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).
Hi there! I'm new to this mod - a few times, I've been hit by an enemy and instakilled, but my health bar is not empty? It plays the 'you're dead' music, I see my dead body in third person, but my health bar is still a third full. Any idea what might be causing this?
Hey there. I use a number of village mods in my game and I'd like for MOO's Adventurers to be able to visit inns and taverns from them. Would it suffice if I created some new AI packages based on the MOOAIAdventurer(...) ones and added them to MOOGetAdventurerAIFunctionScript or is there more to it than that? MOO's inner workings can be a bit labyrinthine and difficult to make sense of at times so I figured I'd ask just to be safe.
Hey Maskar, this is my first time playing the mod and I'm enjoying it a lot so far. I had a couple of questions about creature taming. I have 3 control slots currently as I just reached Journeyman in speechcraft, but when I try to tame the sea dragon it says I have no chance of taming the creature. It does however let me tame the young sea dragons with no problems. Do higher leveled dragons require more slots? Also, if I were to tame a young dragon, or even any young creature, do they stay in their young state forever or can they eventually grow as they gain xp?
You get that message as your speechcraft skill is too low. Mature dragons are harder to control than young dragons. A young dragon, can get stronger and learn new spells, but will currently not be able to grow into a mature dragon. I might add that in a future update.
just wanted to leave a simple thank you for this mod all the features this mod has make Oblivion truly a unique RPG experience, and even an inspiring one.
Im really confused at the configuration settings. How do I do away with all the larger enemy groups and higher leveled enemies? like what settings specifically?
Setting MOO.ini_game_difficulty to 0 would set MOO difficulty to easy. This would make group sizes smaller and enemies easier.
Spoiler:
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; By default game difficulty is set to advanced. ; Easy difficulty shares some settings with normal difficulty, while nightmare ; difficulty shares some settings with expert difficulty. ; Suggested options: 0, 1, (2), 3, 4 -> easy, normal, (advanced), expert, nightmare
I've got PMed that you adding werewolves & may need some advice/help? For the female body meshes (for both standard version & the animated tail version) from those mods, they has a small gap that barely seen on the back connection to the head & neck. I attempted a fix on them if you need it: https://www.nexusmods.com/oblivion/mods/51902?tab=files Optionally, I also edited the werewolf skeleton & the mentioned edited body meshes to have BBB support as well: https://www.nexusmods.com/oblivion/mods/52790
Oops, yeah they are, I meant to return to edit them further to make to hide the gaps for both head types. I'll try to get back to that.
I searched that User_1926808 (Deleted1926808User) used to be t3alrose who closed their account here & base from their user videos probably deleted their Youtube channel as well. Yeah, I was going to ask permission of about the animated head once as well but ended at a dead end too.
I didn't update my edited body meshes but either of the links I have in the original post both mods has a optional download now for the static standard heads that they won't have neck gaps either.
Could you make in the next update so that when the player's character bless the bandages at the Altar of the One in a Chapel they bless all the bandages they have in the inventory at once, please? So that the player doesn't have to activate the altar multiple times in order to bless them all, each one of them per activation - that's inconvenient. If it is technically possible at all to substitute all the common bandages in the inventory with the Enhanced ones at once.
I don't get it. Why would it be OP? The player's character will bless them all in any case. But the quantity of the bandages that the player's character gets from one cloth is indeed overpowered IMHO. One bandage from one cloth would make it more balanced. Currently my character does not lack bandages at all and always can make almost an infinite supply of them.
"Being able to cure with endless bandages is not"
Exactly. That's what I'm talking about. So if the PC gets currently almost an endless supply of bandages it would be more balanced to make it harder to get them in a future update.
It isn't. You can't cure with normal bandages, so amount you have doesn't matter. It only matters if you could easily convert them all, which you can't.Â
Ah, you mean to cure the negative effects, not just to heal some health. Now I get it. Nevertheless, as I said, the player will always bless all common bandages at their disposal and "convert" them into Enhanced bandages in any case. Why wouldn't they if they can? It is just an annoying inconvenience as of now. But some more button presses will never stop them. Because the Altar of the One currently blesses a bandage per activation despite the player's character has already got its blessing from the original game.
That's not how it works. You can only convert a bandage when you receive the blessing. It checks the date of the altar script before converting a bandage, so should be impossible to get more than one.
Alright, then perhaps you should make sure that the player's character get no Enhanced bandages the same day after the first activation of the altar. I'm glad that we've understood each other in the end.
Thanks for your replies and good luck in modding!
EDIT: Actually I'd never have guessed that it is possible, but have seen recently a youtuber who did that trick in his playthrough and blessed all his bandages by multiple altar activations.
In the altar script there's an onactivate block, which sets the variable DayofLastUse to GetDayofWeek. MOO checks this exact same variable in this script to convert a bandage. You could obviously edit the altar script, but that's not intended behavior.
Would help with a little scripting experience I guess. There's a line "set mytime to mytarget.GetVariable DayofLastUse". Under it you could add "printc "mytime: %.0f" mytime". That would show the value collected from the altar script in the console.
Well, I've done as you've instructed (added the line "printc "mytime: %.0f" mytime" right below the line "set mytime to mytarget.GetVariable DayofLastUse" in MOOOnActivateAltarFunctionScript), but upon loading a save the console shows no value collected from the altar script, nothing related at all. The line should be without the quotes, right? Anyway, I've tried both variants - the same story.
Maskar Oblivion Overhaul.esp is almost at the bottom of my load order, and certainly below the Bashed Patch. Only two plugins are below it according to LOOT:Â BasicHarvest4MOO.esp and WorldMapsForAllWorldspaces.esp and no doubt they don't touch the altar script in any way. So I don't understand how any plugin could interfere with your altar script at all.
Of course I saved it. TES4Edit allowed to save the script with the quotes in that line. But I saved the script (without the quotes) and the plugin also in CS Extended (I suspected that something is wrong with saving the script in TES4Edit).
I assumed you used the construction set, which would give an error. Either way you must have done something wrong, as it should print a line of text in the console.
Yep, it's weird, but a simple debug print command refuses to work in my game for some reason. Well, nothing we can do here then.
I think that the option to save the script in TES4Edit is still experimental, because apparently it shouldn't save the script with that line in quotes, as you rightly pointed it out.
I don't see how I could do it wrong, I followed your instruction. Strange...
Alright, that's the problem. Day of week should never being able to return 16, as there are only 7 days in the week and the first time the script would return 10, to make certain it's activated. What's the date in your game?
The altar you activated will have a script (for example: AltarofJulianos) attached to it. Could you check in tes4edit if the script is changed by any other mods?
I activated the Altar of the One in the Chapel of Stendarr in Chorrol (because my character is currently in Chorrol). TES4Edit says that the script AltarofStendarr from Oblivion.esm is altered in my modded game by Unofficial Oblivion Patch.esp, Knights.esp, Knights - Unofficial Patch.esp, as well as by Knights Infamy.esp (according to the load order).
Yep, thanks to you! Although I suspected yesterday that some mod could change some script so that your script doesn't work anymore as intended, because I certainly didn't change it a bit.
Doesn't it mean that perhaps you should make that script compatible with the mentioned mods in your future update, so that the script should work as intended (if it is possible at all, of course)?
17733 comments
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
I use a number of village mods in my game and I'd like for MOO's Adventurers to be able to visit inns and taverns from them. Would it suffice if I created some new AI packages based on the MOOAIAdventurer(...) ones and added them to MOOGetAdventurerAIFunctionScript or is there more to it than that?
MOO's inner workings can be a bit labyrinthine and difficult to make sense of at times so I figured I'd ask just to be safe.
all the features this mod has make Oblivion truly a unique RPG experience, and even an inspiring one.
Optionally, I also edited the werewolf skeleton & the mentioned edited body meshes to have BBB support as well: https://www.nexusmods.com/oblivion/mods/52790
I searched that User_1926808 (Deleted1926808User) used to be t3alrose who closed their account here & base from their user videos probably deleted their Youtube channel as well. Yeah, I was going to ask permission of about the animated head once as well but ended at a dead end too.
Thanks for your replies and good luck in modding!
EDIT: Actually I'd never have guessed that it is possible, but have seen recently a youtuber who did that trick in his playthrough and blessed all his bandages by multiple altar activations.
Maskar Oblivion Overhaul.esp is almost at the bottom of my load order, and certainly below the Bashed Patch. Only two plugins are below it according to LOOT:Â BasicHarvest4MOO.esp and WorldMapsForAllWorldspaces.esp and no doubt they don't touch the altar script in any way. So I don't understand how any plugin could interfere with your altar script at all.
I think that the option to save the script in TES4Edit is still experimental, because apparently it shouldn't save the script with that line in quotes, as you rightly pointed it out.
I don't see how I could do it wrong, I followed your instruction. Strange...
mytime: 16
11 Heartfire 3E 433 if it matters.
Doesn't it mean that perhaps you should make that script compatible with the mentioned mods in your future update, so that the script should work as intended (if it is possible at all, of course)?
; By default the player character talks when attempting to tame a creature.
; Suggested options: 0, (1) -> off, (on)
set MOO.ini_taming_speech to 0
set in the .ini, but the character still talks when I tame things.