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  1. Maskar
    Maskar
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    Latest info

    10/8/2018
    I'll be uploading a quick update (v4.9.3) in the next couple of days fixing a few outstanding issues.

    Known issues

    15/6/2018
    Other than some minor compatibility issues I'm not aware of any outstanding issues. When reporting any issues please provide enough information for me to recreate it. This is especially important for compatibility issues.

    What's next?

    15/6/2018
    I'm currently working on the next major update (v5.0). This update will completely replace the current level scaling system, moving away from being leveled (unrealistic) or static (boring) and towards being 100% dynamic.

    Looking for help

    15/6/2015
    Currently no specific help is needed. However, feel free to make suggestions how to further improve this mod. Thanks.

    FAQ
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  2. HeroOfChaos92
    HeroOfChaos92
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    Hey Maskar!

    I'm about to play through Oblivion again for the first time since 2006-2008. Something I haven't really had the time to do since I bought it again on Steam until now. I have a general grasp of some things your mod changes from what I've read, but I was hoping you could help clear up a few things I'm unsure about.

    1.) Does this mod buff artifacts and/or delevel quest rewards?

    2.) Will friendly NPCs and Guild members have abilities and equipment fitting their station? This was something I was a little concerned about since your mod does make enemies more challenging overall. I'd hate to see those Fighter's Guild members get stomped by Gobs after getting their weapon shipment. Lol.

    Thanks man. Your mod looks amazing!
    1. JeRize
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      I don't think this game buffs artifacts but it does give you an oppertunity to upgrade quest rewards.
      NPC's are scalled, but you should read the readme for more information about it.
  3. Phut
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    I love how the developer of this mod still respond after all these years, Great mod !
  4. dearlyblvd
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    In response to post #62607756.


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    Sounds like something is not working as intended. I'll have a look at uploading a quick update fixing this and some other issues. In the meantime set MOO.ini_npc_invasion_kill_strength to 0.
     


    That worked! Now, all factioner kills are lowering the strength of their faction by 1 point each. In the meantime, I'll lower the invasion speed to 10-25% while I wait for the patch.
    By the way, since you are going to release a few more fixes, I would like to say that I can seen to adjust the light brightness for normal and special torches, but I can't find an .ini setting to change the brightness for standard lanterns. I was thinking this could be a "by design choice", but since torches are way more common, I'm not sure.
    Anyway, I just want to thank you for the help! I'm greatly enjoying your mod.
    1. Maskar
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      I haven't added the ability to configure the brightness of lanterns yet, but I could for the next update.
  5. laulajatar
    laulajatar
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    Hi Maskar,

    I can't figure out how to repair my companion's gear.
    (Normal companion adventurer, no weird experiments.)
    I have repair hammers, he has repair hammers, I have armorer 25, he has armorer 44 (pretty sure its major) and keeps buying repair hammers but doesn't seem to use them (not 100% sure here).
    I get the dialogue option as soon as some of his gear needs repairing, but when I click it, nothing happens.
    I tried it with MOO.ini_companion_showitems_equipped set to 1 or 0.

    I tried it on a new save with only interface mods, uop and alternative start, too.
    Am I doing something wrong?
    1. Maskar
      Maskar
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      If you upload your savegame somewhere I could have a look.
    2. laulajatar
      laulajatar
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      Link removed.

      Edit: Oh by the six, too much reddit. Fixed link.
    3. Maskar
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      The companion is a scout, which doesn't have armorer as major skill. However, there was an issue with the repair function, which is now fixed for the next update.
  6. Rikiaz
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    I’ve noticed a small issue of some items being slightly wrong. The Plaugebringer Hood has the icon for the robe, also the Hood of the Lich does not match the robe. The hood appears to be the same as the Plaguebringer’s Hood and the robe appears to be the King of Worms’ Robe. I’ll keep an eye out for any more things like this and will notify you if I find more.
    1. Maskar
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      The plaugebringer hood intentionally uses the robe icon as there wasn't a hood icon in the original mod. I've however made one for the next update. I've also updated the lich equipment.
    2. Rikiaz
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      Ah ok. Thanks for the response.
  7. dearlyblvd
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    Maskar,
    I have found out by accident that whenever I kill a factioner, the debug mode shows that the strength for that particular faction has increased instead of decreasing. So, if I kill 9 grunts and 1 boss (total +21) of the Hammerfell faction in the Great Forest, the debug mode will turn "1:0 2:35 3:0 4:0 5:0 6:0 7:0" into "1:0 2:56 3:0 4:0 5:0 6:0 7:0" instead of "2:14". Meanwhile, the faction scroll shows the proper ratings: 0 for Hammerfell, +21 for the other ones, since I had 0 points with all factions (except the Imperial Legion).
    I have uploaded a video of this behavior here (Sorry for the terrible FPS). Anyway, there you can clearly see that every kill raises the strength number for invaders in that region: the 1st kill raises the 35 "remaining invaders of type 2" to 37. Unfortunately, I forgot to record the before & after changes for the scroll, which seems to be working fine, but here is a link for a screenshot.
    Setting the difficulty to different levels didn't help either. In Nightmare, I killed a Skyrim factioner and the debug mode increased "3:100" to "3:102" for that specific region, while the scroll was showing the right rating.
    Do you have any idea of what is going on here? And should I trust the scroll ratings or the debug mode?
     
    EDIT: To my surprise, even changing "MOO.ini_npc_invasion_speed" to 0 still results in the faction gaining strength whenever it's factioner is killed
    1. Maskar
      Maskar
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      Sounds like something is not working as intended. I'll have a look at uploading a quick update fixing this and some other issues. In the meantime set MOO.ini_npc_invasion_kill_strength to 0.
  8. dearlyblvd
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    Maskar,
    I came to find out that the current cost for bandages is kinda unbalanced at the moment. You can go to a store, buy cloth (normal or folded) for 2-4 gold pieces, cut into dozens of bandages, find an apprentice shopkeeper, and sell each bandage piece for 3 gold pieces, thus allowing you to make a small fortune in no time. Besides that, cloth is pretty common to find in normal containers.
    In my opinion, since the item is already too good (it allows you to have an extra source of healing), the return on investment should be close to zero.
    1. Maskar
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      When you start the game you probably pay 4 gold for cloth and sell it for 30 gold. It doesn't seem game breaking, but I'll have a look.
  9. Saldron613
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    I have a question about settings such as this:

    "; By default casting Summon Skeleton (all types) will summon a Skeleton based
    ; on the player character's location.
    ; Suggested options: 0, (1) -> off, (on)"

    What stats will the new skeletons (or zombies, deadroth, etc.) have?
    If use a magic mod which modifies the stats of these summons, say, the normal novice skeleton spell (making it stronger, for example; or weaker), will the MOO versions still have vanilla stats or would they be "updated" as well?
    1. Maskar
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      They will have the stats as determined by MOO. Summoning a daedroth, could result in summoning a normal, ravenous or rare daedroth. The normal one has stats much like vanilla, while the other 2 are much stronger. Skeletons summoned in oblivion will have additional fire resist and are on fire.
    2. Saldron613
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      Thanks.

      Is there a way for disabling spell thomes from merchants (or from the game in general)? If not, it could be another option for next versions.
      I use Enhanced Economy to make spells a lot more expensive, but the thomes remain much cheaper.
    3. Maskar
      Maskar
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      Are you talking about spellbooks? If so, set MOO.ini_add_spellbook to 0. They're not normally available on merchants though, except as a rare-ish find. So, in theory a lower price should be a good thing, as you can't sell them for as much.
    4. Saldron613
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      Ah, yes. Thanks, I found it now in the ini file.
  10. Dhamon
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    The ini states:
    ; By default weapons do an additional x% base damage to certain npcs and/or
    ; creatures, based on the material of the weapon (like silver to undead).
    ; These settings can be disabled by setting MOO.ini_update_loot to 0.
    ; Suggested options: any value between 0 and 200

    does this means that in a OOO/FCOM install, the new weapons and loot, and the additional damage to certain creatures, is not available?
    (Since ini_update_loot is disabled as compatibility for OOO/FCOM)
    What exactly is disabled by ini_update_loot =0?

    Also, in a FCOM install, should I use the MMM plugin "More wilderness spawn" or this mod will add already enough spawnpoints?
    1. Maskar
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      For some reason the uploaded ini file included that text in the wrong place. Just ignore it.

      MOO adds actor events (also outside the borders), which could be increased to excessive amounts in the ini file. So, the MMM plugin shouldn't be necessary.
  11. laulajatar
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    Hi Maskar,

    I think I found Schrödinger's cat :D If you carry a pet in a carrier and have whistle teleport enabled, that pet appears, too, after whistling. The carrier will still say it is inside (and release it like normal).
    1. Maskar
      Maskar
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      I'll have a look at disabling whistling for creatures in pet carriers in the next update.
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