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ArtMurder

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Posts posted by ArtMurder

  1. I'm after a weirdly specific thing, and I have no idea if what I am after exists.

     

    I want to find a mod that makes dragon's necks less elastic, and / or their breath attacks no track so aggressively

     

    Something about my specific load order makes dragons occasionally go into "terminator mode" where if you barely pop out from behind cover their necks snap violently around and blast you with fire instantly, from any angle.

     

    I like the way the combat plays out overall, but this pretty much kills the fun of it when it kicks in. What's odd is, a lot of the time the dragons don't behave like this. It's like a magic switch in their head, that once it gets flipped, if I barely look at the dragon my camera is filled with fire.

     

    If it just couldn't spin it's neck backwards out it's own ass so fast I litterally can't barely perceive it happening, it'd be fine!

     

    EDIT: This sort of works, but it only works with vanilla dragons.

    https://www.nexusmods.com/skyrimspecialedition/mods/33089

  2. Hi! I have been using ENB and OR together on steam just fine. (as well as with OBSE) I use the steam overlay and the big picture overlay. (for controller use) I recently swapped to using it with ENBoost instead, and that works as well. It's possible OR's default settings interfere with it at some point, as I used the OR ini from the Bevilex mod list that toggles off a number of it's options as a starting point for tweaking OR myself. Also, I use the typically suggested version of ENB (I am pretty sure it's the wrapper?) I also installed OR (and all my mods) manually, using Wrye Bash or the bashed patch and general organization.

     

    It is also worth noting, that operating systems seem to really trip Oblivion out. Form what I can gather, windows 10 default edition annoys it. I think windows 10 pro allows additional permissions to games, as I never have to jump through hoops other windows 10 users seem to to get games or mods working. Because of this, it could come down to some sort of windows permission, or anti-virus interfering with one of the programs. This would be my personal bet, if it's not some ini edit in OR you need to make.

     

    EDIT: The comment beneath me has a point as well, the version of the ENB I used with OR said it was made for OR.

  3. I'm trying to use Oblivion Reloaded, SweetFX (1.5), and ENBoost. The effects all work together, it's just when I enable proxy libraries in Enboost, even if SweetFX is applying no effect whatsoever, it makes my water completely opaque! Reflections still work, but the water looks like an odd undulating metal floor I partially clip through. For the record, I seem to have to rename the SweetFX d3d9 dll to "dxgi" to get it to run sweetfx without crashing on launch.

     

    Also, while I'm here, if anyone notices anything amiss in my setup in general please let me know. I've been trying to get a really good "vanilla but like new" feel going, but I've not modded oblivion for ten years, and it's possible I've made some silly mistake. I know one weird unrelated little bug I am having is, if I use the "controller" function to scroll up and down menus I can only toggle between the top and bottom selection in the items menu. I can scroll the spell menu just fine. I've solved this by just using the mouse cursor, but it's really awkward for any yes / no prompts.

     

    I am playing on the steam GotY version with all the DLC included. I play on a laptop, plugged into a monitor extending the displays, using the monitor as "primary" so the game runs through it. I also use a Playstation 4 controller and a steam preset for it, because of this I run Steam overlay and big picture mode overlay while in game. (Though I do no run big picture mode itself) No other unnecessary programs run while I play games, such as FPS display programs. (I do sometimes run those during individual tests)

     

    System Specs:

     

     

    Operating System: Windows 10 Pro 64-bit (10.0, Build 17134) (17134.rs4_release.180410-1804)
    Language: English (Regional Setting: English)
    System Manufacturer: LENOVO
    System Model: 80X7
    BIOS: 4MCN25WW(V1.10) (type: UEFI)
    Processor: Intel® Core i7-7700HQ CPU @ 2.80GHz (8 CPUs), ~2.8GHz
    Memory: 16384MB RAM
    Available OS Memory: 16208MB RAM
    DirectX Version: DirectX 12
    Card name: NVIDIA GeForce GTX 1050
    Native Mode: 3840 x 2160(p) (59.997Hz)
    Storage: PCI-Express SSD (1TB)

     

    Oblivion Reloaded ini

     

    ; Keycodes. Use the "Dec" value from the list below.

    ; Hex Dec Button
    ; 0x01 1 Escape
    ; 0x02 2 1
    ; 0x03 3 2
    ; 0x04 4 3
    ; 0x05 5 4
    ; 0x06 6 5
    ; 0x07 7 6
    ; 0x08 8 7
    ; 0x09 9 8
    ; 0x0A 10 9
    ; 0x0B 11 0
    ; 0x0C 12 Minus
    ; 0x0D 13 Equals
    ; 0x0E 14 Backspace
    ; 0x0F 15 Tab
    ; 0x10 16 Q
    ; 0x11 17 W
    ; 0x12 18 E
    ; 0x13 19 R
    ; 0x14 20 T
    ; 0x15 21 Y
    ; 0x16 22 U
    ; 0x17 23 I
    ; 0x18 24 O
    ; 0x19 25 P
    ; 0x1A 26 Left Bracket
    ; 0x1B 27 Right Bracket
    ; 0x1C 28 Enter
    ; 0x1D 29 Left Control
    ; 0x1E 30 A
    ; 0x1F 31 S
    ; 0x20 32 D
    ; 0x21 33 F
    ; 0x22 34 G
    ; 0x23 35 H
    ; 0x24 36 J
    ; 0x25 37 K
    ; 0x26 38 L
    ; 0x27 39 Semicolon
    ; 0x28 40 Apostrophe
    ; 0x29 41 ~ (Console)
    ; 0x2A 42 Left Shift
    ; 0x2B 43 Back Slash
    ; 0x2C 44 Z
    ; 0x2D 45 X
    ; 0x2E 46 C
    ; 0x2F 47 V
    ; 0x30 48 B
    ; 0x31 49 N
    ; 0x32 50 M
    ; 0x33 51 Comma
    ; 0x34 52 Period
    ; 0x35 53 Forward Slash
    ; 0x36 54 Right Shift
    ; 0x37 55 NUM*
    ; 0x38 56 Left Alt
    ; 0x39 57 Spacebar
    ; 0x3A 58 Caps Lock
    ; 0x3B 59 F1
    ; 0x3C 60 F2
    ; 0x3D 61 F3
    ; 0x3E 62 F4
    ; 0x3F 63 F5
    ; 0x40 64 F6
    ; 0x41 65 F7
    ; 0x42 66 F8
    ; 0x43 67 F9
    ; 0x44 68 F10
    ; 0x45 69 Num Lock
    ; 0x46 70 Scroll Lock
    ; 0x47 71 NUM7
    ; 0x48 72 NUM8
    ; 0x49 73 NUM9
    ; 0x4A 74 NUM-
    ; 0x4B 75 NUM4
    ; 0x4C 76 NUM5
    ; 0x4D 77 NUM6
    ; 0x4E 78 NUM+
    ; 0x4F 79 NUM1
    ; 0x50 80 NUM2
    ; 0x51 81 NUM3
    ; 0x52 82 NUM0
    ; 0x53 83 NUM.
    ; 0x57 87 F11
    ; 0x58 88 F12
    ; 0x9C156 NUM Enter
    ; 0x9D157 Right Control
    ; 0xB5181 NUM/
    ; 0xB8184 Right Alt
    ; 0xC7199 Home
    ; 0xC8200 Up Arrow
    ; 0xC9201 PgUp
    ; 0xCB203 Left Arrow
    ; 0xCD205 Right Arrow
    ; 0xCF207 End
    ; 0xD0208 Down Arrow
    ; 0xD1209 PgDown
    ; 0xD2210 Insert
    ; 0xD3211 Delete
    ; 0x100 256 Left Mouse Button
    ; 0x101 257 Right Mouse Button
    ; 0x102 258 Middle/Wheel Mouse Button
    ; 0x103 259 Mouse Button 3
    ; 0x104 260 Mouse Button 4
    ; 0x105 261 Mouse Button 5
    ; 0x106 262 Mouse Button 6
    ; 0x107 263 Mouse Button 7
    ; 0x108 264 Mouse Wheel Up
    ; 0x109 265 Mouse Wheel Down
    ; NOTE: Mouse controls are not allowed for the Menu
    [Main]
    FoV = 0.0
    WaterReflectionMapSize= 1024
    WaterManagement = 1
    MemoryManagement= 1
    AnisotropicFilter = 8
    FarPlaneDistance= 283840.0
    ScreenshotPath = \Screenshots
    ScreenshotType = 1
    ScreenshotKey= 87
    FPSOverlay= 0
    ShaderModel3 = 0
    NVIDIAPatch = 0
    RendererBoost= 0
    CustomEffects= 0
    SaveSettings = 1
    [CameraMode]
    Enabled= 0
    HUDReticle= 2
    ChasingFirst = 0
    ChasingThird = 0
    OffsetX= 0.0
    OffsetY= 15.0
    OffsetZ= 4.0
    NearDistanceFirst = 3.0
    NearDistanceThird = 10.0
    DialogFirst = 0
    DialogThird = 0
    DialogOffsetX= 50.0
    DialogOffsetY= -10.0
    DialogOffsetZ= 10.0
    [EquipmentMode]
    Enabled= 0
    ShieldOnBackPosX= -15.0
    ShieldOnBackPosY= -10.0
    ShieldOnBackPosZ= 0.0
    ShieldOnBackRotX= 0.0
    ShieldOnBackRotY= 270.0
    ShieldOnBackRotZ= 30.0
    WeaponOnBackPosX= 14.0
    WeaponOnBackPosY= -30.0
    WeaponOnBackPosZ= -2.0
    WeaponOnBackRotX= 15.0
    WeaponOnBackRotY= 5.0
    WeaponOnBackRotZ= 0.0
    TwoHandWeaponOnBackPosX = 0.0
    TwoHandWeaponOnBackPosY = 0.0
    TwoHandWeaponOnBackPosZ = 0.0
    TwoHandWeaponOnBackRotX = 0.0
    TwoHandWeaponOnBackRotY = -5.0
    TwoHandWeaponOnBackRotZ = 0.0
    BowOnBackPosX= 0.0
    BowOnBackPosY= 25.0
    BowOnBackPosZ= 0.0
    BowOnBackRotX= 0.0
    BowOnBackRotY= 0.0
    BowOnBackRotZ= 0.0
    StaffOnBackPosX = 0.0
    StaffOnBackPosY = 0.0
    StaffOnBackPosZ = 0.0
    StaffOnBackRotX = 180.0
    StaffOnBackRotY = 0.0
    StaffOnBackRotZ = 120.0
    TorchOnBeltPosX = 0.0
    TorchOnBeltPosY = 0.0
    TorchOnBeltPosZ = -15.0
    TorchOnBeltRotX = 90.0
    TorchOnBeltRotY = -15.0
    TorchOnBeltRotZ = 0.0
    TorchKey = 255
    SleepingEquipment = 0
    SwimmingEquipment = 0
    CombatEquipmentKey = 0
    DualBlockDelay = 0.15
    [FrameRate]
    Enabled= 0
    Average= 33
    Min = 20
    Critical = 10
    Gap = 3
    Delay = 10
    FadeStep = 1.0
    FadeMinObjects = 5
    FadeMinActors= 10
    GridStep = 5
    GridMin= 5
    [GrassMode]
    Enabled= 0
    [MountedCombat]
    Enabled= 0
    WeaponOnBackPosX= 14.0
    WeaponOnBackPosY= -30.0
    WeaponOnBackPosZ= -1.0
    WeaponOnBackRotX= 30.0
    WeaponOnBackRotY= 5.0
    WeaponOnBackRotZ= 0.0
    TwoHandWeaponOnBackPosX = 0.0
    TwoHandWeaponOnBackPosY = 4.0
    TwoHandWeaponOnBackPosZ = 0.0
    TwoHandWeaponOnBackRotX = 10.0
    TwoHandWeaponOnBackRotY = 15.0
    TwoHandWeaponOnBackRotZ = 0.0
    BowOnBackPosX= 0.0
    BowOnBackPosY= 0.0
    BowOnBackPosZ= 0.0
    BowOnBackRotX= 0.0
    BowOnBackRotY= 0.0
    BowOnBackRotZ= 0.0
    StaffOnBackPosX = 0.0
    StaffOnBackPosY = 0.0
    StaffOnBackPosZ = 0.0
    StaffOnBackRotX = 210.0
    StaffOnBackRotY = 0.0
    StaffOnBackRotZ = 120.0
    [sleepingMode]
    Enabled= 0
    Rest= 0
    RestMessage = You must be in a bed to rest.
    [WeatherMode]
    Enabled= 0
    CoeffNightR = 1.00
    CoeffNightG = 1.00
    CoeffNightB = 0.90
    CoeffFogR = 1.00
    CoeffFogG = 1.00
    CoeffFogB = 1.00
    CoeffSunR = 1.00
    CoeffSunG = 0.90
    CoeffSunB = 0.80
    [shaders]
    Blood = 0
    Grass = 0
    HDR = 0
    NightEye = 0
    POM = 0
    Precipitations = 0
    Shadows= 0
    Skin= 1
    Terrain= 0
    Water = 1
    [Effects]
    AmbientOcclusion= 1
    BloodLens = 0
    Bloom = 0
    Cinema = 0
    Coloring = 0
    DepthOfField = 0
    GodRays= 0
    LowHF = 0
    MotionBlur= 0
    Sharpening= 0
    SMAA= 0
    SnowAccumulation= 0
    Underwater= 1
    VolumetricFog= 0
    WaterLens = 0
    WetWorld = 0
    [Menu]
    InfoEnabled = 1
    TextFont = Calibri
    TextSize = 34
    TextFontStatus = Courier New
    TextSize = 20
    TextColorNormal = 100,240,100
    TextShadowColorNormal = 50,50,50
    TextColorSelected = 255,255,255
    TextShadowColorSelected = 50,50,50
    TextColorEditing= 255,100,50
    TextShadowColorEditing= 50,50,50
    PositionX = 60
    PositionY = 120
    InfoPositionX= 480
    InfoPositionY= 800
    TitleColumnSize = 850
    MainItemColumnSize = 100
    ItemColumnSize = 300
    InfoColumnSize = 960
    RowSpace = 0
    RowsPerPage = 30
    KeyEnable = 24
    KeyUp = 200
    KeyDown= 208
    KeyLeft= 203
    KeyRight = 205
    KeyPageUp = 201
    KeyPageDown = 209
    KeyAdd = 78
    KeySubtract = 74
    KeySave= 28
    KeyEditing= 156
    StepValue = 0.1
    Decimals = 4
    [LowHFSound]
    HealthEnabled= 0
    FatigueEnabled = 0
    HealthCoeff = 0.5
    FatigueCoeff = 0.5
    [Purger]
    Enabled= 0
    Time= 0
    PurgeTextures= 1
    PurgeCells= 1
    Key = 3
    [Gravity]
    Enabled= 0
    Value = 9.6
    [Dodge]
    Enabled= 0
    AcrobaticsLevel = 0
    DoubleTap = 1
    DoubleTapTime= 0.2
    [FlyCam]
    Enabled= 1
    ScrollMultiplier= 5.0
    KeyAdd = 78
    KeySubtract = 74
    StepValue = 3.0
    [Develop]
    CompileShaders = 0
    CompileEffects = 0

    TraceShaders = 0

     

     

     

    Oblivion ini

     

     

    [General]
    SStartingCell=
    SStartingCellY=
    SStartingCellX=
    SStartingWorld=
    STestFile10=
    STestFile9=
    STestFile8=
    STestFile7=
    STestFile6=
    STestFile5=
    STestFile4=
    STestFile3=
    STestFile2=
    STestFile1=
    bEnableProfile=0
    bDrawSpellContact=0
    bRunMiddleLowLevelProcess=1
    iHoursToSleep=3
    bActorLookWithHavok=0
    SMainMenuMusicTrack=special\tes4title.mp3
    bUseEyeEnvMapping=0
    bFixFaceNormals=0
    bUseFaceGenHeads=1
    bFaceMipMaps=0
    bFaceGenTexturing=1
    bDefaultCOCPlacement=0
    uGridDistantTreeRange=12
    uGridDistantCount=20
    uGridsToLoad=5
    fGlobalTimeMultiplier=1.0000
    bNewAnimation=1
    fAnimationDefaultBlend=0.1000
    fAnimationMult=1.0000
    bFixAIPackagesOnLoad=0
    bForceReloadOnEssentialCharacterDeath=1
    bKeepPluginWhenMerging=0
    bCreate Maps Enable=0
    SLocalSavePath=Saves\
    SLocalMasterPath=Data\
    bDisableDuplicateReferenceCheck=1
    bTintMipMaps=0
    uInterior Cell Buffer=30
    uExterior Cell Buffer=180
    iIntroSequencePriority=3
    bPreloadIntroSequence=1
    fStaticScreenWaitTime=3.0000
    SCreditsMenuMovie=CreditsMenu.bik
    SMainMenuMovie=Map loop.bik
    SMainMenuMovieIntro=
    SIntroSequence=
    iFPSClamp=0
    bRunVTuneTest=0
    STestFile1=
    bActivateAllQuestScripts=0
    fQuestScriptDelayTime=5.0000
    SMainMenuMusic=Special\TES4Title.mp3
    bUseThreadedBlood=0
    bUseThreadedMorpher=0
    bExternalLODDataFiles=1
    bBorderRegionsEnabled=0
    bDisableHeadTracking=0
    bTrackAllDeaths=0
    SCharGenQuest=0002466E
    uiFaceGenMaxEGTDataSize=67108864
    uiFaceGenMaxEGMDataSize=67108864
    SBetaCommentFileName=
    bCheckCellOffsetsOnInit=0
    bCreateShaderPackage=0
    uGridDistantTreeRangeCity=4
    uGridDistantCountCity=4
    bWarnOnMissingFileEntry=0
    iSaveGameBackupCount=1
    bDisplayMissingContentDialogue=1
    SSaveGameSafeCellID=2AEEA
    bAllowScriptedAutosave=0
    bPreemptivelyUnloadCells=0
    bCheckIDsOnInit=0
    iNumBitsForFullySeen=248
    iPreloadSizeLimit=26214400
    SOblivionIntro=OblivionIntro.bik
    bUseHardDriveCache=0
    bEnableBoundingVolumeOcclusion=0
    bDisplayBoundingVolumes=0
    bUseThreadedTempEffects=0
    bUseThreadedParticleSystem=0
    bUseMyGamesDirectory=1
    [Display]
    uVideoDeviceIdentifierPart1=3619102270
    uVideoDeviceIdentifierPart2=298803149
    uVideoDeviceIdentifierPart3=432370535
    uVideoDeviceIdentifierPart4=903135771
    fDecalLifetime=10.0000
    bEquippedTorchesCastShadows=0
    bReportBadTangentSpace=0
    bStaticMenuBackground=1
    bForcePow2Textures=0
    bForce1XShaders=0
    bHighQuality20Lighting=0
    bAllow20HairShader=1
    bAllowScreenShot=0
    iMultiSample=0
    bDoTallGrassEffect=0
    bForceMultiPass=1
    bDoTexturePass=1
    bDoSpecularPass=1
    bDoDiffusePass=1
    bDoAmbientPass=1
    bDoCanopyShadowPass=1
    bDrawShadows=1
    bUseRefractionShader=1
    bUse Shaders=1
    iNPatchNOrder=0
    iNPatchPOrder=0
    iNPatches=0
    iLocation Y=0
    iLocation X=0
    bFull Screen=1
    iSize W=1600
    iSize H=900
    iAdapter=0
    iScreenShotIndex=0
    SScreenShotBaseName=ScreenShot
    iAutoViewMinDistance=2000
    iAutoViewHiFrameRate=40
    iAutoViewLowFrameRate=20
    bAutoViewDistance=0
    fDefaultFOV=75.0000
    fNearDistance=10.0000
    fFarDistance=10000.0000
    iDebugTextLeftRightOffset=10
    iDebugTextTopBottomOffset=10
    bShowMenuTextureUse=1
    iDebugText=2
    bLocalMapShader=0
    bDoImageSpaceEffects=1
    fShadowLOD2=600.0000
    fShadowLOD1=400.0000
    fLightLOD2=3000.0000
    fLightLOD1=2500.0000
    fSpecularLOD2=1050.0000
    fSpecularLOD1=750.0000
    fEnvMapLOD2=800.0000
    fEnvMapLOD1=500.0000
    fEyeEnvMapLOD2=190.0000
    fEyeEnvMapLOD1=130.0000
    iPresentInterval=1
    iShadowFilter=2
    iActorShadowCountExt=0
    iActorShadowCountInt=0
    bActorSelfShadowing=0
    bShadowsOnGrass=0
    bDynamicWindowReflections=1
    iTexMipMapSkip=1
    fGrassStartFadeDistance=4000.0
    fGrassEndDistance=6000.0
    bDecalsOnSkinnedGeometry=1
    bFullBrightLighting=0
    iMaxLandscapeTextures=0
    bLODPopActors=0
    bLODPopItems=0
    bLODPopObjects=0
    fSpecualrStartMax=1000.0000
    fSpecularStartMin=0.0000
    iActorShadowIntMax=10
    iActorShadowIntMin=0
    iActorShadowExtMax=10
    iActorShadowExtMin=0
    fGammaMax=0.6000
    fGammaMin=1.4000
    iMaxDecalsPerFrame=10
    bLandscapeBlend=1
    fShadowFadeTime=1.0000
    fGamma=1.0000
    bAllowPartialPrecision=1
    iShadowMapResolution=1024
    bAllow30Shaders=0
    iTexMipMapMinimum=0
    bDoStaticAndArchShadows=1
    bDoActorShadows=0
    bIgnoreResolutionCheck=0
    fNoLODFarDistancePct=1.0000
    fNoLODFarDistanceMax=10240.0000
    fNoLODFarDistanceMin=1700.0000
    [Controls]
    fVersion=1.8000
    Forward=0011FFFF
    Back=001FFFFF
    Slide Left=001EFFFF
    Slide Right=0020FFFF
    Use=00FF00FF
    Activate=0039FFFF
    Block=003801FF
    Cast=002EFFFF
    Ready Item=0021FFFF
    Crouch/Sneak=001DFFFF
    Run=002AFFFF
    Always Run=003AFFFF
    Auto Move=0010FFFF
    Jump=0012FFFF
    Toggle POV=001302FF
    Menu Mode=000FFFFF
    Rest=0014FFFF
    Quick Menu=003BFFFF
    Quick1=0002FFFF
    Quick2=0003FFFF
    Quick3=0004FFFF
    Quick4=0005FFFF
    Quick5=0006FFFF
    Quick6=0007FFFF
    Quick7=0008FFFF
    Quick8=0009FFFF
    QuickSave=003FFFFF
    QuickLoad=0043FFFF
    Grab=002CFFFF
    bInvertYValues=0
    fXenonLookXYMult=0.0005
    fMouseSensitivity=0.0020
    ;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6
    iJoystickMoveFrontBack=2
    iJoystickMoveLeftRight=1
    fJoystickMoveFBMult=1.0000
    fJoystickMoveLRMult=1.0000
    iJoystickLookUpDown=6
    iJoystickLookLeftRight=3
    fJoystickLookUDMult=0.0020
    fJoystickLookLRMult=0.0020
    fXenonMenuMouseXYMult=0.0003
    bBackground Mouse=0
    bBackground Keyboard=0
    bUse Joystick=1
    fXenonLookMult=0.0030
    fXenonMenuStickSpeedMaxMod=5.0000
    iXenonMenuStickSpeedThreshold=20000
    iXenonMenuStickThreshold=1000
    ;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-Italian
    iLanguage=0
    fXenonMenuStickMapCursorMinSpeed=1.0000
    fXenonMenuStickMapCursorMaxSpeed=15.0000
    fXenonMenuStickMapCursorGamma=0.1700
    fXenonMenuStickSpeedPlayerRotMod=3000.0000
    fXenonMenuDpadRepeatSpeed=300.0000
    fXenonMenuStickSpeed=300.0000
    iXenonMenuStickDeadZone=15000
    SlideLeft=001EFFFF
    SlideRight=0020FFFF
    [Water]
    fAlpha=0.5000
    uSurfaceTextureSize=128
    SSurfaceTexture=water
    SNearWaterOutdoorID=NearWaterOutdoorLoop
    SNearWaterIndoorID=NearWaterIndoorLoop
    fNearWaterOutdoorTolerance=1024.0000
    fNearWaterIndoorTolerance=512.0000
    fNearWaterUnderwaterVolume=0.9000
    fNearWaterUnderwaterFreq=0.3000
    uNearWaterPoints=8
    uNearWaterRadius=1000
    uSurfaceFrameCount=24
    uSurfaceFPS=12
    bUseWaterReflectionsMisc=0
    bUseWaterReflectionsStatics=0
    bUseWaterReflectionsTrees=0
    bUseWaterReflectionsActors=0
    bUseWaterReflections=1
    bUseWaterHiRes=0
    bUseWaterDisplacements=0
    bUseWaterShader=1
    uDepthRange=125
    bUseWaterDepth=1
    bUseWaterLOD=1
    fTileTextureDivisor=4.7500
    fSurfaceTileSize=512.0000
    uNumDepthGrids=3
    [Audio]
    bDSoundHWAcceleration=1
    fMinSoundVel=10.0000
    fMetalLargeMassMin=25.0000
    fMetalMediumMassMin=8.0000
    fStoneLargeMassMin=30.0000
    fStoneMediumMassMin=5.0000
    fWoodLargeMassMin=15.0000
    fWoodMediumMassMin=7.0000
    fDialogAttenuationMax=35.0000
    fDialogAttenuationMin=7.7500
    bUseSoundDebugInfo=1
    fUnderwaterFrequencyDelta=0.0000
    bUseSoftwareAudio3D=0
    fDefaultEffectsVolume=0.8000
    fDefaultMusicVolume=0.3000
    fDefaultFootVolume=0.8000
    fDefaultVoiceVolume=0.8000
    fDefaultMasterVolume=1.0000
    bMusicEnabled=1
    bSoundEnabled=1
    fLargeWeaponWeightMin=25.0000
    fMediumWeaponWeightMin=8.0000
    fSkinLargeMassMin=30.0000
    fSkinMediumMassMin=5.0000
    fChainLargeMassMin=30.0000
    fChainMediumMassMin=5.0000
    fDBVoiceAttenuationIn2D=0.0000
    iCollisionSoundTimeDelta=50
    fGlassLargeMassMin=25.0000
    fGlassMediumMassMin=8.0000
    fClothLargeMassMin=25.0000
    fClothMediumMassMin=8.0000
    fEarthLargeMassMin=30.0000
    fEarthMediumMassMin=5.0000
    bUseSpeedForWeaponSwish=1
    fLargeWeaponSpeedMax=0.9500
    fMediumWeaponSpeedMax=1.1000
    fPlayerFootVolume=0.9000
    fDSoundRolloffFactor=4.0000
    fMaxFootstepDistance=1100.0000
    fHeadroomdB=2.0000
    iMaxImpactSoundCount=32
    fMainMenuMusicVolume=0.6000
    [shockBolt]
    bDebug=0
    fGlowColorB=1.0000
    fGlowColorG=0.6000
    fGlowColorR=0.0000
    fCoreColorB=1.0000
    fCoreColorG=1.0000
    fCoreColorR=1.0000
    fCastVOffset=-10.0000
    iNumBolts=7
    fBoltGrowWidth=1.0000
    fBoltSmallWidth=3.0000
    fTortuosityVariance=8.0000
    fSegmentVariance=35.0000
    fBoltsRadius=24.0000
    [Pathfinding]
    bDrawPathsDefault=0
    bPathMovementOnly=0
    bDrawSmoothFailures=0
    bDebugSmoothing=0
    bSmoothPaths=1
    bSnapToAngle=0
    bDebugAvoidance=0
    bDisableAvoidance=0
    bBackgroundPathing=1
    bUseBackgroundPathing=1
    [MAIN]
    bEnableBorderRegion=0
    fLowPerfCombatantVoiceDistance=1000.0000
    iDetectionHighNumPicks=40
    fQuestScriptDelayTime=5.0000
    iLastHDRSetting=-1
    [Combat]
    bEnableBowZoom=1
    bDebugCombatAvoidance=0
    fMinBloodDamage=1.0000
    fHitVectorDelay=0.4000
    iShowHitVector=0
    fLowPerfNPCTargetLOSTimer=1.0000
    fHiPerfNPCTargetLOSTimer=0.5000
    iMaxHiPerfNPCTargetCount=4
    fLowPerfPCTargetLOSTimer=0.5000
    fHiPerfPCTargetLOSTimer=0.2500
    iMaxHiPerfPCTargetCount=4
    iMaxHiPerfCombatCount=4
    [HAVOK]
    bDisablePlayerCollision=0
    fJumpAnimDelay=0.7500
    bTreeTops=0
    iSimType=1
    bPreventHavokAddAll=0
    bPreventHavokAddClutter=0
    fMaxTime=0.0167
    bHavokDebug=0
    fRF=1000.0000
    fOD=0.9000
    fSE=0.3000
    fSD=0.9800
    iResetCounter=5
    fMoveLimitMass=95.0000
    iUpdateType=0
    bHavokPick=0
    fCameraCasterSize=1.0000
    iHavokSkipFrameCountTEST=0
    fHorseRunGravity=3.0000
    fQuadrupedPitchMult=1.0000
    iNumHavokThreads=1
    fChaseDeltaMult=0.0500
    iEntityBatchRemoveRate=100
    iMaxPicks=40
    bAddBipedWhenKeyframed=0
    [interface]
    fDlgLookMult=0.3000
    fDlgLookAdj=0.0000
    fDlgLookDegStop=0.2000
    fDlgLookDegStart=2.0000
    fDlgFocus=2.1000
    fKeyRepeatInterval=50.0000
    fKeyRepeatTime=500.0000
    fActivatePickSphereRadius=16.0000
    fMenuModeAnimBlend=0.0000
    iSafeZoneX=20
    iSafeZoneY=20
    iSafeZoneXWide=20
    iSafeZoneYWide=20
    fMenuPlayerLightDiffuseBlue=0.8000
    fMenuPlayerLightDiffuseGreen=0.8000
    fMenuPlayerLightDiffuseRed=0.8000
    fMenuPlayerLightAmbientBlue=0.2500
    fMenuPlayerLightAmbientGreen=0.2500
    fMenuPlayerLightAmbientRed=0.2500
    bAllowConsole=1
    bActivatePickUseGamebryoPick=0
    iMaxViewCasterPicksGamebryo=10
    iMaxViewCasterPicksHavok=10
    iMaxViewCasterPicksFuzzy=5
    bUseFuzzyPicking=1
    fMenuBGBlurRadius=2.0000
    [LoadingBar]
    iMoveBarWaitingMilliseconds=10
    iMoveBarChaseMilliseconds=100
    iMoveBarMaxMilliseconds=2500
    fLoadingSlideDelay=15.0000
    fPercentageOfBar3=0.1500
    fPercentageOfBar2=0.4400
    fPercentageOfBar1=0.3500
    fPercentageOfBar0=0.0600
    bShowSectionTimes=0
    [Menu]
    fCreditsScrollSpeed=40.0000
    iConsoleTextYPos=890
    iConsoleTextXPos=30
    iConsoleVisibleLines=15
    iConsoleHistorySize=50
    rDebugTextColor=255,251,233
    iConsoleFont=3
    iDebugTextFont=3
    [GamePlay]
    bDisableDynamicCrosshair=0
    bSaveOnTravel=0
    bSaveOnWait=0
    bSaveOnRest=0
    bCrossHair=1
    iDifficultyLevel=50
    bGeneralSubtitles=0
    bDialogueSubtitles=1
    bInstantLevelUp=0
    bHealthBarShowing=0
    fHealthBarFadeOutSpeed=1.0000
    fHealthBarSpeed=80.0000
    fHealthBarHeight=4.0000
    fHealthBarWidth=40.0000
    fHealthBarEmittanceFadeTime=0.5000
    fHealthBarEmittanceTime=1.5000
    STrackLevelUpPath=\\vault\TES4\LevelData\
    fDifficulty=0.0000
    bTrackLevelUps=1
    bAllowHavokGrabTheLiving=0
    bEssentialTakeNoDamage=1
    iDetectionPicks=21
    bSaveOnInteriorExteriorSwitch=0
    [Fonts]
    SFontFile_1=Data\Fonts\Kingthings_Regular.fnt
    SFontFile_2=Data\Fonts\DarN_Kingthings_Petrock_14.fnt
    SFontFile_3=Data\Fonts\DarN_Kingthings_Petrock_16.fnt
    SFontFile_4=Data\Fonts\DarN_Oblivion_28.fnt
    SFontFile_5=Data\Fonts\Handwritten.fnt
    [speedTree]
    iTreeClonesAllowed=1
    fCanopyShadowGrassMult=1.0000
    iCanopyShadowScale=512
    fTreeForceMaxBudAngle=-1.0000
    fTreeForceMinBudAngle=-1.0000
    fTreeForceLeafDimming=-1.0000
    fTreeForceBranchDimming=-1.0000
    fTreeForceCS=-1.0000
    fTreeForceLLA=-1.0000
    fTreeLODExponent=1.0000
    bEnableTrees=1
    bForceFullLOD=0
    fLODTreeMipMapLODBias=-0.5000
    fLocalTreeMipMapLODBias=-0.0000
    [Debug]
    bDebugFaceGenCriticalSection=0
    bDebugFaceGenMultithreading=0
    bDebugSaveBuffer=0
    [backgroundLoad]
    bBackgroundLoadLipFiles=1
    bLoadBackgroundFaceGen=1
    bUseMultiThreadedFaceGen=1
    bBackgroundCellLoads=1
    bLoadHelmetsInBackground=1
    iAnimationClonePerLoop=5
    bSelectivePurgeUnusedOnFastTravel=0
    bUseMultiThreadedTrees=1
    iPostProcessMillisecondsEditor=50
    iPostProcessMillisecondsLoadingQueuedPriority=20
    iPostProcessMilliseconds=5
    bUseBackgroundFileLoader=0
    [LOD]
    fLodDistance=500.0000
    bUseFaceGenLOD=0
    iLODTextureTiling=2
    iLODTextureSizePow2=8
    fLODNormalTextureBlend=0.5000
    bDisplayLODLand=1
    bDisplayLODBuildings=1
    bDisplayLODTrees=1
    bLODPopTrees=0
    bLODPopActors=0
    bLODPopItems=0
    bLODPopObjects=0
    fLODFadeOutMultActors=11.8800
    fLODFadeOutMultItems=8.0000
    fLODFadeOutMultObjects=8.0000
    fLODMultLandscape=1.0000
    fLODMultTrees=1.5050
    fLODMultActors=10.0000
    fLODMultItems=8.0000
    fLODMultObjects=8.0000
    iFadeNodeMinNearDistance=400
    fLODFadeOutPercent=0.9000
    fLODBoundRadiusMult=3.0000
    fTalkingDistance=2000.0000
    fTreeLODMax=2.0000
    fTreeLODMin=0.0200
    fTreeLODDefault=1.2000
    fObjectLODMax=15.0000
    fObjectLODMin=1.0000
    fObjectLODDefault=5.0000
    fItemLODMax=15.0000
    fItemLODMin=1.0000
    fItemLODDefault=2.0000
    fActorLODMax=15.0000
    fActorLODMin=2.0000
    fActorLODDefault=5.0000
    bLODUseCombinedLandNormalMaps=1
    bForceHideLODLand=0
    fLODQuadMinLoadDistance=65536.0000
    fLODFadeOutActorMultInterior=1.0000
    fLODFadeOutItemMultInterior=1.0000
    fLODFadeOutObjectMultInterior=1.0000
    fLODFadeOutActorMultCity=1.0000
    fLODFadeOutItemMultCity=1.0000
    fLODFadeOutObjectMultCity=1.0000
    fLODFadeOutActorMultComplex=1.0000
    fLODFadeOutItemMultComplex=1.0000
    fLODFadeOutObjectMultComplex=1.0000
    fLODLandVerticalBias=0.0000
    [Weather]
    fSunGlareSize=350.0000
    fSunBaseSize=250.0000
    bPrecipitation=1
    fAlphaReduce=1.0000
    SBumpFadeColor=255,255,255,255
    SLerpCloseColor=255,255,255,255
    SEnvReduceColor=255,255,255,255
    [Voice]
    SFileTypeLTF=ltf
    SFileTypeLip=lip
    SFileTypeSource=wav
    SFileTypeGame=mp3
    [Grass]
    iMinGrassSize=10
    fGrassEndDistance=8000.0000
    fGrassStartFadeDistance=7000.0000
    bGrassPointLighting=0
    bDrawShaderGrass=1
    iGrassDensityEvalSize=2
    iMaxGrassTypesPerTexure=2
    fWaveOffsetRange=1.7500
    fGrassWindMagnitudeMax=125.0000
    fGrassWindMagnitudeMin=5.0000
    fTexturePctThreshold=0.3000
    [Landscape]
    bCurrentCellOnly=0
    bPreventSafetyCheck=0
    fLandTextureTilingMult=2.0000
    fLandFriction=2.5000
    iLandBorder2B=0
    iLandBorder2G=0
    iLandBorder2R=0
    iLandBorder1B=0
    iLandBorder1G=255
    iLandBorder1R=255
    [bLightAttenuation]
    fQuadraticRadiusMult=1.0000
    fLinearRadiusMult=1.0000
    bOutQuadInLin=0
    fConstantValue=0.0000
    fQuadraticValue=16.0000
    fLinearValue=3.0000
    uQuadraticMethod=2
    uLinearMethod=1
    fFlickerMovement=8.0000
    bUseQuadratic=1
    bUseLinear=0
    bUseConstant=0
    [blurShaderHDRInterior]
    fTargetLUM=1.0000
    fUpperLUMClamp=1.0000
    fEmissiveHDRMult=1.0000
    fEyeAdaptSpeed=0.5000
    fBrightScale=1.7500
    fBrightClamp=0.2250
    fBlurRadius=6.0000
    iNumBlurpasses=1
    [blurShaderHDR]
    fTargetLUM=1.2000
    fUpperLUMClamp=1.0000
    fGrassDimmer=1.2000
    fTreeDimmer=1.1000
    fEmissiveHDRMult=1.0000
    fEyeAdaptSpeed=0.7000
    fSunlightDimmer=1.3000
    fSIEmmisiveMult=1.0000
    fSISpecularMult=1.0000
    fSkyBrightness=0.5000
    fSunBrightness=0.0000
    fBrightScale=1.5000
    fBrightClamp=0.3500
    fBlurRadius=4.0000
    iNumBlurpasses=2
    iBlendType=2
    bDoHighDynamicRange=1
    [blurShader]
    fSunlightDimmer=1.0000
    fSIEmmisiveMult=1.0000
    fSISpecularMult=1.0000
    fSkyBrightness=0.5000
    fSunBrightness=0.0000
    fAlphaAddExterior=0.2000
    fAlphaAddInterior=0.5000
    iBlurTexSize=256
    fBlurRadius=0.0300
    iNumBlurpasses=1
    iBlendType=2
    bUseBlurShader=0
    [GethitShader]
    fBlurAmmount=0.5000
    fBlockedTexOffset=0.0010
    fHitTexOffset=0.0050
    [MESSAGES]
    bBlockMessageBoxes=0
    bSkipProgramFlows=1
    bAllowYesToAll=1
    bDisableWarning=1
    iFileLogging=0
    bSkipInitializationFlows=1
    [DistantLOD]
    bUseLODLandData=0
    fFadeDistance=12288.0000
    iDistantLODGroupWidth=8
    [GeneralWarnings]
    SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
    SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.
    This may result in errors. Saving again will clear this message
    but not necessarily fix any errors.
    [Archive]
    SMasterMiscArchiveFileName=Oblivion - Misc.bsa
    SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa
    SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa
    SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa
    SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa
    SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa
    SInvalidationFile=ArchiveInvalidation.txt
    iRetainFilenameOffsetTable=1
    iRetainFilenameStringTable=1
    iRetainDirectoryStringTable=1
    bCheckRuntimeCollisions=0
    bInvalidateOlderFiles=1
    bUseArchives=1
    SArchiveList=Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa
    [CameraPath]
    iTake=0
    SDirectoryName=TestCameraPath
    iFPS=60
    SNif=Test\CameraPath.nif
    [Absorb]
    fAbsorbGlowColorB=1.0000
    fAbsorbGlowColorG=0.6000
    fAbsorbGlowColorR=0.0000
    fAbsorbCoreColorB=1.0000
    fAbsorbCoreColorG=1.0000
    fAbsorbCoreColorR=1.0000
    iAbsorbNumBolts=1
    fAbsorbBoltGrowWidth=0.0000
    fAbsorbBoltSmallWidth=7.0000
    fAbsorbTortuosityVariance=2.0000
    fAbsorbSegmentVariance=7.0000
    fAbsorbBoltsRadius=5.0000
    [OPENMP]
    iThreads=3
    iOpenMPLevel=10
    [TestAllCells]
    bFileShowTextures=1
    bFileShowIcons=1
    bFileSkipIconChecks=0
    bFileTestLoad=0
    bFileNeededMessage=1
    bFileGoneMessage=1
    bFileSkipModelChecks=0
    bFileCheckModelCollision=0
    [CopyProtectionStrings]
    SCopyProtectionMessage2=Insert the Oblivion Disc.
    SCopyProtectionTitle2=Oblivion Disc Not Found
    SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
    SCopyProtectionTitle=CD-ROM Drive Not Found

     

     

     

    Load Order

     

     

    • 00 Oblivion.esm

    • 01 Jog_X_Mod.esm

    • 02 All Natural Base.esm [Version 1.38]

    • ++ GrassFix.esp

    • 03 Unofficial Oblivion Patch.esp [Version 3.5.6]

    • 04 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]

    • 05 Oblivion Citadel Door Fix.esp

    • 06 DLCShiveringIsles.esp

    • 07 Unofficial Shivering Isles Patch.esp [Version 1.5.9]

    • 08 All Natural.esp [Version 1.38]

    • 09 All Natural - SI.esp [Version 1.38]

    • 0A BrumasNorthernLights.esp

    • 0B Consistent Beggar Voices.esp

    • ++ Symphony of Violence.esp

    • 0C All Natural - Real Lights.esp [Version 1.38]

    • 0D WindowLightingSystem.esp

    • 0E AliveWaters_nofish.esp

    • 0F Book Jackets Oblivion.esp

    • 10 ChaseCameraMod.esp

    • 11 More Effective Enchantments.esp

    • 12 Enhanced Economy.esp [Version 5.4.3]

    • 13 DarNifiedUI Config Addon.esp

    • 14 kuerteeCleanUp.esp

    • 15 OblivionReloaded.esp

    • 16 UnidirectionalAttack.esp

    • 17 Dynamic Map.esp [Version 2.1.1]

    • 18 DLCHorseArmor.esp

    • 19 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.9]

    • 1A DLCOrrery.esp

    • 1B DLCOrrery - Unofficial Patch.esp [Version 1.0.7]

    • 1C DLCVileLair.esp

    • 1D DLCVileLair - Unofficial Patch.esp [Version 1.0.11]

    • 1E DLCMehrunesRazor.esp

    • 1F DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.7]

    • 20 DLCSpellTomes.esp

    • ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]

    • • • Book Jackets DLC.esp

    • • • GrimbotsSpellTomes.esp

    • • • EVE_StockEquipmentReplacer.esp

    • ++ nu_dwarven_f_cuirass.esp

    • 21 Weapons Of Morrowind.esp [Version 1.0]

    • 22 DLCThievesDen.esp

    • 23 DLCThievesDen - Unofficial Patch.esp [Version 1.0.15]

    • 24 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.14]

    • ++ Alluring Wine Bottles.esp

    • 25 RoadLights.esp

    • 26 thievery.esp

    • 27 thievery - EE patch.esp [Version 4.2]

    • 28 DLCBattlehornCastle.esp

    • 29 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.12]

    • 2A DLCFrostcrag.esp

    • 2B DLCFrostcrag - Unofficial Patch.esp [Version 1.0.10]

    • 2C Knights.esp

    • 2D Knights - Unofficial Patch.esp [Version 1.1.8]

    • • • EVE_KnightsoftheNine.esp

    • 2E More Effective Enchantments Knights.esp

    • 2F ImpeREAL Empire - Unique Forts.esp

    • 30 Better Dungeons.esp

    • 31 Enemy Weapons dont drop.esp

    • 32 EVE_ShiveringIslesEasterEggs.esp

    • 33 GMArcheryRebalance.esp [Version 1.0]

    • 34 Grass Overhaul.esp

    • ++ Improved Fires and Flames - Increased Sound.esp

    • 35 KT_KhajEyeToggleNoEff.esp

    • 36 Relevant Scrolls & Potions & Staves.esp

    • ++ ShinySeptims_Septimus.esp

    • 37 VanillaCombatEnhanced.esp

    • 38 Enhanced Economy - House prices.esp [Version 5.4.3]

    • 39 DKSpellEffectiveness0Min.esp

    • 3A RefScope.esp [Version 2.1.2]

    • 3B IThieveryRaise.esp

    • 3C TimeEnough.esp

    • 3D Crowded Cities Cyrodiil.esp

    • 3E LD_Patrick_Stewart_Sean_Bean.esp

    • 3F Ultimate Leveling.esp [Version 1.4]

    • 40 Fair x2 Spawns v1.0.esp

    • 41 Oblivion_Character_Overhaul.esp [Version 2.0]

    • ++ Kart Hair Replace v01.esp

    • ++ NPC Hair Matches Beard.esp

    • 42 PotionReplacer.esp

    • ++ No Glow a go go Version 10-4987.esp

    • ++ Initial Glow Redux.esp

    • ++ Initial Glow Redux - Creatures.esp

    • ++ GreyPrince.esp

    • 43 Falling Leaves.esp [Version 1.0]

    • 44 More Effective Enchantments DLC.esp

    • 45 Bashed Patch, 0.esp

    • 46 Maskar's Oblivion Overhaul.esp [Version 4.9.3]

     

     

     

    MOO ini

     

     

    ;=============================================================================;
    ; ;
    ; This is the INI file for: Maskar's Oblivion Overhaul ;
    ; (IT MUST BE USED FOR THIS ADDON TO WORK CORRECTLY) ;
    ; ;
    ; Edit this file to customize it to your preferences ;
    ; ;
    ; Place this in your "Data" folder ;
    ; ;
    ;=============================================================================;
    ; Game settings ;
    ;=============================================================================;
    ; By default MOO makes permanent changes to the savegame to allow placement
    ; of ore veins, dynamic locks, etc. Setting this option to 0 is the same as:
    ;
    ; set MOO.ini_ability_taming to 0
    ; set MOO.ini_add_veins to 0
    ; set MOO.ini_add_tools to 0
    ; set MOO.ini_add_blackwood to 0
    ; set MOO.ini_locks_updated to 0
    ; set MOO.ini_locks_key to 0
    ; set MOO.ini_ability_crafting to 0
    ; set MOO.ini_notice_questtargets to 0
    ; set MOO.ini_add_namedbosses to 0
    ; set MOO.ini_adventurer_max to 0
    ; set MOO.ini_add_runefragments to 0
    ; set MOO.ini_event_density to 0
    ;
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_savegame to 1
    ; By default all mapmarkers are hidden when starting a new game.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_mapmarkers to 0
    ; By default borders to other regions have been disabled.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_borderregions to 0
    ; By default the ability to fast travel remains unchanged (== -1). Set this
    ; option to 0 to disable fast travel.
    ; Suggested options: (-1), 0, 1 -> (unchanged), off, on
    set MOO.ini_fasttravel to -1
    ; By default respawn time remains unchanged (== -1). Normally set to 72 hours.
    ; Suggested options: (-1), 24, 48, 72, etc. -> (unchanged), any hours
    set MOO.ini_respawntime to 72
    ; By default the skill gain multiplier remains unchanged (== -1).
    ; Changing this setting will make it easier/harder to gain skills.
    ; Suggested options: (-1), 0.25, 0.5, 2, 3 -> (unchanged), any multiplier
    set MOO.ini_skillgain to -1
    ; By default the need to sleep to level up remains unchanged (== -1).
    ; Set this to 1 to instantly level up without the need to sleep.
    ; Suggested options: (-1), 0, 1 -> (unchanged), off, on
    set MOO.ini_instantlevelup to -1
    ; By default debug mode is disabled.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_debug to 0
    ;=============================================================================;
    ; Difficulty settings ;
    ;=============================================================================;
    ; By default game difficulty is set to advanced.
    ; Easy difficulty shares some settings with normal difficulty, while nightmare
    ; difficulty shares some settings with expert difficulty.
    ; Suggested options: 0, 1, (2), 3, 4 -> easy, normal, (advanced), expert, nightmare
    set MOO.ini_game_difficulty to 2
    ; By default creature encounters are easier near cities, while harder in
    ; remote areas. There are 3 safety zones (closeby, outskirts and remote).
    ; The Imperial City has a larger range than the other cities.
    ; Suggested options: any distance in meters
    set MOO.ini_city_border_IC_closeby to 700
    set MOO.ini_city_border_IC_outskirts to 1000
    set MOO.ini_city_border_other_closeby to 350
    set MOO.ini_city_border_other_outskirts to 700
    ;=============================================================================;
    ; Level scaling settings ;
    ;=============================================================================;
    ; By default creatures spawn based on location and player character level.
    ; Set to 0 for creatures to spawn unrelated to player character level.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_levelscaling_creature_enabled to 1
    ; By default npcs have their level automatically overridden. The levels used
    ; are defined in the "Advanced level scaling settings" section.
    ; Set this setting to 2 to only override the level of npcs added by MOO.
    ; Suggested options: 0, (1), 2 -> off, (on), MOO npcs only
    set MOO.ini_levelscaling_npc_overridden to 1
    ; By default some creatures and npcs spawn unrelated to the player character's
    ; level. Examples are dragons, giants, faction champions and morag tong assassins.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_levelscaling_special to 0
    ; By default many npcs have their level increased based on the difficulty
    ; level. Normal difficulty level keeps npc levels unchanged, while advanced
    ; increases this by 3 and expert by 9 levels.
    ; Suggested options: Any positive number
    set MOO.ini_levelscaling_npc_normal to 0
    set MOO.ini_levelscaling_npc_advanced to 0
    set MOO.ini_levelscaling_npc_expert to 0
    ; By default npcs can have a slightly higher or lower level than normal.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_levelscaling_npc_variable to 1
    ; By default daedra level scaling is based on progression of the main quest.
    ; Suggested options: 0, (1), 2 -> location based, (main quest based), always hardest
    set MOO.ini_levelscaling_daedra to 1
    ; By default spawn group sizes are NOT reduced to 50%. Set this setting to 1
    ; to lower the amount of enemies you'll encounter.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_levelscaling_reduced to 0
    ; By default grunts use equipment up to level 8, bosses between level 6 and 11,
    ; and named bosses between 12 and 99.
    ; Suggested options: any positive number (equipment is usually between 1 and 22)
    set MOO.ini_levelscaling_equipment_grunt_min to 1
    set MOO.ini_levelscaling_equipment_grunt_max to 8
    set MOO.ini_levelscaling_equipment_boss_min to 5
    set MOO.ini_levelscaling_equipment_boss_max to 11
    set MOO.ini_levelscaling_equipment_namedboss_min to 10
    set MOO.ini_levelscaling_equipment_namedboss_max to 99
    ; By default named bosses spawn earlier and more often based on game difficulty
    ; and distance to a city (zone 1 == nearby, 2 == outskirts, 3 == remote).
    ; Suggested options: any percentage (0 to 100) and player character level
    set MOO.ini_levelscaling_boss_zone1_normal_chance to 5
    set MOO.ini_levelscaling_boss_zone1_normal_level to 15
    set MOO.ini_levelscaling_boss_zone2_normal_chance to 10
    set MOO.ini_levelscaling_boss_zone2_normal_level to 15
    set MOO.ini_levelscaling_boss_zone3_normal_chance to 33
    set MOO.ini_levelscaling_boss_zone3_normal_level to 1
    set MOO.ini_levelscaling_boss_zone1_advanced_chance to 10
    set MOO.ini_levelscaling_boss_zone1_advanced_level to 15
    set MOO.ini_levelscaling_boss_zone2_advanced_chance to 25
    set MOO.ini_levelscaling_boss_zone2_advanced_level to 10
    set MOO.ini_levelscaling_boss_zone3_advanced_chance to 33
    set MOO.ini_levelscaling_boss_zone3_advanced_level to 1
    set MOO.ini_levelscaling_boss_zone1_expert_chance to 25
    set MOO.ini_levelscaling_boss_zone1_expert_level to 1
    set MOO.ini_levelscaling_boss_zone2_expert_chance to 33
    set MOO.ini_levelscaling_boss_zone2_expert_level to 1
    set MOO.ini_levelscaling_boss_zone3_expert_chance to 50
    set MOO.ini_levelscaling_boss_zone3_expert_level to 1
    ; By default a named boss can spawn as an extremely hard boss based on
    ; difficulty level and the player character's level. By default the player
    ; character has to be level 30 to encounter hard named bosses unrelated to location.
    ; Note that hard named bosses always spawn in remote areas at any level.
    ; Suggested options: Any positive number
    set MOO.ini_levelscaling_namedboss_normal to 99
    set MOO.ini_levelscaling_namedboss_advanced to 30
    set MOO.ini_levelscaling_namedboss_expert to 1
    ; By default there's a 33% chance a named boss spawns as an extremely hard boss.
    ; Suggested options: 0, 25, (33), 50, 75 -> any percentage
    set MOO.ini_levelscaling_namedboss_hard to 25
    ; By default named bosses will only spawn as an extremely hard boss when
    ; there's at least 1 other hostile npc with a minimum level of 25.
    ; Suggested options: any level
    set MOO.ini_levelscaling_namedboss_hard_minlevel to 25
    ; By default wanted npcs and adventurers have equipment based on their major
    ; skills. Any equipment requiring above 100 skill will be skipped.
    ; Suggested options: between 0 and 100
    set MOO.ini_levelscaling_armor_quality1 to 1 ; Iron and Fur
    set MOO.ini_levelscaling_armor_quality2 to 40 ; Steel and Leather
    set MOO.ini_levelscaling_armor_quality3 to 55 ; Dwarven and Chainmail
    set MOO.ini_levelscaling_armor_quality4 to 70 ; Orcish and Mithril
    set MOO.ini_levelscaling_armor_quality5 to 100 ; Ebony and Elven
    set MOO.ini_levelscaling_armor_quality6 to 999 ; Daedric and Glass (skipped)
    set MOO.ini_levelscaling_weapon_quality1 to 1 ; Iron
    set MOO.ini_levelscaling_weapon_quality2 to 40 ; Steel
    set MOO.ini_levelscaling_weapon_quality3 to 50 ; Silver
    set MOO.ini_levelscaling_weapon_quality4 to 60 ; Dwarven
    set MOO.ini_levelscaling_weapon_quality5 to 70 ; Elven
    set MOO.ini_levelscaling_weapon_quality6 to 100 ; Glass
    set MOO.ini_levelscaling_weapon_quality7 to 999 ; Ebony (skipped)
    set MOO.ini_levelscaling_weapon_quality8 to 999 ; Daedric (skipped)
    ;=============================================================================;
    ; Ability settings ;
    ;=============================================================================;
    ; By default equipment requires a minimum amount of skill to be used.
    ; Suggested options: 0, (1), 2 -> off, (on), staves only
    set MOO.ini_ability_equipment to 0
    ; By default the player character is able to feign death to avoid combat.
    ; Suggested options: 0, (1), 2 -> off, (on), book added to inventory
    set MOO.ini_ability_feigndeath to 1
    ; By default the player character is able to power attack locked containers
    ; and doors to force them open. This is automatically disabled when another
    ; mod already offers this ability.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_ability_bashlocks to 1
    ; By default npcs and creatures have the ability to jump/climb.
    ; Suggested options: (0), (1) -> (off), (on)
    set MOO.ini_ability_climb_player to 0
    set MOO.ini_ability_climb_npc to 1
    ; By default the player character is able to mine ore using a pickaxe.
    ; Disabling this option will also disable placement of ore/gem/stone veins.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_ability_mining to 1
    ; By default the player character is able to craft items.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_ability_crafting to 1
    ; By default the player character is able to imbue items.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_ability_imbuing to 1
    ; By default the player character is able to tame creatures (bears, etc.).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_ability_taming to 1
    ; By default the player character is able to heal using bandages.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_ability_healing to 1
    ; By default the player character is able to track followers, companions
    ; and pets using a magnifying glass.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_ability_tracking to 1
    ; By default the player character is able to whistle to call any tamed
    ; creatures and owned horses. Whistling can sometimes pull nearby enemies.
    ; Suggested options: 0, (1), 2 -> off, (on), book added to inventory
    set MOO.ini_ability_whistle to 1
    ; By default npcs and creatures are able to heal each other.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_ability_heal to 1
    ; By default actors are able to notice arrows/magic nearly missing them.
    ; Suggested options: 0, (1), 2 -> off, (player character), everyone
    set MOO.ini_ability_missalert to 0
    ;=============================================================================;
    ; Invasion settings ;
    ;=============================================================================;
    ; By default a scroll is added to the player character's inventory showing
    ; the rating with the various regional factions and the imperial legion.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_scroll_factioninfo to 1
    ; By default the scroll contains the overall strength of factions.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_scroll_factionstrength to 1
    ; By default regional faction npcs start in a certain region and over time
    ; spread to nearby regions.
    ; Suggested options:
    ; 10 Hammerfell 21 West Weald (East)
    ; 11 Skyrim 22 West Weald (West)
    ; 12 Morrowind 23 Gold Coast
    ; 13 Black Marsh 24 Topal Bay
    ; 14 Elsweyr 25 Niben Bay
    ; 15 Valenwood 26 Nibenay Basin
    ; 20 Great Forest 27 Imperial City
    set MOO.ini_npc_invasion_region_orsinium to 10
    set MOO.ini_npc_invasion_region_hammerfell to 10
    set MOO.ini_npc_invasion_region_skyrim to 11
    set MOO.ini_npc_invasion_region_morrowind to 12
    set MOO.ini_npc_invasion_region_blackmarsh to 13
    set MOO.ini_npc_invasion_region_elsweyr to 14
    set MOO.ini_npc_invasion_region_valenwood to 15
    ; By default certain factions increase faster in numbers than other factions.
    ; Amount in percentages. Below 100 is slower than normal. Higher than 100 is faster.
    ; Suggested options: 0 to 200
    set MOO.ini_npc_invasion_growth_orsinium to 130
    set MOO.ini_npc_invasion_growth_hammerfell to 130
    set MOO.ini_npc_invasion_growth_skyrim to 90
    set MOO.ini_npc_invasion_growth_morrowind to 100
    set MOO.ini_npc_invasion_growth_blackmarsh to 100
    set MOO.ini_npc_invasion_growth_elsweyr to 120
    set MOO.ini_npc_invasion_growth_valenwood to 110
    ; By default regional faction npc invasions spread through the map at a 50%
    ; speed. Set to 0 to disable. Set to 100 to double invasion speed.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_npc_invasion_speed to 10
    ; By default different regional factions in the same region will fight each other
    ; at an average aggression level.
    ; Suggested options: 1 to 10 -> high to low
    set MOO.ini_npc_invasion_aggression to 7
    ; By default the strength of an invasion increases from 10 (min) to 20 (max)
    ; npcs every interval. Actual amount is based on total strength of faction and
    ; is adjusted by the regional growth multipliers (MOO.ini_invasion_growth_xxx).
    ; Suggested options: 0 to 100
    set MOO.ini_npc_invasion_min to 5
    set MOO.ini_npc_invasion_max to 10
    ; By default the strength of an invasion decreases when faction npcs are killed.
    ; Stronger npcs lower the strength more (between 1 and 4). Disable this
    ; option to always lower strength by 1, unrelated to npc strength. Disabling
    ; this option will make it more difficult to remove factions from a region.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_npc_invasion_kill_strength to 1
    ; By default killing a regional faction leader will lower the total invasion
    ; strength by 50%. Set to 100 to remove all npcs when killing a leader.
    ; Suggested options: 0 to 100
    set MOO.ini_npc_invasion_leader to 50
    ; By default regional faction npcs started invading Cyrodiil 1 game day
    ; before the player character enters the game. This is automatically updated
    ; when an older savegame is used.
    ; Suggested options: any positive number (100 == max)
    set MOO.ini_npc_invasion_days to 1
    ; By default regional scouts spawn when a faction has less than 30 npcs in
    ; a region.
    ; Suggested options: 0 to 100
    set MOO.ini_npc_invasion_scout to 30
    ; By default regional champions spawn when a faction has at least 80 npcs in
    ; a region and either have a total of 200 npcs, or the player character
    ; progressed far enough through the main quest.
    ; Suggested options: 0 to 100; 0+; 0, (1) -> off, (on)
    set MOO.ini_npc_invasion_champion to 80
    set MOO.ini_npc_invasion_champion_total to 200
    set MOO.ini_npc_invasion_champion_mainquest to 1
    ; By default the wilderness and dungeons can be invaded by special npcs when
    ; a related regional faction has at least 60 members in a region. Examples of
    ; special npcs are wild orcs and cannibals.
    ; Suggested options: 0 to 100
    set MOO.ini_npc_invasion_wilderness to 60
    set MOO.ini_npc_invasion_dungeon to 60
    ; By default normal regional faction npcs can take control over dungeons.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_npc_invasion_dungeon_factions to 1
    ; By default the player character is able to join a regional faction when
    ; his/her rating with this faction is at least 500. Rating increases by killing
    ; hostile faction npcs and decreases by killing friendly faction npcs.
    ; There are 5 possible ranks (associate, grunt, sergeant, champion and warlord).
    ; Suggested options: 100+
    set MOO.ini_pc_invasion_rating_rank0 to 500
    set MOO.ini_pc_invasion_rating_rank1 to 1500
    set MOO.ini_pc_invasion_rating_rank2 to 5000
    set MOO.ini_pc_invasion_rating_rank3 to 15000
    set MOO.ini_pc_invasion_rating_rank4 to 50000
    ; By default the player character can ask friendly regional faction npcs
    ; to follow. The amount of followers is based on his/her faction rank.
    ; Suggested options: 0-10
    set MOO.ini_pc_invasion_followers_rank0 to 1
    set MOO.ini_pc_invasion_followers_rank1 to 2
    set MOO.ini_pc_invasion_followers_rank2 to 3
    set MOO.ini_pc_invasion_followers_rank3 to 4
    set MOO.ini_pc_invasion_followers_rank4 to 5
    ; By default the player character is not able to join the imperial
    ; legion when in an evil faction.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_pc_legion_join_evil to 0
    ; By default the player character is able to join the imperial legion
    ; when his/her rating with this faction is at least 1000.
    ; There are 7 possible ranks (recruit, private, sergeant, lieutenant
    ; captain, commander and general).
    ; Suggested options: 100+
    set MOO.ini_pc_legion_rating_rank0 to 1000
    set MOO.ini_pc_legion_rating_rank1 to 3000
    set MOO.ini_pc_legion_rating_rank2 to 10000
    set MOO.ini_pc_legion_rating_rank3 to 30000
    set MOO.ini_pc_legion_rating_rank4 to 100000
    set MOO.ini_pc_legion_rating_rank5 to 300000
    set MOO.ini_pc_legion_rating_rank6 to 1000000
    ; By default the player character can ask imperial legion recruits
    ; to follow. The amount of followers is based on his/her faction rank.
    ; Suggested options: 0-10
    set MOO.ini_pc_legion_followers_rank0 to 1
    set MOO.ini_pc_legion_followers_rank1 to 2
    set MOO.ini_pc_legion_followers_rank2 to 3
    set MOO.ini_pc_legion_followers_rank3 to 4
    set MOO.ini_pc_legion_followers_rank4 to 5
    set MOO.ini_pc_legion_followers_rank5 to 6
    set MOO.ini_pc_legion_followers_rank6 to 7
    ; By default actions will increase or decrease your rank with
    ; the imperial legion and/or regional faction(s). This includes committing
    ; a crime, which lowers your rating by 1 for every 1 bounty.
    ; Suggested options: any value
    set MOO.ini_rating_legion_kill_evil_npc_easy to 1
    set MOO.ini_rating_legion_kill_evil_npc_average to 2
    set MOO.ini_rating_legion_kill_evil_npc_hard to 3
    set MOO.ini_rating_legion_kill_evil_creature_easy to 1
    set MOO.ini_rating_legion_kill_evil_creature_average to 2
    set MOO.ini_rating_legion_kill_evil_creature_hard to 3
    set MOO.ini_rating_legion_crime_bounty to -1
    set MOO.ini_rating_legion_close_gate to 100
    set MOO.ini_rating_invasion_kill_enemy_scout to 1
    set MOO.ini_rating_invasion_kill_enemy_grunt to 2
    set MOO.ini_rating_invasion_kill_enemy_boss to 3
    set MOO.ini_rating_invasion_kill_enemy_champion to 4
    set MOO.ini_rating_invasion_kill_enemy_leader to 100
    set MOO.ini_rating_invasion_kill_friendly_army to -100
    set MOO.ini_rating_invasion_kill_friendly_leader to -2500
    set MOO.ini_rating_invasion_kill_guard to 5
    ; By default harder to kill actors will increase your rating faster. An average
    ; actor starts at level 12 and provides 2 rating, while any actor with a level
    ; of at least 32 is considered hard and provides 3 rating.
    ; Suggested options: any level
    set MOO.ini_rating_level_npc_average to 6
    set MOO.ini_rating_level_npc_hard to 16
    set MOO.ini_rating_level_creature_average to 6
    set MOO.ini_rating_level_creature_hard to 16
    ; By default there's a 6% chance a day for a creature type (Goblins, etc.) to
    ; invade a region. Invading creatures have an 18% chance to leave a region.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_creature_invasion_start to 6
    set MOO.ini_creature_invasion_stop to 18
    ; By default Daedra, Goblins, Undead and Trees can invade a region.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_creature_invasion_daedra to 1
    set MOO.ini_creature_invasion_goblins to 1
    set MOO.ini_creature_invasion_zombies to 1
    set MOO.ini_creature_invasion_skeletons to 1
    set MOO.ini_creature_invasion_trees to 1
    set MOO.ini_creature_invasion_harpies to 1
    ; By default creature invasions do NOT use creatures added by other mods.
    ; Enable this option if you would like to see invasions which include
    ; creatures added by other mods (like OOO, MMM and Francescos)
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_creature_invasion_mods to 0
    ; By default the amount of Oblivion gates open in a region affects the
    ; type of invasion in that region.
    ; Suggested options:
    ;
    ; 1 Beast Daedra in small quantities
    ; 2 Beast Daedra and Dremora in average quantities
    ; 3 All Daedra and Dremora in large quantities (default)
    set MOO.ini_creature_invasion_difficulty to 3
    ;=============================================================================;
    ; Morag Tong settings ;
    ;=============================================================================;
    ; By default the player character is able to join the Morag Tong
    ; after successfully completing Mephala's quest (Start a feud between
    ; two prominent families). There are 10 possible ranks (associate to grandmaster).
    ; Suggested options: 100+
    set MOO.ini_pc_moragtong_rating_rank0 to 0
    set MOO.ini_pc_moragtong_rating_rank1 to 1500
    set MOO.ini_pc_moragtong_rating_rank2 to 7500
    set MOO.ini_pc_moragtong_rating_rank3 to 15000
    set MOO.ini_pc_moragtong_rating_rank4 to 25000
    set MOO.ini_pc_moragtong_rating_rank5 to 50000
    set MOO.ini_pc_moragtong_rating_rank6 to 125000
    set MOO.ini_pc_moragtong_rating_rank7 to 250000
    set MOO.ini_pc_moragtong_rating_rank8 to 500000
    set MOO.ini_pc_moragtong_rating_rank9 to 1000000
    ; By default the player character is rewarded gold for completing writs of
    ; exectution. The actual reward is the level of the target multiplied by 50.
    ; This gold reward is also the rating received for gaining rank.
    ; Suggested options: 10, 25, (50), 75, 100
    set MOO.ini_pc_moragtong_writ_gold to 50
    ; By default being in the Dark Brotherhood will result in Morag Tong assassins
    ; attacking the player character at certain intervals. This happens at 75%
    ; chance when advancing in rank and 25% every day. This is also true for
    ; joining a regional faction.
    ; Suggested options: 0, (25), 50, (75), 100 -> any percentage
    set MOO.ini_npc_moragtong_rank to 50
    set MOO.ini_npc_moragtong_random to 10
    set MOO.ini_npc_moragtong_regional to 10
    ; By default killing a Morag Tong Grandmaster will stop any assassins attacking
    ; for 7 game days.
    ; Suggested options: any days
    set MOO.ini_npc_moragtong_paused to 3
    ;=============================================================================;
    ; Event settings ;
    ;=============================================================================;
    ; By default additional events (campsites, dungeons, actors, etc.) are placed
    ; randomly throughout the map (including outside the borders). Events are
    ; placed in any worldspaces (including those added by other mods) as defined
    ; in the worldspaces ini file.
    ; Events are added at 50% density. Increasing this value will increase the
    ; total amount of events on the map.
    ;
    ; Please note that the amount of events are placed when entering the worldspace
    ; and can from then onwards no longer be changed. Set to 0 to disable.
    ; Suggested options: any percentage between 0 and 100
    set MOO.ini_event_density to 50
    ; By default events have a certain chance to be placed. By default actors have
    ; the highest chance to be placed. Setting MOO.ini_event_other_mushrooms to 0
    ; will result in normal flora being placed instead.
    ; Every event group (land, remote and water) can have a combined total of 100 max.
    ; Setting the combined total to less than 100 will result in less events being
    ; placed for a certain event group.
    ; Suggested options: any percentage between 0 and 100 (total group == 100 max)
    set MOO.ini_event_land_actor to 12
    set MOO.ini_event_land_harpynest to 5
    set MOO.ini_event_land_dungeon to 8
    set MOO.ini_event_remote_actor to 30
    set MOO.ini_event_remote_campsite to 18
    set MOO.ini_event_remote_harpynest to 4
    set MOO.ini_event_remote_dungeon to 4
    set MOO.ini_event_remote_house to 4
    set MOO.ini_event_water_actor to 24
    set MOO.ini_event_water_treasure to 12
    set MOO.ini_event_water_shipwreck to 12
    set MOO.ini_event_other_flora to 24
    set MOO.ini_event_other_mushrooms to 32
    ; By default events that can't be placed (usually because of landscape issues)
    ; have the chance of the next placement increased by 1% for every failed attempt.
    ; Suggested options: 0, (1), 2, 3, 4
    set MOO.ini_event_fail_bonus to 1
    ; By default dungeons and shipwrecks require to be a certain distance away
    ; from each other.
    ; Suggested options: any positive value in meters
    set MOO.ini_event_distance_outpost to 500
    set MOO.ini_event_distance_shipwreck to 250
    ; By default events are NOT placed in empty areas (no trees, rocks, etc.).
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_event_placement_empty to 0
    ; By default actors can spawn as (stronger) region based actors 15% of the time.
    ; Suggested options: any percentage between 0 and 100
    set MOO.ini_event_region_actor to 15
    ; By default actor and campsite events have a 60% chance to contain actors
    ; from other mods. These actors are added through the spawns ini file.
    ; Suggested options: any percentage between 0 and 100
    set MOO.ini_event_mod_actor to 60
    ;=============================================================================;
    ; Actor settings ;
    ;=============================================================================;
    ; By default additional MOO creatures are added when another overhaul mod is
    ; detected. This is useful when MOO creatures don't spawn very often otherwise.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_MOOcreatures to 1
    ; By default Goblins added by other mods (like OOO and MMM) are NOT
    ; overwritten by MOO's regional Goblins.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_MOOgoblins to 0
    ; By default Minotaurs added by other mods (like OOO and MMM) are NOT
    ; overwritten by MOO's Minotaurs.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_MOOminotaurs to 0
    ; By default Bandits and Marauders added by other mods are NOT overwritten
    ; by MOO's regional Bandits and Marauders.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_MOObandits to 0
    set MOO.ini_MOOmarauders to 0
    ; By default a grunt can spawn as a boss when the player character is atleast
    ; level 5. Set to 0 to disable.
    ; Suggested options: 0, 3, (5), 7, 10
    set MOO.ini_add_bosses to 5
    ; By default named bosses have a small chance to spawn. Stronger named bosses
    ; spawn in more remote areas.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_namedbosses to 1
    ; By default the creatures and npcs below have been added/altered.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_ancientlich to 1
    set MOO.ini_add_ayleidghosts to 1
    set MOO.ini_add_bats to 1
    set MOO.ini_add_beasts to 1
    set MOO.ini_add_beetles to 1
    set MOO.ini_add_birds to 1
    set MOO.ini_add_bonelords to 1
    set MOO.ini_add_caribou to 1
    set MOO.ini_add_corprus to 1
    set MOO.ini_add_cats to 1
    set MOO.ini_add_daedra to 1
    set MOO.ini_add_daedriclord to 1
    set MOO.ini_add_dragons to 1
    set MOO.ini_add_dremora to 1
    set MOO.ini_add_dogs to 1
    set MOO.ini_add_draugr to 1
    set MOO.ini_add_dwemerspiders to 1
    set MOO.ini_add_durzog to 1
    set MOO.ini_add_elephants to 1
    set MOO.ini_add_farmanimals to 1
    set MOO.ini_add_foxes to 1
    set MOO.ini_add_frostgiants to 1
    set MOO.ini_add_gargoyles to 1
    set MOO.ini_add_giants to 1
    set MOO.ini_add_ghouls to 1
    set MOO.ini_add_gnarls to 1
    set MOO.ini_add_goblins to 1
    set MOO.ini_add_guars to 1
    set MOO.ini_add_harpies to 1
    set MOO.ini_add_hungers to 1
    set MOO.ini_add_lizard to 1
    set MOO.ini_add_mammoths to 1
    set MOO.ini_add_mimics to 1
    set MOO.ini_add_minotaurs to 1
    set MOO.ini_add_monkey to 1
    set MOO.ini_add_mudcrabs to 1
    set MOO.ini_add_mummies to 1
    set MOO.ini_add_muntjac to 1
    set MOO.ini_add_mythicalcreatures to 1
    set MOO.ini_add_ooze to 1
    set MOO.ini_add_oreatronachs to 1
    set MOO.ini_add_pahmars to 1
    set MOO.ini_add_pheasants to 1
    set MOO.ini_add_puppies to 1
    set MOO.ini_add_rabbits to 1
    set MOO.ini_add_rats to 1
    set MOO.ini_add_redpanda to 1
    set MOO.ini_add_scorpions to 1
    set MOO.ini_add_seagulls to 1
    set MOO.ini_add_skeletons to 1
    set MOO.ini_add_slaughterfish to 1
    set MOO.ini_add_snowbears to 1
    set MOO.ini_add_snowleopards to 1
    set MOO.ini_add_spriggans to 1
    set MOO.ini_add_spiders to 1
    set MOO.ini_add_tapir to 1
    set MOO.ini_add_unicorns to 1
    set MOO.ini_add_vultures to 1
    set MOO.ini_add_wasps to 1
    set MOO.ini_add_waterdragons to 1
    set MOO.ini_add_wisps to 0
    set MOO.ini_add_wolves to 1
    set MOO.ini_add_wraiths to 1
    set MOO.ini_add_xivilailords to 1
    set MOO.ini_add_zombies to 1
    set MOO.ini_add_bandits to 1
    set MOO.ini_add_conjurers to 1
    set MOO.ini_add_necromancers to 1
    set MOO.ini_add_marauders to 1
    set MOO.ini_add_mythicdawn to 1
    set MOO.ini_add_vampires to 1
    set MOO.ini_add_ancientvampires to 1
    set MOO.ini_add_outlaws to 1
    set MOO.ini_add_plunderers to 1
    set MOO.ini_add_plaguebringers to 1
    set MOO.ini_add_planesummoners to 1
    set MOO.ini_add_cannibals to 1
    set MOO.ini_add_fanatics to 1
    set MOO.ini_add_frostwitches to 1
    set MOO.ini_add_graverobbers to 1
    set MOO.ini_add_heroes to 1
    set MOO.ini_add_mercenaries to 1
    set MOO.ini_add_poachers to 1
    set MOO.ini_add_slavers to 1
    set MOO.ini_add_smugglers to 1
    set MOO.ini_add_wildorcs to 1
    set MOO.ini_add_moragtong to 1
    set MOO.ini_add_legionsergeants to 1
    set MOO.ini_add_adventurers to 1
    ; By default encounters on roads and in the wilderness are as normal (100%).
    ; Lowering the chance will lower the chance of encounters on roads/wilderness.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_spawn_roads to 100
    set MOO.ini_spawn_wilderness to 100
    ; By default MOO npcs, undead, mythical creatures, beasts, goblins and daedra
    ; spawn as normal (100%). Lowering the chance will make them spawn less often.
    ; Set to 50% to have similar to vanilla sized spawns. 50+ is recommended.
    ; MOO.ini_levelscaling_reduced requires to be set to 0 to change these settings.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_spawn_npcs to 75
    set MOO.ini_spawn_undead to 100
    set MOO.ini_spawn_mythical to 100
    set MOO.ini_spawn_beasts to 100
    set MOO.ini_spawn_daedra to 100
    set MOO.ini_spawn_goblins to 100
    ; By default mushrooms spawn a mushroom creature at a 15% chance.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_spawn_mushrooms to 15
    ; By default dragons have a certain amount of chance to spawn.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_spawn_dragon_fire to 67
    set MOO.ini_spawn_dragon_frost to 100
    set MOO.ini_spawn_dragon_sea to 67
    set MOO.ini_spawn_dragon_shadow to 75
    set MOO.ini_spawn_dragon_swamp to 100
    ;=============================================================================;
    ; Notice Board settings ;
    ;=============================================================================;
    ; By default Notice Boards are added to cities with their own world space.
    ; This setting is compatible with vanilla Oblivion and Closed Better Cities.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_noticeboards to 1
    ; By default Notice Boards are NOT added to cities transfered into the Tamriel
    ; worldspace. Open Cities Classic, Open Cities Reborn and Better Cities are
    ; however automatically supported through the compatibility ini file.
    ; Suggested options:
    ;
    ; 0 no Open Cities support (default)
    ; 1 Open Better Cities
    ; 2 Open Cities Reborn
    set MOO.ini_add_noticeboards_opencities to 0
    ; By default Notice Boards are added to the following cities:
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_noticeboards_anvil to 1
    set MOO.ini_add_noticeboards_bravil to 1
    set MOO.ini_add_noticeboards_bruma to 1
    set MOO.ini_add_noticeboards_cheydinhal to 1
    set MOO.ini_add_noticeboards_chorrol to 1
    set MOO.ini_add_noticeboards_ic to 1
    set MOO.ini_add_noticeboards_leyawiin to 1
    set MOO.ini_add_noticeboards_skingrad to 1
    ; By default the Shivering Isles introduction message is replaced by
    ; a notice on the Bravil Notice Board (only when SE is installed).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_notice_SE to 1
    ; By default there's a 50% chance a region contains a wanted npc, stolen item,
    ; or lost item. This will be displayed on any nearby notice board.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_notice_questtargets to 50
    ; By default a tip is added on the location of an npc/item after a certain
    ; event takes place. This will make it easier to locate the npc/item.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_notice_tip to 1
    ; By default wanted npcs have a 50 gold bounty for every level. A level 20
    ; wanted npc will therefore have a 1000 gold bounty.
    ; Suggested options: any positive value
    set MOO.ini_reward_npc to 50
    ; By default returning a stolen/lost item will provide 1.5 times the value of
    ; the item as reward.
    ; Suggested options: 1, (1.5), 2, 2.5, 3
    set MOO.ini_reward_item to 1.5
    ; By default returning smuggled goods will provide 100 gold each.
    ; Suggested options: any positive value
    set MOO.ini_reward_smuggledgoods to 100
    ; By default there's a 50% chance a missing pet can be found in a dynamically
    ; generated dungeon extension. Returning a pet will provide 500 gold each.
    ; Suggested options: any positive value
    set MOO.ini_notice_missingpet to 50
    set MOO.ini_reward_missingpet to 500
    ; By default wanted npcs can travel between dungeons.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_wantednpc_travel to 1
    ;=============================================================================;
    ; Lock settings ;
    ;=============================================================================;
    ; By default locks on containers and doors are based on location, quality
    ; and the player character's level (see advanced lock settings for more info).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_locks_updated to 1
    ; By default locked containers will sometimes require a key to be unlocked.
    ; This key is hidden on a nearby actor.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_locks_key to 1
    ;=============================================================================;
    ; Body/Armor settings ;
    ;=============================================================================;
    ; By default female armor spawns for the original body type only.
    ; Suggested options:
    ;
    ; 1 Original body type
    ; 2 HGEC C-Cup
    ; 3 HGEC E-Cup
    ; 4 HGEC H-Cup
    ; 5 DMRA
    ; 6 Mixture of HGEC C, E and H-Cup
    ; 7 TGND
    ;
    ; Note that some body shapes require Coronerras Maximum Compatibility Skeletons
    ; to be installed.
    set MOO.ini_body_female to 1
    ; By default female Dremora have a DMRA body shape. The armor they drop
    ; is for the original body shape (change above).
    ; Suggested options: see above
    set MOO.ini_body_dremora_female to 1
    ; By default Lich King armor protects the whole body (realistic).
    ; Note that the original body only comes in a realistic version.
    ; Suggested options: 0, 1 -> skimpy, (realistic)
    set MOO.ini_armor_lichking to 1
    ; By default Silverlight armor covers limited amount of the body (skimpy).
    ; Note that the original female body only comes in a realistic version.
    ; Suggested options: (0), 1 -> (skimpy), realistic
    set MOO.ini_armor_silverlight to 1
    ;=============================================================================;
    ; Weapon and damage settings ;
    ;=============================================================================;
    ; By default all combat damage (weapons, creatures and spells) is doubled (x2).
    ; Change this setting to -1 to keep combat damage unchanged.
    ; Suggested options: -1, 1.5, (2), 2.5, 3
    set MOO.ini_damage_combat to 2
    ; By default weapons do additional damage to actors and locks (containers
    ; and doors) based on the material of the weapon (like silver to undead).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_weapon_slayer to 1
    ; By default combat damage has NOT been adjusted to be faster and more balanced.
    ; The exact amount is configurable in the advanced damage section below.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_damage_flat to 1
    ; By default sneak damage takes into account the type of weapon (daggers
    ; have higher sneak multipliers) and wearing shrouded armor doubles all sneak
    ; attack damage. See "Advanced health and damage settings" for more settings.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_damage_sneak to 1
    ;=============================================================================;
    ; Ammo settings ;
    ;=============================================================================;
    ; By default arrow speed is based on the quality of the bow/arrows and the
    ; player character's agility/marksman skill.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_ammo_speed to 1
    ; By default arrows have a minimum speed multiplier of 0.5 and maximum speed
    ; multiplier of 2. This means that arrows can fly slower/faster based on the
    ; quality and speed of the bow/arrows and the character's agility/marksman skill.
    ; Suggested options: 0.5 to 3 -> minimum should be lower than maximum
    set MOO.ini_ammo_speed_min to 0.5
    set MOO.ini_ammo_speed_max to 2
    ; By default character ability contributes 50% to the speed of arrows.
    ; Suggested options: any percentage -> best around 50%
    set MOO.ini_ammo_speed_character to 50
    ; By default the chance an arrow that struck a target will be added to the
    ; target's inventory remains unchanged (50% of the time).
    ; Suggested options: -1 (unchanged) or 0 to 100 -> any percentage
    set MOO.ini_IArrowInventoryChance to -1
    ;=============================================================================;
    ; Treasure map settings ;
    ;=============================================================================;
    ; By default creatures and npcs have a chance to drop treasure maps.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_treasure_map to 1
    ; By default you can find treasure up to 2 meters away from its position.
    ; Suggested options: 0, 1, (2), 3, 4
    set MOO.ini_treasure_range to 2
    ; By default treasure maps have a number added to their name to make them
    ; easier to identify.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_treasure_number to 1
    ; By default treasure chests contains a maximum value of items (exluding gold,
    ; scrolls and gems).
    ; Suggested options: any gold value
    set MOO.ini_treasure_value_plainly to 4000
    set MOO.ini_treasure_value_expertly to 8000
    set MOO.ini_treasure_value_adeptly to 12000
    set MOO.ini_treasure_value_cleverly to 16000
    set MOO.ini_treasure_value_deviously to 32000
    ; By default treasure chests have a maximum amount of guardians based on
    ; the value of items in the chest.
    ; Suggested options: 1+
    set MOO.ini_treasure_guardians_plainly to 1
    set MOO.ini_treasure_guardians_expertly to 2
    set MOO.ini_treasure_guardians_adeptly to 3
    set MOO.ini_treasure_guardians_cleverly to 4
    set MOO.ini_treasure_guardians_deviously to 5
    ;=============================================================================;
    ; Crafting settings ;
    ;=============================================================================;
    ; By default trees grow back their branches after 3 game days.
    ; Suggested options: any days
    set MOO.ini_lumberjacking_respawn to 3
    ; By default you can only place crafting tools (anvils, forges, etc.) inside
    ; or nearby any building your character or faction owns. Set to 0 to place
    ; crafting tools anywhere.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_crafting_placement to 1
    ; By default an ore atronach can spawn when mining for ore. The percentage
    ; is 5, 10 or 20% depending on the type of ore being mined.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_mining_atronach_normal to 5
    set MOO.ini_mining_atronach_welkynd to 10
    set MOO.ini_mining_atronach_varla to 20
    ; By default pickaxes can mine ore and other items at a certain chance.
    ; Normal pickaxes are slowest, while dwemer pickaxes can mine the fastest.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_mining_pickaxe_normal to 10
    set MOO.ini_mining_pickaxe_dwemer to 20
    set MOO.ini_mining_pickaxe_gargoyle to 15
    ; By default gargoyle's pickaxes can mine gems and regional ore from common
    ; iron ore veins at a 15% chance.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_mining_pickaxe_gargoyle_special to 15
    ; By default mining will at a 15% chance reveal other items, like lichen,
    ; which could be used for crafting, etc.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_mining_pickaxe_all_other to 15
    ; By default placing a house will clear nearby area of rocks, trees and flora.
    ; Suggested options: any meters; set 0 to disable
    set MOO.ini_crafting_house_range to 10
    ; By default smelting items (using a forge) will be able to recover 50% of
    ; it's original resources used to craft them.
    ; Suggested options: any percentage
    set MOO.ini_smelting_recovery to 50
    ; By default the weight of an item being smelted is not used to determine
    ; the amount of resources that can be recovered.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_smelting_weight to 0
    ;=============================================================================;
    ; Disease settings ;
    ;=============================================================================;
    ; By default diseases are divided into 3 groups (mild, serious and acute).
    ; More serious diseases require more (restoration/alchemy) skill to cure.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_disease_groups to 1
    ; By default scrolls can cure all diseases without skill requirements.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_disease_scroll to 1
    ; By default npcs will NOT be able to cure all diseases, unless they have
    ; enough restoration skill. Set to 1 to make npcs always cure all diseases.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_disease_npc_cure to 0
    ; By default serious and acute diseases are NOT stronger than normal.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_disease_stronger to 0
    ; By default creatures can sometimes carry an additional random disease.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_disease_creatures to 1
    ; By default an additional disease can be spread through the air.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_disease_airborne to 1
    ; By default creatures with an airborne disease have a shader showing the
    ; disease group.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_disease_shader to 1
    ; By default essential actors can not receive additional/airborne diseases.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_disease_essential to 0
    ; By default the maximum distance to contract an airborne disease is 7 meters.
    ; Suggested options: any distance in meters
    set MOO.ini_disease_distance to 7
    ; By default there's a 3% chance for a creature outdoors to carry an airborne
    ; disease. In dungeons this is 6%.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_disease_airborne_outdoors to 3
    set MOO.ini_disease_airborne_dungeon to 6
    ; By default there's a maximum of 33% chance once every 30 seconds to contract
    ; an airborne disease when near a diseased creature. For creatures this is 10%.
    ; This is based on disease resistance and distance to the diseased creature.
    ; Suggested options: any value between 0 and 50
    set MOO.ini_disease_airborne_player to 33
    set MOO.ini_disease_airborne_creature to 10
    ; By default creatures in the PlayerFaction and HorsePC faction are less
    ; likely to catch a disease than normal creatures (35%). Vermin, like rats,
    ; have a 500% chance (5 times normal).
    ; Suggested options: any value between 0 and 1000
    set MOO.ini_disease_airborne_pcfaction to 35
    set MOO.ini_disease_airborne_vermin to 500
    ;=============================================================================;
    ; AI settings ;
    ;=============================================================================;
    ; By default npcs and creatures are more mobile and can be found outside their
    ; normal spawn location.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_unpredictable_spawns to 0
    ; By default actors are more aware of combat in their area. This prevents
    ; being able to pull one opponent at a time when more are in the area.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_actors_awareness to 1
    ; By default actors are able to flee when feeling in danger. Check advanced AI
    ; settings to edit fleeing settings in more detail, including for companions.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_actors_flee to 1
    ; By default Oblivion's own fleeing code can be adjusted/disabled by editing
    ; the base and confidence multiplier. Set to -1 to disable.
    ; Flee calculation: 30 + (Confidence * -0.5) + (unknown health factor * 10)
    ; Suggested options: -1, any base value.
    set MOO.ini_FAIFleeConfBase to -1
    set MOO.ini_FAIFleeConfMult to -1
    ; By default fleeing actors will hide for 5 seconds before returning to normal.
    ; Suggested options: -1, (5), 30, 120 -> unchanged, (MOO), MMM, Vanilla
    set MOO.ini_actors_flee_timeout to 5
    ; By default up to 10 actors are able to follow the player character at any time
    ; and 6 are able to follow through doors.
    ; Suggested options: 2, 4, (6), 8, 10
    set MOO.ini_actors_follow to 10
    set MOO.ini_actors_door to 6
    ; By default 30 actors can be given full AI processing and enter combat.
    ; Suggested options: between 30 and 50
    set MOO.ini_actors_AI to 30
    set MOO.ini_actors_combat to 30
    ; By default the player character can be ambushed while sleeping or waiting at
    ; a 10% chance. An ambush consists out of 25% of any nearby actors of a certain type.
    ; Suggested options: any value between 0 and 100 (percent)
    set MOO.ini_actors_ambush_waiting to 10
    set MOO.ini_actors_ambush_sleeping to 10
    set MOO.ini_actors_ambush_size to 25
    ; By default the player character can be ambushed while fast traveling. This is
    ; done by any nearby actors of a certain type at a 10% chance.
    ; Suggested options: any value between 0 and 100 (percent)
    set MOO.ini_actors_ambush_traveling to 10
    ; By default ambushing vampires have a 50% chance to bite the player character
    ; when sleeping, rather than attacking. An ambushing thief has a 50% chance
    ; to steal from the player character when sleeping.
    ; Suggested options: any value between 0 and 100 (percent)
    set MOO.ini_vampires_ambush_bite to 50
    set MOO.ini_thieves_ambush_steal to 50
    ; By default npcs can ambush the player character when they're no more than 75
    ; meters away from the player character. Creatures need to be no more than 50
    ; meters away.
    ; Suggested options: between 10 and 200 meters
    set MOO.ini_actors_ambush_distance_npc to 75
    set MOO.ini_actors_ambush_distance_creature to 50
    ; By default the player character has a confidence of 100 (maximum). This
    ; value is used to determine how opponents see the player character in combat.
    ; Suggested options: any value between 0 and 100 (-1 to keep unchanged)
    set MOO.ini_player_confidence to 100
    ; By default gaurds and npcs with 100 responsibility will allow friendly hits
    ; in combat, while allowing 3 hits outside combat.
    set MOO.ini_actors_friendlyhits to 1
    ;=============================================================================;
    ; Magic settings ;
    ;=============================================================================;
    ; By default casting Summon Zombie (including headless) will summon a Zombie
    ; based on the player character's location.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_magic_summonzombie to 1
    ; By default casting Summon Skeleton (all types) will summon a Skeleton based
    ; on the player character's location.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_magic_summonskeleton to 1
    ; By default casting Summon Dremora and Dremora Lord will summon a Dremora
    ; wearing updated equipment. Both male and female Dremora can be summoned.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_magic_summondremora to 1
    ; By default casting Summon Scamp, Clannfear and Daedroth summon a creature
    ; with updated looks.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_magic_summonscamp to 1
    set MOO.ini_magic_summonclannfear to 1
    set MOO.ini_magic_summondaedroth to 1
    ; By default casting Summon Bear will summon a Bear based on the player
    ; character's location.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_magic_summonbear to 1
    ; By default actors cast healing spells on friendly undead creatures.
    ; Disable this option for mods doing damage when casting healing on undead.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_magic_healing_undead to 1
    ;=============================================================================;
    ; Spell/scroll settings ;
    ;=============================================================================;
    ; By default the Remedial Touch spell (Cure Disease on touch) is added to
    ; various spell merchants. Scrolls are automatically added to merchants/loot.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_remedialtouch to 1
    ;=============================================================================;
    ; Light settings ;
    ;=============================================================================;
    ; By default ambient light in dungeons is lower and slightly variable in color.
    ; Set this option to -1 to keep dungeon light unchanged, 0 to disable ambient
    ; light, or 1 for low ambient light. Set to 2 for strong colored ambient light.
    ; Suggested options:
    ;
    ; -1 Lighting remains unchanged
    ; 0 No ambient light (darkest)
    ; 1 Some ambient light
    ; 2 Minimal ambient light, low color (default)
    ; 3 Minimal ambient light, strong color
    set MOO.ini_dungeon_light to 1
    ; By default fog light in dungeon is enabled (like normal). Set to 0 to stop
    ; fog from emitting light (only useful when ambient light is lowered).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_dungeon_fog to 0
    ; By default ambient light in other interiors remain unchanged.
    ; Suggested options: see dungeon light setting
    set MOO.ini_otherinterior_light to -1
    ; By default light outdoors at night is set to 50% (lower is darker).
    ; This is automatically skipped when another mod changes outdoor lighting.
    ; Change these settings to 100 to keep nights unchanged.
    ; Suggested options: 0 to 100 -> any percentage
    set MOO.ini_outdoors_ambientlight to 25
    set MOO.ini_outdoors_moonlight to 25
    set MOO.ini_outdoors_scenerylight to 25
    ; By default light outdoors at night is not changed when another mod
    ; changing outdoor lighting is detected.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_outdoors_light_forced to 0
    ; By default npcs have a 66% chance to carry a torch in a dungeon.
    ; Suggested options: 0, 33, 50, (66), 100 -> any percentage
    set MOO.ini_dungeon_torch to 66
    ; By default npcs have a 33% chance to carry a torch outdoors.
    ; Suggested options: 0, (33), 50, 66, 100 -> any percentage
    set MOO.ini_outdoors_torch to 33
    ; By default some npcs (in cities, etc.) carry a lantern, rather than a torch.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_add_lanterns to 1
    ; By default npcs use a torch based on the brightness of their surroundings.
    ; A lower value makes npcs use torches less quickly.
    ; Suggested options: 0, 0.2, 0.4, (0.6), 0.8 -> vanilla == 0.8
    set MOO.ini_torch_usage to 0.6
    ; By default the light spell has its color changed from green to a torch like
    ; light. Set this to 0 for the default green color, or 2 for the color used in
    ; Oscuro's Oblivion Overhaul (mint).
    ; Suggested options: -1, 0, (1), 2, 3, 4, 5 -> unchanged, green, (torch), mint, white, blue, red
    set MOO.ini_spell_light to 1
    ; By default the brightness of torches, wisp torches and lanterns are set
    ; lower than normal torches (768).
    ; Suggested options: -1, (256), (368), (512), 768 -> any value between 0 and 1000; set to -1 to keep unchanged
    set MOO.ini_torch_brightness to 512
    set MOO.ini_wisptorch_brightness to 368
    set MOO.ini_lantern_brightness to 256
    ; By default the brightness of street lights is not increased. Increasing
    ; street lights could be useful when light outdoors is lowered.
    ; Note that this setting INCREASES the existing brightness rather than replace it.
    ; Suggested options: (0), 256, 368, 512, 768
    set MOO.ini_streetlight_brightness to 0
    ;=============================================================================;
    ; Potion settings ;
    ;=============================================================================;
    ; By default healing, fatigue and magicka potions remain unchanged and
    ; therefore work instantly when drunk. Set this option to 0 to make potions
    ; work over time (like OOO).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_potions_instant to 1
    ; By default all created potions have the same weight as a Potion of Healing.
    ; This is by default set to 0.5.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_potions_weight to 1
    ;=============================================================================;
    ; 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 0
    ; By default traps are placed in containers at a normal chance (100%).
    ; Suggested options: any percentage
    set MOO.ini_trap_chance to 100
    ; By default disarming a trap successfully has a 50% chance to give a free
    ; poison potion. Set to 0 to disable.
    ; Suggested options: 0, 25, (50), 75, 100
    set MOO.ini_trap_poison to 50
    ; By default npcs have a chance to carry environment based loot (when a
    ; iron vein is nearby the npc could carry iron ore, etc.)
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_environmentitems to 1
    ; By default npcs and containers have a chance to contain spellbooks.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_spellbook to 1
    ; By default npcs and containers have a chance to contain food and drinks.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_food to 1
    ; By default certain npcs and containers have a chance to contain rune skulls.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_runeskulls to 1
    ; By default certain npcs and containers have a chance to contain rune fragments.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_runefragments to 1
    ; By default items are NOT unleveled. Enable this option for items to appear
    ; independent of the player character's level. This excludes npc and
    ; merchant equipment.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_unlevel_items to 0
    ; By default items sold by merchants are NOT unleveled.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_unlevel_merchant to 0
    ; By default lockpicks and repair hammers have their weight updated.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_update_clutter to 1
    ; By default equipment made from rare material is harder to find as loot.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_update_loot to 1
    ; By default better loot can be found in more remote regions (further from town).
    ; Suggested options: 0, 1, 3, (5), 7, 9 -> higher == more loot; 0 to disable
    set MOO.ini_add_loot_remote to 5
    ; By default grunts have only low quality equipment, while bosses have only
    ; high quality equipment. This option is automatically disabled when another
    ; mod already changes equipment (like TIE).
    ; *** DISABLE ON VERY SLOW COMPUTERS ***
    ; Suggested options: 0, 1 -> off, (on)
    set MOO.ini_update_equipment to 1
    ; By default equipment on bosses has a 10% chance to be magical. This does
    ; not include weapons for named bosses.
    ; Suggested options: any percentage from 0 to 100 in steps of 5%
    set MOO.ini_update_equipment_boss_magical to 10
    ; By default equipment on normal named bosses is dynamically determined.
    ; Suggested options: 0, 1 -> off, (on)
    set MOO.ini_update_equipment_namedbosses to 1
    ; By default Daedric equipment can be found on Dremora and wanted npcs.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_daedric_dremora to 1
    set MOO.ini_daedric_wanted to 1
    ; By default Dremora weapons and ammo require below 100 skill to use.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_dremora_equipment to 1
    ; By default magic items can now drop from npcs who didn't have magic items
    ; before (like magic armor on normal bandits).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_magicitems to 1
    ; By default new common items have been added to npcs and containers.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_commonitems to 1
    ; By default backpacks are added to merchants, npcs and loot.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_backpacks to 1
    ; By default any npcs in the adventurer faction will have a 100% chance to carry
    ; a backpack. This is also true for dynamic adventurers which can be recruited
    ; as companions.
    ; Suggested options: any percentage from 0 to 100
    set MOO.ini_add_backpacks_adventurers to 100
    set MOO.ini_add_backpacks_companions to 100
    ; By default the player character receives leveled quest rewards. They can be
    ; upgraded by using an Imbuement Tool. Setting this to non-leveled will automatically
    ; disable the imbuement tool (would not be necessary).
    ; Suggested options:
    ;
    ; 0 Quest reward quality is based on the player character's level (like normal)
    ; 1 Quest reward quality is always the best available
    ; 2 Quest reward quality is based on the item's material
    set MOO.ini_update_questrewards to 0
    ; By default gold quest rewards remain unchanged. Set to 1 to always receive the
    ; highest gold reward available, unrelated to level.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_update_questgold to 0
    ; By default sigil stones remain unchanged.
    ; Suggested options:
    ;
    ; 0 Sigil Stones are based on the player character's level (like normal)
    ; 1 Sigil Stones are completely unleveled (all magnitudes)
    ; 2 Sigil Stones are always the best available
    set MOO.ini_update_sigilstones to 0
    ; By default the weight of various items is configurable.
    ; Suggested options: any positive value
    set MOO.ini_weight_repairhammer to 3
    set MOO.ini_weight_lockpick to 0.2
    set MOO.ini_weight_skeletonkey to 0.4
    set MOO.ini_weight_handscythe to 3
    set MOO.ini_weight_herderscrook to 10
    set MOO.ini_weight_magnifyingglass to 0.3
    set MOO.ini_weight_pickaxe to 8
    set MOO.ini_weight_blacksmithshammer to 3
    set MOO.ini_weight_fletchingjig to 1
    set MOO.ini_weight_graingrinder to 3
    set MOO.ini_weight_rollingpin to 1
    set MOO.ini_weight_scissors to 1
    set MOO.ini_weight_sewingkit to 3
    set MOO.ini_weight_skillet to 2
    set MOO.ini_weight_skinningknife to 3
    set MOO.ini_weight_tinkerstools to 3
    set MOO.ini_gold_backpack_tiny to 35
    set MOO.ini_gold_backpack_small to 90
    set MOO.ini_gold_backpack_medium to 225
    set MOO.ini_gold_backpack_large to 600
    set MOO.ini_gold_backpack_huge to 1800
    ;=============================================================================;
    ; Adventurer and companion settings ;
    ;=============================================================================;
    ; By default 10 dynamically generated named adventurers are placed into the
    ; game world at any time. Note that having a very large amount of adventurers
    ; could affect game performance.
    ; Suggested options: any positive value (recommended to not exceed 500)
    set MOO.ini_adventurer_max to 5
    ; By default there's a 5% chance an adventurer can spawn as a hero.
    ; Suggested options: Any percentage
    set MOO.ini_adventurer_hero to 5
    ; By default equipment worn by adventurers has a 60% chance to be from other mods.
    ; Suggested options: any percentage
    set MOO.ini_adventurer_equipment_mods to 60
    ; By default an adventurer can be asked to join the player character's party
    ; when it has at least 75 disposition to the player character. This is further
    ; increased based on the level difference and any other companions the player
    ; character might already have.
    ; Suggested options: 0 - 100
    set MOO.ini_companion_disposition_min to 75
    ; By default a companion requires 5 more dispostion for every level it's
    ; higher than the player character. Also, every additional companion requires
    ; 10 more disposition.
    ; Suggested options: any positive value
    set MOO.ini_companion_penalty_level to 5
    set MOO.ini_companion_penalty_total to 10
    ; By default a companion requires less disposition to join a party when being
    ; less confident.
    ; Suggested options: any positive value
    set MOO.ini_companion_penalty_confidence_verylow to -15
    set MOO.ini_companion_penalty_confidence_low to -10
    set MOO.ini_companion_penalty_confidence_average to -5
    set MOO.ini_companion_penalty_confidence_high to 0
    set MOO.ini_companion_penalty_confidence_veryhigh to 5
    ; By default companions have a confidence between 40 and 60 and an additional
    ; 2 for every level.
    ; Suggested options: between 0 and 100
    set MOO.ini_companion_confidence_min to 40
    set MOO.ini_companion_confidence_max to 60
    set MOO.ini_companion_confidence_level to 2
    ; By default companions are essential (can not die).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_companion_essential to 1
    ; By default companions only show unequipped items when asked to show items.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_companion_showitems_equipped to 0
    ; By default companions can be busy for 3 seconds when doing a single action,
    ; like trading, eating/drinking, repairing, recharing, crafting potions, etc.
    ; Suggested options: 2 - 10
    set MOO.ini_companion_busy_action to 3
    ; By default companions can be busy (finding items, etc.) for no more than
    ; 30 seconds at a time. Another action can be started when busy for no more
    ; than 20 seconds.
    ; Suggested options: any amount of seconds; min < max
    set MOO.ini_companion_busy_min to 20
    set MOO.ini_companion_busy_max to 30
    ; By default companions can find items at a maximum distance of 75 meters.
    ; Suggested options: 10+
    set MOO.ini_companion_busy_distance to 75
    ; By default companions are considered lost when following the player character
    ; with a distance of at least x meters. A lost companion is automatically moved
    ; to the player character (some exceptions).
    ; Suggested options: 100+, or set to 0 to disable.
    set MOO.ini_companion_lost_distance to 0
    ; By default companions can sell items at 30% and buy items at 200% item value.
    ; Suggested options: any percentage
    set MOO.ini_companion_sell to 30
    set MOO.ini_companion_buy to 200
    ; By default companions will eat/drink after 4 hours indoors and 8 hours
    ; outdoors (including dungeons), to a maximum of 24 hours.
    ; Suggested options: any hours
    set MOO.ini_companion_needs_indoors to 4
    set MOO.ini_companion_needs_outdoors to 8
    set MOO.ini_companion_needs_max to 24
    ; By default eating 1 weight in food lowers hunger by 4 hours, while drinking
    ; 1 weight lowers thirst by 6 hours. Food without weight is set to 0.5 weight.
    ; Suggested options: any hours
    set MOO.ini_companion_needs_food to 4
    set MOO.ini_companion_needs_drink to 6
    ; By default companions have their sleep lowered by 4 hours for every hour the
    ; player character sleeps.
    ; Suggested options: any hours
    set MOO.ini_companion_needs_sleep to 4
    ; By default companions with armorer skill are able to repair their own
    ; equipment when below 50% health. Equipment of other companions will have to
    ; be below 25%, while equipment of the player character has to be broken (0%).
    ; Any targets (including the player character) with a repair hammer are skipped.
    ; Set percentage to -1 to skip repairing.
    ; Suggested options: any percentage or -1 to skip
    set MOO.ini_companion_repair_self to 50
    set MOO.ini_companion_repair_others to 25
    set MOO.ini_companion_repair_player to 0
    ; By default companions will have a certain amount of items in their inventory
    ; based on their associated major skills. For example, companions with armorer
    ; as major skill will try to always have at least 10 repair hammers, but will
    ; sell any above 35. Additionally, at 100 skill they will only need 1 hammer.
    ; Suggested options: any amount, but min lower than max value
    set MOO.ini_companion_loot_lockpicks_min to 10
    set MOO.ini_companion_loot_lockpicks_max to 50
    set MOO.ini_companion_loot_repairhammers_min to 10
    set MOO.ini_companion_loot_repairhammers_max to 35
    set MOO.ini_companion_loot_potions_min to 5
    set MOO.ini_companion_loot_potions_max to 40
    set MOO.ini_companion_loot_ingredients_min to 10
    set MOO.ini_companion_loot_ingredients_max to 250
    set MOO.ini_companion_loot_food_min to 20
    set MOO.ini_companion_loot_food_max to 50
    set MOO.ini_companion_loot_drink_min to 10
    set MOO.ini_companion_loot_drink_max to 25
    ; By default a message is shown when a companion takes an item from a dead
    ; body, container or the ground.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_companion_message_loot to 1
    ;=============================================================================;
    ; Follower settings ;
    ;=============================================================================;
    ; CHECK "ADVANCED ABILITY SETTINGS" FOR MORE ADVANCED SETTINGS.
    ; By default tamed creatures are essential (can not die).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_follower_essential to 1
    ; By default the the player character can control up to 5 tamed creatures
    ; at once. This is based on his/her speechcraft skill.
    ; Suggested options: 1 to 5
    set MOO.ini_follower_control_novice to 1
    set MOO.ini_follower_control_apprentice to 2
    set MOO.ini_follower_control_journeyman to 3
    set MOO.ini_follower_control_expert to 4
    set MOO.ini_follower_control_master to 5
    ; By default pets follow at a certain distance based on their size.
    ; Suggested options: 1 to 5 meters
    set MOO.ini_follower_distance_small to 1.5
    set MOO.ini_follower_distance_average to 3
    set MOO.ini_follower_distance_large to 4.5
    ; By default using a Herder's Crook on a tamed creature offers an info
    ; option providing more detailed information about your pet.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_follower_info to 1
    ; By default pets gain experience/levels at normal speed (1). Set this setting
    ; to 2 to double the speed pets level up. Set to 0.5 to take twice as long.
    ; Suggested options: 0.25, 0.5, (1), 2, 3 -> any multiplier
    set MOO.ini_follower_skillgain to 1
    ; By default pets require more experience to gain levels based on the amount
    ; of already gained levels. Set to 0 to disable this penalty.
    ; Suggested options: 0, 3, 5, (10), 20
    set MOO.ini_follower_levelup_penalty to 10
    ; By default pets gain health, magicka and fatigue when gaining a level at
    ; a normal rate (100%). Pets also have their attack damage increased by 2.
    ; Suggested options: Any percentage
    set MOO.ini_follower_levelup_stats to 100
    ; By default pets gain health, magicka and fatigue when gaining a level at
    ; a normal rate (100%). Pets also have their attack damage increased by 2.
    ; Suggested options: 1, 1.5, (2), 2.5, 3
    set MOO.ini_follower_levelup_attackdamage to 2
    ; By default pets can gain 10% indirect experience when the player character
    ; kills an enemy while being nearby (less than 14 meters).
    ; Note that pets can only gain indirect experience when guarding.
    ; Suggested options: 0, 5, (10), 25, 50 -> any percentage
    set MOO.ini_follower_indirectXP to 10
    ; By default some pets are given a shader (fire, frost, etc.) based on
    ; their abilities/spells and amount of times leveling up.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_follower_shader to 1
    ; By default pets gain health based on their happiness/hunger level. Set
    ; this setting to 2 to double the speed pets gain health.
    ; Suggested options: 0.25, 0.5, 1, 2, 3 -> any multiplier
    set MOO.ini_follower_healthgain to 1
    ; By default mimics are able to carry 200 weight at level 1, which is
    ; increased by 10 for every gained level. This means a level 5 mimic is
    ; able to carry 240 weight.
    ; Suggested options: 100+ and 5+
    set MOO.ini_follower_encumbrance_max to 200
    set MOO.ini_follower_encumbrance_level to 10
    ; By default pet names can consist out of a maximum of 20 characters.
    ; Suggested options: 20+
    set MOO.ini_follower_name to 20
    ; By default pets with a size of no more than 50 can be picked up and carried
    ; using a (craftable) pet carrier.
    ; Suggested options: any value (50 is considered small size like cats and rabbits)
    set MOO.ini_follower_petcarrier to 50
    ; By default any creatures being able to be ridden can't go through doors.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_follower_door_horse to 0
    ;=============================================================================;
    ; Dynamic dungeons ;
    ;=============================================================================;
    ; By default dungeons can have random extensions.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_dungeon_extensions to 1
    ; By default a dungeon cell has a 25% maximum chance of a dynamic dungeon extension.
    ; Suggested options: 0 - 100
    set MOO.ini_dungeon_extensions_max to 25
    ; By default a dungeon cell has a 50% chance to be a boss room. Boss rooms
    ; can contain hard enemies and possible treasure.
    ; Suggested options: 0 - 100
    set MOO.ini_dungeon_extensions_boss to 50
    ; By default an outpost can be up to 4 levels deep.
    ; Suggested options: 1+
    set MOO.ini_outpost_levels_max to 4
    ; By default a level consist out of 50 to 250 tiles.
    ; Suggested options: any value
    set MOO.ini_outpost_tiles_total_min to 50
    set MOO.ini_outpost_tiles_total_max to 250
    ; By default a newly created tunnel can be extended by 10 tiles when the
    ; maximum amount of tiles is reached (250).
    ; Suggested options: 0 to 20
    set MOO.ini_outpost_tunnel_new_extended to 10
    ; By default tunnels will not have any rooms or split for at least 5 tiles.
    ; Suggested options: 1+
    set MOO.ini_outpost_tunnel_default_min to 5
    ; By default tunnels have a 25% chance to link to a room or split into 2 or
    ; more tunnels.
    ; Suggested options: Any percentage
    set MOO.ini_outpost_tunnel_room to 25
    set MOO.ini_outpost_tunnel_split to 25
    ; By default a tunnel can be a corner, stairs, gate with lever or an alcove
    ; at a certain % of the time.
    ; Suggested options: Any percentage
    set MOO.ini_outpost_tunnel_corner to 15
    set MOO.ini_outpost_tunnel_stairs to 25
    set MOO.ini_outpost_tunnel_gate to 15
    set MOO.ini_outpost_tunnel_alcove to 20
    ; By default tunnels are relatively long (1).
    ; Suggested options: (1), 2, 3, 4, 5 -> higher is shorter
    set MOO.ini_outpost_tunnel_distance to 1
    ; By default a tunnel can link to a room 50% of the time.
    ; Suggested options: Any percentage
    set MOO.ini_outpost_tunnel_end_room to 50
    ; By default lights and decorational items are added at a certain percentage.
    ; Suggested options: Any percentage
    set MOO.ini_outpost_light_on to 75
    set MOO.ini_outpost_light_off to 15
    set MOO.ini_outpost_light_empty to 10
    set MOO.ini_outpost_deco_metal to 35
    set MOO.ini_outpost_deco_well to 35
    set MOO.ini_outpost_deco_skeleton to 10
    set MOO.ini_outpost_deco_tapestry to 10
    set MOO.ini_outpost_deco_cobweb_tunnel to 20
    set MOO.ini_outpost_deco_cobweb_tunnel_corner to 35
    set MOO.ini_outpost_deco_cobweb_tunnel_alcove to 60
    set MOO.ini_outpost_deco_cobweb_room to 35
    set MOO.ini_outpost_deco_cobweb_room_corner to 50
    set MOO.ini_outpost_deco_clutter_alcove to 35
    set MOO.ini_outpost_deco_clutter_room_table to 50
    set MOO.ini_outpost_deco_clutter_treasure to 50
    set MOO.ini_outpost_deco_crates_tunnel_corner to 7
    set MOO.ini_outpost_deco_crates_room_1 to 20
    set MOO.ini_outpost_deco_crates_corner_1 to 30
    set MOO.ini_outpost_deco_crates_corner_2 to 20
    set MOO.ini_outpost_deco_crates_wall_1 to 20
    set MOO.ini_outpost_deco_crates_wall_2 to 10
    set MOO.ini_outpost_deco_crates_wall_3 to 10
    ; By default outpost are divided into 3 difficulties, each having a certain
    ; type of enemies.
    ; Suggested options: Any percentage (each type having 100 total)
    set MOO.ini_outpost_easy_iron to 50
    set MOO.ini_outpost_easy_bronze to 35
    set MOO.ini_outpost_easy_silver to 15
    set MOO.ini_outpost_easy_gold to 0
    set MOO.ini_outpost_normal_iron to 25
    set MOO.ini_outpost_normal_bronze to 25
    set MOO.ini_outpost_normal_silver to 25
    set MOO.ini_outpost_normal_gold to 25
    set MOO.ini_outpost_hard_iron to 0
    set MOO.ini_outpost_hard_bronze to 15
    set MOO.ini_outpost_hard_silver to 35
    set MOO.ini_outpost_hard_gold to 50
    ; By default the total amount of enemies is based on the difficulty of the
    ; room (iron, bronze, silver and gold).
    ; Suggested options: 1+ where max value is larger than min value
    set MOO.ini_outpost_iron_enemies_min to 3
    set MOO.ini_outpost_iron_enemies_max to 5
    set MOO.ini_outpost_bronze_enemies_min to 3
    set MOO.ini_outpost_bronze_enemies_max to 6
    set MOO.ini_outpost_silver_enemies_min to 3
    set MOO.ini_outpost_silver_enemies_max to 7
    set MOO.ini_outpost_gold_enemies_min to 3
    set MOO.ini_outpost_gold_enemies_max to 8
    ;=============================================================================;
    ; Advanced Health and Damage settings ;
    ;=============================================================================;
    ; By default the npc health multiplier is changed from 0.5 to 1, resulting in
    ; npcs having similar health to the player character. Change any of these
    ; game settings to -1 to keep them unchanged.
    ; The following gamesettings can be changed:
    ;
    ; Normal MOO OOO
    ; ------------------------------------------------------------------
    ; fDamageWeaponMult 0.5 0.66 0.65
    ; fCreatureCalcDamage 1 1.33 1.35
    ;
    ; fHandHealthMin 1.0 -- --
    ; fHandHealthMax 15.0 -- 17.0
    ; fHandDamageSkillMult 1.0 -- --
    ; fHandFatigueDamageBase 1.0 -- 2.5
    ; fHandFatigueDamageMult 0.5 -- 0.8
    ;
    ; fNPCAttributeHealthMult 0.5 1 0.5
    ; iNPCBasePerLevelHealthMult 4 4 5
    ; iLowLevelNPCMaxLevel 4 -- 1
    ; fLowLevelNPCBaseHealthMult 0.4 -- 0.7
    ;
    ; fDamageToArmorPercentage 9 6 3
    ; fDamageToWeaponPercentage 0.06 0.04 0.03
    ;
    ; fDamageSkillBase 0.2 -- --
    ; fDamageSkillMult 1.5 -- --
    ; fDamageStrengthBase 0.75 -- --
    ; fDamageStrengthMult 0.5 -- --
    ;
    ; fDamageWeaponConditionBase 0.5 -- --
    ; fDamageWeaponConditionMult 0.5 -- --
    ;
    ; fPCBaseHealthMult 2 -- 1.5
    ;
    ; fPerkSneakAttackMarksmanNoviceMult 2 2 2
    ; fPerkSneakAttackMarksmanApprenticeMult 3 3 3
    ; fPerkSneakAttackMarksmanJourneymanMult 3 3 3.5
    ; fPerkSneakAttackMarksmanExpertMult 3 3 4
    ; fPerkSneakAttackMarksmanMasterMult 3 3 4
    ;
    ; fPerkSneakAttackMeleeNoviceMult 4 4 4
    ; fPerkSneakAttackMeleeApprenticeMult 6 6 6
    ; fPerkSneakAttackMeleeJourneymanMult 6 6 7
    ; fPerkSneakAttackMeleeExpertMult 6 6 8
    ; fPerkSneakAttackMeleeMasterMult 6 6 8
    ;
    ; fPerkSneakAttackUnarmedNoviceMult -- 2 --
    ; fPerkSneakAttackUnarmedApprenticeMult -- 2 --
    ; fPerkSneakAttackUnarmedJourneymanMult -- 2 --
    ; fPerkSneakAttackUnarmedExpertMult -- 2 --
    ; fPerkSneakAttackUnarmedMasterMult -- 2 --
    ;
    ; fPerkSneakAttackDaggerNoviceMult -- 4 --
    ; fPerkSneakAttackDaggerApprenticeMult -- 6 --
    ; fPerkSneakAttackDaggerJourneymanMult -- 8 --
    ; fPerkSneakAttackDaggerExpertMult -- 10 --
    ; fPerkSneakAttackDaggerMasterMult -- 12 --
    ;
    ; Set to -1 to keep unchanged. Sneak settings can't individually be set
    ; to -1. To disable sneak damage changes set MOO.ini_damage_sneak to 0.
    ; OOO users please check the compatibility ini file to change some settings.
    set MOO.ini_fDamageWeaponMult to 0.66
    set MOO.ini_fCreatureCalcDamage to 1.33
    set MOO.ini_fHandHealthMin to -1
    set MOO.ini_fHandHealthMax to -1
    set MOO.ini_fHandDamageSkillMult to -1
    set MOO.ini_fHandFatigueDamageBase to -1
    set MOO.ini_fHandFatigueDamageMult to -1
    set MOO.ini_fNPCAttributeHealthMult to 1
    set MOO.ini_iNPCBasePerLevelHealthMult to 4
    set MOO.ini_iLowLevelNPCMaxLevel to -1
    set MOO.ini_fLowLevelNPCBaseHealthMult to -1
    set MOO.ini_fPCBaseHealthMult to -1
    set MOO.ini_fDamageToArmorPercentage to 6
    set MOO.ini_fDamageToWeaponPercentage to 0.04
    set MOO.ini_fDamageSkillBase to -1
    set MOO.ini_fDamageSkillMult to -1
    set MOO.ini_fDamageStrengthBase to -1
    set MOO.ini_fDamageStrengthMult to -1
    set MOO.ini_fDamageWeaponConditionBase to -1
    set MOO.ini_fDamageWeaponConditionMult to -1
    set MOO.ini_fPerkSneakAttackMarksmanNoviceMult to 2
    set MOO.ini_fPerkSneakAttackMarksmanApprenticeMult to 3
    set MOO.ini_fPerkSneakAttackMarksmanJourneymanMult to 3
    set MOO.ini_fPerkSneakAttackMarksmanExpertMult to 3
    set MOO.ini_fPerkSneakAttackMarksmanMasterMult to 3
    set MOO.ini_fPerkSneakAttackMeleeNoviceMult to 4
    set MOO.ini_fPerkSneakAttackMeleeApprenticeMult to 6
    set MOO.ini_fPerkSneakAttackMeleeJourneymanMult to 6
    set MOO.ini_fPerkSneakAttackMeleeExpertMult to 6
    set MOO.ini_fPerkSneakAttackMeleeMasterMult to 6
    set MOO.ini_fPerkSneakAttackUnarmedNoviceMult to 2
    set MOO.ini_fPerkSneakAttackUnarmedApprenticeMult to 2
    set MOO.ini_fPerkSneakAttackUnarmedJourneymanMult to 2
    set MOO.ini_fPerkSneakAttackUnarmedExpertMult to 2
    set MOO.ini_fPerkSneakAttackUnarmedMasterMult to 2
    set MOO.ini_fPerkSneakAttackDaggerNoviceMult to 4
    set MOO.ini_fPerkSneakAttackDaggerApprenticeMult to 6
    set MOO.ini_fPerkSneakAttackDaggerJourneymanMult to 8
    set MOO.ini_fPerkSneakAttackDaggerExpertMult to 10
    set MOO.ini_fPerkSneakAttackDaggerMasterMult to 12
    ; By default wearing the Shrouded Armor (both items) will double sneak damage.
    ; Suggested options: 1, 1.5, (2), 2.5, 3
    set MOO.ini_shroudedarmor_marksman to 2
    set MOO.ini_shroudedarmor_melee to 2
    ; By default a target will take 10% additional damage when hit, but no higher
    ; than the maximum (20) and no less than the minimum (5). The exception is
    ; when the damage would exceed 25% of the target's health. These settings are
    ; disabled until setting MOO.ini_damage_flat to 1.
    ; Suggested options: any positive value
    set MOO.ini_damage_flat_perc_weapon_min to 10
    set MOO.ini_damage_flat_perc_weapon_max to 25
    set MOO.ini_damage_flat_perc_creature_min to 10
    set MOO.ini_damage_flat_perc_creature_max to 25
    set MOO.ini_damage_flat_perc_magic_min to 5
    set MOO.ini_damage_flat_perc_magic_max to 10
    set MOO.ini_damage_flat_base_weapon_min to 5
    set MOO.ini_damage_flat_base_weapon_max to 20
    set MOO.ini_damage_flat_base_creature_min to 5
    set MOO.ini_damage_flat_base_creature_max to 20
    set MOO.ini_damage_flat_base_magic_min to 5
    set MOO.ini_damage_flat_base_magic_max to 20
    ;=============================================================================;
    ; Walking, running and jumping settings ;
    ;=============================================================================;
    ; By default the base amount of damage taken per second of falling remains
    ; unchanged (-1). This setting is normally set to 80.
    ; Suggested options: (-1), 40, 60, 80, 100
    set MOO.ini_fJumpFallTimeMult to -1
    ; By default the minimum and maxmimum walking/running speed remains unchanged.
    ; These settings are normally set to 90 and 130.
    ; Suggested options: (-1), 50+
    set MOO.ini_fMoveCharWalkMin to -1
    set MOO.ini_fMoveCharWalkMax to -1
    ; By default the minimum and maximum jumping height remains unchanged.
    ; These settings are normally set to 64 and 164.
    ; Suggested options: (-1), 30+
    set MOO.ini_FJumpHeightMin to -1
    set MOO.ini_FJumpHeightMax to -1
    ;=============================================================================;
    ; Advanced magic settings ;
    ;=============================================================================;
    ; By default magicka multipliers (the amount intelligence affects magicka)
    ; remain unchanged (-1). This is 1.5 for npcs and 1 for the player character.
    ; Suggested options: (-1), 1, 1.5, 2, 2.5, 3
    set MOO.ini_FNPCBaseMagickaMult to -1
    set MOO.ini_FPCBaseMagickaMult to -1
    ;=============================================================================;
    ; Advanced weapon settings ;
    ;=============================================================================;
    ; By default weapons do an additional x% base damage to certain npcs and/or
    ; creatures, based on the material of the weapon (like silver to undead).
    ; Suggested options: any value between 0 and 200
    set MOO.ini_weapon_silver_health to 80
    set MOO.ini_weapon_dwarven_health to 75
    set MOO.ini_weapon_chitin_health to 35
    set MOO.ini_weapon_elven_health to 70
    set MOO.ini_weapon_ayleid_health to 65
    set MOO.ini_weapon_glass_health to 50
    set MOO.ini_weapon_ebony_health to 50
    set MOO.ini_weapon_daedric_health to 35
    set MOO.ini_weapon_daedric_magicka to 65
    set MOO.ini_weapon_orcish_health to 35
    ; By default the additional damage is further increased based on the target's
    ; health/magicka. This is useful at high levels for creatures with high health
    ; multipliers.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_weapon_damage_target to 1
    ; By default Dwemer weapons are 50% more effective in breaking locks on
    ; containers and doors.
    ; Suggested options: 0 30 (50) 70 100
    set MOO.ini_weapon_dwemer_locks to 50
    ; By default an actor taking additional damage will have a white glow for a
    ; short period of time.
    ; Suggested options: 0, (1), 2 -> off, (shader 1), shader 2
    set MOO.ini_weapon_material_shader to 1
    ;=============================================================================;
    ; Advanced lock settings ;
    ;=============================================================================;
    ; By default lock difficulty is based on quality, location and if the
    ; container/door is owned by anyone.
    ; Suggested options: any value (== level modifier)
    set MOO.ini_locks_low to 1
    set MOO.ini_locks_average to 21
    set MOO.ini_locks_high to 41
    set MOO.ini_locks_nearcity to 0
    set MOO.ini_locks_outskirts to 7
    set MOO.ini_locks_remote to 20
    set MOO.ini_locks_owned to 15
    ; By default a random value is used to slightly randomize lock difficulty.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_locks_variable to 1
    ;=============================================================================;
    ; World object settings ;
    ;=============================================================================;
    ; By default a small (player) house is placed in Blackwood swamp.
    ; Please note that this house is saved into the savegame.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_blackwood to 1
    ; By default ore, gem and stone veins are placed randomly in dungeons.
    ; These veins are saved into the savegame.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_veins to 1
    ; By default rocks and rubble piles in dungeons added by other mods are
    ; automatically converted into veins.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_convert_rocks_mods to 1
    set MOO.ini_convert_rubble_mods to 1
    ; By default ore, gem and stone veins are NOT different for every new game.
    ; Enabling/disabling this feature will require starting a new game.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_veins_random to 0
    ; By default crafting tools (forges, anvils, wells, etc.) are converted to
    ; usable objects. They can also be purchased from merchants as deeds.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_add_tools to 1
    ;=============================================================================;
    ; Spawn point settings ;
    ;=============================================================================;
    ; By default regional spawn points are automatically disabled when a
    ; conflicting mod is loaded. Set to 0 to disable.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_spawn_skyrim_01 to 1 ; (-14504, 143570)
    set MOO.ini_spawn_skyrim_02 to 1 ; (-12310, 148951)
    set MOO.ini_spawn_skyrim_03 to 1 ; (-1883, 150746)
    set MOO.ini_spawn_skyrim_04 to 1 ; (24323, 156570)
    set MOO.ini_spawn_skyrim_05 to 1 ; (22778, 163452)
    set MOO.ini_spawn_skyrim_06 to 1 ; (37328, 155938)
    set MOO.ini_spawn_skyrim_07 to 1 ; (41437, 161828)
    set MOO.ini_spawn_skyrim_08 to 1 ; (72626, 162193)
    set MOO.ini_spawn_skyrim_09 to 1 ; (671, 151119)
    set MOO.ini_spawn_skyrim_10 to 1 ; (37587, 144664)
    set MOO.ini_spawn_elsweyr_01 to 1 ; (82477, -160794)
    set MOO.ini_spawn_elsweyr_02 to 1 ; (74868, -142303)
    set MOO.ini_spawn_elsweyr_03 to 1 ; (72766, -107499)
    set MOO.ini_spawn_elsweyr_04 to 1 ; (73658, -98468)
    set MOO.ini_spawn_elsweyr_05 to 1 ; (79957, -91155)
    set MOO.ini_spawn_elsweyr_06 to 1 ; (78601, -68932)
    set MOO.ini_spawn_elsweyr_07 to 1 ; (64436, -56701)
    set MOO.ini_spawn_elsweyr_08 to 1 ; (20421, -26576)
    set MOO.ini_spawn_elsweyr_09 to 1 ; (4882, -25109)
    set MOO.ini_spawn_elsweyr_10 to 1 ; (-17618, -24377)
    set MOO.ini_spawn_elsweyr_11 to 1 ; (-29519, -11899)
    set MOO.ini_spawn_elsweyr_12 to 1 ; (-37154, -14033)
    set MOO.ini_spawn_valenwood_01 to 1 ; (-96631, -92510)
    set MOO.ini_spawn_valenwood_02 to 1 ; (-110916, -16643)
    set MOO.ini_spawn_valenwood_03 to 1 ; (-121766, -22028)
    set MOO.ini_spawn_valenwood_04 to 1 ; (-131868, -28609)
    set MOO.ini_spawn_valenwood_05 to 1 ; (-141059, -34960)
    set MOO.ini_spawn_valenwood_06 to 1 ; (-152514, -43956)
    set MOO.ini_spawn_valenwood_07 to 1 ; (-158883, -41915)
    set MOO.ini_spawn_goldcoast01 to 1 ; (-210657, 14844)
    set MOO.ini_spawn_goldcoast02 to 1 ; (-218058, 7646)
    set MOO.ini_spawn_goldcoast03 to 1 ; (-217965, -14815)
    set MOO.ini_spawn_goldcoast04 to 1 ; (-169343, -53271)
    set MOO.ini_spawn_goldcoast05 to 1 ; (-165110, -52294)
    set MOO.ini_spawn_topalbay_01 to 1 ; (77627, -165430)
    set MOO.ini_spawn_topalbay_02 to 1 ; (83523, -161597)
    set MOO.ini_spawn_topalbay_03 to 1 ; (102935, -163236)
    set MOO.ini_spawn_topalbay_04 to 1 ; (117272, -171092)
    set MOO.ini_spawn_topalbay_05 to 1 ; (133414, -172801)
    set MOO.ini_spawn_hammerfell_01 to 1 ; (-92624, 85308)
    set MOO.ini_spawn_hammerfell_02 to 1 ; (-105385, 72821)
    set MOO.ini_spawn_hammerfell_03 to 1 ; (-129547, 58120)
    set MOO.ini_spawn_hammerfell_04 to 1 ; (-141756, 43857)
    set MOO.ini_spawn_hammerfell_05 to 1 ; (-159493, 33055)
    set MOO.ini_spawn_hammerfell_06 to 1 ; (-165411, 24955)
    set MOO.ini_spawn_hammerfell_07 to 1 ; (-187500, 19983)
    set MOO.ini_spawn_hammerfell_08 to 1 ; (-195588, 23949)
    set MOO.ini_spawn_morrowind_01 to 1 ; (181368, -19922)
    set MOO.ini_spawn_morrowind_02 to 1 ; (192661, -18064)
    set MOO.ini_spawn_morrowind_03 to 1 ; (210324, -12268)
    set MOO.ini_spawn_morrowind_04 to 1 ; (211759, -1099)
    set MOO.ini_spawn_morrowind_05 to 1 ; (201551, 15641)
    set MOO.ini_spawn_morrowind_06 to 1 ; (192556, 369)
    set MOO.ini_spawn_morrowind_07 to 1 ; (173984, -8223)
    set MOO.ini_spawn_morrowind_08 to 1 ; (185409, 24207)
    set MOO.ini_spawn_morrowind_09 to 1 ; (157244, 34252)
    set MOO.ini_spawn_morrowind_10 to 1 ; (135490, 128636)
    set MOO.ini_spawn_blackmarsh_01 to 1 ; (115356, -126544)
    set MOO.ini_spawn_blackmarsh_02 to 1 ; (116587, -122377)
    set MOO.ini_spawn_blackmarsh_03 to 1 ; (117994, -119057)
    set MOO.ini_spawn_blackmarsh_04 to 1 ; (119913, -114732)
    set MOO.ini_spawn_blackmarsh_05 to 1 ; (120169, -110134)
    set MOO.ini_spawn_blackmarsh_06 to 1 ; (123654, -108332)
    set MOO.ini_spawn_blackmarsh_07 to 1 ; (126362, -108649)
    set MOO.ini_spawn_blackmarsh_08 to 1 ; (128935, -107070)
    set MOO.ini_spawn_blackmarsh_09 to 1 ; (132214, -106495)
    set MOO.ini_spawn_blackmarsh_10 to 1 ; (137541, -110078)
    set MOO.ini_spawn_blackmarsh_11 to 1 ; (136130, -116195)
    set MOO.ini_spawn_blackmarsh_12 to 1 ; (127149, -119326)
    set MOO.ini_spawn_blackmarsh_13 to 1 ; (122509, -122766)
    set MOO.ini_spawn_blackmarsh_14 to 1 ; (122248, -119122)
    set MOO.ini_spawn_blackmarsh_15 to 1 ; (119510, -117283)
    set MOO.ini_spawn_blackmarsh_16 to 1 ; (123219, -114634)
    set MOO.ini_spawn_blackmarsh_17 to 1 ; (128666, -116256)
    set MOO.ini_spawn_blackmarsh_18 to 1 ; (128694, -111712)
    set MOO.ini_spawn_blackmarsh_19 to 1 ; (131847, -110052)
    set MOO.ini_spawn_blackmarsh_20 to 1 ; (132708, -116608)
    set MOO.ini_spawn_blackmarsh_21 to 1 ; (124253, -119333)
    set MOO.ini_spawn_blackmarsh_22 to 1 ; (125758, -105934)
    set MOO.ini_spawn_blackmarsh_23 to 1 ; (134456, -100611)
    set MOO.ini_spawn_blackmarsh_24 to 1 ; (137380, -104274)
    set MOO.ini_spawn_blackmarsh_25 to 1 ; (142072, -102577)
    set MOO.ini_spawn_blackmarsh_26 to 1 ; (151447, -102894)
    set MOO.ini_spawn_blackmarsh_27 to 1 ; (145031, -100233)
    set MOO.ini_spawn_blackmarsh_28 to 1 ; (140009, -101189)
    set MOO.ini_spawn_blackmarsh_29 to 1 ; (138895, -99388)
    set MOO.ini_spawn_blackmarsh_30 to 1 ; (138782, -94801)
    set MOO.ini_spawn_blackmarsh_31 to 1 ; (142704, -96106)
    set MOO.ini_spawn_blackmarsh_32 to 1 ; (147460, -99558)
    set MOO.ini_spawn_blackmarsh_33 to 1 ; (147847, -103759)
    set MOO.ini_spawn_blackmarsh_34 to 1 ; (141655, -108771)
    set MOO.ini_spawn_blackmarsh_35 to 1 ; (134618, -112679)
    set MOO.ini_spawn_blackmarsh_36 to 1 ; (130866, -114288)
    set MOO.ini_spawn_blackmarsh_37 to 1 ; (125872, -121947)
    set MOO.ini_spawn_blackmarsh_38 to 1 ; (119772, -125404)
    set MOO.ini_spawn_blackmarsh_39 to 1 ; (126092, -126446)
    set MOO.ini_spawn_blackmarsh_40 to 1 ; (127173, -113835)
    ;=============================================================================;
    ; Advanced ability settings ;
    ;=============================================================================;
    ; By default feign death will always be succesful when atleast 30 meters away
    ; from any attackers.
    ; Suggested options: 0, 15, (30), 45, 60
    set MOO.ini_feigndeath_distance to 30
    ; By default feign death has a minimum chance of 10% to fail when in combat.
    ; Suggested options: 0, 5, (10), 15, 20, 25
    set MOO.ini_feigndeath_fail to 10
    ; By default actors can be alerted when a nearby projectiles (arrows and spells)
    ; passes them by. Projectiles traveling closer by are easier detected. Any
    ; projectile more than 5 meters away will not be detected.
    ; Suggested options: 3, 4, (5), 8, 10, 15
    set MOO.ini_missalert_distance to 5
    ; By default actors will call for healing when below 50% health and in combat.
    ; A target will heal itself 50% of the time and others 100% of the time.
    ; Additionally, actors will always call for healing when hurt and out of combat.
    ; Suggested options: Any percentage
    set MOO.ini_callhealing_combat to 50
    set MOO.ini_callhealing_self to 50
    set MOO.ini_callhealing_target to 100
    ; By default spells are easier detected than arrows. Change these values
    ; to make projectiles easier/harder to detect.
    ; Suggested options: between 50 and 300
    set MOO.ini_missalert_arrows to 50
    set MOO.ini_missalert_spells to 150
    ; By default it takes 15 seconds to apply a bandage to yourself and 5 seconds
    ; to someone else.
    ; Suggested options: any amount of seconds
    set MOO.ini_healing_time_player to 15
    set MOO.ini_healing_time_other to 5
    ; By default healing with bandages will recover up to 65% health.
    ; Suggested options: any percentage
    set MOO.ini_healing_max to 65
    ; By default getting hit while healing will recover 50% less health for every
    ; hit taken.
    ; Suggested options: any percentage
    set MOO.ini_healing_damage to 50
    ; By default feeding a tamed creature will recover 10% health.
    ; Suggested options: any percentage
    set MOO.ini_healing_food to 10
    ; By default NO shader is added for targets being healed.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_healing_shader to 0
    ; By default whistling can be heard for 40 meters. Set to -1 to always be heard.
    ; Suggested options: -1, 20, (40), 50, 60
    set MOO.ini_whistle_distance to 40
    ; By default whistling has a 25% chance to alert enemies of your presence.
    ; Suggested options: 0, 10, (25), 33, 50
    set MOO.ini_whistle_enemies to 25
    ; By default whistling does NOT summon creatures to the player character.
    ; Suggested options: (0), 1, 2 -> (none), magic users, all creatures
    set MOO.ini_whistle_summon to 0
    ; By default whistling can also summon companions.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_whistle_companions to 1
    ; By default pets can teleport to the player character through summoning
    ; for 10 meters. Enable summoning by editing MOO.ini_Whistle_summon.
    ; Set to -1 to always summon pets unrelated to distance.
    ; Suggested options: -1, 5, (10), 20, 30
    set MOO.ini_summon_distance to 10
    ; By default the player character talks when attempting to tame a creature.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_taming_speech to 1
    ; By default using a hand scythe can harvest flora at a range of 5 meters.
    ; Suggested options: 2, 3, (5), 7, 10
    set MOO.ini_harvestflora_distance to 5
    ;=============================================================================;
    ; Advanced game settings ;
    ;=============================================================================;
    ; By default the icon for the script effect has been updated to look
    ; differently.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_update_scripteffect_icon to 1
    ;=============================================================================;
    ; Advanced AI settings ;
    ;=============================================================================;
    ; By default npcs and creatures are more mobile and can be found outside their
    ; normal spawn location. When enabled, their range (in meters) is as follows:
    set MOO.ini_npc_interior_melee to 100
    set MOO.ini_npc_interior_missile to 75
    set MOO.ini_npc_interior_boss to 50
    set MOO.ini_npc_exterior_melee to 50
    set MOO.ini_npc_exterior_missile to 33
    set MOO.ini_npc_exterior_boss to 15
    set MOO.ini_creature_interior_melee to 50
    set MOO.ini_creature_interior_allowfalls to 25
    set MOO.ini_creature_interior_swims to 15
    set MOO.ini_creature_exterior_melee to 100
    set MOO.ini_creature_exterior_allowfalls to 50
    set MOO.ini_creature_exterior_swims to 25
    ; By default actors are able to flee when low on health, diseased or see an
    ; ally die in combat. Weak npcs can decide to flee, rather than enter combat.
    ;When fleeing it's possible to pull allies into fleeing.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_actors_flee_lowhealth to 1
    set MOO.ini_actors_flee_diseased to 1
    set MOO.ini_actors_flee_deathfriendly to 1
    set MOO.ini_actors_flee_pullallies to 1
    set MOO.ini_actors_flee_weaknpc to 1
    ; By default actors in the player faction have their combat rating increased
    ; by 5 levels. A higher combat rating makes actors more confident in combat.
    ; Increase this setting if you find that companions flee too easily.
    ; Suggested options: any positive number
    set MOO.ini_actors_combat_pcfaction to 5
    ; By default actors in the player faction have their combat further adjusted
    ; based on the difficulty setting (+3 for advanced difficulty).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_actors_combat_difficulty to 1
    ;=============================================================================;
    ; Advanced item settings ;
    ;=============================================================================;
    ; By default locked containers have a 5% chance to contain a small treasure.
    ; Suggested options: 0, 3, (5), 7, 10
    set MOO.ini_random_treasure to 5
    ; By default the chance for locked containers to contain a small treasure is
    ; increased by an additional 20% based on the quality of the lock.
    ; Suggested options: 0, 10, 15, (20), 25
    set MOO.ini_lock_treasure to 20
    ; By default the chance to find treasure is modified based on the difficulty
    ; of reaching the treasure. This means that there will be more treasure in
    ; remote areas and where the player is not allowed to visit.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_treasure_remote to 1
    ; By default teddybear backpacks can be found as treasure in houses (not dungeons).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_treasure_teddybears to 0
    ; By default bashing trapped containers has a 30% chance to destroy any items
    ; inside it. Quest and scripted items will never be destroyed.
    ; Suggested options: 0, (30), 50, 70, 100
    set MOO.ini_trap_destroy to 30
    ; By default poison of poison traps can reach 5 meters.
    ; Suggested options: 3, 4, (5), 6, 7
    set MOO.ini_poison_distance to 5
    ; By default exploding traps on containers can be heard for 50 meters.
    ; Suggested options: 0, 25, 40, (50), 75
    set MOO.ini_trap_distance to 50
    ; By default equipment made from rare material is harder to find as loot.
    ; This is further adjusted based on the distance to any cities.
    ; These settings can be disabled by setting MOO.ini_update_loot to 0.
    ; Suggested options: any value between 0 and 100 (percent)
    set MOO.ini_loot_nearby_fur to 100
    set MOO.ini_loot_nearby_iron to 100
    set MOO.ini_loot_nearby_leather to 75
    set MOO.ini_loot_nearby_steel to 75
    set MOO.ini_loot_nearby_chainmail to 50
    set MOO.ini_loot_nearby_silver to 50
    set MOO.ini_loot_nearby_mithril to 33
    set MOO.ini_loot_nearby_dwarven to 33
    set MOO.ini_loot_nearby_elven to 25
    set MOO.ini_loot_nearby_orcish to 25
    set MOO.ini_loot_nearby_glass to 10
    set MOO.ini_loot_nearby_ebony to 10
    set MOO.ini_loot_nearby_daedric to 10
    set MOO.ini_loot_outskirts_fur to 100
    set MOO.ini_loot_outskirts_iron to 100
    set MOO.ini_loot_outskirts_leather to 100
    set MOO.ini_loot_outskirts_steel to 100
    set MOO.ini_loot_outskirts_chainmail to 75
    set MOO.ini_loot_outskirts_silver to 75
    set MOO.ini_loot_outskirts_mithril to 50
    set MOO.ini_loot_outskirts_dwarven to 50
    set MOO.ini_loot_outskirts_elven to 33
    set MOO.ini_loot_outskirts_orcish to 33
    set MOO.ini_loot_outskirts_glass to 25
    set MOO.ini_loot_outskirts_ebony to 25
    set MOO.ini_loot_outskirts_daedric to 25
    set MOO.ini_loot_remote_fur to 100
    set MOO.ini_loot_remote_iron to 100
    set MOO.ini_loot_remote_leather to 100
    set MOO.ini_loot_remote_steel to 100
    set MOO.ini_loot_remote_chainmail to 100
    set MOO.ini_loot_remote_silver to 100
    set MOO.ini_loot_remote_mithril to 75
    set MOO.ini_loot_remote_dwarven to 75
    set MOO.ini_loot_remote_elven to 50
    set MOO.ini_loot_remote_orcish to 50
    set MOO.ini_loot_remote_glass to 33
    set MOO.ini_loot_remote_ebony to 33
    set MOO.ini_loot_remote_daedric to 33
    ; By default magic equipment is harder to find based on location.
    ; Suggested options: any value between 0 and 100 (percent)
    set MOO.ini_loot_nearby_magic to 50
    set MOO.ini_loot_outskirts_magic to 75
    set MOO.ini_loot_remote_magic to 100
    ;=============================================================================;
    ; Advanced actor settings ;
    ;=============================================================================;
    ; By default non-scripted creatures are resized slightly to add variation.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_creature_resize to 1
    ; By default npcs from other regions are hostile towards bandits and marauders.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_npc_region_hostile to 1
    ; By default Elsweyr Thieves are successful stealing items 33% of the time.
    ; Suggested options: 0, 25, (33), 66, 100
    set MOO.ini_thief_steal to 33
    ; By default Elsweyr Thieves can steal equipped arrows.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_thief_steal_ammo to 1
    ; By default Vampires take 2% damage a second when being outdoors during the
    ; day in full day light.
    ; Suggested options: 0, 1, (2), 4, 8
    set MOO.ini_vampire_sundamage to 2
    ; By default vampires recover 4% health a second when not taking sun damage.
    ; Suggested options: 0, 1, 2, (4), 8
    set MOO.ini_vampire_healthregeneration to 0
    ; By default vampires that are pulled outdoors into direct sunlight will return
    ; back indoors when their health drops below 50%.
    ; Suggested options: any percentage
    set MOO.ini_vampire_health_sunlight to 50
    ; By default vampires do not regenerate health for 8 seconds after being hit
    ; by a silver weapon. Ancient vampires are only affected for 2 seconds.
    ; Suggested options: any seconds; set to 0 to disable
    set MOO.ini_vampire_silvertime to 8
    set MOO.ini_vampire_ancient_silvertime to 2
    ; By default original skeletons have their shaders restored.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_skeleton_shaders to 1
    ; By default zombies and mummies don't die, but get back up 70% of the time.
    ; Suggested options: 0, 33, (70), 85, 100
    set MOO.ini_zombie_resurrect to 70
    set MOO.ini_mummy_resurrect to 70
    ; By default a zombie can be killed permanently when taking their brain
    ; from their inventory.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_zombie_brain to 1
    ; By default a mummy can NOT be killed permanently when taking their
    ; wrappings from their inventory.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_mummy_wrappings to 1
    ; By default a spriggan can NOT be killed permanently when taking their
    ; Taproot from their inventory.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_spriggan_taproot to 1
    ; By default liches are friendly towards eachother.
    ; Suggested options: 0, (1) -> hostile, (friendly)
    set MOO.ini_lich_relationship to 1
    ; By default dremora are friendly towards conjurers.
    ; Suggested options: 0, (1) -> hostile, (friendly)
    set MOO.ini_dremora_relationship to 1
    ; By default mythic dawn is friendly to conjurers, daedra and dremora.
    ; Suggested options: 0, (1) -> hostile, (friendly)
    set MOO.ini_mythicdawn_relationship to 1
    ; By default arena npcs are put into an evil faction to avoid being
    ; able to give murder counts.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_arena_evil to 1
    ; By default vultures fly over dead bodies 20% of the time.
    ; Suggested options: 0, (20), 30, 40, 50
    set MOO.ini_vulture_circle to 20
    ; By default seagulls fly over fish in water 50% of the time.
    ; Suggested options: 0, 33, (50), 67, 100
    set MOO.ini_seagull_circle to 50
    ; By default Mud Crabs have a 5% chance to grab the player character's
    ; (and npc's) weapon and a 10% chance to damage his/her armor.
    set MOO.ini_mudcrab_grab to 5
    set MOO.ini_mudcrab_break to 10
    ; By default Giants power attacking with a Giant Club will make it's
    ; target fly for several meters. Set to 0 to disable.
    ; Suggested options: 0, (100), 250, 500, 750 -> higher is further
    set MOO.ini_giant_club to 100
    ; By default npcs can can be heard for 14 meters.
    ; Suggested options: 0, 5, 10, (14), 20
    set MOO.ini_npc_distance to 14
    ; By default dogs barking can be heard for 40 meters.
    ; Suggested options: 0, 25, (40), 50, 75
    set MOO.ini_dog_distance to 40
    ; By default mammoths can be heard for 60 meters.
    ; Suggested options: 0, 30, (60), 75, 100
    set MOO.ini_mammoth_distance to 60
    ; By default the first Young Shalk Beetle found in the starting dungeon
    ; has a random name (player character's pet).
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_beetle_name to 1
    ; By default mythical creatures spawn with more variation.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_mythicalcreatures_diverse to 1
    ;=============================================================================;
    ; Advanced level scaling settings ;
    ;=============================================================================;
    ; By default vanilla actors (creatures and npcs) are replaced by MOO creature
    ; leveled lists. Set this to 0 to stop MOO from adding actors to vanilla lists.
    ; Suggested options: 0, (1) -> off, (on)
    set MOO.ini_levelscaling_actors to 1
    ; By default creatures up to 100 levels below the player character's can spawn.
    ; This insures that items/creatures do not stop spawning. For Oblivion this
    ; is normally set to 8.
    ; Suggested options: 8+
    set MOO.ini_iLevItemLevelDifferenceMax to 100
    set MOO.ini_iLevCreaLevelDifferenceMax to 100
    ; By default npcs will spawn with slightly variable levels. This range is
    ; from -1.9 to +2.4.
    ; Suggested options: any value near 0, where min value is lower than max value
    set MOO.ini_levelscaling_npc_variable_min to -1.9
    set MOO.ini_levelscaling_npc_variable_max to 2.4
    ; By default npcs have a minimum level, maximum level and a modifier level.
    ; The difficulty level modifies the minimum level of npcs (+3 for advanced).
    ; levelmin == minimum level of npc
    ; levelmax == maximum level of npc (set to 0 to have no maximum)
    ; levelmod == amount of levels higher/lower than player character
    ;
    ; Guards and Soldiers (Imperial Legion and other cities)
    set MOO.ini_levelmin_guard_recruit to 12
    set MOO.ini_levelmax_guard_recruit to 0
    set MOO.ini_levelmod_guard_recruit to 4
    set MOO.ini_levelmin_guard_IC to 20
    set MOO.ini_levelmax_guard_IC to 0
    set MOO.ini_levelmod_guard_IC to 6
    set MOO.ini_levelmin_captain_IC to 40
    set MOO.ini_levelmax_captain_IC to 0
    set MOO.ini_levelmod_captain_IC to 15
    set MOO.ini_levelmin_guard_other to 15
    set MOO.ini_levelmax_guard_other to 0
    set MOO.ini_levelmod_guard_other to 4
    set MOO.ini_levelmin_captain_other to 25
    set MOO.ini_levelmax_captain_other to 0
    set MOO.ini_levelmod_captain_other to 8
    ; Vampires
    set MOO.ini_levelmin_vampire_grunt to 14
    set MOO.ini_levelmax_vampire_grunt to 0
    set MOO.ini_levelmod_vampire_grunt to 2
    set MOO.ini_levelmin_vampire_boss to 9
    set MOO.ini_levelmax_vampire_boss to 0
    set MOO.ini_levelmod_vampire_boss to 4
    set MOO.ini_levelmin_vampire_ancient_grunt to 15
    set MOO.ini_levelmax_vampire_ancient_grunt to 0
    set MOO.ini_levelmod_vampire_ancient_grunt to 10
    set MOO.ini_levelmin_vampire_ancient_boss to 40
    set MOO.ini_levelmax_vampire_ancient_boss to 0
    set MOO.ini_levelmod_vampire_ancient_boss to 15
    ; Bandits and Marauders
    set MOO.ini_levelmin_bandit_highwayman to 5
    set MOO.ini_levelmax_bandit_highwayman to 0
    set MOO.ini_levelmod_bandit_highwayman to 2
    set MOO.ini_levelmin_bandit_grunt to 2
    set MOO.ini_levelmax_bandit_grunt to 0
    set MOO.ini_levelmod_bandit_grunt to -2
    set MOO.ini_levelmin_bandit_boss to 13
    set MOO.ini_levelmax_bandit_boss to 0
    set MOO.ini_levelmod_bandit_boss to 8
    set MOO.ini_levelmin_bandit_hard_grunt to 15
    set MOO.ini_levelmax_bandit_hard_grunt to 0
    set MOO.ini_levelmod_bandit_hard_grunt to 6
    set MOO.ini_levelmin_bandit_hard_boss to 25
    set MOO.ini_levelmax_bandit_hard_boss to 0
    set MOO.ini_levelmod_bandit_hard_boss to 12
    set MOO.ini_levelmin_marauder_grunt to 1
    set MOO.ini_levelmax_marauder_grunt to 0
    set MOO.ini_levelmod_marauder_grunt to -3
    set MOO.ini_levelmin_marauder_boss to 12
    set MOO.ini_levelmax_marauder_boss to 0
    set MOO.ini_levelmod_marauder_boss to 7
    set MOO.ini_levelmin_marauder_hard_grunt to 15
    set MOO.ini_levelmax_marauder_hard_grunt to 0
    set MOO.ini_levelmod_marauder_hard_grunt to 6
    set MOO.ini_levelmin_marauder_hard_boss to 25
    set MOO.ini_levelmax_marauder_hard_boss to 0
    set MOO.ini_levelmod_marauder_hard_boss to 12
    ; Necromancers and Conjurers (also for region casters)
    set MOO.ini_levelmin_necromancer_grunt to 5
    set MOO.ini_levelmax_necromancer_grunt to 0
    set MOO.ini_levelmod_necromancer_grunt to 1
    set MOO.ini_levelmin_necromancer_boss to 10
    set MOO.ini_levelmax_necromancer_boss to 0
    set MOO.ini_levelmod_necromancer_boss to 4
    set MOO.ini_levelmin_necromancer_hard_grunt to 20
    set MOO.ini_levelmax_necromancer_hard_grunt to 0
    set MOO.ini_levelmod_necromancer_hard_grunt to 10
    set MOO.ini_levelmin_necromancer_hard_boss to 30
    set MOO.ini_levelmax_necromancer_hard_boss to 0
    set MOO.ini_levelmod_necromancer_hard_boss to 15
    set MOO.ini_levelmin_conjurer_grunt to 4
    set MOO.ini_levelmax_conjurer_grunt to 0
    set MOO.ini_levelmod_conjurer_grunt to 0
    set MOO.ini_levelmin_conjurer_boss to 9
    set MOO.ini_levelmax_conjurer_boss to 0
    set MOO.ini_levelmod_conjurer_boss to 3
    set MOO.ini_levelmin_conjurer_hard_grunt to 20
    set MOO.ini_levelmax_conjurer_hard_grunt to 0
    set MOO.ini_levelmod_conjurer_hard_grunt to 10
    set MOO.ini_levelmin_conjurer_hard_boss to 30
    set MOO.ini_levelmax_conjurer_hard_boss to 0
    set MOO.ini_levelmod_conjurer_hard_boss to 15
    ; Adventurers and Heroes
    set MOO.ini_levelmin_adventurer to 6
    set MOO.ini_levelmax_adventurer to 0
    set MOO.ini_levelmod_adventurer to 3
    set MOO.ini_levelmin_hero to 14
    set MOO.ini_levelmax_hero to 0
    set MOO.ini_levelmod_hero to 9
    ; Morag Tong Assassins
    set MOO.ini_levelmin_moragtong_grunt to 12
    set MOO.ini_levelmax_moragtong_grunt to 0
    set MOO.ini_levelmod_moragtong_grunt to 8
    set MOO.ini_levelmin_moragtong_boss to 30
    set MOO.ini_levelmax_moragtong_boss to 0
    set MOO.ini_levelmod_moragtong_boss to 15
    ; Regional fighters (ranks: 0 Scout, 1 Grunt, 2 Boss, 3 Champion, 4 Leader)
    ; These settings are also used for associated regional npcs, like smugglers,
    ; cannibals, mercenaries, etc.
    set MOO.ini_levelmin_region_rank0 to 2
    set MOO.ini_levelmax_region_rank0 to 0
    set MOO.ini_levelmod_region_rank0 to -2
    set MOO.ini_levelmin_region_rank1 to 6
    set MOO.ini_levelmax_region_rank1 to 0
    set MOO.ini_levelmod_region_rank1 to 3
    set MOO.ini_levelmin_region_rank2 to 14
    set MOO.ini_levelmax_region_rank2 to 0
    set MOO.ini_levelmod_region_rank2 to 9
    set MOO.ini_levelmin_region_rank3 to 20
    set MOO.ini_levelmax_region_rank3 to 0
    set MOO.ini_levelmod_region_rank3 to 15
    set MOO.ini_levelmin_region_rank4 to 50
    set MOO.ini_levelmax_region_rank4 to 0
    set MOO.ini_levelmod_region_rank4 to 20
    ; Poachers
    set MOO.ini_levelmin_poacher to 1
    set MOO.ini_levelmax_poacher to 0
    set MOO.ini_levelmod_poacher to -1
    ; Pirates
    set MOO.ini_levelmin_pirate_grunt to 2
    set MOO.ini_levelmax_pirate_grunt to 0
    set MOO.ini_levelmod_pirate_grunt to 2
    set MOO.ini_levelmin_pirate_boss to 6
    set MOO.ini_levelmax_pirate_boss to 0
    set MOO.ini_levelmod_pirate_boss to 4
    ; Black Bow Bandits
    set MOO.ini_levelmin_blackbow_grunt to 4
    set MOO.ini_levelmax_blackbow_grunt to 0
    set MOO.ini_levelmod_blackbow_grunt to 1
    set MOO.ini_levelmin_blackbow_boss to 12
    set MOO.ini_levelmax_blackbow_boss to 0
    set MOO.ini_levelmod_blackbow_boss to 5
    ; Dremora (rank 6 is Daedric Lords)
    set MOO.ini_levelmin_dremora_rank0 to 2
    set MOO.ini_levelmax_dremora_rank0 to 2
    set MOO.ini_levelmod_dremora_rank0 to 0
    set MOO.ini_levelmin_dremora_rank1 to 6
    set MOO.ini_levelmax_dremora_rank1 to 6
    set MOO.ini_levelmod_dremora_rank1 to 0
    set MOO.ini_levelmin_dremora_rank2 to 10
    set MOO.ini_levelmax_dremora_rank2 to 10
    set MOO.ini_levelmod_dremora_rank2 to 0
    set MOO.ini_levelmin_dremora_rank3 to 14
    set MOO.ini_levelmax_dremora_rank3 to 14
    set MOO.ini_levelmod_dremora_rank3 to 0
    set MOO.ini_levelmin_dremora_rank4 to 18
    set MOO.ini_levelmax_dremora_rank4 to 0
    set MOO.ini_levelmod_dremora_rank4 to 2
    set MOO.ini_levelmin_dremora_rank5 to 23
    set MOO.ini_levelmax_dremora_rank5 to 0
    set MOO.ini_levelmod_dremora_rank5 to 6
    set MOO.ini_levelmin_dremora_rank6 to 50
    set MOO.ini_levelmax_dremora_rank6 to 0
    set MOO.ini_levelmod_dremora_rank6 to 15
    ; Mythic Dawn
    set MOO.ini_levelmin_mythicdawn_rank0 to 5
    set MOO.ini_levelmax_mythicdawn_rank0 to 0
    set MOO.ini_levelmod_mythicdawn_rank0 to 2
    set MOO.ini_levelmin_mythicdawn_rank1 to 11
    set MOO.ini_levelmax_mythicdawn_rank1 to 0
    set MOO.ini_levelmod_mythicdawn_rank1 to 5
    ; Named npc bosses (up to 10 levels is added for randomization)
    set MOO.ini_levelmin_named_boss_normal to 30
    set MOO.ini_levelmax_named_boss_normal to 0
    set MOO.ini_levelmod_named_boss_normal to 12
    set MOO.ini_levelmin_named_boss_hard to 60
    set MOO.ini_levelmax_named_boss_hard to 0
    set MOO.ini_levelmod_named_boss_hard to 24
    ; Wanted npcs (not linked to player character level)
    set MOO.ini_levelmin_wanted_random to 10
    set MOO.ini_levelmax_wanted_random to 50
    set MOO.ini_levelmin_wanted_vampire to 20
    set MOO.ini_levelmax_wanted_vampire to 50
    ; Named adventurers and heroes
    set MOO.ini_levelmin_adventurer_random to 8
    set MOO.ini_levelmax_adventurer_random to 25
    set MOO.ini_levelmin_hero_random to 16
    set MOO.ini_levelmax_hero_random to 50
    ; By default the above npcs have their level further increased by 10 when
    ; defined as being legendary.
    set MOO.ini_levelscaling_legendary to 10
    ;=============================================================================;
    ; Advanced Notice Board settings ;
    ;=============================================================================;
    ; By default notices are refreshed after x game days. The exact time is
    ; based on their status (created/placed in-game/found/killed).
    ; Suggested options: any positive number (creation time should be high-ish)
    set MOO.ini_notice_item_create_min to 21
    set MOO.ini_notice_item_create_max to 28
    set MOO.ini_notice_item_place_min to 3
    set MOO.ini_notice_item_place_max to 7
    set MOO.ini_notice_item_found_min to 1
    set MOO.ini_notice_item_found_max to 3
    set MOO.ini_notice_npc_create_min to 21
    set MOO.ini_notice_npc_create_max to 28
    set MOO.ini_notice_npc_kill_min to 1
    set MOO.ini_notice_npc_kill_max to 3
    set MOO.ini_notice_none_wait_min to 1
    set MOO.ini_notice_none_wait_max to 14
    ; By default a tip is added to a notice concerning the location of a wanted
    ; npc when 24 days are left before the notice expires.
    ; Suggested options: any positive number, but less than MOO.ini_notice_npc_create_min
    set MOO.ini_notice_npc_tip to 24
    ; By default notice boards are placed in different locations based on the
    ; mods loaded (vanilla, Better Cities or Open Cities Reborn).
    ; Suggested options: any valid x, y and z position
    set MOO.ini_noticeboard_anvil_xpos_vanilla to -190465
    set MOO.ini_noticeboard_anvil_ypos_vanilla to -28680
    set MOO.ini_noticeboard_anvil_zpos_vanilla to 393
    set MOO.ini_noticeboard_bravil_xpos_vanilla to 65832
    set MOO.ini_noticeboard_bravil_ypos_vanilla to -33875
    set MOO.ini_noticeboard_bravil_zpos_vanilla to 550
    set MOO.ini_noticeboard_bruma_xpos_vanilla to 24603
    set MOO.ini_noticeboard_bruma_ypos_vanilla to 146531
    set MOO.ini_noticeboard_bruma_zpos_vanilla to 26118
    set MOO.ini_noticeboard_cheydinhal_xpos_vanilla to 118220
    set MOO.ini_noticeboard_cheydinhal_ypos_vanilla to 88110
    set MOO.ini_noticeboard_cheydinhal_zpos_vanilla to 7089
    set MOO.ini_noticeboard_chorrol_xpos_vanilla to -65413
    set MOO.ini_noticeboard_chorrol_ypos_vanilla to 94123
    set MOO.ini_noticeboard_chorrol_zpos_vanilla to 14320
    set MOO.ini_noticeboard_ic_xpos_vanilla to 31952
    set MOO.ini_noticeboard_ic_ypos_vanilla to 70341
    set MOO.ini_noticeboard_ic_zpos_vanilla to 3600
    set MOO.ini_noticeboard_leyawiin_xpos_vanilla to 85750
    set MOO.ini_noticeboard_leyawiin_ypos_vanilla to -139143
    set MOO.ini_noticeboard_leyawiin_zpos_vanilla to 340
    set MOO.ini_noticeboard_skingrad_xpos_vanilla to -68030
    set MOO.ini_noticeboard_skingrad_ypos_vanilla to 1092
    set MOO.ini_noticeboard_skingrad_zpos_vanilla to 6784
    set MOO.ini_noticeboard_anvil_xpos_BC to -190430
    set MOO.ini_noticeboard_anvil_ypos_BC to -28680
    set MOO.ini_noticeboard_anvil_zpos_BC to 393
    set MOO.ini_noticeboard_bravil_xpos_BC to 65832
    set MOO.ini_noticeboard_bravil_ypos_BC to -33875
    set MOO.ini_noticeboard_bravil_zpos_BC to 550
    set MOO.ini_noticeboard_bruma_xpos_BC to 24603
    set MOO.ini_noticeboard_bruma_ypos_BC to 146531
    set MOO.ini_noticeboard_bruma_zpos_BC to 26118
    set MOO.ini_noticeboard_cheydinhal_xpos_BC to 118220
    set MOO.ini_noticeboard_cheydinhal_ypos_BC to 88110
    set MOO.ini_noticeboard_cheydinhal_zpos_BC to 7089
    set MOO.ini_noticeboard_chorrol_xpos_BC to -65413
    set MOO.ini_noticeboard_chorrol_ypos_BC to 94123
    set MOO.ini_noticeboard_chorrol_zpos_BC to 14320
    set MOO.ini_noticeboard_ic_xpos_BC to 0 ; skipped
    set MOO.ini_noticeboard_ic_ypos_BC to 0
    set MOO.ini_noticeboard_ic_zpos_BC to 0
    set MOO.ini_noticeboard_leyawiin_xpos_BC to 85750
    set MOO.ini_noticeboard_leyawiin_ypos_BC to -139143
    set MOO.ini_noticeboard_leyawiin_zpos_BC to 340
    set MOO.ini_noticeboard_skingrad_xpos_BC to -68030
    set MOO.ini_noticeboard_skingrad_ypos_BC to 1092
    set MOO.ini_noticeboard_skingrad_zpos_BC to 6784
    set MOO.ini_noticeboard_anvil_xpos_OCR to -190465
    set MOO.ini_noticeboard_anvil_ypos_OCR to -28680
    set MOO.ini_noticeboard_anvil_zpos_OCR to 335
    set MOO.ini_noticeboard_bravil_xpos_OCR to 65832
    set MOO.ini_noticeboard_bravil_ypos_OCR to -33875
    set MOO.ini_noticeboard_bravil_zpos_OCR to 550
    set MOO.ini_noticeboard_bruma_xpos_OCR to 26660
    set MOO.ini_noticeboard_bruma_ypos_OCR to 147050
    set MOO.ini_noticeboard_bruma_zpos_OCR to 25673
    set MOO.ini_noticeboard_cheydinhal_xpos_OCR to 118220
    set MOO.ini_noticeboard_cheydinhal_ypos_OCR to 88110
    set MOO.ini_noticeboard_cheydinhal_zpos_OCR to 7089
    set MOO.ini_noticeboard_chorrol_xpos_OCR to -60920
    set MOO.ini_noticeboard_chorrol_ypos_OCR to 95815.5
    set MOO.ini_noticeboard_chorrol_zpos_OCR to 14935
    set MOO.ini_noticeboard_ic_xpos_OCR to 0 ; skipped
    set MOO.ini_noticeboard_ic_ypos_OCR to 0
    set MOO.ini_noticeboard_ic_zpos_OCR to 0
    set MOO.ini_noticeboard_leyawiin_xpos_OCR to 87400
    set MOO.ini_noticeboard_leyawiin_ypos_OCR to -142346
    set MOO.ini_noticeboard_leyawiin_zpos_OCR to 1489
    set MOO.ini_noticeboard_skingrad_xpos_OCR to -68030
    set MOO.ini_noticeboard_skingrad_ypos_OCR to 1092
    set MOO.ini_noticeboard_skingrad_zpos_OCR to 6784
    ;=============================================================================;
    ; Compatibility settings ;
    ;=============================================================================;
    ; By default it's required to hit the ground with a pickaxe to find treasure.
    ; Set this setting to 1 to disable the need to hit the ground. This is useful
    ; for mods changing the reach of weapons.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_compatibility_pickaxe to 0
    ; By default all tools (like pickaxes and shovels) are automatically converted
    ; to usable items. Set this to 1 to only convert 1 of each item at a time.
    ; This could be useful for some quest mods.
    ; Suggested options: (0), 1 -> (off), on
    set MOO.ini_compatibility_tools_convert to 0
    ;=============================================================================;
    ; Oblivion XP settings ;
    ;=============================================================================;
    ; By default taming a creature increases xp by 10 x creature level.
    ; Suggested options: 1, 5, (10), 15
    set MOO.ini_XP_tame_creature to 10
    ; By default crafting an item increases xp by 0.1 x gold value.
    ; Suggested options: 0.02, 0.05, (0.1), 0.2, 0.3
    set MOO.ini_XP_craft_item to 0.1
    ; By default crafting an item increases xp by a value between 1 and 1000.
    set MOO.ini_XP_craft_item_min to 1
    set MOO.ini_XP_craft_item_max to 1000
    ; By default smeling items increases xp by 0.2 x gold value of resources.
    ; Suggested options: 0.05, 0.1, (0.2), 0.3, 0.4
    set MOO.ini_XP_smelt_item to 0.2
    ; By default finding a treasure chests increases xp based on the difficulty
    ; of the treasure map.
    ; Suggested options: any positive value
    set MOO.ini_XP_find_treasure_plain to 100
    set MOO.ini_XP_find_treasure_expert to 150
    set MOO.ini_XP_find_treasure_adept to 200
    set MOO.ini_XP_find_treasure_clever to 250
    set MOO.ini_XP_find_treasure_devious to 300
    ; By default bashing locks increases xp based on the lock's difficulty.
    ; Suggested options: any positive value
    set MOO.ini_XP_bash_lock_veryeasy to 10
    set MOO.ini_XP_bash_lock_easy to 15
    set MOO.ini_XP_bash_lock_average to 20
    set MOO.ini_XP_bash_lock_hard to 25
    set MOO.ini_XP_bash_lock_veryhard to 30
    ; By default disarming a trap increases xp based on the trap's difficulty.
    ; Suggested options: any positive value
    set MOO.ini_XP_disarm_trap_weak to 10
    set MOO.ini_XP_disarm_trap_average to 15
    set MOO.ini_XP_disarm_trap_hard to 20
    set MOO.ini_XP_disarm_trap_leathal to 25
    ; By default returning a missing pet increases xp by 50, smuggled goods by 12
    ; and a missing item by 200. Wanted npcs increases xp by their bounty x 0.1.
    ; Suggested options: any positive value
    set MOO.ini_XP_return_missingpet to 50
    set MOO.ini_XP_return_wantednpc to 0.1
    set MOO.ini_XP_return_missingitem to 200
    set MOO.ini_XP_return_smuggledgoods to 12
    ; By default opening a lock inside an outpost increases xp based on the
    ; difficulty of the lock.
    ; Suggested options: any positive value
    set MOO.ini_XP_open_lock_iron to 15
    set MOO.ini_XP_open_lock_bronze to 20
    set MOO.ini_XP_open_lock_silver to 25
    set MOO.ini_XP_open_lock_gold to 30
    ;=============================================================================;
    ; Read-only settings ;
    ;=============================================================================;
    ; DO NOT CHANGE THE FOLLOWING SETTINGS.
    set MOO.ini_version to 493

     

     

     

    If I've missed any information you need, please let me know. I feel like I got it all! :U

  4. So I am trying to get Fallout 4 working on my GPD Win! Actually coming along better then you'd expect. (the trick is repacking files to replace the default ones) This might not be the best place for this, the fix for this might involve a mod, but I have ruled out a mod causing this! I know this isn't exactly a... "vanilla" issue.

     

    One issue has plagued me this entire time. No other GPD Win FO4 player I've seen has it!

    I can't describe it to Google at all, and it's the most frustrating thing evuuuuur!!!

     

     

    zHY9IIP.png

     

     

     

    Useful Info:

    - The "Objects" are usually static, but sometimes wave like flags.

    - You can walk through them, but the clusters can block my path sometimes and crash the game if I try to force my way into them.

    - Entering and interior cell (The small bunker in Sanctuary) will sometimes make them all vanish. HOWEVER walking far enough away will cause them to come back in force, but ONLY in the new areas I visit. (This kicked in around red rocket) The further you go, the more aggressive it gets, I crashed out right at the water tower do to the "cluster" problem mentioned above.

    - Using default ini doesn't stop the problem. It in fact, makes it worse.

    - Tested with no esps active and no modded files active whatsoever. (except for resealed ultra low res textures mentioned above)

    - Tested with multiple (3) different texture packs. Even from separate sources. Persists. Lower res textures cause them less.

    - When in an area where they don't load, the game runs and acts perfectly fine. I even get a relatively stable FPS, around 20. This can persist seemingly indefinitely as long as I stay in the area. Tested combat, dialogue, settlement building, all worked 100% fine without causing any significant or persistent problems

    - Interior cells act as if the walls aren't loaded.. ? They show the "nether space" of the trippy tracer effect that is hidden behind all walls in interior cells. (could be unrelated? Not enough testing)

    - Saving when I managed to make them go away and reloading that save (under all circumstances tested) result in them reappearing.

    - Testing the EXACT same install (copied, file for file, including all .inis and .txts and everything) on my main desktop RIG will not reproduce this effect at all, regardless of anything I try.

     

    GPD Win System Specs:

    Operating system: Windows 10 - Home 64 bit (Gutted)

    CPU 64-bit x86 1.60GHz multi-core processor Intel Atom Z8700

    Memory: 4GB LPDDR3 RAM

    Storage: 64 GB ROM (eMMC 4.51)

    Display 5.5" 1280x720, 720p 16:9 Capacitive display, multi-touch support

    Graphics: Intel HD 405 Graphics 200MHz

     

    201706271903397597.jpg

     

  5. So I am trying to get Fallout 4 working on my GPD Win! Actually coming along better then you'd expect. (the trick is repacking files to replace the default ones) This might not be the best place for this, it might not even be a mod causing this, but it's most likely a mod I need to fix it, and this isn't exactly a... "vanilla" issue.

     

    One issue has plagued me this entire time. No other GPD Win FO4 player I've seen has it!

    I can't describe it to Google at all, and it's the most frustrating thing evuuuuur!!!

     

     

    zHY9IIP.png

     

     

     

    Useful Info:

    - The "Objects" are usually static, but sometimes wave like flags.

    - You can walk through them, but the clusters can block my path sometimes and crash the game if I try to force my way into them.

    - Entering and interior cell (The small bunker in Sanctuary) will sometimes make them all vanish. HOWEVER walking far enough away will cause them to come back in fore, but ONLY in the new areas I visit. (This kicked in around red rocket) The further you go, the more aggressive it gets, I crashed out right at the water tower do to the "cluster" problem mentioned above.

    - Using default ini doesn't stop the problem. It in fact, makes it worse.

    - Tested with no esps active and no modded files active whatsoever. (except for resealed ultra low res textures mentioned above)

    - Tested with multiple (3) different texture packs. Even from separate sources. Persists. Lower res textures cause them less.

    - When in an area where they don't load, the game runs and acts perfectly fine. I even get a relatively stable FPS, around 20. This can persist seemingly indefinitely as long as I stay in the area. Tested combat, dialogue, settlement building, all worked 100% fine without causing any significant or persistent lag problems (nor cause the Cthulhu mass to return)

    - Interior cells act as if the walls aren't loaded.. ? They show the "nether space" of the trippy tracer effect that is hidden behind all walls in interior cells. (could be unrelated? Not enough testing)

    - Saving when I managed to make them go away and reloading that save (under all circumstances tested) result in them reappearing.

    - Testing the EXACT same install (copied, file for file, including all .inis and .txts and everything) on my main desktop RIG will not reproduce this effect at all, regardless of anything I try.

     

    GPD Win System Specs:

    Operating system: Windows 10 - Home 64 bit (Gutted)

    CPU 64-bit x86 1.60GHz multi-core processor Intel Atom Z8700

    Memory: 4GB LPDDR3 RAM

    Storage: 64 GB ROM (eMMC 4.51)

    Display 5.5" 1280x720, 720p 16:9 Capacitive display, multi-touch support

    Graphics: Intel HD 405 Graphics 200MHz

     

    Oh also it's my birthday, and it's sucked so far! =D ...So please help, thanks! <3

  6. Hello! I am testing a mod set up and came across a particularly odd bug. As far as I know, I have not modded the Dessicated/Desiccated Corpse item in any way. Yet, for some odd reason, when rolled around to certain positions they shine this weird beam of blackness! I dug through my loose texture mesh and effect files and I can't find anything that remotely seems like it relates to these particular corpse models! I've checked 3~4 game locations, every single one of these spider-web-wrapped corpses has this effect. I am pretty sure it's in the same spot on all of these same type of corpses. Weirdly enough, they flicker invisible when I flip them so the beam is totally upside down!

     

    I tried toggling all post processing effects, they aren't the cause of it! (though they likely wouldn't be)

     

    So um... What's going on guys?

     

    Image File:

     

    http://i.imgur.com/GDEjjhv.png

     

    Active Mod Files:

    00  Skyrim.esm
    01  Update.esm
    02  Dawnguard.esm
    03  HearthFires.esm
    04  Dragonborn.esm
    05  Unofficial Skyrim Legendary Edition Patch.esp  [Version 3.0.8a]
    06  notice board.esp
    07  SkyUI.esp
    08  Rebirth Monster.esp
    09  Mortal Enemies.esp
    0A  DeadlyCombat.esp
    0B  FasterArrows100.esp
    0C  Guard Torch Remover.esp
    0D  Insignificant Object Remover.esp
    0E  LessIntrusiveHUD.esp
    0F  No Magic Ninja Dodge - No DLC.esp
    10  Shadow Remover.esp
    11  VioLens.esp  [Version 2.11]
    12  Action Combat.esp
    13  RealisticMovementSpeedReduction.esp
    14  Rebirth Monster - USLEEP Patch.esp
    15  Auto Unequip Ammo.esp
    16  FISS.esp
    17  NoSaveInCombat.esp
    18  dD - Realistic Ragdoll Force - Realistic.esp
    19  dD-No Spinning Death Animation Merged.esp
    1A  Dead Body Collision.esp
    1B  RaceMenu.esp
    1C  RaceMenuPlugin.esp
    1D  TavernGames.esp
    1E  UltimateDragons.esp
    1F  Dragon Soul Relinquishment.esp
    20  BFT Ships and Carriages.esp
    21  notice board - dragonborn patch.esp
    22  Death Cam Duration Options.esp
    23  TKDodge.esp
    24  Footprints.esp
    25  vwr Wet Eyes.esp
    26  No More Glowing Edges.esp
    27  Ordinator - Perks of Skyrim.esp
    28  Customizable Camera.esp
    29  Skyrim Particle Patch for ENB - Flame Atronach Fix.esp
    2A  RevampedExteriorFog.esp
    2B  Immersive Citizens - AI Overhaul.esp
    2C  RealisticWaterTwo.esp
    2D  RealisticWaterTwo - Legendary.esp
    2E  MLU.esp
    2F  Alternate Start - Live Another Life.esp  [Version 3.1.5a]
    30  Bashed Patch, 0.esp 
    

  7. As I said, I was trying to keep my mod install list beyond MGSO to an absolute minimum!

    I am not sure if that is the version of MEN I have, I downloaded it after Sept 2016 for certain, but it has been a while and I can't remember exactly. (I let the files just sit on my computer for a while before installing) It's more then likely the most up-to-date version though!

     

     

    Those two files were generated alongside the other! I haven't tested specifically disabling them, I'll give it a shot and let you know what the result is.

  8. I am honestly an overwhelmingly patient person, I didn't expect a response quick at all in the first place.

     

    I suppose I can't argue that having my load order would be more helpful though. I picked through each of them, and basically all of them seem to be visual. I figured it had something to do with MGSO itself, based on the one thread I found when researching the issue online.

     

     

     

    [Game Files]
    GameFile0=Bloodmoon.esm
    GameFile1=Morrowind Patch 1.6.5 Beta (BTB Edit).esm
    GameFile2=Morrowind.esm
    GameFile3=Poorly Placed Object Fix 1.2.esm
    GameFile4=Texture Fix - Bloodmoon 1.1.esm
    GameFile5=Texture Fix 2.0.esm
    GameFile6=Tribunal.esm
    GameFile7=abotWindowsGlow.esp
    GameFile8=almalexia armor.esp
    GameFile9=Animated Morrowind.esp
    GameFile10=AtmosphericSoundEffects-3.0-Tribunal.esp
    GameFile11=Barabus' fireplaces 2.esp
    GameFile12=Better Bodies.esp
    GameFile13=Better Clothes_v1.1.esp
    GameFile14=Better Skulls.ESP
    GameFile15=Better Weapons and Armors.esp
    GameFile16=BetterClothesForTB.esp
    GameFile17=Better_Sounds.esp
    GameFile18=Bloated Caves.esp
    GameFile19=bones.esp
    GameFile20=Book Jackets - Bloodmoon.esp
    GameFile21=Book Jackets - Morrowind.esp
    GameFile22=Book Jackets - Tribunal.esp
    GameFile23=Clean MCFC_1.0.esp
    GameFile24=correctUV Ore Replacer 1.0.esp
    GameFile25=DB_Attack_Mod.esp
    GameFile26=ExcellentMagicSounds.esp
    GameFile27=Female Armor - Complete.esp
    GameFile28=Golden Gold.esp
    GameFile29=Graphic Herbalism.esp
    GameFile30=guarskin_drum_replacer.esp
    GameFile31=imperial chain fix.esp
    GameFile32=JEB_muffin_fix.esp
    GameFile33=Key Replacer Trib & BM.esp
    GameFile34=LeftGloves_Addon_v2.esp
    GameFile35=MA_snowprincetomb_v3.esp
    GameFile36=MEN_Combat.esp
    GameFile37=More Better Clothes.ESP
    GameFile38=MW Containers Animated.esp
    GameFile39=Neo's Unique Creatures.esp
    GameFile40=New Bodies - Clean.esp
    GameFile41=New Voices.esp
    GameFile42=NewBlood_MwTbBm1.1.esp
    GameFile43=OTR_Coast_Variety.esp
    GameFile44=Particle Arrow Replacer.esp
    GameFile45=Psy_UniqueDremora_T.esp
    GameFile46=Psy_VGR_Armour.esp
    GameFile47=Shieldfx.esp
    GameFile48=SirLuthor-Tools.esp
    GameFile49=Sleepers, Awake!.esp
    GameFile50=Statue Replacer - Normal.esp
    GameFile51=STA_guides_replacer.esp
    GameFile52=True_Lights_And_Darkness_1.0-NoDaylight.esp
    GameFile53=UF_HortRobeF001.esp
    GameFile54=Unique Banners and Signs.esp
    GameFile55=Unique Jewelry and Accessories.esp
    GameFile56=UniqueFinery.esp
    GameFile57=Unofficial Morrowind Official Plugins Patched.esp
    GameFile58=Vurt's BC Tree Replacer II.esp
    GameFile59=Vurt's Grazelands Trees.esp
    GameFile60=WA_Signy_Signposts(!).ESP
    GameFile61=Windows Glow - Bloodmoon Eng.esp
    GameFile62=Windows Glow - Raven Rock Eng.esp
    GameFile63=Windows Glow - Tribunal Eng.esp
    GameFile64=Windows Glow.esp
    GameFile65=MEN_Combat_merged~2.esp
    GameFile66=MEN_Combat_merged~1.esp
    GameFile67=MEN_Combat_merged.esp

     

     

  9. I've picked through the individual mods, and none of them seem to be causing it. I've seen at least one other thread mention the issue as if it's a known one. It's only useless information to you, not to everyone else, including the people that might can actually help me. =/

     

    I already new of that thread's existence, too. Thanks though.

  10. So, I looked it up and encountered at least one thread on the internet that leads me to think this is just an incompatibility in these mods! I was told by a video on YouTube these were not only fine, but suggested to be used together, but it seems this video was quite stupid! Grrr!

     

    To describe the glitch in more detail, if I draw my weapon my magicka starts regenerating in huge chunks, about 1/3 my bar per half second!! I can spam any spell as fast I want and it never seems to go do down! I've tried toggling off things like Swift Casting and MEN Combat's Magicka Regen altogether, but nothing seems to make it anything but infinite free magicka!

     

    The only other mods I have installed are the Official Mods Compilation, UMOPP, and Delayed DB Attack. And of coarse, the script extender. Yes, I disabled the MGE internal script extender like MEN requests!

     

    MEN is the only combat system which seemed worthwhile! If I can't find a fix for this, I think I will just do it with the completely vanilla combat! I am really hoping there is a simple fix for this I just can't seem to find...

     

    Thanks in advance!

  11. Should be possible with console commands. Try "setessential <baseid> 1". Note that you need the baseid, so you need to use the "help name 4" and replace name with the actual name of what you want to find the baseid of. Haven't tried this command on the Automatron robots yet, so can't guarantee it will work but I can't imagine why it wouldn't.

    I'm playin on survival mode, is there any way around the console commands being turned off... ?

  12. I recently built an arena using the Wasteland Workshop to fight my robots from Autrmatron!

    Woo DLC! As awesome as it was though, it was pretty anti climatic, as one died within 15 seconds...

     

    I can't seem to find this mod, despite it being simple enough in concept...

    I want the robots I build with automatron to be essential! The other robot companions I use are already essential, so it's not over powered. However, it would allow me to have MUCH more fun with the arena fight, instead of losing a ton of valuable resources and robot parts after a 15 second fight, I could just repair it with a robot repair kit, pat him on the back, and restart the fight within a few minutes.

     

    It also feels silly that it takes me like 10 times longer to set up these fights then they last... ! I don't have the resources yet to just throw dozens of robots into the fray! The settlers seemed disappointed it took them longer to walk over then the fight lasted!

  13. Hi! So in my most recent install of skyrim, I've decided to bypass LOOT and manually decide my load order do to Requiems high level of pickiness. With less then 70 plugins though, it's a lot more practical then the typical 200+ I've used before... So far, I have found most bugs and worked them out, I get pretty stable proper gameplay, but I have a few persistent errors I can't seem to get rid of. I'll list those errors here in descending order of how much they annoy me, and would greatly adore it if anyone could help me with any of them.

     

    [1] Combat Music Rapidly Alternates - When I enter combat the game seems to get very indecisive, playing about 5 seconds of 5~6 different tracks before either going dead silent for the rest of the fight, or picking one of them and suddenly working properly. Weirdly, I had one music mod installed, Additional Music Project, when this error occurred, but uninstalling it and installing another only seemed to dramatically reduce how often this happens, not stopped it. I also had Immersive Music installed before this and swapped it out as well, but uninstalled it for taste reasons. I've used a core "test save" I've been doing plenty of effort to keep clean, I'm hoping it's not some goofy thing baked into my saved data!

     

    [2] Giant squares of grass seem to vanish from fields if I have been playing to long... exiting to desktop crashes the game(may be a separate issue), but relaunching usually fixes it. It's very aesthetically ugly though and would like to try and fix it.

     

    [3] Horse manes clip through their armor. I have no idea which one of the Requiem patches did this, but at some point rotating my load order I caused this bug to appear, but did not have it at first. I am working on messing with my load order to resolve it, but am basically taking blind guesses.To my understanding the core Requiem module is the only thing that should be modifying horses.

     

    [4] "raw meat" I get from most animals has zero magicka and stamina in it's effect instead of a proper number, and can't be cooked at Campfire's campfires. Messing with Load Order of the Campfire patch hasn't seemed to help. Many animals drop other kinds of meat that can still be consumed and eaten

     

    [5] Something seems to be changing the value of Skooma from 100 (Requiems base value) to 500, and then one time all the way to 2500!! 100 feels the most fair and balanced, but now it currently sits on 500, and has stuck there for a while. No mod I can think of mod Requiem's core module and iNeed should be effecting it, and I have turned iNeed's inebriation effects off.

     

    [6] When I take Skooma and get on a horse (lol) and the "drunken fall over" happens, I bug out when i stand back up, and my characters becomes totally unresponsive. Only occurred once, because I no longer jump on horses shortly after taking skooma.

     

    [7] Some of the small streams of water seem to have dried up? I can see the obvious areas where a stream is meant to be, but there is no water there. I've found 2~3 of these little streams in vast amounts of exploration, so they aren't common, but they make the slightly awkward pairing of Purity and Tamriel Reloaded HD look a little to ugly and noticeable.

     

     

     

    00 Skyrim.esm
    01 Update.esm
    02 Dawnguard.esm
    03 HearthFires.esm
    04 Dragonborn.esm
    05 Unofficial Skyrim Legendary Edition Patch.esp [Version 3.0.0]
    06 Wyrmstooth.esp [Version 1.16]
    07 Falskaar.esm
    08 Campfire.esm
    09 Lanterns Of Skyrim - All In One - Main.esm
    0A SkyUI.esp
    0B iHUD.esp
    0C Customizable Camera.esp
    0D RaceMenu.esp
    0E iNeed.esp
    0F Frostfall.esp
    10 PumpingIron.esp
    11 _001_StashSacks.esp
    12 Dead Body Collision.esp
    13 dD - Realistic Ragdoll Force - Realistic.esp
    14 LootandDegradation.esp
    15 DeadlyDragons.esp
    16 Book Covers Skyrim.esp
    17 HoldBorderBanners.esp
    18 Point The Way.esp [Version 1.0.7]
    19 Unique Uniques.esp [Version 1.8]
    1A Alternate Start - Live Another Life.esp [Version 3.0.7]
    1B Alternate Start -- New Beginnings.esp
    1C Skyrim Immersive Creatures.esp [Version v6.5.2a]
    1D Skyrim Immersive Creatures - DLC2.esp [Version v6.5.2a]
    1E Hothtrooper44_ArmorCompilation.esp
    1F Hothtrooper44_Armor_Ecksstra.esp
    20 wizDynamicThings.esp
    21 Immersive Weapons.esp
    22 Inconsequential NPCs.esp
    23 Improved Combat Sounds v2.2.esp
    24 dD - Enhanced Blood Main.esp
    25 dD-DG-DB-Immersive Creatures EBT Patch.esp
    26 EnhancedBlood-ImprovedCombatSounds.esp
    27 SMIM-Merged-All.esp
    28 attack commitment movement speed fluid.esp
    29 No More Glowing Edges.esp
    2A Action Combat.esp
    2B Toxicity.esp
    2C NoSaveInCombat.esp
    2D Fantasy Soundtrack Project.esp
    2E Fantasy Soundtrack Project - Combat.esp
    2F vSCM_SmarterCombatMusic.esp
    30 Vividian - Lanterns of Skyrim Preset.esp
    31 Purity.esp
    32 Vividian - Weather Patch Purity.esp
    33 Vividian - Extended Weathers - Purity.esp
    34 Tamriel Reloaded HD.esp
    35 No Killmoves, No Killcams, No Killbites.esp
    36 Requiem.esp [Version 1.9.3]
    37 Requiem - Legendary Bugsmasher Edition.esp
    38 Requiem - Live Another Life.esp
    39 Requiem - Hearthfire.esp
    3A NRM_Dragonborn_Reqtified.esp [Version 1.1]
    3B NRM Wyrmstooth - Requiem Patch.esp [Version 1.0.3]
    3C NRM Falskaar - Requiem Patch.esp [Version 1.0.2]
    3D Requiem - Inconsequential NPCs.esp
    3E Requiem - Deadly Dragons.esp
    3F Requiem - Immersive Creatures.esp
    40 Requiem - Immersive Armors.esp
    41 Requiem - Immersive Weapons.esp
    42 Requiem - Unique Uniques.esp
    43 Requiem - Loot and Degradation Patch.esp
    44 Requiem - Campfire.esp
    45 Requiem - Frostfall.esp
    46 ASIS-Dependency.esp
    47 ASIS.esp
    48 Requiem for the Indifferent.esp

  14. I'm looking for a mod I can use with Requiem and iNeed that will either remove food/drink from stuff like barrels around towns, or at least make it stealing? I know these sort of mods exist but can't seem to find them.

     

    I am trying to make playing begger from the start feel very brutal and hard, but one pass of looting crap from barrels around the city and I have food and water for a week..

  15. I highly doubt that they are randomly appearing in areas you've already walked through moments ago. I think you just didn't notice then before.

     

    Yeah, I TOTALLY didn't notice that mine sitting in the only door way to the room I just walked into 2 minutes ago. You are right, I have been using TCL to fly under the world and reappear in random locations, and then TOTALLY forgetting I was doing that, and THAT'S why I've been walking into random mines!!

     

    *rolls eyes*

     

    What is even the point of posting in a thread saying "NUH UH THAT ISNT HAPPENIN" .... ?? A 2 second google search confirms that it most certainly is..... ????

     

    Anyways, jet4571 and Maleficus04: To my understanding it is mine randomization system that was designed to prevent players from getting in 'death loops' where they die to the same mine over and over and over. Apparently they decided dying to totally random mines that weren't there a second ago was more realistic and fair... ??? Then just memorizing them and not stepping on them like a sane human being. It also leads to you just being able to save and reload to avoid every mine in the game... Because the one guy in their test group kept dying 500 times in a row to one mine registered way more deaths in their system, and now we get to deal with this shitty randomization system, cause that one guy was a total dumbass apparently??

     

    I have not been able to 100% confirm that they do spawn on saving/loading, but most people seem to suspect that. I don't tend to save and load randomly while playing, so I wouldn't think I would encounter them that much if that was the case. I've had them spawn within minutes of me walking through the area. And these are small, closed in areas, no way possible I could have walked through WITHOUT noticing them... You know, them beeping loudly and EXPLODING kinda makes them hard to miss, and them not being there anymore kind makes them less of a threat....

  16. I may be the weirdest in the bunch, but I would love to see the "real time" vats mods work stable (from what I've read they seem glitchy and it scares me)

     

    I never liked vats, and usually use it to either find an enemy hiding in the dark, or to make sure I hit a certain enemy and not my follower, OR because the enemy is tiny. It still feels "cheaty" fro me, since I tend to use very high accuracy guns, even without any vats perks. I feel I would PERSONALLY use the feature more if it felt like a real time overlay on what's happening, like a combat aid.

    I also find myself going in and back out of it instantly a lot because of the slight delay on the slow down effect! >.< Either the old way or real time should fix that!

  17. I can't wait to see a mod that resized all the smaller ones... I was genuinely most sad when I realized I couldn't upgrade the size of smaller bases to that of bigger ones.

     

    I feel some, like the ones in the cities in alleyways make since to be small... but if there is open space all around me, it feels so weird to have to cram stuff right up next to my base... x.x

  18. This is something I haven't seen yet but really want too.... I have been trying to re-balance this game to be more about avoiding damage and smart tactics, instead of just out sponging your opponent, which awkwardly makes you feel weaker and weaker the higher level you get as godly sponge kings rain down from the sky every few minutes. I have found mods to re-balance guns, mods to make damage more reasonable for both you and enemies, mods for making limb damage more brutal, mods for making explosions way bigger, mods for making ammo and gear rarer, and lots of other fun stuff I want to try... but can't because I will just be way, way to frustrated every time I encounter an enemy with a grenade.

     

    I just can't seem to get over the issue that enemies who have ONE grenade or rocket will just sit there and infinity spam it. I mean, it's one thing for them to have infinite bullets so they don't become sitting ducks because their AI is dumb and dumped all the ammo, but they seem to STRONGLY use their infinite ammo to their advantage with rockets and such, spam attacking me every time they see me instead of using any sort of timing or luck, it's just a matter of one time they will eventually hit me, because they have infinite rockets, and I do not have infinite health. In my current play-through I have resorted to not even using guns against basically all human enemies, since just rushing them and meleeing them leads to me dying way, way less often, simply because the only way to make them stop throwing grenade or shooting rockets every 4~6 seconds is to be super close to them... That one kind of enemy basically invalidates 9/10ths of the weapons in this game.... good job bethesda...

     

    I can deal with it in the current game, but with my planned mod set up every single one of these endless grenade guys will basically be godly enemies...

     

    Anyways, please look into this if you have modding skills! I will be your happiest download and upvote!

  19. The character I am RPing as isn't stealthy, and randomly stepping on mines is actually something I would find amusing and fitting for him, but it's just them appearing where they weren't a minute ago in an area I've already cleared that is the problem...

     

    I'll just have to cross my fingers and wait someone with more modding skill has the same complaint I do soon! lol

  20. So, I am to the point I officially have to post something about this. This has got to be one of my least favorite bugs ever. I say bug, because no developer could be stupid enough to intentionally program mines to spawn right next to players in cleared areas you just walked through a few seconds ago. After dying again, and losing a lot of progress just walking around and looting a cleared area (Yeah, cause THATS what i want to spend 30 minutes doing AGAIN) to a mine that just spawned in a totally cleared area I've walked through a dozen times. Whats worse, is that are either sadistically programmed to keep spawning on top of you once they start, or always programmed to have another mine the exact safety distance away from the first one, but I ALWAYS seem to hit a second mine when I mange to jump off the first. It's just starting to get really, really old and annoying. It feels like every once and a while the gameplay comes to a screeching halt just because the games RNG decided I was having to much fun with the actual gameplay. I go from enjoying the game to being extremely frustrated, and there is literally NOTHING you can do to prevent these deaths cause the mines practically spawn on top of you. It's just so a cheap and pointless of a death, and it happens to often... Might as well program in spontaneous combustion and just skip the magical teleporting mines altogether.

     

    I don't have any idea if this is possible yet, but this is become the only serious issue in the game I feel needs a fix before I can keep playing the game... the last being the idiot savant sound effect making me singlehandedly want to to playing the game just to stop hearing that damn laughing sound effect. But mods for that popped up pretty quickly.

     

    I enjoy the added challenge watching out for mines adds, but in the context of reality and reasonability. I shouldn't have to walk around at a snails pace staring at the floor in front of me when I am making my 4th pass through an area to make sure I didn't miss anything I really need because the game just MIGHT spawn 2~4 mines all around me all of a sudden. And I try my best to save every chance I get, but it honestly feels like the mines KNOW when I haven't, they always seem to hit when I haven't managed to save in 20~30 minutes.

     

    Anyways, thanks for your time, I really hope one of you knows enough about modding to figure this out before the modding program comes out next year...

  21. I think the only way payed modding could ever work is with official bethesda approved mods, where the user has to be approached by bethesda. I would gladly pay for a mod if bethesda put their stamp on it and the modder.

     

    But they've already kinda screwed that idea.

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