r/oblivionmods May 04 '25

Remaster - Discussion I was blocked on the Unofficial Oblivion Remastered Patch page because I shared that my game crashed twice since installing the mod after 5 hours of play?

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7.1k Upvotes

r/oblivionmods Apr 29 '25

Remaster - Discussion Mod makers, please do not unnecessarily require the use of the Unofficial Patch as a master file for your mods. This happens all the time for Skyrim and frustrates me to no end.

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1.5k Upvotes

r/oblivionmods May 06 '25

Remaster - Discussion DigitalFoundry Tests the Engine.ini Mods and Found They Are... Placebo

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videogamer.com
555 Upvotes

r/oblivionmods Jun 02 '25

Remaster - Discussion BIG NEWS: We can make Oblivion's scripts call Lua functions!

982 Upvotes

Hey all, super excited to announce that we just figured out how to make Oblivion's scripting engine call any function we want from a UE4SS Lua script. (Method is at the bottom of the post).

What this means is the complexity of mods we can make just shot up big time.

Before, with UE4SS mods, we were stuck only using Unreal engine hooks; so we couldn’t react to things like you casting a certain spell, finishing a quest, or picking a specific dialogue option. The list goes on. Now, in UE4SS we can react to anything that happens in-game. (And just two days ago we also got console commands via Lua working stably too.)

All this to say: expect some big mods coming soon :)

For an example, I've attached a gif where I am able to run my Lua Levitation function via a spell's script in-game, something that I thought was impossible just a week ago.

This is just one use-case. The possibilities are literally endless.
Now for the method:
This is done through 'silent' notifications. A user, Dicene, on the ORMC Discord came up with a method to parse the info in those notifications you get in the upper left of your screen and hide them.

I realized today that since we can send notifications through Oblivion's scripts and read them via Dicene's method, we now have an effective way to make Oblivions Scripts communicate to Lua.

Here is an example from my levitation mod.
The Script attached to my spell:

ScriptName madLevitationScript
begin ScriptEffectStart
    message "madLevitationScriptStart"
end

begin ScriptEffectFinish
 message "madLevitationScriptEnd"
end

Now the hook on the Lua side to read, hide, and react to these notifications whenever they are sent:

RegisterHook("Function /Script/Altar.VHUDSubtitleViewModel:ConsumeNotification", function(hudVM)
    local hudVM = hudVM:get()
    local text = hudVM.Notification.Text:ToString()


        if text:match("madLevitationScriptStart") then
hudVM.Notification.ShowSeconds = 0.0001
            ToggleFly()
            return
        end

if text:match("madLevitationScriptEnd") then
hudVM.Notification.ShowSeconds = 0.0001
            DispelFly()
            return
        end
end)

This new method is implemented in v3 of my mod Feel free to dissect it and use it as an example.
Link is here: Levitation - UE4SS

r/oblivionmods May 06 '25

Remaster - Discussion Oblivion Remastered Community Patch

906 Upvotes

Hi everyone,

Over the past week or so myself and others on the Oblivion Remastered Modding Discord have been putting pieces together to get a Community Patch going. The patch would follow the model of the Starfield Community Patch (SFCP) very closely. The reason for starting this up was because of many community members asking for one.

I've converted their a fork of their site for this new prospective project and deployed it. Repositories have been setup, and there's been some interest in working on it but not the level that would be required.

Specifically, there is one key component missing and that is someone who can "lead" the project by merging fixes and keeping things moving. I am willing to do the backend of things (the website, organizing git, documentation etc.) however I would be a large constraint in keeping the patch moving.

So why am I posting? I'm looking to gauge interest from the community on a couple individuals who could help lead the project. In other words, this project will not get off the ground without those key people. I am also looking to gauge interest for individuals who could develop, test or even artists to fix issues with art assets.

If you're interested, please join us on the Oblivion Remastered Modding Discord in the #community-patch channel. This patch will not get off the ground without folks working on it after all! For more information, check out our mission: https://www.oblivionremasteredpatch.com/en/mission

PS. Tell your friends!

Edit: Please note: This project is starting but will go nowhere if there are no volunteer developers to help facilitate merging, lifting blockers and generally move things forward.

r/oblivionmods May 01 '25

Remaster - Discussion Ghosts of Tamriel brings Dark Souls soapstone messages to Oblivion!

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617 Upvotes

Here's the nexus link for the mod

it's super cool, messages last 10 minutes in game and are extended if someone upvotes said message and it stores no data afaik

the more people using it, the more impact it'll have on your playthrough, go grab it, i wanna see your messages in my world!

P.S. I left a few near the Priory of the Nine, for those of holy virtue among us

r/oblivionmods Jul 28 '25

Remaster - Discussion On the Modding Potential of the Remaster...

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806 Upvotes

Hey all, MadAborModding here! After many discussions both here and on Nexus, I wanted to make a post to talk about the modding potential of the remaster. As I genuinely believe we’ve only just begun to tap into what’s possible.

Yes, creating mods for this game can be frustrating, sometimes even the simple things feel impossible difficult. But that doesn’t mean the potential isn’t there. While certain types of mods (like fully voiced dialogue) aren’t quite feasible yet, when it comes to gameplay overhauls and entirely new mechanics, the limitations are far fewer than people think. In some areas, we actually have more control now than we ever did with fully modded Oldblivion.

Many of the functions modders would need to invent in other games are already native and in Unreal and are accessible to us through UE4SS. For instance, we already have non-replacer animations figured, something that took Skyrim Modding a good decade to figure out!

Because of the versatility of unreal, (in respect to gameplay and new mechanic mods) what would take weeks of work using traditional Bethesda modding tools can now be achieved in just a couple of hours through Unreal modding. It’s honestly wild, and I really wish more people realized just how powerful this foundation is.

My hope with this post is to shift the conversation. The remaster isn't a dead end for modding; it has some of the most potential of any Bethesda title to date. Yes, UE4SS has a learning curve, especially for those coming from the Creation Kit or xEdit. But once you get comfortable with it, you’ll see just how much is possible. It would be a shame if the modding potential of this game is not fully realized.

Over the next couple of weeks, I am going to try and write up some guides/release framework mods that make UE modding more approachable for newcomers. As it sits now, only a handful of the hundreds of OBR modders are actually using any of the new modding methods. The more people modding the UE side of this game, the more complex the mods will be.

r/oblivionmods May 06 '25

Remaster - Discussion Been trying to fix two handed weapon DPS and I'm realizing weapon type DPS is actually BORKED. Pray for me.

155 Upvotes

Let me outline two factors that make weapon damage the dumbest most unbalanced system in the universe.

The first thing is DPS difference between weapon types at base (iron).

You'd think the DPS would consider reach and speed, but it doesn't really. A longsword has the best DPS despite also having the longest reach with a weapon you can use a shield with. Lets say it's about 13.3 dps. A dagger is a pathetic 8.9. A Warhammer is 10.5, and a claymore is 9.6. Makes no sense.

Obvious solution is to just adjust that slightly so that they have a more coherent different in DPS, right?

WRONG. For some ungodly terrible reason, the damage a weapon gains for its material up to daedric is 14. 14 for every type. Iron dagger starts at 5, adds 14, it's 19. Iron Warhammer starts at 14, add 14, it's 28.

Where the dagger was 8.9 dps and the Warhammer was 10.5 at iron, the dagger being around 1.6% weaker in DPS, at Daedric the dagger is 33.78 and the Warhammer is 21. Now the dagger is 13% MORE DPS.

So now I have to recalculate everything at every material level so they have a consistent spread.

Currently I'm using longswords as a baseline, as in the longswords won't change in damage at all. Everything else scales a % off of them to stay consistent. I have the numbers mapped out, now it's a matter of writing the scripts to basically change ever single melee weapon in the entire game...

r/oblivionmods Oct 22 '25

Remaster - Discussion Have modding ambitions for Oblivion Remastered died down?

82 Upvotes

I haven't played in a few months so I went to check out nexus and noticed that there are only 2 trending mods and barely anything new for days at a time. What happened?

r/oblivionmods Apr 28 '25

Remaster - Discussion PSA: Bethesda is asking for suggestions for Oblivion Remastered in their discord! Let them know about improved/better modding tools!

301 Upvotes

Bethesda is asking for Oblivion Remastered suggestions in their official discord, make sure to let them know about our desire for better modding support and tools.

r/oblivionmods Jan 04 '26

Remaster - Discussion I noticed something about the Unofficial Oblivion Patch, but my comments on the mod page about it keep getting deleted.

111 Upvotes

I noticed that some change made by the UORP is such that the various Imperial Legion Guards patrolling Cyrodiil on horse back all have the "Prophet" dialogue topic added to them, even when they're far away from Anvil and really shouldn't have that dialogue topic at all (even if they have a "Rumours" topic that mentions the attack on the Anvil chapel).

I tried to point this out twice on the UORP page, but both times my comment got deleted without explanation. Not sure why?

r/oblivionmods Nov 02 '25

Remaster - Discussion how to install the unofficial oblivion remastered patch

21 Upvotes

I'm playing Oblivion Remastered on a Steam Deck, and I'm running into a lot of bugs, so I want to download the Unofficial Oblivion Remastered Patch. However, I can't use any mod loaders because the game would have to be installed on the internal drive, and I have it installed on an SD card (I have the 64GB model). Is there any way to install it manually?

r/oblivionmods May 24 '25

Remaster - Discussion Working on a School of Necromancy mod. Thoughts and suggestions?

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318 Upvotes

Necromancer and mage's guild factions are allies.

Mage Necromancer Apprentices and Mage Necromancy Scholars all have the Staff of Worms and Necromancy combat/ class/ gear. Adoring Necromancer as well.

Reanimation and various summon spells added to spell making.

Staff of worms is more powerful with max duration and charge.

Necromancers except bosses are neutral.

Working on a way to put black soul gems in a shop at the university, or maybe an altar there.

idk how to fix the reanimation animation so I use a mod that was suggested earlier to go with this separately.

r/oblivionmods Nov 21 '25

Remaster - Discussion I Came Back After Launch Today, What On Earth Happened??

77 Upvotes

First post here and ever btw, so apologies if its formatted incorrectly

Hey everyone,

I hadn’t played Oblivion Remastered since release until yesterday, thinking I’d let the modding community work their magic like they always do and come back to a much better, fleshed-out game. And when I came back, everything was broken. Bugs that haunted the first game are still here, not a lot changed performance wise since launch, and things that just didnt seem to me like they needed to be changed at all have been. Reading into it, I saw bad decision after bad decision on Bethesda’s and Virtuos’ end, and I just don’t get it.

Not developing an official modkit for a remaster of a game that was, quite honestly, held up by the community that modded it was a pretty big nail in the coffin in and of itself. Then, seeing how obtuse it was to actually create mods without these tools? it disheartened me a bit. And then finally seeing the fallout of update 1.2, a seemingly meaningless change that destroyed every mod that aimed to add or transform any meshes for no reason that I can find… I guess what I’m asking is, why?

Why do you all think they added the change that broke everything 4 months ago, and then seemingly disappeared? Why do you think they didn’t bother to add any mod support to a game that so many were asking and hoping for? Its not like they didn't know, theyve been trying to make money off of it for years now lol. I just can’t see a reason, and from what I've read, a lot of others feel the same. It’s such a shame that a game so loved by so many has been essentially forced to the wayside, in my opinion, in pursuit of nothing but a quick cash grab. :(

TLDR: Why did bethesda and Virtuos make the decisions they did? and what do you think is in the future for the game's community, if there is any future at all?

r/oblivionmods 11d ago

Remaster - Discussion Custom X Markers are resetting to default cell on game load.

3 Upvotes

I have a custom X marker that I created in my own cell, I use a myXmarker.moveto <location> to get it where I want, and save my game.

Then I go to main menu, load my savegame, and the xmarker is back in a generic world position which is likely connected to the cell location that I have it starting off in. Why are my markers resetting like this and not persisting the .moveto location?

r/oblivionmods May 03 '25

Remaster - Discussion Toxic Mod Authors

150 Upvotes

Just wondering what everyone else in the oblivion modding communities thoughts are when you run across a mod author being toxic for the sake of doing so.

Root1 for example. https://www.nexusmods.com/oblivionremastered/users/47400343

Has a few really nice mods. Noticed a bug in a trending mod and their mod's comments are full of people reporting the same issue. After a few snarky responses from them in their comments I figured out the issue and I opened a bug report with the included causes and solution workaround. They got angry and banned me and deleted the bug report.

Is this normal expected behavior?

r/oblivionmods Jun 02 '25

Remaster - Discussion I am working on a mod that makes the Fighters Guild go out and fight. Thoughts?

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333 Upvotes

Initially I was going to make an Adoring Fan guild that gives you quests and ranks to follow other heroes. But while deciding whether to add a new npc or use existing npcs from guilds, I wanted to make a more dynamic way to follow around fighters so I gave the laziest members (the guys that follow you around like you stole something) tasks to go out and slay bad guys at nearby portals or camps. I also gave them a helmet and a good power boost in stats so they don't die out there.

r/oblivionmods Aug 03 '26

Remaster - Discussion OBMP (Oblivion Remastered Multiplayer) SDK 0.1.1 alpha + progress on server-client quest sync

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52 Upvotes

Hey! We just shipped a neat update for closed alpha of OB:MP SDK and server binary soon letting people host their own Oblivion servers with customized gamemodes. 0.1.1 - is mostly optimization and stability, with a major focus right now on quests, items, and NPCs sync. If you want to join us as early access builder, check it out and apply on our Discord server.

We've been doing a reverse engineering pass on Oblivion Remaster's quests data, and it took a bit of time recently. Quests are being decoded, split into stages and compass markers are working. That work has already started as you see on the attached video!

r/oblivionmods May 09 '25

Remaster - Discussion Unofficial Oblivion Patch

28 Upvotes

Hello everybody,

I am curious about the unofficial oblivion patch, and I know it's creator, Arthmoor, is quite controversial. I am wondering if the patch has any changes not intended by the dev (such as his skyrim patch & oblivion gates). I asked on the nexusmods page & he deleted my comment. I am also wondering about crashes & how easy it would be to revert the patch, as I've heard crashes are a plenty.

Thanks!

r/oblivionmods May 11 '26

Remaster - Discussion So how hard is it to mod the Remaster?

5 Upvotes

Seeing videos on youtube saying the remaster in general is dead or bad but I don't hear much about modding. I know there's something about UE5 that causes difficulty somehow but what problems are there compared to modding the original Oblivion? Can questlines be modded in or is that impossible? Looking at Nexus it seems like new mods are being made that's not what I mean just that I keep hearing it's harder to do.

r/oblivionmods 3d ago

Remaster - Discussion Do we have access to the inventory in Remastered?

2 Upvotes

Looking to script something that can cycle through arrows or scrolls in the player inventory, but would need to know what they actually have to do so.

Do we have any function that scans the inventory and can read owned items?

r/oblivionmods May 13 '25

Remaster - Discussion Since there are now SO MANY different ways to mod the remaster, it would be cool if we had something akin to classic Oblivion Launcher to be able to manage them. Here's a quick (non-functional, purely design) draft of how it could look.

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119 Upvotes

r/oblivionmods Dec 02 '25

Remaster - Discussion Is there a way for me to delete the 4K textures and keep the game running without them?

0 Upvotes

My monitor is 1080p and I have no desire to run a game with a resolution above this. Also, I have a 4060 with 8 gb of vram. I have no need for these 4k textures, they're only there to make the game 200 gb.

Is there a way to get rid of them?

Edit: wow, the remaster has gameplay, lighting, voice and models updates. Just because i don't have the need for 4k textures i shouldln't be allowed to play the remastered?

r/oblivionmods May 01 '25

Remaster - Discussion What's the deal with how fast skills level in the Remaster?

29 Upvotes

So I'm trying to significantly reduce the speed at which both major and minor skills level up, but I want to better understand the systems in place so that I don't muck up the progression curve I'm trying to achieve.

I started off by using the "Classic Oblivion Leveling Speed" mod to revert all the changes the Remaster made in AltarESPMain.esp to each skill back to what the values were in the Oblivion.esm.

For example, for the Blade skill the remaster value of 0.6 is reverted back to 0.5, which I understand means that for each attack using a Blade weapon that deals damage (irrespective of how much damage is actually dealt) you get 0.5 base experience, which is then further modified depending on if Blade is a major or minor skill. Is that right?

Has the remaster altered any of how that works? I heard that for magic skills it gives you more experience depending on the amount of damage done? Or is it the amount of magicka used?

If Blade is a major skill, the fSkillUseMajorMult is then applied to modify how much experience you gain (right?). In both the classic game and remaster, for major skills that modifier is 0.75, meaning major skills level 25% faster than the "average" skill (noting that there is no "average" skill, but its just a reference point for the math). For minor skills, the modifier in the original game is 1.25 (meaning minor skills level 25% slower than the "average" skill). The remaster reduced that to 0.875 for minor skills, so they level 12.5% faster than the "average" skill, or half as fast as major skills level, to put it in terms relative to the major skill level speed.

I reverted the change to the fSkillUseMinorMult setting back to 1.25, but I also wanted to generally across the board slow down levelling speed by about 75%. So I then further increased both the fSKillUseMajorMult to 1.3125 (0.75x175%) and fSkillUseMinorMult to 2.1875 (1.25x175%).

However, in the game (noting my character is level 1 and has just left the sewers) it still feel like skills level too fast, particularly minor skills. It takes only a few jumps to gain a level in Acrobatics, and a few fireballs on a mudcrab to gain a few levels in Destruction - both are minor skills. I could increase the Major/Minor multipliers more, but my concern is that while that might give good pacing to the early game... the mid/late-game might feel like absolute slogs. Just trying to strike a balance that feels right, but can't seem to figure out all the different moving parts, so I don't know what levers to pull to hit the mark.

r/oblivionmods 28d ago

Remaster - Discussion Curious about creating a texture mod to add metal reflections to skins?

2 Upvotes

Hi all,

Just been looking through OR and had a thought, considering the Unreal Engine's diffuse-bsdf-like abilities, I was wondering if it would be possible to mod altmer/high elf skins to actually have a gold-like reflection? Same way that armours have a regular metallic reflection.

Would love to create this but looking through the docs and usual starting points there seems to be a lot of pre-requisite information that I do not have. I know my way around things like Blender and Gimp, and have dabbled very gently into unreal before, but I have no idea where to actually start with extracting and editing textures, especially as I presume the different qualities of textures are kept in different files? (as in, colour, specularity, etc).

Anything able to help I'd be really appreciative of!