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!

168 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. Qrsr
    Qrsr
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    At the day Oblivion Remastered dropped, i was watching good old Oblivion playthroughs and this gem dropped. Such a huge step forward. Im pretty sure we will see this happing with all of the good old games. There is no need to reinvent the wheel most of the time if story and game mechanics work. Just put on some new clothing, thats it.
    1. SithisPlays
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      Unfortunately they tried to reinvent it. Their "remaster" is a remake with many mechanical changes. Some good, some bad, some just unusual. Scrolling through your menus to find a mortar & pestle is just 1 experience that used to be pinned to the top will tell you that...
  3. Thea495
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    Right now, character creation is still very limited. When you modify the lips, eyes, or nose using the sliders, it deforms the face in an unrealistic and ridiculous way. 😣

    It would be amazing to have a mod that adds several predefined shapes (different types of lips, noses, eyes, etc.) to choose from directly, without having to deform the models with sliders.

    It would allow us to create prettier and more realistic faces, kind of like in Skyrim with all the character creation mods.
  4. BeGoneCringe
    BeGoneCringe
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    Cool can't wait to see staff ban all the mods for this game!
  5. wumpa96
    wumpa96
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    Anyone encounter a bug regarding the Pelinal DLC? I got the pilrim quest from the prophet but while praying at the shrines the quest doesn't update. Any idea or consle command how to fix?
  6. Revanskywalker77
    Revanskywalker77
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    where do I make mod request?
    1. SithisPlays
      SithisPlays
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      Aside from asking a modder in a comment on their similar work, there's usually a place on the game's mod directory page. If you scroll down to the bottom where the news & community posts are.
  7. 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.
    5. Androntel
      Androntel
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      Legend
    6. TheHeroWeNeed
      TheHeroWeNeed
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      Oh, wow. Thanks! Worked like a charm!
  8. genrukinx1
    genrukinx1
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    Nice i cant wait to see what the modders come up with for Oblivion Remastered i always liked cyrodill but i always felt like it needed a touch up Im glad to be playing Oblivion again with New graphics and hopefully new mods sadly i played more on console then pc growing up and now i can play with mods.
    1. genrukinx1
      genrukinx1
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      Honestly when i was a kid i remember rushing to the store to buy it like a mad man with my mother then realising i couldnt play it on my pc then going back and getting the Xbox 360 version.
  9. LatinGames
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    Siempre hemos querido ver, sentir y recorrer Cydodiil desde un  Skyrim Quest's Nexus Mod ¿será posible algún día 
  10. 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? 
  11. 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