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  1. 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 somewhere around wednesday/thursday.

    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. 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
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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.
  3. 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!
  4. 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.
  5. LoneWolf84
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    In response to post #64313321.


    Spoiler:  
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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
  6. 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.
  7. 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.
  8. marob307
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    doies moo affect SI?
    1. Maskar
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      Yeah, but not as much.
  9. ficklesticks
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    For some reason when I disable Notice Boards in the .ini, they don't disappear in-game, even when I disable them for each city. Is there any way to fix this?
    1. Maskar
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      Notice boards are saved into the savegame. You should disable them before saving. As you haven't you could disable them in the console instead.
    2. ficklesticks
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      How would I disable them in the console?
    3. Maskar
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      Open the console and type "disable" while having the board (and notices) selected.
    4. ficklesticks
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      Ah, thank you!
  10. laulajatar
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    Hi Maskar,

    I noticed I did the Raid on Greyland quest and only received 20g. I checked my Ini, it's set to "set MOO.ini_update_questgold to 1".
    I wanted to see how it works, but my usual approach of taking the ini setting and doing a full text search in the CS gives me no useful results. I can only find it referenced in MOOSEUpdateRewardListsFunctionScript, while the Tamriel version of the script uses the imbuements ini. The SE script also wouldn't run with questrewards set to 0 because it is in that if-block.

    Maybe I got this all wrong, but I wonder if that setting works at all?
    1. Maskar
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      If you set quest rewards to 0 it will also disable gold rewards, as they're also quest rewards. For the next update I've added the gold rewards to the imbuements ini file.
  11. 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
    16. Grogrokl
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      I finally had the chance to test this and it still doesn't work.

      It seems to be exactly like it was in the last version of MOO. It only works in some world spaces depending on which other world spaces that you have added support for or in which order the world spaces are listed in worldspaces.ini.

      Test A:
      Step 1: I travel to Ubanga and events seem to work perfectly
      Step 2: I travel to Dibella's Watch and I didn't see any events at all in the whole island
      Step 3: I travel to Viking Island and events seem to work perfectly

      I got these results every time I tried it.

      Test B:
      I now changed the order in which the world spaces are listed in worldspaces.ini.
      Step 1: I travel to Ubanga and events seem to work perfectly
      Step 2: I travel to Dibella's Watch and events seem to work perfectly
      Step 3: I travel to Viking Island and events seem to work perfectly

      So now it worked in all world spaces I tested based on the sole fact that I changed the order in which they are listed. However I'm sure it stopped working in some of the other world spaces I use like Windfall, Pirate Islands, Nehrimblivion or Ardah when it started to work in Dibella since that's what happend in the last version of MOO.
    17. Grogrokl
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      There is one noticeable difference between the last and the newest version of MOO though.

      In the last version of MOO there was a trick that you could use which solved the problem completely. The trick was to comment all worldspaces in worldspaces.ini except the world space that you wanted to work. So by constantly commenting everything except the one you were visiting everything worked fine.

      That trick doesn't work anymore in the newest version however. When I tried to do the trick I repeatedly got these two error messages spammed in the console when I visited Dibella:

      Error in script a858ec95
      Operator - failed to evaluate to a valid result
      File: Maskar's Oblivion Overhaul.esp Offset: 0x0071 Command: Let
      Error in script a858ec95
      Operator - failed to evaluate to a valid result
      File: Maskar's Oblivion Overhaul.esp Offset: 0x0049 Command: Let

      I did get to see two events in Dibella though which were spawned right next to the location where the player character starts. But in the rest of the island there were 0 events at all. Only error messages.

      So all in all it actually seems to work worse in the newest version since you can no longer do that trick to solve the problem.
    18. Maskar
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      I suggest testing with 2 additional world spaces first (without using any “tricks”), using a new game and check if that is working. If not, you could upload a savegame somewhere so I can have a look.
    19. Grogrokl
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      Ok, I've uploaded a rar file now containing 2 save files, 2 worldspaces.ini files and a txt file.
      http://www.filedropper.com/saves_22

      worldspaces A.ini is the ini file I used together with save file A.

      worldspaces B.ini is the ini file I used together with save file B.

      The only difference between worldspaces A.ini and worldspaces B.ini is the order in which the world spaces are listed.

      The txt file contains the result of my tests. As you can see some world spaces worked in save A but not in save B and vice versa.

      The txt file also contain download links to the mods and console commands so that you can quickly teleport to each world space.
    20. Maskar
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      Thanks for the savegames. However, did you do what I suggested? If so, what was the outcome? I prefer to track down issues without first installing many mods.
    21. Grogrokl
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      What I did is written down in the txt.

      What exactly do you mean by two additional world spaces? The ones I used in my first report +2 more? Or only tamriel +2 more?

      I tried now only tamriel +2 more (Tamriel + Windfall + Dibella) and everything worked. I then changed list order in worldspaces.ini and after that it still worked.
    22. Grogrokl
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      I did some further research now. In the txt I told that "Ubanga - Halios2" has never worked. I noticed now that I didn't add support for it correctly in worldspaces.ini. I used this line:

      set MOO.ini_worldspace_id to sv_Construct "1F12B0"

      when it should have been this line:

      set MOO.ini_worldspace_id to sv_Construct "286EA0"

      after I fixed that Halios2 started to work but when Halios2 started to work other things were affected: "Ubanga - Maranta" and "On the other side" stopped working and Windfall started to work and the rest of the world spaces were unaffected.


      After that test I made a tiny change to the list order in worldspaces.ini and tested again. In the new test everything worked except Windfall.
    23. Maskar
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      What I meant was adding a maximum of 2 new worldspaces, so testing would become easier. In the ini file there's direct support for Dibellas Watch and Ubanga, so would make sense to try that first. If that works, you could add 1 more worldspace and check again and so on. If it's easy to reproduce it will be easy to fix.
    24. Grogrokl
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      Here is a save where I only use Ubanga and three of its landmasses.
      https://ufile.io/itynl

      Tamriel: works
      Ubanga - Maranta: works
      Ubanga - LathiaIsles: works
      Ubanga - Halios2: does not work
    25. Maskar
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      There's an issue which seems to happen when changing load order. It should be working properly for the next update.
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