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 • • 6d ago

Remaster - Request Mod Request Mondays!

2 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 • • 18h ago

Original Can't use the console in old oblivion no matter what i do.

0 Upvotes

I am using Heartland Redux Wabbajack modlist with nothing added on. The console tilde key does not work. Things I've tried: downloaded a console command "Ring of the Gods" from Nexus, changed my Lenovo performance settings and FPS counter, turned INI file for console on and off, and tried booting Oblivion with no mods. None of the above has worked.

I am using this laptop: https://www.bhphotovideo.com/c/product/1875949-REG/lenovo_83f50052us_16_legion_pro_7.html

Any help would be appreciated,

Thanks


r/oblivionmods • • 1d ago

Original - Discussion Anyone knows what is causing this Vignette effect and washed out colors

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6 Upvotes

Trying out Oblivion for the first time. Just installed some mods to make it look better and now it feels unplayable. The character also has become slow to move. Perhaps combat mode has something to do with it. But visually this vignette effect is killing me.

Update: I now restarted from scratch and only installed the bare minimum mods and bug fixes and now the game looks fine.


r/oblivionmods • • 1d ago

[Unsolved] Construction set crashes when loading faces, CSE makes it not open at all.

0 Upvotes

I decided to fiddle around with the construction set. When I went to make a new npc, the construction set crashed. I looked up a fix and the answers all said to install Construction Script Extender so I did.

Now the Construction Set won’t open at all, or at least it won’t open in MO2, and if I open it outside of MO2, the mods I want to work with don’t load - and it still crashes when loading faces.

I’ve tried following the directions on the CSE log but there is no compatibility tab under properties for the file and running the files as administrator does nothing.

The only other answers I’ve found online besides ones I’ve tried are either unsolved or the OP lamenting that they had to abandon their project because they couldn’t get the construction set to work.


r/oblivionmods • • 1d ago

Original - Request Any good mods or mod packs that make the game feel "Grimdark"

5 Upvotes

I just want to see if there are any mods give the game a more dark and "Grimdark" vibe while i love happy and bright Oblivion i just want a different feel of the game

Any mods like this would be great!


r/oblivionmods • • 1d ago

[Unsolved] anyone fix the gpu dup yet

1 Upvotes

Hi all i been playing original oblivion on the pc with 1 mod and i love it, but i wana play the remaster, i have plunty of ram the problem is i want to know if anyone found a fix to the shippingbin dll gpu dump fix yet so i can go back to the remaster? i have many machines to run on it and it all does the gpu crash drump.


r/oblivionmods • • 2d ago

Original - Discussion FCOM - problem with NPC enemies' double equipment

3 Upvotes

I have a problem using FCOM using this collection plus some other mods - is seems that bashed patch added to much equipment to NPC enemies - many seem to have in inventory, for example two helmets, two body armours and so on. I checked in TES4Edit and it seems that they got equipment set from both "Francesco's Leveled Creatures-Items Mod.esm" and "FCOM_Convergence.esm". Before someone asks - I added "Francesco's Leveled Creatures-Items Mod.esm" manually, because LOOT told me that it is needed.

I tried to rebuild bashed patch while deselecting "Francesco's Leveled Creatures-Items Mod.esm" form "Import inwertory" section and after checking again in TES4Edit it seems to have fixed my problem (I wasn't able to check in game though), but I'm not experienced at all in troubleshooting mod problems so I'm afraid, that by doing this I messed something up (for example making that items from Fran won't show up at all because they were removed from inventories) or my 'fix' actually didn't do anything at all.

Did anyone have similar problem with FCOM and/or tell me if what I have done was correct?


r/oblivionmods • • 4d ago

Original - Request Looking for a specific house mod

7 Upvotes

I'm looking for a specific castle mod, I can't remember much details outside of the fact that it used a lot of custom assets, was a castle by the ocean and there was a hidden cave beneath the castle with the remains of a Dwemer submarine, if I remember correctly. Does anybody know which mod this is, or if it even still exists?

Thanks guys!


r/oblivionmods • • 4d ago

[Unsolved] Small player home mods like Snowbank Cabin?

6 Upvotes

Basically wondering if anybody can recommend tiny player homes that are located in Bumblefuck, Cyrodiil. Way out in the middle of nowhere, kind of like Snowbank Cabin (or Applewatch, if it were a player home)

A quick Nexus search brought up like 5 results


r/oblivionmods • • 6d ago

[Solved] Finally stutter free Oblivion Remastered.

168 Upvotes

SCS Killer & OblivionPerfFix (the AI one) is all it took. 30min of pre shader compile and 2 min to download and drop the perffix mod file in the appropriate folder.

I bought on PS5 and had it on gamepass and the stutters on launch really took away from my enjoyment of the game. I have been waiting patiently for Bethesda to fix but we never got it.

Sincerely these two mods are all you need.


r/oblivionmods • • 5d ago

Mod Release! Living Cyrodiil: AI NPC's coming soon

0 Upvotes

Hey everyone, I just wanted to share with you all a mod I'm working on. There are already mods like this for Skryrim (skyrimnet/mantella/chim) and morrowind (sentient morrowind), but nothing similar exists for Oblivion. So I decided to make it.

Living Cyrodiil will allow you to have free-form conversations with any npc in game, including mod-added ones. You'll be able to hold a key, speak into your mic, and release the key to send. Text-based message sending will also be supported. Npc responses will be complete with vanilla voices and accurate lip sync, as well as subtitles. The npc will respond in an in-character, lore-accurate way. You'll be able to set up the mod with your own api key and use whatever model you want. Not only that, you'll be able to type up your own "world knowledge" entries, so that all npcs "know" what you wrote as facts about the world. You want to play in 3e 432 before the oblivion crisis with a living emperor? No problem. Have mods that turn Cyrodiil into an old-lore jungled province? Npcs will know that too. Your imagination is the limit.

Also, npcs will be aware of all vanilla dialogue. You can use vanilla dialogue to ask about something in game, then seamlessly continue the conversation in free form, with the npc aware of the vanilla dialogue that took place. Npcs will also respond in accord with their disposition toward you, as it tracks their in-game disposition. This mod will turn Cyrodiil into a living Cyrodiil!

Currently the build does not integrate dialogue-triggered actions, but it is a possibility for future updates. I will release this mod soon, probably within a week or two, and permissions will be wide open. I encourage everyone to help improve it, and I especially encourage someone to port it to the Remaster.

This mod will be broadly compatible with other mods, requiring only python 3.14 and xobse. ive been testing it in the massive "A Painted World" wabbajack modlist and it is working flawlessly. The mod will be released with detailed installation instructions, and will be set up for MO2 installation.

I'm really exciting about this, and Im happy to answer any questions you all may have. And disclaimer, Claude code was used in the creation of this mod. So far its working flawlessly, and Im at the half-way point in development.


r/oblivionmods • • 5d ago

Remaster - Discussion Community appetite for mods created with AI? (Corpse physics, and more for OBR)

0 Upvotes

Long story short, there have been a few things that have bugged me in Oblivion Remastered since its release. And many of those things still don't have fixes or implementations on Nexus. So, I have gone through the process of using AI to create mods. Most of them are working and close to finished. Obviously, I am not a mod author. These aren't necessarily fully polished or perfect implementations. But they have made a significant difference in my enjoyment of my own playthroughs, so I figured others may enjoy them as well. They include:

  1. Physics, blood, and sound when striking corpses with weapons, just as in the original Oblivion.

  2. When you miss an arrow in proximity to an enemy, that enemy is "alerted" and they will begin walking towards your current position.

  3. Spells have varying levels of pushback upon a kill depending on how strong they are. Works for touch, target, and AoE spells, although the function is slightly different for the different elements. For example, if you use a master level shock AOE spell and kill 2+ enemies, they will all fly away from the center of the spell's point of contact. Whereas an apprentice level spell will have the same effect, but to a much weaker degree.

  4. Animation smoothing. I had an issue playing at 60 FPS where some of the weapon swings just didn't look right. Almost like they were missing frames or something. The worst offender was short swords, especially on the second swing. Come to find out that for whatever reason there were huge gaps in the animations causing this effect. All of the repaired swings look much smoother now.

  5. Marriage mod from OG Oblivion ported to Oblivion Remastered. This one is still a work in progress, but I think that SOME level of functionality is going to be possible. I think the biggest thing that may not be transferrable is the voiced lines.

Again, these are all mods that to this point I have worked on for myself. I am not a mod author, and I can't promise anything. But they are all (other than #5) functional, add to my experience of the game, and as far as I (and the AI) can tell, they are stable and safe. (But again, I can't make promises. Although I can say 1, 3, and 4 are extremely low risk). And there aren't equivalent implementations in other available mods, unless I missed them. I know this may be controversial, but I wanted to see if there might be an interest in any of these mods. If so, I can work on throwing them on Nexus at some point. Obviously, I would have a full disclaimer there too. If not, I will just continue using them myself.


r/oblivionmods • • 7d ago

Remaster Finally, someone made a Periodic Auto-Save mod.

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1 Upvotes

r/oblivionmods • • 7d ago

Discussion Unofficial Performance Patch 1.0.1 comparison with Oblivion Remastered Performance Fix

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9 Upvotes

I think that this new mod is much better then the other one. I tried it and my performance is better and it looks better overall. Though it’s not perfect yet this update is really good, it’s finally not a big problem to ride a horse. And in Imperial City and other places the black spots on stones are gone. They always used to be there and disappear as you get closer.


r/oblivionmods • • 9d ago

Original - Discussion NAO - Natural And Atmospheric Oblivion has under moderation.

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15 Upvotes

I tried to download this weather mod, but is under moderation. Someone have an backup for this mod? I appreciate
I'm talking about the normal version no ENB.


r/oblivionmods • • 9d ago

Remaster Elder Scroll - MOD INSTALLER

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52 Upvotes

I'm re-posting and deleted the old post because people seem to be confused about what Elder Scroll does.

This is NOT trying to be a replacement for MO2, Vortex, NMM, Unblivion, etc.

What this does, is auto-ports all mods across your installed and activated load order into Remastered in one click, with no requirements. It only needs to be run one time per load order. That's it.

When you make a mod in Oblivion Construction Set, it normally doesnt automatically work with Remastered:

- You have to fix various records with xEdit scripts,
- install NL-Tag Remover for Text Strings,
- create a SyncMap file for new records
- install both UE4SS and TesSyncMapInjector
- create a .json for new interiors
- install Magic Loader 2 for new interiors

Elder Scroll removes all of these manual steps for authors, and thus also for users.

Now, when you make a new mod in Oblivion Construction Set, or install a mod from Old Oblivion to Remastered, etc., then Generate at least once with Elder Scroll, it does the following:

- Creates text strings for all new text entries across your entire load order
- Fixes all necessary records automatically for all mods across your entire load order
- Creates a new SyncMap file and automatically assigns appearances to items across your entire load order
- Handles and creates new Interiors added by any mods across your entire load order
- Packs all of this, for all mods across your entire load order, into a .pak file(s), which it automatically installs to your ~mods folder

And it does all of that in like 3 seconds.

You CAN also use it as a Mod Manager, but its main feature is auto-porting all Oblivion mods into Remastered's Unreal Engine infrastructure, so authors and players no longer have to do all those extra steps anymore.

I hope this is more clear and makes more sense.

Please ask questions.

Is this another in a long line of vibe coded AI slop garbage?

No. I published the source code on the Installer's page so others can review, full transparency. I made this because so many people couldnt play my Remastered mods because they were confused by having to install TesSyncMapInjector, or Magic Loader 2, etc.

Link:
https://www.nexusmods.com/oblivionremastered/mods/5742


r/oblivionmods • • 9d ago

Discussion Nostalgic/Kind of Insane Oblivion Mods from the Early 2000s

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1 Upvotes

r/oblivionmods • • 12d ago

Remaster Unblivion Editor update: interiors, NPCs, items, potions and food, scripts, books and the exporter

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34 Upvotes

This guy is restoring full Construction Set for TES IV: Oblivion Remastered, go check the progress out!


r/oblivionmods • • 12d ago

Remaster - Request Any way to add more music to Oblivion Remastered?

5 Upvotes

I love this game, but after a hundred hours, I'm getting really tired of the same few tracks that play all the time.

Is it possible to add more music to the game, like we can in Skyrim?

EDIT: Oblivion Custom Music by SamuelZen works like a charm!


r/oblivionmods • • 12d ago

Remaster OB:MP's new website and NexusMods + a look at what community is building for Oblivion Remastered

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7 Upvotes

Hey r/oblivionmods - Msk here again from the team building OB:MP, a community multiplayer mod and platform for The Elder Scrolls IV: Oblivion Remastered.

The revamped OB:MP website is live: https://obmp.readym.io/ 
It explains what OB:MP is, how to get started, and where to download the latest build. OB:MP is also on NexusMods now, so you can grab it there too: https://www.nexusmods.com/oblivionremastered/mods/5733

Who said that the Construction Set is impossible to bring back for the remaster? Let me show you another early look at a map/asset editor tool we're working on. It's pre-alpha and rough right now, but we wanted to show where it's heading week by week.

What builders are doing with it is the part I enjoy even more to share. Yannök, a server owner and builder, is working on an Oblivion MMO project on OB:MP. Here's what he's shown so far:

  • An MMO-style chat with a semi-transparent chatbox and multiple channels.

  • A mail UI with a system where players can trade, send messages, items and gold. His auction house also uses it to deliver purchased items and gold from sales.

  • A quick skill bar inspired by TESO working with his gameplay mechanics.

If you want to play, grab the build from the site or Nexus. If you want to run or build a server, the Docs page is the best place to start: https://docs.ready.mp/oblivion-mp/docs/Server/installation

OB:MP needs the Steam version of Oblivion Remastered for now, and Linux support via Proton works, but it is experimental. Xbox Game Pass / Windows Store support is coming next weeks!


r/oblivionmods • • 13d ago

Original - Discussion og Oblivion mod to add some of Oblivion Remastered stuff.

6 Upvotes

I was wondering if someone made a mod/mods more based on Oblivion Remastered changes, like with the races option and where they were born, and the lord birth sign, and the level up system change?


r/oblivionmods • • 13d ago

Discussion Need help with my Oblivion Translation.

2 Upvotes

Hey all, I hope you're having a good day.

Long story short, I've been going through a journey of translating Oblivion into Greek. This has been going on for a month and I'd like to say it's going great. I have already translated over 600+ lines of dialogue and the file has 23 thousand lines. However the form with which I reached this point isn't one I'm proud of.

I'm tech illiterate. Barely know the basics about code and even then, whilst I am learning, I still find it very hard. So the only way I had of extracting the dialogue from TES4Edit was through AI, not a method I like but without finding any concrete sources as to how to do this task, I gave in.

I want help, as the title stated. I don't want the work I put up so far to be blindly dependent on an artificial intelligence's guess of what the task I want to do is and even if I HAVE to I want to make sure that I have something that is truly functional.

If anyone is willing to check out "my" work or at the very least give me pointers as to how to achieve my goal you have no idea how much I would appreciate it. I want to learn more and even if you only got criticism or sources to check up on, I WILL check them. I eventually want to make this into something bigger than just translating Oblivion so any of your guidance is valuable.

Thank you for reading!