19/10/2024 HautdenLukas posted in a message below a "Fully updated Maskar's Oblivion Overhaul - Meshes.bsa", which should include more optimized meshes for improved performance. I have not check these meshes and they could cause crashes. Make sure to revert back to the original bsa before reporting issues.
1/3/2023 I'm currently adding werewolves to MOO and therefore am looking into adding support for werewolf mods. In specific those that can infect the player character. So far I've added support for Curse Of Hircine and Werewolf The Awakening. Please let me know if any other werewolf mods should be added. Thanks.
Known issues
15/6/2018 Other than some minor compatibility issues I'm not aware of any outstanding issues. When reporting any issues please provide enough information for me to recreate it. This is especially important for compatibility issues.
What's next?
15/6/2018 I'm currently working on the next major update (v5.0). This update will completely replace the current level scaling system, moving away from being leveled (unrealistic) or static (boring) and towards being 100% dynamic.
Looking for help
15/6/2015 Currently no specific help is needed. However, feel free to make suggestions how to further improve this mod. Thanks.
FAQ
Spoiler:
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q1: What is OBSE and where do you get it? a1: OBSE is a modder's resource that expands the scripting capabilities of Oblivion and can be downloaded here.
q2: How do you make OBSE work with steam? a2: (1) Download the working loader; (2) Make a backup of the original Oblivion Launcher, then rename THE DOWNLOADED OBSE LOADER to OblivionLauncher.exe; (3) Launch the game normally through Steam.
q3: How do you make OBSE work with GOG? a3: Download the loader here.
q4: Is MOO compatible with other mods (OOO, MMM, Frans, Better Cities, Open Cities Reborn, etc.)? a4: Yes.
q5: How do you disable skill requirements for equipment? a5: In the ini file, set MOO.ini_ability_equipment to 0.
q6: How do you disable creature xyz? a6: In the ini file, under actor settings, set MOO.ini_add_xyz to 0.
q7: How do you make morag tong assassin encounters easier/less frequest? a7: In the ini file, search for "moragtong".
q8: When will the next update be released? a8: Soon (tm).
As long as OBSE64 allows it, It's pretty much decided that a remastered version will be released. It would include the new dynamic level scaling system, which will first be available in MOO v5.0. I however think the remastered version will be modular, where stuff (like creatures for creature invasions) is added indirectly, through other mods, rather than added directly to MOO.
Maskar, r u planning porting MOO for Remaster and Skyblivion? For the momment I want play them full in Vamilla xD but eventually EVERYONE wants to see what u wil do
PS: YOURS and Midas Magics are the best mods! CHEERS!!!!!
I'm currently working on the original Oblivion version, but am certainly interested in the other 2 versions. The remaster needs OBSE though. No way I'm modding without it.
I cannot believe they didn't even offer an alternative to original Oblivion's level scaling. Your mod so far offers the best and most reasonable dungeon difficulties based on the distance to the nearest city. Not sure why they didn't replicate that.
Getting everything remodeled for UE5 sounds like a nightmare though.
I guess it's supposed to be a "remaster", although they did make some changes which would better fit a remake. The level scaling is obviously the biggest issue, but that would fall out of the scope of a remaster. As soon as OBSE64 provides at least the most basic scripting features I'll plan on releasing an MOO lite, which would include a proper level scaling fix, while keeping any additional features to a minimum.
How do you manually change the exp system to default oblivion skill level up in ini? I cant seem to find the setting. Edit: NVM I figured it out it was ultimate leveling I was dumb lol.
I think this mod contains the best and cleanest follower system for Oblivion. Unfortunately MOO crashes my game too much whenever I've tried to play with it installed over the years. If you ever consider making a standalone version for your follower system, that would be very awesome.
A great mod. Some of the default settings are a bit off for my taste but every problem had an appropriate setting in the configuration file to solve it. Some examples, weapon type (silver, glass etc) being linked to skills was a bit too much I focus mage and not being able to use the high level swords because my blade was too low was too much. But you can turn that off. Traps in chests was a bit half baked mechanically and destroyed items if you failed. Gone with a setting. Companions were a great edition, but the thirst hunger thing doesn't mesh well with how fast travel advances time. Gone, or at least one apple/drink/hour gets actually gets rid of the message.
Scaling balance is a bit off, but so was the original game. Actually the original game is much worse because every enemy could soak thousands of points of damage at high levels. I had to adjust the difficulty slider a lot to get things right as my character leveled up, but overall the result of this mod has not been every enemy is a tank. A great improvement.
Hi Maskar! Big fan here. I was (for fun) testing Chatgpt to see how much advice it has... It claims that in Maskar's Oblivion Overhaul.ini you can enter bAdjustItemStats=1 and then MOO will dynamically calculate MOBS-style weapon and armor stats. Is this true? If so, you could omit the MOBS.esp mod and make the Bash patch smaller. Are there any other parameters that could be added to the ini files?
Hey love the mod Maskar, one of my go to mods when playing Oblivion. I was wondering if you have any plans for the remaster, such as porting this mod over. I know it might take some time and things have changed, but it would be cool to see a GOATED Mod come back.
Hey! I don't know if you're aware but there is an official Oblivion remake coming out this week. The remake uses Unreal Engine 5 to handle the graphics but the base game remains the same, sans a few gameplay tweaks here and there. That means most mods will remain compatible, after OBSE is updated. Will you be supporting this new release?
Internally, everything should be the same. Same bsa/esp format and scripts. So a new CK shouldn't be necessary.
Edit: Yes, community tools that deal directly with the engine will need to be updated. So sadly no OBSE or MenuQue for now. I'm sure Ian Pat will update OBSE at some point. Not sure about Kyoma updating, or rather remaking MenuQue though, since the interface is completely redone now...
There's a dedicated Nexus page for the remake/remaster now: https://www.nexusmods.com/oblivionremastered There's already a few UI tweaking mods. I'm sure eventually someone will come up with something akin to MenuQue. We just gotta give it time. On the UE5 side of things, there are various interesting tools as well.
Pretty interesting times ahead for this great game!
19122 comments
19/10/2024
HautdenLukas posted in a message below a "Fully updated Maskar's Oblivion Overhaul - Meshes.bsa", which should include more optimized meshes for improved performance. I have not check these meshes and they could cause crashes. Make sure to revert back to the original bsa before reporting issues.
1/3/2023
I'm currently adding werewolves to MOO and therefore am looking into adding support for werewolf mods. In specific those that can infect the player character. So far I've added support for Curse Of Hircine and Werewolf The Awakening. Please let me know if any other werewolf mods should be added. Thanks.
Known issues
15/6/2018
Other than some minor compatibility issues I'm not aware of any outstanding issues. When reporting any issues please provide enough information for me to recreate it. This is especially important for compatibility issues.
What's next?
15/6/2018
I'm currently working on the next major update (v5.0). This update will completely replace the current level scaling system, moving away from being leveled (unrealistic) or static (boring) and towards being 100% dynamic.
Looking for help
15/6/2015
Currently no specific help is needed. However, feel free to make suggestions how to further improve this mod. Thanks.
FAQ
a1: OBSE is a modder's resource that expands the scripting capabilities of Oblivion and can be downloaded here.
q2: How do you make OBSE work with steam?
a2: (1) Download the working loader; (2) Make a backup of the original Oblivion Launcher, then rename THE DOWNLOADED OBSE LOADER to OblivionLauncher.exe; (3) Launch the game normally through Steam.
q3: How do you make OBSE work with GOG?
a3: Download the loader here.
q4: Is MOO compatible with other mods (OOO, MMM, Frans, Better Cities, Open Cities Reborn, etc.)?
a4: Yes.
q5: How do you disable skill requirements for equipment?
a5: In the ini file, set MOO.ini_ability_equipment to 0.
q6: How do you disable creature xyz?
a6: In the ini file, under actor settings, set MOO.ini_add_xyz to 0.
q7: How do you make morag tong assassin encounters easier/less frequest?
a7: In the ini file, search for "moragtong".
q8: When will the next update be released?
a8: Soon (tm).
PS: YOURS and Midas Magics are the best mods! CHEERS!!!!!
https://www.nexusmods.com/oblivionremastered/mods/282
Getting everything remodeled for UE5 sounds like a nightmare though.
Edit: NVM I figured it out it was ultimate leveling I was dumb lol.
Scaling balance is a bit off, but so was the original game. Actually the original game is much worse because every enemy could soak thousands of points of damage at high levels. I had to adjust the difficulty slider a lot to get things right as my character leveled up, but overall the result of this mod has not been every enemy is a tank. A great improvement.
Maskar has already expressed interest in at least considering it once OBSE is made to work with the remaster, though.
I was (for fun) testing Chatgpt to see how much advice it has...
It claims that in Maskar's Oblivion Overhaul.ini you can enter bAdjustItemStats=1 and then MOO will dynamically calculate MOBS-style weapon and armor stats. Is this true? If so, you could omit the MOBS.esp mod and make the Bash patch smaller.
Are there any other parameters that could be added to the ini files?
Thanks for the replies and your masterpiece.
Thanks!
Edit: Yes, community tools that deal directly with the engine will need to be updated. So sadly no OBSE or MenuQue for now. I'm sure Ian Pat will update OBSE at some point. Not sure about Kyoma updating, or rather remaking MenuQue though, since the interface is completely redone now...
There's already a few UI tweaking mods. I'm sure eventually someone will come up with something akin to MenuQue. We just gotta give it time. On the UE5 side of things, there are various interesting tools as well.
Pretty interesting times ahead for this great game!