Oblivion Remastered

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You are the one from my dreams…but this time, the stars were right for a different reason. Oblivion Remastered has dropped, and the gates to nostalgia have reopened. Everyone in the office has gone wild over the news, and we can’t wait to see what you’re all going to create!

In fact, a bunch of you have already jumped in and started modding the game. We have over 270 mods already uploaded to the site, with more than 421,000 unique downloads. These include things like a Simple Photomode, a new HUD, Better HUD, and the Ayleid Reshade, a preset created to bring back the vivid colours of the original game.



So, what do we know so far about how the game works?

As soon as the game dropped, we were all frantically downloading it here at the office, ready to poke around and find out how it all worked. However, less than an hour after release, the super-talented users in the community with a passion for reverse engineering had already cracked the game wide open and were discussing their findings, so we're keeping an eye on their conversations and supporting them if we can. Special thanks to doodlum, shad0wshayd3 and the other members of the xSE RE Discord server for providing us with a summary of what they've found so far!

Oblivion Remastered uses an interesting hybrid of two different game engines - a modified version of the original 2006 Oblivion game engine and Unreal Engine 5.3. If you take a peek into the installation folder, you'll actually find a large chunk of the original game assets still intact, including the original game plugin files. 

Below are a few key things we've collated from our observations and what we've been hearing in the community. Take everything you read with the biggest pinch of salt at this early stage:

  • The core data for the game is still loaded from the plugin files, as with the original games; however, each game object (record) in the plugins is mapped from Oblivion Engine to Unreal Engine using JSON. This means that the traditional methods of detecting conflicts may not work anymore. 
  • When adding new content to the game, the JSON data for this content would need to be inserted. 
  • The JSON structures for many game objects include additional values that did not exist in the original game, and the purpose of them is currently unclear. 
  • Any text that is added to the game via plugins seems to show up with an "[NL]" prefix, which is currently thought to mean "Not Localised". Investigations are ongoing to work out how to make mods that don't have this prefix. 
  • The new Unreal Engine versions of the textures, models, particles and animation files appear to still be linked to the original version in some cases. 
  • The Level of Detail (LOD) for this game appears to use a completely new system, most likely heavily controlled by the Unreal Engine side of the game. 
  • The game uses several scripting languages across different systems, including an updated version of OBScript, Unreal Engine Code, and Unreal Engine Blueprints.
  • Concerning a possible script extender for the game (equivalent to xOBSE), there is a challenge of the Creation Engine script extender devs being unfamiliar with Unreal Engine and Unreal Engine modding being unfamiliar with Creation Engine script extenders. 
  • There are some hints within the game code that there may be a Construction Set coming for this game, but that may also simply reference the tools used by the developers.
  • On the Xbox Game Pass store, the game states it includes "In-Game Purchases", which could imply the eventual integration of the Bethesda.net paid mods store. 
  • The Xbox Game Pass of the game came with a lot of extra debug data that is helping with the efforts to reverse engineer it. 
  • A version of xEdit is in development to support creating plugin files for Oblivion Remastered, but it is currently largely untested and not yet available on Nexus Mods.

To heavily summarise, there's some potential here, but unless we get an official Construction Set from Bethesda/Virtuos, there's a lot of reverse engineering work to be done before modding can be fully realised. Please don't badger the super smart folks working on this; let them cook. 


Porting Permissions
One thing that is really important to remember when modding for Oblivion Remastered is that any porting of mods from the “old Oblivion” must have permission from the original mod author, either by contacting them directly or if they have stated this in the ‘Permissions and credits’ section of their mod page. It is also worth noting that it is unlikely that any of the old mods will work “out of the box” for this remaster. 




What We Have Planned
We have already worked on the official extension for Vortex, which is up and ready for you all here, and there are plans to add Oblivion Remastered to the Nexus Mods app roadmap too once the modding scene becomes clearer.


Will It Support Modding?
At the moment, the official response from Bethesda on this is that no, mods are not officially supported for the game. They have stated that:

If you are experiencing gameplay issues while playing with mods, it’s recommended you first try uninstalling your mods, then verify your games files on Steam, or the Xbox App.
We have also reached out to both Bethesda and Virtuos to see if they can provide any further information on this. We'll be sure to pin a comment if we receive an update from them.


A big shoutout to Pickysaurus for his help on the technical part of this post. Let us know what you’re hoping to see modded for the game in the comments!

91 comments

  1. Pickysaurus
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    This thread seems to be being attacked by misinformed users repeating outrage they've probably read on Reddit/Twitter/some other place. A version of the mod you seem to have been told to be angry about is available on the website after it was reviewed by a moderator earlier today. 

    Further off topic comments about this will be removed and accounts subject moderation where appropriate. 
  2. KZavi
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    Post mentions a discord yet no links… people here would have liked to get in on the action, I’m sure.
  3. KontractKi11er
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    What is the likely hood that they will use the same type of formula for Elder Scrolls 6? Do we know what engine they will be using it for that?
    1. nx25research
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      Certainly not this.
      Bethesda never share their secrets with "thirds party" companies like Virtuous.
      I think there was a contract with Virtuous to give them Oblivion 2006 Old source code nothing else.
      Virtuous added the Unreal 5 Graphic layer while the game remained the same with its old buggy engine. 
  4. net200777
    net200777
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    Having the same issue with crashing on start after installing mods with Vortex. Tried reinstalling both game and vortex. Tried verifying files. Only thing that works is to disable mods and verify files via Steam. I am sure this will get worked out. Ps if any dev is on here. Pls would love to see weather and tree movement from wind etc like in Witcher 3 (more lively enviroments). 

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    1. 9TheDarkRider2
      9TheDarkRider2
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      +1 once I enable vortex Oblivion CTD on startup regardless of mods installed or not.
    2. entroponetic
      entroponetic
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      Ya it seems vortex messes up the plugins.txt file somehow, the game loads fine when i revert the txt file to default and add mods to it manually. I'm still getting this same crash error randomly while playing though.
    3. NinjaKyubi
      NinjaKyubi
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      reset your plugins button in the load order tab. It fixes this
    4. anderssj
      anderssj
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      Thanks, resetting the plugins resolved this error for me.
  5. kekzoomTRZ
    kekzoomTRZ
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    The game is super fun so far and I'm looking forward to seeing what the modding community does with it.
    Looking at the ui and Oblivion's nostalgia based assets, I'm seeing a huge amount of potential for modding tools to replace virtually everything about the way you play this game. I expect we have something amazing hidden under the surface of the vanilla game and it has
    the potential to become one of community's favorite modding experiences. Of course that's after all the starting out modding prototypes
    are refined and become standard tools for us.

    Man I'm just thinking about how rough some of the nostalgia parts are in this game but I think it might be a blessing in disguise. Just think how much more it'll change when some of the major modders get a hold of them.I mean that character creator is sooooo simple, imagine
    what the characters are gonna look like when someone refines them through modded racemenu's ui.

    Also I'm seeing alot of the comments are more about worry over how the game will go considering the hybrid system between old and new era engines or about Bethesda's reservations about supporting mods rather than excitement over what mods will come out or how excited they are over having a new Elder's Scrolls remaster in the first place. C'mon though. Just give the modding tool dev's some time and they'll
    figure out all the little bumps along the wayand before you know it we'll have a banger on our hands that's one of the community's new go
    to's for modding goodness.

    LASTLY I THINK SOMETHING REALLY NEEDS TO BE SAID AND I HAVEN'T SEEN ANYONE FOCUS ON THIS SERIOUS PROBLEM WITH THE NEW GAME.

    That issue being no one started a comment thread of what mods ya'll looking forward to seeing!!! :3

    Sooooo what mods are you guys looking forward to?

    personally I'm a weeb who's stuck in between pushing the boundaries of how nice characters look and trying to make the game itself look as scary as possible.

    What about you guys? ^.^
    1. PeterWaffen
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      I'm most looking forward to mods that add new spells, maybe take advantage of the new spell visuals and make crazy nuke spells or something. Also playerhomes, I like those a lot
  6. barbarianx
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    Updated to latest NVIDIA graphics drivers.
    Now loading/enabling *any* mod using Vortex crashes the game on start up, giving a "EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000050" error.

    Only way to resolve this so far is to disable all mods, then do a verify files (using steam here).

    Not sure if this is an issue related to Vortex, an issue with NVIDIA drivers or an Unreal Engine 5 issue.

    Wondering if anyone else is having this issue?
    Thanks.
    1. mcguirec
      mcguirec
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      For what its worth, I just ran into this as well but I hadn't updated my drivers in quite awhile. (Was on GeForce 566.14)
      Thought I had a bad mod. Uninstalled all, didnt work.

      Do you think a particular mod caused this issue? Did you test running a single mod after the file verification?
    2. Pickysaurus
      Pickysaurus
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      Try going to the load order tab and use the button to reset your plugins file to the default. I had this problem and for some reason my plugins were sorted A-Z which caused the game to crash on launch. 
    3. shadowtheimpure
      shadowtheimpure
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      Given the recent issues with Nvidia and drivers, I'd blame the drivers first and downgrade to the last known good driver. 
    4. SonderBain
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      My guess its unreal and nvidia drivers fault. Had a similar issue with fortnite not long ago and had to downgrade to older drivers to get it to work.
    5. barbarianx
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      I did try several times to load different mods, even very basic ones like auto lockpicking.
      Just the fact that I enabled any mod was enough to stop the game working with the mentioned crash exception (code 50).
      Then uninstalling all mods still didn't resolve it - i had to so a full repair again through Steam.

      I can only assume there is something that get changed as a process of enabling any mod via Vortex - could this even be the act of it changing the mods list that Oblivion loads? no idea.
      Either way, I am stuck playing vanilla right now, which is a shame - Was really looking forward to using the mods!

      Note: I have successfully loaded a reshade (not done via Vortex), which has had no issues at all.
      Thanks for the feedback and hope things can be fixed somehow soon.
    6. EvilMango16
      EvilMango16
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      +1 to the reset your plugins button in the load order tab. It fixes this
    7. EvilMango16
      EvilMango16
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      +1 to the reset your plugins button in the load order tab. It fixes this
    8. ldeutsch
      ldeutsch
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      me2 +1
    9. wxMichael
      wxMichael
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      Purging mods may be what caused the plugins.txt to be sorted A-Z.
    10. barbarianx
      barbarianx
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      Oh ok I'll give this a go, thank you!
    11. yanyan38
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      @Pickysaurus, that is exactly what happened to me, I just reset the plugins to the default and it is fixed! Hallelujah that I happened to look at this post. Thank you, kind sir.
    12. ShoddyLegion
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      Pretty much whenever I try to enter battlehorn castle. 
    13. Grave18
      Grave18
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      Thanks my hero!
    14. mallard7
      mallard7
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      Hero of Kvatch, it's you!
    15. AMuller
      AMuller
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      +1 for the plugin reset fix
    16. Ayerle
      Ayerle
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      I put Oblivion.esp on the first place and it fixed the Problem. Thanks.
    17. nemanon
      nemanon
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      true, thx
  7. FlannelOpossum
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    Will there b e anyway to somehow remove the EULA that is scanning your PC for cheats? I cannot understand at all why that would be needed in an offline single player game. Does not make me feel comfortable enough to buy the game at this state.
    1. SkebbZ
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      Maybe they copied the EULA from TES:O or something, it references many things that requires multiplayer to be relevant.
    2. enowai
      enowai
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      EULA = End User License Agreement and doesn't "scan" anything; it's just something you agree to. Has anyone actually seen the additional anti-cheat executable run? I have Gamepass version, which may obfuscate things. I don't think this game has it though, as the main anti-cheat providers I've seen have a splash screen on initial launch of a game.
    3. Zman6475
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      There is no anti-cheat in this game LMFAO
    4. Festiloth
      Festiloth
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      Apparently they just copied the EULA from ESO for this.
      There is no anti-cheat and also no always-online data collection.
  8. EgoDOUBLE
    EgoDOUBLE
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    do people here know the Key ID code to access the pak file?
  9. bv2097
    bv2097
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    Nexus focus on mods for games. Take it from some one that has been here since like forever. 
  10. FRIENDMYFRIEND
    FRIENDMYFRIEND
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    MY SUGGESTION IS WAIT UNTIL BETHESDUH USES A PROPER ENGINE AND WORKS OUT THE SLAPPED TOGETHER APPROACH.   :-)---
    1. Zanderat
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      No.  This is the way forward for other remasters (Morrowind?  FO3?)  Keeping the easy familiar modding capabilities is key here.
    2. CherryCream
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      Theres wayy too much technical debt for this to be a viable remaster option in all cases. It works for oblivion because this game didnt have performance issues at launch because it was made in a semi modern engine at the time. 
  11. WhiteGlovian
    WhiteGlovian
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    Interesting! I was also heavily impressed with the sheer SPEED of the mods, especially since it's a new engine.
    1. APTYaya
      APTYaya
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      Hybrid frankenstein ass engine 
    2. captaincomic
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      Most have found that Old OG Oblivion mods work...

      like as in Copy n' Paste work.

      so really lucky, or unlucky... just as APTYaya said... Hybrid Frankenstein ass engine.
    3. CherryCream
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      Well its a new *renderer*. the game code is still the single threaded gamebryo mess from 2005. The technical debt is still there... just hidden from view.

      Mashing gamebryo into unreal engine is a lot easier than writing an RPG engine from scratch.