Oblivion Remastered

  • Comment
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!

177 comments

  1. Pickysaurus
    Pickysaurus
    • Community Manager
    • 764 kudos
    Locked
    Sticky
    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. PhantomSupreme
    PhantomSupreme
    • premium
    • 1 kudos
    I threw a fireball at a goblin and the one next to it did nothing. I shot another fireball past the alive goblin, still no response. Finally in frustration I just pushed the logs on top of the goblin to kill it. I guess it was like that 20 years ago? That couldn't have been updated? Beautiful game though
  3. BouduFromBrunia
    BouduFromBrunia
    • member
    • 0 kudos
    The kind of posts I love reading!!!

    LET THEM COOK! :D
  4. netmagnet
    netmagnet
    • member
    • 0 kudos
    I was really excited about the possibilities of a remake in Unreal Engine, thinking I could finally move past outdated tools and have better control for modding. Unfortunately, I've come to realize that what we've been given feels more like an enhanced ENB with PBR textures for Oblivion, and many of Unreal Engine's great features will be limited or not usable. It's disappointing that they seem to be settling for a half-hearted effort, wasting the time of talented individuals who could be introducing innovative features instead of spending their energy on this awkward combination of UE and the CK.
    1. Kreiyu
      Kreiyu
      • premium
      • 25 kudos
      it's actually the addition of Unreal engine that hampers modding. the unreal engine does not have better control for modding than the Creation Kit. for one, unreal does not allow for completely new unique assets into the game. everything is just going to be a mesh or texture replacement of an existing game asset, until someone figures how to bridge the gap between unreal engine and the teskit for oblivion. but even then, i don't think it's possible to edit the unreal global.pak file. so it's still limited to asset replacements, and not new content. 
  5. WickedPepega
    WickedPepega
    • supporter
    • 1 kudos
    This game desperately needs a mod that makes all interiors open... I hate to look at loading screen all the time... I always have like 14 FPS for aboutt 10 seconds when entering an area before my FPS go back to normal... Doesnt happen in Cyberpunk nor in KCD2 so why did this game had to yet again, shove loading screens everywhere... We are past that era...

    Also, since Bethesda said that no mods will be supported, that is only because they overloaded the game with junk (honestly, the reflections are way too sharp and bad and only raytraced thing appears to be light and shadows and reflections are rendered via some odd mechanics that makes your sword to have a reflection in water even though you are 300 meters away from it... complete nonsense to be honest and the reflection render is highly unnecessary and is also a performance killer for some people.

    On the other hand, the game is in UE5 which is easy to mod so I do assume that people will just make mods work themselves like they always do... About the open interior mod, I do hope that someone or some group is gonna work on it immediately when they can. I would do it myself but I cant really spend time doing such things cuz it wont give me anything back but if no mod comes to surface within a few months up to a year, I think I may be able to do it myself... Its such a disappointment to see a game in 2025 that has more loading screens than Cyberpunk, KCD2 and a bunch of other games combined... Like legit, the amount of loading screens I saw in Oblivion within 6 hours, was like 1 year worth of loading screens... Cuz essentially I see one every 10 to 20 minutes when exploring and one every 1 to 5 minutes when in a city...
    1. devakm
      devakm
      • premium
      • 254 kudos
      Why are you comparing a 20-year-old game to modern titles? Or did you expect them to literally recreate everything from scratch? 

      I'm not 100% sold on some of the choices Virtuos made here. Combat collision detection in particular seems really bad (Goblin face coming through my shield etc.).

      Loading screens are hardly a major concern IMO and removing them would likely require a totally different game engine. The UE5 veneer used here is impressive but only skin deep, so to speak.
    2. Zanderat
      Zanderat
      • premium
      • 245 kudos
      I would imagine that Open Cities Reborn could be ported if Arthmoor has the time or inclination.

      nm: you meant interiors, not the cities..........
    3. Kreiyu
      Kreiyu
      • premium
      • 25 kudos
      "This game desperately needs a mod that makes all interiors open..." that wouldn't be as easy as you think. many exteriors can he smaller than the interior cell that corresponds with it. 
  6. kekzoomTRZ
    kekzoomTRZ
    • supporter
    • 9 kudos
    The game is super fun so far and I'm looking forward to seeing what the modding community does with it.
    Looking at the ui and Oblivion's nostalgia based assets, I'm seeing a huge amount of potential for modding tools to replace virtually everything about the way you play this game. I expect we have something amazing hidden under the surface of the vanilla game and it has
    the potential to become one of community's favorite modding experiences. Of course that's after all the starting out modding prototypes
    are refined and become standard tools for us.

    Man I'm just thinking about how rough some of the nostalgia parts are in this game but I think it might be a blessing in disguise. Just think how much more it'll change when some of the major modders get a hold of them.I mean that character creator is sooooo simple, imagine
    what the characters are gonna look like when someone refines them through modded racemenu's ui.

    Also I'm seeing alot of the comments are more about worry over how the game will go considering the hybrid system between old and new era engines or about Bethesda's reservations about supporting mods rather than excitement over what mods will come out or how excited they are over having a new Elder's Scrolls remaster in the first place. C'mon though. Just give the modding tool dev's some time and they'll
    figure out all the little bumps along the wayand before you know it we'll have a banger on our hands that's one of the community's new go
    to's for modding goodness.

    LASTLY I THINK SOMETHING REALLY NEEDS TO BE SAID AND I HAVEN'T SEEN ANYONE FOCUS ON THIS SERIOUS PROBLEM WITH THE NEW GAME.

    That issue being no one started a comment thread of what mods ya'll looking forward to seeing!!! :3

    Sooooo what mods are you guys looking forward to?

    personally I'm a weeb who's stuck in between pushing the boundaries of how nice characters look and trying to make the game itself look as scary as possible.

    What about you guys? ^.^
    1. PeterWaffen
      PeterWaffen
      • member
      • 0 kudos
      I'm most looking forward to mods that add new spells, maybe take advantage of the new spell visuals and make crazy nuke spells or something. Also playerhomes, I like those a lot
    2. Steamvikings
      Steamvikings
      • premium
      • 9 kudos
      Shameless.
    3. DeanWinchester98
      DeanWinchester98
      • supporter
      • 0 kudos
      I’d love to see some QOL mods like enhanced 1st person view, a keychain, DarkUID and some great spell mods, like PeterWaffen said.

      But first and foremost, I’d love to see my favorite quest mods again! Not sure if that’ll ever happen, though. Stuff like KotN Revelation, Order of the Dragon, Servant of the Dawn, Mannimarco Resurrection, Lost Spires, Nehrim 👀 - the list goes on. 

      I’ve been playing Oblivion since 2006, and the mods that came out in the following years are what made the game truly worthwhile.
    4. Ryderflo
      Ryderflo
      • supporter
      • 19 kudos
      Well to summarize more Landscape, creatures, character creation (and npcs), weapons, armours and spell diversity.
      Like Unique LandscapesBetter CitiesCreature DivrsityImmersive WeaponsArmamentarium or Midas Magic Spells. With maybe a few npcs/armor mods from Skyrim like Apachii Sky Hair or Immersive armors, along with unofficial patchs and whatnot and I think it would be pretty much complete for me. Not sure how long it would take (nor if it will) to be at that state but I pray Talos for it.
    5. Gibb696
      Gibb696
      • supporter
      • 0 kudos
      I'm waiting on the QOL mods to drop, working mannequins, Player Homes that are designed for the HOARDERS. Kvetch rebuilt, The "Unofficial Patches" updated for this version of Oblivion would be awesome as well. ect. 
    6. AugustaCalidia
      AugustaCalidia
      • premium
      • 10 kudos
    7. devakm
      devakm
      • premium
      • 254 kudos
      Love the idea of darker-scarier, to be sure. As you may have guessed, I'm definitely wishing hard for an Oscuro playthrough and then maybe even an FCOM. :-)

      One can dream, eh?

      Seriously, though, I'm already trying to see what can be done to port OOO. It's not going to be easy, but maybe we can start small and build up as the tools get better.
  7. paul12344
    paul12344
    • premium
    • 1 kudos
    Any idea if this game is going to be added to LOOT?
  8. Qrsr
    Qrsr
    • premium
    • 300 kudos
    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
      SithisPlays
      • member
      • 0 kudos
      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...
    2. Qrsr
      Qrsr
      • premium
      • 300 kudos
      Thats all? Easy to change, in relation to the entire swap nothing to note. Just a matter of time till tis fixed. The engine is the way to go so its a big step forward again.
  9. Thea495
    Thea495
    • premium
    • 0 kudos
    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.
  10. wumpa96
    wumpa96
    • member
    • 1 kudos
    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?
  11. Revanskywalker77
    Revanskywalker77
    • premium
    • 1 kudos
    where do I make mod request?
    1. SithisPlays
      SithisPlays
      • member
      • 0 kudos
      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.