Oblivion
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  1. Maskar
    Maskar
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    Latest info

    22/12/2020
    Merry Christmas and happy new year everybody!

    1/6/2020
    I've recently released a new mod called LINK, which makes it possible to configure mods in-game, through a configuration menu. I plan on releasing a quick update for MOO to add LINK support in the near-ish future.

    10/5/2020
    For whoever interested laulajatar has released a Wrye Bash Wizard for MOO.

    21/7/2019
    For whoever interested I've uploaded a new update (v1.9) of Ultimate Leveling, with many new features.

    23/2/2020
    ALEKSSANDROS wrote a tutorial on how to add new recipes to MOO. Anyone who would want to check it out, have a look here.

    28/8/2019
    I've uploaded a quick update (v4.9.4.2) fixing an issue which could cause a crash when reloading a savegame when using Better Cities and possibly other mods. Please download this version if you're currently using any older version.

    25/8/2019
    I've uploaded a new update (v4.9.4) fixing a number of outstanding issues, as I didn’t want to wait until v5.0. It also adds a few improvements. Have a look at the description for a complete list of changes. Note however that Ultimate Leveling v1.8 or higher is required to gain experience from actions like taming and disarming traps and seeing the experience gained by pets.

    8/8/2019
    I've uploaded a new mod adding the Unarmored skill. It has direct support for MOO.

    29/7/2019
    A new update of Loot Menu was released today, which includes a custom event handler that can be used by MOO for traps and mimics. Expect this to be added in the next update (you have been warned, heh).

    21/7/2019
    For whoever interested I've uploaded a new update (v1.5) of Ultimate Leveling, which now has direct support for MOO's companions and pets.

    18/3/2019
    laulajatar wrote a tutorial on how to add furniture to MOO. This is pretty advanced stuff, but if anyone wants to give it a go, have a look here.

    21/10/2018
    For whoever interested, laulajatar has released MOO themed loading screens, which can be downloaded here.

    20/10/2018
    As this has been asked a few times, in v4.9.3 MOO adds direct support for WAC through its ini files.

    You can either install WAC like normal, or use a blank esp and let MOO do everything. To use a blank esp do the following:
    - copy WAC's bsa and esm into the data folder;
    - create an empty esp called WAC.esp and also put it into the data folder (to load the resources);
    - activate both the esm and esp.

    19/10/2018
    I've uploaded a small update (v4.9.3) fixing a few outstanding issues and also includes some improvements. This update fixes an issue causing regional factions to spread faster through the map than intended. In this update the faction ratings scroll (in the player character's inventory) now also shows the strength of regional factions. This should make it easier to understand how regional factions work and help with providing feedback. You can disable this in the ini file.

    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
    Spoiler:  
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  2. tylerclardy1996
    tylerclardy1996
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    Hello! I've tamed a stray puppy and I appear to have lost him. I use a tent mod and I had him in my interior cells for the tent. I accidentally left him set to "guard" after telling him to stay. I then left those cells, back to the exterior world and closed the tent (removing the tent/door from the worldspace and placing tent materials into my inv). I noticed in my console menu that he had been pulled to combat multiple times. I retraced my steps and cannot find him. I've used toggle clipping to explore the cells inside the tent. As far as I can tell, he has disappeared. I know he is still alive (somewhere) because I cannot tame anything else, as he is filling my one slot. 
    Is there an easy way to fix this? I'd be happier to teleport him back to me, but id also be happy just to dismiss him so I can use taming again. Thank you!

    ps. I love your mod. I'm using it for a challenge run with no fast travel and no potions, hand to hand only, along with your unarmored skill. Really fun, and very difficult, sortof monk playthrough. You rock, dude.

    EDIT: I tried a solution you had posted a few pages back into the forums. "In the ini file set MOO.ini_whistle_distance to -1 and MOO.ini_whistle_summon to 2. Then use whistle to teleport the pet to you."

    It did not work. I tried outside and inside my tent interior.
    1. tylerclardy1996
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      Nevermind! I figured it out. I'm just dumb. Missed a setting in the ini.

      If anyone else has this issue the solution is to change these 3 lines in the ini (then load into your save and use your whistle ability):

      line 2488: set MOO.ini_whistle_distance to 75 (change to -1)
      line 2498: set MOO.ini_whistle_summon to 0 (change to 2)
      line 2510: set MOO.ini_summon_distance to 10 (change to -1)

      If you want to remain faithful to a non-cheaty version of the whistle ability, just change the lines back after you load in and reclaim your pet.


      Anyways, thank you Maskar. Glad I was able to figure this out. You've made an awesome mod. I wish I could express the joy and fun I'm having replaying oblivion again. its been many years.
    2. Maskar
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      Also fyi, you can track your pets (and other followers) with magnifying glasses.
  3. fallout3123
    fallout3123
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    is this compatible with unique land scapes and better dungeons?
    1. Maskar
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      yeah
    2. fallout3123
      fallout3123
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      Ok nice and your mod can be installed manually?
    3. Maskar
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      yep
  4. ProPrimeHd
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    Hi, I have a question, what types of NPCs use daedric armor, and where I can find them? Also, do I have to reach a certain level to make NPCs that use daedric armor start spawning? Thank you and sorry I ask you too many questions.
    1. Maskar
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      High level ones, like wanted npcs. You could be level 1 to find them, but unlikely kill them at that level.
    2. ProPrimeHd
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      Sorry for the late reply, thanks for the answer, btw what city has high level wanted npcs in the notice board?Thank you
    3. Maskar
      Maskar
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      All of them.
    4. ProPrimeHd
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      Thank you for the answer
    5. ProPrimeHd
      ProPrimeHd
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      Sorry 1 more question, can I craft daedric armor? And how to craft them? Thank you.
    6. Maskar
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      By default you can not craft daedric armor. However, it's easy enough to add it to the recipes ini file (the same as the other equipment).
    7. ProPrimeHd
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      Thank you, but how do I do that?
    8. Maskar
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      You would need the formid of the items you like to add and add them much like the other equipment (ebony, etc.). You can get the formid with TES4Edit, the construction set, etc.
    9. ProPrimeHd
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      Thanks
  5. ArchSublime
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    Another question for you or anyone that knows: Does MOO add any new summon spells? Playing with a conjuration build has been interesting with your mod + ultimate leveling and AV Latta Magicka, but even as a master level conjurer, all the summon spells I've found so far have been vanilla and they aren't that great. With all the interesting mobs that your mod adds I think it'd be neat if we could get summons for some of them!
    1. Maskar
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      MOO changes vanilla summon spells, to be either location based or being able to summon different actors, which sometimes can be much stronger than normal. Examples of location based could be snow bears around Bruma and skeletons on fire in oblivion.
  6. ArchSublime
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    Should you always get at least one of the messages when digging for treasure? I've gone to 2 plainly drawn map spots and despite being right on top the X, striking the ground (multiple times in an area) with the Dwemer and regular pickaxe does nothing. I came back to this save after about a year and I know previously I was able to dig up treasure but I'm wondering if something is broken now.
    1. Maskar
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      That's right. Hit the ground 5 times with a pickaxe, while not moving from the spot the player character is standing.
    2. ArchSublime
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      Ah that did the trick! Thanks for the swift reply.
  7. Accelerator99
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    help, are there specific areas where the dragons spawn?
    I've found where the shadow & storm dragon frequently spawn(around lake canulus & bogwater respectively) but I still haven't found where the fire, ice, & green(poison?) dragon's possible spawnpoints.
    1. Maskar
      Maskar
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      The shadow dragons are along the valus mountains, swamp dragons in blackwood swamp (MOO adds lots of stuff there), frost dragons around bruma (same spawns as the (frost) giants and mammoths), fire dragons in the area above kvatch and water dragons along the coast (same as the very large traveling mudcrab). You can also find them outside the borders and the harder outposts.
  8. IKNOWU2912
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    Hello Maskar can I use this mod with Balanced Unleveled Rewards at Oblivion Nexus - mods and community (nexusmods.com) ? They should work together if leave set MOO.ini_update_questrewards to 0 right?
    1. Maskar
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      You would probably want to disable the imbuement tool in that case. I’ll also have a look at adding something similar to MOO, as an option.
  9. ProPrimeHd
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    Hi, I have a question, do I need to make a new game or I can use my old save game? Thank you and sorry if this question has already been asked many times.
    1. Maskar
      Maskar
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      Works fine on old savegames.
    2. ProPrimeHd
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      Thanks for the answer, also I have 1 more question, I don't really understand how the 'levelmod' work

      ; By default npcs have a minimum level, maximum level and a modifier level.
      ; The difficulty level modifies the minimum level of npcs (+3 for advanced).
      ; levelmin == minimum level of npc
      ; levelmax == maximum level of npc (set to 0 to have no maximum)
      ; levelmod == amount of levels higher/lower than player character

      Please let me know. Thank you once again.
    3. Maskar
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      If the player character is level 10 and levelmod is -2, then the npc would be level 8. However, this is further modified by levelmin, max, etc. So, the real level could be different.
    4. ProPrimeHd
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      Oh, i see. Thank you for answering and for the great mod.
  10. Accelerator99
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    help, in which caves do grave-robbers/tomb-raiders usually spawn in??
    1. Maskar
      Maskar
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      They can take over necromancer dungeons, but this is based on time and location. So, it's very possible to see only necromancers in a dungeon 1 day and another day the dungeon could be filled with grave robbers.
    2. Accelerator99
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      any specific location/condition that I need to go/do to encounter them?
      like a certain time/day/cave, cus I've only encountered necromancers so far in my current playthrough
    3. Maskar
      Maskar
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      You won't find them in remote locations. Other than that any necromancer dungeon in any region will work. There's an easy way to test this though. Go to any necromancer dungeon that's about to reset (3 game days normally). Make sure you are not in a remote location. Type "show MOO.safetyzone" in the console. Make sure it does not return 3. Then save and enter the dungeon. If there aren't any grave robbers you reload your savegame and increase the gameday by 1 day ("set gameday to x" in the console). Repeat until you encounter them.
    4. Accelerator99
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      found em, thanks a lot. I wanted their hats lol
    5. Maskar
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      In that case don't forget to kill the artifact collector (their boss).
  11. DYINGLIGHT2296
    DYINGLIGHT2296
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    okay so when my health hits zero i dont die, my character lust lays there, the save doesnt revert or anything
    1. Maskar
      Maskar
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      Not really anything to do with MOO. You could disable your other mods (and OBSE plugins) and this way check which mod would be responsible.