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Maskar's Oblivion Overhaul

Version 4.9.3 by Maskar @ 19th October 2018

Table of contents

1. About
1.1 Introduction
1.2 Compatibility and requirements
1.3 Game difficulty and level scaling
1.4 For new players

2. Installation and configuration


2.1 OMOD installation
2.2 Manual installation
2.3 Uninstallation
2.4 Configuration

3. Creatures and npcs


3.1 Unpredictable encounters
3.2 Regional spawns
3.3 Rare creatures
3.4 Stronger vanilla based npcs
3.5 Named bosses
3.6 Morag Tong
3.7 Vampires
3.8 Warring factions
3.9 Creature improvements
3.10 Summoned creatures and npcs

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Maskar's Oblivion Overhaul
Version 4.9.3 by Maskar @ 19th October 2018

Table of contents

4. Warring factions
4.1 Dynamic war system
4.2 Joining the war
4.3 Related enemies
4.4 Recruits and Sergeants

5. Items
5.1 Loot and equipment
5.2 Armor and body shapes
5.3 Slayer weapons
5.4 Spellbooks
5.5 Quest items
5.6 Random treasures
5.7 Runeskulls and Rune fragments
5.8 Smuggled goods
5.9 Vanishing cabinets
5.10 Backpacks, capes and cloaks

6. Combat
6.1 Mobile and aware actors
6.2 Improved combat AI
6.3 Damage and health tweaks
6.4 Archery

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Maskar's Oblivion Overhaul
Version 4.9.3 by Maskar @ 19th October 2018

Table of contents

7. Notice Boards
7.1 Introduction
7.2 Compatibility
7.3 Creature invasion notices
7.4 Houses for sale notices
7.5 Wanted npc notices
7.6 Stolen item notices
7.7 Lost item notices
7.8 Missing pet notices
7.9 Other notices

8. Skill based ability system


8.1 Equipment
8.2 Potions and ingredients
8.3 Scrolls and spells

9. Diseases
9.1 Disease groups
9.2 Disease transmission
9.3 Dealing with diseases

10.Locks and traps


10.1 Introduction
10.2 Disarming traps
10.3 Dynamic lock difficulty
10.4 Special locked containers

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Maskar's Oblivion Overhaul
Version 4.9.3 by Maskar @ 19th October 2018

Table of contents

11.World objects
11.1 Ore and gem veins
11.2 Stone veins and Piles of Rubble
11.3 Crafting objects

12.Treasure hunting
12.1 Treasure maps
12.2 Finding treasure

13.New and improved abilities


13.1 Bashing locks
13.2 Feign death
13.3 Climbing
13.4 Collecting resources
13.5 Crafting
13.6 Sneak attack
13.7 Taming
13.8 Healing
13.9 Tracking
13.10 Whistling
13.11 Harvest Flora
13.12 Placing traps
13.13 Imbuing
13.14 Tidying up

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Maskar's Oblivion Overhaul
Version 4.9.3 by Maskar @ 19th October 2018

Table of contents

14.Light
14.1 Darker dungeons and nights
14.2 Npcs carry torches
14.3 Light spell and torches

15.Taming
15.1 Taming a creature
15.2 Controlling your pet(s)
15.3 Feeding and happiness
15.4 Healing and diseases
15.5 Training pets
15.6 Pet carriers

16.Companions
16.1 Traveling adventurers
16.2 Recruiting adventurers
16.3 Companion AI
16.4 Controlling your companions

17.Collecting resources
17.1 Mining
17.2 Smelting
17.3 Shearing sheep
17.4 Lumberjacking
17.5 Skinning

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Maskar's Oblivion Overhaul
Version 4.9.3 by Maskar @ 19th October 2018

Table of contents

18.Crafting
18.1 Crafting tools
18.2 Blacksmithy
18.3 Carpentry
18.4 Tailoring
18.5 Tinkering
18.6 Fletching
18.7 Cooking
18.8 Stone crafting
18.9 Inscription

19.Events
19.1 Introduction
19.2 Campsites
19.3 Outposts
19.4 Settlements
19.5 Harpy nests
19.6 Shipwrecks
19.7 Lost treasure
19.8 Actors
19.9 Dungeon extensions

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Maskar's Oblivion Overhaul
Version 4.9.3 by Maskar @ 19th October 2018

Table of contents

20.Appendixes
20.1 Installing and using OBSE
20.2 Frequently Asked Questions
20.3 Oblivion XP support
20.4 Supreme Magicka compatibility
20.5 Advanced ini files
20.6 Adding new craft items
20.7 Treasure map cheat sheet
20.8 3rd party mod integration

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1. About

1.1 Introduction

This is an overhaul mod, improving many aspects of the game, while maintaining the overall
feel of the game and ensuring compatibility with most other mods. All features are
configurable through OMOD installation and/or editing the ini file.

Features added by this mod are:


• Unpredictable encounters;
• Loot and equipment improvements;
• New and better looking creatures;
• Fully configurable level scaling;
• New warring factions;
• Improved combat AI;
• Notice Boards and dynamic quests;
• Treasure hunting;
• Skill based equipment system;
• Resource gathering and crafting;
• Animal taming;
• Traps and the ability to disarm them;
• Bashing locks ability;
• Feign death ability;
• Spellbooks;
• Darker dungeons and nights;
• Npcs in dungeons and outdoors having torches;
• ..and much more.

1.2 Compatibility and requirements

This mod does not alter any game data (leveled lists, creatures, etc.) directly, but only makes
changes through OBSE scripts. Because of this it should be fully compatible with most
mods. This includes other overhaul mods. Load order is not important. However, when using
Wrye Bash, this mod has to be loaded after the Bashed Patch. This because Wrye Bash by
default removes empty leveled lists, which are required for this mod to function properly.
Loading this mod after the Bashed Patch is completely safe and does not cause any conflicts.

A compatibility ini file (Maskar's Oblivion Overhaul for compatibility.ini)


is included to automatically configure MOO to work best with other (overhaul) mods. Please
let me know if any other mods/settings need to be added.

No files will be replaced by installing this mod. It will however need OBSE (version 21 or
higher) to function properly. Please read chapter 19.1 for further details on OBSE. No other
third-party mods are required to be installed to run this mod. It's however recommended to
use Oblivion Mod Manager (OBMM) to install and configure this mod.

Note that cows added by this mod can be milked when Basic Primary Needs is installed.

Supreme Magicka users should check chapter 20.4 for compatibility instructions.
1.3 Game Difficulty and level scaling

This mod comes in 3 difficulty levels (normal, advanced and expert). The difficulty level
affects the strength and unpredictability of the player character's encounters. By default the
advanced difficulty level is selected, which can be changed in the ini file.

Next to the difficulty level, also the distance to civilization determines the difficulty of
encounters. Close by to a city encounters are relatively easy, while remote areas are only
suitable for experienced adventurers (see table below).

Difficulty Close by City Outskirts Remote


Normal Easy Easy Average

Advanced Easy Average Hard

Expert Average Hard Hard

By default many npcs (Guards, Bandits, etc.) level with the player character. The start level
of npcs is dependent on the selected difficulty level (+3 for advanced and +9 for expert).
Npc level scaling can be configured in the ini file. This means that you can change npcs to
have static levels, or much different minimum and maximum levels.

Creature level scaling is by default enabled, resulting in different creatures spawning based
on the player character's level. When creature level scaling is disabled (in the ini file), only
location and the difficulty level is used to determine the strength of encounters. This
excludes Daedra spawns, which are based on progression of the main quest.

Casual and new players should select the normal difficulty level.

1.4 For new players

This mod automatically configures itself to be used with other (overhaul) mods. For
instance, when Oscuro's Oblivion Overhaul (OOO) is loaded, MOO features like traps and
lock bashing are automatically disabled. All features can be configured in the ini file(s).

Low level characters should stay near cities and on roads. Guards will be able to help when
in trouble. Use the Feign Death ability to avoid combat. Waiting and sleeping can result in
being ambushed when dangerous creatures/npcs are nearby.

Weapons are more effective against certain creatures based on their material. Silver weapons
do more damage to Undead, Vampires and Wisps. Dwarven weapons do more damage to
Giants and Locks, etc. Getting a Silver weapon should be a first priority.

Locks on containers and doors can be broken by power attacking the lock. Some locked
containers can contain traps. Traps can be disarmed by taking them from their container.
2. Installation and configuration

2.1 OMOD installation (recommended)

1. Start Oblivion Mod Manager


2. Click on Create to create a new OMOD
3. Click on Add archive and point to the downloaded (.7z) file
4. Click on Create omod
5. Double-click the name of the mod in the right-hand side of the OBMM screen
6. Answer the questions asked to customize it to your preferences
7. Optionally edit the .ini file to customize it to your preferences

Oblivion Mod Manager

2.2 Manual installation

1. Extract the files to a temporary location


2. Copy files to (install folder)\Oblivion\Data\
3. Start Oblivion Launcher, click Data Files, place a checkmark beside the .esp file
4. Optionally edit the .ini file to customize it to your preferences

2.3 Uninstallation

To uninstall using the OBMM method, start OBMM, then double-click the name of the mod
in the right-hand side of the OBMM screen and click Yes. To uninstall using the manual
method, delete the Maskar's Oblivion Overhaul files in the Data folder.

2.4 Configuration

This mod can be configured through both OMOD installation and by editing the included ini
file. The ini file can be moved to the data/ini folder if desired.

The ini file can be used to change and disable features added by this mod. This includes the
ability to disable fast travel, removing starting map markers and changing respawn time. It
can also make potions take time to take effect, like found in OOO.

By default MOO makes permanent changes to the savegame. This allows placement of ore
veins, dynamic lock difficulty for doors/containers, etc. Edit the ini file to stop MOO
making permanent changes to the savegame (set MOO.ini_savegame to 0).

Check chapter 20.5 for information on advanced ini files.


3. Creatures, npcs and items

3.1 Unpredictable encounters

Oblivion uses a unique and powerful player focused leveling system creating a challenging
gaming experience independent of player level or location. It however does this rather
aggressively resulting in breaking some immersion. Examples are the lack of any difficult
encounters at low level and all bandits wearing high level equipment at high level. This mod
tries to fix this by unleveling some items and making creature and npc encounters more
diverse and challenging. To maintain balance it introduces a skill based equipment system
and the ability to feign death to avoid combat.

Creature and npc leveled lists have been severely altered, resulting in encounters being able
to be considerably higher (or lower) level than the player character. This can both be
location based (vampires are always high level) and player based (bandits leveling with the
player character). When the player character's level increases, many encounters increase in
difficulty also (both in level and group size).

To increase the unpredictability of encounters, npcs and creatures have become more mobile
in their environment. Especially npcs (like bandits) will walk through dungeons a lot more
than normal.

3.2 Regional spawns

Many new creatures spawn in specific locations. This means that Mummies can be found
near Hammerfell, Ghouls near Morrowind, Pahmars near Elsweyr, Mammoths and Giants
near Skyrim, etc.

Zombies and skeletons now come in different races and can be summoned based on the
caster's location. For example, casting in Oblivion will summon burning skeletons and
zombies, which are highly resistant to fire damage.

Certain creatures have the ability to take control over wilderness/road areas (1236 spawn
points). As example, when an Oblivion gate is open the wilderness/road spawn points in the
area will be able to spawn Daedra. Other creature types, like Goblins, Skeletons and
Zombies can invade regions and are automatically region based (Morrowind Goblins near
Morrowind, Argonian Zombies near Black Marsh, etc.).

3.3 Rare creatures

Rare creatures are rare versions of existing creatures, which sometimes are encountered
instead of the normal ones. They are stronger, look different and have much better loot.

3.4 Stronger vanilla based npcs

All vanilla npcs (bandits, vampires, etc.) have stronger counterparts in more remote regions.
Examples of these npcs are Outlaws, Plunderers, Plane Summoners and Plaguebringers.
3.5 Named bosses

Next to normal bosses, like Bandit Ringleaders and Marauder Warlords, named bosses have
been added. There are 2 types of named bosses, both being considerably stronger and with
much better equipment than normal bosses.

By default named bosses always spawn in remote areas and spawn nearer to cities when the
player character increases in level. When using the expert difficulty setting named bosses
always spawn anywhere unrelated to player character level. They also spawn in larger
quantities.

3.6 Morag Tong

The Morag Tong is an ancient guild of assassins headquartered in Morrowind, celebrating


murder in the name of Mephala. They have been active since at least the First Era, and their
targets have included multiple rulers of Tamriel, high-ranking Dunmer nobility, and
countless others. The Morag Tong is unique in its sanctioned status under the Morrowind
government to perform legal executions, bound under contracts called 'writs'.

Joining the Dark Brotherhood or any of the regional factions will result in the Morag Tong
becoming hostile to the player character. Additionally, Morag Tong assassins will track
down and try and kill the player character. It's possible to temporarily pause any attacks by
killing their Grandmaster.

The Morag Tong can be found in campsites near the Morrowind border.

When completing Mephala's quest (Start a feud between two prominent families), you are
able to join the Morag Tong by talking to a Morag Tong Grandmaster. This in turn will allow
the player character to execute writs of execution and gain rank within the guild.

Morag Tong Required rating Followers


Faction rank
Associate 0 0
Blind Thrall 1.500 0
Thrall 7.500 0
White Thrall 15.000 0
Thinker 25.000 0
Brother 50.000 0
Knower 125.000 0
Master 250.000 0
Exalted Master 500.000 0
Grandmaster 1.000.000 0
3.7 Vampires

Vampires are able to regenerate health very quickly, making them deadly opponents to
unprepared adventurers. However, vampires can be disposed of relatively easily when
exploiting their weaknesses.

Vampires are extremely vulnerable to silver weapons. They not only take high damage, but
also have their health regeneration disabled completely for a few seconds. Ancient vampires
are however less affected.

Sunlight is another great method to kill vampires. Simply pull them into sunlight and see
them burn. They can however return back inside when low on health, so you want to be
quick.

Finally, simply casting a light spell on a vampire will lower their health regeneration. The
exact amount is based on the strength of the light. Casting light with a magnitude of at least
100 will completely remove health regeneration for the duration of the spell. Vampire mages
could however dispel light effects on both themselves and any nearby vampires.

3.8 Warring factions

There are 9 new factions, each from a certain region (Nords from Skyrim, Argonians from
Black Marsh, etc.), fighting each other for territory. The player character is able to join a
regional faction to fight the others, or join the Imperial Legion to fight them all.

Each faction has it's own fighters, with their own abilities and equipment. For instance,
Valenwood Rangers can summon bears, while Elsweyr Thieves can steal while fighting. All
faction fighters are considered stronger than Bandits/Marauders. Check chapter 4 for more
information on the warring faction system.

To disable the new factions, set MOO.ini_npc_invasion_min and


MOO.ini_npc_invasion_max to 0 (under Invasion settings).

3.9 Creature improvements

Creatures have received new abilities and improved looks and new creatures have been
added to increase variation. Examples of new creature abilities are mud crabs grabbing
weapons and breaking armor, zombies not staying dead, dogs barking to warn of intruders
and vultures circling dead bodies.

As example of new creatures, over 400 chests now have a chance to try and kill you when
trying to take their loot. Only dungeon chests currently can come alive. This to avoid
innocent npcs dying everywhere. The chests are 2 levels higher than the player character, up
to level 25.

As encounters can be higher level than the player character additional effort is put into the
appearance of opponents. Skeletons for instance have their shaders restored. Additionally
many new skeletons (melee, missile and magic) have been added. All having specific
clothing/armor to display their strength.
Note that zombies and mummies have a high chance of getting back up after being killed. A
zombie can permanently be killed by taking its brain from its inventory. There's no easy way
to kill a mummy.

3.10 Summoned creatures and npcs

Summon spells are either luck or region based. Luck based summons, like Dremora, Scamp,
Clannfear and Daedroth summon a "random" creature. There's a small chance this would be
a rare strong version and Dremora can sometimes be female. Region based summons are
based on the caster's location. Casting Summon Zombie in Blackwood would often result in
summoning an Argonian Zombie, while casting in Bruma could result in summoning an Orc
Zombie.
4. Warring factions

4.1 Dynamic war system

Regional factions are enemy factions from remote regions (Nords from Skyrim, Argonians
from Black Marsh, etc.) fighting each other for territory. They start in their home region and
slowly spread through the map and increase in size and strength.

Invasions are started by sending scouts into a region. If no major resistance is detected
grunts and bosses follow into the battlefield. Finally, when reaching larger control over
multiple regions champions start appearing, which are considered the strongest warriors.

When multiple factions invade the same region the factions will fight each other for control.
Also the Imperial Legion will kill any regional faction npcs on sight. The player character is
able to either join a regional faction to fight the other factions, or join the Imperial Legion to
fight them all.

The player character carries a scroll where he/she automatically tracks the ratings with the
Imperial Legion and regional factions.

4.2 Joining the war

The player character is able to choose a side in the war, by joining either a regional faction,
or the Imperial Legion.

To join the Imperial Legion you need to have at least 1.000 rating, which can be achieved by
killing enemy npcs and creatures and completing quests. When having enough rating talk to
a guard (not recruits) and ask to join the Imperial Legion.

When the player character increases in rank you'll be able to have multiple followers. Any
Imperial Legion recruits are able to be asked to follow the player character. See the table
below for details concerning ranks and followers.

Imperial Legion Required rating Followers


Faction rank
Recruit 1.000 1
Private 3.000 2
Sergeant 10.000 3
Lieutenant 30.000 4
Captain 100.000 5
Commander 300.000 6
General 1.000.000 7
Just like the Imperial Legion, the player character is able to join a regional faction when
acquiring sufficient rating with the faction.

To join a faction simply put on the associated faction cape/cloak. Any regional faction npc
will be friendly to the player character while wearing their cape/cloak. The Imperial Legion
will however arrest the player character when seen wearing a regional faction cape/cloak.
See the table below for details concerning ranks and followers.

Warring Faction Required rating Followers


Faction rank
Associate 500 1
Grunt 1.500 2
Sergeant 5.000 3
Champion 15.000 4
Warlord 50.000 5

The player character is able to increase their rating with a regional faction and/or the
Imperial Legion depending on their actions. For instance, killing a guard will increase the
rating with regional factions, but greatly decreases your rating with the Imperial Legion.

Rating Friendly Enemy Imperial


Kill actor/crime faction Faction Legion
Scout - 100 +1 +1/2/3
Grunt - 100 +2 +1/2/3
Boss - 100 +3 +1/2/3
Champion - 100 +4 +1/2/3
Leader - 2500 + 100 +1/2/3
Guard +5 - 1000

Evil npc +1/2/3


Evil creature +1/2/3
Prey 0

Crime bounty - 1 (*)

(*) Rating penalty determined based on bounty of crime and ini settings.
Killing a regional faction leader will lower the faction's control. They can be found in
campsites outside the border.

Higher level evil npcs and creatures will increase your rating with the Imperial Legion more.

Returning stolen and lost items, as displayed on notice boards, will increase rating with the
Imperial Legion. Smugglers, which often appear in regions controlled by the Elsweyr
faction carry smuggled goods. Returning these to a guard will also increase your rating with
the Imperial Legion. Additionally closing oblivion gates will greatly increase your rating.

Rating Friendly Enemy Imperial


Reward faction Faction Legion
Stolen item + 25
Lost item + 25
Smuggled goods +2
Close gate + 100

(*) Rating penalty determined based on bounty of crime and ini settings.

4.3 Related enemies

When a regional faction increases their control over a region new npc types start spawning.
The exact npc type is based on the regional faction and the type of wilderness. There are
Frost Witches in snowy areas controlled by the Skyrim Faction, Cannibals in wilderness
controlled by the Valenwood faction, Slavers/slaves in mines controlled by the Morrowind
faction, etc.

Joining a regional faction (just like joining the Dark Brotherhood) will result in regular and
random Morag Tong Assassins attacking the player character.

4.4 Recruits and Sergeants

Imperial Legion Recruits patrol randomly, in groups, through the game-world. They're
however not as strong as normal soldiers. They can be recruited by the player character after
joining the Imperial Legion.

Imperial Legion Sergeants are a special type of soldiers, who patrol the roads around the
Imperial City that are considered dangerous.
5. Items

5.1 Loot and equipment

Npc equipment has been adjusted to avoid all npcs wearing high level equipment at higher
level. Npcs and containers now also have a higher chance to carry food and drinks (useful
for hunger and thirst mods). Although most items are still leveled, this can be disabled in the
ini file.

Npcs and creatures can carry items based on their environment. If an iron vein is nearby they
have a higher chance to carry iron ore. This is also true for plant ingredients.

Additionally, any locked container has a small chance to contain a small treasure. Anything
from colored Will-O-the-Wisp Torches to Ancient Ayleid weapons.

5.2 Armor and body shapes

New armor is available for many different body shapes (HGEC, etc.). Additionally, some
armor comes in both a skimpy and realistic version. The preferred body and armor types can
be selected in the ini file. Some body shapes require the Coronerras Maximum
Compatibility Skeletons to be installed.

5.3 Slayer weapons

Weapons do additional damage to creatures and npcs based on the material of the weapon
(like Silver vs Undead). Silver weapons have the additional bonus to temporarily stop
Vampires from regenerating health. Additionally, leveled creatures with high health
multipliers (like Goblin Warlords) are easier to kill at higher levels.

Material Target
Silver Undead, Vampires and Wisps
Dwarven Giants and locks (containers and doors)
Elven Animals
Glass Light armored npcs and ranged creatures
Ebony Heavy armored npcs and close combat creatures
Daedric Heavy armored npcs and close combat creatures
Ayleid Daedra and Dremora
Chitin All normal actors, excluding npcs wearing heavy armor
Orcish Humanoids

Dwemer weapons have the same functionality as Dwarven weapons, but are more rare and
do more damage.
Daedric (and Dremora) weapons do less additional damage than Ebony weapons, but instead
do damage to the target's Magicka.

5.4 Spellbooks

Spellbooks give the player character an alternative method to learn spells and are used
exactly the same as scrolls. There are roughly 300 different Spellbooks and can be found as
loot in most places where scrolls usually are found.

Rare creatures sometimes carry book parts, which can be combined into rare Spellbooks.

5.5 Quest items

When completing quests the player character is rewarded with leveled quest rewards.
However, completing quests too early will result in receiving low quality items, which are
useless at higher level.

To avoid quest items becoming useless the player character is able to upgrade quest items by
imbuing them using an Imbuement Tool. Check chapter 13.13 for further details.

5.6 Random treasures

Locked containers have a small chance to contain a small treasure. This chance is increased
when the container has a better lock. Different treasure is found in different locations and
better treasure is found in more remote and dangerous locations.

Some of the available treasures:

• Ayleid Clutter (Stroti)


• Ayleid Clutter (Meo)
• Will-O-the-Wisp Torches (Stroti)
• City Statues (Stroti)
• God Statues (Stroti)
• Daedric Statues (Stroti)
• Teddybear Backpacks (Hanaisse)
• Exotic Ayleid Armor (Little Baron)
• Ancient Ayleid Weaponry (InsanitySorrow and StarX)
• Weapons of Morrowind (InsanitySorrow)

5.7 Runeskulls and Rune fragments

Runeskulls work similar to sigil stones and are used to enchant equipment without the need
of an Altar of Enchanting.

Rune fragments look similar to rune stones, but are much smaller. There are skill and
attribute rune fragments. Having 1 in your inventory will increase 1 of your skills/attributes.
5.8 Smuggled goods

Smugglers can be encountered in regions controlled by the Elsweyr faction. They sometimes
carry smuggled goods, which can be either opened for own use, or returned to a guard for a
reward and additionally increase your reputation with the Imperial Legion.

5.9 Vanishing cabinets

Vanishing cabinets are containers which are all linked to each other. Any items put into 1
cabinet can be retrieved from any other cabinet. This includes the luggage added by the Cobl
mod.

Vanishing cabinets are craftable using a workbench, 4 boards, 2 gold ingots and 25 iron
ingots.

5.10 Backpacks, capes and cloaks

Backpacks can be bought from merchants and found as loot on adventurers. Backpacks
automatically increase in size based on the amount carried.

Capes and cloaks can be bought from merchants and found as loot. They are also worn by
regional faction npcs to show their associated faction. Capes are worn by scouts, grunts and
bosses, while champions wear cloaks.
6. Combat

6.1 Mobile and aware actors

By default actors stay close to the location they spawned, resulting in easy to guess
encounters. With this mod enabled actors will be more mobile and unpredictable. This in
combination with npcs holding torches while exploring their environment makes the area
feel more alive and dangerous.

When seeing a group of enemies, it's possible to pull them one at a time, simply by staying
out of range of all but one enemy. Fighting 1 enemy at a time greatly simplifies any
encounter and can be considered an exploit. This is fixed by making other close by enemies
enter combat as well.

When the player character sleeps, waits, or fast travels nearby npcs and creatures can decide
to ambush the player character. Additionally, sleeping near vampires can result in being
bitten, while sleeping near thieves can result in being robbed.

6.2 Improved combat AI

When in combat and being chased by a number of enemies, going through a load door will
result in only 2 enemies following the player character through this door. This greatly
increases the chance of surviving a fight. This has been increased to 6 enemies.

By default only 10 actors can enter combat at once. This will result in any additional actors
to not move, lowering difficulty and being rather unrealistic. This is increased to 30.

Npcs with restoration skill and certain creatures have been given the ability to heal friendly
actors. This means that any hurt npc or creature can now call for healing and potentially get
healed by any nearby healing actors.

By default actors can't jump or climb. This can easily be exploited by standing on an area
which can't be reached without jumping. This mod fixes this by giving actors the ability to
climb. Actors automatically start climbing when they're trying to move forward without
actually moving.

When an actor in combat is low on health, he/she can choose to flee. This is based on the
amount of allies and their confidence, health, etc. Additionally, weak non-evil npcs will flee
when facing strong opponents, rather than start combat. Lowering the player character's
confidence will lower the chance of actors fleeing from combat.

Fleeing actors are able to pull npcs and smart creatures into combat. This is especially
important in crowded areas, like dungeons.

Nearly missed magic and arrows will now alert nearby actors. Enemies could immediately
try and attack, while friendly actors could decide to flee or complain for almost being hit.
6.3 Damage and health tweaks

By default combat is often considered rather slow, where actors often require to be hit many
times before being killed. This mod doubles all combat damage (weapons, creatures and
spells) speeding up combat and making larger group fights considerably more dangerous.

Next to doubling all combat damage weapon damage and leveled creature damage has been
increased. Also, slayer weapons can further increase weapon damage.

Although off by default, it's possible to enable flat combat damage, which increases all
damage by a fixed amount. This would result in all actors to remain at least slightly
dangerous when wearing high quality armor.

Npcs have their health increased, making it more similar to the player character. The ini file
offers many settings to change actor health and combat damage settings.

6.4 Archery

This mod adds a dynamic arrow speed system, where the speed of arrows is based on the
quality of the bow/arrows and the character's agility/marksman skill. In specific arrows have
a minimum speed multiplier of 0.5 and maximum speed multiplier of 2. This means that
arrows will fly slower when the character is low skilled and using poor equipment, while
much faster when being more experienced and using high quality equipment.

Note that it's possible to change the minimum and maximum speed multiplier of arrows by
editing the MOO.ini_ammo_speed_min and MOO.ini_ammo_speed_max ini settings, or
even disable it completely (set MOO.ini_ammo_speed to 0).
7. Notice Boards

7.1 Introduction

All cities (except Kvatch) have their own Notice Board. These boards are used to
dynamically provide local information. This includes what areas should be avoided, where
dangerous criminals are hiding and where treasure can be found.

In specific Notice Boards can provide the following information:


• Creature invasions;
• Houses for sale (all cities);
• Wanted npcs;
• Stolen items;
• Lost items.

All notices are dynamically generated and provide an endless amount of things to do for the
player character.

7.2 Compatibility

Notice Boards are automatically placed in compatible locations when using either Vanilla
Oblivion or Closed Better Cities.

When having an Open Cities mod installed, cities are transferred into the Tamriel
worldspace. Open Cities Reborn is automatically supported. When using Open Better Cities
(without Open Cities Reborn) you can enable support in the ini file (set
MOO.ini_add_noticeboards_opencities to 1).

Please note that Notice Boards for Open Better Cities are placed in different locations than
Open Cities Reborn.

7.3 Creature invasion notices

All regions have a chance to be invaded by a certain creature type. When a region contains
any Oblivion gates, wilderness and road spawn points have a chance to spawn Daedra. The
amount of gates affects the strength and density of the Daedra invasion. Imperial Legion
Soldiers and/or the Royal Guard will set up camp to fight the Daedra in regions with at least
3 gates.

When no Oblivion gates exist, there's a chance a region can be invaded by Goblins, Undead,
Harpies, or Gnarls. Low level characters should avoid regions invaded by Gnarls and
Harpies.

7.4 Houses for sale notices

Any houses for sale in a city are displayed on a notice board.


7.5 Wanted npc notices

Wanted npcs are npcs who have committed a crime and therefore are wanted by the law.
They are usually hiding in a dungeon near the city the npc is wanted, but can sometimes be
found traveling between dungeons.

All wanted npcs are randomly generated and can be any combination of 10 races, 23 classes
and be between level 10 and 50 (or higher based on difficulty level). Equipment, items,
spells and combat style are based on level, type of criminal, major skills and personal
preferences (elemental and creature type). The exact race is based on location and a build-in
name generator is used to give the npc a unique name, based on race and gender.

A reputation system is used to describe the type of criminal and how powerful he/she is.
This is shown in the form of a title on the notice (see table below). Escaped prisoners have a
title based on their skills and level.

Difficulty Type 1 Type 2 Type 3 Type 4


Very easy Rude Disreputable Notorious Infamous

Easy Unsavory Dishonorable Ignoble Sinister

Average Scoundrel Malicious Vile Villainous

High Despicable Dastardly Wicked Evil

Very High Outcast Wretched Nefarious Dread

Notices (including stolen and lost notices) include additional information when certain
criteria are met.

Wanted npcs carry a special named item. Show this item to a guard to collect your reward.

7.6 Stolen item notices

Any unique npc can have their equipment stolen. These items are always somewhat valuable
and are carried by Bandits, Marauders or any of the regional npcs, like Elsweyr Thieves.
They can be found anywhere in the region stated on the notice (outdoors and in dungeons).

Talk to a guard to return the stolen item. Equipping the item will allow the player character
to claim the item for him-/herself.
7.7 Lost item notices

Lost items are valuable and rare items, which can be found in a container in any dungeon.
The notice will state the region the item can be found. Examples of lost items are weapons,
musical instruments and alchemy tools.

Talk to a guard to return the stolen item. Equipping the item will allow the player character
to claim the item for him-/herself.

7.8 Missing pet notices

Missing pet notices include any pets currently missing. They are usually found in remote
locations, like dungeon extensions in caves and mines.

Talk to a guard to return any found missing pets.

7.9 Other notices

A wanted notice is added to any notice board when the player character has at least 500
bounty.

A “strange door has opened” notice is added to the Bravil Notice Board when the Shivering
Isles expansion is installed.
8. Skill based ability system

8.1 Equipment

Weapons, armor, ammo and staves require a certain amount of skill before they can be used.
Skill requirement for staves is based on the magic school(s) required for the spell it's
enchanted with. Default armor and weapon skill requirements are as follows:

Skill Light Armor Heavy Armor Weapons


Novice (0) Fur, Leather Iron, Steel Iron, Steel

Apprentice (25) Chainmail Dwarven Silver

Journeyman (50) Mithril Orcish Dwarven, Elven

Expert (75) Elven Ebony Glass, Ebony

Master (100) Glass Daedric Daedric

Note that this system can be disabled in the ini file.

8.2 Potions and ingredients

Like normal, you are able to recognize more alchemical properties of an ingredient when
you have a higher Alchemy skill level.

The quality of potions is based on the skill of the character creating the potion. When having
below 75 Alchemy skill, you'll only be able to create Weak Cure Disease Potions. When
having between 75 and 99 skill you are able to create Cure Disease Potions, which are able
to cure both mild and serious diseases. At 100 Alchemy skill you're able to create Strong
Cure Disease Potions, which can cure any disease.

Any potions created by the player character have been changed to always have the same
weight. This feature can be disabled in the ini file.

Note that potions with a Cure Disease effect are less effective when mixed with other
effects.
8.3 Scrolls and spells

Like normal, spells require a certain amount of skill before being able to be used.

Scrolls are more powerful than spells and can be used at lower skill. For instance, the Cure
Disease scroll (and Remedial Touch scroll) is able to cure all diseases, unrelated to skill
level.
9. Diseases

9.1 Disease groups

Diseases are divided into 3 groups of severity, similar to those found in Morrowind. These
are mild, serious and acute diseases. A higher amount of Restoration or Alchemy skill is
required to cure more severe diseases.

9.2 Disease transmission

Many diseases come in 2 versions. The first, found on many creatures, can only be
transmitted through physical contact, while the other can also be transmitted through the air.

Creatures with an airborne disease are easily recognizable by having a colored aura around
them. A red color for a mild disease, a yellow color for a serious disease and a green aura for
an acute disease.

Airborne diseases can spread simply by being near the diseased creature. Being closer to an
infected creature has a higher chance to contract a disease.

Creatures have a small chance to be infected by the same disease, while the player character
usually only contracts a weaker version, which does not spread to others.

9.3 Dealing with diseases

Creatures with an airborne disease often have lower health than normal and are more likely
to flee. It's recommended to kill diseased creatures as soon as possible.

Having a high disease resistance lowers the chance to contract diseases. Some diseases
require higher quality Cure Disease Potions to cure. These potions can be bought in shops
and found as loot at any level. Praying at an altar and using a Cure Disease Scroll will
always cure all diseases.

Remedial Touch Spells, Spellbooks and Scrolls have been added to easily cure npcs and
creatures. Also enhanced bandages can cure any disease.
10. Locks and traps

10.1 Introduction

Locked containers can sometimes be trapped. The amount and type of traps is based on the
lock level of the container.

Traps require to be disarmed before any items inside the container can safely be taken.
Failing to disarm a trap, or taking any items from the container before all traps have been
disarmed will set off the remaining traps.

Traps which have been set off can hurt anyone nearby and break items inside the container
(excluding quest and scripted items). It will also alert smart creatures (goblins, etc.) and npcs
in the area.

Successfully disarming a trap can provide the player character with a poison potion of the
same type and strength as the trap.

10.2 Disarming

To disarm a trap, the lock on the container first has to be opened. This can be done both
through lock picking and casting an Open Lock spell. The following traps can be
encountered:

Security skill Fire Ice Gas Shock


Apprentice (25) Flash Snowball Smoke Spark

Journeyman (50) Fire Hailstone Gas Shock

Expert (75) Scorching Frost Poison Electric

Master (100) Inferno Ice Toxic Lightning

The minimum Security skill required to have any chance of disarming a trap is the above
skill minus 25. As example, a Frost Trap can be disarmed 100% of the time when having at
least 75 security skill. You however need at least 50 skill (75 - 25) to have any chance at all.

When opening a container up to 3 traps can be encountered. Simply take a trap from the
container to attempt to disarm it, or close the container to skip disarming.

Magic users can use the Telekinesis spell to set off traps from a distance.
10.3 Dynamic lock difficulty

Containers and doors have a lock difficulty based on the quality of the container/door,
location, ownership and the player character's level. Additionally the lock difficulty is
randomly slightly altered to be easier or harder. The quality can be configured in the locks
ini file and is as follows:

Quality Type Lock mod


Low Lower class, caves and tents 1
Average Middle class, forts and sewers 21
High Upper class, Ayleid ruins and castle/palace 41

Note that coffins come in low, average and high quality. Location determines lock quality as
follows:

Location Type Lock mod


Nearby Near a city 0
Outskirts On the outskirts of a city 7
Remote Far away from any cities 20

Owned Object is owned by an npc or faction 15

Dynamic lock difficulty can be disabled in the ini file (under Lock settings). The individual
lock modifiers can also be changed (under Advanced lock settings).

The lock difficulty is a value between 1 and 99 (very easy to very hard) and is calculated as
follows:

lock difficulty == quality modifier + location modifier + random

The difficulty is further adjusted based on player character level when the lock is leveled.

10.4 Special locked containers

Sometimes a normally unlocked container can be locked and needing a key to be opened.
The key will always have the name of “Unknown <container> Key”, where <container> is
the name of the container. The key can be found on a nearby npc or creature. This is usually
the strongest npc/creature in the area. These containers have an increased chance of
containing special and rare items, including lost items.

Important: The lock difficulty and needed keys are saved into the savegame.
11. World objects

11.1 Ore and gem veins

When the mining ability is enabled (see chapter 13.4) many static rocks are automatically
converted into ore and gem veins. The following ore veins are available:

• Corundum
• Ebony
• Iron
• Malachite
• Moonstone
• Orichalcum
• Quicksilver
• Stalhrim

With the exception of iron veins, all ore veins are region based, which means they can only
be found in certain areas. Stalhrim ore, which can only be found in the Skyrim region (the
area around Bruma), can only be mined with a Dwemer pickaxe.

Gems can be found anywhere, but are easier found in more remote locations. The following
gem veins are available:

• Diamond
• Emerald
• Ruby
• Sapphire
• Topaz

11.2 Stone veins and Piles of Rubble

Ayleid dungeons contain static rubble piles, which are automatically converted into Welkynd
and Varla veins. Those that are not converted into veins are converted into Piles of Rubble
instead.

Welkynd and Varla veins can be mined for stone fragments. Varla veins are only found in
more remote locations.

Piles of Rubble can't be mined, but can, next to common items, contain rare artifacts.

Important: Changes to rocks and rubble piles are saved into the savegame.

11.3 Crafting Objects

Wells, fountains, kegs, large barrels, forges and anvils are automatically converted into
usable objects. These objects can be used for crafting and make them easier to identify when
using a needs mod, like Basic Primary Needs.
12. Treasure hunting

12.1 Treasure maps

Most creatures and npcs are able to carry treasure maps. There are 100 different treasure
maps in 5 difficulties. Stronger creatures/npcs carry more difficult treasure maps. The
different types of treasure maps are:
• Plainly drawn treasure map (easiest);
• Expertly drawn treasure map;
• Adeptly drawn treasure map;
• Cleverly drawn treasure map;
• Deviously drawn treasure map (hardest).

All treasure maps point to a location on the map, where a treasure chest is located.
Additionally, the map states the region the chest is most likely found.

Treasure chests are always locked, sometimes trapped and can contain valuable and rare
items.

12.2 Finding treasure

To find treasure you'll need a treasure map, a pickaxe and the ability open locked containers.

A pickaxe can be purchased from most weapon merchants, or found as loot in Goblin
dungeons.

When having located the correct location of the treasure you can start digging. Digging is
done simply by hitting the ground several times with a pickaxe. One of the following 3
messages will show after digging:
• “You fail to find any treasure.”
• “You dig and dig, but no treasure seems to be here.” (you are very close)
• “You have found the treasure!”

After digging up the treasure chest a guardian will appear. The strength of the guardian is
based on the difficulty of the treasure map. Be prepared to run, or feign death, in case the
guardian is too powerful.
13. New and improved abilities

13.1 Bashing locks

Locked containers and doors can be forced open by bashing the lock. This is done simply by
power attacking it. If the player character is strong enough and uses a powerful enough
weapon the lock can be broken. More difficult locks are harder to break and have a higher
chance to be trapped. Trapped containers can hurt anyone nearby and break items inside it
(excluding quest and scripted items). It will also alert smart creatures (goblins, etc.) and npcs
in the area. Breaking the lock of an owned container or door is considered a crime and can
get you arrested. Some containers however are creatures in disguise and will attack anyone
trying to steal their items.

The formula used to determine if a lock can be broken is:

weapon modifier + strength modifier - 100 > lock difficulty

The weapon modifier is base weapon damage * 4 and the strength modifier is the
strength of the player character. Both modifiers are capped at 100 and lock difficulty is
always between 1 and 99 (100 needs a key). A Dwarven/Dwemer weapon can be used to do
additional damage to locks, resulting in requiring less strength to break a lock.

13.2 Feign death

To deal with high level creatures and npcs a feign death ability (spell) has been added. This
ability can be used to avoid combat, but has a chance to fail if the opponent is smarter than
the player character. It will always be successful if the player character is out of view of any
attackers. Note however that creatures and npcs will not be fooled twice.

13.3 Climbing

Creatures and npcs now have a limited ability to climb obstacles. This is useful when their
combat target is out of reach.

By default the player character is unable to climb walls and large obstacles, unless enabled
in the ini file. If climbing is enabled, simply walk/run into an obstacle while staying in
position. The player character will automatically start climbing. Note however there's
currently no special climbing animation available.
13.4 Collecting resources

Various resources can be collected to be crafted into useful items, like equipment and
furniture. Shear sheep to collect wool, mine veins for ore and chop trees to collect logs.
Check chapter 17 for more information.

13.5 Crafting

Many different items can be crafted using various crafting tools. Large crafting tools can be
purchased from merchants and placed inside and near any buildings you or your faction
owns. Examples of large crafting objects are forges, anvils and tanning racks. Small crafting
objects can both be purchased and found as loot. They can be used from the player
character's inventory. Examples of small crafting objects are sewing kits and tinker's tools.
Check chapter 18 for more information.

13.6 Sneak attack

Attacking while sneaking can result in doing critical damage when unseen. The exact
amount of damage is based on your equipment and sneak skill level. MOO adds sneak
damage multipliers for daggers and unarmed combat (see table below).

Sneak skill Bow Dagger Unarmed 2-handed Other


Novice (0) 2 4 2 1 4

Apprentice (25) 3 6 2 1 6

Journeyman (50) 3 8 2 1 6

Expert (75) 3 10 2 1 6

Master (100) 3 12 2 1 6

Wearing the Shrouded armor and hood doubles all sneak attack damage (excluding 2-
handed). This means that a master in sneak skill using a dagger will do 24 times more
damage than normal.
13.7 Taming

Using a Herder's Crook it's possible to tame many creatures, like Mountain Lions, Imps,
Unicorns, Guars, etc. The ability to tame a creature is based on the player character's
speechcraft, which also determines the amount of creatures that can simultaneously be
controlled.

Tamed creatures are able to increase in level, improve their abilities and some can even learn
new spells. The speed in which tamed creatures can gain experience is based on their
happiness. Check chapter 15 for more information.

Important: Tamed creatures are saved into the savegame.

13.8 Healing

Bandages have been added as an additional form of healing. They can be purchased from
various merchants and are carried by many npcs. Enhanced bandages are created by praying
at an altar of the nine.

When using a bandage, you start applying it to your target (or yourself). This takes by
default 15 seconds to heal yourself and 10 seconds to heal others. As long as the target stays
close enough and doesn't die you'll heal the target for a large amount of health when you
finish applying the bandage. If you get hit while healing, your fingers slip, resulting in the
bandage becoming less effective.

Enhanced bandages are very similar to normal bandages, but can also cure diseases and fix
any damaged stats. This is especially useful for pets and companions.

It's recommended to hotkey bandages. When pressing the hotkey, a bandage will either be
applied to the player character, or when available, the npc/creature the crosshair is pointing
at.

13.9 Tracking

Magnifying glasses can be purchased from various merchants and found on hunter type npcs
(like Valenwood Rangers).

A magnifying glass can be used to track tamed creatures, your horse and any other followers
the player character might have.
13.10 Whistling

The player character has the ability to whistle, which works similar to the feign death ability.

Whistling calls any nearby tamed creatures and owned horses to the player character. There's
a chance whistling can alert nearby enemies. Whistling can therefore also be seen as an
alternative, but risky, method of pulling enemies into combat.

By default whistling does not summon creatures (make them teleport) directly to the player
character. Edit the MOO.ini_whistle_summon setting under “Advanced ability settings”
in the ini file to enable summoning. To summon creatures from anywhere on the map set
MOO.ini_summon_distance to -1. This will disable the distance check.

13.11 Harvest Flora

The player character is able to harvest ingredients from multiple plants at once when using a
Hand Scythe. Simply hit a plant with a Hand Scythe to harvest ingredients from any similar
nearby plants (range is 5 meters). Alternatively, ingredients can be harvested by grabbing a
plant (press z key) while having a Hand Scythe in your inventory. This can also be done
while riding a horse.

Hand Scythes can be found as common loot and are craftable using Tinker's Tools.

13.12 Placing traps

Pressure plate traps can be crafted using tinker's tools, an iron ingot, a board and 1 of the 16
trap potions (like found in trapped containers).

A trap can be placed, like craftable furniture, by equipping a trap kit in game-mode. Any
actor walking over the pressure plate will set off the trap.

13.13 Imbuing

An Imbuement Tool can be used to improve items, like clothing, armor, weapons and
jewelery. This is especially useful for quest rewards, like the Blade of Woe.

To imbue an item you'll need an Imbuement Tool, a Varla Stone and a high enough level. An
Imbuement Tool can be bought, found as loot and crafted using Tinker's Tools.

The ability to imbue quest rewards makes it possible to complete quests at any level, without
them becoming useless at later levels.

The imbuements ini file can be edited to add any (quest) items from any mod.

13.14 Tidying up

Use a broom to tidy up rooms, by moving any moved items in the area back to their original
location. This can be very handy when bouncing into items by accident.
14. Light

14.1 Darker dungeons and nights

By default ambient lighting in dungeons is lowered and slightly colored, making dungeons
darker and more immersive. The MOO.ini_dungeon_light setting in the ini has the
following options:

-1 Lighting remains unchanged


0 No ambient light (darkest)
1 Some ambient lighting
2 Minimal ambient lighting, low color (default)
3 Minimal ambient lighting, strong color

Dungeon lighting is dynamically altered and therefore works for all dungeons, including
those added by other mods.

By default outdoor lighting is lowered by 50% making nights feel a little more realistic.
Ambient light, moon light and scenery light can individually be configured in the ini file.
Shivering Isles is automatically supported, if installed. If another mod changes outdoor light
settings MOO's outdoor lighting is automatically disabled.

14.2 Npcs carry torches

Npcs have a 66% chance to carry torches inside a dungeon and 33% chance outdoors. As
torches can lower game performance these percentages can be lowered in the ini file.

14.3 Light spell and torches

By default the light spell has been changed from a green to a torch like color. The light spell
color can be changed in the ini file. This includes the color used in Oscuro's Oblivion
Overhaul.

One of the random treasures found in locked containers is a Will-O-the-Wisp torch. This is
an everlasting torch and comes in 21 different light colors. Named bosses often also carry
special torches.
15. Taming

15.1 Taming a creature

Mountain Lions, Gnarls, Imps and many other creatures can be tamed using a Herder's
Crook. Tamed creatures can be very useful allies when fighting difficult encounters.

The chance to tame a creature is based on the creature's level and the player character's
speechcraft skill. This skill also determines the amount of pets the player character can
control simultaneously (see table below). Pets require 1 (easy), 2 (average), or 3 (hard)
control slots to control. As example, dragons require 3 slots to control.

To start taming, equip a Herder's Crook (purchased from many merchants) and “hit” the
creature. If the player character has sufficient speechcraft skill and is not already controlling
too many creatures he/she will start taming the creature. After several seconds you will
succeed, fail, or have to continue taming by “hitting” the creature again (and again). If the
creature takes any damage the taming attempt fails. Failing to tame a creature can result in
angering the creature, attacking the player character.

Speechcraft skill Control slots


Novice (0) 1

Apprentice (25) 2

Journeyman (50) 3

Expert (75) 4

Master (100) 5

The amount of control slots can be configured in the ini file.


15.2 Controlling your pet(s)

Using the Herder's Crook, or the grab key (z), on a tamed creature or owned horse will show
the pet menu. It allows to name the creature, make it follow and guard the player character,
etc. Pets guarding the player character will attack anything attacking the player character.

Some pets, like Guars, Mammoths and Unicorns, can be ridden when tamed. Dragons can
also be flown. Not all creatures are able to enter interiors, like dungeons and houses. This is
usually because they're simply too big to fit inside.

Note that tamed creatures remain friendly to actors they were friendly to before being tamed.
In other words, a tamed dog will not attack another dog, unless it's guarding the player
character.

The pet menu has the following options:

Name
Changes the name of the creature.

Follow
Tells the pet to follow the player character.

Stop
Tells the pet to stop following, attacking and/or guarding. This is especially useful when a
pet, by accident, gets in a fight with a friendly actor (guards, etc.).

Stay
Tells the pet to stay in place and no longer move.

Guard
Tells the pet to guard the player character. Guarding pets will attack anything attacking the
player character (even if they're friendly to them). Guarding pets are able to gain experience
when the player character kills any enemies.

Eat
Gives the pet some food, if available in the player character's inventory. Feeding increases
the pet's happiness and heals a little of its health. Some pets will only eat certain types of
food. Gnarls only drink rainwater and water from natural sources (lakes, etc.).

Drop
Tells the pet to give the player character any items it might be carrying. This includes
treasure maps and any arrows it might be hit with.

Storage
Storage is on option only available to Mimics, which allows the player character to store
items inside the creature. Higher level Mimics are able to carry more items.

Release
Tells the pet to be released back into the wild. Aggressive creatures will attack the player
character when released.
Info
This is an optional option providing information concerning the creature's confidence,
experience, diet, elemental preference, combat style, diseases, the ability to enter interiors
and the ability to learn spells.

15.3 Feeding and happiness

Freshly tamed creatures are confused, which means they're not very happy. Feeding a tamed
creature will increase their happiness and in turn the ability to learn new things. It also
increases health a little.

Pets are able to regenerate health over time, which is based on their happiness. Unhappy pets
do not regenerate any health over time.

Some pets only eat meat, while others, like Gnarls, only drink rainwater and water from
other natural sources, like lakes. Mimics eat a certain amount of gold based on their level.

Happiness
Wonderfully Happy Most happiest (10)
Extremely Happy
Very Happy
Rather Happy
Happy
Content
Unhappy
Rather Unhappy
Extremely Unhappy
Confused Least happiest (1)

15.4 Healing and diseases

Although pets can generate health over time, this process is relatively slow. Bandages can be
used to heal your pet quickly for little cost. Simply hotkey a bandage and use the hotkey
while looking at the pet.

Pets can carry diseases and have their attributes damaged. When a pet is diseased a message
will show saying it looks ill. If it has any damaged attributes it will say it looks weakened.
Remedial touch scrolls and spells can be used to cure diseases. However, only an enhanced
bandage can be used to deal with damaged attributes.
15.5 Training pets

Pets can gain experience by killing their enemies. When a pet gains enough experience it
will increases in level, resulting in becoming more powerful. Their abilities and spells will
also improve and some creatures, like Imps, can even learn new spells.

The amount of experience gained by killing an enemy is based on the target's level, the pet's
level and happiness and the amount of already gained levels.

Pets lose happiness over time. They also lose happiness when becoming unconscious or flee
from a fight. Pets can gain happiness by eating food they like. As the pet's happiness has a
large impact on their ability to learn, it's important to feed them regularly.

A pet can gain indirect combat experience from anything the player character kills. For a pet
to receive this experience it will have to guard the player character while being nearby. The
amount of experience required to level is calculated as follows:

XP == ( levels gained * levels gained * 10 ) + 10 ) * pet level * 10

This means that a level 5 pet, having leveled twice, requires 2500 experience to level. The
amount of experience gained for killing an opponent is calculated as follows:

XP == target level * happiness level → Divide by 10 if killed by player character

15.6 Pet carriers

Pet carriers can be used to carry small pets, like cats and bunnies. They can be crafted using
a workbench and some boards.
16. Companions

16.1 Traveling adventurers

Traveling adventurers are dynamically generated npcs traveling on the roads and between
cities. They can be recruited by the player character when meeting certain requirements.

A traveling adventurer can be any race and class and has a level between 8 and 25 unrelated
to the player character's level. They can easily be identified by the backpack they're
carrying. A total of 10 adventurers are active at any time. If an adventurer dies another is
automatically created.

It's possible to configure the amount of adventurers and their level range in the ini file.
Although any amount is possible it's recommended not to increase this above 500.

Adventurers can have variable confidence and responsibility. Lower level adventurers
usually have lower confidence.

Actor value Confidence Responsibility


0 - 24 cowardly irresponsible
25 - 49 cautious undependable
50 - 74 bold open-minded
75 - 99 brave decent
100 fearless trustworthy

16.2 Recruiting adventurers

Adventurers can be recruited as companions when having sufficient disposition to the player
character. A higher disposition is required depending on the level difference between the
adventurer and the player character, the amount of existing companions and the adventurer's
confidence. Adventurers with lower confidence are more willing to join a party.

Recruited companions are essential and therefore can't die. They level up whenever the
player character levels up. This will also increase their confidence.

A magnifying glass can be used to track companions.


16.3 Companion AI

Companions are self-sufficient, which means they are able to function without the
interaction of the player character. What exactly a companion is able to do is based on their
major skills.

Companions can have the following abilities:


• Repair equipment (requires armorer skill as major skill);
• Recharge equipment;
• Craft potions (requires alchemy as major skill);
• Buy and sell equipment, food, ingredients, potions, etc.;
• Loot bodies and containers;
• Eat, drink and sleep;
• Buy spells (requires magic skill as major skill);
• Heal others (requires restoration skill as major skill);
• Pay bounty;
• Sprint, use torch, sneak, etc.

It's important to only give companions items they are able to use, or else these items might
be sold to a merchant (like giving heavy armor without having the heavy armor skill).

Tell companions to “Pay attention” if you do not want them to run around doing their own
thing, like looting, buying/selling items, etc.

When a dangerous enough enemy is detected companions might decide to start sneaking,
even when the player character isn't.

Companions have basic needs, which means they need to eat, drink and sleep. They'll sleep
any time the player character sleeps. Not eating, drinking or sleeping will however not kill
the companion, but is mainly added for improving immersion.

Note that companions do not follow the player character into some special places, like
outposts. Support for this will be added in a future update.

16.3 Controlling your companions

When interacting with a companion the following options are available:

At ease
Tells a companion to buy/sell items, craft potions, loot containers/bodies, eat/drink, etc.

Fight aggressively
Tells a companion to fight aggressively. This means he/she will attack anything hostile.

Fight defensively
Tells a companion to fight defensively. This means that he/she will only attack when being
attacked, or a friendly actor is being attacked.

Follow me
Tells the companion to follow the player character.
Join party
Asks an adventurer to join the player character's party.

Leave party
Tells the companion to leave the player character's party.

Pay attention
Tells the companion to not buy/sell items, loot bodies/containers, repair equipment, etc.

Repair equipment
The player character will attempt to repair the companion's equipment.

Show items
Tells the companion to show his/her inventory. This can be used to store items and replace
any equipment.

Wait here
Tells the companion to wait in his/her current location.
17. Collecting resources

17.1 Mining

A pickaxe can be used to mine ore, gems and stone fragments (welkynd and varla). With the
exception of iron ore, all ore is region based, which means it can only be found in certain
areas.

Mining is done simply by hitting the vein. All veins contain a certain amount of ore, gems or
stone fragments. Veins automatically regenerate over time.

A Dwemer pickaxe allows for faster mining and is required for mining Stalhrim. A
Gargoyle's pickaxe is better at collecting rare ore and gems.

There's a small chance mining can awake an ore, gem or stone Atronach. These Atronachs
come in different strengths and abilities. They are the only creatures which can do slayer
damage without using a weapon. They can also carry Meteoric Iron, which can be used to
craft Welkynd Stones and Varla Stones.

Use a pickaxe on any rock found outdoors to collect stone, which can be used for crafting
large objects like wells and houses.

17.2 Smelting

Equipment and many other items can be smelted using a forge and a blacksmith's hammer.
Simply add the items to the forge and remove any ore. Then hit the forge with the hammer to
smelt the items. Note that you can only recover up to 50% of the items normally used to
craft these items.

17.3 Shearing sheep

Sheep can be sheared with Shears to collect wool, simply by activating the sheep (press
spacebar). Sheep will regrow their wool after several days. Wool can be turned into yarn
using a Spinning Wheel.

17.4 Lumberjacking

Logs can be harvested by chopping trees with an axe (hit a tree several times). Trees will
regrow after several days. Logs can be turned into boards using a saw pit.

17.5 Skinning

Animal pelts can be collected from various animals, like wolves and bears. They can be
converted into leather using a tanning rack.
18. Crafting

18.1 Crafting tools

Craft manuals include recipes of all craftable items and tools. There are 6 crafting manuals,
which cover blacksmithy, carpentry, cooking, inscription, tailoring and tinkering. Manuals
can be crafted using inscription.

Crafting tools can be purchased from many merchants. Large objects like forges, anvils and
tanning racks can be purchased as deeds. Forges and anvils already existing in the game-
world can also be used for crafting.

Deeds can be used by hotkeying the deed and using it while being in gamemode. This can
only be done inside or near a building you or your faction owns.

As example, to place a forge, hotkey a forge deed. Using the hotkey will place a forge,
which is considered a marker. Use the deed again to place the forge somewhere else, or
target the forge to remove the forge. When activating the forge (press spacebar) the deed is
removed and the forge is placed into the game-world. The forge can be picked up by
grabbing it (press z key).

It's possible to add more craftable items, including those from other mods, by adding them to
the Maskar's Oblivion Overhaul for craft recipes.ini file. Check chapter 20.6 for more
information.

18.2 Blacksmithy

Mined ore can be smelted into ingots using a blacksmith's hammer and a forge. To do this,
add the ore to the forge and hit the forge with a hammer.

The ingots can then be added to an anvil to craft equipment (or be used for tinkering). This
is done in a similar way, by hitting the anvil with a blacksmith's hammer.

18.3 Carpentry

Logs, collected through lumberjacking, can be converted into boards using a saw pit. To do
this, add the logs to the saw pit and then activate (press spacebar) the pit saw. The pit saw is
part of the saw pit.

A workbench is used to craft items from these boards. The workbench is used similar to the
saw pit. Add boards (and possibly other items, like cloth and ingots) and activate the tools
lying on the workbench.
18.4 Tailoring

Animal pelts can be converted into leather using a tanning rack. To do this, add the animal
pelts to the tanning rack and then hit it with a skinning knife.

A spinning wheel is used to convert wool into yarn. A loom turns the yarn into cloth, which
can then be used to craft clothing using a sewing kit.

18.5 Tinkering

Tinker's tools can be used to create lockpicks, repair hammers, scissors and many other
small items. Simply use/equip the tinker's tools to start crafting.

18.6 Fletching

The fletching jig is used to craft arrows. To craft arrows you'll need shafts, arrow heads and
feathers. Shafts are created using boards and a workbench. Arrow heads are made with
ingots and tinker's tools. Feathers can be purchased from merchants and are found on birds,
like chickens and archer npcs.

18.7 Cooking

A Grain Grinder, Rolling Pin, Skillet and Pitcher are tools to cook food, like bread, fish and
meat. A Wine Maker is used to make wine.

Eating cooked food will give a temporary bonus to certain attributes (strength, intelligence,
etc.), which is based on the type of food. Cooked food will remain cooked for several hours.
Some food, like meat and fish can be cooked again after cooling down. Freshly made wine
requires some time to turn into sweet, semi-sweet, dry or spoiled wine (poison).

A Skillet is used to barbecue meat and fish. This requires being near a working fire to be
successful.

A Rolling Pin is used to bake bread, pies and cakes, which also requires being near a
working fire. Some ingredients require flour, which can be made by grinding Wheat Grain in
a Grain Grinder. A pitcher is used to store water or milk. Use an empty pitcher on a well (or
other water source) to collect water, or a cow to collect milk. Full pitchers can be emptied by
equipping them.

Wine can be made using grapes and a Wine Maker. A Wine Maker can be purchased from
any merchants selling food. They will also sell all other cooking tools. Cooking tools can be
crafted using Tinker's Tools.

18.8 Stone crafting

Use a pickaxe on any rocks to collect stones. Use these stones to craft large objects like
houses and wells.
18.9 Inscription

A Quill, inkwell and parchments can be used to craft books, like crafting manuals. Book
selling merchants sell Book Writing Kits, which include everything necessary to write
books.
19. Dynamic events

19.1 About

Events are dynamically generated and placed inside and outside the border and in the water.
The actual amount of events can be configured in the ini file.

The following dynamic events are available:


• Campsites;
• Outposts;
• Settlements;
• Harpy nests;
• Shipwrecks;
• Lost treasure;
• Actors;
• Dungeon extensions.

Dynamic events can appear in worldspaces added by other mods when added in the
worldspaces ini file.

19.2 Campsites

Campsites are dynamically placed outside the border and can contain a various types of
npcs, including those found in other mods (MMM, etc.).

Some of the npcs found in campsites are:


• Bandits, outlaws, marauders and plunderers;
• Heroes and adventurers;
• Imperial legion foresters;
• Cannibals, mercenaries, smugglers, etc;
• Regional factions, including their leaders;
• Morag tong, including their grandmaster;
• Mod added npcs.

19.3 Outposts

Outposts can be found both inside and outside the border. They are completely dynamically
generated, including the tunnels and gauntlet rooms and have their own custom tileset.

There are 3 types of outposts, each coming in 3 difficulties. Harder outposts are found in
more remote regions. An outpost can be up to 4 levels deep, where encounters become
harder deeper down the outpost. Rare and high quality equipment can be found in outposts,
which are not available anywhere else.
19.4 Settlements

Settlements currently consist out of single placed houses with random contents. In future
updates this will be extended to include small working villages.

19.5 Harpy nests

Harpy nests contain eggs and are guarded by 1 or more harpies. The type of harpies is based
on the region. Darker skin colored harpies are mostly found in warmer regions, while pale
harpies are more common in snowy regions. Harpies are an excellent source for feathers,
which can be used for crafting arrows.

19.6 Shipwrecks

Shipwrecks can be found in random places on the map, both on shore and deep under water.

19.7 Lost treasure

Lost treasure is randomly placed in containers deep under water and are often guarded by 1
or more fish.

19.8 Actors

Additional creature encounters are added inside and outside the border and in water. These
creatures can be added by other mods, like Waalx Animals & Creatures, when installed.

19.9 Dungeon extensions

Mines and caves can sometimes have extensions to new areas. This is usually done through
a trapdoor. Dungeon extensions are randomly placed and generated and can sometimes
include missing pets. Missing pets can be returned to a guard for a reward.
20. Appendixes

20.1 Installing and using OBSE

maskar's Oblivion Overhaul requires Oblivion Script Extender (OBSE) to be installed


to function properly.

OBSE is an essential plugin for Oblivion, which extends the capabilities of 3rd party mods
like maskar's Oblivion Overhaul. Please update Oblivion to the latest version before
using it.

After downloading and unzipping the OBSE archive (for example obse_0020.zip), the
following files will be available:
src <folder>
obse_1_2_416.dll
obse_command_doc.html
obse_editor_1_2.dll
obse_loader.exe
obse_readme.txt
obse_steam_loader.dll
obse_whatsnew.txt

Installation and usage of OBSE is different depending on if Oblivion is either a retail, or a


Steam version.

Method #1: Non-Steam installation

Copy obse_1_2_416.dll, obse_editor_1_2.dll, and obse_loader.exe into your


(install folder)\Oblivion\ folder.

Important: Use obse_loader.exe to run Oblivion.

When using a desktop shortcut to launch Oblivion, update the shortcut to point to
obse_loader.exe instead of oblivion.exe.

Method #2: Steam installation

Copy obse_1_2_416.dll, obse_editor_1_2.dll, and obse_steam_loader.exe


into (install folder)\Steam\SteamApps\common\oblivion folder.

Important: Use Steam or Oblivion.exe to run Oblivion.

OBSE will automatically be run along with Oblivion when launched. Please note that the
Steam Community In-Game option requires to be enabled. This can be done on the Steam
Settings page, under the In-Game tab. OBSE will not work without it!
20.2 Frequently Asked Questions

Q1: Is this mod compatible with other overhaul mods (like OOO, MMM, FCOM)?
A1: Yes, this mod is fully compatible with all overhaul mods.

Q2: Why are some creatures and items not spawning?


A2: Wrye Bash removes empty lists. Load this mod after the Bashed Patch.

Q3: Does loading this mod after the Bashed Patch cause any problems?
A3: No. This mod does not alter game-data directly and therefore can be loaded anywhere.

Q4: Why can't this mod be installed through NMM?


A4: NMM gets confused by the OBMM script and therefore crashes during installation.

Q5: Are other languages supported?


A5: Language localization support is planned to be added in a future update.

Q6: Why are my tamed creatures not fighting certain creatures?


A6: Tell your tamed creatures to “guard” to fight creatures they're friendly towards.

Q7: How can I make a suggestion to improve this mod?


A7: Post your suggestions here.

20.3 Oblivion XP support

The following features will provide experience when Oblivion XP is installed:


• Taming a creature;
• Crafting an item;
• Smelting an item;
• Finding treasure;
• Bashing a lock;
• Disarming a trap;
• Returning a missing pet;
• Providing evidence of killing a wanted npc;
• Returning a lost or stolen item;
• Returning smuggled goods;
• Opening a locked gate inside an outpost.
20.4 Supreme Magicka compatibility

The latest version of Supreme Magicka (v0.90b) has an issue with summon spells using
leveled lists (used in MOO). This can result in random crashes when summoning.

This issue can be resolved by either disabling MOO's summoned creatures (in the ini file),
or making a small change to SM's conjuration script.

To update SM, edit the zzSMConjurationControlScript script by changing the


following line:
if bisconj && GetSpellType rplayerspell != 2 && (NumSummons > 1 || SustainableSummons ||
VariableSummons || ConsistentSummons || ConjSummons > 1) && Player.GetAV Silence == 0

to:
if bisconj && GetSpellType rplayerspell != 2 && (NumSummons > 1 || SustainableSummons ||
VariableSummons || ConsistentSummons || ConjSummons > 1) && Player.GetAV Silence == 0 &&
Player.IsCasting == 0

In other words, simply add && Player.IsCasting == 0 to the end of the line.

Note that editing scripts requires the Construction Set, which needs to be loaded through
OBSE. Loading through OBSE is done by creating a shortcut to obse_loader.exe and adding
-editor. As example:

"C:\Program Files\Bethesda Softworks\Oblivion\obse_loader.exe" -editor

Important: Set the file as active when loading the esp.


20.5 Advanced ini files

Maskar's Oblivion Overhaul for weapons.ini

The weapons ini file is used to add support for additional slayer weapons, including those
added by other mods. Adding a weapon is done by adding its mesh filename and material
type, followed by SetStage MOO 10. The mesh filename is shown in the console when
equipping a weapon, while debug mode is enabled in Maskar's Oblivion
Overhaul.ini file.

As example, if the weapon filename contains \mithril\ and should act as a silver weapon
(type 1) you could do this by adding the following to the weapons ini file:

set MOO.ini_object_type to 1
set MOO.ini_object_filename to sv_Construct "\mithril\"
SetStage MOO 10

Maskar's Oblivion Overhaul for requirements.ini

The requirements ini file is used to change requirements for equipment. It's used in a similar
way as the weapons ini file.

Maskar's Oblivion Overhaul for compatibility.ini

The compatibility ini file is used to override settings in Maskar's Oblivion


Overhaul.ini file when a certain mod is loaded.

As example, in Maskar's Oblivion Overhaul.ini it says:

;=============================================================================;
; Item settings ;
;=============================================================================;
; By default locked containers can be trapped, but are automatically disabled
; when another mod already has its own traps.
; Suggested options: 0, (1) -> off, (on)

set MOO.ini_traps to 1

In Maskar's Oblivion Overhaul for compatibility.ini it overrides it when OOO is loaded, by


changing it to 0.
;=============================================================================;
; Oscuro's Oblivion Overhaul (OOO) ;
;=============================================================================;
set MOO.ini_mod_filename to sv_Construct "Oscuro's_Oblivion_Overhaul.esp"

set MOO.ini_mod_setting to sv_Construct "set MOO.ini_traps to 0"


SetStage MOO 30

This means that traps are automatically disabled (0) when OOO is loaded.
20.6 Adding new craft items

It's possible to craft any item from any mod, by adding these items to the Maskar's Oblivion
Overhaul for craft recipes.ini file. By default several items from other mods are already
included, like the canteen from Basic Primary Needs and tents from my Camping mod.

The craft book shows a list of all available craftable items and the required resources. Items
from mods which have not been installed are automatically ignored.

As an example, the following entry makes the canteen from Basic Primary Needs craftable:

set MOO.ini_object_filename to sv_Construct "Basic Primary Needs.esp"

; BPNCanteenEmpty
set MOO.ini_object_target_id to sv_Construct "B981"
set MOO.ini_object_source1_id to MOO.id_SteelIngot
set MOO.ini_object_source1_weight to 1
set MOO.ini_object_source2_id to MOO.id_Leather
set MOO.ini_object_source2_weight to 0.4
SetStage MOO 60

To add an item you'll have to add the mod name (Basic Primary Needs.esp), the item to craft
(form id), the resources (steel ingots and leather) and the weight of the resources.

The form id of an item is a hexadecimal number representing the item in-game. The formid
can be retrieved by enabling debug mode in the ini file. Equipping an item will show the
formid (only the last 6 numbers) in the console.

The Maskar's Oblivion Overhaul for craft resources.ini file shows a list of all known
resource codes. Up to 4 different resources can be added. The weight setting is the required
weight of a resource.

In the above example, a canteen (with form id B981) requires steel ingots (weight 1) and
leather (weight 0.4) to be created.
20.7 Treasure map cheat sheet

There are 100 treasure maps in 5 difficulty levels. Each difficulty has 20 different maps,
which by default are named from #1 to #20.

The tables below show the coordinates for the treasure maps sorted based on difficulty level.
To see the player character's location (x and y coordinates) type TDT and SDT 0 in the
console.

Plainly drawn treasure maps (type 1)

ID Map # X Y Region #
0 1 33520 51645 27
1 2 40855 80458 27
2 3 12096 47508 27
3 4 19231 73627 27
4 5 -189329 -35570 23
5 6 -188587 -26005 23
6 7 68260 -29036 25
7 8 55386 -35213 21
8 9 17870 146035 11
9 10 27884 154676 11
10 11 123241 85809 26
11 12 125811 94369 26
12 13 -72804 87580 10
13 14 -64764 101159 10
14 15 89893 -135880 13
15 16 102403 -143778 13
16 17 -71209 10186 22
17 18 -65965 -4384 22
18 19 -132972 -6736 22
19 20 -147591 -25693 22
Expertly drawn treasure maps (type 2)

ID Map # X Y Region #
20 1 -168243 -42935 23
21 2 -193504 2589 23
22 3 -132271 -4368 22
23 4 -109413 8972 22
24 5 -47939 82852 20
25 6 -1270 62488 27
26 7 79515 -114250 14
27 8 79329 -126436 14
28 9 80928 -145889 14
29 10 107310 -119850 13
30 11 119714 81980 26
31 12 110112 97551 26
32 13 4929 148329 11
33 14 12327 162187 11
34 15 12333 101920 20
35 16 74170 83538 26
36 17 77420 106750 26
37 18 120258 131865 11
38 19 -13370 -19695 21
39 20 115009 -18964 25
Adeptly drawn treasure maps (type 3)

ID Map # X Y Region #
40 1 -191005 -22916 23
41 2 -204208 -23173 23
42 3 -75204 -3498 22
43 4 -77793 18744 10
44 5 -43966 -11681 21
45 6 106199 -127855 13
46 7 114100 -167310 24
47 8 82204 75471 26
48 9 113364 68784 26
49 10 113652 118621 26
50 11 38648 147122 11
51 12 -61702 73505 10
52 13 -171938 -32139 23
53 14 -51697 921 21
54 15 65112 -17667 25
55 16 36232 26909 21
56 17 -2394 41626 27
57 18 -11651 83104 20
58 19 58549 -27802 25
59 20 -160856 -16283 23
Cleverly drawn treasure maps (type 4)

ID Map # X Y Region #
60 1 -102039 1953 22
61 2 -130115 13417 22
62 3 -24166 29346 21
63 4 8102 9161 21
64 5 60342 3510 25
65 6 83004 40830 26
66 7 85831 67529 26
67 8 71964 128429 11
68 9 -22621 123288 20
69 10 82275 -80051 14
70 11 -33835 79123 20
71 12 -7864 94250 20
72 13 101354 39990 26
73 14 9776 130893 11
74 15 129943 118034 26
75 16 74215 128433 11
76 17 -87472 43862 10
77 18 117118 -118227 13
78 19 140576 53138 12
79 20 88251 134807 11
Deviously drawn treasure maps (type 5)

ID Map # X Y Region #
80 1 -50210 136510 11
81 2 -42870 138462 11
82 3 -47328 159788 11
83 4 -86891 117490 10
84 5 147849 -96952 13
85 6 140352 -117600 13
86 7 119808 -155985 13
87 8 11216 -19637 21
88 9 -41679 -26052 21
89 10 -179239 38013 10
90 11 142900 34501 12
91 12 180121 -27492 12
92 13 165023 35237 12
93 14 -212646 2826 23
94 15 -68322 46102 10
95 16 177546 -59216 13
96 17 -67949 137010 10
97 18 -104870 50946 10
98 19 -107911 25224 10
99 20 152413 -42383 12
20.8 3rd party mod integration

Waalx Animals & Creatures (WAC), Oscuro's Oblivion Overhaul (OOO), Martigen's
Monster Mod (MMM) are examples of mods which have been added to Maskar's Oblivion
Overhaul's ini files, so they can be used to add new content, like making their items
craftable, add their actors and items to MOO's dynamic content, etc.

Although OOO is often used together with MOO, another great alternative is WAC. WAC
adds many high quality items and creatures, not available anywhere else. Simply install
WAC to benefit from all its new content, or use a blank esp to allow MOO to take control
over WAC's resources instead. A blank esp is an empty esp, with no changes whatsoever,
just so the required resources can be loaded.

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