19167 comments

  1. Maskar
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    Latest info

    2/5/2025
    I plan on releasing an improved version of this mod for Oblivion Remastered as soon as OBSE64 allows this.

    19/10/2024
    HautdenLukas posted in a message below a "Fully updated Maskar's Oblivion Overhaul - Meshes.bsa", which should include more optimized meshes for improved performance. I have not check these meshes and they could cause crashes. Make sure to revert back to the original bsa before reporting issues.

    1/3/2023
    I'm currently adding werewolves to MOO and therefore am looking into adding support for werewolf mods. In specific those that can infect the player character. So far I've added support for Curse Of Hircine and Werewolf The Awakening. Please let me know if any other werewolf mods should be added. Thanks.

    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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    q1: What is OBSE and where do you get it?
    a1: OBSE is a modder's resource that expands the scripting capabilities of Oblivion and can be downloaded here.

    q2: How do you make OBSE work with steam?
    a2: (1) Download the working loader; (2) Make a backup of the original Oblivion Launcher, then rename THE DOWNLOADED OBSE LOADER to OblivionLauncher.exe; (3) Launch the game normally through Steam.

    q3: How do you make OBSE work with GOG?
    a3: Download the loader here.

    q4: Is MOO compatible with other mods (OOO, MMM, Frans, Better Cities, Open Cities Reborn, etc.)?
    a4: Yes.

    q5: How do you disable skill requirements for equipment?
    a5: In the ini file, set MOO.ini_ability_equipment to 0.

    q6: How do you disable creature xyz?
    a6: In the ini file, under actor settings, set MOO.ini_add_xyz to 0.

    q7: How do you make morag tong assassin encounters easier/less frequest?
    a7: In the ini file, search for "moragtong".

    q8: When will the next update be released?
    a8: Soon (tm).
  2. Uglulyx
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    Do mods that alter/add dungeons conflict with the quests added by this mod?

    Mainly are the chests placed by this mod (The needs a key or chests containing merchant quest items) placed in a way that changes to dungeon layout or decoration would bury them? Or will the needs a key chests spawn in mod added dungeons?
    1. Maskar
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      MOO makes changes dynamically, so no conflicts. The needs a key chests are the original chests.
    2. Uglulyx
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      Thanks for the reply. What about the dynamic dungeon extensions? 
  3. KillerHell
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    Hi, I have noticed that the Goblins, for some reason, fight eachother. It doesn't matter what Goblin it is, they just fight all to eachother, this is even on non-Clan named variants.

    Lots of Goblin Miners appear dead, killed by Warlord, who also got killed by other Warlords...

    What could be the cause of this?
    1. Maskar
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      Probably another mod somehow. You could check their factions.
    2. KillerHell
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      How can I do that?
    3. Maskar
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      Could use something like FormID Finder.
    4. KillerHell
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      Okay, I've looked at it and the action appears as nothing but "Hidden" or so, with the numbers being lots of 0s until 13, here's some pictures:

      https://imgur.com/a/fuzu7wy

      I really would love to fix this bug, but I just have no idea how.
      If you need my modlist, I can upload it, but not sure how, will pictures from my Wrye Bash be enough?
    5. Maskar
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      13 is creaturefaction. The creaturefaction has 100 reaction to creaturefaction, so should never fight each other. You could placeatme the goblins into the game. Like in select the goblin in the console, type "getbaseobject", then player.placeatme that baseobject twice.
    6. KillerHell
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      Well, I did as you said, I typed "player.placeatme c01ed4de" twice, it spawned two Goblin Warlords, they were fighting eachother.
    7. Maskar
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      That could imply a mod changed the faction reactions for creaturefaction. You could use TES4Edit and check that.
    8. KillerHell
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      Hey Maskar, I loaded a much, much earlier save and spawned that same goblin, more than 10 times, not a single one of them was fighting one another, all were after some extra-hammy Wes Johnson meat.

      I should have mentioned, I used to use the "Faction Relations" mod, but I removed it 5 days ago because I thought it made the Ogres fight eachother, and I was right about it.

      However, even after removing it, the creatures, including Goblins, still seem to fight eachother? I already rebuild my Bashed Patch to make sure "Faction Relations" is removed.
      It makes no sense.

      I tried TES4Edit, no conflicts whatsoever, at least not with 13 (Creature) itself.
    9. Maskar
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      Sounds like the faction reaction was saved into your savegame. You could use setfactionreaction to change that back.
    10. KillerHell
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      Maskar, thanks a lot, that was very helpful!

      I did "SetFactionReaction 13 13 100" in the console, the Goblins don't fight eachother anymore, finally.

      And yes, I also thought about that, that somehow Faction Relations got baked into my save, now that's annoying. I just wonder how bad it's gonna be, since it's not only the Creatures that have the change.

      For now, it seems to be going well, so again, thanks a lot! Your Overhaul mod is a lot more enjoyable than I expected it to be!

      On another note, do you know if there's a way I can make a "batch" that restore all Faction relations to vanilla ones?
    11. Maskar
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      Might be easiest to check the faction relations mod and see what exactly it made for changes. Then change that back.
  4. KillerHell
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    I was wondering, is there any conflict in using these mods with MOO?
    Leveled List Fixes - Goons Without Glass
    Balanced Creature Stats - Fixed Level Scaling
    Balanced NPC Level Cap
    Faction Relations (Currently not available, the author is the same as Leveled List Fixes)
    1. Maskar
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      Shouldn't be necessary to remove glass from npcs as MOO does that already. The others will probably work somewhat, but best to skip in the next update (v5.0).
    2. KillerHell
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      Actually, "Leveled List Fixes" does more than just remove glass, check the page for some nice info about, but I'll also give you a short list:
      Daedric Equipment completely removed and only obtainable from the Daedra (like the Dremoras) and the containers in Oblivion Gates.
      Conjurers may have different outfits.
      Archers may use a Shortsword instead of Dagger.
      Re-adds the removed beta Leather Armour (which I personally dislike, it fits the Arena better)
      Re-adds Leather Bracers and Clubs, rare though.

      I like a lot of these additions, not sure if MOO does something similar, does it?
    3. Maskar
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      Yeah, I figured it would do more than remove glass items, but MOO already updates equipment like that, so would not be needed.
  5. ALEKSSANDROS
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    Maskar, its there a way to find NPCs created for MOO? I just have their names but no their refID... Im searching one by one using PRID (one day lost already T_T)

    https://staticdelivery.nexusmods.com/mods/101/images/42780-0-1490533561.png

    affects the fact of the amount of followers added by .INI?

    By the way
    There is a posibility you create for OBRe a MOD for adding ramdon adventures to the world like MMO? (commands not needed)

    You see, at the moment there are 3 MODs that let u recruit as follower any NPC in the game BUT there arent MODs that add NPCs... I refuse to recruiting ugly beggars (xD)
    1. Maskar
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      By default MOO creates 10 adventurers, which you can recruit as companions. Are you looking for the companions? If so, have you tried a magnifying glass?

      I probably add adventures/companions to Oblivion remastered somewhere in the future, depending on OBSE64 development.
    2. ALEKSSANDROS
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      The names are from a old save (image from MOO) and I dont have them actually as follower, magnifying glass can find any NPC even if ther arent follower?

      set MOO.ini_adventurer_max to 150 this is my actually adventurers number

      When I take that picture I was experimenting with mounts from 150 to 500 (I cant remember, was years ago)
    3. Maskar
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      Adventurers are stored in the MOO.adventurers array. You could edit the MOOTestingFunctionScript script, by adding: "ar_dump MOO.adventurers". This would print all adventurers to the console. Probably want to use conscribe if you have a lot of adventurers.
    4. ALEKSSANDROS
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      MOO.adventurers array
      Where is it? Do I need some editor?
      You could edit the MOOTestingFunctionScript script, by adding: "ar_dump MOO.adventurers"
      How? Where?
      This would print all adventurers to the console
      Which what command?
      Probably want to use conscribe if you have a lot of adventurers.
      What is conscribe?

      SORRY to ask to much!
    5. Maskar
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      You would need to use the construction set to edit the MOOTestingFunctionScript script. Sounds like you're not used to using the editor, so might not be an option.
    6. ALEKSSANDROS
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      u r ultra right xD
    7. ALEKSSANDROS
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      I see MOO create a new bunch of adventurers every time u exit tutorial with different refID and names :( (even starting with the same save in imperial prison)
    8. Maskar
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      When MOO is initialized it creates new adventurers (and everything else). This will be different for every game.
  6. DaedrosV
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    Love this mod. Especially the additions clearly inspired by Ultima Online (been playing UO since it's Beta).
    Gotta wonder though, why you never made a mod like this for TES V: Skyrim?
    1. Maskar
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      As modding doesn't pay anything and I only have limited spare time I mod what game I like to mod best, which is Oblivion. I do own 3 Skyrim versions, but never really got into it.
  7. thething27
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    Loving the mod so far, but man those invading NPC become so strong if you ignore them and fast travel often. They will kill me with a couple of hits when regular goblins would take them forever.
    1. Maskar
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      The next update makes some changes to npc invasions, making it overall a bit slower (depending on MOO difficulty) and less deadly at the earlier part of the game.
    2. thething27
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      No worries, first time using this mod like a noob, wanted to give oblivion another try since remastered is everywhere lol
  8. PegasusKoga
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    Thank you for at least considering a version of your overhaul made for Oblivion Remastered specifically.
    1. Maskar
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      As long as OBSE64 allows it, It's pretty much decided that a remastered version will be released. It would include the new dynamic level scaling system, which will first be available in MOO v5.0. I however think the remastered version will be modular, where stuff (like creatures for creature invasions) is added indirectly, through other mods, rather than added directly to MOO.
    2. PegasusKoga
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      Groovy, i'll be sure to check the Nexus from time to time.
    3. Schiffy94
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      Would you be bringing back Ultimate Leveling for remastered or just have some updated system in MOOv5? Always did enjoy finding those horseshoes.

      But anyway. Whatever you end up doing, Maskar, take your time. MOO is still an amazing mod for classic Oblivion. I'd rather see a remaster done well than fast.
    4. Maskar
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      It would probably require something like MenuQue, which might not happen any time soon. I'm considering first releasing a new BPN version. I rewrote it some time ago with new and improved features.
    5. Az125
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      just what i was hoping to hear, and thanks for your work, MOO's been a core part of oblivion for me for years now
    6. RacerPlume
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      Came here just to see if a Remastered version was being considered, because I really don't know if I can play Remastered without MOO. Great news!
    7. demonslayer2
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      I was thinking of doing a playthrough with this mod, Am I better off waiting until 5.0 is finished? I'm assuming I cannot update it mid game.
    8. Maskar
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      Level scaling in v5.0 is very different. In the current version a lot of stuff is somewhat leveled, while this is no longer true in v5.0. It should be possible to upgrade to v5.0 mid-game, but might be better to start a new game. v5.0 is expected to be released somewhere in June, so you would have to decide to wait or not.

      BTW it's still possible to configure MOO v5.0 to have leveled npcs, creatures, locks, merchants, etc. like the current version.
    9. Mateush12
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      Following this mod for remaster. I hope for no level scaling option but for it to make sense still. For example Lich may be in beginning Ayleid Ruins already.
    10. Maskar
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      You won't in the beginning encounter any liches in vilverin or whatever. That would be way too close to a city and the imperial legion would be at full strength, so you won't have to worry about that. If the imperial legion would become too weak however and the borders around the cities (and roads) become smaller, things could change a bit.
    11. Mateush12
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      Oh it makes sense. I like the idea. Looking forward to try your mod someday!
  9. Uglulyx
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    I'm noticing with the AI roaming around the dungeon they're often getting themselves killed by traps before I reach them. Is this something I've done wrong with my install or one of those things that's impossible to fix with what the engine allows?
    1. PegasusKoga
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      This will happen in the vanilla game too as far as i know.
  10. TheWorldMap
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    Oblivion remasted gave me "better game syndrome" so now im back here downloading MOO again to get my MOO fix, i NEED my MOO fix I MUST HAVE THE MOO FIX NOWWWWW!!!!

    good work on the mod as always, hope to see moo later in OR i guess! or should i say MORO!




    MOO



    k bye
  11. ALEKSSANDROS
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    Maskar, r u planning porting MOO for Remaster and Skyblivion? For the momment I want play them full in Vamilla xD but eventually EVERYONE wants to see what u wil do

    PS: YOURS and Midas Magics are the best mods! CHEERS!!!!!
    1. Maskar
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      I'm currently working on the original Oblivion version, but am certainly interested in the other 2 versions. The remaster needs OBSE though. No way I'm modding without it.
    2. Dispensation
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    3. Schiffy94
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      Well... you're in luck.
      https://www.nexusmods.com/oblivionremastered/mods/282
    4. Maskar
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      That sounds very hopeful. Currently doesn't seem to do anything, but it's a great start.
    5. Nealus
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      I cannot believe they didn't even offer an alternative to original Oblivion's level scaling. Your mod so far offers the best and most reasonable dungeon difficulties based on the distance to the nearest city. Not sure why they didn't replicate that.

      Getting everything remodeled for UE5 sounds like a nightmare though.
    6. Maskar
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      I guess it's supposed to be a "remaster", although they did make some changes which would better fit a remake. The level scaling is obviously the biggest issue, but that would fall out of the scope of a remaster. As soon as OBSE64 provides at least the most basic scripting features I'll plan on releasing an MOO lite, which would include a proper level scaling fix, while keeping any additional features to a minimum.