19221 comments

  1. Maskar
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    Latest info

    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
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    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).
  2. KillerHell
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    Hey Maskar, I had a crash happen because of apparently MOO's Mummies, perhaps related to the resurrection script?

    I've used Crash Logger Improved to check it out, here's two crash logs, hopefully they can help you out and it's not a crash caused by me using other mods or so: Mediafire Link
    1. Maskar
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      Could you upload your savegame somewhere showing this?
    2. KillerHell
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      I believe I can, I should say though that it requires Shezrie's Towns, something that is unfortunately hard to acquire.

      Also, it seems to happen when I kill Mummies in one location, then go into another, and then do that again.

      I gave you two saves since I'm not too sure which one was really causing it: Mediafire Link
    3. Maskar
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      I've located and fixed the issue for the next update. Thanks.
  3. KillerHell
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    Hey Maskar, seems I'll have to ask for your help again, so here we go...

    First of all, I've noticed (and read the guide even) that MOO adds new weapons and armour. I am okay with that, since some of the weapons are from InsanitySorrow, that guy makes one of the best textures I have ever seen in Oblivion.
    However, some, like the Stalhrim, well...It's not my cup of tea.
    And as much as I like the Dunmer invaders using Morrowind armours, I prefer vanilla armours.

    Is there any way I can disable these, and specifically these? Like I want to keep InsanitySorrow's Morrowind Iron Sword and the like, but I particularly don't care much for the Chitin or Bonemold armours.

    Second, there's this creature called "Bone Lord", he is rather lore-unfriendly, drops Arthas' Armour and the Frostmourne...Hah! I want TES, not Warcraft!
    I know I can remove him, but I was wondering, will this remove anything else? Or are all Bone Lords basically just Arthas' Skeletal Corpse?
    Also, will he have a replacement in 5.0 by chance? I do love Undeath Bosses but not when they're apparently from another game's lore.

    And third, I have noticed that Bandits and Marauders are becoming rather rare, this might be because of the "Invaders" feature. Is there any particular way I can make it so they don't spawn much in Interiors, at least? In Fort Strand, I won it easily because some invaders were there ready to easily kill Bjalfi, that wasn't particularly fun.
    1. Maskar
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      Thanks for all the feedback. MOO adds a lot of items, but there's a Maskar's Oblivion Overhaul for dynamic lists.ini file that should be able to help with that. I'll have a look to make sure, as MOO adds support for different body mods. I might have to edit the code a bit to allow this.

      I'm aware of 2 creatures that sometimes are mentioned in relation to lore. These are dragons and bone lords. In the next update there's a suggested lore setting to disable anything suggested to not be lore friendly. However, I do want to rename the bone lord equipment, to avoid a direct link with warcraft (suggestions for new names are welcome). The equipment on bone lords is direct part of the creature, so you can't change this. Just disable it if you don't like it. It's just there to provide you with some high quality equipment.

      Regional faction npcs are in fact just bandits and marauders with a different name and are there when bandits/marauders become too easy. I'm aware that the regional factions are a bit too strong too early and a bit overpowering. This is changed in the next update. Overall the whole experience in the next version is a lot more accessible. Even in the current version however, you encounter bandits and marauders quite often, but obviously less because they share the same spawn points. In the next update they also share spawn points with thugs and looters, which are a weaker version of bandits and marauders.

      You mention Bjalfi being killed by regional faction npcs. This does not normally happen. I'm assuming this has something to do with the faction relation mod you were using in the past. I made certain they are compatible and even tested this again just now.
    2. KillerHell
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      I took a look at "Maskar's Oblivion Overhaul for dynamic lists.ini" but I don't understand it, it seems to mention an esp or esm, and then from it adds from a Leveled List to another or so?

      Sorry, but I don't understand this file at all, can't even find anything related to Chitin and Bonemold that I want to remove.
    3. Maskar
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      The ini file is used to replace or add the contents from 1 list to another. MOO.ini_object_source contains the source list and MOO.ini_object_target contains the target list. You could this way copy items from any list (like WAC goblin weapons) to another list (vanilla goblin weapons). In your case you would want to copy vanilla equipment lists to morrowind equipment lists. It would need to be added like the goblin equipment. I'm aware this is somewhat complicated for average users, but it would be a method to accomplish what you're after.
  4. AuntySeptoria
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    Hi, I'm having a consistent crash west of Bravil, with the crash logger pointing to this mod. So I uninstalled a bunch of mods to test it, and it's MOO doing it, no more crash when I disable MOO. This is very frustrating, because I love this mod to bits and want to continue using it. I remember years ago when I last played Oblivion I was having the same problem, consistent crash on the road west of Bravil. I appreciate any help, and thank you for your time. 
    1. Maskar
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      Upload your savegame somewhere so I can have a look.
  5. Uglulyx
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    Not strictly related to MOO but thoight I'd ask since MOO is probably the most script heavy mod I have. 

    I've been experiencing a noticeable stutter anytime I cross the border between two exterior cells.

    I'm assuming a mod is running a script anytime I enter a cell. Do you know if there's a utility or console command to see what mods are running scripts at a given moment? 

    EDIT: I've also gotten a few crash report that seem to point to MOO, but I'm not sure because I don't fully understand how to read them.

    Crashlogs
    https://pastebin.com/kaGYmbbj
    https://pastebin.com/e4KveUES
    1. Maskar
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      When changing cells a lot of new cells are loaded, which is likely what causes the stuttering for you. MOO has a lot of scripts, but they rarely run and should not affect changing cells. The only exception might be the creation of outposts, which could cause a small stutter, but that only happens once.

      If you have any repeatable crashes (always crashes when you do something) you could upload your savegame somewhere, so I can have a look.
    2. Uglulyx
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      Thank you. I'll keep that in mind. 

      The crashes I posted weren't perfectly repeatable though they were all in the same dungeon. Both of them have this line. 

       79 | 0x0019FA04 | 0x6976696C ==> String: "livion.ini" 

      I'm not sure if I'm just grasping at straws or if part of the problem is that something is referencing a misspelled version of Oblivion.ini.
  6. KillerHell
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    Hello Maskar, I wanted to ask, are any of these mods compatible with MOO?
    Balanced Unleveled Rewards
    Casual Conjurers
    Necromancer Battlemages

    As well as a plethora of kvatchcount's mods
    Havocrels
    Ice Wolves
    Conjurer Hell Hounds
    Morphoid Daedra
    Herne
    Conjurer Nocturnal Shrikes

    And yes I use Bashed Patch, I have noticed that Casual Conjurers does nothing, but Necromancer Battlemages do appear although they seem to be a bit unbalanced.

    All of kvatchcount's creatures also seem to be rather weak.
    1. Maskar
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      I would assume so. I haven't tried any of them myself.
    2. KillerHell
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      By the way, the Bashed Patch offers a way to set Min and Max Levels, by default it seems to be 8 on both, it also offers a way to change how long it takes for creatures to respawn.

      I suppose these two are already handled by MOO, so changing these would cause conflicts or even do nothing, right?
    3. Maskar
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      By default MOO does not change how long it takes for cells to reset, but could be set in the ini file. You mention min and max levels set to 8. I'm assuming you meant iLevItemLevelDifferenceMax and ILevCreaLevelDifferenceMax, which MOO does indeed edit (configurable in ini file).
    4. KillerHell
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      Alright, just wanted to make a small information report.
      "Balanced Unleveled Rewards" works just fine, makes Maskar's method of upgrading leveled items irrelevant though, so it's a subjective matter.
      "Casual Conjurers" does not work, it adds to the Leveled List, in which case, it will conflict with MOO and Bashed Patch, so either you merge it yourself manually or...Well, just don't use it.
      "Necromancer Battlemages" works just fine, they are rare to appear though, and are also not leveled well, so sadly they won't be well-balanced with MOO's Necromancers.

      The rest of the mods, all of them work but none of them are leveled or balanced whatsoever, Maskar's own Scamps are more dangerous than any of these combined.

      Sad, I do like most of these mods, adds some nice variety...Maybe there's an easy way to balance them, at least the Necromancer Battlemages?

      Or can I request to add them? Please Maskar, check them out if you can
    5. Maskar
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      It's probably best to first try out the next update, as by default it has a very different level scaling system and new npcs. Based on
      feedback I will then make changes, etc. There will likely be some mini updates to fix issues/conflicts anyway.
  7. Uglulyx
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    Do mods that alter/add dungeons conflict with the quests added by this mod?

    Mainly are the chests placed by this mod (The needs a key or chests containing merchant quest items) placed in a way that changes to dungeon layout or decoration would bury them? Or will the needs a key chests spawn in mod added dungeons?
    1. Maskar
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      MOO makes changes dynamically, so no conflicts. The needs a key chests are the original chests.
    2. Uglulyx
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      Thanks for the reply. What about the dynamic dungeon extensions? 
    3. Maskar
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      Dynamic dungeon extensions are placed dynamically and therefore create no conflicts. Everything in MOO is done dynamically to avoid conflicts.
    4. Uglulyx
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      Awesome thanks. 
  8. Mateush12
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    Asked the OBSE author but did not get respond so will try here instead. Is there any known plan for OBSE update or it's just something you say they have to do? I mean for the Oblivion remaster, still wanting to play the mod there ^.^
    1. Maskar
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      All I know is available on the OBSE64 page. I don't think there's currently any known plan. Just have to be patient for now.
    2. Mateush12
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      Ok, thanks for answering!
  9. AuntySeptoria
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    Hi, and thank you for the mod, I'm having a lot of fun with it.

    I was wondering if MOO is compatible with CM Partners? I've been having some issues using them together. Specifically, the summon ring from CM doesn't work at all, the CM companion randomly stops following, and once I got her to spawn in using the Whistle power from MOO, so I'm guessing there's some overlap there.

    Thanks for any insight!
    1. Maskar
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      Should work fine together.
  10. Search777
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    OOO mod is already ported for remaster. Just waiting for MOO
  11. Hey Maskar, having an interesting issue with what I think may be a conflict with your mod? not entirely sure.

    I seem to be experiencing CTD's when trying to load into a save while out in the wild, or in caves. they seem to happen when combat is triggered with either mummies or zombies. 

    I have read here that this mod is incompatible with Oblivion Reloaded and Oblivion Stutter Remover. The logger also points to a few specific scripts here.

    Just wondering what i should do? thank you for this mod! 

    Here's my crashlog:



    And my load order:

    Oblivion.esm
    Oblivifall Master File.esm
    No Lights Flicker.esm
    MigMaster.esm
    Toaster Says Share v3.esm
    Knights - Revelation.esm
    HrmnsOblivionScriptOptimizationv1.0.esp
    Unofficial Oblivion Patch.esp
    DLCShiveringIsles.esp
    Unofficial Shivering Isles Patch.esp
    Knights.esp
    Knights - Unofficial Patch.esp
    ReclaimSancreTor.esp
    Palms.esp
    Clutter and Container Ownership.esp
    Oblivifall - Losing My Religion.esp
    Oblivion_Character_Overhaul.esp
    Knights - Revelation.esp
    SPARTAN VIs Diverse City Guards v1 2.esp
    Tropical Cyrodiil.esp
    Oblivifall - Losing My Religion KOTN.esp
    MannimarcoRevisited.esp
    Generic Name Overhaul.esp
    Better Dark Brotherhood Sanctuary.esp
    ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp
    Alternative Start by Robert Evrae.esp
    Alternative Start Unofficial Patch.esp
    Unique Voices - Races.esp
    KR_OCO2_facelift.esp
    Knights - Revelation - Tamira - Patch.esp
    Knights - Revelation - Ayleid Patrol Fix.esp
    EVE_StockEquipmentReplacer.esp
    JOES damage mod v1.esp
    bascinet.esp
    MythicDawnArmor2DaedricArmor.esp
    EVE_ShiveringIslesEasterEggs.esp
    EVE_KnightsoftheNine.esp
    OCO Cleaned - Vanilla Hair.esp
    MW Style Dremora.esp
    Dynamic Map.esp
    Dynamic Map NUI.esp
    RealisticForceHigh.esp
    GMArcheryRebalance.esp
    Basic Primary Needs.esp
    Simple Saves Plus.esp
    LINK.esp
    kuerteeCrimeHasWitnesses.esp
    Basic Physical Activities.esp
    Camping.esp
    SetEssentialActors.esp
    Idle Dialogue.esp
    ORC.esp
    lMorrowind-like Fog.esp
    MannimarcoWardrobeChest.esp
    NLF Knights.esp
    MannimarcoRevisited UOP Patch.esp
    Status Bars for Needs.esp
    BettysJungleAmb.esp
    Weapon Improvement Project.esp
    closedhelmets.esp
    FasterArrows250.esp
    Symphony of Violence.esp
    CSR Balanced.esp
    TSS Custom Companion  Template.esp
    CSR Fixed.esp
    Toaster Says Share Faction Recruitment.esp
    Unique Landscapes.esp
    ULM ReclaimingSancreTor-UniqueLandscapes patch.esp
    ImpeREAL Empire - Unique Forts.esp
    ULM ImpeREALForts-SilverfishRiverValley patch.esp
    ImpeREAL Empire - Unique Forts Update.esp
    DwarvenStuffReimplemented.esp
    Maskar's Oblivion Overhaul.esp
    OCOv2 - MOO Patch.esp
    Bashed Patch, 0.esp

    Thank you!
    1. Maskar
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      I'm not  aware of any incompatibilities with Oblivion Reloaded or Oblivion Stutter Remover. The description even has Oblivion Stutter Remover as recommended mod.

      You mention having crashes loading a savegame. Upload the savegame somewhere so I can have a look.
    2. @maskar here's the save: https://drive.google.com/drive/folders/1mOKH9nRjtFT8KtRTYCNTojOBqpBpIZx9?usp=sharing

      loads in fine but if i die and reload (or just reload) it results in a crash with no error. i'm in the middle of some combat with mummies
    3. Maskar
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      Looks like there's something wrong with your savegame. If I load your savegame and then straight away load it again, the game crashes. No need to die, fight any mummies or anything. However, if I load your savegame and then save, the new savegame works fine. I can load that as many times as I want. However, if I load the new savegame and then load your savegame it crashes again.