Maskar's Overhaul adds a lot of cool features, that integrates well into the gameworld, and are not outlandish like most other mods. I have also not found any gem veins other than emerald. ), Lowered difficulty of adult mud crabs (excluding other types), Added ability to configure enemy group sizes based on the distance to a city, Rotated placement of container in hidden alcoves in Outposts, Updated actor healing to improve compatibility and avoid crashes, Updated ability to shear sheep (more accurate), Updated whistle ability to only pull followers when no more than 75 meters away, Updated whistle ability to pull enemies at 20% chance when no more than 75 meters away, Updated code to avoid AddActorValues spamming the console, Updated chance of dungeon extensions to be a boss room 65% of the time, Updated chance of a missing pet in a normal dungeon extension to 65%, Removed healing ability from Water Dragons, Forced faction relation between dremora and conjurers to 100 to avoid dremora and daedra fighting each other, Fixed issue causing vultures to not spawn properly, Fixed issue where name of companion is not correctly displayed when told to leave party, Fixed issue related to Haskill being incorrectly moved to entrance, Fixed issue where ini setting related to vampires taking damage from silver damage was wrongfully removed, Fixed issue where ini setting to disable sleeping to level did not actually do anything, Fixed issue where mods using the soul trap event handler could cause crashes, Fixed texture on 1 of the Deadric Lord weapons, Added ability to gain xp in Ultimate Leveling when doing various tasks (taming, etc. premium; 106 posts; 1 kudos; 13 December 2020, 1:12AM. You can do whatever you want with this mod but all I ask in return is that you give me credit if you distribute any part of this mod. At long last, the final release of Oscuro's Oblivion Overhaul 1.32 has arrived -- and now 1.33 is out, too! Maskars Oblivion Overhaul 4_9_4_2. I'm going to try oblivion again and want to give one of them a go. Would really like to see it.. After you've ran the wizard, you need to go to the Ini Edits tab of Wrye Bash, select the Maskar's Oblivion Overhaul.ini (from the dropdown menu in the top right, find it with "Browse"), select the "*this mod's name* - Wizard Tweak [Maskar's Oblivion Overhaul].ini", right click and chose Apply. ), Added ability to use tame mimics as storage container and carry more based on level, Added ability to feed mimics gold based on level to increase happiness, Added support for Reclaiming Sancre Tor through compatibility ini file, Added support for Fort Akatosh Redux Tor through compatibility ini file, Added support for Dragon Captions - The Elder Council through compatibility ini file, Added support for Francesco's Creatures and Items through compatibility ini file, Removed no longer needed compatibility changes for Oblivion XP, Updated support for Duke Patricks - Melee Combat NO RECOIL through compatibility ini file, Added support for Deadly reflex 4/5 and UV 3 through compatibility ini file, Added option to add creatures of other mods (OOO. based on their skills, Added option to display a message of any items looted by companions (on by default), Added ability to add equipment of other mods to adventurers/wanted npcs through dynamic lists ini file, Added WAC equipment (mostly armor) to adventurers/wanted npcs, Disabled ability for companions to loot owned items, Fixed issue related to repairing equipment of companions, Fixed issue where companions could be shooting invisible arrows, Fixed issue where companions could be selling incorrect items, Updated combat styles for dynamically generated npcs (new npcs only), Fixed issue where changing load order could stop events from spawning in mod added worldspaces, Disabled ability to call pets in pet carriers by whistling, Updated Vanishing Cabinets for improved compatibility, Increased chance of bandages spawning when crafting is disabled, Updated Imbuement Tool and gold reward ini setting, Updated mythical creature spawns for improved compatibility, Removed Land Dreugh setting (no longer necessary), Added ability to adjust brightness of lanterns (both types), Added ability to configure quality of loot based on distance to nearby cities, Added SM Regional Bounty to compatibility ini file, Added Crime Handler with Regional and Provincial Bounty to compatibility ini file, Added ability to smelt items using a forge and blacksmith hammer, Added ability to craft a rustic cabin using a workbench, Added ability to craft rustic furniture using a workbench, Added ability to craft a plate with candles, candelabra and a lamppost using tinker's tools, Added ability to craft Novice Mortar & Pestle using tinker's tools, Added ability to craft a sack (container) using sewing kit, Added ability to grind bones with a grain grinder, Added option to disable the placement check of crafted items, so they can be placed anywhere, Updated how crafting resources are added through ini file, Added support for craft tools added by other mods that can't be converted to usable tools, Updated weight of wool and some recipes needing cloth, Updated workbench to be used both in and outdoors, Renamed bone clutter when crafting is enabled, Added ability to configure the time vampires don't regenerate health when hit by a silver weapon, Increased the time vampires don't regenerate health when hit by a silver weapon, Updated light spell to lower health regeneration based on ligh magnitude (100 magniture for 100%), Added ability to vampire mages to dispel the light spell of themselves and any other nearby vampires, Added enhanced bandages to cure diseases and repair damaged attributes, Added ability to enhance bandages by praying at the altar of the nine, Lowered time required to use (enhanced) bandages on npcs and creatures, updated how equipment is selected for (named) bosses, Updated chitin ammo for Morrowind faction, Removed light armor shields from heavy armor item lists, Updated equipment of Hammerfell Sword-Singer, Updated slaver faction and arena factions to be considered evil, Added ability to increase disposition of pets through feeding, Added warning message to pets when affected by any damaging effects (use enhanced bandage to fix), Updated how companions are removed from the player character's party when dead, Added dynamic list ini file to add any items/actors to any lists from any mods, Added WAC weapons to MOO regional faction npcs when WAC is loaded, Added ability to override minotaurs added by other mods through ini setting, Increased the chance of MOO creatures spawning when another (overhaul) mod is detected, Added ability to configure the level of black bow bandits and poachers, Added ini file to directly edit actor levels (which could also affect actors added by other mods), Added ability to configure how spells and arrows alert nearby targets, Added support for healing actors which are affected by health lowering script effects, Added option to configure chance actors call for healing when in combat, Increased ability of npcs and creatures to call for healing, Updated teddybear backbacks to function as real backpacks, Updated how events are added to worldspaces added by other mods, Disabled MOO mudcrabs for water events when MOO mud crabs are disabled in ini file, Added support for mods which incorrectly scale creatures, Updated compatibility ini file to disable land dreugh when OOO detected, Lowered aggression of Morag Tong attacks based on MOO difficulty, Fixed issue where more dungeon extensions are placed than intended, Fixed issue where events are placed in wrong worldspaces like Oblivion planes, Added support for shallow and deep water creatures added by other mods through spawns ini file, Removed size check to determine if a tamed pet can use doors, Added option to allow pets that can be ridden to use doors, Added help messages for not using pet carriers correctly, Added support for mods that wrongfully change GameDay to an incorrect value, Added dynamically generated events inside and outside the border and in water, Added campsites, outposts, actors, harpy nests, houses and flora outside the border, Added outposts, harpy nests, actors and flora inside the border, Added creatures, treasure chests and shipwrecks in water, Added dynamically generated dungeon extensions to caves and mines, Added custom tileset to outposts and have them be fully dynamically generated, Added mushroom creatures near giant mushrooms mostly in/near Valenwood. 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