), Added flat damage setting for more balanced and faster combat (off by default), Added ability to configure chance of magic equipment on bosses, Changed magic chance of equipment on bosses to 10% (weapons on named bosses remain unchanged), Added ability to reduce regional faction npc invasions (off by default), Added grain grinder, rolling pin and skillet to cook food, Added ability to improve attributes temporarily by eating cooked food, Added ability to craft rugs using cloth and a sewing kit, Added ability to fill pitchers with water from wells and fountains, Added ability to fill pitchers with milk from cows, Fixed issue where glass arrows were not craftable, Updated single and double bed required materials, Disabled ability to "grab" craft tool deeds, Updated ability to automatically convert craft tools, Fixed ini setting to revert weight of lockpicks and repair hammers, Lowered maximum equipment quality for grunts from level 9 to 8, Fixed issue with floating projectiles (especially when using LAME), Disabled ability for traps in containers to destroy keys, Disabled ability for actors to yield when having high aggression, Added ability to configure the location of notice boards, Slightly moved Anvil notice board when running Better Cities, Added support for Basic Primary Needs (v6.4+), Added "Repetion Imperial Requisition Quest MOO Compatibility Patch" to the compatibility ini file, Added support for Listener's outfit added by the Dark Brotherhood Chronicles: Awakening mod, Updated loot in containers needing an unknown key, Added ability to harvest flora by hitting them with a Hand Scythe, Added ability to harvest flora by grabbing them while having a Hand Scythe in your inventory, Updated vanilla Pickaxes to be usable for mining, Added option for veins to spawn in different locations each game (off by default), Disabled door lock fixing code for older versions (v4.5.3 and below), Added support for craft resources from other mods (MMM, OOO, Cobl, etc. you won't be able to use all the items. Contents 1 Walkthrough 1.1 Mephala's Shrine 1.2 Bleaker's Way 2 Journal 3 Gallery 4 Trivia 5 Bugs 6 Appearances Walkthrough Mephala's Shrine Mephala is a quest in The Elder Scrolls IV: Oblivion. Upgrade your poor gear as often as possible. Shadows in a Struggle for Power: Find the Dread Armor. Nothing is changed directly to avoid compatibility issues and to simplify installation. Wrye Bash is pretty darn good at removing the files, but many mods save things into the save file. Maskar's Oblivion Overhaul is a fantastic all-in-one mod that adds a plethora of new features, fixes, and content. All rights reserved. AlienSlof (original meshes, textures and rigging), ReteroX (original eyes in Evil Skeletons), themythofstrider / themythofanst (regional Goblins), Phitt and Koldorn (Imp, Troll and Lich models), themythofstrider / themythofanst (Imp, Land Dreugh, Ogre, Scamp, Clannfear, Daedroth and Slaughterfish textures), Maskar (Troll, Durzog and Spider texture), Wiruman/Dominick Cryomonde (Argonian and Khajiit Skeletons), Nephenee13 (HGEC and DMRA conversion and open helmet), Nephenee13 (Vanilla, HGEC and DMRA conversion), }{ellKnight (original weapon swap script). If you find yourself facing overwhelming odds, run away and return later when you are more powerful to reap revenge on your foes. Oscuro's Oblivion Overhaul is an overhaul mod for TES IV: Oblivion. All trademarks are property of their respective owners in the US and other countries. MOO usually is added last in the order of mod managers (LOOT preferred by me), my additions must be added after MOO to take conflict override. #3 Marin Lago View ProfileView Posts May 17, 2016 @ 10:00am U can check the step guide[wiki.step-project.com], personally i use Maskar's Oblivion Overhaul (very nice macromod) and retexture mods. Edited by Maskar, 20 September 2012 - 10:35 pm. I'd like to emulate that. An installer version (1.37) is also available on Oblivion Nexus. Edited by Maskar, 20 September 2012 - 09:55 pm. Maska'r Oblivion overhaul ( The most compatible overhaul that is still being work on to this day.) Oscuro's Oblivion Overhaul is an overhaul mod for TES IV: Oblivion. If there's ever anything you don't like you can turn it off. Added Oblivion XP support for taming, crafting, disarming traps, breaking locks, etc. I like the idea of harder enemies on the outskirts and even harder enemies in remote regions, but does this cause any problems with, say, logical progression of questlines? It aims to make Oblivion a much more interesting, challenging, realistic, and dangerous place, and also offers great rewards for the daring adventurer, regardless of your level. Second, be sure to have copied the Maskar's Oblivion Overhaul.ini that comes in the archives to your Oblivion\Data\ Here's a pic of what you should have on your data directory for Maskar's: https://i.imgur.com/Ov1kF5m.png You can combine OOO and Maskars. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. ), Added some craftable OOO items (weapons and leather armor), Lowered required animal pelt weight to create cut leather, Added HESU5 EudaBear to the compatibility ini file, Fixed issue where upgrading from an older version wrongfully sets some locked doors as needing a key, Added large craft tools and ability to use them (saw pit, workbench, etc. Back to . I don't think it's 135, there is a new one. Valve Corporation. All rights reserved. so just to be perfectly clr..this should work fine with an fcom install? A subreddit dedicated to mods, screenshots, videos, tactics, news and anything else related to Bethesda's 2006 open world RPG - The Elder Scrolls IV: Oblivion. Added ini setting to disable friendly hits for guards and npcs with 100 responsibility, Updated option to automatically disable features saving into the savegame, Improved ability for actors to ambush the player character, Added ability for followers to warn the player character when being ambushed, Added ability for imperial legion sergeants to track down the player character when having 1000+ bounty, Increased strength of imperial legion sergeants, Added map markers for treasure maps (when debug mode set to 2), Updated treasure maps for better cities compatibility, Added ability to gain security skill when disarming traps, Added ability to lower the chance containers contain any traps, Fixed issue concerning using telekinesis on trapped containers, Improved notice board support for (better) open cities, Changed quest rewards back to be leveled by default (use imbuement tool to upgrade), Added small chance for bandages to appear on npcs with restoration or alchemy skill, Added ability to configure hand to hand health and fatigue damage, Added ability to configure walking/running speed and jumping height, Added option to disable levelscaling for non-MOO npcs, Added option to only have named strong bosses when friendly npcs are strong enough, Removed land dreughs from mythical creature lists when OOO detected, Added ability for actors to cure airborne diseases, Added ability to tidy up rooms when using a broom (move any moved items in the area back to their original location), Fixed issue related to dead npcs using backpacks, Removed debug code related to npcs looking at the player character, Fixed issue where 2 strings were unnecessarily added to the savegame when saving, Updated level of various special creatures (ancient liches, guardians, etc. MMM, etc.) Recommendations Log in to view your list of favourite games. For unofficial user-created guides, use the format indicated by the placeholder text. That's what creates the problem with removing nods. and the skill based system for using equipment, are you saying that if I have a magic based avatar at a fairly high level and my blade skill is not good enough I cannot use or even equip, for example Umbras sword? OOO requires compatibility patches for many mods and my load order is almost full. Manual for Maskar's Oblivion Overhaul v4.9.3 - with improved navigation. ), Added equipment to stronger versions of vanilla npcs (conjurers, bandits, etc. Mirioner 1 yr. ago Copy/paste the intended guide version from the "Existing Guides" table above (if it exists) into the field below. You currently have javascript disabled. You must be prepared to cast aside your previous notions about Cyrodiil. It's an incredibly ambitious project which aims to recreate the entirety of The Elder Scrolls IV: Oblivion in the newer game engine used by Skyrim. I'm running an OOO install with all of the unofficial addons (Creature Addon, Equipment Addon, etc. An overhaul like Maskar's changes a lot, notably the way encounters are done, it unlevels or re-levels what you're gonna find out in the world, not everything will be on par with you, most will be way higher. Beyond Skyrim guys also seem to know what they're doing, but they're taking their sweet time to release anything after Bruma. Edited by Maskar, 20 September 2012 - 10:35 pm. At long last, the final release of Oscuro's Oblivion Overhaul 1.32 has arrived -- and now 1.33 is out, too! ), Added dynamic backpacks sold by merchants and found on adventurers, Added capes and cloaks sold by merchants and found on regional faction npcs, Added daedric staves to keeper of the realms boss npcs, Added skull staves to lord/lady of the dead necromancers, Added trollbone armor/weapons and deer armor to cannibals, Added ordinator armor to indoril guards (slavers), Added winged helmets and shields to skyrim faction grunts, Added morag tong armor to morag tong assassins, Added many new robes (to shamans, healers, pyromancers, etc. MOO does not have hand placed loot like OOO, so if you want hand placed loot, you may want to try OOO. I also like the idea of the notice boards and the creature invasions. All rights reserved. ), Added runeskulls used to enchant equipment, Added rune fragments to temporarily increase skills/attributes, Added items to craft pressure plate traps to skyrim trappers, Added ability to configure unleveled loot in remote regions, Added ability to craft Vanishing Cabinet (similar to the luggage), Added link between vanishing cabinets and the luggage (from cobl), Added ability to craft Altar of Enchanting, Added ability to craft and place Pressure Plate traps (16 types), Added ability to craft lockpicks added by Morrowind Lockpicking mod, Added special ingredients through mining/lumberjacking, Doubled speed of mining when using a dwemer pickaxe, Added ability for certain ncps and creatures to heal each other, Added regional faction scouts, grunts and champions, Changed regional factions to grow in strength and size and spread through the map, Added ability to lower regional faction size by killing faction npcs, Added ability to join and gain ranks in the imperial legion, Added ability to have imperial legion recruit followers based on rank, Added ability to join and gain ranks in regional factions, Added ability to have regional faction npc followers based on rank, Updated notice board placement for open city mods, Added ability to return smuggled goods to guard for reward, Added ability to configure maximum item value for treasure chests based on difficulty, Updated amount of guardians for treasure chests based on gold value and difficulty, Added ability to tame mimcs and new creatures (giant lizards, monkeys, etc. All rights reserved. As much as I want random encounters to become LESS difficult as you level, there is also a logical progression to quests in Morrowind, at least at the guild level. All trademarks are property of their respective owners in the US and other countries. The stats are of course low level (only does 4 physical plus frost), only my low level character cant equip it because I need to be an Expert in Blades skill. Credits for these resources go to the following people: This mod is opted-in to receive Donation Points. /r/oblivionmods is the subreddit dedicated to modding TES IV: Oblivion. This might be called "Bookmarks" or "Outline" in your PDF reader, but you should be able to see it in some kind of panel on the left. Type a version string using the format indicated by the placeholder text below. Additionally, save files keep track of active esps and esms. ), Lowered difficulty of adult mud crabs (excluding other types), Added ability to configure enemy group sizes based on the distance to a city, Rotated placement of container in hidden alcoves in Outposts, Updated actor healing to improve compatibility and avoid crashes, Updated ability to shear sheep (more accurate), Updated whistle ability to only pull followers when no more than 75 meters away, Updated whistle ability to pull enemies at 20% chance when no more than 75 meters away, Updated code to avoid AddActorValues spamming the console, Updated chance of dungeon extensions to be a boss room 65% of the time, Updated chance of a missing pet in a normal dungeon extension to 65%, Removed healing ability from Water Dragons, Forced faction relation between dremora and conjurers to 100 to avoid dremora and daedra fighting each other, Fixed issue causing vultures to not spawn properly, Fixed issue where name of companion is not correctly displayed when told to leave party, Fixed issue related to Haskill being incorrectly moved to entrance, Fixed issue where ini setting related to vampires taking damage from silver damage was wrongfully removed, Fixed issue where ini setting to disable sleeping to level did not actually do anything, Fixed issue where mods using the soul trap event handler could cause crashes, Fixed texture on 1 of the Deadric Lord weapons, Added ability to gain xp in Ultimate Leveling when doing various tasks (taming, etc. 09:55 pm Maskar 's Oblivion overhaul is an overhaul mod for TES IV:.... 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