12414 comments

  1. Maskar
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    Locked
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    Latest info

    9/12/2018
    Merry Christmas and a happy new year everyone!

    21/10/2018
    For whoever interested, laulajatar has released MOO themed loading screens, which can be downloaded here.

    20/10/2018
    As this has been asked a few times, in v4.9.3 MOO adds direct support for WAC through its ini files.

    You can either install WAC like normal, or use a blank esp and let MOO do everything. To use a blank esp do the following:
    - copy WAC's bsa and esm into the data folder;
    - create an empty esp called WAC.esp and also put it into the data folder (to load the resources);
    - activate both the esm and esp.

    19/10/2018
    I've uploaded a small update (v4.9.3) fixing a few outstanding issues and also includes some improvements. This update fixes an issue causing regional factions to spread faster through the map than intended. In this update the faction ratings scroll (in the player character's inventory) now also shows the strength of regional factions. This should make it easier to understand how regional factions work and help with providing feedback. You can disable this in the ini file.

    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
    Spoiler:  
    Show
  2. Nealus
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    Hey. I just finished copypasting the scripts to translate the mod, but now my menus seriously lag.
    I screwed up somewhere despite all the precautions, maybe you got a hint which type of function can result in that?
    Last time it was something with constant checking of the craft book, and now that script (mooinitcraftbookfunctionscript) looks fine. But every type of menu I open has got a good noticeable lag. Disappears when I uncheck MOO.
    1. Maskar
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      No idea. I could have a look if you upload the esp somewhere.
    2. Nealus
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      Here's the link:
      https://mega.nz/#!F9FHmATQ!xHy7taGO2JxBY1XB8D_hkmFS1fR-C1EK5Hm05GWAmFo

      Let's be smart and reduce the hypotheses' space.

      +What, if renamed, would be infinitely scanned for with high frequency and not found? For example, if I renamed the thing in one place but did not touch the script that actually looks for its original name.
      +Anyway looks like it's some kind of scanning script.
      +(not guaranteed) it might be connected with the menus.
      +Another guy who translated the mod supposedly independently (not sure) said he too received the same effect. If it's independent, then it means the thing isn't that trivial
      +We did not see the same effect in 491 translation, meaning... it's one of the newly introduced or edited scripts?
      I didn't touch any of the console debug messages.
    3. Maskar
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      It's the same thing as last time. Keep the following in these 2 scripts unchanged (or edit them properly):

      Spoiler:  
      Show
    4. Nealus
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      Really? Must have confused something. Sorry for bothering you.
      Thank you, you're a life saver. They also found a script I duplicated by accident.

      That's exactly the reason you shouldn't bother with automated translation. Not only will you have to export ALL the string from the scripts that are used as names, moreover, some languages are structurally different and require word re-positioning or adding some kind of morphemes.
    5. Nealus
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      Yep, that fixed it
  3. WalkerInShadows
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    I started using Message Logger, and I found this in the log. Doesn't look seriously important, but here you go anyway. :)

    2019/01/19 12:48:04 [0041B469] [WARNING]Magic Item (8517C148) Bandit Token Spell has no effects defined.
    2019/01/19 12:48:04 [0041B469] [WARNING]Magic Item (85321177) None has no effects defined.
    2019/01/19 12:48:04 [0041B469] [WARNING]Magic Item (855BF774) Unused spell has no effects defined.
    1. Maskar
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      Yeah, that''s intended. Thanks anyway.
    2. laulajatar
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      That reminds me, one time MessageLogger told me that a script (MOOInitNpcFunctionScript when i looked it up) had a divide by 0 error. The only divide I could found in there was if ( me.GetAV Health / me.GetMaxAV Health ) and I don't know if MaxHealth can be 0 for any creature. Maybe if an editor dead actor is placed somewhere?
  4. ZZZ02
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    Hey maskar another somewhat useless yet immersive idea: NPCS spawned by this mod could have linked followers if their job matches factions get along well.

    For example hunters and speechcraft related jobs ect have a high chance to spawn with an animal follower or two when the person is recruited the animal also takes up a base companion slot IE the calculation for hiring hsa plus 1 or 2 if they have animals and animals are treated as normal companions aftrewards. animals attached to an NPC affected by the same commands given to the master and cannot be controlled individually. NPCs may spawn in pairs or a party that does not split up (animals may be included) these will be much harder if not impossible to recruit and will always stick together so commands (stay ect) will be linked. If the leader is killed attached animals will be marked for cleanup upon cell reset people may choose a new leader or split up.
    Would also be nice for merchants if you plan on adding them in the future to do something similar like spawning with a pack mule/guar and possibly some bodyguards Heck perhaps having some enemies have organized groups instead of them all just doing their own thing.

    Animal tweaks: Extra aid, tamed creatures may do special things for example: Wolves some bounty boards will have a personal belonging of a culprit for bloodhounds you can have a wolf track it. they can only have one at a time when in a range a target or the dungeon they are in a small notification will appear and you can then direct them to chase them through the menu. Pigs: can occasionally find mushrooms and even truffles. Rats can find food for you perhaps even rare stuff. Cats can catch small things on occation yeilding items from birds and bugs. Goblins can fix weapons once a day and may yield ore shamans can recharge weapons by a leveled amount once a day.
    Kennels uses the vanilla dog pen build these and you can assign an animal that is following you to it. the animal can be released to sandbox around the cell through a new go home dialogue and will still be tame but set to unagressive and will not count in an active taming slot you can re-add them by activating them and saying lets go. you can also put food bowels and assign them to let animals wander to different cells. Basically a fancy way to swap out animal companions may be hard to figure out what to do for large beasts though...
    1. Maskar
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      Thanks for the suggestions. In a future update I plan on adding the ability to stable pets, which would make it possible to have more pets.
    2. ZZZ02
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      Your welcome that would be nice to see also any chance for improved better cities integration? By that I mean if Better cities is detected the leveled lists for enemies and various crafting menues will be updated with BC items as it has a TON of stuff and is very popular would be nice to see the stuff used by more people. Perhaps regional factions could carry the more niche stuff.

      Also the craft books any chance you could someday add the option to not have everything learned at once and have to find the recipies? I think having to find recipes that get added to your crafting books would be nice and would give you a reason to frequently visit the bookstores.
    3. Maskar
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      It's quite easy, but a bit time consuming, to add items from other mods to the crafting ini files. So yeah, I could add some BC stuff. Are there any specific items you would like to see added?

      I plan on adding crafting recipes you can find as loot and possibly quest rewards in a future update. They will probably come in different qualities, a bit like in other games, like world of warcraft, etc.
    4. ZZZ02
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      Sorry for the delayed response, hectic life. A lot of stuff is in Masydjuns shop in the bravil module though some duplicates are there. In fact most of the outfits/weapons are in that module. Also the IC module has a lot of clothes and jewerly and even some statues, toys, gold ect that would be nice to see in the world. The cities introduce new gems too perhaps they could be mixed in with ores whenever it makes sense. What I am really interested in is the massive amount of food resources that they all have, each city has regional food/drink and it would be great if these could be crafted with the fresh more difficult to make food lasting about a day or so.
    5. Maskar
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      I'll keep it in mind. Thanks.
    6. ZZZ02
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      I just had a new Idea and I was wondering if these would be possible: special abnormal statuses basically statuses that affect gameplay other than the stat drops ect

      Curse
      Basically some enemies like necromancers or wraiths have a chance to curse you which can lock equipment. Basically it is like the Dark cloud series can be cured with holy water that can be found in the world or a shrine. Some items are cursed and reveal their nature and become stuck when equipped only a temple shrine can remove them but the curse can be removed by crafting.
      Frenzy:
      when affected by frenzy you randomly launch attacks
      Calm:
      Can't attack and can only use self targeting spells
      Fear:
      Unable to stop running.
      Confuse:
      Scrambles movement.
      Blind:
      Greatly darkens your vision

      With the exception of Curse these stats should be relatively short as they would obviously be quite hazardous figured if possible it would be interesting to see.
    7. Maskar
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      Thanks again for the suggestions. Not sure yet on their implementation, as people don't normally like penalties, but stuff like a fear ability could be interesting (bit like world of warcraft).
    8. ZZZ02
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      True all penalties does sound harsh but one thing I wanted was for people other than the player to have access to mind altering spells. Perhaps things like this could balance it out
      Naturally cursed armor and weapons constantly recovers durability basically becoming near unbreakable.
      (not sure if this is possible in oblivion I have seen it in Skyrim) Emergency spells: a special scroll only spell that stores an effect as an ability. When your health drops past a certain point the spell is cast for free on you once. IE Summon blank or restore all ring of fire. only one effect can be stored at a time.
      Etheral: Total immunity but breaks once attacked like invisibility.
      Slow time: You can guess slows everything down a bit. I don't know of any vanilla or mod that uses this besides this one photo help mod (Which I can't use because that effect is hard bound to the arrow keys which I use for movement!)
      Taunt: good for escort quests causes aggressive enemies to be much more likely to target you over others. Could be a whistle effect. Tanky companions can use it too.
      Focus: Double your next spell power but increases cost.
      Healthy: adds a "weakness" to healing abilities basically making them stronger on you. Could be a cooked food specific effect.
      Rally should have some boost of some kind not sure what though...
      As I said before I would love for some way for the player to use diseases as a strategy against enemies perhaps a special arrow that can be shot at enemies to "collect" the diseases.
    9. Maskar
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      I'll keep your suggestions in mind. Thanks.
    10. ZZZ02
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      Okay I know I am probably getting annoying now but I got 2 more ideas.
      Notebook: A book that lets you copy and keep track of info from notice boards. Cast a spell while looking at a notice to copy the basic info into the notebook use the board to update info. I don't know about you but I do get quite forgetful. Perhaps add a section where you can make your own notes.
      Rune traps: Basically the magic version of traps it uses skill in a specific magic class to determine success of disarming. Can appear in unlocked containers to avoid possible overlap with regular traps. Does not destroy stuff in containers due to effects being more direct and has effects like summon enemies or damage equipment. rare effects like reduce healing even darken vision even a rare chance of a positive effect triggering. The effects can be copied into scrolls if you are holding paper. There are various scrolls for sale that let you disable runes up to a specific strength or any rune of a specific class.
    11. Maskar
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      Don't worry. Suggestions are always welcome. I've been thinking about adding some kind of notebook. Thanks.

      Btw there's a v5.0 suggestions forum. Might want to also post your suggestions there, for easier reference.
    12. ZZZ02
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      Okay I must have missed it because I don't look at subforums unless a modder specifically points to it in a sticky.

      When I get a chance I will make a compilation of my suggestions on that forum.

      PS is it possible to make enemies deploy traps? perhaps sneaky enemies can do this. Also the animal pairing should also have a low chance of dogs that pair with generic guards as it makes a lot of sense to have a hound or two on patrol. Perhaps they could wear special neckgear.
    13. Maskar
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      Skyrim Trappers have the resources to make traps and in a future update are supposed to place them too.
    14. ZZZ02
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      One more idea (have to leave soon so I will make it quick) Have companions and other MOO NPCS be able to spawn with appearance stuff from other mods Like hair and eye mods if detected.

      Also can you possibly add a way for at least some vanilla hair to always show like the mod Horns are Forever for skyrim? I play argonians and I hate loosing horns like that clipping be damned and I have yet to see a similar mod for Oblivion...
    15. Maskar
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      Should be possible to use hair and eyes from other mods. Have you got any mods in mind you would like to see supported?

      Not sure about some hair showing. It's possible to clone equipment and mess around with slots, but not sure it's worth wasting savegame space for it.
    16. ZZZ02
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      Well I use this mod primarly because it provides more eyes for one eye type races, adds the glow to curse of hircine, and I love it because it is simple. I always wished I could see more of the stuff eyes especially that actually fits the other esp only affects the dark brotherhood and vampires. https://www.nexusmods.com/oblivion/mods/3934
    17. Maskar
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      Thanks for the link. I'll keep it in mind for a future update.
  5. ritiyu
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    I prefer a deleved world. How good is the experience when disabling level scaling? Can I disable it on an existing save (I'm only lvl 1)

    edit : I use this mod in combination with OOO
    1. Maskar
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      It would make the game easier. You can do it on an existing game.
  6. gfdgetrwet
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    Hey quick question.
    Im using Oscuros and your mod. I just got my Sneak to 50, but daggers still have the x7 multiplier all blades have.
    Checked the MOO.ini and yes daggers should have the 8 times multiplier now. So I checked the compatibility.ini
    and saw that the melee and marksman multipliers are added. I then tried adding the dagger multipliers myself.

    set MOO.ini_mod_setting to sv_Construct "set MOO.ini_fPerkSneakAttackDaggerNoviceMult to 4"
    SetStage MOO 30
    set MOO.ini_mod_setting to sv_Construct "set MOO.ini_fPerkSneakAttackDaggerApprenticeMult to 6"
    SetStage MOO 30
    set MOO.ini_mod_setting to sv_Construct "set MOO.ini_fPerkSneakAttackDaggerJourneymanMult to 8"
    SetStage MOO 30
    set MOO.ini_mod_setting to sv_Construct "set MOO.ini_fPerkSneakAttackDaggerExpertMult to 10"
    SetStage MOO 30
    set MOO.ini_mod_setting to sv_Construct "set MOO.ini_fPerkSneakAttackDaggerMasterMult to 12"
    SetStage MOO 30

    This didnt solve anything and my dagger sneak with journeyman sneak still only hits for x7. Is there anyway to fix that?

    Thank you very much!
    1. Maskar
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      Upload your savegame somewhere so I can have a look.
  7. redkawa
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    Hi Maskar, I don't know if the mod is "feature complete" or if you have another one in the works, anyways I was wandering if it would be a mess to make a "no hero" option.
     
    The one thing I truly dislike in Oblivion is that everybody know you, the hero. That is so immersion breaking....
     
    I modded Skyrim so that I am a nobody and man it changes the game....
     
    I have no idea what I am asking, maybe it is a massive super complicated job, but if one day it would be doable,it would be pretty cool:-)
     
    EDIT: extra question...would a "young" creature grow to adult when tamed?
     
    I did a search but could not find the answer, I am reading through all the patchnotes (i am still at 2016) and am reading the whole forum looking for hidden infos, as I am at page 23 out of 1240, I figured I better ask if I wanna tame anything before I grow old:-)
    1. Maskar
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      This mod is nowhere near feature complete. Not sure on the hero thing though. Might be better in another mod possibly.

      Young creatures currently don't grow into adults. I might add something like that in a future update. It's certainly possible anyway.
    2. redkawa
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      Thanks for the reply, I'm looking forward to follow the development:-)
  8. farhanazami
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    hi, i set my ammo setting for arrows to be 100% chance collected after hit. but i noticed that astronach(flame,storm,ice) will not recovered my arrows back.is this intended or a bug? thank you
    1. Maskar
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      What setting have you changed to what?
    2. ZZZ02
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      Atronachs are solid so arrows don't stick to them and appear in their inventories they will instead be rolling on the floor somewhere this is 100% intended by bethesda.
    3. ZZZ02
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      Basically enemies that don't have "flesh" or a soft body IE ectoplasm don't collect arrows on their body (or at least they aren't supposed to)
    4. farhanazami
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      this setting under "ammo": set MOO.ini_IArrowInventoryChance to 100

      i see, so i guess it worked that way. thanks for the reply.
  9. GunnerofLife
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    Hello Maskar. I'm a bit confused on MOO's compatibility with Vanilla Combat Overhaul (w/ Migck's Miscellaneous fixes). On VCE's description page, it told us to manually disable some of MOO's conflicting settings. However, it seems like MOO's compatibility ini automatically turns off the conflicting settings if it detects VCE in my mod order. Am I safe to assume that the MOO compatibility ini will take care of the settings automatically and I won't have to change any settings myself?

    I've also heard of a problem when using both MOO and VCE together, although I'm not sure if it's true or not. Some people say that when using these two mods together, enemies will tank a lot of the player's hit, and yet they will kill the player in just a few hits. Is this true?

    Thanks.
    1. Maskar
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      The compatibility ini file automatically disables some of MOO's combat features.

      If the player character dies in just a few hits and enemies tank a lot, it would imply the enemy is much stronger than the player character. Like fighting a level 50 npc at level 1. Note however that npcs have higher health in MOO, to be more comparable in health to the player character at the same level. MOO compensates for that by doubling all combat damage (and increases weapon damage even more, with slayer damage, etc.). You could always set npc health back lower in the ini file, or lower the in-game difficulty slider.
  10. ritiyu
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    I have been following a modlist more or less built around MOO 4.9.2.

    The list author didn't update his custom .ini for 4.9.3.

    Can I download somewhere the old version, or is there an easy way to import the old .ini in the new version?

    Thank you!
    1. Nealus
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      You can use some advanced text editor with diff/compare and merge function (for example, VSCode with "diff" plugin). This way you can keep the changed settings and add all the new ones.
      But in my experience, MOO's defaults are pretty sensible.
    2. Maskar
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      v4.9.3 fixes an important issue. I don't recommend using v4.9.2 for that reason.
    3. ritiyu
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      Thank you, I'll try with vscode. I am learning to code a little, and was trying vscode and sublime just yesterday, neat.

      @Maskar: noted, I'll stay on 9.3. And thank you for this mod!
  11. Pyromaniacv2
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    I've been playing with this mod for the first time. There's a lot I like about it. New monsters (The mimics are awesome), NPCs, quest-boards in town. I was happy when I rescued my first kitty. I still haven't tamed any pets for myself yet, but I'm very interested in that feature as well. I do have one or two questions, though.

    First of all, does the experience get any easier as you level? I've been playing a mage / warrior hybrid (She's mostly a mage), and I'm having a TON of trouble taking on most enemies. If it's a group, you can just about forget about it. I usually drop a zombie summon and run for the hills. I'm only level 6, and I'm leveling pretty slowly because I wanted to optimize my stats, which I've never bothered with before. It's a fun but intense experience, but I'm hopeful that as I get higher level and raise up my skills, the experience will become more forgiving. Still, I feel like I don't have enough mana for the big spells and the spells I can afford to cast just aren't getting the job done. I'd like to do the starter quests for the Mage's guild to unlock spell-crafting, but the roads to the south are so dangerous. Most of the time, I have to rely on traveling guards and Imperials to save my hide. But sometimes, there's no help to be found. I was on my way to Leyawin when I could ambushed by a group of Argonians, and they pretty well murdered me. Which means I'm kinda stuck for the moment.

    So here's my question. Will my experience get easier with time as I level up? Am I doing something wrong? And, finally, are there any tips I could use to have an easier time of it? What settings, if any, should I adjust? I REALLY don't want to turn down the base game's difficulty, as I -always- have to resort to that in vanilla when I level wrong and the enemies simply outmatch me. But now I'm getting outmatched even with trying to maximize my stat gains.

    Any help would be appreciated. Seems to be a great mod, and I just need a little help adjusting to its difficulty, I guess.

    Edit: I have already adjusted the mod's difficulty in the ini from advanced to normal. That has helped, I think, though I don't really know. It still seems plenty hard.
    1. laulajatar
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      I don't really know if it gets much easier at higher level because I usually break my game before I manage to reach anything over 12 :D

      What I do when I am low level and want to go to another city: I hang around in front of the city until an adventurer with a high level (20 or so) passes by and then I follow him. Nothing like a lvl 20 summoner with Dremora summon to teach those bandits a lesson.

      I admit, I also lowered MOO.ini_spawn_roads because I don't like being ambushed all the time, especially since I never start in IC and need to travel early.
    2. Nealus
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      You are supposed to clear out dungeons that are closer to the cities in the beginning of the game
    3. Maskar
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      MOO difficulty is a lot tougher than vanilla. Remote areas and some more static content will be too difficult for lower level players, so you have to be careful there. Usually new players forget about some of the new features added by MOO, like bandages and slayer weapons, so you might want to look into that. Also, you might want to lower the in-game difficulty slightly until you can just about kill a bandit 1vs1 at level 1.
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