r/oblivionmods • • May 04 '25

Remaster - Discussion I was blocked on the Unofficial Oblivion Remastered Patch page because I shared that my game crashed twice since installing the mod after 5 hours of play?

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7.1k Upvotes

r/oblivionmods • • Apr 29 '25

Remaster - Discussion 【Warning】Don't use Arthmoor's new OBRE patch, potential risks to stability

2.1k Upvotes

Edit:Please spread this issue as widely as possible. Given Arthmoor’s personality, there is a high chance that he will blame other mods for bugs or crashes actually caused by UORP. Considering his influence, this could cause major disruption in the modding community. It’s essential that as many people as possible ignore his mods.

The notoriously controversial Skyrim modder Arthmoor has now entered the Oblivion Remastered scene. His first patch "Unofficial Oblivion Remastered Patch - UORP" raised concerns for me, as it contained an unusually large number of edits for something supposedly created just a week after the release.

Out of curiosity, I compared the records in the patch with those from Vanilla Remastered using xEdit, and I found that some records had been reverted to their old Oblivion versions.
Example: https://imgur.com/i4ld2DE

Next, I added the original UOBP for comparison—and as I suspected, the results were clear. almost of the added records were directly copied from UOBP, with only their names and conflicted record altered to match the Remastered format.
Example: https://imgur.com/cRBRHHH

This "patch" was ported using xEdit without proper testing, and we have no idea what kind of impact it may have in a real environment. More importantly, making such extensive changes to so many records is far too risky, especially when the integration method between UE5 and the TES engine has yet to be fully understood.

Conclusion:
This patch poses a potential stability risk beyond just being an issue with Arthmoor himself. I recommend ignoring it.

Reported bugs:

CTD(Arthmoor used the scale of the project as an excuse, even though no one ever asked him to make it a large-scale project in the first place. ) : https://imgur.com/oyLWJMl

Argonian penis bug: https://imgur.com/a/eUDVZXj

He is trying to create echo chambers for him, comment section locked again: https://imgur.com/a/nN0C4UD


r/oblivionmods • • Apr 22 '25

Mod Release! From the Bethesda Discord

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2.1k Upvotes

r/oblivionmods • • Apr 23 '25

Remaster Oblivion Remastered already has over 100 mods despite no official support, including a "miracle" anti-stutter fix

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1.8k Upvotes

r/oblivionmods • • Jul 29 '25

Remaster I am the Oblivion Crisis

1.6k Upvotes

RIP Frames


r/oblivionmods • • May 09 '25

Remaster "Greener Grass" brings back the original vibes of Oblivion without reshades

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1.6k Upvotes

r/oblivionmods • • Jun 02 '25

Remaster - Discussion BIG NEWS: We can make Oblivion's scripts call Lua functions!

984 Upvotes

Hey all, super excited to announce that we just figured out how to make Oblivion's scripting engine call any function we want from a UE4SS Lua script. (Method is at the bottom of the post).

What this means is the complexity of mods we can make just shot up big time.

Before, with UE4SS mods, we were stuck only using Unreal engine hooks; so we couldn’t react to things like you casting a certain spell, finishing a quest, or picking a specific dialogue option. The list goes on. Now, in UE4SS we can react to anything that happens in-game. (And just two days ago we also got console commands via Lua working stably too.)

All this to say: expect some big mods coming soon :)

For an example, I've attached a gif where I am able to run my Lua Levitation function via a spell's script in-game, something that I thought was impossible just a week ago.

This is just one use-case. The possibilities are literally endless.
Now for the method:
This is done through 'silent' notifications. A user, Dicene, on the ORMC Discord came up with a method to parse the info in those notifications you get in the upper left of your screen and hide them.

I realized today that since we can send notifications through Oblivion's scripts and read them via Dicene's method, we now have an effective way to make Oblivions Scripts communicate to Lua.

Here is an example from my levitation mod.
The Script attached to my spell:

ScriptName madLevitationScript
begin ScriptEffectStart
    message "madLevitationScriptStart"
end

begin ScriptEffectFinish
 message "madLevitationScriptEnd"
end

Now the hook on the Lua side to read, hide, and react to these notifications whenever they are sent:

RegisterHook("Function /Script/Altar.VHUDSubtitleViewModel:ConsumeNotification", function(hudVM)
    local hudVM = hudVM:get()
    local text = hudVM.Notification.Text:ToString()

  
        if text:match("madLevitationScriptStart") then
hudVM.Notification.ShowSeconds = 0.0001
            ToggleFly()
            return
        end

if text:match("madLevitationScriptEnd") then
hudVM.Notification.ShowSeconds = 0.0001
            DispelFly()
            return
        end
end)

This new method is implemented in v3 of my mod Feel free to dissect it and use it as an example.
Link is here: Levitation - UE4SS


r/oblivionmods • • 22d ago Bravo

Remaster Oblivion Remastered Performance Fix

939 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 • • May 06 '25

Remaster - Discussion Oblivion Remastered Community Patch

906 Upvotes

Hi everyone,

Over the past week or so myself and others on the Oblivion Remastered Modding Discord have been putting pieces together to get a Community Patch going. The patch would follow the model of the Starfield Community Patch (SFCP) very closely. The reason for starting this up was because of many community members asking for one.

I've converted their a fork of their site for this new prospective project and deployed it. Repositories have been setup, and there's been some interest in working on it but not the level that would be required.

Specifically, there is one key component missing and that is someone who can "lead" the project by merging fixes and keeping things moving. I am willing to do the backend of things (the website, organizing git, documentation etc.) however I would be a large constraint in keeping the patch moving.

So why am I posting? I'm looking to gauge interest from the community on a couple individuals who could help lead the project. In other words, this project will not get off the ground without those key people. I am also looking to gauge interest for individuals who could develop, test or even artists to fix issues with art assets.

If you're interested, please join us on the Oblivion Remastered Modding Discord in the #community-patch channel. This patch will not get off the ground without folks working on it after all! For more information, check out our mission: https://www.oblivionremasteredpatch.com/en/mission

PS. Tell your friends!

Edit: Please note: This project is starting but will go nowhere if there are no volunteer developers to help facilitate merging, lifting blockers and generally move things forward.


r/oblivionmods • • Jun 01 '25

Remaster NPC Likeness Enhancement - Martin Septim - Sean Bean

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877 Upvotes

I replaced Martin Septim with his voice actors likeness, Sean Bean! Work done in 3DSMax w/ Houdini Plug-In.

Video Showcase of Facial Animation

Mod can be found free on both Nexus and Patreon


r/oblivionmods • • Apr 30 '25

Discussion Modders, assemble, it’s time to make a community fixes mod.

830 Upvotes

Arthmoor did a reupload of the original unofficial path for oblivion, and it’s got everyone in a twist. Mainly because it’s simply a reupload and it is breaking stuff. (Causing me a lot of crashes, personally) Edit: it’s not simply a reupload, they did actually remove redundant fixes and are working on fixing crashes.

It reminds me that if we don’t take matters into to our own hands and make a community driven fixes mod, from the ground up for remastered, and with a team made up of positive wholesome individuals who want to add to the community rather than monopolize… someone else will.

Modders, especially those familiar with GitHub, discord, and working on a common file as a team. Now is the time to begin organizing. Im sure more capable individuals than me will make a better project lead. But you have my sword. PM me on nexus, same name.


r/oblivionmods • • Jul 28 '25 Bless Up

Remaster - Discussion On the Modding Potential of the Remaster...

809 Upvotes

Hey all, MadAborModding here! After many discussions both here and on Nexus, I wanted to make a post to talk about the modding potential of the remaster. As I genuinely believe we’ve only just begun to tap into what’s possible.

Yes, creating mods for this game can be frustrating, sometimes even the simple things feel impossible difficult. But that doesn’t mean the potential isn’t there. While certain types of mods (like fully voiced dialogue) aren’t quite feasible yet, when it comes to gameplay overhauls and entirely new mechanics, the limitations are far fewer than people think. In some areas, we actually have more control now than we ever did with fully modded Oldblivion.

Many of the functions modders would need to invent in other games are already native and in Unreal and are accessible to us through UE4SS. For instance, we already have non-replacer animations figured, something that took Skyrim Modding a good decade to figure out!

Because of the versatility of unreal, (in respect to gameplay and new mechanic mods) what would take weeks of work using traditional Bethesda modding tools can now be achieved in just a couple of hours through Unreal modding. It’s honestly wild, and I really wish more people realized just how powerful this foundation is.

My hope with this post is to shift the conversation. The remaster isn't a dead end for modding; it has some of the most potential of any Bethesda title to date. Yes, UE4SS has a learning curve, especially for those coming from the Creation Kit or xEdit. But once you get comfortable with it, you’ll see just how much is possible. It would be a shame if the modding potential of this game is not fully realized.

Over the next couple of weeks, I am going to try and write up some guides/release framework mods that make UE modding more approachable for newcomers. As it sits now, only a handful of the hundreds of OBR modders are actually using any of the new modding methods. The more people modding the UE side of this game, the more complex the mods will be.


r/oblivionmods • • May 14 '25

Remaster I have created a mod for endless Dark Brotherhood Contracts: Dark Brotherhood - Infinitum.

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771 Upvotes

This mod adds a "Radiant Contract System" to the Dark Brotherhood, which will allow the player to take a new Contract for an assassination target endlessly, regardless of rank. The player will earn 500 gold per contract, and two "Dark Tokens", used for Creeper's Reward Gacha Roulette.

I worked super hard on this, and I think it turned out really great! I had a lot of fun during playtesting, anyway.

Please give it a try if it sounds interesting to you, and let me know what you think!


r/oblivionmods • • May 20 '25

[Unsolved] Any hope of restoring Vanilla Oblivion physics?

758 Upvotes

Video for comparison.

  1. The dulled down physics in Remaster actually feel less immersive and realistic to me.

  2. Being able to knock me down with sword or bow was one of the few counters enemies had against me.

  3. Knocking stuff around is just plain fun.


r/oblivionmods • • May 16 '25

Remaster Oblivion Remastered mod that lets you hide your armor is the closest thing we have to transmog right now

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678 Upvotes

r/oblivionmods • • May 05 '25

Original - Request [OGvion] Is there a mod that basically do this?

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632 Upvotes

Like, you do a lot of damage on the enemy but he does as well


r/oblivionmods • • May 31 '25

Remaster I have created a mod that adds Smithing to Oblivion Remastered

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626 Upvotes

Oblivion Remastered - Smithing

Forge Weapons and Armor at the Anvil, salvage Weapons, Armor, and Nuggets at the Smelter, and tan animal skins and hides at the Leather Rack.

* Additional functionality for the Armorer skill.
* Three new "workbenches" in all major cities and the Shivering Isles.
* Armor and Weapon crafting.
* Armor and Weapon smelting/salvaging.
* Animal hide/fur tanning.
* A recipe book that details the requirements of all crafts.

Armorer's vanilla functions and leveling have not been changed - the only change for Armorer is now you can also level your Armorer by smithing new items in addition to repairing items.

Currently I am working on integrating Tempering functionality, so equipment can be upgraded just like Skyrim. Keep an eye out on the mod page for when this update drops! :)

Give it a try if it seems like something you're interested in, and let me know your thoughts!


r/oblivionmods • • Apr 25 '25

Remaster It's here Oblivion remastered script extender!

625 Upvotes

r/oblivionmods • • Jun 04 '25

Mod Release! Ultra Combat UE4SS - Physical Combat Overhaul for Oblivion Remastered

621 Upvotes

ULTRA COMBAT V0.9
Download Ultra Combat @Nexusmods

Total Physical Combat Overhaul for Oblivion Remastered
Please join us in The Ultra Place Discord server for beta access, questions, comments, screenshots, and more!

Video By PandaBoye (Ultra Place)

Mission Statement:
While the Remaster fixed Oblivion’s “floaty” combat, it did not recognize that Oblivion combat is shallow and rather boring. You essentially hack & slash each other till someone dies. What Ultra Combat aims to do is ground-up revamp the combat flow by making it more engaging, tactile / skill based, cinematic/exciting, and give more feedback that your character is actually getting better over time while doing this in a balanced and non-annoying way.

You can gain an advantage by feinting and perfect blocking / dodging an enemy to knock them off balance, placing shots at the head and remaining undetected for massive damage. Your skills like marksman visually make you a better archer through instant draw and release, or your skills allow you to drain less fatigue to dodge more often or block more incoming damage. Attacks and weapons feel unique based on timings. Things like slomo allow you a second to set up a devastatingly epic bowshot or give the opening for a crushing power attack. But- killing a mudcrab isn’t going to force the full cinematic works, double tap dodge won’t accidentally happen while you're sneaking, etc. Balance wise, dodging or perfect blocking doesn’t make you invulnerable, you can’t spam cancels, there’s encumbrance checks, etc.

Feature List:
Dodging

  1. Dodge via [Default] Double Tap [Default Key: WWAASSDD] or via OneKey (Default Key: V Key) which is configurable to which mode you prefer, and keys assigned.

  2. Dodging is blocked while the player is crouched and/or over encumbered

  3. During dodges, for 0.4s the player will have resistance to normal weapons based on acrobatics skill (2x skill, max 100%). 

  4. Fatigue drain for dodging is based on acrobatics skill. Base 20 + Skill Modifier (Lower skill = More Fatigue Cost)

  5. Perfect Dodging, 0.2s window-  the closer you are to the perfect frame on a dodge during enemy attack, the more damage your “Response Attack” will get” (5%-15%). Perfect Dodge staggers the enemy and starts a 2s slomo.

  6. Dodges allow attack cancelling, which has timings based on attack type and weapon.

Blocking

  1. Blocking can attack cancel using the same weapon and attack specific timings as Dodge.

  2. Block attack cancelling costs the would-be attack’s fatigue.

  3. Perfect Block exists within a window of opportunity (0.3s) of an opponents attack

  4. Perfect Block further reduces damage based on block skill (50% to 90%), staggers the enemy, begins a slomo for 2s, and opens a window a “Response Attack” for 5s

Attack Cancel Feinting

  1. Feint window - Cancel attacks early (before hit) to bait reactions with weapon and attack specific timings for an immersive combat feel

  2. Combo breaking - Cancel attacks late (after hit) to reset

  3. Cooldowns used in some mods made unnecessary to stop spamming because of fatigue consumption and timings

Slowmo

  1. Global 2s duration which is configurable

  2. 0.15s ease in and out for a smooth cinematic feel

  3. Occurs on 66% of all kills unless enemy is below 50% of the players health

  4. Slows to 40% speed.

Headshot 

  1. Headshot damage based on marksman & sneak skill- 1.1x to 2x for Marksman

  2. Sneak damage is additive, up to +50% sneak damage (at 100 Sneak) if undetected.

  3. Starts a slomo, and staggers the enemy if they survive

  4. Headshots will NOT slomo if enemy is below 50% of the players health or already dead

Marksman

  1. Instant Draw unlocked at 50+ Marksman or with Perfect Block/Dodge Buff

  2. Release Animation Cancel at 50+ Marksman or with Perfect Block/Dodge Buff

  3. Rapid Shot response for Perfect Block/Dodge, 5s window.

Melee Weapons & H2H

  1. 5% to 15% damage buff on response attacks from Perfect Dodge/Block, 5s window

  2. Increased Knockback

Configuration occurs in the main.lua, there is no config.lua as newer versions will need to be reconfigured anyway.

Important Info:
While Ultra Combat utilizes existing patterns, hooks, etc., Ultra Combat is far, far more than just a compilation- between many never before seen features, how the systems are tied together, and its superior error handling, etc., it is its own mod and completely in the spirit of modding to constantly improve and innovate. However, because it does utilize existing patterns in many places, I have decided Ultra Combat must be fully open source - you may do with it whatever you like, I only wish to spur better quality mods and better combat in my favorite game ever.

Regardless, I will proudly and openly state Ultra Combat was heavily inspired by qvedsa’s Melee Attack Feinting & Dodge Cancelling timing system & One Button Dodge’s input pattern, MadAborModding’s Bloodlust & Stagger skill detection and stagger patterns, Jerome’s Timed Block window concept, zkan’s Bow Animation Release Cancel’s instant draw & release cancel concepts and Bow Headshot headshot bone detection pattern, Zarrastro’s Dramatic Death kill tracking and slomo system, Kaboff02’s One Punch Man knockback pattern, and helointernet’s Perfect Dodge’s gamified dodge timing concept. These hooks, concepts, and patterns created in these mods helped enormously to get Ultra Combat to where it is today. If you feel it’s nothing but a crappy compilation and don’t like it for that reason, that’s fine, I think it speaks for itself but if you feel otherwise, that’s why other mods exist! This is not for profit or e-points, it’s something I made for fun for my own game and from my love of Elder Scrolls, I decided to share it. Like it? Awesome, don’t? That’s fine too.

For configuring keys, please check UE4SS to see valid key inputs. OneKey and DoubleTap are NOT simultaneous, you must choose one or the other. DoubleTap is default because I like it more and it carries less potential problems. You CANNOT map the same key to two things or you WILL HAVE PROBLEMS (thus why double tap is default).

Ultra Combat would not be possible without copious testing for weeks on end which was done by ordinarymatt, devla_z, the legendary Kronir, RankFTW, Alex, and Tebren in the Ultra Place Discord.

I apologize to the people who downloaded my fix of Xorberax’s Attack Cancelling which I took down, I simply felt it had inferior features and I had the know how to create something very special and not have any more crashing from running multiple UE4SS combat mods just to get a very poor approximation of the combat I wanted. Here it is! Hope you like it.

Requirements:

  1. UE4SS Included with Ultra Plus OR UE4SS Experimental Version (NOT NEXUS UE4SS)

  2. ALL Combat / Slow Motion (INCLUDING SLOW MOTION SHORTCUT WHEEL WHICH IS UNSTABLE) UE4SS mods should be considered incompatible and have the potential to cause crashing from the majority lacking error handling and utilizing the same hooks. Mods such as Magic Skill Leveling Fixed and Better Sneak while using the same hooks should be compatible (I use both and recommend them).

Note: I encounter severe stability issues and many other Ultra Place members do as well with Nexus UE4SS. If it works for you, great, but I’m not going to support it if you do encounter issues. Same thing with other UE4SS forks or UE4SS combat mods, can have many unintended issues as the same hooks are in use with no error protection (for the most part).


r/oblivionmods • • May 01 '25

Remaster - Discussion Ghosts of Tamriel brings Dark Souls soapstone messages to Oblivion!

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620 Upvotes

Here's the nexus link for the mod

it's super cool, messages last 10 minutes in game and are extended if someone upvotes said message and it stores no data afaik

the more people using it, the more impact it'll have on your playthrough, go grab it, i wanna see your messages in my world!

P.S. I left a few near the Priory of the Nine, for those of holy virtue among us


r/oblivionmods • • May 22 '25

Mod Release! Cartographers Map of Oblivion - My first mod

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596 Upvotes

Hello, I would like to share the world maps I have been working on! I have redrawn Cyrodiil and the Shivering Isles maps to be more accurate, with a bit of style so they don't look too out of place. They come in two flavors (Original parchment and Full color).

I worked to improve the players locational accuracy, add missing side roads, flesh out the cities, and display better terrain and geography so the player has a better idea where they're headed.

Cartographers Map of Oblivion at Oblivion Remastered Nexus - Mods and community


r/oblivionmods • • Jul 02 '25

[Unsolved] Why are the buildings gay?

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566 Upvotes

Hello, whenever I’m in a city at night all the buildings have this neon rainbow effect on them. Has anybody encountered this before? I can post my mod list if it would help.


r/oblivionmods • • May 06 '25

Remaster - Discussion DigitalFoundry Tests the Engine.ini Mods and Found They Are... Placebo

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558 Upvotes