and wasps
Version 2.7 (07/01/2013)
- 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
- Updated Chitin armor prices
- Added more Ayleid clutter (with new icons) as small treasures
- Added lower quality items (Gems, Spellbooks, etc.) as small treasures
- Increased chance for small treasures
- Added sun damage to npc Vampires when outside during the day
- Updated Spider loot
- Updated npcs spawning in the Great Forest region
- Added option to change brightness of default torches
- Added ability to disarm traps in container when using key
- Added option to disable Zombie Brain drops
- Added support for Boots of the Crusader (boots affect all animals)
- Added support for Supreme Magicka (healing spells damage all undead)
Version 2.6 (23/12/2012)
- Added new armor and weapons to Morrowind faction
- Added Ayleid armor and weapons to small treasures in Ayleid ruins
- Changed Ayleid clutter to only be found in Ayleid ruins
- Added ability to take the brain of zombies to kill them permanently
- Increased speed for all Giant Spiders
- Added ranged web attack to mature Giant Spiders
- Added Goblin Miners
- Added small chance for a Morrowind grunt to spawn as a boss
- Updated loot for Guars, Beetles, Ghouls and Durzogs
- Updated chance to find random treasures based on lock on container
- Updated faction fighters to be evil (free to attack)
- Updated skeletons for all faction fighters
- Updated how traps, torches, Nirnroot and Mimics spawn
Version 2.5 (10/12/2012)
- Added 9 new factions fighting each other for territory
- Added roughly 400 new npcs as part of the new factions
- Updated Bandit, Marauder, Conjurer and Necromancer leveled lists
- Updated Goblin leveled lists
- Added option to change steal chance of Elsweyr Thieves
- Updated Boethia's chosen (higher level and better equipment)
- Added ability to find small treasures when traps have been disabled
- Added debug information for traps
Version 2.4 (26/11/2012)
- Changed Cursed Sludge, Tainted Sludge and Vile Sludge to Undead
- Added toggle for Blackwood house (does NOT work for older versions)
- Added little easter egg to Imperial Prison
- Fixed Toxic Trap issue
- Lowered intelligence of Valenwood Giants
- Updated Mummy leveled lists
Version 2.3 (23/11/2012)
- Added Mummies near Hammerfell region
- Added Ghouls near Morrowind region
- Added Elephants and Pahmars near Elsweyr region
- Added Mammoths, Giants and Frostbite Spiders near Skyrim region
- Added Giants, Wisps and Minotaurs near Valenwood region
- Added Wasps, Water Dragon plants and Ooze to Blackwood
- Added Black Ooze near Necromancers
- Added indoor and outdoor Beetles
- Lowered chance for locked containers to be trapped
- Replaced trap icons
- Added option to disable region borders
- Added options to change AI wander distances
Version 2.2 (13/11/2012)
- Added options for darker nights (default 50% darker)
- Added option for Nirnroot to respawn at 10% chance
- Optimized updating equipment leveled lists
- Added Spellbooks to more containers and npcs
- Updated Vultures
Version 2.1 (08/11/2012)
- Added Spellbooks as loot to learn spells
- Updated Mud Crabs to spawn different crabs based on their location
- Added Teddybears as random treasures
- Updated Blackwood and farm animal spawns
- Updated Climbing for npcs and creatures
Version 2.0 (31/10/2012)
- Added Guars
- Updated Spriggans to be more like Morrowind (uses original script)
- Added 39 statues as random treasures
- Updated npcs being aware of combat around them
- Updated climbing for creatures and npcs
Version 1.9 (27/10/2012)
- Added foxes and rabbits
- Added 19 colored Will-O-the-Wisp Torches as random treasures
- Updated climbing for creatures and npcs
Version 1.8 (24/10/2012)
- Added ability for creatures and npcs to climb/jump
- Added ability for player character to climb (off by default)
- Added option to change amount of npcs following through doors
- Added option for npcs to be aware of combat around them
- Added additional equipment to prepare chest for quest MS05
- Updated quest leveled lists
Version 1.7 (21/10/2012)
- Added ability to find random treasure in containers
- Added Ayleid clutter and Will-O-the-Wisp Torch as random treasure
- Updated Mud Crabs
- Updated weapon skill requirement calculation
- Added support for ini file to be located in ini folder
- Fixed light spell color issue
Version 1.6 (18/10/2012)
- Added ability to make dungeons darker
- Added torches to npcs in dungeons and found outdoors
- Added pdf readme
Version 1.5 (16/10/2012)
- Increased unpredictability of movement of npcs and creatures
- Added ability to change color of light spell (ini file)
- Changed traps to no longer be loot when disarmed
- Changed bash lock ability slightly
- Added support for the "take all" button when a container is trapped
- Lowered maximum traps on containers from 5 to 3
- Updated poison traps
Version 1.4 (10/10/2012)
- Added 16 traps (4 types and 4 difficulties)
- Added ability to disarm traps based on security skill
- Added option to disable traps (ini file)
- Updated Bats (lower intelligence)
- Lowered requirement to break locks through power attacking
- Updated armor skill requirement calculation
- Added support for mods increasing bow/arrow damage
Version 1.3 (03/10/2012)
- Added Mimics (fake chest creatures)
- Added many Spirits and Ephemerals (wisps)
- Added ability for smart creatures and npcs to notice traps going off
- Changed bashing locks on owned doors and containers to be a crime
- Updated Snow Bears, Snow Leopards and Dogs
- Added option to disable fast travel (ini file)
- Added option to change respawn time (ini file)
Version 1.2 (27/09/2012)
- Added ability to bash locks (power attack locks)
- Added traps to locked containers
- Added chance for traps to break items inside containers
- Added option to start with all map markers hidden
- Changed feign death to only work once on a creature/npc
- Added optional chance to fail feign death when in combat
- Improved support for other overhaul mods
- Improved creature leveled lists
Version 1.1 (24/09/2012)
- Lowered chance to find magic items
- Disabled unleveled items except for npc equipment
- Added many configuration options (through ini file)
- Added ability to configure through OBMM
Version 1.0 (21/09/2012)
- Initial release