r/oblivionmods • • Apr 27 '25

Discussion Oblivion Remastered and r/oblivionmods

84 Upvotes

Hey all! Welcome back to those of you that have been here a long time, and welcome to all our new members!

We’re super excited to start exploring the modding potential of the Oblivion Remaster! It’s also really important to us to continue supporting the vibrant modding community of the original TES IV: Oblivion.

It sounds like at this point that remaster modding will require knowledge and skills from original oblivion, such as knowledge of scripting, quests, and plugin information. Because of this, we think it makes sense to keep all the discussion in one place, since as I’m sure you’ve all read, many mods from the original game will “just work” on the remaster as well! However, to really get cracking, we’re also going to need knowledge of the unreal engine, such as mesh pipeline, npc navigation, and also that scripting system as well. Lastly, the two are joined together by a type of “sync” file written in json, which is totally new to the remaster, so there’s something for all of us to learn together.

To help support this and keep things organized, we’ve made a couple of changes to the sub.

Firstly, there are two new rules:

No “low effort” content. Currently, this means that posts written by AI will not be allowed, and that help posts must be kept to one per day per person to prevent spam. Additionally, we’re asking everyone to minimize repeated requests and search to see if someone has already made the same request before posting.

No Money. We do not allow discussion of bounties or commissions for mods, or paying for support of a modlist. Any monetary transactions must happen off the subreddit and at your own risk. We also do not allow linking to paid mods (if Bethesda implements an official paid mod program, we will re-evaluate this rule at that point).

Secondly, we’ve added flairs which are now required for all posts. These include our existing flairs for discussion and help posts, as well as new flairs for the original and remaster. These flairs can also be used to sort posts, so if you only want to see original posts click on the original in the sidebar, and if you only want to see remaster related posts click on that button!

Finally, I’ve started a discord to discuss oblivion modding - for original game, the remaster, and hopefully skyblivion! You can find it here: https://discord.gg/8BxmHkNye7. In addition, the users of r/skyrimmods discord voted to add oblivion channels to that discord, which you can find here: https://discord.gg/skyrimmods

We’ll continue to do our best to support you and keep the subreddit free of spam and other problems, but with the influx of new people it’s possible that our current tiny team might get overwhelmed! If this game really takes off the way I hope it does, we’re going to need more moderators! If you’re interested in helping out, please drop a comment.

We also welcome any questions, concerns, comments and feedback you have about the subreddit direction, specific things we can implement, or the changes in this post. Thank you for continuing to make this a great and cozy community!


r/oblivionmods • • 2d ago

Remaster - Request Mod Request Mondays!

1 Upvotes

Hey all! I know we're all really excited to mod the remaster, but the fact of it is a lot of the things we'd love to see just aren't possible yet (or maybe ever).

The purpose of this weekly thread is to be a centralized place for people to discuss their fantasies and what they'd like to see in oblivion. It's ok if you don't know how to make it or even if it can be done! Additionally if you have lots of ideas or requests to share at once, this is the place.

We kindly ask that outside of this thread you keep requests more grounded to what could actually be made now. Additionally, the rule of only 1 request post/day is still in effect outside of the threawd.


r/oblivionmods • • 9h ago

Mod Release! local split-screen co-op mod for the original Oblivion (2006)

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132 Upvotes

Hi guys,

ever since I first played Oblivion, I always dreamt of playing it together with a friend. Now I made it happen and want to share it.

It's a local split screen mod where you play with 2 Xbox controllers on one PC.

Player 2 joins by pressing Start and can create their own character or just hop in with a premade one.

You have your own inventory, spells, levels and menus.

You can fight together, help each other when one is downed, ride together on one horse or just follow the main quest!

I playtested some good hours with my friend and we both agree it's the same feeling as playing vanilla but together!

You need: original GOTY on Steam, xOBSE, two Xbox pads. Not for Oblivion Remastered.

It's still in beta and needs more testers, so please report any bugs you encounter.

Here's the mod, feedback welcome:

https://www.nexusmods.com/oblivion/mods/56734

Disclaimer: I also used AI assistance to make this project possible. I also had to playtest a lot by myself.


r/oblivionmods • • 19h ago

[Unsolved] New to Modding - How to Approach OBSE for Steam? OG Oblivion

1 Upvotes

Hi there, I'm interested in learning how to create mods for Oblivion. Before now, I only cared about vanilla on console, so I'm as ignorant as it gets; the Wrye Bash readme was like a tome of sorceries that really introduced me to a lot of this stuff.

I'm roughly following Nexus' Reign of the Septims guide, though I'm ignoring 99% of its mods since I only care about basic performance/editing/prerequisite mods like 4GB and Script Extender, not "taste" stuff like DarNifiedUI or gameplay-balance mods. I'm aiming for the fundamentals.

OBSE has me scared because it seems temperamental, judging by all the Steam issues I'm reading about. I'm not sure if I download straight to my Oblivion folder or if I should send it to Mod Manager 2 instead. I see instructions for sending specific .dll files + the .exe to the Oblivion folder, but I'm also seeing weird instructions for Construction Kit compatibility, which I imagine I'll need later. On top of that, I'm not sure how to boot the game in a way that loads OBSE. I did it before by launching the OBSElauncherexe, but rerouting it with Mod Manager was when my problem sprang up earlier, making me hesitant to continue.

The TESAlliance Construction Set tutorial says I don't even need OBSE yet, saying it's better to walk before you run, but putting it off for later is too tempting. I've been researching these different mods as best I can, but OBSE seems to have the most potential for confusion so far. I'm rambling and kind of don't even know what I'm supposed to ask, so thanks for patiently reading this.

TLDR: What's the best practice for a new modder to install OBSE for Steam Oblivion in a way that's friendly to the Construction Set?


r/oblivionmods • • 1d ago

Original - Request Mods to make Oblivion Planes darker, more menacing and sinister?

2 Upvotes

About the classic, legacy, original The Elder Scrolls IV: Oblivion.

I've come across a great dungeon "darkening" mod Cava Obscura. These types of mods greatly increase the atmosphere and sense of danger from dungeons. There are others, like Darker Dungeons and Let There Be Darkness. All of these are great mods, and they focus on dungeons. They do not touch Oblivion Planes, as far as I know.

Are there any mods that specifically darken Oblivion Planes, or otherwise allows us to change their appearance to be more menacing and sinister?

Of course, I don't want to make the whole game darker. I want to keep the overworld as it is. Just the dungeons and the Oblivion Planes, specifically. The dungeons have been taken care of, there are some great mods for that. Now I'm looking for something for the Oblivion Planes.

I do use ReShade to change the general visual appearance and effects of the game, but this affects the game across the board. I'm looking for something that could affect Oblivion Planes specifically, in the same way that some of those dungeon mods. I do not use ENB anymore because I had severe troubles getting the game to run with ENB due to my dedicated GPU no longer launching the game natively without DXVK, after recent driver updates, and this in turn prevented me from using ENB (I tried both injector and wrapper versions). I spent multiple days trying to get ENB to run and eventually decided to move on because it was taking too much time and I found ReShade to provide me somewhat similar settings.


r/oblivionmods • • 1d ago

Remaster - Discussion Oblivion Multiplayer Mod (OB:MP, Remastered) rc.3 coming soon, open beta up

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14 Upvotes

Hey r/oblivionmods - we had a busy weekend after launching open beta of OB:MP. Donkey from our community is building his own RP inventory system for Oblivion Remastered multiplayer, also working on a full immersive map, and our u/pete-roman is building a dice system for roleplay. SDK rc.3 is on the way, and the first community servers are already up, with more opening soon! 🚀

If you've ever wanted to build a server, a game mode or a world on top of a game you love, this is the moment. Come build with us: https://discord.gg/obmp


r/oblivionmods • • 2d ago

Original Oblivion OG Multiplayer Mod

13 Upvotes

I know the project for Oblivion Remastered to implement multiplayer is a thing. But I also know that Oblivion Remastered is an optimization mess. So, as a hobby, I took it upon myself to make an co-op mod for OG Oblivion. For nostalgic, mods and optimization purposes.

It's about 10% done already in a days work, hopefully i am not the only one who has been wanting this for years. I'll post here about its updates if others are interested in it.


r/oblivionmods • • 2d ago

[Unsolved] Could there be a Steam setting I need to enable/disable to get the hot key function to work on my controller?

1 Upvotes

Got everything working but just cannot hot key a spell to d-pad for some reason, I have tried everything


r/oblivionmods • • 2d ago

[Unsolved] Invisible cuirass and Stack Underflow

2 Upvotes

Hello! I've been playing the GotY Steam version (2009) with mods for a long time now, but my understanding of modding seems to be very elementary still. I'd like to revise my latest build of the game and learn what exactly I did wrong.

The two problems that I have now is that one of the cuirasses added by Oscuro's Oblivion Overhaul (unfinished iron cuirass) is invisible when worn. I have little reason to wear it myself, but it can be quite jarring to see a marauder with an invisible body barreling down on me in an ancient fort!

The other problem is the system message I sometimes see when I bring up the console (I do that a lot to use the "toggledebugtext" command to check my skill and level progress. The message reads as "Stack Underflow" and I believe it referenses a nebulous "line six", idk what that could mean.

Below I will post my mod list and bashed tags info:

Active Plugins:

[spoiler]

00 Oblivion.esm

01 Oscuro's_Oblivion_Overhaul.esm [Version 1.36]

02 Unofficial Oblivion Patch.esp [Version 2]

++ Oblivion Citadel Door Fix.esp

03 DLCShiveringIsles.esp

04 Unofficial Shivering Isles Patch.esp [Version 270]

05 Custom Class Description.esp

06 ShowHideAmulet.esp

07 Living Economy.esp

08 Living Economy - Items.esp

09 Cutthroat Merchants.esp

0A MigNoDeath.esp [Version 1.4]

0B Skill Diary Redone.esp

0C Map Marker Overhaul.esp [Version 3.9.3]

0D Enhanced Hotkeys.esp [Version 2.3.1]

0E DLCHorseArmor.esp

0F DLCHorseArmor - Unofficial Patch.esp [Version 1.0.9]

10 DLCOrrery.esp

11 DLCOrrery - Unofficial Patch.esp [Version 1.0.7]

12 DLCVileLair.esp

13 DLCVileLair - Unofficial Patch.esp [Version 1.0.11]

14 DLCMehrunesRazor.esp

15 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.7]

16 DLCSpellTomes.esp

++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]

17 Crossbows of Cyrodiil.esp [Version 9.6]

18 Gloves.esp

19 KDDwemerSpectacles.esp

1A Scarves!.esp

1B TT-EquipableBeards.esp

1C Athletics While Riding.esp [Version 0018]

1D DLCThievesDen.esp

1E DLCThievesDen - Unofficial Patch.esp [Version 1.0.15]

1F DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.14]

20 Oscuro's_Oblivion_Overhaul.esp [Version 1.36]

21 CyrodiilTransportationNetwork2.esp

22 15LamRealEstate.esp

23 EM_Packdonkeys.esp [Version 2.1]

24 DLCBattlehornCastle.esp

25 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.12]

26 DLCFrostcrag.esp

27 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.10]

28 BrumaMGRestored.esp

29 BrumaMGRestored-Frostcrag.esp

2A Knights.esp

2B Knights - Unofficial Patch.esp [Version 1.1.8]

2C The Lost Spires.esp

2D Harvest [Flora].esp [Version 3.0.0]

2E DecoratorAssistant v1.1.esp [Version 1.1]

2F SetsunaDummyTraining.esp

30 Side's Backpacks.esp [Version 1.0]

31 Alternative Start by Robert Evrae.esp

32 Retroactive Health.esp

33 MidasSpells.esp

34 SM Combat Hide.esp [Version 1.2]

35 Enhanced Grabbing.esp [Version 0.5]

36 SM Hand Combat.esp [Version 1.0]

37 HAZeatanimations.esp

38 actors_in_charge.esp [Version 0.8]

39 ActorsInMadness.esp [Version 0.8]

3A ActorsInEmotions.esp [Version 1.0]

3B Oblivion_Character_Overhaul.esp [Version 2.0]

3C Bashed Patch, 0.esp

3D GalerionUnarmoredAcrobatics.esp

3E OOO-Water_Weeds.esp [Version 1.33]

3F OOO-Level_Stock.esp [Version 1.33]

40 OOO-No_Guild_Ownership.esp [Version 1.33]

41 OOO-Respawn_Week.esp [Version 1.33]

42 OOO-Magic_Script_Effect_Fix.esp [Version 1.33]

43 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]

44 Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]

45 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]

46 AttributeProgressionRedesign.esp

47 Unlimited Training.esp

48 Oblivion Dodge Fix.esp

49 aStatuesofCyrodiil.esp

4A COCCclass.esp

4B KDCirclets.esp

4C KDClothCirclets.esp

4D pale_rider's Hats.esp

4E It's A Wig!.esp

[/spoiler]

=== Current Bash Tags:

[spoiler]

Note: Sources are processed from top to bottom, meaning that lower-ranking sources override higher-ranking ones.

* Oscuro's_Oblivion_Overhaul.esm

* From Plugin Description: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Factions, Actors.Spells, Actors.Stats, Delev, Graphics, Invent.Add, Invent.Remove, Names, Relations.Add, Relations.Change, Relev, Scripts, Stats

* Result: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Factions, Actors.Spells, Actors.Stats, Delev, Graphics, Invent.Add, Invent.Remove, Names, Relations.Add, Relations.Change, Relev, Scripts, Stats

* Unofficial Oblivion Patch.esp

* From Plugin Description: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Factions, Actors.Stats, C.Climate, C.Light, C.Music, C.Name, C.Owner, Creatures.Blood, Delev, Invent.Add, Invent.Remove, NPC.Class, Names, Relations.Add, Relations.Change, Relev, Scripts, Stats

* Result: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Factions, Actors.Stats, C.Climate, C.Light, C.Music, C.Name, C.Owner, Creatures.Blood, Delev, Invent.Add, Invent.Remove, NPC.Class, Names, Relations.Add, Relations.Change, Relev, Scripts, Stats

* Unofficial Shivering Isles Patch.esp

* From Plugin Description: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.DeathItem, Actors.Factions, Actors.Stats, C.Climate, C.Light, C.Name, C.Owner, Delev, Invent.Add, Invent.Remove, Names, Relations.Add, Relations.Change, Relev, Scripts, Stats

* Result: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.DeathItem, Actors.Factions, Actors.Stats, C.Climate, C.Light, C.Name, C.Owner, Delev, Invent.Add, Invent.Remove, Names, Relations.Add, Relations.Change, Relev, Scripts, Stats

* DLCHorseArmor.esp

* From LOOT Masterlist and/or Userlist: Actors.ACBS, Actors.AIPackages, Scripts

* Result: Actors.ACBS, Actors.AIPackages, Scripts

* DLCHorseArmor - Unofficial Patch.esp

* From Plugin Description: C.Owner

* Result: C.Owner

* DLCOrrery.esp

* From LOOT Masterlist and/or Userlist: Actors.AIPackages, C.Light, Sound

* Result: Actors.AIPackages, C.Light, Sound

* DLCVileLair.esp

* From LOOT Masterlist and/or Userlist: Sound

* Result: Sound

* DLCVileLair - Unofficial Patch.esp

* From Plugin Description: Graphics

* Result: Graphics

* DLCMehrunesRazor.esp

* From LOOT Masterlist and/or Userlist: Actors.ACBS, Actors.Factions

* Result: Actors.ACBS, Actors.Factions

* DLCMehrunesRazor - Unofficial Patch.esp

* From Plugin Description: Delev, Invent.Add, Invent.Remove, Relev

* Result: Delev, Invent.Add, Invent.Remove, Relev

* DLCSpellTomes.esp

* From LOOT Masterlist and/or Userlist: Actors.Stats, Relev

* Result: Actors.Stats, Relev

* DLCThievesDen.esp

* From LOOT Masterlist and/or Userlist: Actors.ACBS, Actors.AIPackages, Actors.Stats, C.Climate, C.Light, C.MiscFlags, C.Music, C.Name, C.Owner, C.Water, Names

* Result: Actors.ACBS, Actors.AIPackages, Actors.Stats, C.Climate, C.Light, C.MiscFlags, C.Music, C.Name, C.Owner, C.Water, Names

* DLCThievesDen - Unofficial Patch.esp

* From Plugin Description: Actors.ACBS, Actors.AIData, Actors.Stats, C.Light, C.Music, C.Name, Delev, Relev

* Result: Actors.ACBS, Actors.AIData, Actors.Stats, C.Light, C.Music, C.Name, Delev, Relev

* Oscuro's_Oblivion_Overhaul.esp

* From Plugin Description: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Factions, Actors.Spells, Actors.Stats, Delev, Graphics, Invent.Add, Invent.Remove, Names, R.ChangeSpells, R.Description, Relations.Add, Relations.Change, Relev, Scripts, SpellStats, Stats

* From LOOT Masterlist and/or Userlist: C.Light, EffectStats, EnchantmentStats, Enchantments, NPC.Eyes, NPC.Hair, Sound, Text

* Result: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Factions, Actors.Spells, Actors.Stats, C.Light, Delev, EffectStats, EnchantmentStats, Enchantments, Graphics, Invent.Add, Invent.Remove, NPC.Eyes, NPC.Hair, Names, R.ChangeSpells, R.Description, Relations.Add, Relations.Change, Relev, Scripts, Sound, SpellStats, Stats, Text

* 15LamRealEstate.esp

* From LOOT Masterlist and/or Userlist: Actors.ACBS, Actors.AIPackages, Actors.Factions, Actors.Stats, C.MiscFlags, C.Water, Invent.Add, Scripts

* Result: Actors.ACBS, Actors.AIPackages, Actors.Factions, Actors.Stats, C.MiscFlags, C.Water, Invent.Add, Scripts

* DLCBattlehornCastle.esp

* From LOOT Masterlist and/or Userlist: Sound

* Result: Sound

* DLCFrostcrag.esp

* From LOOT Masterlist and/or Userlist: Actors.Factions, C.Light, C.Name, C.Owner, C.Regions, Sound

* Result: Actors.Factions, C.Light, C.Name, C.Owner, C.Regions, Sound

* DLCFrostcrag - Unofficial Patch.esp

* From Plugin Description: Actors.ACBS, C.Name, C.Owner, Creatures.Blood

* From LOOT Masterlist and/or Userlist: C.Music

* Result: Actors.ACBS, C.Music, C.Name, C.Owner, Creatures.Blood

* Knights.esp

* From LOOT Masterlist and/or Userlist: Actors.ACBS, Actors.AIPackages, Actors.Factions, Actors.Stats, Graphics, Invent.Add, Invent.Remove, Names

* Result: Actors.ACBS, Actors.AIPackages, Actors.Factions, Actors.Stats, Graphics, Invent.Add, Invent.Remove, Names

* Knights - Unofficial Patch.esp

* From Plugin Description: Actors.ACBS, Actors.AIPackages, Actors.Factions, Relations.Add, Relations.Change

* Result: Actors.ACBS, Actors.AIPackages, Actors.Factions, Relations.Add, Relations.Change

* Harvest [Flora].esp

* From LOOT Masterlist and/or Userlist: Graphics, MustBeActiveIfImported, Scripts

* Result: Graphics, MustBeActiveIfImported, Scripts

* Side's Backpacks.esp

* From LOOT Masterlist and/or Userlist: Invent.Add, Invent.Remove

* Result: Invent.Add, Invent.Remove

* Alternative Start by Robert Evrae.esp

* From LOOT Masterlist and/or Userlist: Invent.Add, Invent.Remove, Relations.Add, SpellStats

* Result: Invent.Add, Invent.Remove, Relations.Add, SpellStats

* MidasSpells.esp

* From LOOT Masterlist and/or Userlist: Invent.Add

* Result: Invent.Add

* Oblivion_Character_Overhaul.esp

* From LOOT Masterlist and/or Userlist: Actors.ACBS, Graphics, NPC.Eyes, NPC.FaceGen, NPC.Hair, Names, R.Body-F, R.Body-M, R.Body-Size-M, R.Ears, R.Eyes, R.Hair, R.Head, R.Mouth, Stats

* Removed by LOOT Masterlist and/or Userlist: Actors.ACBS

* Result: Actors.ACBS, Graphics, NPC.Eyes, NPC.FaceGen, NPC.Hair, Names, R.Body-F, R.Body-M, R.Body-Size-M, R.Ears, R.Eyes, R.Hair, R.Head, R.Mouth, Stats

* OOO-Magic_Script_Effect_Fix.esp

* From LOOT Masterlist and/or Userlist: Graphics, Sound

* Result: Graphics, Sound

* Harvest [Flora] - Shivering Isles.esp

* From LOOT Masterlist and/or Userlist: Deactivate, Graphics, NoMerge, Scripts

* Result: Deactivate, Graphics, NoMerge, Scripts

* Harvest [Flora] - DLCVileLair.esp

* From LOOT Masterlist and/or Userlist: Deactivate, Graphics, NoMerge, Scripts

* Result: Deactivate, Graphics, NoMerge, Scripts

* Harvest [Flora] - DLCFrostcrag.esp

* From LOOT Masterlist and/or Userlist: Deactivate, Graphics, NoMerge, Scripts

* Result: Deactivate, Graphics, NoMerge, Scripts

[/spoiler]


r/oblivionmods • • 4d ago

Remaster Oblivion Remastered Performance Fix

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907 Upvotes

My gift of love to the game I've been returning to for 20 years now.

I knew there is something fundamentally wrong with Remastered performance when even on very low graphical settings in Cheydinhal the performance was absolute junk (stuttering, 20-30 fps). Thanks to Claude I was able to find out why and fix it, while preserving game's fidelity.

Key improvements:

  • Each frame the game was re-building Sun/Moon, forcing it to re-calculate how light falls on each loaded object leading to crazy unnecessary CPU load. This was replaced with updates only in case something changes.
  • There were lots of inefficiencies in memory operations, forcing the game to constantly allocate/de-allocate, now minimized via use of buffers
  • Lots of operations (for example, preparing DirectX commands for drawing) were on a single thread and have now been parallelized
  • Traversal stutter due to the game forcing loading of new cells / npcs inside them / linking objects to the physics engine / unloading old cells is now significantly reduced by allocating work across several frames without changing how the game behaves
  • Several bugs leading to crashes, both in the original game code and in Remastered, have now been fixed
  • Various Frame Generation improvements, from removing stuttering when CPU was forced to unnecessarily wait, to introducing full support for new AMD FSR Frame Generation (requires installation of AMD FSR dll 3.1.4, instructions in readme), including passing camera info to the algorithm
  • Various stutter-reducing measures when opening menus / inventory and after loading screens. Shaders are now pre-loaded before the game starts.

I have thoroughly tested this on my PC: AMD 5800X, 9070 XT, 32GB DDR4 3200 RAM, Win11, and can confirm a very noticeable uplift in FPS and reduction in stuttering to almost unnoticeable levels (for example with FG this scene went from 72 to 102 FPS).

I would really appreciate if people can also test on their PCs and let me know if it works. All codes are open-sourced, checked for viruses, resulting mod is just a dll with ini file that can be put in the game's folder.

As a bonus, repository includes a benchmarking suite with reproducible scenarios I've been using for debugging, that allows you to objectively measure FPS gains before and after.

There is still room for improvement. For example, there is still a noticeable performance dip during big npc fights or when loading many npcs. So please don't hesitate to contribute!

I want this project to become the definitive way to play the game, whether you prefer full vanilla or a heavily modded experience.

I know many people hate AI, but I think helping improve performance and fix bugs in our beloved games is a perfect use case for it.

https://github.com/LTSharpe/OblivionRemasteredPerformanceFix

https://www.youtube.com/watch?v=K8WkCz6cuHk


r/oblivionmods • • 3d ago

[Unsolved] Crashing when starting the game

1 Upvotes

Hi,

I'm having some troubles launching my game after modding it :

"LoginId:50932666432a5d7da183338c65f6cf73
EpicAccountId:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000018

OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
kernel32

ntdll"

I try all the tips i saw about it, deleting the "saved" file, deleting the "sl." files, i'm only managing to launch it when i remove the plugins.txt file and when i use steam and not obse.

i don't know where my load order is but here's the inside of my plugin.txt :

## This file was automatically generated by Vortex. Do not edit this file.
Oblivion.esm
DLCBattlehornCastle.esp
Better Hand to Hand Combat.esp
DBoarFear.esp
DCrabFearNoPatchL.esp
DCrabFearPatchL.esp
DDogFearL.esp
Demoria.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
DRatFear.esp
FasterHorses.esp
FasterLevelling3.5x.esp
FrenchyBlivionAltar.esp
FrenchyBlivionCredits.esp
FrenchyBlivionDLC.esp
FrenchyBlivionVanilla.esp
AltarESPMain.esp
LessRestrictiveSpells.esp
NaiadComestoLife.esp
Simple Hunting Overhaul.esp
NDeerFearNoPatchLO.esp
NDeerFearPatchLO.esp
NSheepFear.esp
PBearFear.esp
PFishFear.esp
PLionFear.esp
PWolfFear.esp
AltarDeluxe.esp
#AltarGymNavigation.esp
#TamrielLeveledRegion.esp

r/oblivionmods • • 4d ago

[Unsolved] Finally got controller working perfectly but cannot hot key items what could be wrong?

1 Upvotes

Original and it’s a clean install

Evening works amazing but just cannot hot key and I really want that

using oBSE, Norrthern UI, SkyBSA and
NorthernUI Wheel Hotkeys

Manual adds not using mod manager because these are the ONLY mods I want


r/oblivionmods • • 5d ago

Remaster OB:MP open beta is live: community multiplayer servers for TES IV: Oblivion Remastered

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34 Upvotes

I'm Msk from ReadyM, the team building OB:MP! And got some big news to announce.

After a long wait, the OB:MP (Oblivion Remastered Multiplayer Mod) open beta starts today. The OB:MP tile in the ReadyM Launcher (0.33.1 or newer) is now open to every ReadyM account, so there are no more alpha access requests. You need a PC copy of The Elder Scrolls IV: Oblivion Remastered.

Persistence and NPC sync are finally in, and inventories, containers, characters and time of day are shared across a server. That's what lets communities build real servers: RP, PvE dungeon crawlers, world PvP and PvPvE. OB:MP doesn't come with a built-in game mode. What you play depends on what each server builds, and the PvP Arena comes bundled as a starting point. Oh, and full map editor is coming up soon, as you can see on preview screenshots!

For server owners: SDK 1.0.0-rc.1 is a rework, so mods written for 0.2 need porting. The server is a public download for Windows and Linux for the first time, and it needs the .NET 10 runtime. The Docker image comes later. Servers can also build their own in-game web UI with CEF.

We're building mods on our own SDK too, and we're working on our first open-world RP servers in Cyrodiil. With the hardest part behind us, updates will come a lot more often. It's a release candidate, so expect rough edges and tell us when you hit some!

Happy to answer questions in the thread.


r/oblivionmods • • 5d ago

Remaster Custom server UI demo in Oblivion Multiplayer Mod (OB:MP)

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3 Upvotes

Shoutout to amazing QueenlyDObnkey7 (QueenlyDonkey) for preparing such a cool system that server owners can extend into multitude of custom super immersive in-game UIs.

Check out OB:MP, soon on NexusMods:


r/oblivionmods • • 6d ago

Original - Request Looking for my own lost 2006 mod: Chateau Brillio 83

7 Upvotes

I made this Oblivion mod in December 2006 and uploaded it to TESSource under exon, with author credit MZPiston / MZ.

It added a Wine Importer NPC wandering Chorrol who gave you three bottles of Chateau Brillio 83. Later versions added drunken effects and wine textures.

The original listing survives, but I’ve lost the file and access to my old account. I’ve contacted Nexus support.

Does anyone have a copy in an old mod folder or backup?

Version 1.2, approximately 650 KB. Nexus mod ID 8152, download ID 6732.

https://web.archive.org/web/20071105081953/http://www.tesnexus.com:80/downloads/file.php?id=8152


r/oblivionmods • • 6d ago

Original - Discussion Is there a way to use new Blender for editing and use 2.49b as exporter?

3 Upvotes

I really like blender 4 & 5 sculpting and would like to use to make new body replacer, or just to modify existing bodies. I have no idea how to use niftools. Import is fine but export never work. It constantly throws error if I even change export option. The nodes are broken too on nifskope.

What working intermediary method so I could edit using the new blender and use dusty blender for export? Export as obj first to import on old blender? obj make the mesh blocky.

Or even better if I someone would like tell me how to do with niftools. Please don't ask me to use 2.49b instead.


r/oblivionmods • • 8d ago

Mod Release! Portable junk recycling/crafting mod for Oblivion Remastered

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7 Upvotes

I just released a mod some of you might be interested in. Thought it would be cool to make use of some of the junk around Cyrodiil and thought of this little mod.

It’s basically a ring you equip that brings up a lightweight crafting menu. You can use items like tools, cloth, and knives to create repair hammers, torches, and picklocks on the go.

Hope you guys like it. Cheers!


r/oblivionmods • • 8d ago

Discussion Oblivion modders: Your NIF/KF experience might be exactly what our standalone OpenMW game needs

8 Upvotes

Hi everyone. I’m continuing to work on an independent game being developed with OpenMW. We already have some people from the community helping us with code, and I also have a friend working with me on sound and music. The reason I’m posting here is that I think people from the Oblivion modding community may have exactly the kind of experience we are currently missing. Our biggest bottlenecks right now are character animation and the older Bethesda asset pipeline. We are especially interested in people who have worked with NIF/KF files, skeletons, character animation, rigging, armour or clothing design, NifSkope, the Construction Set, or who have simply spent years taking these games apart and learning how their assets actually work. You do not need to have released a famous mod; unfinished mods, hobby projects, and years of experimentation are all extremely valuable to us.

We are not simply looking for someone who “knows Blender.” Blender and Maya tools for NIF/OpenMW workflows already exist; what matters much more to us is understanding how the older Bethesda/Gamebryo-style asset pipeline fits together, or being genuinely willing to learn it in depth. If you have experience modding Oblivion, I think a surprisingly large amount of that knowledge could still be useful here. We have already created and released the **OpenMW Free Asset Library**, an openly licensed collection of environments, architecture, weapons, armour, creatures, and character components intended for standalone OpenMW development, and it continues to grow through community contributions. Now that much of this foundation already exists, humanoid character animation has become one of the clearest missing pieces.

We are also developing our first commercial game under "Daktilo Studio". We are still a small, pre-revenue team and cannot currently offer salaries, so I want to be completely transparent about that. For direct work on the game, we are open to revenue sharing, and if we find someone who truly fits the team in the long term, we are also willing to discuss a permanent core partnership. Even if you do not want to join a commercial project, if you have openly licensed animations or models you would like to contribute to the wider OpenMW ecosystem, contributions to the Free Asset Library would be just as valuable to us. A recent development video of our game unexpectedly reached around 40,000 views and nearly 400 upvotes, which convinced me that far more people are interested in seeing OpenMW used for independent games than I originally expected:

https://www.reddit.com/r/OpenMW/comments/1wxjj6g/i_believe_openmw_can_be_more_than_a_morrowind/

Daktilo itself comes from a somewhat unusual place. Rather than simply trying to make another fantasy RPG, our work is interested in the intersection of literature, character behaviour, simulation, and games. If that sounds interesting to you, you can read our short manifesto here:

https://www.furkanyasar.me/daktilo-studio/manifesto

If you have spent years working with Oblivion’s NIF files, skeletons, animations, or character assets and thought that knowledge had become too niche to matter anymore, that is exactly why I wanted to post here.


r/oblivionmods • • 9d ago

[Unsolved] Was told this is blasphemy

3 Upvotes

r/oblivionmods • • 9d ago

Remaster - Request Mod Request Mondays!

3 Upvotes

Hey all! I know we're all really excited to mod the remaster, but the fact of it is a lot of the things we'd love to see just aren't possible yet (or maybe ever).

The purpose of this weekly thread is to be a centralized place for people to discuss their fantasies and what they'd like to see in oblivion. It's ok if you don't know how to make it or even if it can be done! Additionally if you have lots of ideas or requests to share at once, this is the place.

We kindly ask that outside of this thread you keep requests more grounded to what could actually be made now. Additionally, the rule of only 1 request post/day is still in effect outside of the threawd.


r/oblivionmods • • 10d ago

Discussion what is the best modded version of the game that beats remaster?

6 Upvotes

the remaster looks amazing, but it lacks so much it's not worth it. I rather make the original as good looking via mods, since wabbajack and vortex can install 4000 mods super fast on skyrim. I am looking for a perfect oblivion playthrough. not something crazy like fighting a train in the forest, but anything goes. it doesn't need to be close to vanilla just the largest mod pack, stable, with as much content as possible.

an example would be a mod pack like Lexy's LOTD which is one of the bigger ones.


r/oblivionmods • • 10d ago

Remaster - Request I want to change lighting in some indoor areas of the remastered

3 Upvotes

I am interested in changing lighting in some of remasters indoor locations, but I honestly have no idea where should I look for ways to alter it.

Does anyone here know how one would do such a thing, or point in a direction where I may learn?


r/oblivionmods • • 11d ago

Original - Request Is there a mod for a more quick combat? Like, you do a lot of damage but so does the enemy

4 Upvotes

I was thinking about a mod that would do basically you having the damage of easy mode but the resistance of the hard mode, is there any mod like that?


r/oblivionmods • • 11d ago

Discussion Modding server

0 Upvotes

Somebody can give me a modding server of Oblivion remaster?


r/oblivionmods • • 14d ago

Remaster New OB:MP trailer drop - deathmatch PvP in Oblivion Remastered's Imperial City Arena gamemode

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14 Upvotes

We finally get to share our OB:MP (Oblivion Remastered Multiplayer Mod) Arena trailer! It shows deathmatch PvP in Oblivion Remastered, built with the same ReadyM SDK our community is using.

The Arena server template is already in the build our early access testers have, so you can try it now or with the upcoming SDK update, and use it as a starting point for your own mode.

NPC sync and persistence are taking longer than we'd like, and we know people are waiting for them. These changes are critical to the SDK and to the servers people are already building, so we're taking the time to get them right rather than risk crashes or lost work. The next build is planned to bring NPC sync, persistence, synced progress and new custom in-game UI capabilities together, giving you a first look at the upcoming Public Beta.

Early access testing continues until Public Beta begins. To join before then, apply in the alpha-access forum channel on our Discord. Thank you for your patience and for continuing to test and build with us!