Just wanted to point out that with this enabled, it brings back all of the old voices. Characters that had their voices replaced were using the same voices from original Oblivion. I confirmed that this was causing it.
That's not possible unless there was some kind of load order issue, and even then I don't think it is possible because the new voices are contained in the Unreal Engine side of the game, not the Gamebryo side which is all I've modified with this.
Hi, I've noticed the [NL] label appearing before NPC names as well. Is it intentional for this to show up? I assume it stands for "non-localized." For instance, the bandits at the ruins across from the Prison at the game's start have this label. P.S. Thanks for your modding efforts—I'm sure many people's PCs are appreciating it!
Thanks! It seems I missed that Vortex was adjusting the load order during testing. After fixing that and creating a quick AHK script to ensure it gets moved automatically from now on, I'm happy to report that you were right—it was user error, and the issue has been resolved.
I am curious about if Oblivion still reorders your load order (regardless of what you've set in Vortex) based on the date associated with file creation. I've noticed this problem when using xEdit, for example. For old Oblivion, there was a fix released on Vortex that applied automatically. Do we still need this with Remastered? Otherwise this mod will be forcefully loaded after Remastered.
Thanks, because of this I had to overhaul my entire tool. You can use my tool to easily auto extract esp to Data and update the Plugins.txt. Just drag and drop the archive and drag it to the list of Oblivion.esm and again drag it to below Oblivion.esm and double click to enable. That's it, you can find my tool here : Mod Plugins Updater
What to do if Vortex has already generated/altered the Plugins file and moved the Oblivion.esm far down? Is it safe to re-arrange the Oblivion.esm further up?
Thank you so much for this! Using this with my 5800x, I went from constantly at 100% CPU and boosting to max temps to under 30% utilization and major improvements on stutter. Amazing!
Hey DEEJ this is spot on. I was stuttering pretty badly and had decompressed the bsa's off of one of your posts in a forum, but then downloaded the esp when you uploaded and very nice indeed!
When using Oblivion BSA Uncompressor, do I need to add generated dummy esp files to Plugins.txt? Because I can't seem to find them after decompressing.
Unless more BSAs are present in your data folder than before, then no. If you're just decompressing the vanilla archives with the default size limit there shouldn't be any need for dummy plugins. If you're decompressing mod archives then it's different.
Thanks for this! Using Oblivion BSA Uncompressor, why is it that a lot of the bsa files show skipped in the status column after processing? Of the 19 bsa files in the Data folder, the only ones that were processed are:
I have NL everywhere, because vortex gives me your esp at the end of the list automatically raaaah!! Here is the list of plugins.txt that I made following your instructions: # This file was automatically generated by Vortex. Do not edit this file. Oblivion.esm Oblivion Decompressed Records.esp DLCBattlehornCastle.esp DLCFrostcrag.esp DLCHorseArmor.esp DLCMehrunesRazor.esp DLCOrrery.esp DLCShiveringIsles.esp DLCSpellTomes.esp DLCThievesDen.esp DLCVileLair.esp Knights.esp AltarESPMain.esp AltarDeluxe.esp AltarGymNavigation.esp TamrielLeveledRegion.esp
But vortex does this to me: # This file was automatically generated by Vortex. Do not edit this file. Oblivion.esm DLCBattlehornCastle.esp DLCFrostcrag.esp DLCHorseArmor.esp DLCMehrunesRazor.esp DLCOrrery.esp DLCShiveringIsles.esp DLCSpellTomes.esp DLCThievesDen.esp DLCVileLair.esp Knights.esp AltarESPMain.esp AltarDeluxe.esp AltarGymNavigation.esp TamrielLeveledRegion.esp Oblivion Decompressed Records.esp ><
I have already launched a game without vortex messing up with my order, so I know with the good order, it's not NL like that...
This gave me everything in my save, when I made sure to launch it well, with the right order of plugin, without vortex mess.
I believe Vortex automatically sorts mods using LOOT in the plugins tab, there should be settings to disable automatic plugin sorting. If that doesn't work, you may have to manually install the files, but you should be able to get it working before that
Unfortunately Vortex sucks so I advise you don't use it but if it automatically sorts plugins without your permission I don't really know how to help. Maybe make Plugins.txt read only after sorting it properly?
You can double click on the mod in Vortex's plugin list and set it to sort by mod index (Instead of automatic), and set it to 01 which should load it just after Oblivion.esm and keep it there regardless of loots sorting.
Nevermind, I hadn't realized that vortex wasn't set up to load the full plugin list like normal for a gamebro/creation game, it orders plugins like other UE4 games...
You can fairly easily override the LOOT ordering in Vortex, just set a dependency on the plugin you want to load after. (Plugins page, dependencies column, drag one over the other, it'll ask which should be dependent on the other. The dependent one will load after the dependency.
A common misconception about Vortex is that it's inflexible, but that's far from true. At the top of the Vortex menu, you'll find key sections—one for managing mod installation order and overwrites, and another for plugin load order. The load order section offers a simple drag-and-drop interface, and any changes you make there are automatically reflected in your plugins.txt file.
You're never required to sort by or follow anything related to LOOT—it's simply a feature you can toggle on or off. Nearly everything in Vortex is customizable, including the mod installation method, which you can adjust using the "mod type" dropdown when double-clicking a mod in the install menu. The latest Oblivion Remastered supports various deployment methods, from PAKs and Root to Data Folder and more.
You are entitled to that incorrect assumption. Look at benchmarks performed for Fallout New Vegas before and after decompressing the game's plugins and BSAs. Oblivion remastered is using the exact same compression.
Telling them it works for a different game isn't actually providing evidence. Provide benchmarks for this game, if you'd like to avoid people saying they see no difference after using your mod.
He's right when 99% of users are GPU-bound (99% usage) Fallout new vegas is not gpu-heavy, and is clearly not made for multi-core cpu, so your cpu is the bottleneck there, so the impact of this is significant.
Here, with UE5, I doubt anyone can have a CPU bound, even if playing 1080p with a beefy GPU and old CPU
The game can be CPU bound as hell because of UE5s features scaling drawcalls atrociously at higher resolutions, and then you add on upscaling, framegen only makes the game worse, if you play at lower resolutions its probably not as bad. Its probably why there is a disparity of people with performance issues and other people don't see it because they don't hit this bottleneck.
Problem is in 2025 the improvements are negligible, unless you're struggling for spare cores BUT no matter how negligible, saving performance when you're about to be modding a game is ALWAYS good practice, no matter how tiny, later on it could prove the difference between stutters and no stutters.. and yes, decompressing records does improve performance.
71 comments
I was stuttering pretty badly and had decompressed the bsa's off of one of your posts in a forum, but then downloaded the esp when you uploaded and very nice indeed!
Thanks for this!
DLCFrostcrag.bsa
DLCOrrery.bsa
DLCShiveringIsles - Meshes.bsa
DLCShiveringIsles - Textures.bsa
DLCVileLair.bsa
Oblivion - Meshes.bsa
Oblivion - Textures - Compressed.bsa
Here is the list of plugins.txt that I made following your instructions:
# This file was automatically generated by Vortex. Do not edit this file.
But vortex does this to me:Oblivion.esm
Oblivion Decompressed Records.esp
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarGymNavigation.esp
TamrielLeveledRegion.esp
# This file was automatically generated by Vortex. Do not edit this file.
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarGymNavigation.esp
TamrielLeveledRegion.esp
Oblivion Decompressed Records.esp
><
I have already launched a game without vortex messing up with my order, so I know with the good order, it's not NL like that...
This gave me everything in my save, when I made sure to launch it well, with the right order of plugin, without vortex mess.
brohan123
Ah, maybe, it's weird.
Nevermind, I hadn't realized that vortex wasn't set up to load the full plugin list like normal for a gamebro/creation game, it orders plugins like other UE4 games...
You're never required to sort by or follow anything related to LOOT—it's simply a feature you can toggle on or off. Nearly everything in Vortex is customizable, including the mod installation method, which you can adjust using the "mod type" dropdown when double-clicking a mod in the install menu. The latest Oblivion Remastered supports various deployment methods, from PAKs and Root to Data Folder and more.
Fallout new vegas is not gpu-heavy, and is clearly not made for multi-core cpu, so your cpu is the bottleneck there, so the impact of this is significant.
Here, with UE5, I doubt anyone can have a CPU bound, even if playing 1080p with a beefy GPU and old CPU
Its probably why there is a disparity of people with performance issues and other people don't see it because they don't hit this bottleneck.