About this mod

Greatly Enhances Oscuro's Oblivion Overhaul in many ways: including balance, new equipment, new creatures and enemies and DLC patches.

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Requirements
Permissions and credits
Changelogs
- The DLC patches are STANDALONE
- Compatible with OOOExtended WITH a bashed patch with Wrye Bash
- Compatible with MOO. I highly recommend, though, some changes in the settings. Check the compatibility section.

INTRODUCTION

This mod, as its name says, tries to expand and improve on Oscuro's vision of Oblivion. After many years of working on it, at this point we can already say this is an "Overhaul" of OOO.
I did not want to call it that way because it sounds terrible, but it is not wrong to see it as something like: "Saldron's Oscuro's Oblivion Overhaul Overhaul".
It is inevitable that this will be personal (I am not Oscuro), but I believe I have worked in the same spirit.

As of 4.0, the features of Kobal's OOOExtended which I considered essential have been implemented into OOO Enhanced(but it is still compatible with OOOExtended and you'll still get a lot of new items and, especially, creatures if you use it)

IMPORTANT: The main readme for now is THIS page. The readme included in the download file is from 3.0 still.
Skip to "instructions" for installation instructions.
WHAT YOU CAN EXPECT
- OOO Adaptations for each DLC (Note: for Shivering Isles, use mainly Shivering OOO, the included plug-in here just increases the difficulty a bit and not much else).These DO NOT require OOO Enhanced. You may stop here if that's all you want.
- Greater difficulty
, especially at higher levels.
- More varied enemy weaknesses - while most of them remain as in OOO, there are some important changes (and improvements?) when it comes to weaknesses of factions and creatures. Some creatures have now different weaknesses than in vanilla-OOO, so be careful. I have overall tried to make frost more useful.
- Great rebalance of many aspects of the game: enemies, enchantments, dungeons, quest difficulty, (to a lesser extent) items , spells (I recommend Balanced Magic for that).

- More than a few new creatures (some of them also exist in OOOExtended, but there are some brand-new ones)
- Most creature Bosses look now unique.
- Lot's of new items
(many of which are also present in OOOExtended, but I believe I have implemented them even better - my goal is that they feel organically part of the game, and they are often related to some particular enemy or faction)
- Pretty much all factions have been overhauled. This includes those from OOO and, to a lesser extent - it depends on which -, vanilla. This is connected to the new equipment. OOO's factions are going to be much tougher.The stories of a few factions have also been greatly expanded on via pieces of writing, of which I have added more than a few.
- Many new NPC bosses have been added, almost always with unique equipmentand some kind of story (this still needs some work).
- Questlines have been overhauled: the difficulty keeps increasing and reaches great heights by the end. This includes Guild  Quests, the Main Quest, Knights of the Nine...
- Dungeon Overhaul. Themost important change is that dungeons are now more unlevelled. Many more dungeons will remain "easy", which means that they'll never spawn high-level enemies. On the other hand, it will happen more often (especially far away, or in deep areas of dungeons) that really strong enemies will appear right from the start.Other changes are: a few dungeons have brand-new unique decorations to reflect the factions that live in them; many items have been hand-placed in dungeons; some dungeons have different enemies than before.
- Friendly NPCs have more unique, appropriate equipment and stats -
This was something I felt lacking not only in Vanilla, but in OOO as well right from the start. It was actually this what got me started on this project: giving friendly NPCs higher-level equipment which truly reflects their strength, accomplishments, or rank in some guild.
- More creative and interesting names. This may seem like something not very important, but I have spent a lot of time deciding better names for NPCs, factions, items...
- Each race gets an small bonus with some particular set of weapons (this is usually related to waalx's real swords - but imperials, for instance, will get a bonus with iron and steel weapons). I think this goes well along with OOO's "spirit". It will make gameplay a bit more strategic, it will make races more unique and it will be useful given the increased difficulty. In any case, don't expect great bonuses.
- Staffs require intelligence. Sorry, this is something that always bothered me and I had to do it. To compensate, you may use Maskar's Enchantment Rebalance, which I recommend.
This also includes the magic blunt staffs and blades from Mage Equipment (which are spread through the game, usually related to some faction). Their requirements are not as high as the casting staffs.
Since 5.0, this includes defensive staffs as well. Their requirements are not as high as the casting staffs. To compensate, all defense staffs will now give some ability thought to benefit battlemages.
- Set Bonuses: more than a few armour sets will get a set bonus when they are completed, making it more rewarding to complete them. This includes: The Silver Dragon Set, The Pegasus Set (partly new), the Heaven's Fury set, the old and the new Dread Armours, the Black Hand Robes, and others. It's possible I'll add even more in the future.

IMPORTANT INFORMATION

5.0 Beta -
It's not that big of an update, but my idea is that new kinds of additions deserve to be called a new version. Together with what I was doing with the decorations and now finally (more or less) completed , my new quest additions made me feel it deserves to be called 5.0.
The thing is, I never really "fixed" 4.0 completely before I started to add new things, and I've released a lot of versions... If I had been more professional, I'd just released something like 4.0 alpha (but "completed) and 5.0 would have been all that came after.
What I can say, though, is that this version covers a lot of bug fixes and I hope it does not add new bugs. I have tried to test everything well. The new quests include the most difficult scripting I have ever done, but it has worked in my testing.

I think people who were waiting for starting a game can finally start it now. The mod is pretty complete... Maybe I wanted to call it "5.0" to feel a sense of completion.
UPGRADING: Again, quite a few things have changed, but I don't think they'll be very important EXCEPT the Path of Iron Quest. If you have started it, there could be some problems... Because now there is also a Light Armor version and you would get a mixed set if you have a light armor character and already had some armor pieces of the old heavy kind. My changes to the Dread Armor quest have been done with a parallel quest in order to avoid problems. If you already found some of the Dread Lord weapons, I'm not entirely sure if the new quest will work, though.
Everything can be more or less solved with the console, you can ask me if you find one of these problems and don't know how to fix it.

This time, I am PRETTY SURE there won't be any 6.0. I can't even imagine what I would add, and I don't really have time anymore.
--
It is compatible with OOOExtended, but you must replace the original OOOExtended.esp with the compatible one I provide here, besides using the "integration patch". See more detailed instructions below.
(The "diverse skeletons" little plug-in I had uploded separately has been included in 4.0 beta, as I saw the creator of Snus' Dungeons gives permission if credit is given to use his assets.)
Important note: When upgrading from v. 3 to v. 4 (or 5), it is recommended to start a new game - especially if one was using OOOExtended.
Otherwise, some items might disappear (specially real-swords items) and there may be some inconsistencies. Many enchantmens have been very modified, and names of items as well, and also the stats of many weapons, so it could be confusing. It would be wise to "update NPC levels" with the Wrye Bash, at least (go to the "saves" tab, right click on your save and then Edit => Update NPC levels)
I FORGOT TO ADD THE "GRAPHICS" BASH TAG: Remember to select it in the Wrye Bash bashtag menu (on the very right, you'll find a "+"  symbol. Click to open the bashtag menu).

I need help with:
- Bug reporting-fixing
- Reports about balance: is it too difficult? Is it impossible? Is there a particular build that needs some kind of help? While I'm quite satisfied now with the early and high level gameplay, I'm not sure about the "middle" one - I fear there's too much of a gap there.  But maybe no - maybe by that point the player, doing quests and whatnot, has already gotten enough good equipment to carry on.
- Maybe someone can optimize the meshes and textures (I have no idea about that) or maybe even turn it into a BSA. But maybe wait a couple of months for this, as I will still add some more resources.
- Finding - or creating - resources that would fit the Underworld's Hand (new name for the highly expanded on old "Putrid Hand", which is a quite different faction now - different from other necromancers and therefore more unique), especially tapstries or banners (so far, I've been using some of  the dark brotherhood tapestries, as they don't really have anything Dark Brotherhood-specific on them, to replace the usual necromancer banners)

- Finding resources to decorate a bit more uniquely the dungeons of the Astral Walkers (formerly Guardians of Oblivion).
- Finding resources or creating them (maybe banners, at least) for the "Eclipser Raiders" (formerly just "Raiders").

- Finding a resource for some book which looks dark and mysterious



VERSION 4.0 - BIGGEST UPDATE TO DATE


- Between 4.0 Alpha + now this Beta version, tons of new equipment and a few new creatures, including all that I considered essential from OOOExtended (when I could get permisison) but also much more. Nonetheless, OOOExtended is still recommended as there is much which has not been added (I don't want to make this mod huge either, I would like not to add much more resources).
- Four modules from waalx's Real Swords have been included to make four of OOO's new factions more unique. They have also been rebalanced extensively to find Oblivion's world better and to fit the strength of each faction (in which "reals swords", like steel or iron, are rarelly the best weapons) - usually quite nerfed.
- "Mage Equipment" by Aknevrec has been included and, like the real swords, very intricately integrated into the game.
- With this Beta release, pretty much every faction from OOO and venilla has been overhauled. This is very connected to the new equipment that has been added (which is much more than just real swords and Mage Equipment, even though those are the biggest inclusions). Stories and uniqueness of each faction has been improved. The names of some factions have been changed to make them more interesting and less "standard". Many factions get a new rank, which always has something unique and interesting. Even more bosses (there were already a few in v. 3) have been included, and old ones - including from OOO and sometimes from vanilla - have been made more unique and interesting as well. It is not complete, but I plan that most if not all of them will get one or two pieces of text that will tell their story a bit.
- In 4.0, the following NEW CREATURES have been added: Wraith Lords, Arch-Xivilais and Dremora Lords (quite similarly to OOOExtended) as well as a few armored skeletons and even a few skeletons with robes). A new kind of rare, even stronger spectral warrior has been added ("spectral invincible").
- Every single rank of dremora mage (including the new "Dremora Arch Sorcerer) has now a UNIQUE robe. And often they also wear an enchanted hood which, in this case, the player may take. Such robes may appear in some instances, but very rarely, elsewhere too.
- The Dread Armor now looks like the "Dread Lord Armor" by Jojjo. I always found the look of the Dread Armour underwhelming. Its story has been expanded (it needs some more work still) by including some new characters and the fact that the weapons related to this armour (i.e.: Dread Lord Weapons by Jojjo) will also be part of the set and the story, even though they are not needed to complete OOO's quest "Shadows in a Struggle for Power."
- The "old Dread Armor" has now a different name and will now be a different armor worn by a new NPC - still really powerful and dark.
- The gorgeous "pegasus armor set", which OOO only included partially because it's original creator never finished it, has been FULLY included in the completed version done by EventineShangea, who has kindly given me permission. Guess who will be wearing it...
- Vampires have gotten the most comprehensive overhaul. If you want to see OOO Enhanced at its best, check out any ancient vampire dungeon (but beware).
- A very comprehensive rebalance of the weapon stats, which takes into account the NEW inclusion of mithril and orcish weapons. Elven is now stronger, but also much rarer. Dwemer is also rarer.
. Mithril and Orcish weapon sets, completely integrated + enchanted versions of them with unique names. This already will change the gameplay quite a lot (this was also an aspect of OOOExtended I couldn't but integrate).  I have balanced it, though, differently than OOOExtended does and is usually done: Orcish weapons will be lower than Dwemer and more common (they do look worse!) ; Mithril will be much stronger, close to elven and much more common than elven weapons. Elven has been made more rare, but also stronger. Glass has mostly been left the same, with a few changes. High level war-axes have been given 1 point more damage. Prices have been reworked to reflect better the stats of each armour. New equipment has been balanced taking all this into consideration. Arrows have been given different speeds and have been rebalanced as well. The noble and shadowmail sets from OOO are a bit stronger. And more.
- Many enchantments have been rebalanced again (but better).
- Many abilities (i.e.: weaknesses, resistances of enemies) have been rebalanced after some testing.
- While a few NPCs, especially bosses and certain powerful factions, have been made even stronger, it's also true that the difficulty has been a bit decreased in many aspects. For instance: skeletons are not as strong as before (I had given them special abilities, even to the weakest of skeletons, for some reason). The newly added necromancers are not as strong as before, etc. In the future, perhaps I will work on decreasing the difficulty in more areas as well - making the difference between "high-level" and "mid-level" factions and places greater.
- Overall, I'm pretty sure the game is better balanced than in any of my previous versions, and this on many levels: enemies, rythm in which you find new and better equipment, enchantments, stats, balance of the factions, abilities and weaknesses...For instance: more than a few items have been newly hand-placed in dungeonswhich could be useful, always taking into consideration what kind of place it is.
- As of 4.0 Beta, all the "unique" additions of my "OOOExtended Difficulty Adjustments" have been ported into the main plug-in.
- Many improvements in the stories of existing and new characters, which make the world feel more alive (this aspecto still needs some work).
- Many new rewards, as hand-placed items and even some surprises.
- Many dungeons have been made even more unique than before (I will probably work a bit more in this direction in the future, especially in dungeons related to factions).
- A few changes in the locations of some of OOO's new items for balance purposes.
- New interesting set bonuses for the best armours from OOO and from OOOEnhanced.
- Many creative names have been thought for the newly added equipment, and also older, plane names have been included. This includes also factions, enemies, and it expands on what I had already done before. For instance: now vampires are, besides the standard ones without adjective: "aged" "ancient" and "ancestral"; instead of "fearsome", "deadly" and "ancient". The real swords weapons have also been renamed to not be so technical and fit more into the game.
- Staff intelligence requirements.
I've always loved staffs, and I was always unsatisfied with anyone being able to use them in Oblivion, making it seem they are not really a Mage's thing - more apt, instead, for non-mage's who want to do magic. All staffs, except a few related to quests or the Daedric Ones, require intelligence now, including those of OOOExtended with the Integration Patch. Some of them  require very high intelligence, even a bit above 100, especially some unique ones that will only be possible to use by high level mages. I recommend using "more effective enchantments" to make them have more uses.

REAL SWORDS AND WEAPON RACE BONUSES: An interesting addition

I have kept the "race bonuses" from "real swords", but as I only included four "real swords" modules (and I don't plan to include others). The bonus is small, but it will certainly help low-level characters.
In the end, I thought it would be interesting to keep this little feature and expand it to the other races somehow (even without OOOExtended, which includes the rest of the RS modules): it makes races more unique, and it adds a little advantage in a very difficult world, but one in which the player has to think strategically... and it's not always easy to get hold of these weapons.
The reals swords modules included in the main plug - in are: Nord, Bosmer, Dunmer, Argonian and Breton. The first 4 are very related to certain factions from OOO. The last one will be found throughout the game.

Particular weapon bonuses exist for the other races as well:
- Orcs are going to get bonuses with the whole new Orcish set of weapons which OOO Enhanced 4.0 adds. Also the Orcish weapons OOO itself already added (bardiches, batons...). Since Orcish weapons are going to be rather common in OOO Enhanced, orcs will get a pretty good advantage too in this sense (on the other hand, I have decided to make Orcish weapons weaker than Dwemer ones, both for aesthetic and balance reasons).
- I thought it made sense to give Khajiit's a bonus when using scimitars.
- It of course made sense to give elven weapons to the Altmer. In this case, I thought it wouldn't be very useful, though, as getting elven weapons is not easy at the beginning and, besides, altmer tend to be mages. This is why I have made this bonus better than the rest -- maybe it will motivate some interesting altmer battlemage character builds. The bonus is still not great for mid level characters, but I think it's interesting enough to give a little advantage even then. To not make things over the top, I have excluded the "special elven weapons" like cutlasses, scimitars, katanas, etc. Other kinds of elven weapons, like OOO Enhanced's Welkynd Elven Weapons, are also not included.

The following ones I was not very sure of, and maybe someone can share a better idea and I will change this:
- Redguards have been given a bonus with katanas.
- Imperials have been given a bonus with both iron and steel weapons. This is because in the LORE section in UESP wiki I have read "The Legion's Blacksmiths can forge heavy armor from iron, steel, while some of their most skilled can create some dwarven, orcish, ebony or even daedric quality items.". Maybe not very convincing, as it mentions other races being involved too, but whatever. We can re-invent the lore a little bit.
I think it will be interesting to give this advantage to he imperials, a race that I have the feeling is one of the least played. It will be noticed even more, I'd say, because it will work with the first weapons the player will have available. As for later on in the game, there are some interesting steel weapons too, especially with OOOExtended. The katanas and scimitars are still reserved for other races and imperials won't get bonuses from "strange" weapons like scythes, though. Neither from cutlasses (I may be wrong, but I don't see the imperials as great pirates).


Of course, the rest of the real swords weapons included in OOOExtended will give bonuses to the related race if the integration patch is used.

************************** INSTRUCTIONS **************************


BEFORE STARTING
It's highly recommended to use Wrye Bash, Mod Manager or a similar program.
The mod is structured for a Wrye Bash BAIN installation, but a manual install is also possible (by copying all the plug-ins one is interested in into the Oblivion/Data folder.
In order to use OOO Enhanced with OOOExtended without strange things happening, a bashed patch with Wrye Bash is needed.
A bashed patch is also more or les required if one has other mods which edit vanilla characters or levelled lists.
Basically, if you have a lot of mods, you need to make a bashed patch with Wrye Bash!

00 - OOO ENHANCED INSTALLATION
To install OOO Enhanced, first of all, you must download and install with MO2 or Wrye Bash (or manually copy - not recommended into the Oblivion\data folder) the RESOURCES.
Then, download the MAIN PACKAGE. Everything included in the "00 Base" folder must be installed into the Oblivion/Data folder. Finally, the plug in "OOO Enhanced.esp" must be activated.


LOAD ORDER
If one uses - as one should - a bashed patch with Wrye Bash, "OOO Enhanced.esp" should be loaded rather late in the load order. It's difficult to say where exactly because each user is using different mods, often mods I have not tried. In my testing, though, almost always everything important from other mods gets imported. For instance: if one loads OOO Enhanced after the Better Cities plug-ins, all the AI packages from BC get imported*.
So, if you want to "be safe" (and hopefully - because there are many mods I haven't tested -  quest mods and so on which edit vanilla characters will still work!), the best is to load this mod after the mods you think could edit vanilla's NPCs.

* As far as this particular example goes, it has been tested and OOO Enhanced no longer needs to be loaded after Better Cities. All of OOO Enhanced's edits to NPCs get imported into the bashed patch properly. Loading OOO Enhanced after Better Cities will work as well, so it really doesn't matter. With Oblivion Uncut and Faregyl, though, OOO Enhanced needed to be loaded after for its changes to be imported.


1- DLC ADAPTATIONS
This, in a way, is a SEPARATE part. Because I am the creator of it all, these adaptations probably will have the same "feel" as OOO Enhanced, but hopefully this "feel" is more or less the same one as in the original OOO.
In any case, OOO Enhanced is NOT required. This means you could use all these plug-ins without using OOO Enhanced.
As for the load order, not many mods edit these DLCs (and even more rarely do they edit the stats, which I've rebalanced), so most of the time it's only important to load each plug-in after the relevant DLC and AFTER each Unofficial Patch. Often, these mods don't really do that much, so in this case I recommend no to worry much about them and to load them rather high - but  if you use a bashed patch everything will probably work either way.

2 and 3 - ALTERNATIVE ADAPTATIONS FOR FROSTCRAG SPIRE AND BATTLEHORN CASTLE
For users of either o the following mods: Frostcrag Revisited Redux or Battlehorn Castle Overhauled, I have included alternative versions of my patches.
Perhaps, in the future, I'll also do an adaptation of Frostcrag Reborn, as I'm planning to try it out in my next playthrough. But perhaps it doesn't really need a patch, as it seems quite unlevelled or very high-level.
In that case, download and install those mods and load the "OOO Adaptations" after them.

4 - KNIGHTS OF THE NINE ADAPTATION
(Find below a more detailed description of the new changes.)

First of all, install the original patch "Oscuro's_Oblivion_Overhaul - Knights of Nine.esp", found in the miscellaneous files on the OOO Updated page.
https://www.nexusmods.com/oblivion/mods/46199?tab=files
For now, this patch is still REQUIRED.

As for our KOTN adaptations for OOO, since v. 4.0, there are TWO versions: one for OOO alone, and one for OOO Enhanced. So, if you're planning to use OOO Enhanced, use the OOO Enhanced version; if you're planning NOT to use OOO Enhanced, then use the OOO version. What has been said about the DLCs's load order applies here as well.

5 . SHIVERING ISLES ADAPTATION
It requires OOO Shivering Isles. Simply load it after it.
I don't know if I'll ever work more on this little plug in and in SI in general, but right now it's quite small. SI will be more difficult (I thought it should be a very difficult place) and more on par with the newly added difficulty.
So far, I also haven't done much in terms of making the characters more unique.

6. OOO EXTENDED
Here comes a part which is a bit more complex. Because OOO Enhanced includes (almost) everything that I considered "essential" from OOO Extended (which has been re-worked in a unique, hopefully even better way), making both mods compatible in a way that felt right and not "chaotic" was not easy. In the end, and because Kobal stated that we can modify his mods as long as we give him due credit, I have decided to make a "compatibility version" of OOOExtended, which basically removes a lot of things, including many edits to NPCs that were interferring with OOO Enhanced's edits.
IMPORTANT: OOO Enhanced does NOT include OOOExtended.
- One still needs to download the resource package from OOOExtended to play with it.
- Afterwards, you must replace the original OOOExtended.esp with the new one, which has the same name.
(Needless to say, if one day you stop playing with OOO Enhanced but you still want to play with OOOExtended, you will have to re-install the original OOOExtended.esp. Otherwise things will be broken.)
- Finally, one must install - and load last among all of OOO Enhanced's plug ins - "OOO Enhanced - OOOExtended integration patch". It is also necessary.

7. BALANCED MAGIC REBALANCED AND EXCURSUS: A FEW NOTES ON BALANCE MODS
This is very optional, and I haven't touched it in about four years. Perhaps I'll have to do a revision one of this days. In any case, if you use Balanced Magic (I haven't tested any newer mods, but "in my day", last time I played, I thought this was the best balanced magic mod for an OOO playthrough), this plug-in will further balance things to OOO Enhanced's "taste".
Keep in mind that a few of the changes from Balanced Magica (like disallowing the creation of certain spells) have been included in OOOEnhanced itself. Furtheremore, the whole "enchantment rebalance" file of Balanced Magica has been completely integrated - again, with more than a few personal changes - into OOO Enhanced, so if you use Balanced Magica, don't use that file.
OOO's magica system is "incomplete" in my opinión, though, so if you have nothing better, I highly recommend using Balanced Magic, just as I recommend using Vanilla Combat Enhanced. (with Vanilla Combat Enhanced, remember to have the following setting at 0 in the .ini file: "set ImprovedCombatQ.CreatureStagger to 0", as some users found it was buggy.Perhaps alternatives exist and I am not aware of them).
Be that as it may, there's something which is probably a must (unless you have A LOT of patience): DUPLICATING DAMAGE. You may do it with Vanilla Combat Enhanced or with Maskar's Oblivion Overhaul.
Another mod that is extremely recommended, in this case for creature damage, but also a few other features, is Migck's Miscellaneous fixes tweaks and additions.
I would also recommend "More Effective Enchantments" by Maskar. It has support for OOO.
As for sneak, I use Sneak Penalties by Phitt in combination with Stealth Overhaul Redux.
For the economy system: Enhanced Economy by TheNiceOne (don't forget to also install Lubrons patch - Enhanced Economy)
You may also want to add Map Marker Overhaul, I think it's a very useful addition to OOO Enhanced, as it allows you, not only to set your own markers, but to add "tags" to dungeon markers to indicate that you found a "strong enemy", or that you "cleared it" already.
Last but not least, in order to make speech actually useful (and balanced) I recommend, first, Strategy Master's recent SupreMe Overhaul which, among other great additions, includes a great "Persuasion Overhaul". Second, some mod that allows you to recruit companions based on your speech. Maskar's Overhaul does this, for example. Even though I never really made such a carácter, I've always played with "Companion Share and Recruit" BUT with the "Companion Share And Recruit Balanced and Bugfixed" patch by flexcreator, but I'm not sure how buggy it is and perhaps there are better options. Maskar's mod can be a good idea.

EASY AND HARD DIFFICULTIES (NOTE: not yet updated to 4.0)
Again, I haven't touched this yet in recent "come back" to modding. In any case, as so many enemies in OOO and OOO Enhanced use OOO's health-buffs and they've been either increased or decreased, these modules will make a difference. I would like to expand these modules to cover more creatures and enemies in the future, though.

LOAD ORDER EXAMPLE WITH IT ALL
(Between parentheses, the optional plug-ins from OOO Enhanced.)

Oblivion.esm
DLCHorseArmor
DLCHorseArmorUnofficial Patch
DLCOrrery.esp.
DLCOrrery UnofficialPatch.esp
DLCVileLair
DLCVileLairUnofficial Patch
DLCMehrunesRazor.esp
DLCMehrunesRazor- Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDenUOP.esp
DLCFrostcrag
DLCFrostcragUnofficial Patch (not to be used with Frostcrag Revisited Redux)
Knights
OblivionUncut.esp
DLCBattlehornCastle
Knights Unofficial patch
Oscuro's Oblivion Overhaul.esp
(OOOExtended.esp)
Alluring Potion Bottles - OOOExtended.esp (my patch - need to test if it's still needed)
(DLCHorseArmor- OOO Adaptation)
 (DLCOrrery - OOO Adaptation)
(DLCVileLair- OOO Adaptation)
(DLCMehrunesRazor- OOO Adaptation)
(DLCThievesDen- OOO Adaptation)
(DLCFrostcrag- OOO Adaptation) (either of the included versions)
(DLCBattlehornCastle- OOO Adaptation (either of the included versions)
Oscuro's_Oblivion_Overhaul - Knights of Nine.esp
(Knights of Nine - OOO Adaptation.esp OR Knights of Nine - OOO Enhanced Adaptation.esp)
Oblivion Uncut - OOO Adaptation.esp
UniqueLandscapes.esp
Unique Landscapes - OOO Adaptation (note: since 2.0, includes an option for separate plug-ins)
ShiveringOOO.esp
(OOO Enhanced - Shivering Isles.esp)
(BalancedMagic.esp)
(Av Latta Magica)
OOO Enhanced
Balanced Magic Rebalanced
(Snus Dungeon's patch)
(Av Latta Magicka patch)
(OOO Enhanced - OOOExtended Integration Patch)
BetterCities Full/Better Cities Bravil (in case you are not using the full version)
The rest of the Better Cities plug ins (including Better Imperial City)
Better Cities Full - OOO (my replacer mod or the original patch)
Bashed Patch
Maskar's Overhaul


IMPORTANT: UPDATING OLD SAVEGAMES
Starting a new game is highly recommended with 4.0 - and even more so if it's the first time you've never played with the previous versions of OOO Enhanced, since everything will feel very new. It's really a new overhaul of the game at this point. One could almost call it "Saldron's Oscuro's Oblivion Overhaul Overhaul" (don't worry: I won't change the name again).
This means that - again, especially if it's your first time using this mod - there're enough new things and features to make a new playthrough feel fresh and new again.
For users of OOO Improvements and Additions (versions prior to 4.0) of this mod, there may be many who have already advanced far into the game and simply don't want to start over again. In this case, the solution is not perfect, but there is  something that can be done: a "clean save".
This means that, in order to play with OOO Enhanced 4.0, the player will have to DEACTIVATE OOO Improvements and Additions and DEACTIVATE OOOExtended (luckily, deactivating OOO itself is not needed!).
(this means that, unfortunately, he will have to lose some items and progress - but maybe the player can imagine some role-playing scenario about this, that he was cursed, someone stole it from him, etc) and then save the game.
Afterwards, the user should install OOO Enhanced 4.0 following the above instructions (and, if desired, the included, compatible OOOExtended plug-in and it's integration patch) , activate everything he wants again and load the old  save game, in which, at least, everything from "vanilla" will still be kept.


COMPATIBILITY

- ISSUES WITH Ultimate Levelling with the XP mode (some weapons give attribute bonuses and, when you take them off, sometimes your stats won't be recalculated rightly).
- DO NOT USE with Colorful Clothing (already included in OOO Enhanced)
-
A patch for SnusDungeons (find this mod with the link on the first comment here) is available in "Optional Files". Perhaps it will need further tweaks.
- A few dungeons have been modified more extensively than before as of 4.1 , as this includes new decorations. So far I am not aware of any compatibility problems, but this has not been very tested with other mods.
- There seem to be crashes with Unique Landscapes: Dark Forest.

DO NOT USE WITH: Any of the mods which are mentioned in the credit section, including Mage Equipment, Real Swords and the unmodified version of OOOExtended.

VERSION 3.4 BETA. MAJOR UPDATE.
( I have done a long list of most of the changes, but I need to organize it first…)

The most important:

- Lots of bug fixes. Most importantly: many enemies were duplicated somehow. This has been fixed.
- Lots of much perfected implementation of the same philosophy of old: 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, we could say to simplify (it's not so clear as that). I have done everything more maturely as well, I believe, as I am older now.
- Some new bosses with their own story
- Lich overhaul (NeverwinterPinata is to be credited)
- Welkynd Elven Gear (credits ZuSkunks!). Fully integrated into the game... But generally only high level vampires wear it.
- Secret entrance to the Arcane University! It works using the same system of mage portals requiring mysticism that I implemented in the previous versions. Furthermore, doors to each building inside the complex are locked now, and most mages have a key for that. The upper floors, though, require a key that is only carried by people who are conjurers or above. This all includes mages from other cities. You will be given those keys as you advance in rank as well.
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.

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).



GENERAL DESCRIPTION


This started as a not a very big mod called "OOO Improvements andTweaks". At first it didn't change anything important from the original OOO, mostly dealing with some little aspects I thought would have made sense OOO dealt with but it had left untouched. It was a complement to OOO which, I thought, would make the game feel a bit more real within its own world.
Soon, the project included an OOO Adaptation for all official DLCs.
From VERSION 2 onwards, I have started making actual additions andserious rebalance touches (maintaining, and even furthering, thespirit of OOO I believe).
Starting with VERSION 3, I changed the name to "OOO Improvements and Additions", as the mod had already become a small expansion to OOO, with new bosses, small quests, general rebalance of dungeons, and even some completely new creatures and equipment.
As Version 3 (I don't want to go further than this in scope) reaches its end, I think it's right to start calling it "OOO Enhanced".
Years later, I came back to develop this mod into something perhaps more than twice as big as before. With VERSION 4,  the new feature is the inclusion of lots of new items, and not at all in a random way: most of it has been thought for a specific character, faction or as a reward for something. Hand in hand with it, goes a very, very thorough FACTION OVERHAUL of most enemy and friendly factions, as well as a major revision of most of what I had done previously (with the greater maturity that comes with being older). New gameplay changes: each race gets a bonus with some specific kind of weapons. Staffs, including defense staffs, require intelligence. Many armor sets get bonuses.
With VERSION 5, the faction overhaul continues and gets more refined: factions get even more differentiated and unique and, most importantly, some dungeons get new decorations. A couple of new dungeons are added (there was already one in 3.0), and they come with some kind of "quest". A couple of new quests are added; some of OOO's quests are refined and their story is greatly enhanced via pieces of text for those who like reading. Story has also been added for many of OOO Enhanced's new bosses. We can also talk of a full undead overhaul at this point , especially with the addition of lots of armored skeletons (similarly to OOOExtended, but I believe even better). More items continue to be added and implemented. The levelled lists of items have gone a major revision and finally OOO Enhanced's items (at least those that are not "unique items") appear in them. Many new bonuses for equipment sets are added. The magical melee weapons from Mage Equipment (blades and blunt staffs) are implemented (they also require intelligence). Defense staffs now give some magical bonus to make them more interesting than shields are for battlemages. With these last two features + the more than a few new enchanted robes and equipment, playing as a battlemage will be a lot more fun. Many items are hand-placed in appropriate dungeons or put in special chests in some location, making everything feel quite interesting and new again even for those who have already played OOO. Many creature bosses from Vanilla, OOO or OOO Enhanced get to look completely unique.


Most aspects of OOOExtended which I consider essential have been implemented in my mod at this point. I will still use it and support it, but it will become much less "essential", especially if you also use other mods that add equipment or creatures like MOO or Waalx.
Also users may be interested to know that since 5.0 I believe I have fixed the problems with dual wielding NPCs in OOOExtended in my integration patch for it.


PREVIOUS CHANGES (OOO Improvements and Additions)

NPC LORE-FRIENDLY UNIQUENESS
- Inventory added to countless friendly NPCs which were mostly untouched by OOO. Now they will have equipment that reflects their reputation. (this was the original idea behind the whole mod).
- Stats and abilities of many friendly NPCs changed to further reflect who they are.
- At this point (version 3.3) a ton of NPCs have been altered.
- Some vanilla NPCs now have combat scripts similar to OOO bosses (including Lucien Lachance).

DLC PLUG INS
- Separate plug ins for each DLC that needed some kind of adaptation to OOO.
- Shivering Isles plug in, which requires Shivering OOO, which mostly just increases the difficulty a bit (but it also adds some uniqueness to the
friendly NPCs there) (thanks Kobal for making the base of these mods)

DUNGEON AND LEVELED LISTS DIFFICULTY REBALANCE
This is one of my favourite changes.
Starting with Version 3, I have gone through almost every dungeon in the game and made everything more interesting and unique. This is also an important addition, as the mod could otherwise have become too difficult. Following the philosophy of OOO, which is that the further you go from civilization, the more dangerous dungeons tend to be.
I have made many dungeons  easier and many of them more difficult from level one. In the case of the "easy" dungeons, they'll spawn stronger versions of creatures until level 15-20, and after that they'll just stay the same.
In the case of the "difficult" dungeons, they'll spawn stronger enemies from the beginning (a feature present already in many dungeons in the original OOO, but greatly expanded here).


- One of the random Oblivion gates will have now unique leveled lists; stronger enemies will appear there. You will not be able to predict so well what you will find before going into a gate.

- Many leveled lists have been altered and rebalanced; and new ones have been created for this purpose. Sometimes, as enemies have been made stronger, they'll
tend to appear later than in the original OOO (except in "difficult" locations!).
(To experience this fully you'll need OOOExtended and the new patch I included for it, as I did the undead leveled lists with it in mind.)


ENEMY REBALANCE
- While the weaker factions have been mostly left untouched, most of the stronger (for the most part, OOO-added) factions will scale a couple of levels
higher. Their bosses too. This includes amazons, Skyrim Bandits, Putrid Hand Masters, Guardians of Oblivion and Raiders, as well as some of the Vanilla
factions like Black Bow Bandits.
- Putrid Hand members have been made slightly more powerful than before, even considering the above.
- Some creatures have been made stronger, and higher level.
- All NPCs have more health per level than before. Low Level NPCs don't have a health penalty anymore. (a mod which increases damage, like Vanilla Combat
Enhanced or MOO, is therefore recommended; otherwise, I recommend the "easy difficulty" plug in included here).
- At this point (version 3.3) a ton of NPCs have been altered and rebalanced, a bit with trial-and-error philosophy.
- Guards from towns and the imperial legion have been made stronger, (but the guards in the imperial city remain the strongest ones.)
- Daedra are now weak to frost, not to shock (except some exceptions); it makes sense, and already too many enemies were weak to shock.

NEW BOSSES
- Many new bosses have been added, both creature and NPC ones. Some of them come with special rewards and some kind of story as well.
- These bosses have been added for factions that lacked bosses completely or just had one, like the amazons. (An extra, low-level animal boss is includedin my patch for Cyrodiil Reloaded).
- All these bosses have been placed in locations which make sense.
- UNMARKED QUEST: A NEW hidden and unmarked cave hosts one of the new bosses –this is some kind of unmarked quests which includes several notes and a story related to it.

NEW ENEMIES
- A new HIGH LEVEL NECROMANCER kind will appear during the later part of the mage's guild questlines; the leveled lists for those quests have been altered to make them more difficult. It kind of didn’t make sense that the main necromancers were always much weaker than the putrid hand ones.
- NEW CREATURE: Superior Flame Atronach. These armed flame atronachs are more or less on par with Storm Atronachs in strenght. (MODEL: ZuSkunks)
- NEW CREATURES of the Will-O-The-Wisp kind, using VASE's resources; including a very strong boss hidden somewhere. (Full credit goes to Vacuity)
NEWCREATURE Spectral Warg. The high level version of the "Spectral Wolf".

QUEST REBALANCE
- At this point, I have already gone through pretty much every quest to consider its enemies,  allies, difficulty and reward and balance it according to how I feel it should be like, changing the levelled lists of certain quest related dungeons in the process to make stronger enemies appear from the beginning.
-Miscellaneous quests which had specific quest-related creatures are now unleveled.
- Later guild quests made more difficult (and sometimes earlier ones as well, but not excessively).
- Daedric Quests are usually even more difficult. Those rewards have to be fought for.
- ARENA: almost all fighters have had their levels increased.
- A fewquests will not start as early now, or will take longer to update, for several reasons. Those requiring fame, for example, will now require more. One reason
is that  this gives a bigger sense of time passing, things progressing, than if everything starts right away.
- The goldor item rewards (but those of unique items) of many side quests are now unleveled or almost unleveled. You will get much more gold at lower levels.
What I did not want to touch was the leveled item rewards; maybe I will in the future. At the moment, personally I use AULIAS.

TUTORIAL REBALANCE

- To make it fit more realistically: tutorial creatures and NPCs are stronger, more on par with their real-world counterparts.
- The Blades are also much stronger than before, so defeating the mythic dawn agents as they are supposed to will still be easy for them.
- In order to keep the whole thing still quite easy, Renault's Katana is also much more powerful (Baurus will retrieve it in the end).
- Some equipment found during the tutorial in vanilla has been removed. You'll have to start off with, for the most part, some of the lowest equipment in the game!

ITEM REBALANCE
- Many trophies from creatures have had their cost increased slightly.
- Some equipment rebalance: Guard's armors are more powerful, always according to their rank; Blade's armor and weapons are slightly more powerful. The arch
mage's armor is now light armor and has an enchantment. And more.
- Some enchantments have been rebalanced, but always following their original
traits in vanilla.
- Black Bows actually look black; new item: black arrow (credit to ElderScrollsFan001_Aetric)
- A few new enchanted items have been created, mostly to be given to this or that
character.
- ReflectSpell and Reflect Damage enchantments have been extensively modified so it's, as far as I know, impossible to reach 100% in any of both just by wearing
items. (I could have done the same with Chameleon, but I think using the mod "Real chameleon rebalance" is a good alternative. In any case, I reduced the sigil stone's enchantments for it: transcendent ones will only give 20%.)
- Theskeleton key's enchantment has been removed.
- Mace ofMolag Bal is more damaging than a daedric mace and not that difficult to obtain, so it won't be such an easy choice to refuse to do the quest in
exchange for the OOO one.
- Thereward helmet at the end of the Fighter's Guild quests has a much better enchantment, but it's now (very slightly) less protective than a daedric helmet
(unlike in vanilla or OOO)
- Black HandRobes made much more powerful (if you use OOOExtended, it gives them a cool model as well).
- Blade ofWoe's enchantment rebalanced.
- Brandnew, and more powerful, unique enchantment for "Frostwyrm Bow" (Horror of Dive Rock reward)
- Arch-Mage’s robes made much more powerful (including the cape added by OOO).

Sanguine Rose and Wabbajack overhauled
(this is why OBSE and the UOP have been included as requirements)
- Bossess and a few of the most powerful creatures have been made inmune to Wabbajack (including, thanks to OBSE, a few from OOOExtended or other modslike MMM).
- Sanguine Rose now will summon a certain set of enemies until you are level 20, and from then on, a stronger set.
This is because:
1) These items are too easy to obtain.
2) I personally use (and recommend) more effective enchantments x3 by Maskar, so it would have x3 more uses.
3) I made all the creature versions these staffs summon as powerful as the creatures are in my mod (which is, like in OOOExtended, a lot more than in the original OOO and  of course than in vanilla). This would have made Sanguine Rose even more useful for low level characters.
Last but not least, I included a few new creatures, including some OOO uniques, to the spawn list of both staffs using the same system the UOP uses to
avoid  problems.

OTHER

- Some changes from OOOExtended imported to my mod (for those who are not using
that mod, and are using FCOM or the simple OOO instead)

Arcane portal rebalance

To go through the portals in the arcane university you need a minimum skill of mysticism: 40 for the first one and +60 for the second one. Either that or
being high enough in the rank of the faction. 
For it not to be a hassle during the Thieves Guild Quest in which you need to go there, you will be given some very powerful scrolls of fortify mysticism at the time
of the quest. These scrolls will eventually be available for purchase from Fathis Ules.

(I made avery complete list of the changes in the readme included in the main file (although it’s not been updated since v. 3.0)


FAQs

Some quests are not starting (i.e.: An unexpected voyage). Is this a bug?


No. As mentioned in the readme, I have made some quests require a bit of fame, or a higher level (one reason for this is that I have made these quests harder:
if you started an unexpected voyage at level 1 you'd probably get stuck, now, as the characters are stronger).


USE WITH MOO

With the standard MOO's settings I've come across more than once, even in dungeons which I had changed (like
Vilverin) to only spawn weak undead, 3 or even 4 Liches at once. MOO
creatures will appear  seldom in dungeons,but there's already a great
variety of them if you use OOOExtended. Use at your own risk!

Recommended ini settings:
set MOO.ini_levelscaling_reduced to 1 (optional: as in my mod enemies are very strong, you might appreciate a lesser number)
set MOO.ini_levelscaling_npc_overridden to 2
(this way OOO will be managingvanilla NPC's levels)
set MOO.ini_levelscaling_namedboss_hard_minlevel to 29
(this will prevent  really hard bossess appearing in bandit or standard conjurer
dungeons)
set MOO.ini_MOOcreatures to 1


I  recommend disabling the creatures which are already added by OOO or OOOExtended, as well as by my mod (will o wisps).


This are the settings of creatures I'd consider important , therefore, formy mod to be balanced:
set MOO.ini_add_daedra to 1
set MOO.ini_add_dremora to 1
set MOO.ini_add_gargoyles to 0
set MOO.ini_add_guars to 0
set MOO.ini_add_hungers to 0
set MOO.ini_add_mythicalcreatures to 1
set MOO.ini_add_skeletons to 0
set MOO.ini_add_wisps to 0
set MOO.ini_add_wraiths to 1
set MOO.ini_add_xivilailords to 1
set MOO.ini_add_zombies to 1
set MOO.ini_add_snowbears to 0
set MOO.ini_add_snowleopards to 0

set MOO.ini_add_bandits to 0
set MOO.ini_add_conjurers to 0
set MOO.ini_add_necromancers to 0
set MOO.ini_add_marauders to 0
set MOO.ini_add_mythicdawn to 0
set MOO.ini_add_vampires to 0
(I now set this to 0, but you may set it to 1, it will make it a bit more
random, but you should, in that case - if you want to keep it more
"static" or "OOO-like"- set the proper levels in which these enemies are
"allowed" to spawn"). For this, go to the section "; Bandits and
Marauders"" (or any other enemy) in the MOO .ini. It's very
straightforward.

set MOO.ini_add_ancientvampires to 0
set MOO.ini_add_outlaws to 0
set MOO.ini_add_plunderers to 0
set MOO.ini_add_plaguebringers to 0
set MOO.ini_add_planesummoners to 0
(similar NPCs are already added by OOO)

If you are using OOOExtended, there are many more creatures you should disable: bats, bone lords (optional, but I think there are enough skeletons with
OOOExtended and they don't fit) daedric lord, durzog, foxes, giants,
ghouls, rabbits, scorpions, xivilai lords. 

Right now, I personally use these settings. With OOOExtended, of course. I'd rather disable most of
the new enemies since OOOExtended already adds enough of them. I now
also disabled invasions as well, but I played with them before and they
can be quite fun and also surprisingly compatible, so you can enable
them and still have a pretty neat OOO Enhanced experience.

set MOO.ini_add_ancientlich to 1
set MOO.ini_add_ayleidghosts to 1
set MOO.ini_add_bats to 0
set MOO.ini_add_beasts to 1
set MOO.ini_add_beetles to 1
set MOO.ini_add_birds to 1
set MOO.ini_add_bonelords to 1 (I had this disabled before, but now I checked what they look like and they're quite cool)
set MOO.ini_add_caribou to 1
set MOO.ini_add_corprus to 1
set MOO.ini_add_cats to 1
set MOO.ini_add_daedra to 0
set MOO.ini_add_daedriclord to 0
set MOO.ini_add_dragons to 0 (you may enable them, as they are not added by any of our mods, but I
somehow didn't find that they fit? But it's a personal choice!)

set MOO.ini_add_dremora to 0
set MOO.ini_add_dogs to 1
set MOO.ini_add_draugr to 0 (you may enable them as well)
set MOO.ini_add_dwemerspiders to 1
set MOO.ini_add_durzog to 0
set MOO.ini_add_elephants to 0 (I somehow didn't find that they fit, but they can be enabled as well)
set MOO.ini_add_farmanimals to 1
set MOO.ini_add_foxes to 1
set MOO.ini_add_frostgiants to 1
set MOO.ini_add_gargoyles to 0
set MOO.ini_add_giants to 0
set MOO.ini_add_ghouls to 0
set MOO.ini_add_gnarls to 0 (they are already present in Shivering Isles)
set MOO.ini_add_goblins to 1
set MOO.ini_add_guars to 0
set MOO.ini_add_harpies to 0 (again, you may enable them. I found them a bit annoying personally! And I'm not very much into crafting)
set MOO.ini_add_hungers to 0
set MOO.ini_add_lizard to 1
set MOO.ini_add_mammoths to 0 (again, you may enable them. I wasn't sure they fit or are lore-friendly in Cyrodiil)
set MOO.ini_add_mimics to 1
set MOO.ini_add_minotaurs to 0 (these are good to enable too. I just want to keep it simple for now, I
guess. But it's true there still may be a bit of a lack of minotaurs
with OOO)

set MOO.ini_add_monkey to 1
set MOO.ini_add_mudcrabs to 1
set MOO.ini_add_mummies to 0 (I wasn't sure lore-wise, or their resurrection ability, but may enable)
set MOO.ini_add_muntjac to 1
set MOO.ini_add_mythicalcreatures to 1
set MOO.ini_add_ooze to 1
set MOO.ini_add_oreatronachs to 0 (OOO already adds a lot of Golems; very similar)
set MOO.ini_add_pahmars to 0 (wasn't sure that they fit in Cyrodiil, but you may enable)
set MOO.ini_add_pheasants to 1
set MOO.ini_add_puppies to 1
set MOO.ini_add_rabbits to 1
set MOO.ini_add_rats to 1
set MOO.ini_add_redpanda to 1
set MOO.ini_add_scorpions to 0
set MOO.ini_add_seagulls to 1
set MOO.ini_add_skeletons to 0 (OOOExtended already adds more than enough
skeleton types, but probably you need this for the bone lord to appear)
set MOO.ini_add_slaughterfish to 1
set MOO.ini_add_snowbears to 0
set MOO.ini_add_snowleopards to 0
set MOO.ini_add_spriggans to 0
set MOO.ini_add_spiders to 1
set MOO.ini_add_tapir to 1
set MOO.ini_add_unicorns to 0
set MOO.ini_add_vultures to 1
set MOO.ini_add_wasps to 1
set MOO.ini_add_waterdragons to 1
set MOO.ini_add_wisps to 0
set MOO.ini_add_wolves to 0 (more than enough wolves with OOO and Extended)
set MOO.ini_add_wraiths to 0 (there's already the "wraith lord" with OOOExtended)
set MOO.ini_add_xivilailords to 0
set MOO.ini_add_zombies to 0 (There doesn't seem to be anything that is not already more or less in OOOExtended)

set MOO.ini_add_bandits to 0
set MOO.ini_add_conjurers to 0
set MOO.ini_add_necromancers to 0
set MOO.ini_add_marauders to 0
set MOO.ini_add_mythicdawn to 0
set MOO.ini_add_vampires to 0

set MOO.ini_add_ancientvampires to 0
set MOO.ini_add_outlaws to 0
set MOO.ini_add_plunderers to 0
set MOO.ini_add_plaguebringers to 0
set MOO.ini_add_planesummoners to 0

set MOO.ini_add_cannibals to 1
set MOO.ini_add_fanatics to 1
set MOO.ini_add_frostwitches to 1
set MOO.ini_add_graverobbers to 1
set MOO.ini_add_heroes to 1
set MOO.ini_add_mercenaries to 1
set MOO.ini_add_poachers to 1
set MOO.ini_add_slavers to 0
set MOO.ini_add_smugglers to 0 (similar ones appear with OOO)
set MOO.ini_add_wildorcs to 1
set MOO.ini_add_moragtong to 1

set MOO.ini_add_legionsergeants to 1
set MOO.ini_add_adventurers to 1

(...)

set MOO.ini_creature_invasion_daedra to 0
set MOO.ini_creature_invasion_goblins to 0
set MOO.ini_creature_invasion_zombies to 0
set MOO.ini_creature_invasion_skeletons to 0
set MOO.ini_creature_invasion_trees to 0
set MOO.ini_creature_invasion_harpies to 0

(...)

set MOO.ini_spawn_mushrooms to 0 (I was not sure that they fit very well)

KNOWN ISSUES
The area in which the unicorn is located, which is also the area of Unique  Landscapes Dark Forest, tends to provoke more crashes than other areas. Based on my research, it may have to do with the flame atronachs I included from ZuSkunks. I have found that "Shining Creatures" was incompatible with Dark Forest and these flame attronachs I believe include the shining feature... I'm not that great at scripting and I'm not sure how to remove it/fix it without breaking the atronachs, though. If someone wants to help me with this, please.
In my testing, this area seemed unstable EVEN without Unique Landscapes Dark Forest seems to help, so I really don't know what's wrong with this area. Maybe this only happened because I was testing it on an old saved game. If you experience crashes in the area around the unicorn even WITHOUT UL Dark Forest, let me know.

OOO EXPERIENCE ENHANCED PROJECT

I made a true compatibility patch for BetterCities for OOO (very complete one, if I may say so), for Unique Landscapes, for Cyrodiil Re-loaded, for Universitas Arcanarum, fora few of Arthmoor's mods and for Kvatch Rebuild.
They can be considered as part of this mod.They remain, of course, completely independent from it.


OLD README (OOO Improvements and Additions)

INSTALLATION/COMPATIBILITY (OLD)

First of all, download and install OBSE and the Unofficial Oblivion Patch if you don't have them already. They are required since Version 2.

The mod is BAIN ready, so a BAIN install is more recommended than a manual one.
If you want to go manual, just copy and paste in the data folder the files you want from each folder, which are self-explanatory.


A bashed patch with Wrye Bash is HIGHLY RECOMMENDED. Without it my mod should be loaded much higher in the load order or there would be
compatibility problems, since it edits a lot of vanilla NPCs; of course, you would not see many of my changes in that case.

With a proper use of a bashed patch, it should be compatible with anything that is compatible with OOO.

Load LATE in the load order, no matter what LOOT says!
BETTER CITIES: For the changes in some of the Bravil NPC's inventory to be kept, it needs to be loaded AFTER Better Cities Full.esp


EXAMPLE OF LOAD ORDER (OLD)

This is the load order I have found best (I include here, for clarity purposes,
the other mods I made linked above):

DLCHorseArmor
DLCHorseArmorUnofficial Patch
DLCOrrery.esp.
DLCOrrery UnofficialPatch.esp
DLCVileLair
DLCVileLairUnofficial Patch
DLCMehrunesRazor.esp
DLCMehrunesRazor- Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDenUOP.esp
Oscuro's OblivionOverhaul.esp
DLCFrostcrag
DLCFrostcragUnofficial Patch (not to be used withRR)
Knights
OblivionUncut.esp
DLCBattlehornCastle
Knightsunofficial patch
(DLCHorseArmor- OOO)
 (DLCOrrery - OOO)
(DLCVileLair- OOO)
(DLCMehrunesRazor- OOO)
(DLCThievesDen- OOO)
(DLCFrostcrag- OOO) (any version)
(DLCBattlehornCastle- OOO)
 (Oscuro's Oblivion Overhaul - Knights of theNine) (my patch)
OblivionUncut - OOO Adaptation.esp
UniqueLandscapes.esp
UniqueLandscapes - OOO Adaptation
ShiveringOOO.esp
OOO Improvements and Additions - Shivering Isles.esp
BalancedMagic.esp
BetterCities Full/Better Cities Bravil (in case you are not using the fullversion)
OOOExtended.esp
Alluring PotionBottles - OOO Extended.esp (my patch)
OOO improvements and Additions
Difficulty Plug ins. (optional)
OOO Extended Difficulty Adjustements (recommended)
The rest of the Better Cities plug ins (including Better Imperial City)
BetterCities Full - OOO (my replacer mod or the original patch)
Bashed Patch
Maskar's Overhaul


USE WITH OOO EXTENDED (OLD)

This mod was made with all Kobal add-ons (OOOExtended, OOO Shivering Isles) in mind, but they are not required. When using OOO Extended, the optional plug in
in my mod "OOO Extended difficulty adjustements" is highly recommended.

IMPORTANT: You must download the latest version of OOO AND OOO MiscFiles: it is there you can find an patched version ofOOOExtended which is necessary not only for my mod, but to run the latest versions of OOO with OOOExtended together!