These. The chances of finding them are not as high as those of encountering the standard list of animals, but when you do, you will most likely be attacked by them.New Armor Set by Dieterweb Dieter continues to support Oscuro's Oblivion Overhaul with his fine work. A complete list would be too large for a readme file, here are some of the most significant and common changes: 1- Daedra remain unchanged except for capped levels. Natural Wildlife changes the behavior of wild animals to better reflect their real world behavior. Marko. Pro tip: Don't even try exploring a Deadra infested dungeon... (Unless you are a fucking god :P) I preserved all the changes that V 2.1 of CB accomplishes, plus I used its functionality to boost the new enemy types that appear in this version of the Overhaul. Oscuro's Oblivion Overhaul changes the level ranges for most NPCs in the game, stopping them from leveling infinitely with the player, and also assigning minimum levels to certain NPCs to make sure that a variety of challenges is present from the very first moment that you begin a game. Every release will include a separate readme specifying which files are new, and therefore need to be unzipped during the upgrade, and which ones remain the same as in previous versions, and therefore they must not be unzipped again into your Oblivion/Data folder. It also forsakes the increased damage in Sneak attacks for Sneak and the enhanced paralyze and knockback chances of Marksman's Perks. The speed of arrows and magic is now a little higher than before. I have not been able to put an exhaustive list, because the amount of excellent mods out there is already very large, and growing by the day. Oscuro's Oblivion Overhaul is a very complex and extensive modification to TES IV: Oblivion. More changes in spawn frequency are:-Minotaurs will not appear nearly as often in roads, they are now more common in the wild.-Traveling outdoors is now potentially more dangerous. Finally it is worth your time to take some fine pieces of clothing back to the merchants in town. Now the chances are 15%. Inside each .zip or .rar file you will find several other .zip or .rar files that contain Oscuro's Oblivion Overhaul's new content and .esp files. Extract them to your Oblivion's "Data" folder. Here's the link to the thread that he opened upon releasing this fine work: Worn Armor Release. However, they are also better equiped than most lowly Bandits and Marauders, so if you can take them down then you can expect some decent rewards for your efforts! The vision that drives this mod requires all the changes that I have designed and implemented. Thanks a lot Bofra!!! It is very important that you enable the "use folder names" option when you unzip these. Marko. Have a look at Maskar's Oblivion Overhaul, it a great mod, has less incompatibilities and zero bugs. It still retains the full changes to blocking and staggering chances. I decided that it was best to leave the option to the player, instead of forcing it upon them. Changes are some pretty major bug fixes. Check the accompanying readme on Content Installation for more details of this process. This change corresponds to the higher difficulty of its stages.- I removed the ability of making Restore Magicka spells to those players that gained this possibility by having chosen The Mage as their Birthsign.- Minotaur Titans now drop a powerful form of Minotaur Horns that can be used as an ingredient in Alchemy.- Giant Wolves and Kodiaks yield more pelts than their lesser kin.- Merchants now sell the new types of armor and provide better equipment a little sooner than before.- The elf swordswoman in the first dual fight of the Arena no longer drops a lootable sword.- As usual, a host of small tweaks here and there to loot lists, mainly to fix errors that I introduced, or that the CS editor created.Changes to Skills, Birthsigns, Globals and Settings. There are solid instructions on the mod that you download itself. In this instance, by supplying a full set of Worn Fur armor. Included TimeScale .esps- Descriptions for Birthsigns effects are now updated in the load screens.- The Max damage of Hand to Hand has gone up slightly in this version (16 -> 17)- Modified the rate of wear for armors and weapons to 30% of the original Oblivion Settings.- Updated quest information regarding Daedra Lord Quests.- Updated the LITE version with these changes: 1-Reverts the description of Birthsigns in loading screens back to original Oblivion settings. This will prompt a message of warning, hit yes and now hit the save button. I found, as many others did, that it offered a great advantage at early levels, and still managed to be very powerful in later stages of the game. Blades and Imperial guards are significantly stronger than before.- Lowered price of flawed gems, raised price of clothing.- Merchants now sell the new armor types.- Players can no longer make Restore Magicka spells.- New Minotaur Horn ingredient appears in Minotaur Titans.- Kodiak bears and Giant Wolves yield more pelts than their lesser kin.- Respawn of the world actors/objects increases from three days to two weeks.- Arena Gold Rewards are more lucrative.- Reduced the rate of magical items appearing in containers.- Slightly increased the damage of arrows.- Global TimeScale no longer is set to 15 (double length of day/night-time)- Hand to Hand now does less damage than in 1.01- Speed of Magic and of arrows is now faster than 1.01. There are plenty of them and should be very compatible with OOO if you make sure that Oblivions loads them after it loads OOO when you launch the game (Whatever loads last overwrites earlier specifications) Look at the end of this readme for indications and links to utilities and mods that can make your experience of Oblivion and Oscuro's Overhaul that much more suited to your liking and enjoyment. Now it is easier to find them on difficult foes than it is to discover them in random lootable points (chests, actors, etc). Also, now with Lyrondor's great work in combat behavior, the variety and cunningness of enemies has increased dramatically.Changes to Frequency, Stats and Value of Items- Most leveled lists for loot items remain the same as previously (NPC lists, as I mentioned above, are heavily changed, however). The extent of the problem varies in each case. There are also smaller .esp files bundled the use of which is optional. Unzip Oscuro_Oblivion_Overhaul_V_1.23.zip and extract the file FULL_Oscuro's_Oblivion_Overhaul_V_1.23.esp and the file LITE_Oscuro's_Oblivion_Overhaul_V_1.23.esp into the "Data" folder that can be found inside the main Elder Scrolls IV: Oblivion Folder. Check near the bottom of this readme for a complete list of differences between the two versions of Oscuro's Oblivion Overhaul, as well as information and links to recommended modifications created by other authors and links to utilities useful in detecting conflicts between modifications. If you are using WinZip, make sure to check the box "Use Folder Names" so that the content files are unpacked in their appropriate folders within your /Oblivion/Data folder. Included in this zip there are many necessary files that need to be unzipped into your ES IV: Oblivion "Data" folder, which is found in the main folder where you installed the game. Once you can open an Oscuro's Oblivion Overhaul zip/rar file, you will see several other files inside. About a 30% faster for magicka and 20% for arrows from the original Oblivion settings.- Reduced the rate of Fatigue Regen for Signs of Steed and Warrior.- Added LITE version of Oscuro's Oblivion Overhaul, which:1-Reverts Birthsigns back to original Oblivion settings.2-Reverts enhancements to Hand to Hand back to original Oblivion settings.3-Reverts enhancements to chance of disarming, staggering, paralyzing and knocking down with the Marksman and weapon Perks back to original settings.4-Reverts the speed of arrows and magicback to original Oblivion settings .5-Reverts changes to description of Mastery Ranks back to original Oblivion settings.6-Reverts the option of spellmaking with the effect Restore Magicka back to original Oblivion settings. The respawn time for Actors in the world is now two weeks instead of the three days in the original Oblivion. In order to reduce possible compatibility problems, and to offer a wider range of options for you to customize your experience of Oblivion with the Overhaul, I have included in this zip two files. Thank you so much for letting me use it in Oscuro's Oblivion Overhaul!. Previously, in the original version of Oblivion as well as in many instances of the first release of OOO, the player would not get this kind of satisfaction often, because even if they managed to defeat a powerful foe, its loot tables were adjusted according to the level of the player, thus rewarding less than what the challenge was worth. The first thing that you need to install Oscuro's Oblivion Overhaul is a decompressing program such as WinZip or WinRar. It is best to use Oblivion Mod Manager (OBMM) to install it. Click on this button to bring up your current list of available mods. Hit "OK" and now you are ready to play! Weaker creatures will appear in higher numbers than strong ones. It is impossible for me to make sure that every single mod is compatible with the Overhaul. I have kept the original spirit of each constellation but I have modified their effects, and added new ones, to balance them out.Birthsign effects are:Apprentice: +130 Magicka, 100% Weakness to MagickaAtronarch: +200 Magicka, 50% spell absorption, Stunted MagickaLord: 90hp heal lesser power, 40% Frost Resistance, 25% Weakness to fireLady: +10 Willpower, +10 endurance, 15% Paralysis resistanceLover: Lover's Kiss spell (unchanged), +10 PersonalityMage: +30 Magicka, Increased Magicka Regeneration (1p)Ritual: 200hp heal ability, Turn Undead ability, 15% to Disease ResistanceSerpent: Serpent Spell, +10 WillpowerShadow: 60 seconds Invisibility ability, +10 AgilityThief: +10 Agility, +10 Speed, +10 LuckSteed: +20 Speed, increased Fatigue Regeneration (2p)Tower: Tower Key power, Tower Warden, +15 Poison ResistanceWarrior: +10 Strength, +10 Endurance, increased Fatigue Regeneration (1p)5- Skills *****(Note: Hand to Hand Damage has changed post 1.23 to 17, from original value of 15)***** The skills of Hand to Hand and Sneak have some modifications. I did not want more Actors than that for two reasons: 1- Oscuro's Oblivion Overhaul already increases the difficulty of many NPCs, offers a much wider range of enemies and makes armor and weapon upgrades more difficult to find than what was found in the original release of Oblivion. I noted the link to TimeSlip's excellent program to this end. Load. So at low levels, there are very few creatures out there who can kick your tail (and conversely, things don't get much more difficult at higher levels either). The priestess of the Amazon clan of Cyrodiil is secretive and not many know what she looks like, or even what her name is.Guardians of Oblivion: Guardians of Oblivion are Conjurers of great skill and power. With so many variables at play, any significant change to the structure of this mod would alter its intended goals drastically, and in some circumstances it might just be impossible. This change obeys two reasons. It is rumored that a woman of great skill and presence commands these outcasts from the community of the Mage's Guild.The Putrid Hand: Necromancers of the Putrid Hand are very skilled in the dark arts of magic. Welcome to Oscuro's Oblivion Overhaul Readme. Each has its own directory structure, where all the content files are stored. Its range is very short, its damage can't hold a candle to powerful weapons, its rate of block was half of wielded weapons and the player cannot use gauntlets to add offensive on-hit spell effects as with every other weapon. This link will direct you to the thread of the ES Forums where Tag announced his release: Natural Wildlife Release Thank you very much Tag!. Now, when adventuring both in the wilderness and indoors, you are bound to find more creatures/NPCs than before. 4-Reverts the speed of arrows and magic back to original Oblivion settings.5-Reverts changes to description of Mastery Ranks back to original Oblivion settings.6-Reverts the option of spellmaking with the effect Restore Magicka back to original Oblivion settings.7-Reverts the description of Birthsigns in loading screens back to original Oblivion settings.8-Reverts the rate of wear for armor and weapons back to original Oblivion settings.9-Reverts the damage of Arrows back to original Oblivion settings.10-Reverts level requierements for Daedra Lord quests back to original Oblivion settings. Oscuro's Oblivion Overhaul Readme This page contains the full readme of the latest release, V. 1.23. Here is the link to the original thread of Lyrondor's released work:Combat Behavior Release I have included in the zip those readme files that came with Lyrondor's mod, so that if you want very specific information about what this mod does, you can get it straight from the source of its goodness. Go here to get Mod Conflict Detector, a very fine and useful utility to spot conflicts amongst mods.For a program that specifies the order in which Oblivion loads Mod files upon launch, check this very nice program: Oblivion Mod Manager, The following is a list of mods that offer a wide variety of tweaks to customize your Oblivion experience. At this point you may also select the use of any of the bundled optional .esp files. The chances to Knockdown and Paralyze with Marksman Special Attacks also went up slightly--from 5% to 8% each, for a total of 16% when mastered. "- Raised the level of difficulty of Arena stages.- Changed drop rates for several kinds of items (Daedric specially)- Reduced the damage to arrows until I can craft a more balanced solution.- Added chance of high end gear in Merchant's stores- Added new animals and Imps- Added the new Worn Fur to both NPC lists and Merchant store lists.- Tweaked the jewelry rate of drops from Amazons- Included new prices for most common items in the world- Added new Ingredients and Pelts to Boars, Bears, and the new Imps.- Completely fixed all problems with the LITE version.- Bundled Bofra's slower leveling mod pack- Reverted the spawntime of the world back to three days. describe the list of changes that each mod accomplishes. When the process is complete, you will see that your selected .esp and two new folders have appeared inside the /Oblivion/Data folder. You only need to use one of them. Their elite ranks will make short work of you without hesitation--better be prepared for a fight if you venture within a raider stronghold. Check the readme inside for more info. Also, keep your eyes peeled for stashes of long forgotten goodies while you explore wilderness, dungeons, caverns and any other remote location.New Player Armors and Items: Oscuro's Oblivion Overhaul includes fantastic new types of armor that can be found both in NPCs and in merchant's stores. I did not make arrows or projectiles so that they would be like bullets either. I enjoyed Oblivion for a few hours on release, but soon resented it, primarily for the awful scaling. WinRar does this automatically for you. Now I think that it retains its function without unbalancing the equilibrium among birthsigns. There are also, as in the previous version of the Overhaul, several new items in possession of rather powerful new figures in the province of Cyrodiil. This is done to offset the ease with which one could avoid the ranged attacks of NPCs and monsters by timing sidesteps. Hand to Hand is still much more viable than in the original version of Oblivion, but compared to the earlier release of this mod, its enhancements are more conservative. Oscuro's Oblivion Overhaul Mod 1.01. This will patch your 1.32 full install to version 1.33. It is not the case with these Actors that their items are completely dependent on the level of the Player Character. The further from civilization that you go increases proportionally the chances of finding deadly creatures. Also, Guards, Blades and Imperial City Soldiers are now a little bit more powerful than in previous versions. However, I planned version 1.2 to be the last in which I modify the level data of existing NPCs, therefore it is safe to assume that you will not need to restart with a new character in subsequent updates of this mod if you have already installed and played V 1.2 and above. 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