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!

152 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. CazadorDeLobo
    CazadorDeLobo
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    A shameless cashgrab. I wouldn't bother trying to restart the modding scene for this version; play this for the vanilla experience in Unreal Engine, then return home to where all the carefully, painstakingly-produced mods are at. It's impossible to expect the same level of development for this, after witnessing their handling of Skyrim - the paid mod fiasco and all that, and now the series' relegation to a live-service game chock-full of dark nudges, MTX, and P2W mechanics. Truly, nothing will ever eclipse the nostalgia players have for TES games, and attempting to one-up our nostalgia is just plain dumb.

    I also strongly recommend playing this version unmodded, your first time. Otherwise, you'll have tainted your perspective of the product and likely fall into various Reddit traps in discourse surrounding the game, the series, etc.
  3. 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. Moksha8088
    Moksha8088
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    Do the traditional cheat codes work on this version?
  5. EruMaewos
    EruMaewos
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    Character sheet:

    Faction: GOOD GUYS
    Race: HUMAN
    Ethnicity: WHITE
    Sex: MALE
    Class: WARRIOR

    PLAY
  6. Kiandarius
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    If the nine divines are real can we please get mods which do the following:

    1: bring back the original colors and saturation of the game without reshade
    2: Minimize the HUD it's so frickin big I don't want the enemies healthbar take up half the screen. Or even better something like IHUD.
    3: fix the GOD AWFUL vanilla difficulty system, the game has shipped with the most "we never playtested this" difficulty modifiers ive ever seen. You either breathe on enemies and they die or you lose to glarthir while wearing full daedric armor.
    4: least important but some muh nostalgia sound reverters for weapon impacts, skill up sounds etc

    i will smash my nuts in a fridge if any of these mods get made
    1. PeterWaffen
      PeterWaffen
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      Half of what you want is on the nexus page already, respectfully 
    2. CharlesG
      CharlesG
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      > i will smash my nuts in a fridge if any of these mods get made

      I await the report on the results of this with bated breath. 😏
    3. AlexMercier223
      AlexMercier223
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      one thing i do not understand is it is april 24th and your comment is 25th of april ...so......
    4. nx25research
      nx25research
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      Well you can add these one:
      5. At Vilverin the bandit forget anything about the player and keep fighting a fish in the beach.
      6. The way the sword always end pointing to the target whatever you do.

      Has someone another list?
    5. filiusDei
      filiusDei
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      There are at least two mods available for the difficulty slider options.
  7. oldmanwhistler2
    oldmanwhistler2
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    If you're on GamePass, I would recommend avoiding Vortex and manually install mods for the time being. I was having issues with an empty ue4ss crashing my game.
  8. kekzoomTRZ
    kekzoomTRZ
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    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
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      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
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      Shameless.
    3. DeanWinchester98
      DeanWinchester98
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      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
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      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
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      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
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  9. Loveblanket
    Loveblanket
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    I'm sure the modding aspect will be sorted out eventually. I always play a game in vanilla form anyway. I'd love to see a port or reimagining of the rebuild Kvatch mod. I'd also love to see more classic quest mods ported over. Unfortunately, I'd help but I have zero knowledge of the Unreal engine.
  10. SmallRedSheep
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    Interesting. Is this engine more similar to CE/CE2? I can’t imagine it’s the straight original Gamebryo, or similar. 
    1. NoBarkNoBiteNoonan
      NoBarkNoBiteNoonan
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      The engine is still the original Oblivion engine, which was only partially Gamebryo.
  11. KZavi
    KZavi
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    Hard to get to the discord, but probably for a good reason.
    1. theclawhorn
      theclawhorn
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      Not really for a good reason - unfortunately the Bethesda modding community is a gatekeeping community.