The same for marauders, but obviously for heavy, rather than light armor. The aim of these changes is to create a more immersive, rewarding, believable and enriching experience as you adventure in the world of Tamriel. ), Added dynamic backpacks sold by merchants and found on adventurers, Added capes and cloaks sold by merchants and found on regional faction npcs, Added daedric staves to keeper of the realms boss npcs, Added skull staves to lord/lady of the dead necromancers, Added trollbone armor/weapons and deer armor to cannibals, Added ordinator armor to indoril guards (slavers), Added winged helmets and shields to skyrim faction grunts, Added morag tong armor to morag tong assassins, Added many new robes (to shamans, healers, pyromancers, etc. Big thanks to u/beldaran1224 for helping me with this issue. See here for a detailed list of item changes made by OOO. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Community Forum Software by IP.BoardLicensed to: Nexus Mods. Game: Oblivion. As much as I want random encounters to become LESS difficult as you level, there is also a logical progression to quests in Morrowind, at least at the guild level. Edited by Maskar, 20 September 2012 - 10:35 pm. Maskar's? You can also combine MMM with OOO and MOO. All rights reserved. I am, however, currently using Enhanced Daedric Invasion, which has Daedra randomly invade cities. ), Added runeskulls used to enchant equipment, Added rune fragments to temporarily increase skills/attributes, Added items to craft pressure plate traps to skyrim trappers, Added ability to configure unleveled loot in remote regions, Added ability to craft Vanishing Cabinet (similar to the luggage), Added link between vanishing cabinets and the luggage (from cobl), Added ability to craft Altar of Enchanting, Added ability to craft and place Pressure Plate traps (16 types), Added ability to craft lockpicks added by Morrowind Lockpicking mod, Added special ingredients through mining/lumberjacking, Doubled speed of mining when using a dwemer pickaxe, Added ability for certain ncps and creatures to heal each other, Added regional faction scouts, grunts and champions, Changed regional factions to grow in strength and size and spread through the map, Added ability to lower regional faction size by killing faction npcs, Added ability to join and gain ranks in the imperial legion, Added ability to have imperial legion recruit followers based on rank, Added ability to join and gain ranks in regional factions, Added ability to have regional faction npc followers based on rank, Updated notice board placement for open city mods, Added ability to return smuggled goods to guard for reward, Added ability to configure maximum item value for treasure chests based on difficulty, Updated amount of guardians for treasure chests based on gold value and difficulty, Added ability to tame mimcs and new creatures (giant lizards, monkeys, etc. Copyright 2023 Robin Scott. Valve Corporation. Scan this QR code to download the app now. Item Description Framework for Maskar's Oblivion Overhaul, Manual for Maskar's Oblivion Overhaul v4.9.3 - with improved navigation, Maskar's Oblivion Overhaul - Crafting Tutorial, MOBS patch for Maskar's Oblivion Overhaul, Oblivion Comprehensive Modding Guide by Dispensation, http://www.nexusmods.com/oblivion/mods/42780, Not a hard requirement, just supported mod. Log in to view your list of favourite games. Several functions may not work. Edited by groundmammal, 20 September 2012 - 09:29 pm. All rights reserved. just to add to devary's question, will this conflict with OOO. 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. The world doesn't stay entirely the same in Oscuro's, there is still SOME level scaling, but it's very much reduced from vanilla Oblivion. Version-specific Recommendations must use a Version string equal to that of both ModList and Guide! How exactly does level scaling work? In order to get Mephala to speak with the Hero, an offering of nightshade must be given between midnight and dawn after reaching level 15. /r/oblivionmods is the subreddit dedicated to modding TES IV: Oblivion. I changed the load order manually using Wrye Bash and have had no further issues. it's 1.5.2 [deleted] 6 yr. ago This mod is not opted-in to receive Donation Points. Nothing is changed directly to avoid compatibility issues and to simplify installation. Manual for Maskar's Oblivion Overhaul v4.9.3 - with improved navigation. Is it generally lore-friendly? Thanks! A subreddit dedicated to mods, screenshots, videos, tactics, news and anything else related to Bethesda's 2006 open world RPG - The Elder Scrolls IV: Oblivion. Namely, I like the idea of NPCs being able to climb. . You must be prepared to cast aside your previous notions about Cyrodiil. OOO requires compatibility patches for many mods and my load order is almost full. Maskar for all the actual content in this manual. Lowered aggression of birds near cities, villages, etc. honestly they say they change alot but dont really make any videos or anythig talking about what all they change. Like I said, I want Morrowind--hard areas and easy areas, and a very hard start to the game with things becoming much easier as you become much more powerful. ), Updated projectile near miss code for companions, Disabled imperial legion faction penalty for killing actors in special combat faction, Fixed issue related to releveling npcs in ini file, Removed skill requirements for Shivering Isles Bone Arrows, Removed skill requirements for Shivering Isles Rose of Sithis arrows, Fixed issue causing npc initialization code to crash (silently), Fixed issue related to adventurers using bows, Lowered aggression of newly spawning adventurers, Improved ability for adventurers to attack non-hostile evil actors, Added option to disable ownership check when placing crafting tools, Added AoG Overhaul and Detect Item to the compatibility ini file, Added dynamically generated adventurers/travelers, Added ability to configure adventurers (total amount, min/max level, etc. Added ini setting to disable friendly hits for guards and npcs with 100 responsibility, Updated option to automatically disable features saving into the savegame, Improved ability for actors to ambush the player character, Added ability for followers to warn the player character when being ambushed, Added ability for imperial legion sergeants to track down the player character when having 1000+ bounty, Increased strength of imperial legion sergeants, Added map markers for treasure maps (when debug mode set to 2), Updated treasure maps for better cities compatibility, Added ability to gain security skill when disarming traps, Added ability to lower the chance containers contain any traps, Fixed issue concerning using telekinesis on trapped containers, Improved notice board support for (better) open cities, Changed quest rewards back to be leveled by default (use imbuement tool to upgrade), Added small chance for bandages to appear on npcs with restoration or alchemy skill, Added ability to configure hand to hand health and fatigue damage, Added ability to configure walking/running speed and jumping height, Added option to disable levelscaling for non-MOO npcs, Added option to only have named strong bosses when friendly npcs are strong enough, Removed land dreughs from mythical creature lists when OOO detected, Added ability for actors to cure airborne diseases, Added ability to tidy up rooms when using a broom (move any moved items in the area back to their original location), Fixed issue related to dead npcs using backpacks, Removed debug code related to npcs looking at the player character, Fixed issue where 2 strings were unnecessarily added to the savegame when saving, Updated level of various special creatures (ancient liches, guardians, etc. You will probably die a lot more often now. ), Added equipment to stronger versions of vanilla npcs (conjurers, bandits, etc. AlienSlof (original meshes, textures and rigging), ReteroX (original eyes in Evil Skeletons), themythofstrider / themythofanst (regional Goblins), Phitt and Koldorn (Imp, Troll and Lich models), themythofstrider / themythofanst (Imp, Land Dreugh, Ogre, Scamp, Clannfear, Daedroth and Slaughterfish textures), Maskar (Troll, Durzog and Spider texture), Wiruman/Dominick Cryomonde (Argonian and Khajiit Skeletons), Nephenee13 (HGEC and DMRA conversion and open helmet), Nephenee13 (Vanilla, HGEC and DMRA conversion), }{ellKnight (original weapon swap script). Previously familiar areas may now be much more dangerous and you will frequently be forced to retreat from enemies who are too powerful to beat until you are stronger. Lines in the "table of contents" on the first pages are now clickable. The latest version of OOO is available for download from Oblivion Nexus. I also like the idea of the notice boards and the creature invasions. Added craft tools and resources to npcs (including merchants), containers, etc. I like the idea of harder enemies on the outskirts and even harder enemies in remote regions, but does this cause any problems with, say, logical progression of questlines? The structures responsible for gameplay could be divided into several areas. Maskar's Oblivion Overhaul, Oscuro's Oblivion Overhaul or both? ), Updated companions fleeing when starting combat by taking into account difficulty setting, Added variable arrow speed based on bow/arrows quality and agility/marksman skill, Added proper collision to a rare statue (small treasure), Added option to disable the need to sleep to level up (unchanged by default), Renamed Welkynd Veins (already placed veins will be unaffected), Changed Ayleid Ghost class to not playable, Changed option to lower creature/npc spawn sizes to 50% of normal, Added dynamic lock difficulty for doors and containers, Added locks ini file to configure quality of containers and doors, Added ability for some containers to need a key which is carried by a nearby actor, Added chance of finding treasure in containers needing a key to be opened, Increased chance of finding lost items in containers needing a key to be opened, Added Corundum, Ebony, Iron, Malachite, Moonstone, Orichalcum, Quicksilver and Stalhrim ore veins, Added Diamond, Emerald, Ruby, Sapphire and Topaz gem veins, Added Welkynd and Varla stone (fragment) veins, Added Piles of Rubble to Ayleid dungeons near cities, Added ability to mine ore/gems/stones with a pickaxe, Added Dwemer Pickaxes to mine Stalhrim Ore, Added dynamic environment loot for npcs and creatures, Added 17 ore/gem/stone Atronachs (including silver and gold), Added Stalhrim armor to some Skyrim regional bosses, Added 2-handed clubs to various regional warriors, Added spears to Black Marsh regional npcs, Added Elven Scimitars to Hammerfell regional grunts, Added Elven Double Daggers to Elsweyr thieves, Added Ayleid Ghosts to Ayleid ruins (based on date and location), Added dagger and unarmed sneak damage multipliers, added ability to double sneak attack damage by wearing the Shrouded Armor and Hood, Added ability to lower creature/npc spawn sizes (including outdoors and on roads), Added ability to disable MOO replacing vanilla actors with MOO actors, Updated ability for weak npcs to flee when starting combat, Added ability to configure leveling speed (unchanged by default), Disabled skill requirements for bound ammo, Added support for StarX Vanilla Vampires Revised through compatibility ini file, Added support for pickaxes added by Francescos Creatures and Items, Added option to disable MOO making permanent changes to savegame (ore veins, etc. At long last, the final release of Oscuro's Oblivion Overhaul 1.32 has arrived -- and now 1.33 is out, too! -Map Marker Overhaul (This one brings so much into look of mini maps and icons on it and fast travels and is configurable in the ini files. If there's ever anything you don't like you can turn it off. Oblivion's . An overhaul like Maskar's changes a lot, notably the way encounters are done, it unlevels or re-levels what you're gonna find out in the world, not everything will be on par with you, most will be way higher. It confuses me. Here it is: http://www.nexusmods.com/oblivion/mods/46199/? If you're only going with one then I'd say Oscuro's. I like a lot of what this mod does, and also like how configurable it is. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. An installer version (1.37) is also available on Oblivion Nexus. https://en.uesp.net/w/index.php?title=Oblivion_Mod:Oscuro%27s_Oblivion_Overhaul&oldid=2424553. About 1.1 Introduction 1.2 Compatibility and requirements 1.3 Game difficulty and level scaling 1.4 For new players 2. Copy/paste the intended guide version from the "Existing Guides" table above (if it exists) into the field below. Install hundreds of mods with the click of a button. OOO adds a lot of new stuff including huge amounts of loot than can quickly outpace the economy. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Slavers and Smugglers: Side with the Dunmer . Espaol - Latinoamrica (Spanish - Latin America). Back to . Added ability for companions to find wanted items (looting containers, dead bodies, etc. Fixed "TESNexus" links in the footer of the first few pages. Valve Corporation. Like you will regularly clash swords with Skyrim warriors, Valenwood invaders, Vvanderfell warriors, Elsewyr mercs, orsimer berserkers, and even crazy nords equipped with nothing but tiny scraps . Creatures and npcs Espaol - Latinoamrica (Spanish - Latin America). Installation and configuration 2.1 OMOD installation 2.2 Manual installation 2.3 Uninstallation 2.4 Configuration 3. It seems based on the readme like MOO still makes the game HARDER as you raise your level, which is the counterintuitive difficulty curve I'm struggling to avoid. You can combine OOO and Maskars. ), Added ability for companions to pay their bounty if they have sufficient gold, Added simple basic needs system to companions, Added option for companions to not show their equipped items, Added individual faction growth multipliers and ability to configure in ini file (Skyrim slower, some others faster), Added regional faction leaders outside the borders, Added ability to lower regional faction control by killing faction leaders, Added option to configure how pets gaining levels influences their ability to gain additional levels, Added ability for player character to pay bounty of pets and companions, Added tameables ini file to add custom creatures (including from other mods), Added ability to tame birds, pheasants and scorpions, Added how much pets increase stats and attack damage in ini file, Added ability to carry small pets (like cats) in pet carriers, Added ability to gain speechcraft skill when taming creature, Added ability to configure follow distance of pets based on size, Updated dremora equipment to always require 50 skill, Disabled quest flag for unicorn horns when MOO spawns additional unicorns, Added unique high quality weapons to gold gauntlet rooms and bosses, Added ability to configure gold value of backpacks and lowered their value, Added ability to find missing pets in dynamically generated dungeon extensions, Added missing pet notices and ability to gain rating when returning pets, Added harpy invasions and notices on notice boards, Fixed issue where returning dynamic quest item is 25 times higher than intended, Disabled mythic dawn wanted npcs until oblivion crysis officially starts, Added map marker when reading warning notice in Bravil, Override outdoor weather lighting setting, Added easy and nightmare difficulty modes (WIP). 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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When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. ), Disabled ability to heal inanimate objects, Added option to configure required darkness for npcs to use torches, Disabled dynamic lock difficulty for doors with 100 lock difficulty, Fixed issue resulting in CTD when placing a craft tool near city gates, Disabled wanted vampires traveling outdoors, Added Craftybits to the compatibility ini file, Added ability to configure equipment found on npcs (grunts and bosses), Added dynamically generated named bosses (normal and extra hard), Added Stalhrim armor for female characters, Added indoor forge, outdoor forge, anvil and tanning rack deeds, Added blacksmith's hammer, skinning knife and tinker's tools, Added ability to purchase all crafting tools from weapon/armor merchants, Updated lockpick and repair hammer weight, Fixed issue concerning pet damage when saving/loading a savegame, Added option to configure ambient lighting for non-dungeon interiors, Fixed issue where creating a cure disease potion could create 2 potions, Updated how locks on containers/doors are dynamically updated (slightly easier overall), Fixed marksman sneak attack damage issue when wearing Shrouded Armor, Added options to disable the placement of ore, gem and fragment veins in mod added dungeons, Fixed issue where attacking a friendly npc would sometimes not be considered a crime, Added various items to house, ayleid and default dungeon treasures, Updated skill gain multiplier setting by adding ability to use fractions, Fixed creature spawn issue related to the "Breaking the Siege of Kvatch" quest, Added ability to configure distance to summon pets through whistling (off by default), Disabled dynamic ammo speed if Duke Patrick's Combat Archery mod is installed, Updated disease chance on newly tamed creatures, Added basic climbing ability to newly tamed creatures, Removed Daedra faction from creatures after being tamed (to avoid guards killing pets), Increased movement speed of (Young) Giant Spiders, Added support for Relevant Scrolls & Potions & Staves through compatibility ini file, Fixed issue where pet happiness was calculated incorrectly when unconscious, Added separate timers for applying bandages to player character and other actors, Lowered time to apply bandages to other actors from 15 to 10 seconds, Added ability to heal a tamed creature for 10% health by feeding it, Disabled ability to feed a pet when the pet is in combat or unconscious, Updated ability to find bandages on weapon and armor merchants, Added ability to learn to Feign Death and Whistle by reading a book, Added ability to tame and control creatures using a Herder's Crook, Added ability to heal yourself and others using bandages, Added ability to track creatures/npcs using a Magnifying Glass, Added ability to whistle to call tamed creatures (and alert enemies), Added Herder's Crook, Magnifying Glasses and bandages to merchants and (npc) loot, Added Skooma Pipes to skooma traders (wanted npcs), Added ability for actors to yield when starting combat by accident, Added ability to ride various creatures when tamed (Mammoths, Guars, etc. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Looking at the creatures and factions, it seems like it might be, but I also don't know if mummies have much of a place in an ES game, for example (if they're in Daggerfall or ESO, I'm not as familiar as I should be with either). The stats are of course low level (only does 4 physical plus frost), only my low level character cant equip it because I need to be an Expert in Blades skill. Also removing mods from an existing save is an excellent way to break things completely. Edited by Maskar, 20 September 2012 - 09:55 pm. MOO and OOO are very easy to install and uninstall. However, if you have the ingenuity, skill, and luck to survive the odds stacked against you then you will be justly rewarded for your bravery! ), Added ability to use adventurers as companions, Added Imperial Legion Sergeants to patrol dangerous areas near the Imperial City, Added new equipment to Imperial Legion Sergeants, Added scroll to player character's inventory to track faction ratings, Added ability for actors to notice nearly missing magic/arrows, Added Anvil on Stump Deeds to various merchants, Disabled Vulture spawns for under water creatures, Added ability to disable Morag Tong Assassins directly when disabled in ini file, Added ability to configure the length of pet names, Added ability to disable actors healing undead, Added support for cloned actors to heal other actors, Added equipment requirement check in godmode when loading/starting a new game, Added Skull Shield to some strong named bosses, Updated Bonemold Shield and Skyrim Healer Robe icons, Updated Stray Puppy and Stray Dog factions, Fixed issue where MMM Carrion Rats could cause missing meshes, Lowered maximum grunt equipment quality from level 8 to level 7, Added compatiblity option for converting misc items into usable tools, Added Supreme Magicka to compatibility ini file (disable healing undead), Added Duke Patricks - Near Miss Magic And Arrows Alert The Targe to compatibility ini file, Added SDR - Sneaking Detection Recalibrated to compatibility ini file, Added Kragenir's Death Quest to compatibility ini file, Removed skill requirements for Knight of the Nine equipment, Added ability for various npcs to ignore friendly hits, Lowered polygons on tarantula type spiders, Updated levelscaling for Outlaws and Plunderers, Fixed issue related to actors healing each other, Added option to disable ability for actors to heal each other, Added static backpacks (found on merchants and as loot/treasure), Added option to choose between static and dynamic backpacks, Fixed issue where guard dogs wrongfully attack smugglers and mercenaries, Updated summon bear spell to summon bears based on location, Added stray dogs (dachshund/sausage dog) to cities/villages, Added monkeys, tapirs, red pandas and new deer types to wilderness spawns, Added (highly contagious) corprus creatures to remote regions, Added imperial legion recruits which randomly patrol in groups through the game-world, Added heroes to fight friendly regional faction npcs, Added mythic dawn to conjurer spawn points based on the amount of nearby open oblivion gates, Added outlaws and plunderers to remote bandit and marauder spawns, Added plane summoners, master conjurers and keeper of the realms to remote conjurer spawns, Added plaguespreaders, master necromancers and lord/lady of the dead npcs to remote necromancer spawns, Added frost witches to snow regions controlled by skyrim faction, Added mercenaries to dungeons controlled by hammerfell faction, Added wild orcs and wild boars to wilderness controlled by orsimer faction, Added smugglers to dungeons controlled by elsweyr faction, Added an-xileel fanatics to areas with oblivion gates and are controlled by black marsh faction, Added slavers/slaves to mines controlled by morrowind faction, Added grave diggers, tomb raiders and artifact collectors to necromancer dungeons near cities, Added ability for beast masters to call nearby creatures for help, Added ability for plane summoners to summon portals to oblivion, Added ability for plaguebringers to spread airborne diseases, Added ability for berserkers to make nearby allies stronger, Added equipment to new npc types (mercenaries, smugglers, etc. Added an actual table of contents. It also has lots of features you cannot easily edit. Be cautious at first. #3 Marin Lago View ProfileView Posts May 17, 2016 @ 10:00am U can check the step guide[wiki.step-project.com], personally i use Maskar's Oblivion Overhaul (very nice macromod) and retexture mods. Mirioner 1 yr. ago MMM, etc.) 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. 3-It turns the Cyrodiil outskirts into some sort of a battlefield with a lot of invaders from adjacent regions making their camps near roads and forts. ), Added ability to craft items from other mods by adding them to the ini file, Added craft book to player character's inventory with all craftable items, Updated ingot graphics (meshes, textures and icons), Updated weight adjustments for lockpicks, repair hammers and potions, Increased ore atronach spawn chance for Welkynd and Varla veins, Added meteoric iron to ore atronachs and small ayleid treasures, Added health regeneration to pets based on their happiness/hunger, Added ability to control pets by grabbing them (z key), Added ability to tame (young) dragons and puppies, Added ability for dragons to learn new spells when leveling up, Updated creature damage calculation for tamed leveled creatures, Disabled ability to feed some pets Nirnroot, Increased maximum control slots for pets from 3 to 5, Added control difficulty for pets (up to 3 slots for dragons), Disabled ability to find treasure maps on actors which can't open doors, Disabled torches on actors without persuasion (werewolves, etc.

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