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Hybred

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TheHybred

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  1. TheHybred
    TheHybred
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    I also made a collection / modpack titled "Classic Oblivion" that tries to restore the original game as much as possible for a more faithful remaster

    Download Here
  2. Solipcyst
    Solipcyst
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    So, the mod is now just a replacement Engine.ini?  Which means it's incompatible with other Engine.ini replacements.  I admit, I don't know what this mod was doing before with the mod pak files, really.  But you were able to get rid of those and replicate your color changes just in Engine.ini?  Confused.
    1. TheHybred
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      Its not incompatible with other engine.inis. Just add the commands from those inis into this one or vice versa.

      When you download the file, open it and scroll to the bottom - i have a custom command/mod section.

      Almost every command in UE5 is accepted by [ConsoleVariables] which my mod uses, so you can place commands in the mod section & they will all be accepted.
    2. SailorMars4
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      I want to use the ultimate engine tweaks mod with this. It worked with the old installation but now i am confused on how to fuze both inis together. I guess i have to uninstall all the old file per hand? Or is it eneugh to remove the pak file?
  3. theunknownisme
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    Do I copy and paste the modded engine.ini text into the original, or do I fully replace? I ask because the original engine.ini seems important, and the game probably won't start without it.
  4. theunknownisme
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    Do I have to install it in 3 different locations or just one? Because there is no WinGDK and I not sure what this one is: Home/.steam/steam/steamapps/compatdata/2623190/pfx/drive_c/users/steamuser/My Documents/My Games/Oblivion Remastered/Saved/Config/Windows/   (Linux?)
    1. TheHybred
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      No. The locations are just where your file could be based on what version of the game you play. Last one is Linux, first two is Xbox or Steam
    2. theunknownisme
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      Also I'm trying to install 3D Binaural Audio, which is a engine.ini mod. How do I add that to this mod?
    3. theunknownisme
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      Understood
  5. Nargo44
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    Looks the same tbh, there are better reshades out there
    1. ReachTea
      ReachTea
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      This isn't a reshade
    2. TheHybred
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      Not a ReShade & the screenshots are old.

      Their's a MAJOR difference using the strong version of the mod. 
    3. Nargo44
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      still doesn't look good tbh
    4. TheHybred
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      Okay ?? I don't think you even tested it, but go use a ReShade then. No one here wants to use ReShade due to performance impact & the fact it affects UI. That's why I made an alternative.
  6. jonathancg24
    jonathancg24
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    Why is it an engine.ini mod now? 
    1. TheHybred
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      Because I can get the same results manipulating atmospherics & skybox via CVars
  7. Dodkwai3
    Dodkwai3
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    removing the download options for specific options and vortex install options made installing and updating this a bit annoying
    enjoying the mod nonetheless
    1. facehugger
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      +1, definitely a downgrade in usability
    2. TheHybred
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      I did that because Vortex doesn't seem to install correctly once I started adding more files, and these extra files are required for it to work.

      But the way I have it setup now is literally drag and drop, so it's still super easy to install
    3. ImNotCrazy44
      ImNotCrazy44
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      Drag and drop as in I unzip and drop my mod I want into Vortex? I did that but it has conflicts with "UE4SS_v3.0.1-394-g437a8ff.zip" in vortex that is in with my mods.I ended up setting a rule to load this after the UE4SS mod...is that the right way to handle it?

      I also found that installing this way makes the Author, Version, etc show up blank. Is that just from the Vortex button being removed?
  8. sydney666
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    I am having a weird issue.

    Whenever I go to the menu and graphics settings, without pressing anything - just going to the TV icon - your mod completely disables and it goes back to the default colours.

    Any idea why this would happen?
    1. aggies11
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      Just a stab in the dark, I believe the UE4SS allows you to do some scripting, to both detect when the game is in the overworld, in a dungeon, indoors, outdoors etc., and to apply different settings/tweaks appropriate for each place.

      Which means it's possible that the mods scripts aren't properly detecting the main menu and something is going wrong there.
  9. TheRetroHistorian
    TheRetroHistorian
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    Greetings Hybred and everyone.

    Does this mod conflict with the Ultra+ mod?

    I wanted to have the original colors of oblivion which were more blue and green instead of brown and red-ish, so the colors only version seemed like the right fit for me. The thing is, I don't know if Ultra+ touches the same settings as this mod, so I don't know if I can use both at the same time or just one at a time.
  10. ggattino
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    Does this mod includes the ue4ss files? Since ue4ss had some updates since the upload your last upload, would using only the files  `OblivionRemastered > Content > Paks > ~Mods > Classic-Normal_P.pak` and `OblivionRemastered > Binaries > Win64 > ue4ss > Mods > ClassicGraphics > *` be enough? Or there is something different on your files?
    1. aggies11
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      Got the same question myself. Wanted to give this one a try but having a hard time getting it up and running. Comparing between the versions, is tricky, these are not glaringly obvious changes.

      So far the only thing I can pick out for sure is turning off/on volumetric fog (can check via consol).  But with so many different versions of this mod, there must be more to it then that?  Still new enough to Remastered modding (and never messed with UE past v3,) so can't be sure if it's something I'm missing or not.
    2. Bael85
      Bael85
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      Try to download "2. Normal" from the Archive section.
      It only contains one Classic-Normal_P.pak file that goes into your ~Mods folder. Doesn't break anything in ue4ss. Works for me!
  11. jlyles1
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    Using the color only preset is definitely an improvement over the brown tint of the base games but this feels a bit too blue to me.