Oblivion

v5.0 Suggestions (384 comments)

  1. Maskar
    Maskar
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    This forum is for suggesting new and improved features for future releases. Please post anything else (bugs, support, etc.) on the main forum. Thanks.
  2. Minghas
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    A great area of the game that seldom gets touched is diseases. MOO could revamp them to make them actually matter, instead of being mild inconveniences most players don't even notice they contracted. Having them hit with harsher penalties (or even death) would be great, similarly to how diseases were tiered in Morrowind.

    Noticed MOO does edit diseases, but it's really cumbersome. Wonder if it could use a modernized version of Vector instead.
  3. GalenKnight56
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    Is it possible you can add an option in the ini file to disable the possibility of container traps destroying any items if they are not disarmed successfully?

    Edit: Could you also add to the Whistle functionality by making it so that casting Whistle again tells all companions and followers to wait until you Whistle again? That's how the Horse Whistle works in Simple Horse Utilities mod.
  4. Yinsolaya
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    Hi there, Maskar! Don't suppose in the next big update if you haven't considered this request yet make a BAIN installer version for decent starter customization for Wrye Bash users?
    I know there is a BAIN installer addon currently(https://www.nexusmods.com/oblivion/mods/50106) but according to the author, it may have issues if your mod were to be updated, plus it would just be more convenient.
    1. starlessmao81ac
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      As of now the bain installer addon works great, and I won't expect a moo update in the near future..
  5. Starbound721
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    Really awesome mod, you have done a wonderful job on this. I have so many ideas but three that would be really enhancing are a hardcore less loot option where way less loot is on bodies and in containers, sort of a MOO hardcore mode. Also something like trade and commerce and enhanced economy, not sure if it compatible but something that makes mercantile/trading/selling/etc a more interactive part of Cyrodil. One gripe I have with Beth games is hauling goods to vendors becomes tedious and repetitive even in a single play through let alone many plays. Third some kind of item that creates a beacon for spawning enemies to converge on, like some sort of wave defense where there is a Deadric invasion on Battlehorn, FrostCrag  or other set locations to really make certain locations have the feel of being unsafe/in need of protection from the Deadric hordes of Oblivion. Just a few ideas Ive had, your mod really makes me think what could be after playing Oblivion vanilla upon release and playing it now with MOO and other mods...
  6. psychotrip
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    Can we get a version with no spiders? Those little buggers creep me out real bad XD

    Edit: Nvm I think I found an ini option to turn them off! This mod rocks. Thanks!
  7. AAAZZZzzzaaa
    AAAZZZzzzaaa
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    If you're going to add the Curse of Hircine as compatibility you should be aware it becomes incredibly OP very quickly and will seriously mess with the nice balancing you have created. It would be better if you made your own werewolf system if you are to implement werewolves infecting the player.

    Also If werewolves are going to be a thing eventually, vampires definitely need their own Maskar rework alongside it in the newest update. 
  8. Dalkill
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    I would add a realistic travel system for those of us that don't like to use fast travel. I know there are ways to do so, but I have so many mods installed that I think none of the methods I use are from MOO. If I'm wrong, my apologies, and if I'm not, adding something similar to Cyrodiil Travel Services would be great!
  9. Thyphany
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    Hello Maskar,

    have you ever thought about giving more significance to Personality in some form? As it stands, it's still quite a useless attribute.
    I thought a good place to give it some meaning might be the companion recruitment system, but aside from that I don't really have any good concrete ideas. As far as I remember the level gap between the player and NPC plays a big role in whether they agree to join or not, so maybe something like the calculated level gap being reduced by 0,5 to 1,5 for every 5 points of base personality above 40 would make sense. (I don't know what numbers or mathematical function would best work, especially with Ultimate Leveling's attribute scrolls considered)
    In that way, personality gets the aspect of not being able to do things as well yourself, since you invest in personality instead of your other traits, but instead being better at getting other stronger people to do and help you with what you need. From both a realism and gameplay perspective, it would make sense. It doesn't take anything away from those that don't have personality (except if it's below 40), it only adds to those who do invest in it.
    In that way, the likable person can also rally more companions overall around them, and has greatly increased chances of aligning himself with a hero early on, making personality somewhat of a playstyle and giving way more reasoning to bard- and knight-type classes as opposed to pure warriors.
  10. Samura1Jugg
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    I hope, you can make a scythe as a convertable item. It's really sad I can't use scythe as a weapon, whereas I can use shovel or hoe
    1. Thyphany
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      I believe there's some sort of blunt weapon type Scythe dropped by a Wraith type enemy that you can find in for example outposts. Not 100% sure if it was from MOO though.
  11. kallekukhuve
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    When you clear a dungeon, it would be cool if the spawn points are changed so when the dungeon has respawned it is another dungeon.
    For example, you clear a monster dungeon, and three days later (standard respawn) you go back and now it has conjurers, or bandits