Jump to content

Photo

Maskars Oblivion Overhaul


  • Please log in to reply
3395 replies to this topic

#3311
ilovecarpet

ilovecarpet

    Enthusiast

  • Members
  • PipPip
  • 165 posts
Hello everyone :). I'd like to return to Oblivion after long time of not playing it and I'm hoping to find an overhaul that will give me the experience that vanilla Oblivion never did. This mod has gained popularity lately and I'm thinking of giving it a try. BUT (there's always 'but' isn't there?) what I'd like to know is how is the world scaling with the player? I don't tend to use a lot of mods besides unofficial patches and a few more:
Kvatch Rebuilt
Oblivion Character Overhaul 2
Update My Statue (for bruma statue)
Ren Guard Overhaul

If this overhaul is not compatible with any of these I'll simply remove them it's no problem.

thanks :)

Edited by ilovecarpet, 06 November 2014 - 04:03 PM.


#3312
Maskar

Maskar

    Resident poster

  • Members
  • PipPipPipPipPip
  • 2,981 posts
In response to post #19818589.

Level scaling is fully configurable in the ini file. By default some aspects are based on the player character's level. It's also based on location, progression of the main quest, invasion type, etc.

The mods you mentioned should all be compatible.

#3313
ilovecarpet

ilovecarpet

    Enthusiast

  • Members
  • PipPip
  • 165 posts
In response to post #19818589. #19819124 is also a reply to the same post.

Thanks for the reply Maskar, I will download and take a look at the INI and possibly have a good time in good ol' Oblivion. ;)

EDIT :

From reading the ReadMe.pdf, I'm guessing it will be a good game. Similar to Requiem for Skyrim just what I was looking for :D

Edited by ilovecarpet, 06 November 2014 - 06:15 PM.


#3314
spiffyman777

spiffyman777

    Regular

  • Members
  • PipPip
  • 97 posts
I am impressed by how much this mod has expanded (and improved! always a good thing) since i last played Oblivion with it. I was reading the updates, and it seems TWMP is starting to be supported by this mod as well. Brilliiant! Keep up the great work Maskar, I appreciate all the effort.

#3315
Maskar

Maskar

    Resident poster

  • Members
  • PipPipPipPipPip
  • 2,981 posts
In response to post #19831354.

Yeah, that's right. MOO is now able to update spawn points in the region added by TWMP Hammerfell, making encounters much more interesting. In theory I could also use creatures/npcs added by other mods into MOO. This could be especially useful for mods adding new worldspaces like Morroblivion. I'm sure people look forward to seeing Cliff Racers return to Oblivion, heh.

#3316
Haldar1248

Haldar1248

    Fan

  • Members
  • PipPipPip
  • 369 posts
In response to post #19831354. #19839679 is also a reply to the same post.

I can confirm that Hammerfell now works with MOO creatures.

Tho i was a bit surprised when i saw guar in the forests of Dak'fron :)

#3317
Maskar

Maskar

    Resident poster

  • Members
  • PipPipPipPipPip
  • 2,981 posts
In response to post #19831354. #19839679, #19904029 are all replies on the same post.

Thanks for confirming.

#3318
Asket

Asket

    Newbie

  • Members
  • Pip
  • 15 posts
Hello, Maskar! Thank you for your great mod, it is very interesting. One request - please, make it possible to disable any new weapons and armor in the ini-file. It is really necessary and to make your mod even more flexible to configure.

#3319
Maskar

Maskar

    Resident poster

  • Members
  • PipPipPipPipPip
  • 2,981 posts
In response to post #19920519.

Can you specify exactly what armor/weapons you're talking about? I'm asking as most items can already be disabled in the ini file. Thanks.

#3320
Asket

Asket

    Newbie

  • Members
  • Pip
  • 15 posts
In response to post #19920519. #19924319 is also a reply to the same post.

Ok, for example:
- Warglaives and Silverlight Armor
- Pegasus armor
- Exotic Ayleid armor
- Frostmourne and Lich Kings Armor
- Divine Shields
- Ancient Ayleid weapons
- Morrowind style Dwemer weapons
- Weapons Of Morrowind (with v4.3.1)
- Chitin armor and weapons
- Bonemold armor
These sets of armor and weapons can not be disabled in the v4.2.1, or I missed something in the ini file? This is possible in the v4.3.1? If not, please make it possible in the next version.

Edited by Asket, 10 November 2014 - 12:14 PM.





Page loaded in: 1.103 seconds