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!

162 comments

  1. Pickysaurus
    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. LatinGames
    LatinGames
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    Siempre hemos querido ver, sentir y recorrer Cydodiil desde un  Skyrim Quest's Nexus Mod ¿será posible algún día 
  3. XtomJames
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    Question/Mod Request: Almost a decade ago now, I know there were a few mods for Oblivion which added some modernized functionality akin to Skyrim. Like Dual Wielding, more item slots, etc. Now that there's an OBSE64 released for this version of the game, I was wondering if we could get a few of these features in a mod? I would do it myself, but I have no idea how to mod Oblivion, let alone address this new version. 

    Also, while it might be an undertaking, an Open Cities mod would be great, maybe not open interiors, but a mod that at least adds cities to the world space removing the load screen to enter. I know there was one awhile back, but no idea if it's still around or able to be made functional with this version of the game. 

    Lastly, could we possibly get a pinned comment of all mods from Oldblivion that are known to work with the Remaster, that others have tested or found work even though they're not officially ported yet? 
  4. EruMaewos
    EruMaewos
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    Character sheet:

    Faction: GOOD GUYS
    Race: HUMAN
    Ethnicity: WHITE
    Sex: MALE
    Class: WARRIOR

    PLAY
    1. xxvenomxz
      xxvenomxz
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      corn
    2. gotimas
      gotimas
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      White? In elder scroll? Clearly a political post. 
    3. PeterWaffen
      PeterWaffen
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    4. lyoko1
      lyoko1
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      Bro doesn't know that Dunmer are goated with that 75% fire resistance. 
  5. Moksha8088
    Moksha8088
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    Do the traditional cheat codes work on this version?
    1. alpharomeo1
      alpharomeo1
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      Console commands? The Console itself work wit UE5 scripts, I tried some classic codes and got CTD. Didn't test other codes.
    2. alpharomeo1
      alpharomeo1
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      Del
    3. qIpdIb
      qIpdIb
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      Some like Showracemenu and TGM do, others like TLC don't
    4. HippieElfChick85
      HippieElfChick85
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      Instead of TCL you use Ghost to disable collision and then Walk to reenable it 
  6. WickedPepega
    WickedPepega
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    This game desperately needs a mod that makes all interiors open... I hate to look at loading screen all the time... I always have like 14 FPS for aboutt 10 seconds when entering an area before my FPS go back to normal... Doesnt happen in Cyberpunk nor in KCD2 so why did this game had to yet again, shove loading screens everywhere... We are past that era...

    Also, since Bethesda said that no mods will be supported, that is only because they overloaded the game with junk (honestly, the reflections are way too sharp and bad and only raytraced thing appears to be light and shadows and reflections are rendered via some odd mechanics that makes your sword to have a reflection in water even though you are 300 meters away from it... complete nonsense to be honest and the reflection render is highly unnecessary and is also a performance killer for some people.

    On the other hand, the game is in UE5 which is easy to mod so I do assume that people will just make mods work themselves like they always do... About the open interior mod, I do hope that someone or some group is gonna work on it immediately when they can. I would do it myself but I cant really spend time doing such things cuz it wont give me anything back but if no mod comes to surface within a few months up to a year, I think I may be able to do it myself... Its such a disappointment to see a game in 2025 that has more loading screens than Cyberpunk, KCD2 and a bunch of other games combined... Like legit, the amount of loading screens I saw in Oblivion within 6 hours, was like 1 year worth of loading screens... Cuz essentially I see one every 10 to 20 minutes when exploring and one every 1 to 5 minutes when in a city...
  7. dvunkannon
    dvunkannon
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    What mod would I like? Easy, a Live Another Life start mod. Do all your character setup in one shot, choose a starting point, and go. You can start the main quest by finding the body of another Prisoner just outside the Imperial Sewer exit point that has the Amulet of Kings on it and a note that says "Jauffre - Weynon Priory".
  8. xxSpaceAce
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    Attention: Many players report CTD's and I found the reason, why:
    It's the Plugins.txt.
    The entry "Oblivion.esm" must be the very 1st entry in that list. At the top, above all the "DLC...".
    I dunno if it's done incorrectly by Vortex or by the game itself but after I placed the "Oblivion.esm" at the top, I had no issues anymore and it helped others too, because they reported their success under my Reddit comment to a CTD post.
    Hope that helps some ppl here.
    You can find the Plugins.txt in C:/Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data
    1. rashikgutpa1994
      rashikgutpa1994
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      this needs to be be stickied somewhere. Post this to reddit too
    2. zawaf3
      zawaf3
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      This fixed it for me, thanks. For some reason oblivion.esm was number 14
    3. Aleski9
      Aleski9
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      thanks man 
    4. aklendathu
      aklendathu
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      Vortex adds a comment line to the top of plugins.txt. I found out that in that case the new quest names become prefixed by [NL]. If that comment line is not present, then the quest names are OK. I'm sorry if this repeats what's already been posted but I couldn't find where.
  9. graywinds
    graywinds
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    hollycrap always something to complain about ,its barely out give us time to play it ,test it ,figure out whats what and how this and that works ,instead of empty complaints we need feedback and constructive criticism not yapping.
    Oblivion was the first game ive ever tried in the genre and my first ES so i have every reason to be cynical about this remastered version ,but i'm holding my judgement until at least finishing some core quests...
    theres a lot of annoying sht and room for improvement dont get me wrong but the experience overal is more positive than negative especially from what we're used to get from bethesda lately.
  10. CazadorDeLobo
    CazadorDeLobo
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    A shameless cashgrab. I wouldn't bother trying to restart the modding scene for this version; play this for the vanilla experience in Unreal Engine, then return home to where all the carefully, painstakingly-produced mods are at. It's impossible to expect the same level of development for this, after witnessing their handling of Skyrim - the paid mod fiasco and all that, and now the series' relegation to a live-service game chock-full of dark nudges, MTX, and P2W mechanics. Truly, nothing will ever eclipse the nostalgia players have for TES games, and attempting to one-up our nostalgia is just plain dumb.

    I also strongly recommend playing this version unmodded, your first time. Otherwise, you'll have tainted your perspective of the product and likely fall into various Reddit traps in discourse surrounding the game, the series, etc.
  11. Kiandarius
    Kiandarius
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    If the nine divines are real can we please get mods which do the following:

    1: bring back the original colors and saturation of the game without reshade
    2: Minimize the HUD it's so frickin big I don't want the enemies healthbar take up half the screen. Or even better something like IHUD.
    3: fix the GOD AWFUL vanilla difficulty system, the game has shipped with the most "we never playtested this" difficulty modifiers ive ever seen. You either breathe on enemies and they die or you lose to glarthir while wearing full daedric armor.
    4: least important but some muh nostalgia sound reverters for weapon impacts, skill up sounds etc

    i will smash my nuts in a fridge if any of these mods get made
    1. PeterWaffen
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      Half of what you want is on the nexus page already, respectfully 
    2. CharlesG
      CharlesG
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      > i will smash my nuts in a fridge if any of these mods get made

      I await the report on the results of this with bated breath. 😏
    3. AlexMercier223
      AlexMercier223
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      one thing i do not understand is it is april 24th and your comment is 25th of april ...so......
    4. nx25research
      nx25research
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      Well you can add these one:
      5. At Vilverin the bandit forget anything about the player and keep fighting a fish in the beach.
      6. The way the sword always end pointing to the target whatever you do.

      Has someone another list?
    5. filiusDei
      filiusDei
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      There are at least two mods available for the difficulty slider options.