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- Changelogs
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Version 5.32
- BUG FIXES
- OOO ENHANCED:
- - Deleted some scripts which were unused.
- - Corrected a couple of texts.
- - Master Lien Valeth no longer has a random weak staff.
- - Fixed problems with the quest "A Shadow over Hackdirt".
- OOOExtended Integration:
- - Fixed the 2H Dread Lord Sword from not appearing, and thus the main newly added quest from OOO Enhanced not being possible to complete.
- - Fixed the boss carrying the above sword not having the correct look when using OOOExtended.
- CREATURES
- UNDEAD:
- - A certain Wraith boss and the stronger version of the Sanctified Ancient Spectres will have somewhat unique looks now.
- - Abysmal Lords no longer wear necromancer robes: they seem scarier and more mysterious wearing just plain black robes.
- - Nefarious Liches have been renamed to "tremendous liches".
- - Added four new variants of lich (of the existing kinds, but different look).
- - Changed the look of Logren Benirus: he now has the special clothing made by him in the "Diverse Liches" resource and looks skeleton-like.
- DAEDRA:
- - Changed the name of OOO's Seducers to "Punished Seducers".
- - Punished Seducers are now weaker and clannfears a bit stronger (reflecting how they appear in levelled lists).
- - Dremora "nosummon" kinds (which appear often as bosses) are one level higher than the rest of their rank.
- - IMPROVED the Daedric levelled lists overall. Some aspects of OOOExtended (mainly: more unpredictability) have been imported into OOO Enhanced. Higher level enemies might start appearing much sooner. To keep it fair, the chance will be rather small.
- - Now stronger bosses have a chance to spawn earlier. This makes oblivion gates more unpredictable: if you have bad luck, it could be impossible.
- - Armed flame atronachs appear a bit more often.
- FACTIONS
- SYLVAN
- - Changed the name of "Sylvan Archermer Masters" to "Sylvan Archermasters".
- ASTRAL WALKERS: Changed the robes of the two higher ranks. Standard "Astral Walkers" will now be wearing the robes the Astral Lords were wearing previously. The "Astral Lords/Mistresses will now be wearing a new robe from Sentinel Legendary Weapons And Armors. This is because the "golden flame" robe that I had previously assigned to standard "Astral Walkers" felt somewhat out of place.
- (Still thinking about what to do with the "Golden Flame" robe now).
- NECROMANCERS-UNDERWORLD'S HAND
- There have been some major redistribution of EQUIPMENT.
- "Masters of the Dead" (necromancers in Meridia's quest) will now be wearing the robes which, previously, Underworld Adepts were wearing.
- "Underworld Adepts" from the Underworld's Hand will now be wearing the robes "Guardians of the Depths" used to wear. This Silvernthorn robes match the Underworld's Hand aesthetic much better. They'll now be wearing, sometimes, the matching hood. (Masters of the Underworld will no longer be wearing any hoods, as they did not match their collar - Ministers of the Underworld will often be wearing this hood, though).
- "Guardians of the Depths" will now be wearing the robes which I had previously given to the "Masters of the Dead". It's creepy and it looks very powerful: perfect for these most powerful members of the Order of the Black Worm. It's a very logical change, since Falcar was already wearing the improved version of these robes.
- Mannimarco's Equipment has been redesigned (credits to xenogerslucas). Now, it will combine Mage Equipment's version with Naihaan's version. As some user commented, it is indeed much more logical that he is wearing an "upgraded version" of what Insatiable Seekers (i.e.: some of his most advanced necromancers) were wearing. In short: the crown, shoes and gloves will still be the same ones from Mage Equipment, but the robes will be the ones from Naihaan.
- Carla Du Vrei will now be wearing the original robes from Mage Equipment (but no hood, no claws, no creepy shoes). It actually fits her quite well. By chance, I had already called her robes "Robes of Dark Infinity", and this name fits even better in this case (she was previously wearing Naihaan's robes, i.e.: the ones which now Mannimarco will be wearing).
- ITEMS
- Enchantments of all the previously mentioned robes have been tweaked.
- Rebalance of most of the other necromancer robes + conjurer robes as well.
- PLACES
- - Removed sofas from dungeons, as some users deemed them too modern and I could agree with it. They have been replaced by some elegant red chairs.
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Version 5.31
- BUGFIXES
- Orag gra-Bargol in the Chorrol chapel sells spells again. - - Fixed there being two overlapped reward chests in Fort Entius.
- - Male characters are no longer able to wear some female vampire robes.
- - Added the "enchantments" bash tag so that the enchantment changes will be imported.
- FACTIONS
- - Improved the equipment of some members of the Knights of the Thorn.
- CREATURES
- - A SMALLER KIND of spiders has been added.
- - Spiders will appear more often
- - Spiders now appear much more often in the "Wet" kind of monster dungeons than in the "Mythic Nature" kind.
- - Changed the way in which the different kinds of spiders spawn in general.
- - Spiders are now friendly to most "monsters" and vampires.
- - Spiders might appear in vampire dungeons.
- OTHER
- Changed the Imperial bonus for iron and steel weapons so that it adds +1 to restore fatigue instead of a fatigue bonus. It no longer gives strength. - - Added a letter somewhere which will make it a bit easier to find the Pegasus Bow. (perhaps I'll add yet another one).
- BUGFIXES
-
Version 5.3-Pre-release
- - Solved incompatibility with the new skeletons and Ragdolls
- - Fixed several floating objects in dungeons.
- - New unique look of the Daedric Lava Armor and of Prince Xyval's unique daedric warhammer.
- - A new brown daedric armor has been included to replace the model of the existing "Dremora Elite Armor".
- - OVERHAULED Vaermina's Quest (Arkved's Tower). Now it includes, besides the boss that I had already added, two new unique spider enemies.
- - Added the Graphics bash tag
- - Some small tweaks.
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Version 5.3
- BUGFIXES
- - Fixed some issues at Fort Ash.
- - Fixed the Dremora Kynmarcher armor from not working.
- - Fixed some problems with resources: Armor of dremora kynmarcher's being invisible
- - Fixed floating and badly placed objects in Varondo
- ENEMIES
- Dremora:
- - Some dremora ranks (churl + caitiff) will now have unique armors.
- - The other ranks will all have something unique
- - For this purpose, the brown daedric armor from "Artifacts" will be used by the following ranks (previously used only for the Dremora Kynmarcher)
- - The difference will be little: whether they use gauntlets, or gauntlets + helmet.
- - Only the strongest versions of dremora - markynaz and valkynaz - will get the original look (daedric armor).
- - The Markynaz will have a unique, less powerfully looking helmet.
- NEW CREATURES: SPIDERS!
- - Added spiders to the monster levelled lists: they will be different from the "nightmarish" spiders which were already added to Vaermina's Quest.
- - There will be boss spiders as well.
- - A new, unique dungeon will have a unique spider boss.
- DUNGEONS
- - Added a NEW DUNGEON, related to a new quest that for now is unfinished. To enter it is not easy.
- - A few goblin cells will now be "weak" (having a unique levelled list that never spawns high level goblins). In some places there will be a mix of "weak" and "normal" levelled lists of goblins too, to make it more varied and unpredictable.
- - Changed a blade reward in varondo for a bow
- QUESTS
- - Added a new quest, but for the moment it's incomplete. The idea is to make it related to one of the most powerful enemies in the game, who would have great rewards.
- BALANCE
- - Further High-Tier bow rebalance
- Support
- - Adds support for Seamless OCOv2.
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Version 5.2
- - The EASY plug in has now been integrated into OOO Enhanced
- - And optional HARD difficulty plug in has been added (my preferred choice).
- - Improved many texts
- - Changed a mesh that was not working well
- - Added new iron and silver scythes (AsteriaSenall)
- - Made skeletons have sizes that reflect their strength better.
- - Rebalanced some weapons.
- - Solved a lot of disbled objects appearing when loading the mod in an existing saved game.
- - Made a new corpse added in Kvatch easier to find.
- - Other small changes.
- - Fixed an issue with the DLCThievesDen adaptation.
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Version 5.1-Beta
- - Made the tutorial a bit easier
- - Changed the look of the tutorial creatures so that they look accordingly less strong.
- - Finally tackled the NPCs you have to fight in Boethia's Daedric Quest. Now they have interesting equipment.
- - Fixed a script error.
- - Armand Cristophe is not naked anymore and looks unique.
- - Imported some changes into the OOOExtended integration patch that I had forgot to import in 5.0.
- - Fixed some errors in the Balanced Magic Rebalanced plug in, added bash tags for it and changed its name to "OOO Enhanced" instead of the old "OOO I%A".
- - Other small tweaks.
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Version 5.01-Beta
- - Nether Liches are a weaker to shock, reflecting their "ethereality". They also have a very high (80%) resistance to normal weapons.
- - The light of dawn sword now always has the same damage (only the spell increases). This is in order to make other swords in the game useful... the LoD will only be the best sword when it comes to vampires. It will still be among the strongest weapons against other enemies anyway, in any case.
- - Fixed the Druid Axes from being unequippable.
- - Fixed an error with the Ayleid weapons script.
- - Astral Walkers are more resistant to normal weapons and reflect a bit more damage.
- - Daedric weapons have been made slightly stronger.
- - OOO's ayleid bows have been rebalanced (and made more powerful and varied in stats).
- - Some NPCs have been given OOO's ayleid bows.
- - Some other high level weapons have been made slightly stronger.
- - Added a new, unique ayleid bow somewhere in the game.
- - Mannimarco has been made weaker.
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Version 5.0-Beta-Complete
- 5.0 Beta
- MAIN NEW INCLUSIONS:
- Integrated a whole Ayleid Armor and Weapon set, + several other ayleid unique weapons by jgreybear + many Dire Storms weapons and a shield.
- Integrated armored skeletons by tiny lampe, scarycave and jgreybear (+ the robes from Snus Dungeons already added previously) completely into the game, meaning there are tons of new, creatively done enemies (including skeleton mages). This is similar to OOOExtended, but I believe the result is overall even better.
- Created new lich variants with "Diverse Liches".
- Added a new dungeon with an unmarked quest) and some new "spaces" related to the Underworld's Hand faction.
- New quests by OOO Enhanced improved.
- Texts improved.
- The old "Easy" patch is available again. The game will still be somewhat more difficult than standard OOO.
- Improved the new decorations I added in some dungeons.
- BUGFIXES
- - Fixed the player not being able to pick up the one-handed Heaven’s Fury sword if they had picked up the claymore previously.
- - Fixed a note having a wrong script.
- - Fixed some decorations in the Underworld’s Hand dungeons.
- - The imperial dragon robe is now disabled until the end of the main quest, like the armor.
- - The minotaur boss at Nonungalo no longer wears his vanilla OOO unique weapon, as already the minotaur boss of Horunn has it (it was therefore duplicated). This minotaur has a new weapon since OOO Enhanced 4.0.
- (OOOExtended Integration) - Eliminated several additions in dungeons which were from before 4.0 and for some reason I had forgot to eliminate. This includes some things that did not make sense.
- - Enchantments that were not properly done (I added more effects than the game allowed) have been fixed.
- GAMEPLAY
- Some spells now cost less magic.
- UNDEAD OVERHAUL
- - The undead levelled lists have been made much more interesting.
- Armored Skeletons:
- - +15 different kinds, each of them quite unique, of armored skeletons have been added.
- - The higher ranks of skeletons (hero and champion) now tend to have one or two pieces of armor.
- Spectral Warriors:
- Yet another new kind has been added, and the other kinds wear a great variety of armor now.
- Liches:
- I've added a new lich kind and made one of the "normal" liches have a new appearance to make Liches even more varied.
- Dungeons and Lairs
- - The undead overhaul also includes changes in dungeons to make them more unique.
- - A new (small) dungeon which involves some sort of small unmarked quest (it starts in Kvatch) and it will introduce low level players to the spectral warriors (it will be the easiest spectral warrior dungeon and it will have a pretty nice reward for low level characters.)
- NEW QUESTS
- - A new diary entry for the new quest added in the 5.0PreRelease has been added (when you read a particular note which already existed). The entry comes with 3 variants depending on your progress in the quest.
- - The Heaven’s Fury one-handed sword has been changed yet again to look even more impressive. The static version of it has been changed accordingly as well.
- - The unmarked quest “The White Horror” (I have decided to keep it unmarked for now) has new dialog options to make it feel more natural. You should look for the NPC involved to ask some questions if you happen to stumble upon one of the notes concerning a certain disappearance…
- - The “quest” concerning the Underworld’s Hand has been expanded on a bit, adding an option to end it in a good way and some entries involving a new character-boss (more info below).
- EQUIPMENT
- General
- - NEW ARMOUR SET: Added an almost complete ayleid set of weapons and armor. It only lacks a “battleaxe”.
- - The unique daedric armor set from OOO “Imago’s set” will now look different from the standard daedric armor (like a blue daedric armor).
- - The greaves of the Imago set are no longer found in the Bruma Gate (I thought it’s too early for one of the best greaves in the game). Instead, they’ll be found at the end of the Cheydinhall Gate (quest: “the wayward knight”).
- - Overhauled a bit the high light armours qualities. The high level elven armours (from OOO and OOO Enhanced – there are many, actually), have been nerfed. Glass armor has been very nerfed. All the different kinds of glass armour and new light armours have been very nerfed so that the highest one is not higher than anything OOO itself has. This also takes into consideration the newly added Ayleid set.
- - Overhauled the glass-elven weapon system of stats, taking into consideration how weapons look and the newly added Ayleid set. The most important: the “Welkynd Elven” weapon kind is now much weaker, but still stronger than standard glass. After the Welkynd weapons, comes ebony. After ebony, the different kinds of “Astral Glass” weapons (which vary in stats, usually purple is the strongest). After the Astral Glass, come the Ayleid Weapons. Finally, Daedric weapons.
- - Integrated the four astral glass battle staffs that were already in the resources, but which I had not implemented (except for the “Paradise Amazon defense staff” one in 5.0).
- OOO’S UNIQUE ROBES UNCUT
- It is clear from everything that can be found that Oscuro planned to include a few enchanted robes. Most of them even look visually unique, and they were not appearing in any way at all!
- On top of this, some of these robes were even given unique models in the OOO version of Mage Equipment (I have changed back to OOO’s originals a few of them, including the Mage Equipment versions elsewhere).
- Now, they’ll show up in several shops… And also unenchanted versions of the robes (which were also created by Oscuro) will show up.
- I’m not sure if the prices are too high or not – the idea would be, of course, for some merchant character to be able to take advantage of this clothes, but of course prices should be attractive enough for this option.
- Specific
- - Imago Storm’s Helmet, which seems (by mistake?) not to have been present at all in the game in vanilla OOO, has been duly placed near Lady of Embers… As its attached script seems to imply it should be there.
- - Changed the enchantment of the unique “sublime glass armor” found in Lost Boy Cavern. It will be more unique… There were already too many items that focus on reflect.
- - Nenalata and Lindai crowns now have some armor rating and look unique.
- - Improved the enchantments of Noor’s special set of robes and his unique weapon (which has also been changed to look like a “Welkynd Elven Mace”, now).
- - Improved the enchantments of both white and dark elven robes and hoods.
- - Changed the look of the “ancient healer robes” to the original OOO unarmored version. The dwarven white robes will eventually be used elsewhere.
- - Added a BONUS for the “Ice Dragon Clan” elite set.
- - The robes of the Keeper of the Dead look now again plainer. It was unintended that they got this look since 5.0. Instead, the “superior” look will be used elsewhere.
- - “Winged” (Pegasus) weapons are faster, as it makes sense.
- - The Braided Waraxe deals 1 point more damage.
- - The braided Warhammer is a bit faster and deals a few points more damage.
- Loot
- - NEW SETS integrated into the levelled lists (Note: all of them except the Ayleid one were already present in previous versions): Leather Night Set (Blue Leather), Reinforced Dark Leather Set (no weapons), Welkynd Elven Set (all weapons), Twilight Elven Set (no weapons), Astral Glass 4-5 different sets with different colours (all include all weapons: the stats of the weapons vary, while the armors are almost always equal in stats), Ayleid Set (includes all weapon kinds, even arrows, except for a battle axe), Draconic Set (includes only two weapons), Reinforced Steel Night Set (includes only sword).
- - Vampire dungeons now have blue glass armor + the new “twilight elven armor” instead of the “drakefired armor” (which is the most powerful). This is because a fiery armor does not fit them, in my opinion.
- - Silver equipment is now quite more rare among vampires and especially among undead, as it does not make that much sense that they have it.
- - Oblivion gates have a bit their own loot.
- - Daedric equipment will now now NOT be found in random loot in Cyrodiil’s dungeons: it will only be found in Oblivion (just in specific instances or some rare cases in Cyordiil).
- - The Astral Glass set and Drakefired glass armor (one of the most powerful light armor) will be found in Oblivion Gates more often than in other places.
- - Some of the new enchanted robes will now be found randomly in the levelled “magic clothing” loot list.
- - In higher levels, in ayleid ruins, there will be more chance of finding some especial high-level robes which can be seen in some friendly NPCs but which are otherwise hard to get. There will always be a small chance to find them in ayleid loot, though.
- - Dark Magical clothing (worn by vampires sometimes since 4.0) will now also be sometimes found in loot in vampire dungeons.
- FACTIONS
- Guards
- - Imperial Warders now have silver bows instead of fine steel bows (keeping up with the upgrades to other guard ranks). It also fits their armor much better visually.
- Astral Walkers
- All the members of the faction are stronger against normal weapons and resist paralysis more.
- Astor Orontes now has a daedric shortblade again (the mage sword did not really fit).
- Underworld’s Hand:
- - A new kind of Underworld's Hand NPC has been added: the Underworld Minister. This was in order to use a "more basic" looking version of their master robes which I wanted to use somehow.
- - This also means the Masters themselves will now be rarer, but even stronger. Most importantly: they'll be able to summon spectral champions now (but it is a power, so they'll only be able to summon one).
- - Added three special “etheric planes” that this faction has developed. They are accessible via portals in some of their dungeons, which require either mysticism skill (like the AU portals) or having read a certain note that is sometimes carried by the Underworld’s high members.
- - Their lairs have been further emptied of zombies, blood and gory things, to reflect their difference with other necromancers (some of them remain on purpose in some instances, giving some ambiguity).
- - These new areas feature some special artifacts. To use them, either great intelligence or massive willpower will be needed (these will be greatly reduced if you find the note mentioned before).
- - They also feature good rewards.
- - Added a new boss with a unique weapon (which in 5.0 it was found in Wendelbek) in one of these new areas.
- - Involved the whole thing a bit more in the Underworld Quest which was already present since 4.1 or so (it’s not exactly a “quest”: the quest exists mainly to be able to display some longer texts and remind the player of these features).
- - Lien Valeth has a new unique defense staff.
- CREATURES
- Skeleton Overhaul
- - Since there are so many new skeletons now, liches and nether liches have been completely removed from the “bones” levelled lists. Nether Liches appear in the “ethereal” ones.
- QUESTS
- Arena
- - Agronak now has a unique looking longsword, instead of an ebony one. It has the same stats as ebony, but it’s faster.
- FG
- - Viranus Donton now carries most of the rare OOO’s heavy Noble Armor set instead of steel armor. It is between orcish and ebony in strength, making it fit quite well with the moment when you’d be able to get it (Trolls of Forsaken Mine).
- - He also has a unique weapon.
- TG
- - The Ayleid NPCs from the last quest of the Thieves’ Guild, which I had missed previously in my mod, have been made much higher level and their armor now looks like the Dark Elven Armor by Aknevrec.
- Umbacano’s Questline
- - Umbacano has been made stronger.
- - The undead in Umbacano’s quests now include the new skeletons creatively.
- - Nenalata and Lindai now have more unique enemies.
- - Nenalata and Lindai now both have a new, special reward.
- LOCATIONS
- - Many changes in some undead dungeons. Often, the changes I had done in OOOExtended Integration Patch have been ported, now that the skeletons are present in Enhanced.
- - One of the unique battlemage blunt staffs from Mage Equipment has been moved to a daedric plane and is carried by a boss… He appears from level 1.
- - Varondo’s rewards lying free to pick have been nerfed (they’re still pretty interesting) – but a new container with them, which requires you to defeat the boss, has been added.
- OTHER
- - The imperial bonus with steel and iron weapons is now stronger than the bonuses for other races. This is because otherwise the player would just too easily switch to higher versions of weapons. Now, the imperials will really have some advantage in the very early game.
- - Many other little changes/fixes.
- OOOEXTENDED INTEGRATION
- - Eliminated the armored skeleton additions in dungeons, as they have been moved to OOO Enhanced itself now.
- - Adapted the levelled lists to the new changes.
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Version 5.0-Beta
- BUGFIXES
- - Eliminated a pretty game-breaking duplicated boss from the OOOExended patch.
- - Fixed some pieces of the “Armor of Void.” (old dread armor) from having a damage attribute enchantments instead of a drain one.
- - Fixed some bug with the bonus of this very same “Armor of Void.”
- - Fixed one of my main new bosses, “Black Death” (a Black Bow boss) from not appearing in the game… Since 2017 or 2018!
- - Fixed NPCs not being able to use the portals at the Arcane University (at least in my testing it works fine now)
- - Fixed Sardavar Leed from not having a ceiling and a floor.
- - Eliminated Traven’s duplicated chest.
- - Reworked many old scripted features as "quests" (usually not visible ones), making them actually work. For instance: Black Death, a black bow boss that should have been present since 2017 or so, will now appear in the game for the first time (!)
- - Quite a few other fixes that I've forgotten to note.
- QUESTS
- The main feature which has motivate me to call this version 5.0 is that, while working on the story, I have decided to greatly expand both main quests of OOO: Shadows in a Struggle for Power and The Path of Iron.
- As for THE PATH OF IRON: the mod "Lost Paladins of the Divines v2" by Sita has been fully integrated.
- - The standard heavy armor and weapons look better.
- - Depending on your highest skill when you pick up the first piece, you'll be able to get a LIGHT VERSION of the armour as well (which looks unique).
- - Now, there won't be only be a claymore: lying around near-by there'll also be the longsword, so that you can carry it with the shield. To pick it up, you'll also have to finish the quest.
- - The cape from "Lost Paladins of the Divines v2" has also been integrated. That means there will be an extra piece and the quest will be longer. Melus Petilius' diary has been edited to reveal the location...
- - The bonus I added in previous versions has been re-worked to work with all these changes.
- - The armored Paladin Horse from "Lost Paladins of the Divines v2" has ALSO been integrated: it will be yet another reward for completing this very difficult quest (even more difficult in this version).
- - Two new bosses have been added, who guard two of the pieces of armor.
- - In most cases, you'll need to defeat the guardian to be able to access the armor. I have taken care that it's not always like this, though, and certain pieces of armor are much easier to get than others.
- - The boss at Lipsand Tarn has now a completely unique staff (uniquely looking). Obviously, it's going to require a lot of intelligence.
- - The messageboxes I had written before have been improved to feel more in line with the quest's progression.
- - It has been tested and it works.
- As for the DREAD ARMOR quest, in order not to mess things up, I have added a NEW, parallel quest which is very connected to "Shadows in a Struggle for Power". It includes the new Dread Lord weapons that I included in previous versions already, as well as new characters/creatures I had already added, but lacked a story.
- - Greatly expanded story, including many new written pieces.
- - The mysterious "Graithland" now has some kind of real presence in the game, and more facts about him are revealed (but he remains quite mysterious).
- - The new quest will mostly be about collecting the "Dread Lord Weapons", which are scattered around some of the most dangerous places of Cyrodiil. In the process, it is also about unravelling the story behind these weapons and the dread armor.
- - A very big number of diary entries has been written. It's a very non-linear quest, in OOO's fashion.
- - At the end of this quest -- but only if the player has completed "Shadows in a Struggle for Power" as well -- the player will be given a chance to have a "good" ending by destroying all the Dread Weapons and the armor. An ability will be given as a reward for this.
- - It has also been tested and it works.
- I did not comment it much, but since 4.0 Beta there's also a (small) "diary quest" related to Master Lien Valeth, who also had a greatly expanded story.
- Equipment
- - Integrated better the previously added “Dark Elven Set” (now called: “Elven Twilight Set”). It is slightly stronger than standard glass armour and will be rare, mostly only seen in vampires.
- - The “Elven Eldar Armour” is now superior to the “Elven Night Armour”. I have interchanged their stats.
- - The unique “Amazon Paradise Set” (clear glass amazon armour) has been fully distributed through the game, including all the weapons and the defensive staff.
- - There’s now a bonus attached to it.
- - Added a bonus to the set of new (4.0) robes of Mannimarco.
- - Improved the enchantment of Mannimarco’s set of robes.
- - Three unique weapons (two of them existed previously but did not have unique models), have now been given models from the mod "AyLeidRoyals". Other features surrounding these weapons (each of them related to some boss) have been improved.
- Creatures
- - The Spider Daedra Boss “Nightmare Weaver” will now have a completely unique (and scary) look. (Thanks to Gyzmodian)
- - The Lich King of Lipsand Tarn now carries a unique staff (the most powerful of the ayleid ones in the game). It also looks unique.
- - High level spectral warriors have some resistance to magic.
- NPCs
- - Black Bow Ringleaders now have a chance of wearing parts of the “Elven Night Armour Set.”
- - They also have a better chance of wearing Shadowmail Equipment.
- - Azanni Black Heart will now wear parts of the Elven Night Armour set, instead of the more powerful Elven Twilight Set.
- - Hlofor (Raider boss) now carries a new, unique sword.
- - The Nord Real Swords sword he was previously wearing will now be carried by Vistila.
- - The Ghostly Daedric Armour worn by one of the most powerful bosses of OOO will now look like a “Daedric Lord Armor”.
- Quests
- FG
- - To make things more balanced (and a bit more difficult) you will need to reach the rank of Master to have access to the whole Paladin set.
- - The rank of champion will now only grant access to weapons. This includes a sword and a claymore which look like the old Heaven’s Fury weapons from OOO; also an ebony mace and an ebony warhammer.
- TG
- - The Ayleid NPCs from the last quest of the Thieves’ Guild, which I had missed previously in my mod, have been made much higher level and their armor now looks like the Dark Elven Armor by Aknevrec.
- OOO Enhanced
- - Two (dead) skeletons have been added near the location of the cave where Carrillo Spino is located (unmarked quest from OOO Enhanced), in order to make the unmarked dungeon easier to find.
- LOCATIONS
- - Squandered mine, where I previously added a new, very powerful boss (related to the Dread Armor, but not important for the quest itself), will now have some pretty epic fights between bandits, black bow bandits, amazons and undead. Beware of delving deep into it… But you may also take advantage of the chaos to get some rewards that are lying there.
- OOO EXTENDED INTEGRATON:
- - Added completely unique enchantments to the skull and spider staffs. The first ones will only be carried by high level vampires; the second ones, by the Masters of the Underworld’s Hand.
- - The dual-wielding characters from OOOExtended have been reworked, and hopefully all the bugs with them have been fixed. They wear now also more varied weapons. This includes the Amazons and the Vampires.
- - Eregor no longer wears the Black Chain Helmet (as he has Heavy Armour). Instead, he’ll have an enchanted Ebony Helmet.
- - Eclipser Raid Commanders have now a greater variety of armor (noble orcish + black plate).
- - Vampire Equipment boom OOOExtended and OOOEnhanced has been better integrated. With OOOExtended, the different classes of vampires will be even more varied and unique.
- - Vampires are no longer as overpowered as in OOOExtended: all of them have been always given the abilities from OOOEnhanced.
- OTHER
- - Many more small changes and fixes to NPCs, dungeons, stats, enchantments...
-
Version 5.0 Beta
- BUGFIXES
- - Eliminated a pretty game-breaking duplicated boss from the OOOExended patch.
- - Fixed some pieces of the “Armor of Void.” (old dread armor) from having a damage attribute enchantments instead of a drain one.
- - Fixed some bug with the bonus of this very same “Armor of Void.”
- - Fixed one of my main new bosses, “Black Death” (a Black Bow boss) from not appearing in the game… Since 2017 or 2018!
- - Fixed NPCs not being able to use the portals at the Arcane University (at least in my testing it works fine now)
- - Fixed Sardavar Leed from not having a ceiling and a floor.
- - Eliminated Traven’s duplicated chest.
- - Reworked many old scripted features as "quests" (usually not visible ones), making them actually work. For instance: Black Death, a black bow boss that should have been present since 2017 or so, will now appear in the game for the first time (!)
- - Quite a few other fixes that I've forgotten to note.
- QUESTS
- The main feature which has motivate me to call this version 5.0 is that, while working on the story, I have decided to greatly expand both main quests of OOO: Shadows in a Struggle for Power and The Path of Iron.
- As for THE PATH OF IRON: the mod "Lost Paladins of the Divines v2" by Sita has been fully integrated.
- - The standard heavy armor and weapons look better.
- - Depending on your highest skill when you pick up the first piece, you'll be able to get a LIGHT VERSION of the armour as well (which looks unique).
- - Now, there won't be only be a claymore: lying around near-by there'll also be the longsword, so that you can carry it with the shield. To pick it up, you'll also have to finish the quest.
- - The cape from "Lost Paladins of the Divines v2" has also been integrated. That means there will be an extra piece and the quest will be longer. Melus Petilius' diary has been edited to reveal the location...
- - The bonus I added in previous versions has been re-worked to work with all these changes.
- - The armored Paladin Horse from "Lost Paladins of the Divines v2" has ALSO been integrated: it will be yet another reward for completing this very difficult quest (even more difficult in this version).
- - Two new bosses have been added, who guard two of the pieces of armor.
- - In most cases, you'll need to defeat the guardian to be able to access the armor. I have taken care that it's not always like this, though, and certain pieces of armor are much easier to get than others.
- - The boss at Lipsand Tarn has now a completely unique staff (uniquely looking). Obviously, it's going to require a lot of intelligence.
- - The messageboxes I had written before have been improved to feel more in line with the quest's progression.
- - It has been tested and it works.
- As for the DREAD ARMOR quest, in order not to mess things up, I have added a NEW, parallel quest which is very connected to "Shadows in a Struggle for Power". It includes the new Dread Lord weapons that I included in previous versions already, as well as new characters/creatures I had already added, but lacked a story.
- - Greatly expanded story, including many new written pieces.
- - The mysterious "Graithland" now has some kind of real presence in the game, and more facts about him are revealed (but he remains quite mysterious).
- - The new quest will mostly be about collecting the "Dread Lord Weapons", which are scattered around some of the most dangerous places of Cyrodiil. In the process, it is also about unravelling the story behind these weapons and the dread armor.
- - A very big number of diary entries has been written. It's a very non-linear quest, in OOO's fashion.
- - At the end of this quest -- but only if the player has completed "Shadows in a Struggle for Power" as well -- the player will be given a chance to have a "good" ending by destroying all the Dread Weapons and the armor. An ability will be given as a reward for this.
- - It has also been tested and it works.
- I did not comment it much, but since 4.0 Beta there's also a (small) "diary quest" related to Master Lien Valeth, who also had a greatly expanded story.
- Equipment
- - Integrated better the previously added “Dark Elven Set” (now called: “Elven Twilight Set”). It is slightly stronger than standard glass armour and will be rare, mostly only seen in vampires.
- - The “Elven Eldar Armour” is now superior to the “Elven Night Armour”. I have interchanged their stats.
- - The unique “Amazon Paradise Set” (clear glass amazon armour) has been fully distributed through the game, including all the weapons and the defensive staff.
- - There’s now a bonus attached to it.
- - Added a bonus to the set of new (4.0) robes of Mannimarco.
- - Improved the enchantment of Mannimarco’s set of robes.
- - Three unique weapons (two of them existed previously but did not have unique models), have now been given models from the mod "AyLeidRoyals". Other features surrounding these weapons (each of them related to some boss) have been improved.
- Creatures
- - The Spider Daedra Boss “Nightmare Weaver” will now have a completely unique (and scary) look. (Thanks to Gyzmodian)
- - The Lich King of Lipsand Tarn now carries a unique staff (the most powerful of the ayleid ones in the game). It also looks unique.
- - High level spectral warriors have some resistance to magic.
- NPCs
- - Black Bow Ringleaders now have a chance of wearing parts of the “Elven Night Armour Set.”
- - They also have a better chance of wearing Shadowmail Equipment.
- - Azanni Black Heart will now wear parts of the Elven Night Armour set, instead of the more powerful Elven Twilight Set.
- - Hlofor (Raider boss) now carries a new, unique sword.
- - The Nord Real Swords sword he was previously wearing will now be carried by Vistila.
- - The Ghostly Daedric Armour worn by one of the most powerful bosses of OOO will now look like a “Daedric Lord Armor”.
- Quests
- FG
- - To make things more balanced (and a bit more difficult) you will need to reach the rank of Master to have access to the whole Paladin set.
- - The rank of champion will now only grant access to weapons. This includes a sword and a claymore which look like the old Heaven’s Fury weapons from OOO; also an ebony mace and an ebony warhammer.
- TG
- - The Ayleid NPCs from the last quest of the Thieves’ Guild, which I had missed previously in my mod, have been made much higher level and their armor now looks like the Dark Elven Armor by Aknevrec.
- OOO Enhanced
- - Two (dead) skeletons have been added near the location of the cave where Carrillo Spino is located (unmarked quest from OOO Enhanced), in order to make the unmarked dungeon easier to find.
- LOCATIONS
- - Squandered mine, where I previously added a new, very powerful boss (related to the Dread Armor, but not important for the quest itself), will now have some pretty epic fights between bandits, black bow bandits, amazons and undead. Beware of delving deep into it… But you may also take advantage of the chaos to get some rewards that are lying there.
- OOO EXTENDED INTEGRATON:
- - Added completely unique enchantments to the skull and spider staffs. The first ones will only be carried by high level vampires; the second ones, by the Masters of the Underworld’s Hand.
- - The dual-wielding characters from OOOExtended have been reworked, and hopefully all the bugs with them have been fixed. They wear now also more varied weapons. This includes the Amazons and the Vampires.
- - Eregor no longer wears the Black Chain Helmet (as he has Heavy Armour). Instead, he’ll have an enchanted Ebony Helmet.
- - Eclipser Raid Commanders have now a greater variety of armor (noble orcish + black plate).
- - Vampire Equipment boom OOOExtended and OOOEnhanced has been better integrated. With OOOExtended, the different classes of vampires will be even more varied and unique.
- - Vampires are no longer as overpowered as in OOOExtended: all of them have been always given the abilities from OOOEnhanced.
- OTHER
- - Many more small changes and fixes to NPCs, dungeons, stats, enchantments...
-
Version 4.12-Beta
- - Fixed some spells not being playable at the proper level
- - Improved decorations in some dungeons.
- - The Underworld's Hand now has slightly more powerful spells.
- - To go along with how I've changed this faction, now the Underworld's Hand will rarelly summon zombies.
- - Small fixes in some texts.
- - Made Mathiew Bellamont's weapon look truly unique.
- - A unique, very powerful staff has been given to a new Astral Walker boss addded in 4.1 (formerly Guardian of Oblivion).
- - Other small tweaks.
- - Improved the BAIN installation system.
-
Version 4.2-Beta
- BUGFIXES
- - Removed some texts that were in German.
- - Deleted a false script in the Knight’s Plug-In
- - Added the missing models for the Forester Armour by Elderscrollsfan.
- EQUIPMENT
- - Integrated pale raider’s Paladin Set, Dragonhunter Set, Divine and Dark Guardian sets (often I’ve changed their name).
- - Integrated a few weapons from Pale Raider that were already present in previous versions, but not used yet.
- - The Silver Dragon claymore is now worn by a new boss (since v. 4.1, this set gives a bonus – either a weapon or the shield must be used to get it -, so it’s interesting to find the pieces). There is a new weapon from Pale Rider in the previous location of this claymore.
- - Reduced damage of the player versions of the fiery sword and flame atronach weapons
- - Blade of woe now has a slightly different texture: It is the “Dragon dagger” from Coolmanx’s dagger collection, but I tweaked the texture so that the dragon figure has been removed, since it felt “unlorefriendly”.
- Staff Overhaul Completed!
- - Greater Staffs have greater health
- - Daedric Staffs are now extremely rare: all the “standard” Greater Staffs have instead an ebony appearance, elven, glass or other. New models from Slof’s “astral glass” and “clear glass” have been implemented.
- - Some new staffs have been created to be given the Daedric staff model.
- Defensive Staffs
- - Defensive staffs now have intelligence requirements. On the other hand, they give bonuses to magica, sometimes quite high ones. This will make the gameplay more interesting for battlemages, both with heavy and light armour. To not constraint the player to much, since they are challenging to get, all the unique staffs from OOO have a lower intelligence requirement than the usual high level defensive staffs (55, as compared to 70 for both daedric and glass).
- - Daedric Defence staffs are now also extremely rare.
- Weapons from “Mage Equipment”
- - Integrated the Battlestaffs from Mage Equipment. They give some magical ability and are thought for mage characters, so they’ll have intelligence requirements as well (not as high as normal staffs, though, as for battlemages it’s going to be tougher to increase intelligence).
- - Same goes for the blades from Mage Equipment.
- - Unlike in OOOExtended (which also had them) the battlestaffs will be carried by specific NPCs in specific factions: Amazons, underworld Adepts, some vampires etc. Each of these NPC types will have a chance to carry one out of a specific set of battlestaves (in a few cases different factions can have the same one, though).
- - Some unique battlestaffs have been hand-placed in dungeons.
- - Some NPCs, friendly or enemies, will also be carrying some of these items.
- FACTIONS
- Fighter’s Guild
- - The Paladin blades and armor, renamed “champion”, will be rewarded when one becomes champion of the Fighters Guild (they’re also carried by Oreyn).
- - Vilena Donton carries the Paladin Blade, a bit different a superior. It will be given at the very end of the Fighter’s Guild Questline.
- Black Wood company
- - It has been heavily overhauled, making the Fighter’s Guild questline more interesting. Rizakar now looks very unique, and he has a very powerful, new, unique sword. The “Butcher Dragon Set” by Lancilloto and Elderscrollsfan will be worn by some members of this faction.
- Eclipser Raiders
- - Fixed Vasil Duranis from being hostile towards other Eclipser Raiders
- - Vasil Duranis now carries the unique, very mighty looking “Divine Guardian Set” by Pale Raider (now called: “Set of the Lord of War”).
- - Improved the equipment of other named bosses of this faction (it is always a bit different – and more varied – with OOOExtended).
- - The unique (OOO) Ivory Armor set worn by a certain Eclipser Raider Boss has been given (each piece) a unique enchantment.
- - Made Eclipser Raid Commanders always wear greaves, as seems logical for a boss of such a powerful warrior clan.
- - With OOOExtended and the integration patch, the commanders will now have a chance to wear the “Black Plate Armor” (their set of armours felt a bit limited, and this one fits them very well).
- Astral Walkers
- - Continued improving the look of the dungeons of the Astral Walkers (still some work left)
- - Neither of the three named bosses, in order that they can show off their awesome robes, will no longer summon bound armour.
- - Not all Astral Lords will summon bound armour either.
- - Both Astral Lods and Astral Walkers carry a specific, more unique set of staffs (among which there will be one of the few daedric looking ones).
- Underworld’s Hand
- - Fixed some errors with the new decorations in their dungeons.
- - They now have more unique weapons.
- Vampires
- - A new Ancestral Patriarch kind has been added (warrior). They carry the very mighty looking “Dark Guardian Armour” by Pale Rider (with a different name). Not always all parts.
- - The equipment of the Ancestral Crusader Patriarchs has been modified a bit.
- - With OOOExtended, the "vella Chain" "amazonic" Obsidian armour, which was not used at all because with OOOExtended the Raider Boss Sheil is given a completely new armor, has been given to the "Vampire Blade Dancer Matriarch".
- Skyrim Bandits
- - Improved the look of some of their bosses with new or better chosen equipment.
- - Nordic Equipment has also been added to some friendly NPCs.
- Dark Brotherhood
- - Improved the look of Ungolim and of Hoar-Blood.
- OOOExtended Integration Patch
- - With OOOExtended, a few bosses and characters have been give the “agile” or “acrobatic” animations, for instance, two members of the Blackwood Company.
- OTHER
- - Improved some texts (still work to do here)
- - Many other tweaks in NPC equipment, stats, enemies in dungeons, etc. that I’ve forgotten to note.
-
Version 4.1-Beta
- BUGFIXES
- - Fixed some water golem which was placed by mistake behaving weirdly.
- ITEMS, BALANCE, GAMEPLAY....
- - All races have been now given a small bonus with some specific weapon kind. Usually it is related to the "Real Swords" race weapons (see main page of OOO Enhanced on Nexus for a detailed description)
- - Because I could not think of anything else for Bretons, BRETON REAL SWORDS has now been included as part of the main OOO Enhanced. Therefore, the only missing Real Swords modules you'll have to use OOOExtended to have are:
- Orc, Khajiit and Goblin.
- - Now, almost every staff has been given intelligence requirements. Staffs are meant for Mages! (OOOExtended's have been patched as well). Some exceptions are: a few quest-related staffs, the Goblin Staffs, and the Staffs the player creates
- during the Mage's Guild Questline (but I may yet include them in a future update, albeit with a lower requirement than usual), and the staffs that are rewards from Daedric Quests (a couple of which OOO Enhanced also re-works a bit).
- . This is organized mostly by three different levels: Lesser Staffs require an intelligence greater than 35 (OOO has always been about truly specializing: whoever wants to be a Mage will reach this very easily, at least with the
- right race. Otherwise, he'll have to work!); normal staffs require an intelligence greater than 60; "Greater" staffs require an intelligence greater than 85. Some unique staffs are different, though, and can require up to... 110! (You'll
- need to fortify it, of course).
- . "More effective enchantments" by Maskar is recommended with the x3 version to make Staffs worth it.
- So, between these two new features, gamplay will become even more strategic and unique to each particular built, which has always been one of OOO's main goals.
- FACTIONS, LAIRS, STORIES...
- - The Overhaul of the "Underworld's Hand" (new name for the Putrid Hand) has been more or less completed. This includes:
- . A rather huge expansion of their story, developed through the editing of OOO's written pieces of text about them and the creation of some new ones. For people who like to read, I have put quite a lot of thought to them, trying to make Lien Valeth
- very unique and fascinating.
- . More unique enemies in their dungeons.
- . Two or three new unique enemies have been created for the Underworld's Hand, including a new, even stronger kind of spectral warrior. It does show up in an unrelated dungeon, though.
- . Attention has been paid so that their lairs are never the same, also in terms of difficulty. Likewise, very often each subsequent "floor" of the dungeon will be more difficult than the previous one.
- . Surprisingly, because I did not imagine myself doing this - new, special decorations found in their dungeons, which will make them feel much more unique.
- . New rewards have been added to their dungeons.
- . Some new special reward (which comes in the form of a mini-quest) related to the Underworld's Hand.
- - Even though there are no plans (and no necessity) to make it so big in escope, the overhaul of the Astral Walkers (new name for the Guardians of Oblivion, even though in their case they basically remain the same faction with
- a different name) continues.
- . They now have a new boss, who wears yet another unique robe.
- . Their lairs have more unique enemies: Golems and the OOO Enhanced's special Armed Flame Atronachs abound.
- . Attention has been paid so that their lairs are never the same, also in terms of difficulty. Likewise, very often each subsequent "floor" of the dungeon will be more difficult than the previous one.
- . New rewards have been added to their dungeons.
- . Varondo, lair of the "Astral Walkers" has also been much re-decorated and looks now as special as the Underworld Hand's lairs.
- . There are plans to expand this "flavour" to their other dungeons as well in the future.
- . Perhaps a couple of pieces of text will be added to give this faction a bit more life (Oscuro nearly did not write anything for them), but I think I'll make them small and ellusive and I'll keep them
- as a mysterious faction and won't add much of a story. I have already made a few other characters comment on the Astral Walkers, and perhaps it will be more like this: others talking about them. They will feel like
- the most secretive and mysterious faction.
- - A few new texts related to new characters in 4.0 have been added, which will make the world feel more alive and which often give interesting clues for the player. To make it more interesting, there are almost always
- interrelations between groups, factions, characters... They talk about one another.
- - Pay attention to texts you may find in the cities or by the guards's barracks as well.
- - Many other texts have been greatly improved. This includes some by OOO and OOO Extended (more specifically: OOO Extended changed Apria's (one of the Necromancer bosses) text for another, and I have reformed them in my own way
- so that I have included both at once. The new story concerning Apria that OOOExtended added will be partially kept.
- - Other dungeons have been improved a bit in terms of balance - enemies. I did not mention it yet, but in 4.0 there were many such changes and improvements. Most dungeons I had modified in the past were revised again.
-
Version 3.53-Beta
- BUGFIXES
- - IMPORTANT FIX! No more unstable deleted references in the mod!
- - Fixed the actor levels not getting imported into the bashed patch
- - STILL some duplicated enemies that were present have been taken care of.
- DLC
- - KOTN - IMPORTANT. The plug-in has now been made INDEPENDENT from the original patch. This means you need BOTH plug-ins: the OOO KOTN patch in the OOO nexus file page, and my plug-in. It will still only be one slot because the original patch can be imported into the bashed patch.
- - Horse armour - now costs 2000 instead of 3000 (it was too high!)
- MAIN PLUG IN
- LOCATIONS
- Nornalhorst:
- - There is ONE less vampire boss with Lord Volmyr. It was excessive!
- - Fort Redwater made more challenging - especially with OOOExtended Difficulty Adjustements. It should be one of the most difficult dungeons with it!
- Vilverin:
- - Replaced a skeleton hero in Vilverin with a skeleton guardian. No more skeleton heroes in that “easy” dungeon – but it still becomes harder and harder until the last stage, which does have Jalbert and a ghostly warrior, as well as spectral wolves.
- NPCs
- - Ancient Skeleton Guardians (skeleton guardians with an ayleid weapon) added to levelled lists (they were completely absent from the game).
- Black Bow NPCs Improvements:
- - Alonzo (black bow bandit – not that hard to defeat since you’re with Mazoga) has chainmail armor instead of elven one).
- - Black Brugo also has weaker - and static - equipment (it changes a bit with OOOExtended)
- - Roxy Aric (black bow) now has an enchanted chainmail armour instead of just a shirt.
- - Black Death (new black bow bandit boss) now has a fixed set of ítems which makes him more unique.
- OTHER CHANGES
- - The fortify mysticism scrolls added to the Thieves Guild, which possibilitate the "secret" entrance to the Arcane University of my mod for non-mages, now have more severe drain speed side effects.
- OOOExtended Difficulty Adjustements
- - Vistila, instead of Black Brugo, now wears the unique "Black Plate" armour (except the helmet, which seems buggy/not to fit properly and will not appear in the game now).
- - Improved the names of the "underworld" set of weapons.
- - Made sure, via a script - because the bashed patch imported it anyway - that neither Volmyr nor Brugo have the OOOExtended added equipment.
-
Version 3.4-Beta-Cleaned
- Very big update. I have done a long list of most of the changes, but I need to organize it first.
- The most important is:
- A lot of bug fixes. Most importantly: many enemies were duplicated somehow. This has been fixed.
- A lot of much perfected implementation of the same philosophy: including changes in the stats of some equipment and enchantments, friendly (and enemy) NPC equipment and stats, rebalance of dungeons levelled lists… in which, as before - but a bit more perfected - there are easy, middle and difficult dungeons, e could say to simplify (it's not so clear as that).
- Some new bosses with their own story
- Lich overhaul (NeverwinterPinata is to be credited)
- Welkynd Elven Gear (credits ZuSkunks!)
- Secret entrance to the Arcane University using the same system of mage portals requiring mysticism! Members of the thieves guild, as before, sell powerful fortify mysticism spells… This has all been greatly rebalanced and improved. Now, the spell lasts for just 5 seconds and drains your speed… You can't abuse it. In Misdirection, Methrendel will also give you, besides a few of such scrolls (as before) a note with instructions.
- Major enchantment rebalance - including Sigil Stones. This is an import of Balanced Magic's enchantment rebalance module, but in a personal way. You don't need it anymore.
- As for OOOExtended, the very powerful armor that was previously worn by Volmyr, is not worn by him anymore. Instead, there's a new vampire boss who has most parts, and most of the weapons from that set are well places as rewards… There're also some notes relating to this armor.
- More unique OOOExtended enemies have been hand placed in dungeons (just a few - I don't like a too static game either).
-
Version 3.3-BETA
- BUG FIXES
- - (Hopefully) fixed the Daedroth Boss (Destroyer of Worlds) related message from appearing constantly.
- - Fixed increased bed prices at inns sometimes not working properly.
- - Corrected the mesh path so that the new version of the weapon Black Bow appears in the game correctly.
- DUNGEONS (GENERAL)
- - The leveled lists for "easy mythic dungeons" and "easy undead dungeons" have been enhanced.
- - Weak Undead and Mythic dungeons have been made slightly easier for higher level characters (ie: weaker enemies will appear even in their dephts)
- - On the other hand, both will spawn higher level enemies at low levels: they will be harder at low levels.
- - Gargoyles no longer spawn in weak mythic dungeons.
- - Added starved wolves to "weak" mythic dungeons.
- - The standard (not easy) undead and mythic dungeons spawn higher level enemies a bit earlier.
- - The "Strong Undead" leveled list (found usually in remote or special dungeons, amidst "Standard undead" ones) now includes only strong undead!
- - Rebalanced Goblin leveled lists: the strong versions take a bit longer to appear.
- - Fixed weak vampires leveled lists so they actually spawn only weak vampires.
- - Stronger daedra appear slightly more slowly. This is more noticeable with bossess: they won't be so strong compared to the player's level, now.
- DUNGEONS (Specific)
- - Fort Empire has been made a bit easier
- - Grayrock Cave is now fully a "weak" (monster) dungeon.
- Wenyandawick has been made easier: it can be considered a medium level dungeon.
- Belda now only has lower level daedra (as should be in a normal conjurer lair)
- Fatback cave has more unleveled goblins, harder in its dephts at low levels.
- CREATURES
- - Imps will now have their (existing but unused) high resistance to magic! This affects all imps, including Gargoyles. I felt the game was a bit too easy for mages at the beginning, compared to other classes. Well,
- now they'll have a hard time with imps!
- - Shadow wolves slowly regenerate health, but they have slightly less health.
- - The stats of bears vary a bit depending on their size.
- - Normal Goblins are slightly stronger; their strength varies depending on their size.
- - Skirmishers and Berserker goblins are also slightly stronger, but their strength varies slightly depending on their size as well.
- - Golems are overall smaller (so that they don't get stuck as often) and vary on stats slightly depending on their size.
- - Gargoyles are now weak against shock instead of against frost: this is because I changed daedra to be weak against frost in previous versions, and it has to be balanced out.
- - Reduced the agresiveness of crazed imps so that they don't attack wolves, etc.
- NPCs
- - Deadly Vampires renamed to "Elder Vampires"
- - Ancient vampires are slightly higher level.
- - Spectral Reavers renamed to Spectral Champions.
- - The boss spectral warrior boss found in the depths of Bawn is slightly weaker than normal Spectral Champions and has a unique name.
- - Hard NPC factions (unique ones from OOO) now start from the beginning a few levels higher (but usually their max level remains the same, except for Arctic Bandits, whose max level has been increased slightly.)
- - Marauder mages are a bit lower level, but the other marauders are slightly stronger than in previous versions.
- - Normal necromancers and Conjurers are more varied and random; they can sometimes be stronger than before. Their bossess are also slightly stronger.
- FRIENDLY NPCs
- - Counts and their bodyguards are stronger (depending on their story)
- - A small number of guards around the world are now very strong. Guard levels are a bit more unpredictable.
- - Dragonborne Knights made slightly stronger, including their leader.
- - Those NPCs that are members of the Mythic Down are now much stronger.
- OTHER
- - Cheydinhall and Anvil horses are somewhat cheaper than in previous versions, but the other horses are slightly more expensive.
- - Paying for the Amelion Debt is more expensive than in previous versions.
- - Clavicus Vile now requires 3500 gold offering instead of 2000.
- - Benirus Manor is slightly cheaper (25.000 instead of 27.000)
- - Bravil house: 15000 from 12000
- - IC: 4000 to 10.000
- - Leyawiin: 30,000 to 34,000
- - Bruma: 40,000 to 45,000.
- - Skingrad: 200,000 from 125,000
- (You can use Enhanced Economy and tweak it to make money more easily if this is a problem! My idea was that it shouldn't be normal that one easily buys all the houses.)
- And many, many more small tweaks.
- - OOOExtended Difficulty Adjustements:
- - "Easy" dungeons are slightly harder at lower levels. They will not be easy until the PC has progressed a bit.
- - Durzogs are a bit stronger and have higher soul gem levels
- - Normal undead leveled lists will spawn slightly stronger enemies from level 1 than in previous versions, but you will need to be a bit higher level for them to spawn the high-tier enemis. This will make mid-level characters
- able to go through these dungeons. (Note: there are both in OOO and further in my mod hand placed very strong enemies in certain dungeons from the very beginning).
- - The shock spells sigil stones throw at you have a slightly higher delay between castings, and they are not as deadly (except at low levels)
-
Version 3.3
- - OOOExtended Difficulty Adjustements has been made to work again.
- - The Shivering Isles plug in has been updated to work again.
- - Eliminated the merged versions of the DLC-patches. You can merge almost all of them in the bashed patch anyways.
- - Finally fixed the Deadroth Boss related message from appearing constantly.
- - Some texts have been improved.
- - The Daedric Spider boss now gives a small reward, similar to the Daedroth Boss.
- - An spriggan boss - with its own reward - which for some reason I had not fully implemented, is now present in the game world, with a related message appearing when you are near her.
- - Small minor tweaks.
-
Version 3.2
- BUGS:
- Fixed the message "You need to be more skiller in mysticism to understand how this works" from appearing when it was not supposed to.
- The new ghostly weapon from this mod is now added to the script of the dread armor, so it cannot be used without wearing it. - - Many creatures's aggresiveness has been lowered in order to prevent them fighting their own allies.
- - Changes in Umbacano's quest script have been removed: my changes to make Jollring come after a few days had a passed were bugged.
- LEVELED LISTS
- Most importantly, the leveled lists have been extensively rebalanced: I realised they were much too easy in the previous version of my mod in many instances.
- - Stronger enemies appear much sooner in "weak" dungeons (although like before, no high level enemies will ever appear in them)
- - Stronger enemies appear a lot sooner in oblivion gates.
- CREATURES
- NEW CREATURE: Superior Flame Atronach. These armed flame atronachs are more or less on par with Storm Atronachs in strenght. (MODEL: ZuSkunks)
- You cannot acquire their weapons from them, but some bosses from the game will carry them...
- - Skeletons resist magic instead of normal weapons (15)
- - Ghosts have more powerful spells and are a bit higher level, specially Ancient Ghosts.
- - Spectral wolves are slightly stronger.
- - Shadow wolves are slightly stronger.
- - Dark Skeletons have better weapons.
- - Minotaurs start higher level
- - Minotaur Lords and Titans are higher level
- - Frost Titans are slightly higher level.
- - Ogres start higher level (their max level is roughly the same)
- - Bog ogres reach higher levels
- - Spriggans and spirit of the woods have more health
- - Zombies regenerate health (skeletons already did it in the previous update, but zombies regenerate their health a bit faster)
- - Headless zombies are slightly faster.
- - Hell hounds have somewhat more health.
- - Seducers have now less health, but their abilities absorb the health of the player.
- - Mystical imps start higher level and have a higher offset
- - The abilities of many creatures have been improved: Liches, Clannfears, Atronachs and others have have now better and rebalanced resistances.
- - Goblin Berserkers are slighly stronger and vary a bit depending on their size.
- - Storm Atronach's lightning spells slightly nerfed.
- ENEMY NPCs.
- -Insatiable Seekers (added by this mod, specially strong necromancers found mostly in the mages guild questline) reach higher levels, have a more interesting and scarier look and are overall more challenging and unique.
- - Some skyrim bandits are higher level. In the notices, they are supposed to be a great threat!
- - Some bandits, marauders, necromancers and conjurers start of higher level.
- - Raider archers are slightly more powerful.
- - Putrid Hand masters are stronger and have improved abilities. The Bravil Notice from OOO has been altered a bit to show the new danger of this faction.
- - Camona Tong Thugs made a bit stronger
- - Slavers and smugglers finally upgraded a few levels as well. They are also more varied in strenght.
- BOSSES:
- - A lot of bosses have been made slightly more difficult and have been rebalanced. Some equipment has been changed.
- - The Daedroth boss (encountered in one of the daedric shrine quests) now offers a permanent ability as a reward.
- - Master Lien Valeth has a new, special robe.
- - Most creature bosses have higher offsets (they will be, before they reach their max level, higher levels than the PC)
- NAMED NPCs
- - Burz Gro Kash doesn't have as powerful equipment.
- - Healers at chapels are much higher level; in general, specially the Primates will now be quite powerful.
- - Many little changes to further improve named NPCs stats and equipment according to their story.
- - People in villages and settlements are usually tougher than people from cities.
- ITEMS
- - Arch Mage Traven has a new unique staff (credits to ZuSkunks "Mage's Staff Unique Mesh")
- - Red Glass armour (drakefired) is now slightly more defensive than standard glass armor.
- - The dread armor bonus is now much more powerful. The armor is also slightly more protective.
- - Lien Valeth's Robe has now a more powerful, unique enchantment.
- - Lien Valeth's shoes have now a different enchantment from the previous version, which makes more sense for shoes.
- - Guardian of Oblivion bosses have now enchanted robes. The two named bosses clothes has also been rebalanced. It is now more powerful
- - Wabbajack can now transform creatures into Polar Bears as well.
- - Mankar Camoran's Robe is more powerful.
- - Apotheosis is more expensive (given how it is quite easy to make money with OOO installed, even with my small nerf it could be overpowered if used, as I do, with more effective enchantments)
- - Some other unique items are slightly more expensive, but sometimes cheaper as well, than in the previous version (in any case, I recommend Enhanced Economy setting to make the enchanted items price as low as possible)
- - The chest in the armory containing the blades elite armor is now locked with a very hard lock. In my mod, this armor is also stronger than in vanilla OOO.
- - Akaviri katanas are not to be found in bandits, nor in most vendors, as they should be a quite special item handled by the Blades.
- - Some of the braided light armor is a bit stronger.
- - Mundane Amulet, reward from "A brotherhood betrayed", is now enchanted, in a similar, but much weaker way, to the mighty "mundane ring"
- NEW ITEM: New Robes for Insatiable Seekers and for Master Lien Valeth (credits to Naihaan Kragnaidael: https://www.nexusmods.com/oblivion/mods/48001?tab=images). They all have unique enchantments.
- QUESTS
- - Volanaro requires less disposition in the Bruma recommendation (helpful for users of the highly recommended Persuasion Overhaul)
- - The scroll beguile is more effeective.
- - Through a Nightmare, Darkly:
- -Potion of Nighteye added to the courage test: it can be impossible to see underwater otherwise, if you have mods like "Cava oscura".
- - The reward is unleveled and better at lower levels.
- - Where Spirits have lease: Logren Benirus (Lich) is much higher level from the beginning.
- - Desolate Mine: - The Goblins start much higher level, specially their boss, but they have a quite low level cap.
- - The ally NPCs to also have a more fixed level (but still dynamic)
- - Tutorial: Creatures are even stronger. Now it will be a (small) challenge. The reward (Shaman's Staff) is also more powerful.
- - The Path of Iron
- - Some of the pieces's locations have been interchanged, particularly as I have made the shield much more powerful now, and the place where it used to be found was too easy.
- AMBUSH: Falcar is stronger
- SPIES is now more even more difficult, since it was still too easy compared to previous quests from the Main Quest.
- MISCARCAND: King of Miscarcand will have a fixed, high level.
- A BRUSH WITH DEATH: Painted trolls are always some levels above the player and have a higher max. level than before.
- CAUGHT IN THE HUNT More difficult and rebalanced.
- MISCELLANEOUS REBALANCE
- - Altars at Chapels give powers with more duration
- - The duration of Ayleid well's power has been further increased
- - More items in mages guild halls have had their ownership (ie: rank required) rebalanced.
- - Maborel's Horse is slower (you get it for free, quite easily!
- - Rooms at inns are more expensive.
- - Benirus home is more expensive
- OTHER
- Moved the Storage Chest in Cheydinhall mages guild to be compatible with Cyrodiil Travel Services.
- Tweaked the Bravil Warning to make the Putrid Hand sound more fearsome.
- LOCATIONS
- - In the isolated house, now there will be raiders, not bandits.
- - Cadlew Chapel has better rewards
- - Lord Rugdumph now has two servants and two guards. The place was so empty!
- CREDITS FOR THE NEW MESHES/TEXTURES ARE TO THE FOLLOWING MODDERS:
- - Omegaman
- - Naihaan Kragnaidael
- - ZuSkunks
- BUGS:
- - Fixed the message "You need to be more skiller in mysticism to understand how this works" from appearing when it was not supposed to.
- - The new ghostly weapon from this mod is now added to the script of the dread armor, so it cannot be used without wearing it.
- - Many creatures's aggresiveness has been lowered in order to prevent them fighting their own allies.
- - Changes in Umbacano's quest script have been removed: my changes to make Jollring come after a few days had a passed were bugged.
- LEVELED LISTS
- Most importantly, the leveled lists have been extensively rebalanced: I realised they were much too easy in the previous version of my mod in many instances.
- - Stronger enemies appear much sooner in "weak" dungeons (although like before, no high level enemies will ever appear in them)
- - Stronger enemies appear a lot sooner in oblivion gates.
- CREATURES
- NEW CREATURE: Superior Flame Atronach. These armed flame atronachs are more or less on par with Storm Atronachs in strenght. (MODEL: ZuSkunks)
- You cannot acquire their weapons from them, but some bosses from the game will carry them...
- - Skeletons resist magic instead of normal weapons (15)
- - Ghosts have more powerful spells and are a bit higher level, specially Ancient Ghosts.
- - Spectral wolves are slightly stronger.
- - Shadow wolves are slightly stronger.
- - Dark Skeletons have better weapons.
- - Minotaurs start higher level
- - Minotaur Lords and Titans are higher level
- - Frost Titans are slightly higher level.
- - Ogres start higher level (their max level is roughly the same)
- - Bog ogres reach higher levels
- - Spriggans and spirit of the woods have more health
- - Zombies regenerate health (skeletons already did it in the previous update, but zombies regenerate their health a bit faster)
- - Headless zombies are slightly faster.
- - Hell hounds have somewhat more health.
- - Seducers have now less health, but their abilities absorb the health of the player.
- - Mystical imps start higher level and have a higher offset
- - The abilities of many creatures have been improved: Liches, Clannfears, Atronachs and others have have now better and rebalanced resistances.
- - Goblin Berserkers are slighly stronger and vary a bit depending on their size.
- - Storm Atronach's lightning spells slightly nerfed.
- ENEMY NPCs.
- -Insatiable Seekers (added by this mod, specially strong necromancers found mostly in the mages guild questline) reach higher levels, have a more interesting and scarier look and are overall more challenging and unique.
- - Some skyrim bandits are higher level. In the notices, they are supposed to be a great threat!
- - Some bandits, marauders, necromancers and conjurers start of higher level.
- - Raider archers are slightly more powerful.
- - Putrid Hand masters are stronger and have improved abilities. The Bravil Notice from OOO has been altered a bit to show the new danger of this faction.
- - Camona Tong Thugs made a bit stronger
- - Slavers and smugglers finally upgraded a few levels as well. They are also more varied in strenght.
- BOSSES:
- - A lot of bosses have been made slightly more difficult and have been rebalanced. Some equipment has been changed.
- - The Daedroth boss (encountered in one of the daedric shrine quests) now offers a permanent ability as a reward.
- - Master Lien Valeth has a new, special robe.
- - Most creature bosses have higher offsets (they will be, before they reach their max level, higher levels than the PC)
- NAMED NPCs
- - Burz Gro Kash doesn't have as powerful equipment.
- - Healers at chapels are much higher level; in general, specially the Primates will now be quite powerful.
- - Many little changes to further improve named NPCs stats and equipment according to their story.
- - People in villages and settlements are usually tougher than people from cities.
- ITEMS
- - Arch Mage Traven has a new unique staff (credits to ZuSkunks "Mage's Staff Unique Mesh")
- - Red Glass armour (drakefired) is now slightly more defensive than standard glass armor.
- - The dread armor bonus is now much more powerful. The armor is also slightly more protective.
- - Lien Valeth's Robe has now a more powerful, unique enchantment.
- - Lien Valeth's shoes have now a different enchantment from the previous version, which makes more sense for shoes.
- - Guardian of Oblivion bosses have now enchanted robes. The two named bosses clothes has also been rebalanced. It is now more powerful
- - Wabbajack can now transform creatures into Polar Bears as well.
- - Mankar Camoran's Robe is more powerful.
- - Apotheosis is more expensive (given how it is quite easy to make money with OOO installed, even with my small nerf it could be overpowered if used, as I do, with more effective enchantments)
- - Some other unique items are slightly more expensive, but sometimes cheaper as well, than in the previous version (in any case, I recommend Enhanced Economy setting to make the enchanted items price as low as possible)
- - The chest in the armory containing the blades elite armor is now locked with a very hard lock. In my mod, this armor is also stronger than in vanilla OOO.
- - Akaviri katanas are not to be found in bandits, nor in most vendors, as they should be a quite special item handled by the Blades.
- - Some of the braided light armor is a bit stronger.
- - Mundane Amulet, reward from "A brotherhood betrayed", is now enchanted, in a similar, but much weaker way, to the mighty "mundane ring"
- NEW ITEM: New Robes for Insatiable Seekers and for Master Lien Valeth (credits to Naihaan Kragnaidael: https://www.nexusmods.com/oblivion/mods/48001?tab=images). They all have unique enchantments.
- QUESTS
- - Volanaro requires less disposition in the Bruma recommendation (helpful for users of the highly recommended Persuasion Overhaul)
- - The scroll beguile is more effeective.
- - Through a Nightmare, Darkly:
- -Potion of Nighteye added to the courage test: it can be impossible to see underwater otherwise, if you have mods like "Cava oscura".
- - The reward is unleveled and better at lower levels.
- - Where Spirits have lease: Logren Benirus (Lich) is much higher level from the beginning.
- - Desolate Mine: - The Goblins start much higher level, specially their boss, but they have a quite low level cap.
- - The ally NPCs to also have a more fixed level (but still dynamic)
- - Tutorial: Creatures are even stronger. Now it will be a (small) challenge. The reward (Shaman's Staff) is also more powerful.
- - The Path of Iron
- - Some of the pieces's locations have been interchanged, particularly as I have made the shield much more powerful now, and the place where it used to be found was too easy.
- AMBUSH: Falcar is stronger
- SPIES is now more even more difficult, since it was still too easy compared to previous quests from the Main Quest.
- MISCARCAND: King of Miscarcand will have a fixed, high level.
- A BRUSH WITH DEATH: Painted trolls are always some levels above the player and have a higher max. level than before.
- CAUGHT IN THE HUNT More difficult and rebalanced.
- MISCELLANEOUS REBALANCE
- - Altars at Chapels give powers with more duration
- - The duration of Ayleid well's power has been further increased
- - More items in mages guild halls have had their ownership (ie: rank required) rebalanced.
- - Maborel's Horse is slower (you get it for free, quite easily!
- - Rooms at inns are more expensive.
- - Benirus home is more expensive
- OTHER
- Moved the Storage Chest in Cheydinhall mages guild to be compatible with Cyrodiil Travel Services.
- Tweaked the Bravil Warning to make the Putrid Hand sound more fearsome.
- LOCATIONS
- - In the isolated house, now there will be raiders, not bandits.
- - Cadlew Chapel has better rewards
- - Lord Rugdumph now has two servants and two guards. The place was so empty!
- CREDITS FOR THE NEW MESHES/TEXTURES ARE TO THE FOLLOWING MODDERS:
- - Omegaman
- - Naihaan Kragnaidael
- - ZuSkunks
- BUGS:
-
Version 3.1
BUG FIXES
The traps I added to the containers having black hand equipment should work now.
The new black bow weapons should be visible now.
QUESTS
Unfriendly Competition: Agarmir and his thug are slightly stronger. (just a bit)
Tutorial:
Cap. Renault doesn't have a steel shortsword anymore. She only has the katana. Nothing stronger than iron or fur will appear in the tutorial dungeon.
Skeleton bandit doesn't have any leather equipment anymore, only "worn fur" one.
Only rusty, worn and rough equipment will appear in the tutorial. You'll have to go look for better equipment as soon as possible!
Baurus starts off a few levels higher than in the previous versions -since he is a young blade, I made him be initially levels lower than Renault or Glenroy- has a further health boost
and will scale up to level 46 now.
Names of tutorial goblins have been changed. It will make more sense now that they are not as strong as others of the same kind, since they will be named differently.
Creatures in Kvatch oblivion gate are a bit weaker (specially at high levels), but in Kvatch the city itself, they are stronger, since you'll have a lot of aid.
NPCs
All of Umbacano guards improved and made stronger.
Athragar is much stronger; he sells very good spells after all.
NPCs in all daedric shrines overhauled: since they are out of the wilderness, all of them have been made much stronger.
CREATURES
Skeletons restore health very slowly.
Mystical imps are a bit stronger
Shadow wolves have some resistance to magic and additional resistance to cold. This is not least so when mystical imps are around using their area frost spell, they will not die as easily.
Shadow wolves are less aggresive, so they will not start fighting imps so often.
Vilverin Chest with the key at the third level of the dungeon is only "very easy" instead of "average"; this is so users of a realistic lock picking mod like myself (which I recommend), which would be unable to open an average
lock if novices in security, can get out of this place. Besides, if the closed door itself is average, it really makes no sense to get the key at all.
Daedra are not weak to shock anymore, only to frost (but a a bit more, 22 instead of 20, than in the previous version)
Atronachs are a bit resistant to magic and more so to normal weapons, besides the abilities they already had.
Seducer spells drain more skills/atrtributes
Ench. grand limit to 85 like in OOO Rebalanced.
ITEMS
- Dwemer Rod's Enchantment Nerfed: Now it still gives 100 fatigue, but 50 instead of 100 detect life, 5 instead of 10 fortify endurance, and no elementary resistances anymore.
- Unique Items sold by vendors are usually much cheaper now. Some qualities of those items have been slightly altered again.
- Unique scrolls sold by vendors are much cheaper.
SPELLS
Start destruction spells are slightly weaker.
Summons rebalanced again, generaly made weaker, except the very high tier ones.
OTHER
Breton higher power nerfed
Breton magic resistance a bit lower
Ayleid Wells's power lasts for a longer time
The items in Skindgrad's mages guild floor are now rank dependent; for some reason this cell did not have this change in OOO.
The same has been done for Leyawiin Mages Guild's library.
Horses are now 10 times more expensive, just as houses already were in OOO. This is a long due fix!
There's also a "guild storage" chest in Skingrad's mages guid hall now.
Dark Brotherhood's associate's chest has more items for the player to take.
Instead of a normal associate's storage chest, in the arcane university there's an apprendice's storage chest, with stronger items (it would make no sense otherwise, since associates aren't allowed inside!)
Rune Stones powers last for longer
-
Version 3.0
- NEW PLUG IN FOR SHIVERING ISLES (Requires OOOShivering Isles; does not require OOO)
- General rebalance and increased difficulty: almost every creature and NPC in the SI is now stronger from the beginning. The SI is now best suited for high level characters.
- Normal "Will o The Wisps" will no longer spawn; only the stronger, newly added versions by OOOShivering isles (kobal's mod, which is required as mentioned) will appear.
- Ordered Saints and Seducers don't have a fixed level anymore, and so can reach much higher levels.
- Gnarl's soul gem levels now make more sense
BUG FIXES
Solved Dragonborne Knights not having a class.
Solved bug concerning the quest misdirection (incompatibility with UOP's "is arch Mage" check)
check 75, 50 , 25
Weak versions leveled lists (added in the previous version) now hopefully will not spawn strong enemies anymore.
Removed a spell (the one skeletons in Sancre Tor Have) that actually belonged to OOOExtended and was in my mod for some reason, even though OOOExtended is not a master.
Solved many instances of stats not being imported properly into the bashed patch when using my mod alongside OOOExtended.
NPC
- Members of the Leyawiin chapel are stronger; this is mainly for them having more chances to survive aurorans in KOTN.
- Many little tweaks and rebalance changes to NPCs I had previously already edited .
ITEMS
- Black Bows have a new model: now they properly look black.
- Black Arrows added. They are about the same strength as dwemer ones, but quite lighter.
(credit for these two features to Real Black Bow Bandits Revised. Author: ElderScrollsFan001_Aetric)
- New unique, enchanted black bow added to the game.
SPELLS
Summons have been rebalanced, mostly with smilar stats to "Balanced Magic"
CREATURES
Daedra
- Daedra are now, generally, weak to FROST; not to SHOCK. Already too many creatures are weak to shock. They do remain still slightly weak to shock (5%)
- The "daedric ability" has now been changed in a similar way to OOOExtended, except that their weakness has been changed from SHOCK to FROST.
- Instead of being even weaker to frost, hungers are now a bit weak to shock. Same with Clannfears.
- Spider Daedras are even weaker to frost than other daedras, but they don't have any shock weakness now.
- Scamps are slightly stronger (not stunted ones)
- All atronachs have more powerful attack spells, specially frost and storm ones, more or less like in OOOExtended.
- Daedroth's fire spell does now much higher damage, like in OOOExtended.
- Stunted Scamps are now slightly stronger and one level higher.
- Storm Atronachs give now Grand Souls.
- The Golem Ability is now a bit more powerful than before.
Undead
- Liches look bigger
- Dark Guardians in Fort Farragut are stronger. The one in the sanctuary will start off a few levels higher, but will not reach as high levels as before.
- Zombies are not as weak to fire anymore, and other small tweaks to their ab.
- Ancient ghosts do not reach as high levels anymore.
- Wraiths rebalanced - I had not touched them before; now they all are a bit stronger and, accordingly, higher level.
Monsters
- Spriggans are stronger and higher level, specially the ones from the Valen faction.
- Spirits of the Woods are also higher level and a bit stronger, but not much more so than in previous versions.
- "Mysteries" are now a bit less rare
QUESTS
From vanilla:
- Kvatch: Unique Scamps found in Kvatch now have proper Scamp spells and abilities.
- Whom Gods...: Everscamps are slightly stronger
- Sancre Tor: Gloom Wraiths will be absent from the leveled lists now.
- Amelion: The Tomb is not as easy as I made it in the previous version, so it will make a bit more sense to pay for the debt.
- Cheydinhall Gate (The Wayward Knight) has had its leveled lists altered. It will be a more unique, unleveled Oblivion Gate of mid difficulty.
- Lifting the Vale: Undead Akaviri Soldiers have been made stronger. They will start of at higher level as well. Mishashi is accordingly also stronger.
From this mod:
- A few more copies of the books related to "The White Horror" non-journal quest, and their content has been improved a bit (mostly typos)
BOSSES
- Dremora Hatred Keepers (from the original game, in a specific random oblivion world) are now from the beginning as high level as dremora valkynazs.
- Scripts for most of the new bossess (not necesarly combat ones; some of them are just a message upong death, or a fame reward).
- Black Death (bandit boss) has improved abilities, has now the combat style of an archer and is overall more challenging.
- Na-Garok, (marauder boss) has now a unique item as a reward.
- Some backstory for the new amazon boss, Nightmare of Men.
- Some backstory for Na-Garok, the new marauder boss.
- Some backstory for Erwin the Pillager
- Some of these new bosses are stronger.
- Destroyer of Worlds (new daedroth boss) has now a better reward.
FACTIONS
Dremora are friendly towards conjurers, but less so than before.
LOCATIONS
- The dungeon I had changed to now host black bows and a new black bow boss, now contains marauders until Black Brugo is killed.
- The spectral wolves in Vilverin will never evolve to spectral wargs.
- One of the random oblivion gates; the most unique one, has now much higher level daedra from the start. In other words: not all the random gates will be the same difficulty.
- Putrid Have members removed from Lost Boy Cavern. Now it will only have normal necromancers (not bosses) and A LOT of "Insatiable Seekers". I thought it's already enough with one mix of the two necromancer kinds in
"Dark Fissure".
- Dzonot Cave doesn't have any Amazon Wise Mothers, but other amazon dungeons have some new ones.
- Echo Cave, whose bandits I replaced with vampires in the last version, now has more vampire objects; as in the last version I added a few bandit corpses, the idea is that they have taken ahold of this mine recently, so there
are also still bandit objects and chests as well.
SPAWNS
- Amazons are to be found more frequently and in greater numbers in the entrance of their lairs (but not necessarly).
- Some putrid spawns have been added in the entrances of some of their dungeons.
- "Brawls" between factions ocurr a bit more often and in bigger numbers (not too much).
LEVELED LISTS
- "Daedric beast" leveled lists have been altered to keep with the balance added in the previous version (I had forgotten to tweak them). Proper changes have also been made in the OOOExtended patch.
- "Mythic Nature Lair Wet" leveled list improved; it doesn't contain as much trolls or imps anymore, who were hostile to the other mythic creatures, and instead contains other creatures. It's also been further adapted
for "OOOExtended" in the Difficulty Adjustements plugin.
- "Tomb" Leveled list is now, even when not using OOOExtended from which I've copied this feature, only going to spawn weak undead. In the previous version I personally labeled some dungeons as "easy", always basing it in how OOO had
already designed them. The undead ones will at first be equally hard as in OOO, but at some point enemies will stop getting stronger.
- Squandered Mine tweaked so the undead there are only skeletons
KNIGHTS OF THE NINE
- Vanua has now unique, special leveled lists. You'll find only skeletons there, of increasing difficulty as you go deeper.
- The ghost knights you have to defeat in the third quest of KOTN are now slightly weaker than in the previous version.
- The Forest Guardian bear starts of at higher level and is a bit stronger.
- Lord Vindrel is a bit weaker at high levels and a bit stronger at low levels than before.
- Guardians of Oblivion are to be found along with conjurers in Fort Bulwark.
- Auroran Leveled lists rebalanced: Most notable the boss one will now always spawn the strongest version of aurorans; but this strongest version has been removed from the other auroran leveled lists.
OOOEXtended D. A.
- Changes of leveled lists done in the main file imported and improved as well.
- In "Easy" undead dungeons, strong "skeleton hero" kinds will only appear as bosses now.
- The "Ayleid" versions of skeleton hero and skeleton champion are now named "Ancient", to differentiate them with normal skeleton heroes/champions.
- Undead Monks were previously unused. Now they are used.
- The skeletons in Sancre Tor's ability that OOOExtended added is a bit less powerful now.
- Many soul gem levels changes for balance/common sense.
- Warden Kastav has a "greater" soul gem again.
- Undead knights look bigger
- A few changes in dungeon's spawns; some strong enemies from OOOExtended have been hand placed here and there (not too many)
- The Skeleton Boss added in the OOOExtended patch has a higher offset (it will be higher level than the player than before)
- The same boss has a new script mainly so it will grant a special reward upon defeat.
- NEW PLUG IN FOR SHIVERING ISLES (Requires OOOShivering Isles; does not require OOO)
-
Version 2.2
- - NEW "ADAPTATION" PLUG INS FOR THIEVES DEN AND ORRERY.
- Mehrunes Razor adaptation plug in turned into a separate plug in requiring the original DLC. Also requiring now the UOP for said DLC.
Knights of The Nine
- Many friendly characters scale to a higher level.
- Aurorans have been unleveled: all versions can spawn at any level. Their name has been changed a bit to reflect their rank.
- Elven equipment has a higher value.
- Decreased the value of some trophies a little bit, which I believe I had boosted too much.
- The Mythic Down Assassins in the Tutorial have been made even stronger, like they should be. Stay away!
- Baurus no longer has the Blade's Captain equipment in the beginning of the game. Like in the original OOO, only Captain Renault does. Instead, he will obtain it after "The Path of Down" is completed. (After doing all that service, it makes sense he would be rewarded)
- Mortal Pincer (new boss by my mod) has been made slightly stronger, and offers now a unique reward.
- Bandits and Marauders's "max" equipment has been lowered (they will very rarely show up with orchish/mithril armor or elven weapons now)
- Raiders have now almost always higher tier equipment than marauders (before, a few of them had the very same equipment).
- Raider mages, which I had not touched before, have also been upgraded a few levels.
- Dremoras from the highest ranks (Markynaz and Valkynaz) are now higher level, specially the second ones; similar to OOOExtended but not "fixed" like in said mod (there will be more variety of levels).
- Spider daedras and daedroth look a bit bigger.
- Warg faction members are even more friendly towards imps (this is to prevent they sometimes fightin each other)
- Mythic Dawn NPCs scale a bit higher.
- The higher tier versions of Slaugherfish are stronger.
- Some creatures which have different versions varying in size, have been given small tweaks to the stats according to their size.
- Imported further changes to NPCs/creatures from OOOExtended that I agree with (for those not using OOOExtended)
- Some bossess -both from vanilla and OOO- will now be able to reach even higher level.
- Fixed Martina Floria not being able to train. Same goes for Tooth-in-the-Sea and some other NPCs which were bugged.
- Some Skyrim bandits which had not been touched, have been now scaled accordinly with the others, which I had modified to be always a few levels higher.
- All skyrim bandits might scale a few levels higher than in previous versions of my mod. Now they are definitely higher level than normal bandits.
- Spectral warriors and reavers scale up to higher level.
- A few Valen bossess scale up to a slightly higher level to be on par with the upgrades to other NPCs.
- Many tweaks/improvements to already previously edited NPCs. For example, all master trainers and guild house leaders are almost always very strong -usually quite more than I had made them to be previously.
- Count's body guards are now always stronger than any regular guards, except captains.
- "Vicious Gargoyle" (boss's name) changed to ·Ancient Gargoyle· (Personal change. Sounds more serious).
- Xivilais have now got the same stats as in OOOExtended (you'd already have this change if you were using said mod, but if you are not using because you are using FCOM instead or just my mod, the change will be there too, now.)
- Fixed Sanguine Rose's Xivilai to truly have the stats of OOOExtended/my mod's other Xivilais (for some reason, I had forgot to set a minimum level, which was 0 in the previous version)
- - NEW "ADAPTATION" PLUG INS FOR THIEVES DEN AND ORRERY.
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Version 2.1
- Vampire enemy's chameleon power is greater; they will become less easy to spot, particularly the more powerful versions.
- Removed glass, ebony and daedric weapons/armor from vanilla leveled lists (which OOO barely uses, but other mods which are unleveled might; this will prevent bandits and such enemies from other mods have such good equipment.)
- More bash tags added to OOO-Knights for compatibility
- Fixed a compatibility issue between this mod and FCOM (basically it would have made Putrid Hand Master's have too much of a health boost).
- Finished rebalancing the Daedric quests at last in a way that I am satisfied with
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- Author's activity
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June 2025
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01 Jun 2025, 11:14PM | Action by: Saldron613
Attribute change
'File \'OOO Enhanced\' changed to \'OOO Enhanced - Resources\'.
File \'OOO Enhanced - Resources\' description changed.
File \'OOO Enhanced - Resources\' category changed to Main Files.'
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01 Jun 2025, 11:12PM | Action by: Saldron613
File added
'OOO Enhanced - Resources [version 5.33]'
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01 Jun 2025, 11:10PM | Action by: Saldron613
File added
'OOO Enhanced [version 5.33]'
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01 Jun 2025, 11:09PM | Action by: Saldron613
File added
'OOO Enhanced [version 5.33]'
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01 Jun 2025, 8:59AM | Action by: Saldron613
Attribute change
'File \'OOO Enhanced - Resources\' description changed.'
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01 Jun 2025, 8:59AM | Action by: Saldron613
Permission change
'Author changed their file credits.'
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01 Jun 2025, 8:58AM | Action by: Saldron613
Permission change
'Author changed their file credits.'
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01 Jun 2025, 8:27AM | Action by: Saldron613
File added
'Robes Hotfix [version 5.32b]'
May 2025
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31 May 2025, 5:37PM | Action by: Saldron613
Mod image added
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29 May 2025, 7:53PM | Action by: Saldron613
File added
'OOO Enhanced - Resources [version 5.32a]'
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29 May 2025, 7:03PM | Action by: Saldron613
Permission change
'Author changed their file credits.'
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29 May 2025, 3:35PM | Action by: Saldron613
Attribute change
'File \'OOO Enhanced\' version changed to 5.32.'
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29 May 2025, 3:35PM | Action by: Saldron613
Attribute change
'File \'OOO Enhanced\' version changed to 5.32-Beta.'
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29 May 2025, 3:34PM | Action by: Saldron613
Attribute change
'Mod version changed to 5.32-Beta.'
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29 May 2025, 3:33PM | Action by: Saldron613
Changelog added
'Change log added for version 5.32'
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29 May 2025, 3:33PM | Action by: Saldron613
File added
'OOO Enhanced [version 5.32]'
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29 May 2025, 7:23AM | Action by: Saldron613
File added
'OOO Enhanced - Resources [version 5.32]'
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29 May 2025, 6:49AM | Action by: Saldron613
Permission change
'Author changed their file credits.'
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24 May 2025, 8:06AM | Action by: Saldron613
Attribute change
'Mod version changed to 5.31-Beta.'
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24 May 2025, 8:06AM | Action by: Saldron613
Attribute change
'Mod version changed to 5.31-Beta.'
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- Mod page activity
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June 2025
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04 Jun 2025, 7:16PM | Action by: Karnork
Tracked
'OOO Enhanced'
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04 Jun 2025, 5:37AM | Action by: devakm
Endorsed
'OOO Enhanced'
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03 Jun 2025, 3:21PM | Action by: pd1024124
Endorsed
'OOO Enhanced'
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03 Jun 2025, 2:59AM | Action by: BearofGalaxies
Tracked
OOO Enhanced
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01 Jun 2025, 6:11PM | Action by: MercerMeka
Tracked
'OOO Enhanced'
May 2025
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28 May 2025, 10:59PM | Action by: kswolf23
Tracked
'OOO Enhanced'
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20 May 2025, 11:17AM | Action by: thomdoy
Tracked
'OOO Enhanced'
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20 May 2025, 8:52AM | Action by: bubaknh
Endorsed
'OOO Enhanced'
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19 May 2025, 7:05PM | Action by: Holerhum
Endorsed
'OOO Enhanced'
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19 May 2025, 1:22AM | Action by: Holerhum
Endorsed
'OOO Enhanced'
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18 May 2025, 10:15PM | Action by: pocholox
Endorsed
'OOO Enhanced'
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18 May 2025, 12:45AM | Action by: necrusdei
Tracked
'OOO Enhanced'
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13 May 2025, 1:45AM | Action by: YungFattin
Endorsed
'OOO Enhanced'
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10 May 2025, 4:43PM | Action by: devakm
Tracked
'OOO Enhanced'
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08 May 2025, 7:55PM | Action by: OverdueMatthew
Tracked
'OOO Enhanced'
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07 May 2025, 12:41PM | Action by: nemesis200767
Endorsed
'OOO Enhanced'
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06 May 2025, 11:20PM | Action by: MisfitMarius
Endorsed
'OOO Enhanced'
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06 May 2025, 7:29AM | Action by: Eshkandar
Endorsed
'OOO Enhanced'
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06 May 2025, 3:29AM | Action by: GriffTheJack
Tracked
'OOO Enhanced'
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05 May 2025, 5:49PM | Action by: bubaknh
Tracked
OOO Enhanced
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