14/5/2025 A quick update as I plan on releasing a new update (v5.0) in the near future. First of all, the next update will require MenuQue. Mostly to make scripting easier at the small expense of having to install another mod most people probably are using anyway. Second, the next update will by default have a very different level scaling system. While the old version was somewhat leveled, this is no longer true in the new version. You can however still configure everything (npcs, creatures, loot, merchants, etc.) to be much like the old version. Even though scaling is no longer leveled, the game world is, especially in the beginning, a lot more accessible for casual players. Finally, the new version includes a rather extensive werewolf system, with a large amount of totems and abilities, werewolf hunters, etc.
2/5/2025 I plan on releasing an improved version of this mod for Oblivion Remastered as soon as OBSE64 allows this.
19/10/2024 HautdenLukas posted in a message below a "Fully updated Maskar's Oblivion Overhaul - Meshes.bsa", which should include more optimized meshes for improved performance. I have not check these meshes and they could cause crashes. Make sure to revert back to the original bsa before reporting issues.
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
Spoiler:
Show
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).
First, congratulations on such an outstanding mod! I can't play the remaster, you've spoiled me :p
I've been confused about a handful of nuts and bolts things I should have just asked you about ages ago: Firstly, which point of the map determines where a town actually is? For example - is the default 'closeby' border of the IC 700 meters from the Whitegold Tower, or would it be 700 meters from the closest gate from the city to the overworld? If it is determined by a central point in each town, what are they? And just to confirm, every road tile is considered 'town'?
Another puzzling thing has been equipment level. What determines equipment level? Is it inclusive of magical items, and does it scale with the potency of their enchantment/s? Is there a very obvious chart I've been managing to miss this whole time?
The distance is from the center of a city. Roads are not really taken into account for this, other than using road spawn points. Equipment level is determined by whatever mods you have installed. It's when the items would normally have spawned, before being modified by MOO. In the next update, which is only days away, everything works a bit differently. The distances change depending on the strength of the imperial legion (and MOO difficulty). Roads are safer, although this also depends on the strength of the imperial legion.
Is there an easy way to tell if the trapdoors to dungeon additions are working? I added a few mods and haven't seen any since. I don't think the added mods should be overwriting this feature, but it'd be nice to know if there's a way to test somehow.
Ah that worked! Just bad RNG as I was hoping. It's just hard to test for RNG. I wouldn't have worried about it if I hadn't added several mods in the middle of my playthrough. Thanks very much!
Let's hope it's worth the wait, heh. I've however just finished adding the ability to create totems, using the "Tree of Spirits" and also added the corrupted items, which both turned out pretty well imo.
I have noticed that all the "Elsweyr Saboteurs" I fight have no weapons at all, I thought it was intentional but they also tend to try to get a weapon instead of resorting to punching me, I guess this is a bug?
Also, not sure if this is your mod but the RefID starts with ff, I saw a female "Imperial Legion Forester" attack a "Master-At-Arms" of the Blackwood Company type, then I realized it's the "Bay Horse" he was riding that she attacked. I've had this without using that "Faction Relations" plugin as well.
It's intentional for Saboteurs to have no weapons. They have the hand to hand skill as their major skill and have a "Daze" ability when they hit you that way. They don't have any other weapon skills as major skill.
The imperial legion issue has to be related to another mod as MOO doesn't add those npcs.
Hey Maskar, found a minor bug with climbing and Northern UI gamepad. Looks like walking too slow causes me to start floating upwards, as if the script thinks I'm on a wall due to velocity. I know OBSE has some kind of function for detecting animation groups, maybe blocking climbing script when PC is walking could be a fix for controller players.
Other than that just wanted to say this is my favorite mod, I've recently been fighting Daedra in Oblivion with a weiner dog and having a blast. Just walking to town is a treat full of unexpected companions and foes. Never know what you will find. Faction wars, maps, etc. So fun!
Would love to see heroes for hire, that will join you for specific periods of time or specifically to escort you somewhere, leaving when their contract is up. For some rp immersion.
Just keep climbing for the player character turned off when using a controller. I have not looked into adding that yet. Not even sure if it's possible tbh.
I have a big problem with this mod, every time. Each time has a fight on any road with a skyrim guy or others type of faction warrior, added by this mod, I have automatic expulsion of two guilds, black brotherhood and fighter guild. I don't understand why. Anybody have this bug too? Please Help me.
Translated version of your mod or of the game? No, just your original version. But I play in my language, not in English, it's problematic? And my problem/bug, It's like that, only when one companion attack a faction enemies guy, not when I attack them directly. Or when I am indirectly involved in a fight between npc, member of the imperial legion, against an enemy faction, for example, watching their fight, it counts as "inside", and it also expels me like that.
Thanks. Regretfully I can't load it, so can't check it out. If anyone else has this issue, let me know and provide a savegame, so I can look into this further.
With your savegame in my saves folder I can't even press the "load" button to see the available savegames. Crashes straight away. Never seen that before.
There is something modified on the old one, I have seen with Wrye Bash something. But well, there should be a bug when the character fights with a member of a hostile faction, with a partner or not, with the exclusion of guilds. I hope you can reproduce the bugs.
Thx for this check. Yes, I think so too, but I do not know which mod, I have no way of knowing. Do you want my list of mods, can you help me on that side maybe?
I suggest disabling all other mods and check if that fixes the problem. If so, you could enable 50% of your mods. Then check again. If it works, enable 50% of the remaining mods. If not, disable 50% of whatever you enabled, etc. Bit slow, but should work.
19323 comments
14/5/2025
A quick update as I plan on releasing a new update (v5.0) in the near future. First of all, the next update will require MenuQue. Mostly to make scripting easier at the small expense of having to install another mod most people probably are using anyway. Second, the next update will by default have a very different level scaling system. While the old version was somewhat leveled, this is no longer true in the new version. You can however still configure everything (npcs, creatures, loot, merchants, etc.) to be much like the old version. Even though scaling is no longer leveled, the game world is, especially in the beginning, a lot more accessible for casual players. Finally, the new version includes a rather extensive werewolf system, with a large amount of totems and abilities, werewolf hunters, etc.
2/5/2025
I plan on releasing an improved version of this mod for Oblivion Remastered as soon as OBSE64 allows this.
19/10/2024
HautdenLukas posted in a message below a "Fully updated Maskar's Oblivion Overhaul - Meshes.bsa", which should include more optimized meshes for improved performance. I have not check these meshes and they could cause crashes. Make sure to revert back to the original bsa before reporting issues.
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
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).
First, congratulations on such an outstanding mod! I can't play the remaster, you've spoiled me :p
I've been confused about a handful of nuts and bolts things I should have just asked you about ages ago:
Firstly, which point of the map determines where a town actually is? For example
- is the default 'closeby' border of the IC 700 meters from the
Whitegold Tower, or would it be 700 meters from the closest gate from
the city to the overworld? If it is determined by a central point in
each town, what are they? And just to confirm, every road tile is
considered 'town'?
Another puzzling thing has been equipment level. What determines equipment level? Is it inclusive of magical
items, and does it scale with the potency of their enchantment/s? Is
there a very obvious chart I've been managing to miss this whole time?
mods in the middle of my playthrough. Thanks very much!
Especially when mods like these exist.
AddScriptCommand(kTestCommand);
AddScriptCommand(kTestArgCommand);
ADD(GetNumItems);
ADD(GetInventoryItemType);
ADD(IsKeyPressed);
ADD(GetEquipmentSlotType);
ADD(PrintToConsole);
ADD_RET(GetActiveSpell, kRetnType_Form);
ADD_RET(SetActiveSpell, kRetnType_Form);
ADD(SquareRoot);
ADD(Sin);
ADD(Cos);
ADD(Tan);
ADD(ASin);
ADD(ACos);
ADD(ATan);
ADD(Log);
ADD(Exp);
ADD(GetParentCell);
ADD(Log10);
ADD(Floor);
ADD(Ceil);
ADD(Abs);
ADD(Rand);
ADD(Pow);
ADD(ATan2);
ADD(Sinh);
ADD(Cosh);
ADD(Tanh);
ADD(dSin);
ADD(dCos);
ADD(dTan);
ADD(dASin);
ADD(dACos);
ADD(dATan);
ADD(dATan2);
ADD(dSinh);
ADD(dCosh);
ADD(dTanh);
ADD_RET(GetInventoryObject, kRetnType_Form);
ADD_RET(GetEquippedObject, kRetnType_Form);
ADD(IsKeyPressed2);
ADD(TapKey);
ADD(HoldKey);
ADD(ReleaseKey);
ADD(HammerKey);
ADD(AHammerKey);
ADD(UnHammerKey);
ADD(DisableKey);
ADD(EnableKey);
ADD(MoveMouseX);
ADD(MoveMouseY);
ADD(SetMouseSpeedX);
ADD(SetMouseSpeedY);
ADD(DisableMouse);
ADD(EnableMouse);
ADD(GetOBSEVersion);
I have noticed that all the "Elsweyr Saboteurs" I fight have no weapons at all, I thought it was intentional but they also tend to try to get a weapon instead of resorting to punching me, I guess this is a bug?
Also, not sure if this is your mod but the RefID starts with ff, I saw a female "Imperial Legion Forester" attack a "Master-At-Arms" of the Blackwood Company type, then I realized it's the "Bay Horse" he was riding that she attacked. I've had this without using that "Faction Relations" plugin as well.
The imperial legion issue has to be related to another mod as MOO doesn't add those npcs.
the script thinks I'm on a wall due to velocity. I know OBSE has some
kind of function for detecting animation groups, maybe blocking climbing
script when PC is walking could be a fix for controller players.
Other than that just wanted to say this is my favorite mod, I've recently
been fighting Daedra in Oblivion with a weiner dog and having a blast.
Just walking to town is a treat full of unexpected companions and foes.
Never know what you will find. Faction wars, maps, etc. So fun!
Would love to see heroes for hire, that will join you for specific periods of
time or specifically to escort you somewhere, leaving when their
contract is up. For some rp immersion.
Please Help me.
And my problem/bug, It's like that, only when one companion attack a faction enemies guy, not when I attack them directly.
Or when I am indirectly involved in a fight between npc, member of the imperial legion, against an enemy faction, for example, watching their fight, it counts as "inside", and it also expels me like that.
---
But well, there should be a bug when the character fights with a member of a hostile faction, with a partner or not, with the exclusion of guilds. I hope you can reproduce the bugs.
Yes, I think so too, but I do not know which mod, I have no way of knowing. Do you want my list of mods, can you help me on that side maybe?
I don't think I've seen a single Bandit, Marauder or Invader with any of these, sadly enough.
If you can provide a small example guide or so, I should be able to do it myself.
Another option is to create a little mod with the construction set and add the steel weapons directly to the vanilla lists.