Oblivion

18581 comments

  1. Maskar
    Maskar
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    Latest info

    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. unwishedjack
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    How do I put Maskars after my bashed patch, MO2 and loot wont let me move it
  3. Cr0nos988
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    I've noticed an issue with how the default damage doubling interacts with drain spells, particularly drain health.

    With damage doubling on, a drain health 10 pts for X seconds spells will do 20 points of damage, of which only 10 are actually considered drain. Thus when the duration runs out, the target will only restore 10 hp and remain with 10 hp damage.

    This is obviously highly exploitable (though, granted, the drain spells and specifically drain health always are).
  4. ThatCattt
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    Hi maskar im a big fan of your mods and overhauls specifically primary needs mod.

    I have found the Morag Tong Guildmaster and joined their faction then asked for Writ of Execution it says "Honorable Writ Of Execution: Elisnor Mossdale", how do i find such npcs or how does the writ of execution work?
  5. UltimasPrime
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    Does this mod also buff vanilla bosses? I am having trouble finding mods that do that for some reason. I was wanting manimarco and jyggalag to be crazy strong like they should be.
    1. CmdCuddles
      CmdCuddles
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      From personally playing MOO, I'm pretty sure most of the vanilla bosses remain unchanged asides from any possible level scaling adjustments from the mod. Oscuros Oblivion Overhaul and its separate SI patch can help with that, if you are ok with the other variety of changes and additions that the mod provides:

      https://www.nexusmods.com/oblivion/mods/46199
      https://www.nexusmods.com/oblivion/mods/46508

      MOO is compatible with OOO right off the bat. Little word of warning though, the combination increases the difficulty of the base game to a considerable extreme. Be prepared for that.
  6. fingerschnipp
    fingerschnipp
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    Hi Maskar, wishing you the most fun you could have with modding for the summer update.
    MOO is very essential for Oblivion to me. It changes exactly those game mechanics,
    which were poorly implemented in vanilla, like enemy types, placement, combat behavior, etc., etc.
    Each Dungeon is now something to look forward to. Cyrodill is now filled with vibes.
    So many mods have tried this in the early Oblivion days, but being often crash-prone,
    OOO, MMM, Frans, FCOM did the kickoff, and MOO remastered Oblivion for the better.

    Many thanks for MOO.
  7. ArcturusFyr
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    "I've recently started working on MOO (and LINK and ULVL) again. Currently implementing the totems for the werewolves. Instead of adding everything for v5.0 I'll split it in 2 or 3 parts, so the next update should be done much earlier. Should be done this summer."

    Our collective response's: https://www.youtube.com/watch?v=nz5_MNO2ws8
  8. Overdosseer
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    Hello, I am found 1 bug about Mehrunes' Razor (from dlc)- for this mod, it is no dagger it is blade, because he is very long dagger (reach 0.8).
    I found script "MOOUpdateGameSettingsSneakFunctionScript" and change this line
    "elseif weapontype == 0 && GetWeaponReach myitem < 0.7" to this
    "elseif weapontype == 0 && GetWeaponReach myitem < 0.81". 
    This is a working but bad solution. Now Mehrunes' Razor have crit x24 against x6.
    1. Maskar
      Maskar
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      No. You shouldn't do that. The length of the weapon would define it as a short sword, rather than dagger and therefore does not get the dagger bonus. That's intended. If you want to change that you should lower the reach of the weapon instead.
    2. Overdosseer
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      Thanks, I will change the weapon reach.
  9. faunofauno09
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    I'm loving this mod, is a breath of fresh air after some years away from Oblivion. Is Unofficial Oblivion patch (and its Dlc patches) mandatory? If it is, can it be installed through OBMM? 
    1. Maskar
      Maskar
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      No. I personally don't use them.
  10. Nealus
    Nealus
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    Hello Maskar!

    Kinda in the mood for another modding plunge, will we see the next update this Summer or maybe Fall? Any guesstimates?
    1. Maskar
      Maskar
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      I've recently started working on MOO (and LINK and ULVL) again. Currently implementing the totems for the werewolves. Instead of adding everything for v5.0 I'll split it in 2 or 3 parts, so the next update should be done much earlier. Should be done this summer.
    2. Nealus
      Nealus
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      What kind of totems would werewolves have?
    3. Maskar
      Maskar
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      All werewolves have a heart (fixed based on werewolf type) and can equip up to 2 totems. There are loads of totems, each having up to 4 abilities/modifiers. Atm there are close to 100 abilities/modifiers and some powers. You combine totems to create your preferred play style. Both the heart and totems gain xp with a base cap of 20 levels. Examples of a heart would be "Burning Heart of the Wolf" and "Feral Heart of the Wolf". Examples of totems: "Puncture Totem", "Ignite Totem", "Feeding Frenzy Totem", "Meat Shield Totem", "Ambush Totem", "Bloodthirst Totem", "Vile Toxins Totem", etc.
  11. ImmDsy
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    Very good mod.
    Setting up no level scale was a bit hard (not sure even if i did it good). There was a setting (also in installation) to disable scaling for monsters with one variable, but as far as I understood for NPC-s I need to overwrite manually in advanced game settings.
    If I understand it correctly all the advanced scaling mentioned npcs scale according to the settings, but all thats not included scales with the player, right? Or the area (radius from cities) scaling also effects NPCS not just monsters? To be frank I don't get it :D I wanted to disable scaling at all (except followers) for both monsters and NPCs.
    2 minor thing to mention:
    -One of the harpy/flying forest girl with a bow type female monster is nude. (idk if its allowed if the mod is not tagged for that)
    -Followers asking for food/drink/sleep is a bit annoying because I play without primary needs
    1. Maskar
      Maskar
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      Not exactly, as you also got the actor levels ini file. With the advanced users ini file most npcs could be configured. I'll likely add a feature where all actors would dynamically be given fixed levels, so you only have to set 1 setting.