Namely, I like the idea of NPCs being able to climb. Maskar's Oblivion Overhaul, Oscuro's Oblivion Overhaul or both? Yeah, everything is done through scripting and by adding new objects. Thanks! Mod Group: Not set. The powerful open-source mod manager from Nexus Mods. 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 It is fully configurable and it's only one esp without any compatibility patches. Probably scales up their damage independently of the in game difficulty setting too. If you find yourself facing overwhelming odds, run away and return later when you are more powerful to reap revenge on your foes. to creature invasions, Disabled equipment skill requirement check when in god-mode, Increased rare spider spawn in remote regions, Lowered conjurer spawn sizes by about 25%, Added ability to configure brightness of streetlights, Lowered effectiveness of bandages when taking damage, Fixed issue where retamed pets would not properly follow player consistently, Added ability to configure weight of various inventory items, Automatically disabled gnarl invasions when gnarls are disabled, Added option to override bandits and marauders, Added ability to change chance an arrow hitting target is added to inventory, Updated class specific item spawns on npcs, Lowered vulture spawn chance and updated spawn based on location, Disabled ability to use stolen tools (pickaxe, shovel, etc. Espaol - Latinoamrica (Spanish - Latin America). However, I have some concerns as well. Oscuro's Oblivion Overhaul changes the ways in which the core gameplay elements of TES IV: Oblivion relate to each other. 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. Maskar's Oblivion Overhaul Version 4.6.3 by Maskar @ 26th September 2015 Table of contents 1. Lines in the "table of contents" on the first pages are now clickable. Additionally, save files keep track of active esps and esms. Download: Other. Added ability for companions to buy/sell unwanted items, pay merchant for repair, new spells, etc. Copyright 2023 Robin Scott. for example, Oscuro's Oblivion Overhaul is static, meaning the world stays the same each time you play for the most part, very similar to Morrowind. The same for marauders, but obviously for heavy, rather than light armor. Log in to view your list of favourite games. How exactly does level scaling work? Install hundreds of mods with the click of a button. This page was last edited on January 3, 2023, at 18:26. Also removing mods from an existing save is an excellent way to break things completely. LW Patch: No. Links: CR Patch: No. First, be sure you have OBSE correctly installed as you need OBSE for Maskar's to work correctly. ), Updated creature health based on having any diseases, Added ability for creatures to flee based on diseases, Added ability for creatures to pull other creatures into fleeing, Added ability for diseased creatures to flee when friendlies die, Added Remedial Touch spell (cure disease on touch) to various merchants, Added Remedial Touch scrolls and Spellbooks to merchants/loot, Added option for scrolls to not have skill requirements (default), Renamed Potion of Cure Disease to Weak Potion of Cure Disease, Added Potion of Cure Disease and Strong Potion of Cure Disease, Changed Cure Disease potion usage from skill based to item based, Added ability to create Cure Disease potions based on alchemy skill level, Added option to configure potion chance when disarming trap (+new sound), Updated chance to receive potion when disarming a trap to 50%, Added ability for thieves/bandits to steal when sleeping, Added ability for vampires to bite when sleeping, Added rare Lich with (optional) Reanimate spellbook parts, Added Porphyric Hemophilia (vampire disease) to Vampire Bats, Updated Wasp Sting ability of Blood Wasps (more dangerous), Updated creature confidence and health based on size, Added Orcish weapons to high level wanted orcs, Added Dwemer Spears to default dungeon treasure loot, Added Divine Shields (shields for mages) as lost items, Added Pegasus armor and weapons as lost items, Added ghost, head, heart and ship in bottles as house treasures, Added ability for orcish weapons to do additional damage to npcs (not creatures), Added potions work over time option (similar to OOO; disabled by default), Fixed issue where traps could spawn in guild owned containers, Added option to always have hardest daedra spawn, Added option to configure variable levelscaling for npcs, Added option for highest gold quest rewards (off by default), Added support for Vampire Revolution through compatibility ini file, Added support for Duke Patricks Combat Archery through compatibility ini file, Added support for Vector through compatibility ini file, Added support for moving ini files to ini folder, Added options for item/creature max level difference for leveled lists, Added options to configure sneak attack damage for marksman and melee weapons, Added option to configure creature damage multiplier, Increased overall weapon and leveled creature damage multipliers (optional), Updated prices of some ingredients which were automatically calculated, Added Notice Boards to all cities (except Kvatch), Added various types of notices to Notice Boards, Added ability for actors to ambush player character when fast traveling, Added support for Open Better Cities (enable in ini file), Added automatic support for Open Cities Reborn, Added automatic support for Imperial Outpost Bruma mod, Added option to configure Wisp Torches and increase brightness slightly, Added common equipment to default small treasures, Added support for bound equipment added by 3rd party mods, Updated small treasure loot chance in non-dungeon buildings, Updated Spellbook parts to spawn on specific creature types, Disabled Daedra spawns in wilderness/road areas for first game day, Added ability for creatures to take control over wilderness/road areas, Updated combat code (pulling and climbing), Added ability for actors to switch target in combat, Added support for icons when using small or medium textures, Merged Dwarven and Dwemer slayer weapon properties, Updated lock bashing damage formula for Dwarven/Dwemer weapons, Disabled "Mod Loaded" and "Mod not loaded" messages, Updated ability to configure magic item loot rarity, Added option to unlevel merchant items (off by default), Added ini file for automatic configuration of (overhaul) mods, Added ability for fleeing actors to pull allies into combat, Updated creatures to spawn in slightly different sizes, Updated silver weapons to stop Vampires regenerating health, Added rare Wraith (uses Scythe with Soul Trap enchantment), Added regional Goblins (Morrowind Goblins are unleveled), Added Morrowind Goblins near Morrowind region, Added Desert Goblins near Hammerfell and Elsweyr regions, Added option to only spawn MOO Goblins (off by default), Added option to spawn Necromancer/Conjurer grunts as bosses, Added option to always cure all diseases when cast by npc, Added option to stop Elseweyr Thieves stealing equipped arrows, Added option for sigil stones to be unleveled or best available, Disabled ability to find brains on Headless Zombies, Updated summon spells and summoned actors, Updated ambush code to take into account evil player characters, Added Supreme Magicka compatibility info to pdf readme, Added new textures for Scamp and Clannfear, Added ability to summon different Daedra (including rare ones), Improved compatibility with other (overhaul) mods, Fixed issue with Draugr Warrior equipment, Added Gnarls to forests (11 types for different trees), Added new staves to Gnarls and new weapons to Draugr, Updated equipment loot rarity based on material type, Added skill requirements to cure some diseases, Added additional random diseases to creatures, Added option to increase strength of diseases (off by default), Updated skill requirements for Dremora weapons, Added ability for actors to flee when low on health, Added ability for actors to ambush the PC when sleeping/waiting, Added ability to summon male and female Dremora with new equipment, Added option to kill Spriggans permanently by taking their Taproot, Added option to kill Mummies permanently by taking their wrappings, Added npc vampire health regeneration when not taking sun damage, Updated Wisps (less health and slightly weaker spells), Added option to make Dremora friendly to Conjurers, Added ability to configure player character confidence, Added ability to find book parts on rare creatures, Added ability to combine book parts to create rare spellbooks, Improved creature spawns with other overhaul mods, Updated npc health multiplier to be similar to player character, Added ability to configure npc/player character's health settings, Added ability to configure damage taken to armor and weapons, Added ability to override equipment requirements through ini file, Updated Giant Club to make opponents fly when used by a Giant, Added option to configure flying distance for Giant Club, Added small chance for a boss to spawn instead of a grunt, Added option to only spawn Daedric equipment on Dremora, Added option for stronger colored ambient dungeon light, Added option for quest reward quality to be based on item material, Disabled traps in containers owned by a faction, Updated weapon skill requirement calculation, Added support for Curse of Hircine and TWMP (untested), Updated Orsimium Spellsword to better at using maces, Updated npc level scaling (including recalculating attributes), Added option for amount of actors in combat and AI processing, Added option for slayer weapons to be more effective at higher levels, Added Elven weapons and Mithril/Orcish armor as small treasures, Disabled farm animal spawn on Odiil Farm until completing MS18, Increased Silver weapon damage to Undead, Vampires and Wisps, Increased Dwarven weapon damage to Giants, Increased Glass weapon damage to light armored npcs/creatures, Increased Ebony weapon damage to heavy armored npcs/creatures, Increased Daedric weapon damage to heavy armored npcs/creatures, Increased Ayleid weapon damage to Daedra and Dremora, Increased Chitin weapon damage to most actors (excluding heavy armor), Increased Dwemer weapon damage to locks (containers and doors), Updated armor skill requirement calculation (improved compatibility), Increased strength of Bandits and Skeletons slightly, Added option for colored ambient light in dungeons, Added option for individual skill requirement system for staves, Added option for regional npcs to be friendly to bandits/marauders, Added option for enchanted arrows to drop on grunts, Updated method to override npc level scaling, Improved support for Oscuro's Oblivion Overhaul, Added leveled and unleveled Bone Lords and Frost Giants, Increased level of Minotaur Chieftains and Xivilia Lords, Added Dremora Rank 6 and the ability to configure in ini file, Removed ranged attack spells from Dremora archers, Removed non-playable shields from melee Dremora, Added rare Morrowind ingredients to Morrowind faction members, Added random gems as loot to Forest and Mountain Giants, Added open helmets for Dremora and Daedric Lord armor, Added HGEC (C, E and H) and DMRA of Dremora and Daedric armor, Changed default female body of Dremora to DMRA, Added ability for Dremora to drop a random armor piece (original body), Updated how traps spawn in locked container, Fixed issue with traps destroying items in container, Added map marker to Abandoned Outpost in Blackwood, Added option for low ambient dungeon light, Updated cat sizes (smaller and different sizes), Renamed Valenwood and Skyrim Giants to Forest and Mountain Giants, Added water breathing ability to Mimics and Wisps, Lowered size of regional npc spawns by 25%, Fixed issue with some regional bosses fighting grunts, Added Xivilai Lords (leveled and unleveled), Added ability to disable creature level scaling, Added ability to configure Dremora level scaling, Added unleveled creatures for when level scaling is disabled, Updated Daedra level scaling based on progression of main quest, Updated npc level scaling based on difficulty level, Optimized item, creature, npc and leveled list level scaling, Added ability to configure npc level scaling, Added ability to summon burning skeletons and zombies in Oblivion, Added HGEC (C, E and H) and DMRA versions of Silverlight armor, Updated creature spawn difficulty based on distance to a city, Updated chance to find treasure based on distance to a city, Updated npc levels (Guards, Bandits, etc. 4.6.3 by maskar @ 26th September 2015 Table of contents '' on the first are... 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