10783 comments

  1. Maskar
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    Latest info

    9/2/2018
    I plan on uploading a quick update (v4.9.2) in the next few days fixing a few minor outstanding issues.

    5/1/2018
    I've uploaded a quick update (v4.9.1) fixing a couple of outstanding issues.

    31/12/2017
    I've added a suggestions forum, which can be used to post any suggestions/requests/ideas for the next update(s). Either post your suggestions there, or here on the main forum. Thanks.

    28/12/2017
    I have uploaded a new update (v4.9), which includes the following changes:

    Spoiler:  
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    Note that this update is compatible with older versions, but should not be used on any beta versions. Have fun and happy new year everyone!

    Known issues

    15/5/2016
    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?

    28/12/2017
    I'm currently waiting for feedback on the v4.9 update and fixing any issues when necessary.

    Looking for help

    4/4/2015
    Currently no specific help is needed. However, feel free to make suggestions how to further improve this mod. Thanks.

    FAQ

    Spoiler:  
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  2. Zemoco10
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    Some suggestions
     
    Horse acts as a container
     
    Throwing Bombs, Throwing Knives, and Muskets. This seems difficult to implement though
     
    Smoke Bombs ( basically, if the NPC gets caught in it, it treats the PC as if they are hiding but they know someone is there.) For balance, I would say make it so animals or monsters are immune to it (Since they could probably just sniff you out)
     
    Different Whistles for your pets. A "Call Whistle" A " Run away Whistle" and a "Help in Combat". A set tactics command or spell would also be cool so you can tell them how to act ( Such as if you get off your horse, it should stay put, and run away from threats)
     
    Mounted  Combat on Horseback ( Oblivion Reloaded does this, but it's been making me crash a lot lately, which is a shame. The older versions it worked really well.
     
    A Warpstone Item that warps you to the entrance of the dungeon.
     
    "Reviving" Unconscious NPCs
     
    A "second wind" mode. Basically if you die, there's a chance you will get back up with half health and maybe some blurred vision. As you level up the number of times increases ( no more than 4) Be useful since loading saves after death seems to cause issues later down the line, and because of how fast paced the combat in my game is it's pretty annoying to keep dying all the time. Strong NPCs such as bosses can do this too, but they will be weakened slightly. It be badass fighting a tough boss or a monster and your characters falls to their feet, only to get back up like " Not out of the fight just yet."
     
    Buy a Sleeping bag and place it wherever you want. Also do the same with Campfires.
     
    Keep up the good work Maskar. Sent some cash your way. It's amazing you've been working on this for nearly 6 years. Hopefully some game company hires you in the future if you'd want to pursue that sort of thing.
    1. Squerol26
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      Bombs and muskets in Oblivion? Stop taking drugs man lol
    2. ZZZ02
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      horses: Kutrees(pardon spelling) horse commands mod has this option and it is really well done I highly recommend it.

      I think I mentioned throwing items to maskar I think potion bombs would be nice but the animations oblivion has would only look decent with shurikens, not sure I agree about guns but it could be disabled by default I am never against more choices. The guns sound like something Elbethien may know about I see some on her characters all the time perhaps she can tell you something.

      Maskar does have his camping mod as well is that what you are looking for?
    3. Maskar
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      Thanks for the donation and suggestions. I'll keep them in mind for future updates.
    4. Nealus
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      [offtop]I'd recommend using Phitt's explosives and artifacts + Why Only Apple + Throw Any Weapon / telekinesis spell[/offtop]
  3. audixas
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    Hello, Maskar.

    First of all, this might be one of the greatest mods of all time. Seriously. I never would have imagined that you could implement a mod like this on Oblivion. And the frequent updates are very nice. I can't imagine playing without this mod now.

    I just have a couple questions. First of all, I've grown used to Oblivion XP (the Updated one) and was wondering how much it's supported. I know that I get proper (or it seems like it) XP for killing creatures from this mod, and I've seen in the update log that you added XP gains to a lot of MOO features. Do you think it's worth doing a full playthrough with both of them now?

    And secondly, do you have any mod recommendations that would work well with MOO and expand gameplay? For example, could I add Immersive Weapons and not have to worry about big compatabilty issues?

    Thank you for your time and mod. You're awesome :)

    Edit: I saw on PikachunoTM's DLC Delayer that MOO has some kind of DLC delay on it's own. Is that true? Or should I still get his mod? I'm asking, because I'm gonna use Alternate Start - Arrive By Ship and his mod is compatible with it.
    1. Maskar
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      I don't use Oblivion XP myself, but it should work well with MOO.

      I myself don't use many other mods, but I always recommend DarnUI and Oblivion Stutter Remover. There should be no issues adding most other mods, including Immersive Weapons.

      MOO currently only replaces the Shivering Isles popup message with a notice on the bravil notice board. I might add support for the other DLCs in a future update.
    2. audixas
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      I see. I always get DarnUI and OSR, so that is no problem. And I guess I'll get Pikachuno's DLC Delayer then. Thank you.
  4. GothicKitty
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    Hello Again Maskar, I wanted to first off say I am having great fun fighting and crossing boarders in oblivion and i could not think of playing Oblivion without your mod. I am unsure if you know that at this point in Valenwood - https://imgur.com/a/mC0Ej You fall off the or through the Map (World Space) into this everytime - https://imgur.com/a/DaFyD - While its honestly no bother to me anyways I thought I would bring it to your attention in case you haven't noticed it or its intentional here are more screens of the place.

    https://imgur.com/a/gaMia
    https://imgur.com/a/NpUX0
    https://imgur.com/a/lCnfL

    This is the point on the world map (Normal map of where the incident occurred - https://imgur.com/a/UfLcW - I made sure to place my cursor near my Character map marker to show where I was when it occurred.

    Again its really no bother as I love being able to cross the boarders into the other world spaces as i have collected 3 sets of "smugglers goods" and turned them into a city guard for the reward on them. Maskar you have done a wonderful job and can not wait for future updates Kudos to you you are an Excellent mod author.
    1. laulajatar
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      I think you are damn far out the generated world on that screenshot. Somewhere, in each direction, the world just ends.
    2. Maskar
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      Yeah, the world just ends eventually. Normally it's best to not travel too much further when trees stop appearing. You can also tell when the ground starts looking a bit weird.
  5. jpmonteith
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    I'm just wanting to know about the various Ayleid items the mod added, I accidentally sold an Ayleid item I might not have wanted too cause I thought it'd be the kind that's supposed to give me a quest for selling it. It looked like it, but now I'm unsure, my memory of it might not be right. I found it inside a chest too.
    1. Maskar
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      MOO doesn't add any items that would start a quest by selling them.
    2. jpmonteith
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      I know, I'm asking cause I sold an ayleid item that looked like 1 of those ayleid statues that I'm supposed to collect for Umbacano or whoever and I'm wanting to know if that was an item added by MOO that just looks like the ayleid statues, but comes in a chest and doesn't give a quest. I sold that item before finding an actual ayleid statue and selling that to a merchant and then I got the quest. is there just anything added by the mod that looks like an ayleid statue, but comes in a chest? Do the ayleid statues ever come in chests, or are they just left on alters, out in the open for you to find?
    3. laulajatar
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      According to the readme, MOO adds items from this mod to chests: https://www.nexusmods.com/oblivion/mods/41558?tab=images
    4. Maskar
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      Yes, that's right. MOO also adds some ayleid equipment, but it's all added to containers currently. There are ayleid ghosts using ayleid equipment, but you can't loot those.
  6. roblesstevena
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    Maskar, can you confirm I'm inputting this correctly into the spawns.ini to make these creatures spawn along the Valus Mountains, etc. with the rest of the Morrowind-related MOO stuff? The object_id being the LL FormIDs minus the first 2 digits.

    ---

    set MOO.ini_object_filename to sv_Construct "Morrowind_ob.esm"

    ; 0exUshoreUcliffracerUlevX0 - Cliff Racers
    set MOO.ini_object_id to sv_Construct "2A0043"
    set MOO.ini_object_type to 0
    set MOO.ini_object_chance to 100
    SetStage MOO 100

    ; 0inUcaveUnixUlevX0 - Wild Nix Hounds
    set MOO.ini_object_id to sv_Construct "2A002B"
    set MOO.ini_object_type to 0
    set MOO.ini_object_chance to 100
    SetStage MOO 100

    ; 0inUcaveUnixUlevX0 - Trained Nix Hounds
    set MOO.ini_object_id to sv_Construct "2A002B"
    set MOO.ini_object_type to 1
    set MOO.ini_object_chance to 100
    SetStage MOO 100

    ---

    And, will the inis all still work if I have them in Data/Ini instead of just Data?
    1. Maskar
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      Make sure MOO.ini_object_region is set to 4. Also, the Trained Nix Hounds entry is probably wrong. It has the same formid as Wild Nix Hounds and MOO.ini_object_type should be set to 0.

      You can move the ini files into the ini folder.
    2. roblesstevena
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      Yeah, I have these right below the other Region 4/Morrowind examples. It doesn't look like that needs to be set multiple times, right? It is the same Nix Hound entry, but I'm trying to get them to spawn both in the wild and alongside bandits.

      Edit: On closer inspection that won't work, since Morrowind faction members aren't in the creatures/bandit faction, so they'd just fight.

      And...is there a reason you don't have Shivering Isles in the worldspace.ini for spawning events?
    3. Maskar
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      MOO.ini_object_region only needs to be set when you would like to change it from a previous value.

      Shivering Isles is not currently added to the worldspaces ini file as the events wouldn't fit that well. In a future update I plan on adding custom events for more special worldspaces.
  7. Grogrokl
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    Just reporting a bug... If I try to enter Nascosto Isles or Ubanga with events enabled the game crashes if I have added support for them in worldspaces.ini.
    https://www.nexusmods.com/oblivion/mods/9321
    https://www.nexusmods.com/oblivion/mods/42121
    1. Maskar
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      What exactly have you added to the worldspaces ini file?
    2. Grogrokl
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      ;Ubanga
      set MOO.ini_mod_filename to SV_Construct "UBANGA.esm"

      set MOO.ini_worldspace_id to SV_Construct "000CE6"
      set MOO.ini_worldspace_x1 to -56
      set MOO.ini_worldspace_y1 to 71
      set MOO.ini_worldspace_x2 to 102
      set MOO.ini_worldspace_y2 to -517

      ;Nascosto Isles 3
      set MOO.ini_mod_filename to SV_Construct "Oblivion.esm" ; if I use "Nascosto Isles 3.esp" nothing happens

      set MOO.ini_worldspace_id to SV_Construct "3C7593"
      set MOO.ini_worldspace_x1 to -12
      set MOO.ini_worldspace_y1 to 12
      set MOO.ini_worldspace_x2 to 9
      set MOO.ini_worldspace_y2 to -18
    3. Maskar
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      Those coordinates are wrong. (x1, y1) is bottom left and (x2, y2) top right. Also, -517 seems like quite a large number. Are you sure that's correct?
    4. Grogrokl
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      Ops, my mistake, should have been these:

      ;Ubanga
      set MOO.ini_mod_filename to SV_Construct "UBANGA.esm"

      set MOO.ini_worldspace_id to SV_Construct "000CE6"
      set MOO.ini_worldspace_x1 to -56
      set MOO.ini_worldspace_y1 to -517 ; yes, ubanga is huge
      set MOO.ini_worldspace_x2 to 102
      set MOO.ini_worldspace_y2 to 71

      ;Nascosto Isles 3
      set MOO.ini_mod_filename to SV_Construct "Oblivion.esm" ;

      set MOO.ini_worldspace_id to SV_Construct "3C7593"
      set MOO.ini_worldspace_x1 to -27
      set MOO.ini_worldspace_y1 to -18
      set MOO.ini_worldspace_x2 to 65
      set MOO.ini_worldspace_y2 to 32

      (Object Bounds for the world spaces taken from tes4edit)

      Now both of them work, thanks.

      Will start my archipelago playthrough now. cheers.
    5. Grogrokl
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      Is there a limit how large area events can cover? I have only seen events in the northwestern part of Ubanga, not a single one on the other parts.
    6. Maskar
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      Works fine for me. I've noticed Ubanga has some unknown statics, but there are events everywhere. This includes far south.
    7. Grogrokl
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      That's strange. I've run around there endlessly (with very fast speed) without seeing anything. I also checked the console constantly to make sure I didn't miss anything but saw nothing. In the northwestern part I got these kind of messages in the console:

      [MOO] Placing actors in deep water.
      [MOO] Placing actor.
      [MOO] Placing harpy nest.
      etc.

      But in the other parts there was nothing in the console.


      Did you use the same Worldspace.ini settings as I did in my message above? Maybe I used the wrong settings....

      Gonna try without any other mods now.
    8. Maskar
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      This is what I have:

      Spoiler:  
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      Make sure you haven't entered the worldspace before with different values.
    9. Grogrokl
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      Yeah, that's the same worldspace.ini settings as I'm using.

      It worked now when I deactivated all other mods. Will try and see if I can find a conflicting mod.
    10. Grogrokl
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      Of all mods it was DibellasWatch.esm which caused the issue. If I deactivate DibellasWatch.esm I see events in the southern parts of Ubanga.

      Update of post after some more testing:

      If I activate DibellasWatch.esm but remove support for it from worldspaces.ini I also see events in the southern parts of Ubanga.

      I also started to see events in Lathia (another worldspace in ubanga) when I deactivated/removed support for DibellasWatch. Earlier I couldn't see one single event in whole Lathia.

      However when Ubanga and Lathia were fixed (thanks to deactivating DibellasWatch.esm or removing support for it in from worldspaces.ini) I failed to see any events on Viking Island. Viking Island worked before I deactivated/removed support for DibellasWatch.

      And now when I added back support for DibellasWatch VikingIsland started to work again.

      So there seems to be a bug when trying to add events to multiple world spaces and using them in same game. When one world space works another will fail and so on.
    11. Maskar
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      I’ll try install a few worldspaces and check for any possible issues.
    12. Maskar
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      I've had a look and noticed you can't actually have both Ubanga and Dibellas Watch installed at the same time, as both need to be loaded right after Oblivion.esm, which is impossible.
    13. Grogrokl
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      Sorry, I forgot to mention it but I use EngineBugFixes which fixes that thing.
      https://www.nexusmods.com/oblivion/mods/47085
    14. Maskar
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      I've made it work for the next update.
    15. Grogrokl
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      cool, looking forward to the next update
  8. Dixielandblues
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    Hi,

    First off - many thanks for an excellent mod. It's made Oblivion a lot more fun (playing a homeless wharf rat archer who can climb any obstacle and get into all sorts of places is great fun). On to the query: I've been playing Oblivion on and off for several years with a wide range of Mods installed, but it's become unplayable due to crashes for me. I'm planning on reinstalling Oblivion from clean, but when I installed MOO it was v4.5.2. If I reinstall Oblivion with the new version 4.9.1, will my old saves work? I like a lot of the new features, and the fixes sound like they may help stability in my rebuild, but I have a lot of time invested in those saves.

    (Apologies if this is answered elsewhere - I couldn't find details on upgrading versions in the readme.)
    1. Maskar
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      Yes, it should work fine. Just don't overwrite your old savegame(s), so nothing can go wrong either way.
    2. Dixielandblues
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      Great, thanks!
  9. Zemoco10
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    In response to post #57702376. #57705341 is also a reply to the same post.



    Spoiler:  
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    horses: Kutrees(pardon spelling) horse commands mod has this option and it is really well done I highly recommend it.

    I think I mentioned throwing items to maskar I think potion bombs would be nice but the animations oblivion has would only look decent with shurikens, not sure I agree about guns but it could be disabled by default I am never against more choices. The guns sound like something Elbethien may know about I see some on her characters all the time perhaps she can tell you something.

    Maskar does have his camping mod as well is that what you are looking for?
     


    I might try Kurtee's mod, thanks for the suggestions. I prefer if all those suggestions were under one mod though so it be cool if Maskar  implemented.
    Maybe a modder would let Maskar use an animation as a resource
     
    I mostly want Musket ( I don't mean like an M16 or a shotgun lol) to roleplay as a Witch Hunter or a Free Company militia from the Warhammer series. I would say in order to balance them, they should take a REAL long time to load, only be effective at close range, and ammunition should be somewhat rare ( In a dungeon, you might find 5 bullets).
     
    Basically my suggestions is for a role play a character who HATES magic, but can at least do some things that magic can do.
  10. Squerol26
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    Will new game be required after installing Your upcoming patch? I'm on version 4.9.1 right now. Thanks.
    1. Maskar
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      I don't expect that, but I'll mention it clearly if it would be required.
    2. Squerol26
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      Ok, Thanks.
  11. Zemoco10
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    In response to post #57616361. #57616806 is also a reply to the same post.



    Spoiler:  
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    Heh) It's strange, why only one iron arrow?)
    It would be more logical to add 8-10 iron arrows to each archer - a small spare quiver.
    By the way, can you add more chitin arrows to the archers from Morrowind faction in update 4.9.2? Now the archers from Morrowind have one chitin arrow in their inventory) Perhaps you remember about this issue.
     


    NPCs can shoot forever with just one arrow.
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