Maskar's Oblivion Overhaul
Table of contents 1. About 1.1 Introduction 1.2 Compatibility and requirements requirements 1.3 Game difficulty and level scaling 1.4 For new players
2. Instal Installat lation ion and confi configur gurati ation on 2.1 !" installation 2.2 !anual installation 2.3 #ninstallation 2.4 Configuration
3. Crea Creatur tures es and and np npcs cs 3.1 #npredictable encounters 3.2 $egional spawns 3.3 $are creatures 3.4 %amed bosses 3.4 &arring factions 3.' Creature improvements 3.( )ummoned creatures and npcs 3.* Combat +I fi,es
4. Items 4.1 -oot and equipment 4.2 +rmor and body sapes 4.3 )layer weapons 4.4 )pellboo/s 4.' 0uest items 4.( $andom treasures
Maskar's Oblivion Overhaul
Table of contents 5. Noti Notice ce Boar Boards ds '.1 Introduction '.2 Compatibility '.3 Creature invasion notices '.4 ouses for sale notices '.' &anted npc notices '.( )tolen item notices '.* -ost item notices '. ter notices
6. !ill !ill based based abil abilit" it" s"stem s"stem (.1 quipment (.2 otions and ingredients (.3 )crolls and spells
#. $iseases ses *.1 "isease groups *.2 "isease transmission *.3 "ealing wit diseases
%. &oc! &oc!ss and and trap trapss .1 Introduction .2 "isarming traps .3 "ynamic loc/ difficulty .4 )pecial loc/ed containers
Maskar's Oblivion Overhaul
Table of contents '. (orld orld ob)e ob)ect ctss 5.1 re and gem veins 5.2 )tone veins and iles of $ubble 5.3 Crafting ob6ects
1*.Treasure 1*.Treasure +unting 17.1 8reasure maps 17.2 Finding treasure
11.Ne, 1. Ne, and impro-ed abilities 11.1 9asing loc/s 11.2 Feign deat 11.3 Climbing 11.4 Collecting resources 11.' Crafting 11.( )nea/ attac/ 11.* 8aming 11. ealing 11.5 8rac/ing 8rac/in g 11.17 &istling 11.11 arvest Flora
12.&ig+t 12.1 "ar/er dungeons and nigts 12.2 -igt spell 12.3 &ill::te:&isp 8orces
Maskar's Oblivion Overhaul
Table of contents 13.Taming 13.1 8aming a creature 13.2 Controlling your pet;s< 13.3 Feeding and appiness 13.4 8raining pets
14.Collecting resources 14.1 !ining 14.2 )earing seep 14.3 -umber6ac/ing 14.4 )/inning
15.Crafting 1'.1 Crafting tools 1'.2 9lac/smity 1'.3 Carpentry 1'.4 8ailoring 1'.' 8in/ering 1'.( Fletcing 1'.* Coo/ing
16.Appendies 1(.1 Installing and using 9) 1(.2 Frequently +s/ed 0uestions 1(.3 )upreme !agic/a compatibility 1(.4 +dvanced ini files 1(.' +dding new craft items 1(.( 8reasure map ceat seet
1.1 Introduction
This is an overhaul mod, improving many aspects of the game, while maintaining the overall feel of the game and ensuring compatibility with most other mods. All features are configurable through OMOD installation and/or editing the ini file. Features added by this mod are !npredictable encounters" #oot and e$uipment improvements" %ew creature abilities" %ew and better loo&ing creatures" Fully configurable level scaling" %ew warring factions" 'ombat A( fi)es 'limbing ability *player and creatures+" pellboo&s" &ill based e$uipment system" Traps and the ability to disarm them" -ashing loc&s ability" Feign death ability" Dar&er dungeons and nights" %pcs in dungeons and outdoors outdoors having torches" ..and much more. • • • • • • • • • • • • • • • •
1.2 Compatibility and requirements
This mod does not alter any game data *leveled lists, creatures, etc.+ directly, but only ma&es changes through O- scripts. -ecause of this it should be fully compatible with most mods. This includes other overhaul mods. #oad order is not important. owever, when using 0rye -ash, this mod has to be loaded after the -ashed 1atch. This because 0rye -ash by default removes empty leveled lists, which are re$uired for this mod to function properly. #oading this mod after the -ashed 1atch is completely safe and does not cause any conflicts. A compatibility ini file * Maskar's Oblivion Overhaul for compatibility.ini + is included to automatically configure MOO to wor& best with other *overhaul+ mods. 1lease let me &now if any other mods/settings need to be added. %o files will be replaced by installing this mod. (t will however need O- O- *version *version 23 or higher+ to function properly. 1lease read chapter 34.3 for further details on O-. %o other third5party mods are re$uired to be installed to run this mod. (t6s however recommended to use Oblivion Mod Manager *O-MM+ Manager *O-MM+ to install and configure this mod. %ote that cows added by this mod can be be mil&ed when -asic 1rimary %eeds is %eeds is installed. upreme Magic&a users should chec& chapter 34.7 for compatibility instructions.
1.3 Game Difficulty and level scaling
This mod comes in 7 difficulty levels *normal, advanced and e)pert+. The difficulty level affects the strength and unpredictability of the player character6s encounters. -y default the advanced difficulty level is selected, which can be changed in the ini file. %e)t to the difficulty level, also the distance to civili8ation determines the difficulty of encounters. 'lose by to a city encounters are relatively easy, while remote areas are only suitable for e)perienced adventurers *see table below+.
%ormal
asy
asy
Average
Advanced
asy
Average
ard
)pert
Average
ard
ard
-y default many npcs *9uards, -andits, etc.+ level with the player character. The start level of npcs is dependant on the selected difficulty level *:7 for advanced and :; for e)pert+. %pc level scaling can be configured in the ini file. This means that you you can change npcs to have static levels, or much different minimum and ma)imum levels. 'reature level scaling is by default enabled, resulting in different creatures spawning based on the player character6s level. 0hen creature level scaling is disabled *in the ini file+, only location and the difficulty level is used to determine the strength of encounters. This e)cludes Daedra spawns, which are based on progression of the main $uest. 'asual and new players should select the normal difficulty level.
1.4 For ne players
This mod automatically configures itself to be used with other *overhaul+ mods. For instance, when Oscuro6s Oblivion Overhaul *OOO+ is loaded, MOO features li&e traps and loc& bashing are automatically disabled. All features can be configured in the ini file*s+. #ow level characters should stay near cities and on roads. 9uards will be able to help when in trouble. !se the Feign Death ability to avoid combat. 0aiting 0aiting and sleeping can result in being ambushed when dangerous dangerous creatures/npcs are nearby. 0eapons are more effective against certain creatures based on their material. ilver weapons do more damage to !ndead,
2.1 !"!D installation
3. tart Oblivion Mod Manager 2. 'lic& on Create to Create to create a new OMOD 7. 'lic& on +dd on +dd arcive and arcive and point to the downloaded *.=8+ file >. 'lic& on Create omod ?. Double5clic& the name of the mod in the right5hand side of the O-MM screen 4. Answer the $uestions as&ed to customi8e it to your preferences =. Optionally edit the .ini file to customi8e it to your preferences
2.2 "anual installation
3. )tract the files to a temporary location 2. 'opy files to (install folder)\Oblivion\Data\ 7. tart Oblivion #auncher, clic& "ata clic& "ata Files, Files, place a chec&mar& beside the .esp file >. Optionally edit the .ini file to customi8e it to your preferences
2.3 #ninstallation
To uninstall using the O-MM method, start O-MM, then double5clic& the name of the mod in the right5hand side of the O-MM screen and clic& =es. es. To To uninstall using the manual method, delete the Mas&ar6s Oblivion Overhaul files in the Data folder.
2.4 Configuration
This mod can be configured through both OMOD installation and by editing the included ini file. The ini file can be moved to the data/ini folder if desired. The ini file can be used to change and disable features added by this mod. This includes the ability to disable fast travel, removing starting map mar&ers and changing respawn time. (t can also ma&e potions ta&e time to ta&e effect, li&e found in OOO. -y default MOO ma&es permanent changes to the savegame. This allows placement of ore veins, dynamic loc& difficulty for doors/containers, etc. dit the ini file to stop MOO ma&ing permanent changes to the savegame * set MOO.ini_savegame to +. 'hec& chapter 34.> for information on advanced ini files.
3.1 #npredictable encounters
Oblivion uses a uni$ue and powerful player focused leveling system creating a challenging gaming e)perience independent of player level or location. (t however does this rather aggressively resulting in brea&ing some immersion. )amples are the lac& of any difficult encounters at low level and all bandits wearing high level e$uipment at high level. This mod tries to fi) this by unleveling some items and ma&ing creature and npc encounters more diverse and challenging. To maintain balance it introduces a s&ill based e$uipment system and the ability to feign death to avoid combat. 'reature and npc leveled lists have been severely altered, resulting in encounters being able to be considerably higher *or lower+ level than the player character. This can both be location based *vampires are always high level+ and player based *bandits leveling with the player character+. 0hen the player character6s level increases, many encounters increase in difficulty also *both in level and group si8e+. To increase the unpredictability of encounters, npcs and creatures have become more mobile in their environment. specially npcs *li&e bandits+ will wal& through dungeons a lot more than normal.
3.2 $egional spans
Many new creatures spawn in specific locations. This means that Mummies can be found near ammerfell, 9houls near Morrowind, 1ahmars near lsweyr, Mammoths and 9iants near &yrim, etc. @ombies and s&eletons now come in different races and can be summoned based on the caster6s location. For e)ample, casting in Oblivion will summon burning s&eletons and 8ombies, which are highly resistant to fire damage. 'ertain creatures have the ability to ta&e control over wilderness/road areas *3274 spawn points+. As e)ample, when an Oblivion gate is open the wilderness/road spawn points in the area will be able to spawn Daedra. Other creature types, li&e 9oblins, &eletons and @ombies can invade regions and are automatically region based *Morrowind 9oblins near Morrowind, Argonian Argonian @ombies near -lac& Marsh, etc.+.
3.3 $are creatures
are creatures are rare versions of e)isting creatures, which sometimes are encountered instead of the normal ones. They are stronger, loo& different and have much better loot.
3.4 %amed bosses
%e)t to normal bosses, li&e -andit ingleaders and Marauder 0arlords, 0arlords, named bosses have been added. There are 2 types of named named bosses, both being considerably stronger and with much better e$uipment than normal bosses. -y default named bosses always spawn in remote areas and spawn nearer to cities when the player character increases in level. 0hen using the e)pert difficulty setting named bosses always spawn anywhere unrelated to player character level. They also spawn in larger $uantities.
3.& 'arring factions
There are ; new factions, each from a certain region *%ords from &yrim, Argonians from -lac& Marsh, etc.+, fighting each other for territory. -ecause of this, an area can sometimes be controlled by 3 faction, while another time by another faction. The e)act faction is based on location and date. For instance, -lac&wood is always alwa ys controlled by Argonians, Argonians, while Topal -ay will have either BhaCiit or Argonians. ach faction has it6s own fighters, with their own abilities and e$uipment. For instance,
3.( Creature improvements
'reatures have received new abilities and improved loo&s and new creatures have been added to increase variation. )amples of new creature abilities are mud crabs grabbing weapons and brea&ing armor, 8ombies not staying dead, dogs bar&ing to warn of intruders and vultures circling dead bodies. As e)ample of new creatures, over > chests now have a chance to try and &ill you when trying to ta&e their loot. Only dungeon chests currently can come alive. This to avoid innocent npcs dying everywhere. The chests are 2 levels higher than the player character, up to level 2?. As encounters can be higher level than the player character additional effort is put into the appearance of opponents. &eletons for instance have their shaders restored. Additionally many new s&eletons *melee, missile and magic+ have been added. All having specific clothing/armor to display their strength. %ote that 8ombies and mummies have a high chance of getting getting bac& up after being &illed. A 8ombie can permanently be &illed by ta&ing its brain from its inventory. There6s no easy way to &ill a mummy.
3.) *ummoned creatures and npcs
ummon spells are either luc& or region based. #uc& based summons, li&e Dremora, camp, 'lannfear and Daedroth summon a ErandomE creature. There6s a small chance this would be a rare strong version and Dremora can sometimes be female. egion based summons are based on the caster6s location. 'asting ummon @ombie in -lac&wood would often result in summoning an Argonian Argonian @ombie, while casting in -ruma could result in summoning an Orc @ombie.
3.+ Combat ,I fi-es
'ombat can often be e)ploited by ta&ing advantage of the limitations of the game. This mod tries to fi) the following issues 3.
Acto ctors fo following through loa load doors
0hen in combat and being chased by a number of enemies, going through a load door will result in only 2 enemies following the player character through this door. This greatly increases the chance of surviving a fight. This has been increased to 4 enemies. 2.
1ulling single targets
0hen seeing a group of enemies, it6s possible to pull them one at a time, simply by staying out of range of all but one enemy. Fighting 3 enemy at a time greatly simplifies any encounter and can be considered an e)ploit. This is fi)ed by ma&ing other close by enemies enter combat as well. 7.
(ncrease actors in in combat
-y default only 3 actors can enter combat at once. This will result in any additional actors to not move, lowering difficulty and being rather unrealistic. This is increased to 7. >.
Mobile actors
-y default actors stay close to the location they spawned, resulting in easy to guess encounters. 0ith this mod enabled actors will be more mobile and unpredictable. This in combination with npcs holding torches while e)ploring their environment ma&es the area feel more alive and dangerous. ?.
#andscape pathfinding
-y default actors can6t Cump or climb. This can easily be e)ploited by standing on an area which can6t be reached without Cumping. This mod fi)es this by giving actors the ability to climb. Actors automatically start climbing when they6re trying to move forward without actually moving. 4.
Fleeing actors
0hen an actor in combat is low on health, he/she can choose to flee. This is based on the amount of allies and their confidence, health, etc. Additionally, Additionally, wea& non5evil npcs will flee when facing strong opponents, rather than start combat. #owering the player character6s
confidence will lower the chance of actors fleeing from combat. Fleeing actors are able to pull npcs and smart creatures into combat. This is especially important in crowded areas, li&e dungeons. =.
Ambushing actors
0hen the player character sleeps, waits, or fast travels nearby npcs and creatures can decide to ambush the player character. Additionally, Additionally, sleeping near vampires can result in being bitten, while sleeping near thieves can result in being robbed.
4.1 oot and equipment
%pc e$uipment has been adCusted to avoid all npcs npcs wearing high level e$uipment at higher level. %pcs and containers now also have a higher chance to carry food and drin&s *useful for hunger and thirst mods+. Although most items are still leveled, this can be disabled in the ini file. %pcs and creatures can carry items based on their environment. (f an iron vein is nearby they have a higher chance to carry iron ore. This is also true for plant ingredients. Additionally, Additionally, any loc&ed container has a small chance to contain a small treasure. Anything from colored c olored 0ill5O5the50isp Torches Torches to Ancient Ayleid Ayleid weapons.
4.2 ,rmor and body s/apes
%ew armor is available for many different body shapes *9', *9', etc.+. Additionally Additionally,, some armor comes in both a s&impy and realistic version. The preferred body and armor types can be selected in the ini file. ome body shapes re$uire the !niversal &eleton to &eleton to be installed.
4.3 *layer eapons
0eapons do additional damage to creatures and npcs based on the material of the weapon *li&e ilver vs !ndead+. ilver weapons have the additional bonus to temporarily stop
ilver
!ndead,
Dwar Dwarve ven n
9ian 9iants ts and and loc& loc&ss *co *cont ntai aine ners rs and and door doors+ s+
lven
Animals
9lass
#ight armored npcs and ranged creatures
bony
eavy eavy arm armored npcs and clo close combat creatu atures
Daed Daedri ricc
eavy eavy arm armored ored npcs npcs and and clo close se com combat crea creatu ture ress
Ayleid
Daedra and Dremora
'hit 'hitin in
All norma ormall acto actors rs,, e)cl e)clud udin ing g npcs pcs wear wearin ing g heavy eavy arm armor
Orcish
umanoids
Dwemer weapons have the same functionality as Dwarven weapons, but are more rare and do more damage.
Daedric *and Dremora+ weapons do less additional damage than bony weapons, but instead do damage to the target6s Magic&a.
4.4 *pellboo0s
pellboo&s give the player character an alternative method to learn spells and are used e)actly the same as scrolls. There are roughly 7 different pellboo&s and can be found as loot in most places where scrolls usually are found. are creatures sometimes carry boo& parts, which can be combined into rare pellboo&s.
4.& uest items
The player character will always receive the best $uest item available, rather than a leveled version *disable in ini file+. igh $uality $uest items usually have a high s&ill re$uirement to be used *unless e$uipment re$uirements are disabled+.
4.( $andom treasures
#oc&ed containers have a small chance to contain a small treasure. This chance is increased when the container has a better loc&. Different treasure is found in different locations and better treasure is found in more remote and dangerous locations. ome of the available treasures • • • • • • • • • •
Aylei yleid d 'lu 'lutte tterr *troti+ Aylei yleid d 'lu 'lutte tterr *Meo+ 0ill5O5t 0ill5 O5the5 he50isp 0isp Torc Torches hes *troti+ 'ity 'it y tatu t atues es *troti+ 9od ta tatue tuess *troti+ Daedri Dae dricc tatues tat ues *troti+ Teddybearr -ac&pac& Teddybea -ac&p ac&ss *anaisse+ )otic )ot ic Ayleid Aylei d Armor Ar mor *#ittle -aron+ Ancient Anc ient Ayleid 0eaponr 0eap onry y *(nsanityorrow and tar+ 0eap eapons ons of o f Morrowi Mor rowind nd *(nsanityorrow+
&.1 Introduction
All cities *e)cept Bvatch+ have their own %otice -oard. These boards are used to dynamically provide local information. This includes what areas should be avoided, where dangerous criminals are hiding and where treasure can be found. (n specific %otice -oards can provide the following information 'reature invasions" ouses for sale *all cities+" 0anted npcs" tolen items" #ost items. • • • • •
All notices are dynamically generated and provide an endless amount amount of things to do for the player character.
&.2 Compatibility
%otice -oards are automatically placed in compatible locations when using either
&.3 Creature invasion notices
All regions have a chance to be invaded by a certain creature type. 0hen a region contains any Oblivion gates, wilderness and road spawn points have a chance to spawn Daedra. The amount of gates affects the strength and density of the Daedra invasion. (mperial #egion oldiers and/or the oyal 9uard will set up camp to fight the Daedra in regions with at least 7 gates. 0hen no Oblivion gates e)ist, there6s a chance a region can be invaded by 9oblins, !ndead or 9narls. #ow level characters should avoid regions invaded by 9narls.
&.4 ouses for sale notices
Any houses for sale in a city are displayed on a notice board.
&.& 'anted npc notices
0anted npcs are npcs who have committed a crime and therefore are wanted by the law. law. They are usually hiding in a dungeon near the city the npc is wanted, but can sometimes be found traveling between dungeons. All wanted npcs are randomly generated and can be any combination of 3 races, 27 classes and be between level 3 and ? *or higher based on difficulty level+. $uipment, items, spells and combat style are based on level, type of criminal, maCor s&ills and personal preferences *elemental and creature type+. The e)act race is based on location and a build5in name generator is used to give the npc a uni$ue name, based on race and gender. A reputation system is used to describe the type of criminal and how powerful he/she is. This is shown in the form of a title on the notice *see table below+. scaped prisoners have a title based on their s&ills and level.
ude
Disreputable %otorious
(nfamous
asy
!nsavory
Dishonorable (gnoble
inister
Average
coundrel
Malicious
igh
Despicable
Dastardly
0ic&ed
vil
Outcast
0retched
%efarious
Dread
%otices *including stolen and lost notices+ include additional information when certain criteria are met. 0anted npcs carry a special named item. how this item to a guard to collect your reward.
&.( *tolen item notices
Any uni$ue npc can have their e$uipment stolen. These items are always somewhat valuable and are carried by -andits, Marauders or any of the regional npcs, li&e lsweyr Thieves. They can be found anywhere in the region stated on the notice *outdoors and in dungeons+. Tal& to a guard to return the stolen item. $uipping the item will allow the player character to claim the item for him5/herself.
&.) ost item notices
#ost items are valuable and rare items, which can be found in a container in any dungeon. The notice will state the region the item can be found. )amples of lost items are weapons, musical instruments and alchemy tools. Tal& to a guard to return the stolen item. $uipping the item will allow the player character to claim the item for him5/herself.
&.+ !t/er notices
A wanted notice is added to any notice board when the player character has at least ? bounty. bounty. A Gstrange door has openedH notice is added to the -ravil %otice -oard when the hivering (sles e)pansion is installed.
(.1 quipment
0eapons, armor, ammo and staves re$uire a certain amount of s&ill before they the y can be used. &ill re$uirement for staves is based on the magic school*s+ re$uired for the spell it6s enchanted with. Default armor and weapon s&ill re$uirements are as follows
%ovice *+
Fur, #eather #eather
(ron, teel
(ron, teel
Apprentice *2?+
'hainmail
Dwarven
ilver
Iourneyman *?+ Mithril
Orcish
Dwarven, lven
)pert *=?+
lven
bony
9lass, bony
Master *3+
9lass
Daedric
Daedric
%ote that this system can be disabled in the ini file.
(.2 otions and ingredients
#i&e normal, you are able to recogni8e more alchemical properties of an ingredient when you have a higher Alchemy s&ill level. The $uality of potions is based on the s&ill of the character creating the potion. 0hen having below =? Alchemy s&ill, you6ll only be able to create 0ea& 0ea& 'ure Disease 1otions. 0hen having between =? and ;; s&ill you are able to create 'ure Disease 1otions, which are able to cure both mild and a nd serious diseases. At 3 Alchemy s&ill you6re able to create trong 'ure Disease 1otions, which can cure any disease. Any potions created by the player character have been changed to always have the same weight. This feature can be disabled in the ini file. %ote that potions with a 'ure Disease effect are less effective when mi)ed with other effects.
(.3 *crolls and spells
#i&e normal, spells re$uire a certain amount of s&ill before being able to be used. crolls are more powerful than spells and can be used at lower s&ill. For instance, the 'ure Disease scroll *and emedial Touch scroll+ is able to cure all diseases, unrelated to s&ill level.
).1 Disease groups
Diseases are divided into 7 groups of severity se verity,, similar to those found in Morrowind. These are mild, serious and acute diseases. diseases . A higher amount of estoration or Alchemy s&ill is re$uired to cure more severe diseases.
).2 Disease transmission
Many diseases come in 2 versions. The first, found on many creatures, can only be transmitted through physical contact, while the other can also be transmitted through the air. 'reatures with an airborne disease are easily recogni8able by having a colored aura around them. A red color for a mild disease, a yellow color for a serious disease and a green aura for an acute disease. Airborne diseases can spread simply by being near the diseased creature. -eing closer to an infected creature has a higher chance to contract a disease. 'reatures have a small chance to be infected by the same disease, while the player character usually only contracts a wea&er version, which does not spread to others.
).3 Dealing it/ diseases
'reatures with an airborne disease often have lower health than normal and are more li&ely to flee. (t6s recommended to &ill diseased creatures as soon as possible. aving a high disease resistance lowers the chance to contract diseases. ome diseases re$uire higher $uality 'ure Disease 1otions to cure. These potions can be bought in shops and found as loot at any level. 1raying at an altar and using a 'ure Disease croll will always cure all diseases. emedial Touch Touch pells, pellboo&s and crolls have been added to easily ea sily cure npcs and a nd creatures.
+.1 Introduction
#oc&ed containers can sometimes be trapped. The amount and type of traps is based on the loc& level of the container. Traps re$uire to be disarmed before any items inside the container can safely be ta&en. Failing to disarm a trap, or ta&ing any items from the container before all traps have been disarmed will set off the remaining traps. Traps which have been set off can hurt anyone nearby and brea& items inside the container *e)cluding $uest and scripted items+. (t will also alert smart creatures *goblins, etc.+ and npcs in the area. uccessfully disarming a trap can provide the player character with a poison potion of the same type and strength as the trap.
+.2 Disarming
To disarm a trap, the loc& on the container first has to be opened. This can be done both through loc& pic&ing and casting an Open #oc& spell. The following traps can be encountered
Apprentice *2?+
Flash
nowball
Iourneyman *?+
Fire
ailstone 9as
)pert *=?+
corching Frost
1oison
lectric
Master *3+
(nferno
To)ic
#ightning
( ce
mo&e
par&
hoc&
The minimum ecurity s&ill re$uired to have any chance of disarming a trap is the above s&ill minus 2?. As e)ample, a Frost Trap can be disarmed 3J of the time when having at least =? security s&ill. Kou however need at least ? s&ill *=? 5 2?+ to have any chance at all. 0hen opening a container up to 7 traps can be encountered. imply ta&e a trap from the container to attempt to disarm it, or close the container to s&ip disarming. Magic users can use the Tele&inesis spell to set off traps from a distance.
+.3 Dynamic loc0 difficulty
'ontainers and doors have a loc& difficulty based on the $uality of the container/door, location, ownership and the player character6s level. Additionally the loc& difficulty is randomly slightly altered to be easier or harder. The $uality can be configured in the loc&s ini file and is as follows
#ow
#ower class, caves and tents
3
Average
Middle class, forts and sewers
23
igh
!pper class, Ayleid ruins and castle/palace
>3
%ote that coffins come in low, low, average and high $uality. $uality. #ocation determines loc& $uality as follows
%earby
%ear a city
Outs&irts
On the outs&irts of a city
=
emote
Far away from any cities
2
Owned
ObCect is owned by an npc or faction
3?
Dynamic loc& difficulty can be disabled in the ini file *under #oc& settings+. The individual loc& modifiers can also be changed *under Advanced loc& settings+. The loc& difficulty is a value between 3 and ;; *very easy to very hard+ and is calculated as follows lock difficulty "" #uality modifier $ location modifier $ random
The difficulty is further adCusted based on player character level when the loc& is leveled.
+.4 *pecial loc0ed containers
ometimes a normally unloc&ed container can be loc&ed and needing a &ey to be opened. The &ey will always always have the name of G!n&nown Lcontainer BeyH, BeyH, where Lcontainer is the name of the container. The &ey can be found on a nearby npc or creature. This is usually the strongest npc/creature in the area. These containers have an increased chance of containing special and rare items, including lost items.
Important/ The loc& difficulty and needed &eys are saved into the savegame.
5.1 !re and gem veins
0hen the mining ability is enabled *see chapter 33.>+ many static roc&s are automatically converted into ore and gem veins. The following ore veins are available • • • • • • • •
'orundum bony (ron Malachite Moonstone Orichalcum Nuic&silver talhrim
0ith the e)ception of iron veins, all ore veins are region based, which means they can only be found in certain areas. talhrim ore, which can only be found found in the &yrim region *the area around -ruma+, can only be mined with a Dwemer pic&a)e. 9ems can be found anywhere, but are easier found in more remote locations. The following gem veins are available • • • • •
Diamond merald uby apphire Topa8
5.2 *tone veins and iles of $ubble
Ayleid dungeons contain static rubble piles, which are automatically automaticall y converted into 0el&ynd and
Important/ 'hanges to roc&s and rubble piles are saved into the savegame.
5.3 Crafting !b6ects
0ells, fountains, &egs, large la rge barrels, forges and anvils are automatically converted c onverted into usable obCects. These obCects can be used for crafting and ma&e them easier to identify when using a needs mod, li&e -asic 1rimary %eeds.
17.1 8reasure maps
Most creatures and npcs are able to carry treasure maps. There are 3 different treasure maps in ? difficulties. tronger creatures/npcs carry more difficult treasure maps. The different types of treasure maps are 1lainly drawn treasure map *easiest+" )pertly drawn treasure map" Adeptly drawn treasure map" 'leverly drawn treasure map" Deviously drawn treasure map *hardest+. • • • • •
All treasure maps point to a location on the map, where a treasure chest is located. Additionally, the map states the region the chest is most li&ely found. Treasure chests are always loc&ed, sometimes trapped and can contain valuable and rare items.
17.2 Finding treasure
To find treasure you6ll need a treasure map, a pic&a)e and the ability open loc&ed containers. A pic&a)e can be purchased from most weapon merchants, or found as loot in 9oblin dungeons. 0hen having located the correct location of the treasure you can start digging. Digging is done simply by hitting the ground several times with a pic&a)e. One of the following 7 messages will show after digging GKou GKou fail to find any treasure.H GKou GKou dig and dig, but no treasure trea sure seems to be here.H *you * you are very close+ GKou GKou have found the treasureH • • •
After digging up the treasure chest a guardian will appear. The strength of the guardian is based on the difficulty of the treasure map. -e prepared to run, or feign death, in case the guardian is too powerful.
11.1 9as/ing loc0s
#oc&ed containers and doors can be forced open by bashing the loc&. This is done simply by power attac&ing it. (f the player character is strong enough and uses a powerful enough enough weapon the loc& can be bro&en. More difficult loc&s are harder to brea& and have a higher chance to be trapped. Trapped containers can hurt anyone nearby and brea& items inside it *e)cluding $uest and scripted items+. (t will also alert smart creatures *goblins, etc.+ and npcs in the area. -rea&ing the loc& of an owned container or door is considered a crime and can get you arrested. ome containers however are creatures in disguise and will attac& anyone trying to steal their items. The formula used to determine if a loc& can be bro&en is %eapon modifier $ strength modifier & ! lock difficulty
The weapon modifier is base %eapon damage and the strength modifier is the strength of the player character. -oth modifiers are capped at 3 and loc& difficulty is always between 3 and ;; *3 needs a &ey+. &e y+. A Dwarven/Dwemer weapon can be used use d to do additional damage to loc&s, resulting in re$uiring less strength to brea& a loc&.
11.2 Feign deat/
To deal with high level creatures and npcs a feign death ability *spell+ has been added. This ability can be used to avoid combat, but has a chance to fail if the opponent is smarter than the player character. (t will always be successful if the player character is out of view of any attac&ers. %ote however that creatures and npcs will not be fooled twice.
11.3 Climbing
'reatures and npcs now have a limited ability to climb obstacles. This is useful when their combat target is out of reach. -y default the player character is unable to climb walls and large obstacles, unless enabled in the ini file. (f climbing is enabled, simply wal&/run into an obstacle while staying in position. The player player character will automatically start climbing. c limbing. %ote however there6s currently no special climbing animation available.
11.4 Collecting resources
for more information.
11.& Crafting
Many different items can be crafted using various crafting tools. #arge crafting tools can be purchased from merchants and placed inside and near any buildings buildings you or your faction owns. )amples of large crafting obCects are forges, anvils and tanning rac&s. mall crafting obCects can both be purchased and found as loot. They can be used from the player character6s inventory. )amples of small crafting obCects are sewing &its and tin&er6s tools. 'hec& chapter 3? for more information.
11.( *nea0 attac0
Attac&ing while snea&ing can result in doing critical damage when unseen. The e)act amount of damage is based on your e$uipment and snea& s&ill level. MOO adds snea& damage multipliers for daggers and unarmed combat *see table below+.
%ovice *+
2
>
2
3
>
Apprentice *2?+
7
4
2
3
4
Iourneyman *?+
7
P
2
3
4
)pert *=?+
7
3
2
3
4
Master *3+
7
32
2
3
4
0earing the hrouded armor and hood doubles all snea& attac& damage *e)cluding 25 handed+. This means that a master in snea& s&ill using a dagger will do 2> times more damage than normal.
11.) 8aming
!sing a erder6s 'roo& it6s possible to tame many creatures, li&e Mountain #ions, (mps, !nicorns, 9uars, etc. The ability to tame a creature is based on the player character6s speechcraft, which also determines the amount of creatures that can simultaneously be controlled. Tamed creatures are able to increase in level, improve their abilities and some can even learn new spells. The speed in which tamed creatures can gain e)perience is based on their happiness. 'hec& chapter 37 for more information. Important/ Tamed creatures are saved into the savegame.
11.+ ealing
-andages have been added as an additional form of healing. They can be purchased from various merchants and are carried by many npcs. 0hen using a bandage, you start applying it to your target *or yourself+. This ta&es by default 3? seconds to heal yourself and 3 seconds to heal others. As long as the target stays close enough and doesn6t die you6ll heal the target for a large amount of health when you finish applying the bandage. (f you get hit while healing, your fingers slip, resulting in the bandage becoming less effective. (t6s recommended to hot&ey bandages. 0hen pressing the hot&ey, a bandage will either be applied to the player character, or when available, the npc/creature the crosshair is pointing at.
11.5 8rac0ing
Magnifying glasses can be purchased from various merchants and found on hunter type npcs *li&e
11.17 '/istling
The player character has the ability to whistle, which wor&s similar to the feign death ability. 0histling calls any nearby tamed creatures and owned horses to the player character. There6s a chance whistling can alert nearby enemies. 0histling can therefore also be seen as an alternative, but ris&y, method of pulling enemies into combat. -y default whistling does not summon creatures *ma&e them teleport+ directly to the player character. dit the MOO.ini_%histle_summon setting under GAdvanced ability settingsH in the ini file fi le to enable summoning. To summon creatures from anywhere on the map set MOO.ini_summon_distance to 53. This will disable the distance chec&.
11.11 arvest Flora
The player character is able to harvest ingredients from multiple plants at once when using a and cythe. imply hit a plant with a and cythe to harvest ingredients from any similar nearby plants *range is ? meters+. Alternatively, Alternatively, ingredients can be harvested by grabbing a plant *press 8 &ey+ while having a and cythe in your your inventory. inventory. This can also be done while riding a horse. and cythes can be found as common loot and are craftable using Tin&er6s Tools. Tools.
12.1 Dar0er dungeons and nig/ts
-y default ambient lighting in dungeons is lowered and slightly slightl y colored, ma&ing dungeons dar&er and more immersive. The MOO.ini_dungeon_light setting in the ini has the following options 53 3 2 7
#ighting re remains un unchanged %o ambient light *dar&est+ ome ambient lighting Minimal imal amb ambient li lighting, lo low co color *d *default+ Minimal imal amb ambient lighting, stron rong color
Dungeon lighting is dynamically altered and therefore wor&s for all dungeons, including those added by other mods. -y default outdoor lighting is lowered by ?J ma&ing nights feel a little more realistic. Ambient light, moon light and scenery light can individually be configured in the ini file. hivering (sles is automatically supported, if installed. (f another mod changes outdoor light settings MOO6s outdoor lighting is automatically disabled. Additionally npcs have a chance to carry torches in dungeons and outdoors.
12.2 ig/t spell
-y default the light spell has been changed from a green to a torch li&e color. The light spell color can be changed in the ini file. This includes the color used in Oscuro6s Oblivion Overhaul.
12.3 'ill:!:t/e:'isp 8orc/es
One of the random treasures tre asures found in loc&ed containers is a 0ill5O5the50isp torch. This is an everlasting torch and comes in 23 different light colors.
13.1 8aming a creature
Mountain #ions, 9narls, (mps and many other creatures can be tamed using a erder6s 'roo&. Tamed Tamed creatures can be very useful allies alli es when fighting difficult encounters. The chance to tame a creature is based on the creature6s level and the player character6s speechcraft s&ill. This s&ill also determines the amount of pets the player character can control simultaneously *see table below+. 1ets re$uire 3 *easy+, 2 *average+, or 7 *hard+ control slots to control. As e)ample, dragons re$uire 7 slots to control. To start taming, e$uip a erder6s 'roo& *purchased from many merchants+ and GhitH the creature. (f the player character has sufficient speechcraft s&ill and is not already controlling too many creatures he/she will start taming the creature. After several seconds you will succeed, fail, or have to continue taming by GhittingH the creature again *and again+. (f the creature ta&es any damage the taming attempt fails. Failing to tame a creature can result in angering the creature, attac&ing the player character.
%ovice *+
3
Apprentice *2?+
2
Iourneyman *?+
7
)pert *=?+
>
Master *3+
?
The amount of control slots can be configured in the ini file.
13.2 Controlling your pet;s<
!sing the erder6s 'roo&, or the grab &ey *8+, on a tamed creature or owned horse will show the pet menu. (t allows to name the creature, ma&e it follow and guard the player character, etc. 1ets guarding the player character will attac& anything attac&ing the player character. ome pets, li&e 9uars, Mammoths and !nicorns, can be ridden when tamed. Dragons can also be flown. %ot all creatures are able to enter interiors, li&e dungeons and houses. This is usually because they6re simply too big to fit inside. %ote that tamed creatures remain friendly to actors they were friendly to before being tamed. (n other words, a tamed dog will not attac& another dog, unless it6s guarding the player character. The pet menu has the following options %ame 'hanges the name of the creature. Follow Tells the pet to follow the player pla yer character. top Tells the pet to stop following, attac&ing and/or guarding. This is especially useful when a pet, by accident, gets in a fight with a friendly actor *guards, etc.+. tay Tells the pet to stay in place pla ce and no longer move. 9uard Tells the pet to guard the player character. 9uarding pets will attac& anything attac&ing the player character *even if they6re friendly to them+. 9uarding pets are able to gain e)perience when the player character &ills any enemies. at 9ives the pet some food, if available in the player character6s inventory. Feeding increases the pet6s happiness and heals a little of its health. ome pets will only eat certain types of food. 9narls only drin& rainwater and water from natural sources *la&es, etc.+. Drop Tells the pet to give the player character any items it might be carrying. This includes treasure maps and any arrows it might be hit with. elease Tells the pet to be released bac& into the wild. Aggressive creatures will attac& the player character when released. (nfo This is an optional option providing information concerning the creature6s confidence, e)perience, diet, elemental preference, combat style, diseases, the ability to enter interiors and the ability to learn spells.
13.3 Feeding and /appiness
Freshly tamed creatures are confused, which means they6re not very happy. Feeding a tamed creature will increase its happiness and in turn its ability to learn new things. (t also increases its health a little. 1ets are able to regenerate health over time, which is based on their happiness. !nhappy pets do not regenerate any health over time. ome pets only eat meat, while others, li&e 9narls, only drin& rainwater and water from other natural sources, li&e la&es.
0onderfully appy
Most happiest *3+
)tremely appy
#east happiest *3+
13.4 8raining pets
1ets can gain e)perience by &illing their enemies. 0hen a pet gains enough e)perience it will increases in level, resulting in becoming more powerful. Their abilities and spells will also improve and some creatures, li&e (mps, can even learn new spells. The amount of e)perience gained by &illing an enemy is based on the target6s level, the pet6s level and happiness and the amount of already gained levels. 1ets lose happiness over time. They also lose happiness when becoming unconscious or flee from a fight. 1ets can gain happiness by eating food they li&e. As the pet6s happiness has a large impact on their ability to learn, it6s important to feed them regularly. A pet can gain indirect combat e)perience from anything the player character &ills. For a pet to receive this e)perience it will have to guard the player character while being nearby. The amount of e)perience re$uired to level is calculated as follows *+ "" ( levels gained levels gained ! ) $ ! ) pet level !
This means that a level ? pet, having leveled twice, re$uires 2? e)perience to level. The amount of e)perience gained for &illing an opponent is calculated as follows *+ "" target level happiness level Q Divide by 3 if &illed by player character
14.1 "ining
A pic&a)e can be used to mine ore, gems and stone fragments *wel&ynd and varla+. 0ith the e)ception of iron ore, all ore is region based, which means it can only be found in certain areas. Additionally, Additionally, talhrim ore can only be mined with a Dwemer pic&a)e. Mining is done simply by hitting the vein. All veins contain a certain amount of ore, gems or stone fragments.
14.2 */earing s/eep
heep can be sheared with hears to collect wool, simply by activating the sheep *press spacebar+. heep will regrow their wool after several days. 0ool can be turned into yarn using a pinning 0heel.
14.3 umber6ac0ing
#ogs can be harvested by chopping trees with an a)e *hit a tree several times+. Trees will regrow after several days. #ogs can be turned into boards using a saw pit.
14.4 *0inning
Animal pelts can be collected from various animals, li&e wolves and bears. They can be converted into leather using a tanning rac&.
1&.1 Crafting tools
'rafting tools can be purchased from many merchants. #arge obCects li&e forges, anvils and tanning rac&s can be purchased as deeds. Forges and anvils already e)isting in the game5 world can also be used for crafting. Deeds can be used by hot&eying the deed and using it while being in gamemode. This can only be done inside or near a building you or your faction owns. As e)ample, to place a forge, hot&ey a forge deed. !sing the hot&ey will place a forge, which is considered a mar&er. !se the deed again to place the forge somewhere else, or target the forge to remove the forge. 0hen activating the forge *press spacebar+ the deed is removed and the forge is placed into the game5world. The forge can be pic&ed up by grabbing it *press 8 &ey+. (t6s possible to add more craftable items, including those from other mods, by adding them to the Mas&ar6s Oblivion Overhaul for craft recipes.ini file. 'hec& chapter 34.? for more information.
1&.2 9lac0smit/y
Mined ore can be smelted into ingots using a blac&smith6s hammer and a forge. To do this, add the ore to the forge and hit the forge with a hammer. The ingots can then be added to an anvil to craft e$uipment *or be used for tin&ering+. This is done in a similar way, by hitting the anvil with a blac&smith6s hammer.
1&.3 Carpentry
#ogs, collected through lumberCac&ing, can be converted into boards using a saw pit. To do this, add the logs to the saw pit and then activate *press spacebar+ the pit saw. The pit saw is part of the saw pit. A wor&bench is used to craft items from these boards. The wor&bench is used similar to the saw pit. Add boards *and possibly other items, li&e cloth and ingots+ and activate the tools lying on the wor&bench.
1&.4 8ailoring
Animal pelts can be converted into leather using a tanning rac&. To do this, add the animal pelts to the tanning rac& and then hit it with a s&inning s&inning &nife. A spinning wheel is used to convert wool into yarn. A loom turns the yarn into cloth, which can then be used to craft clothing using a sewing &it.
1&.& 8in0ering
Tin&er6s tools can be used to create loc&pic&s, repair hammers, scissors and many other small items. imply use/e$uip the tin&er6s tools to start crafting.
1&.( Fletc/ing
The fletching Cig is used to craft arrows. To craft arrows you6ll need shafts, arrow heads and feathers. hafts are created using boards and a wor&bench. Arrow heads are made with ingots and tin&er6s tools. Feathers can be purchased from merchants and are found on birds, li&e chic&ens and archer npcs.
1&.) Coo0ing
A 9rain 9rinder, 9rinder, olling 1in, &illet and 1itcher are tools to coo& food, li&e bread, fish and meat. A 0ine Ma&er is used to ma&e wine. ating coo&ed food will give a temporary bonus to certain attributes *strength, intelligence, etc.+, which is based on the type of food. 'oo&ed food will remain coo&ed for several hours. ome food, li&e meat and fish can be coo&ed again after cooling down. Freshly made wine re$uires some time to turn into sweet, semi5sweet, dry or spoiled wine *poison+. A &illet is used to barbecue meat and fish. This re$uires being near a wor&ing fire to be successful. A olling 1in is used to ba&e bread, pies and ca&es, which also re$uires being near a wor&ing fire. ome ingredients re$uire flour, which can be made by grinding 0heat 9rain in a 9rain 9rinder. A pitcher is used to store water or mil&. !se an empty pitcher on a well *or other water source+ to collect water, or a cow to collect mil&. Full pitchers can be emptied by e$uipping them. 0ine can be made using grapes and a 0ine Ma&er. A 0ine 0ine Ma&er can be purchased from any merchants selling food. They will also sell all other coo&ing tools. 'oo&ing tools can be crafted using Tin&er6s Tools. Tools.
1(.1 Installing and using !9*
re$uires Oblivion ,cript -tender *O-+ to be installed to function properly. properly. O- is an essential plugin for Oblivion, which e)tends the capabilities of 7 rd party mods li&e . 1lease update Oblivion to the latest version before using it. After downloading and un8ipping the O- archive *for e)ample obse_/.0ip +, the following files will be available src 1folder obse_!_/_!2.dll obse_command_doc.html obse_editor_!_/.dll obse_loader.ee obse_readme.tt obse_steam_loader.dll obse_%hatsne%.tt
(nstallation and usage of O- is different depending on if Oblivion is either a retail, or a team version.
Method R3 %on5team installation 'opy obse_!_/_!2.dll , obse_editor_!_/.dll , and obse_loader.ee into your (install folder)\Oblivion\ folder. Important/ !se obse_loader.ee to run Oblivion.
0hen using a des&top shortcut to launch Oblivion, update the shortcut to point to obse_loader.ee instead of oblivion.ee .
Method R2 team installation 'opy obse_!_/_!2.dll , obse_editor_!_/.dll , and obse_steam_loader.ee into (install folder)\,team\,team3pps\common\oblivion folder. Important/ !se team or Oblivion.ee to run Oblivion.
O- will automatically be run along with Oblivion when launched. 1lease note that the )team Community In:Game option In:Game option re$uires to be enabled. This can be done on the team ettings page, under the In:Game the In:Game tab. tab. O- will not wor& without it
1(.2 Frequently ,s0ed uestions
N3 (s this mod compatible with other overhaul mods *li&e OOO, MMM, F'OM+S A3 Kes, Kes, this mod is fully compatible with all overhaul mods. N2 0hy are some creatures and items not spawningS A2 0rye -ash removes empty lists. #oad this mod after the -ashed 1atch. N7 Does loading this mod after the -ashed 1atch cause any problemsS A7 %o. This mod does not alter game5data directly and therefore can be loaded anywhere. N> 0hy can6t this mod be installed through %MMS A> %MM gets confused by the O-MM script and therefore crashes during installation. N? Are other languages supportedS A? #anguage locali8ation support is planned to be added in a future update. N4 0hy are my tamed creatures not fighting certain creaturesS A4 Tell your tamed creatures to GguardH to fight creatures they6re friendly towards. N= ow can ( ma&e a suggestion to improve this modS A= 1ost your suggestions here here..
1(.3 *upreme "agic0a compatibility
The latest version of upreme Magic&a *v.;b+ has an issue with summon spells using leveled lists *used in MOO+. This can result in random crashes when summoning. This issue can be resolved by either disabling MOO6s summoned creatures *in the ini file+, or ma&ing a small change to M6s conCuration script. To update M, edit the 00,M4on5uration4ontrol,cript script by changing the following line if biscon5 66 7et,pell8ype rplayerspell 9" / 66 (:um,ummons ! ;; ,ustainable,ummons ;;
to if biscon5 66 7et,pell8ype rplayerspell 9" / 66 (:um,ummons ! ;; ,ustainable,ummons ;;
(n other words, simply add 66 +layer.=s4asting "" to the end of the line. %ote that editing scripts re$uires the 'onstruction et, et, which needs to be loaded through O-.. #oading through O- is done by creating O- crea ting a shortcut to obseloader.e)e obseloader.e)e and adding 5editor. As e)ample E'U1rogram FilesU-ethesda oftwor&sUOblivionUobseloader oftwor&sUOblivionUobseloader.e)eE .e)eE 5editor
Important/ et the file as active when loading the esp.
1(.4 ,dvanced ini files
Mas&ar6s Oblivion Overhaul for weapons.ini The weapons ini file is used to add support for additional slayer weapons, including those added by other mods. Adding a weapon is done by adding its mesh filename and material mat erial type, followed by ,et,tage MOO ! . The mesh filename is shown in the console when e$uipping a weapon, while debug mode is enabled in Maskar's Oblivion Overhaul.ini file. As e)ample, if the weapon filename contains \mithril\ and should act as a silver weapon *type 3+ you could do this by adding the following to the weapons ini file set MOO.ini_ob5ect_type to ! set MOO.ini_ob5ect_filename to sv_4onstruct >\mithril\> ,et,tage MOO !
Mas&ar6s Oblivion Overhaul for re$uirements.ini The re$uirements ini file is used to change re$uirements for e$uipment. (t6s used in a similar way as the weapons ini file.
Mas&ar6s Oblivion Overhaul for compatibility.ini The compatibility ini file is used to override settings in Maskar's Oblivion Overhaul.ini file when a certain mod is loaded. As e)ample, in Maskar's Oblivion Overhaul.ini it says ?"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""? ? =tem settings ? ?"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""? ? @y default locked containers can be trappedA but are automatically disabled ? %hen another mod already has its o%n traps. ? ,uggested optionsB A (!) & offA (on) set MOO.ini_traps to !
(n Mas&ar6s Oblivion Overhaul for compatibility.ini it overrides it when OOO is loaded, by changing it to . ?"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""? ? Oscuro's Oblivion Overhaul (OOO) ? ?"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""? set MOO.ini_mod_filename to sv_4onstruct >Oscuro's_Oblivion_Overhaul.esp> set MOO.ini_mod_setting to sv_4onstruct >set MOO.ini_traps to > ,et,tage MOO C
This means that traps are automatically disabled *+ when OOO is loaded.
1(.& ,dding ne craft items
(t6s possible to craft any a ny item from any mod, by adding these items to the Mas&ar6s Oblivion Overhaul for craft recipes.ini file. -y default several items from other mods are already included, li&e the canteen from -asic 1rimary %eeds and tents from my 'amping mod. The craft boo& shows a list of all available craftable items and the re$uired resources. (tems from mods which have not been installed are automatically ignored. As an e)ample, the following entry ma&es the canteen from -asic 1rimary %eeds craftable
set MOO.ini_ob5ect_filename to sv_4onstruct >@asic +rimary :eeds.esp> ? @+:4anteen-mpty @+:4anteen-mpty set MOO.ini_ob5ect_target_id MOO.ini_ob5ect_target_id to sv_4onstruct >@E!> set MOO.ini_ob5ect_source!_ MOO.ini_ob5ect_source!_id id to MOO.id_,teel=ngot MOO.id_,teel=ngot set MOO.ini_ob5ect_source!_%eight MOO.ini_ob5ect_source!_%eight to ! set MOO.ini_ob5ect_source/_id to MOO.id_Feather set MOO.ini_ob5ect_source/_%eight MOO.ini_ob5ect_source/_%eight to . ,et,tage MOO 2
To add an item you6ll have to add the mod name *-asic 1rimary %eeds.esp+, the item to craft *form id+, the resources *steel ingots and leather+ and the weight of the resources. The form id of an item is a he)adecimal number representing the item in5game. The formid can be retrieved by enabling debug mode in the ini file. $uipping an item will show the formid *only the last 4 numbers+ in the console. The Mas&ar6s Oblivion Overhaul for craft resources.ini file shows a list of all &nown resource codes. !p to > different resources can be added. The weight setting is the re$uired weight of a resource. (n the above e)ample, a canteen *with form id -;P3+ re$uires steel ingots *weight 3+ and leather *weight .>+ to be created.
1(.( 8reasure map c/eat s/eet
There are 3 treasure maps in ? difficulty levels. ach difficulty has 2 different maps, which by default are named from R3 to R2. The tables below show the coordinates for the treasure maps sorted based on difficulty level. To see the player character6s location *) and y coordinates+ type 8D8 and ,D8 in the console.
1lainly drawn treasure maps *type 3+
3
77?2
?34>?
2=
3
2
>P??
P>?P
2=
2
7
32;4
>=?P
2=
7
>
3;273
=742=
2=
>
?
53P;72;
57??=
27
?
4
53PP?P=
524?
27
4
=
4P24
52;74
2?
=
P
??7P4
57?237
23
P
;
3=P=
3>47?
33
;
3
2=PP>
3?>4=4
33
3
33
3272>3
P?P;
24
33
32
32?P33
;>74;
24
32
37
5=2P>
P=?P
3
37
3>
54>=4>
333?;
3
3>
3?
P;P;7
537?PP
37
3?
34
32>7
53>7==P
37
34
3=
5=32;
33P4
22
3=
3P
54?;4?
5>7P>
22
3P
3;
5372;=2
54=74
22
3;
2
53>=?;3
52?4;7
22
)pertly drawn treasure maps *type 2+
2
3
534P2>7
5>2;7?
27
23
2
53;7?>
2?P;
27
22
7
53722=3
5>74P
22
27
>
53;>37
P;=2
22
2>
?
5>=;7;
P2P?2
2
2?
4
532=
42>PP
2=
24
=
=;?3?
533>2?
3>
2=
P
=;72;
5324>74
3>
2P
;
P;2P
53>?PP;
3>
2;
3
3=73
533;P?
37
7
33
33;=3>
P3;P
24
73
32
33332
;=??3
24
72
37
>;2;
3>P72;
33
77
3>
3272=
3423P=
33
7>
3?
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