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  1. nathdev
    nathdev
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    Created a mod loader here : Blueprint Mod Loader 
    Added more examples on the example branch.

    Join Oblivion Remastered Modding discord for help :)
  2. Murray2k6
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    i have so many errors in the source code with visual studio 2022 and i dont know how to fix. it will not let me compile
    1. nathdev
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      Look at what those errors says and fix them. For standard errors google is your friend.
      Join the discord there are tutorial on how to do it.
      If you are not a familiar with coding, it will be hard for you, not gonna lie.
  3. keplerk
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    Do you have plans to launch any "tutorial" series or something ?
    1. thegamemaster211
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      if you want help and guides i can send you an invite to the discord.
    2. keplerk
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      Please.
    3. JET654
      JET654
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      PLEASE TOO
  4. Zephur6788
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    trying to make just a basic gemstone repacer starter mod (ex. replacing flawed emerald with an aquamarine [if i cant replace nif, then even a simple retexture will do]) so far only able to change the in-game name (but NL tag appears before name). Seems like CSE doesnt see the files in the data folder i modded and only recognizes BSA or PAK files and its led me here, cant wait to figure this out.

    next step is downloading UE5.3.2 or Fmodel json and coming back here to get as many tips as i can
    1. thegamemaster211
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      i can send you a link to the discord where there are lots of guides and Modder's to talk with?
  5. WinterElfeas
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    Nice, waiting on knowledgeable UE modders (unlike me :D) to make a mod where our whole character model is visible in first person :)
    1. thegamemaster211
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      yes i second this i was talking to a Modder on the discord about this if your not already in the server i can send you an invite.
  6. WastedLessons
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    Is possible to import existing Oblivion Remastered uassets that are pulled from the game as raw data from FModel, or do we have to recreate existing uassets using the json as a guide if we want to modify/replace them? I'd like to change some effects forms. Sorry if this is obvious, I'm not familiar with UE5 modding.
    1. nathdev
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      Indeed you need to use Fmodel json to recreate the assets that interests you to replace. Same if you want to refer to them in another BP.
    2. WastedLessons
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      That makes sense. Thank you for setting up this environment to work in!
    3. WinterElfeas
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      Would be amazing to have a tool that takes all the uasset extract from the game with retoc and try to convert to json and import "whole game" in the uproject

      I wanted to check just to have the Skeletal Mesh and god it has so many references and uasset that I immediately abandonned the idea of trying myself
  7. WinterElfeas
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    So I have the project and the test mod, how would one go to like see the character model / skeleton mesh from the game and play in a sandbox in the editor?
  8. ASAPHoxton
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    Am I able to make a playable Dremora Race with this? Ive been waiting since release for a Mod like this.
  9. firesyrup
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    Thanks for this. I'm having issues at the compile step. I've followed instructions to build the right UE5 version from source, generated visual studio files, opened OblivionRemastered.sln, selected Development Editor, pressed Build Solution. Then I'm getting 40+ errors and when I launch the project, it says failed to launch editor. 

    Would you mind telling me what I might be doing wrong? Do I need to move any files from the game into this project for it to work?
    1. nathdev
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      Read the description...
      Unreal 5.3.2 source fix
  10. Finjeo
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    Pretty epic. Thanks for sharing! The grind begins 
  11. keplerk
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    Quick question, how much space do you need in order to get this working ? I've run out of space twice :( compiling things

    Edit: around 250 GB