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:
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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).
Im not really satisfied with this mod. I like that some creatures and npc now static, but you still got killed in 2-3 hits even if you higher level than attacker. Armor rating dont help much, almost all caves, dungeon, ruins bloated with regions guests that will gang you up and kill you. Some additions was interesting, like crafting or placing objects, but i also have problem with them - Where is Ebony ore ? I crawled dungeons, caves, ruins and found ONLY ONE place where i can get 2 ebony ore. No, i do it in right region, there is not enough Ebony ore to create something. I want to become Morrowind follower, but how ? Every Morrowind people are enemies for me, so i have to kill them, its stupid idea that you are already enemy for all region factions. Overall, its not what i wanted, its not rewarding, its annoyingly hard, its f8 spam to kill anybody. Someone would like this mod, but its not for me.
Thanks for the feedback. It's useful as I'm currently working on v5.0. You mention being killed in 2-3 hits even when higher level than enemy. Please upload your savegame somewhere, so I can have a look.
Regional faction npcs don't spawn in almost all dungeons. Just in bandit and marauder dungeons. This because bandits/marauders become too easy over time with their very low static equipment. If you don't like them, just disable in the ini file. In the next update they will change a bit however. Mostly based on all the feedback I have received.
Ebony ore is found near morrowind. You can use a special pickaxe to get regional ore, like ebony, on normal iron veins. At this exact moment I'm working on dungeon extensions. In specific the chance of veins in mines. It might be a good idea to make the amount of ore veins configurable, so you can choose how much you like to find in the game.
The best game difficulty is different for everybody. MOO by default is tougher than vanilla. Especially at the start of the game. There's a setting (MOO.ini_game_difficulty) that can change the difficulty to whatever you like. Try setting it to easy. Might be more to your liking. In the next update this difficulty setting is even more important. I've recently added werewolves to the game, which can roam through the region. At highest difficulty you could have super packs invading cities, while at the lowest difficulty they don't even leave their spawning location and only spawn in small groups. I've also added lower difficulty bandits and marauders near cities, which will automatically get removed with the new dynamic border system. This should make the start of the game more accessible.
Too late, i delete save. I can tell what i used: Summoned armor and weapon, i have 50~ skill in light armor, 80~ endurance, armor rating 58~, 100 conjuration. Almost every regional faction NPC killed me with couple of hits. Also, i dont remember that i encountered even one marauder or bandit, only regional NPC. Also, two times in imperial port i saw enemy mage spawned, he killed some NPC. I think you should fix it.
Shame about the savegame, as I can't check the issue without it.
You would still encounter bandits/marauders with regional factions. Just less obviously. Maybe you should disable the regional factions. Would encounter none at all. I'm however aware not everybody likes the difficulty provided by regional factions, which is why this is adjusted in the next update (based on MOO difficulty setting).
You sure that enemy mage isn't from the spell tome dlc?
Im not against Regional enemies, im against them being permanent enemies to you, even if you are the same race with them and that they are too powerful. Im sure. He have that name "summon school magic' mage. Dont remember what name of summoner school, different language.
Well, they often gang you up all time, from my experience. 18, 20, 25 level, dont matter. They always more powerful and kill you. They wear shitty armor and weapons, and i wear summoned armor and weapon, 25 weapon damage and 50 armor rating, and still they gang up on me and kill. It feels unfair. well, i understand that from 25 level is high level, then they should be less than that, i dont actually care, i limit them manually.
I set that actually. Dont helped. If there supposed to be higher amount of enemies than what i faced, it is just pure frustration. Oblivion not suited for fighting with multiple enemies.
Setting MOO.ini_levelscaling_reduced to 1 would be roughly same group sizes as vanilla. Already spawned enemies would need their cell reset. You could even lower it further in the ini, but then dungeons become very empty imo. In MOO group sizes are bigger to compensate for their lower quality equipment. Everything is configurable though, so you could change it to whatever works for you.
Really helps that the mod is configurable so you can add or remove whatever you like with the use of the mod's ini file. Don't feel like doing optimal builds and leveling up for encounters or feel like role playing a weaker build, then just edit the ini to suit your taste.
Instead of complaining you could've read the detailed readme and spent your time configuring the ini to your liking Although I agree that joining regional factions is janky if I understand how to do it correctly
@Maskar Great to hear about v5. I am about finished with my newest reinstall :) Any ETAs you have in mind? No pressure, I hate this question too
Not easy to give an ETA. The werewolves took a lot longer to implement than expected and still isn't 100% done. The roaming werewolf packs and totem system (much like path of exile) is pretty cool though imo. I would give it a few more weeks. Should be more clear by then.
It seems that it is possible to find the same treasure map multiple times. Is this intended?
I was just north of Bruma and checked map ID 9 Map #10 and it is in the same spot that I digged up in the past. The old chest is still there and empty. The dead guardian troll is still next to the chest. Using a pick on the ground produces no message at all.
Is it possible to not spawn maps in loot, if these maps have already been found?
I wonder if it is possible to restrict the maps to one copy each. I'm thinking about something like "RemoveFromLeveledList" in conjunction with "CloneForm". Instead of using the original leveled lists for maps, clone them once and whenever the player finds a map, its ID is removed from the cloned list. Only cloned lists are stored in the savegame, so these changes would be persistent.
This way the player wouldn't be confused with multiple copies of the same map, especially since the completed maps are misc items with no indication of what the original map was.
If the above idea is too complicated or too much work to implement, maybe just appending a "(C)" to the original map, instead of replacing it with the misc item, would be a suitable solution? For example, after finding the treasure north of Bruma, I would have a "Plainly Drawn Treasure Map #10 (C)" in my inventory and if I find another "Plainly Drawn Treasure Map #10", I could easily see that it's a duplicate that I can throw away.
Every map would give new treasure. Including those for the same location. It's obviously possible to restrict maps to be only used once on a certain location by marking them as completed when done.
Unfortunately, this is not the case. The second "Plainly Drawn Treasure Map #10" that I have, does not give new treasure. That's why I was asking for a change. I have no use for a map that points me to an already looted place.
I'm sorry. The problem was the pickaxe. I had a pickaxe from Morroblivion in my inventory and that one doesn't work for digging treasure. I went to my home and got all the other picks from storage and tried those. All of them worked, a "Dwemer Pickaxe" and two other "Pickaxe", although I don't know which is from what mod.
Now it's clear that one can find treasure from the same spot multiple times. I'd prefer it to be one time only, but it is as it is.
I keep on running into an issue where whenever an NPC uses a chameleon or invisibility spelll, there is a chance that the game will crash to desktop. I tried turning off the refraction shader in the Oblivion.ini by setting bUseRefractionShader to 0 and I changed the setting in AV Latta Magicka to disable the chameleon refraction shader but that doesn't help at all in solving the CTD when enemies cast a chameleon spell. I did notice this issue when I had Oblivion Reloaded Combined installed, but uninstalling ORC doesn't remove the chameleon crashes either. I'm not sure if Oscuro's Overhaul or Maskar's Overhaul has something to do with this either. Does anyone know a fix for this? The only thing I can think of is to make my own patch that removes the Chameleon spells from all NPCs.
Mines have highest chance for veins. Dungeon extensions can also have additional veins. I can't check atm, as I'm using a different version with improved region code, but you could also use a different pickaxe to have access to more places.
I have problem with Fort Blueblood. I follow mage guild quest at 8 level and run on enemies with 23-29 level in that Fort ? I do something wrong with settings ? How to fix this problem ?
Marauders in Fort Blueblood. There 5 or 6 of them 23-29 levels. I limited max level of some enemies to 30-50 level in advanced leveling settings. I also come across on goblins of 22 level, is it intended ?
I don't know what exactly you have edited, but seems fair enough to assume that's the cause of the problem. You could fix it by editing the levels in the ini file. There are stronger goblins. Especially in more remote areas.
18776 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
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).
Overall, its not what i wanted, its not rewarding, its annoyingly hard, its f8 spam to kill anybody. Someone would like this mod, but its not for me.
Regional faction npcs don't spawn in almost all dungeons. Just in bandit and marauder dungeons. This because bandits/marauders become too easy over time with their very low static equipment. If you don't like them, just disable in the ini file. In the next update they will change a bit however. Mostly based on all the feedback I have received.
Ebony ore is found near morrowind. You can use a special pickaxe to get regional ore, like ebony, on normal iron veins. At this exact moment I'm working on dungeon extensions. In specific the chance of veins in mines. It might be a good idea to make the amount of ore veins configurable, so you can choose how much you like to find in the game.
The best game difficulty is different for everybody. MOO by default is tougher than vanilla. Especially at the start of the game. There's a setting (MOO.ini_game_difficulty) that can change the difficulty to whatever you like. Try setting it to easy. Might be more to your liking. In the next update this difficulty setting is even more important. I've recently added werewolves to the game, which can roam through the region. At highest difficulty you could have super packs invading cities, while at the lowest difficulty they don't even leave their spawning location and only spawn in small groups. I've also added lower difficulty bandits and marauders near cities, which will automatically get removed with the new dynamic border system. This should make the start of the game more accessible.
You would still encounter bandits/marauders with regional factions. Just less obviously. Maybe you should disable the regional factions. Would encounter none at all. I'm however aware not everybody likes the difficulty provided by regional factions, which is why this is adjusted in the next update (based on MOO difficulty setting).
You sure that enemy mage isn't from the spell tome dlc?
Im sure. He have that name "summon school magic' mage. Dont remember what name of summoner school, different language.
You could use something like FormID Finder to check what mod adds the mage. I don't think MOO is responsible.
Instead of complaining you could've read the detailed readme and spent your time configuring the ini to your liking
Although I agree that joining regional factions is janky if I understand how to do it correctly
@Maskar
Great to hear about v5. I am about finished with my newest reinstall :) Any ETAs you have in mind? No pressure, I hate this question too
I was just north of Bruma and checked map ID 9 Map #10 and it is in the same spot that I digged up in the past. The old chest is still there and empty. The dead guardian troll is still next to the chest. Using a pick on the ground produces no message at all.
Is it possible to not spawn maps in loot, if these maps have already been found?
This way the player wouldn't be confused with multiple copies of the same map, especially since the completed maps are misc items with no indication of what the original map was.
If the above idea is too complicated or too much work to implement, maybe just appending a "(C)" to the original map, instead of replacing it with the misc item, would be a suitable solution? For example, after finding the treasure north of Bruma, I would have a "Plainly Drawn Treasure Map #10 (C)" in my inventory and if I find another "Plainly Drawn Treasure Map #10", I could easily see that it's a duplicate that I can throw away.
Now it's clear that one can find treasure from the same spot multiple times. I'd prefer it to be one time only, but it is as it is.
For now, I have added my own code to restrict each map to appear/work only once.
2024/10/01 14:03:24 [0050742D] [WARNING] AddItem in script 'MOOAddDiseaseEffectsFunctionScript' failed to generate an item.
Any ideas?