12004 comments

  1. Maskar
    Maskar
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    Latest info

    15/10/2018
    For whoever interested, the next update (v4.9.3) is finished and now in testing. It should be available for download friday -ish.

    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. grooveypenguinx
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    Hey Maskar! Long time user of your mod and wow has it come a long way since it's infancy lol. Just now digging into the crafting system as that's new since I last had a pc capable of breaking oblivion lol. I was wondering, I see my version is out of date and you're about to put out the next version (v4.9.3), will there be any issue updating? if it matters I'm using whatever build you had out august of last year.
    Thanks for your work man, I love that you still put time into this after all these years and I''m looking forward to v5.
  3. Sidewinder117
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    I try to put the MOO file into my oblivion data folder once ive copied it and it doesn't show up on my data files activatable .esp. Any help?
    1. Maskar
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      Try install it with OBMM.
    2. Sidewinder117
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      Yeah, OBMM still didn't help things out. its still having errors loading it, but i know my computer can handle it.
    3. Maskar
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      What are the errors?
    4. Sidewinder117
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      NMM just says it has a mod loading error for c:\Games\Nexus Mod Manager\Oblivion\Mods\Maskars Oblivion Overhaul 4_9_2-42780-1.7z and the mod manager also crashes when I try to enable the mod. I've installed it and it can enable up to 50% then crashes.
    5. Maskar
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      Don’t use NMM. It’s unable to load OBMM scripts properly. Try install a different mod and see if that works. Also, make sure it’s crashing and not just taking longer than expected.
    6. Sidewinder117
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      no its definately crashing. I got the script extender and some other minor mods. how do i install OBMM separately then?
    7. Sidewinder117
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      also when i try to install OBMM separately it says i dont have the correct permission even though im set to admin and that it could not complete the extraction
    8. Maskar
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      I don't understand your question. However, make sure you install oblivion in the correct location, so it doesn't mess around with permissions.
  4. Revenant666
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    First, I really want to thank you for this mod. I am playing it now a and it is amazing what you achieved. Especially when using scripts. It also amazing how you help with questions here.

    Now, I need some advice.

    First:
    I want generic NPC´s to have more armour pieces. Basic Bandits, for example, are guaranteed to have a cuirass and boots with small possiblity to have gauntlets and greaves and they never have helmets. Thats in vanilla Oblivion. If I need to change this, I just add levelled lists to generic NPC inventory, like possibility to have random levelled helmet and so on.
    By checking your mod, I understand you use scripts to both raise level of NPC´s and also to add equipment differently.
    What should I do, If I for example want that every generic bandit has possibility to have random levelled helmet, but according to your system.
    1. Maskar
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      You do exactly the same with MOO. Add something like LL0NPCArmorLightHelmet50 to the bandits.
  5. marob307
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    incompatibility with rathunas : spawn point problem, i think is one of hammerfell, but i don't know yet which one. spriganns spawn in the town.
    1. Maskar
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      If you know the coordinates, that would help.
  6. Revenant666
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    Hi. I want to play your mod with Alternative start by Robert Evrae. But it looks like the needed scripts do not start (They probably start in Imperial Jail on normal start). 'Is it possible to start your mod by any other means?
    1. Maskar
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      What do you mean with the needed scripts not starting?
    2. Revenant666
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      I installed MMO with Oblivion mod manager. Then I checked MMO.esp. Its the last esp. But there are no MMO features in my game at all, when I start it using alternative start. I do not have many other mods. Only Darn UI, Oblivion XP and unofficial patches beside alternative start and MMO. As your mod is based on scrips mainly, I think they just did not start when I did not go throught Imperial prison part of the main ques...
    3. Maskar
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      Have you tried disabling the alternative start mod?
    4. laulajatar
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      What features are you even looking for? And where? Depending on your ini settings, it might not be too obvious that MOO is running.
    5. Revenant666
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      I started in Anvil and I was looking for notice board. Also, there should be disabled markers for fast travel and they are not disabled. I did not have much time for tests though. More info once I get to my pc.
    6. Revenant666
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      So, If I disable Alternative Start, your mod runs just fine. Shalks in prison, new equipment, feign death as spell, darker dungeons, new monsters and so on...
    7. Maskar
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      I'll have a look if there are any conflicts.
    8. laulajatar
      laulajatar
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      For what it's worth, yesterday I quickly threw that alternative start arrive by ship mod onto my load order (60+ mods) and tried starting a new game, I had no problems. The first thing I saw from Anvil docks was a MOO adventurer and notice board. So if there is a conflict, there is probably something else going on as well. It might sound obvious, but when it didn't work, are you sure you started the game with OBSE?
      Unrelated to if there is a conflict to be found, if you're not totally set on having the options to select profession/wealth, you could try this alternative beginnings mod which definitely works fine with MOO. It also has an "arrived by ship" option.
    9. Maskar
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      Yeah, same for me. Working fine.
    10. Revenant666
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      So, final solution to my issues. Maskars OO should be the first .esp in esp lists. Then it works just fine. Thank you for your effort and help.
    11. Nealus
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      Alternative beginnings has always worked fine for me with MOO
  7. FragmentaryHorcrux
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    Hi Maskar, I am wondering if it would be possible to make it optional to have the new weapons and armor show up (at least the ones not tied to invasion enemies and creatures) or if you could somehow use an ini file to set replacement meshes for these items.
    1. Maskar
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      You should then disable whatever “contains” these items.
    2. FragmentaryHorcrux
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      I was meaning more the things that show up in loot chests (specifically some of the weapons and armor--like the Nexon and Pegasus stuff). Is there an option to disable changes to chest? I went through the ini but maybe I'm misreading one of the entries? If I just delete these items I don't want from the MOO file (just some of the weapons and armor) would they cause any issues? Do the lost item quests read the name of the item or are they hard-linked to the ID (like if I replaced the Pegasus weapons with a differently-named weapon in the esp would the quest still call the item by the old name or the new name?)
    3. Synelor
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      Maskar, why are you so opposed to allowing users to disable the equipment you added in this mod? You give us an incredible amount of customizable ini options, yet in regards to weapons and armor it's either take it or leave it. Many of us find some of your added items very out of place. I don't see how disabling the creatures that add said items is a fix for the problem.
    4. Maskar
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      @FragmentaryHorcrux
      I think the nexon stuff is only added to named bosses. The pegasus equipment only comes as lost items, which are indeed in containers. You can disable those by disabling the notice board quests. It's possible to remove them from their lists too, but you should replace it with something else, or else there might not be any items to find.

      @Synelor
      Who says I'm opposed to allowing users to disable equipment? You can disable some items by setting MOO.ini_add_commonitems to 0. However, some items would make more sense to disable their container, like those items found on Bone Lords. Even the creature itself is wearing it.

      Although it might sound obvious, but my time to work on MOO isn't unlimited. Making all equipment able to be disabled individually and add replacement items for those is very time consuming and has less priority than many other features I still plan on adding. If there are some important items that require disabling (you mention items being out of place) you could make some specific suggestions and I'll have a look for a future update.
    5. FragmentaryHorcrux
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      @Maskar
      Thanks for responding and clarifying!
  8. LoneWolf84
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    In response to post #64313321.


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    Not without additional mods. Backpacks are considered amulets and you can normally only wear 1 amulet at a time.
     


    Aight, thanks Maskar
  9. LoneWolf84
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    Hey, sorry if this has already been answered before, but I wanted ask if there's a way you can have a backpack and an amulet on at the same time. I'm talking about the backpacks with the feather effect.
    1. Maskar
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      Not without additional mods. Backpacks are considered amulets and you can normally only wear 1 amulet at a time.
  10. marob307
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    could your travelers port armors or clothes from other mods like ooo, francesco or wac ?
    1. Maskar
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      I could add an ini file which could be used to add equipment of other mods to adventurers.
    2. marob307
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      YES, why not all your non bandit generated mobbs ? his sad to just see vanilla stuff. Also, don't forget OOO addons.7

      *** real swords from wac will fit very well to your bandits and gobelins also.

      also does your trvaelers go dynamicly in inns or dungeon, even modded ?
    3. ZZZ02
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      ^THIS please make this a feature it is so sad to see NPCS unable to use new equipment from mobs without a direct override of LLs
    4. Maskar
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      Alright. I've added some WAC equipment (mostly armor) to adventurers and wanted npcs for the next update.

      Adventurers randomly travel between vanilla dungeons and inns, etc.
    5. marob307
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      did you had added merchants also and healers ? will good to see a kind of crownded road integration. we can configure with ini.

      MOO is great by the way
    6. Maskar
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      No not yet, although adventurers and some imperial recruits can heal if they like you enough. Also, merchant travelers are planned to be part of a much bigger thing in a future update.
  11. marob307
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    doies moo affect SI?
    1. Maskar
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      Yeah, but not as much.
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