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?
I just compiled that with a fresh compiled UE5.3.2, but I have these few issues when generating solution in VS2022
CS8604 Possible null reference argument for parameter 'other' in 'void HashSet<string>.UnionWith(IEnumerable<string> other)'. BuildGraph.Automation C:\Users\xxxx\source\repos\EpicGames\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildGraph\BgScriptReader.cs 1640
CA2017 The number of parameters provided in the log message template does not match the number of named placeholders. AutomationScripts.Automation C:\Users\xxxx\source\repos\EpicGames\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\CheckForH
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.
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
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.
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
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?
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Added more examples on the example branch.
Join Oblivion Remastered Modding discord for help :)
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?
Unreal 5.3.2 source fix
I just compiled that with a fresh compiled UE5.3.2, but I have these few issues when generating solution in VS2022
CS8604 Possible null reference argument for parameter 'other' in 'void HashSet<string>.UnionWith(IEnumerable<string> other)'. BuildGraph.Automation C:\Users\xxxx\source\repos\EpicGames\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildGraph\BgScriptReader.cs 1640
CA2017 The number of parameters provided in the log message template does not match the number of named placeholders. AutomationScripts.Automation C:\Users\xxxx\source\repos\EpicGames\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\CheckForH
Do you know where it could come from ?
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.
next step is downloading UE5.3.2 or Fmodel json and coming back here to get as many tips as i can
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