<?xml version="1.0"?>
<rss version="2.0"><channel><title>Remastered Discussion Latest Topics</title><link>https://forums.nexusmods.com/forum/9064-remastered-discussion/</link><description>Remastered Discussion Latest Topics</description><language>en</language><item><title>How to edit materials?</title><link>https://forums.nexusmods.com/topic/13516138-how-to-edit-materials/</link><description><![CDATA[<p>
	Hello, I'm making a clothing retexture mod, but there's a certain element that is fur and from what I've seen it works like hair, in that it has a material file that includes "root" and "tip" colours for the fur. I can export it as a json with FModel and easily edit it, but how do I pack it back into the mod? It's very confusing how UE handles things, it doesn't seem like the UE editor can import it and I haven't been able to find any tutorials that covered just editing a material instead of creating a new one.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.nexusmods.com/uploads/monthly_2025_05/image.png.7d63a9a0073b71ce7f166b12682c1514.png" data-fileid="49429" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="49429" data-ratio="56.30" width="1000" alt="image.thumb.png.a07d7d4dc9edbba5add6685cec2280e5.png" src="https://forums.nexusmods.com/uploads/monthly_2025_05/image.thumb.png.a07d7d4dc9edbba5add6685cec2280e5.png" /></a>
</p>
]]></description><guid isPermaLink="false">13516138</guid><pubDate>Thu, 22 May 2025 05:42:44 +0000</pubDate></item><item><title>Installing Oblivion Construction Set for Oblivion Remastered</title><link>https://forums.nexusmods.com/topic/13513548-installing-oblivion-construction-set-for-oblivion-remastered/</link><description><![CDATA[<p>
	Myself and other modders have been porting over mods using construction set on the original Oblivion release. Realizing that under the "remaster" of Oblivion lies the original game in itself, I started experimenting with installing the construction set directly into Oblivion remaster to streamline the modding pipeline. Here is how I did this. 
</p>

<p>
	 
</p>

<p>
	<strong>STEP 1: </strong>
</p>

<p>
	Download BSG's Oblivion construction set from <a href="https://cs.uesp.net/wiki/The_Elder_Scrolls_Construction_Set#The_Construction_Set_v1.2" rel="external nofollow">The Elder Scrolls Construction Set - the Oblivion ConstructionSet Wiki</a><br />
	<br />
	<strong>STEP 2:</strong>
</p>

<p>
	Navigate to \SteamLibrary\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData<br />
	<br />
	<strong>STEP 3:</strong><br />
	<br />
	Move the Construction Set installer into the ObvData folder and run the installer
</p>

<p>
	<strong>STEP 4:</strong>
</p>

<p>
	It will tell you that you do not have Oblivion installed and then give you an option to change the directory of the installation. Direct the installation to \SteamLibrary\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData
</p>

<p>
	<strong>STEP 5:</strong>
</p>

<p>
	Navigate to \SteamLibrary\steamapps\common\Oblivion Remastered and create a new folder. Name it <strong>Data. </strong>When you save your .esp files, save them to this newly created Data folder. 
</p>

<p>
	Note: Your .esp files will not appear in this folder. They will actually save to \SteamLibrary\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data
</p>

<p>
	Don't ask me how or why this works, it just does.
</p>

<p>
	<strong>STEP 6:</strong>
</p>

<p>
	Run TESConstructionSet.exe - you are now able to work directly with the files from Oblivion Remastered.<br />
	<br />
	<strong>Optional:</strong>
</p>

<p>
	I also recommend downloading xEdit and <a href="https://www.nexusmods.com/oblivionremastered/mods/136" rel="external">Fix NL - Copy Name from Previous Override - xEdit Script at Oblivion Remastered Nexus - Mods and community</a> by MadAborModding and following his instructions on fixing the [NL] prefixes that will show on your custom content. 
</p>
]]></description><guid isPermaLink="false">13513548</guid><pubDate>Wed, 23 Apr 2025 23:33:16 +0000</pubDate></item><item><title>Crashing when exiting the sewers or from Battlehorn Castle</title><link>https://forums.nexusmods.com/topic/13517410-crashing-when-exiting-the-sewers-or-from-battlehorn-castle/</link><description><![CDATA[<p>
	I have no idea what is happening here. I have crashed over and over again trying different exit points from Battlehorn castle. I have removed all UE4SS mods and updated all the mods that the game had reported as incompatible. I can move around inside the castle with no problems but crash every time I try to leave. I even tried a new game and crashed when I tried to exit the sewers. Any ideas?
</p>

<p>
	[Edit] found the problem... Loading Hitch Improvements - World Partition Changes mod is the cause of my crashes. I removed the pak files and problem solved.
</p>
]]></description><guid isPermaLink="false">13517410</guid><pubDate>Thu, 12 Jun 2025 14:57:14 +0000</pubDate></item><item><title>Mod idea: Female variant for Emperor Robes</title><link>https://forums.nexusmods.com/topic/13517553-mod-idea-female-variant-for-emperor-robes/</link><description><![CDATA[<p>
	Almost all armour and clothing in the game has a proper female variant except the Emperor Robes.  Can somebody please do something about that, if the current modding tools allow it?  Nothing skimpy, just a little form hugging.
</p>

<p>
	If it isn't feasible, please tell me instead of just ignoring me.
</p>
]]></description><guid isPermaLink="false">13517553</guid><pubDate>Sun, 15 Jun 2025 00:30:22 +0000</pubDate></item><item><title>Game revert install files to pre-update, after launch</title><link>https://forums.nexusmods.com/topic/13517576-game-revert-install-files-to-pre-update-after-launch/</link><description><![CDATA[<p>
	Hey there.
</p>

<p>
	I have a realy werid issue, I can't filter out what can be the cause, I'm using Mod Organizer 2 (the beta version with Remaster support) all worked fine, until the latest game update.
</p>

<p>
	Whenever I launch through Magic Loader it do it's magic then launch game and CTD with a log message, created a .dmp file, and it revert my entire Root folder to 12/05 files (game version 0.4) and all the current files goes to Overwrite folder.
</p>

<p>
	If I put back the current files from the overwrite folder back to game folder and instead launch from OBSE directly, the game launch, but as soon I close it, my game is set to 12/05 game files, and current files are once again on the Overwrite folder.
</p>

<p>
	I already deleted my entire "Engine" main folder and the "Binaries" inside the Remaster folder and forced Steam to verify and download new ones, but issue persists.
</p>

<p>
	Have UE4SS, OBSE, ML updated, just can't figure out what could cause this logic to revert back my old files, I mean, where do the MO2 (or game itself) is getting them from in order to do it?
</p>
]]></description><guid isPermaLink="false">13517576</guid><pubDate>Sun, 15 Jun 2025 10:03:08 +0000</pubDate></item><item><title>Mods you want ported from old version.</title><link>https://forums.nexusmods.com/topic/13514032-mods-you-want-ported-from-old-version/</link><description><![CDATA[<p>
	Since it has likely been years for most of us playing Oblivion, what mods stick out in your mind and you want ported over?
</p>

<p>
	 
</p>

<p>
	For me it's Midas Magic Spells of Aurum -- The spells were unique and fun.
</p>

<p>
	Also I recall Oscuro's Oblivion Overhaul<span> </span>and Francisco  making Fcom... Don't actually recall playing the game without that mod. For the life me can't recall the actual changes it made, just that I had to use <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f61b.png" class="ipsEmoji" alt="😛"></span><br />
	 
</p>
]]></description><guid isPermaLink="false">13514032</guid><pubDate>Sun, 27 Apr 2025 16:45:47 +0000</pubDate></item><item><title>Is Remastered worth the 60 bucks?</title><link>https://forums.nexusmods.com/topic/13517419-is-remastered-worth-the-60-bucks/</link><description><![CDATA[<p>
	It looks good on the trailer; but I heard it is still quite buggy
</p>
]]></description><guid isPermaLink="false">13517419</guid><pubDate>Thu, 12 Jun 2025 17:22:42 +0000</pubDate></item><item><title>Getting Started on Custom Mods for Remaster</title><link>https://forums.nexusmods.com/topic/13517268-getting-started-on-custom-mods-for-remaster/</link><description><![CDATA[<p>
	Hey guys, <br />
	<br />
	I am looking to get started with creating mods for the remaster. I'm a career software engineer, I am more than capable of reading documentation and finding my way around but seems there's a lot of ground to cover here. <br />
	<br />
	I have found the resource here: 
</p>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="287627" data-embedcontent="" data-embedid="embed6989538246" src="https://forums.nexusmods.com/topic/13515989-list-of-tools-and-tutorials-for-making-oblivion-remastered-mods/?do=embed" style="height:392px;max-width:502px;"></iframe>

<p>
	which is fantastic, but seems to be missing a lot of details regarding UI modifications. <br />
	<br />
	I understand the Creation Kit does not apply for both versions of Oblivion, so I am a bit uneducated here. <br />
	<br />
	I am looking to start by creating a UI mod for multiple hot wheel pages, where you can add and remove pages yourself as well as giving them names. <br />
	<br />
	I would appreciate any feedback or resources anyone may have. 
</p>
]]></description><guid isPermaLink="false">13517268</guid><pubDate>Mon, 09 Jun 2025 21:08:16 +0000</pubDate></item><item><title>Adding custom music to Oblivion Remastered</title><link>https://forums.nexusmods.com/topic/13513485-adding-custom-music-to-oblivion-remastered/</link><description><![CDATA[<p>
	I'm curious if anyone has been able to get custom music to work in the game. I've tried and haven't been able to get it to work. I remember just dropping mp3 files in the music folder and it just worked.. 
</p>

<p>
	I've changed the file names to match the ones in the music folder, changed the bit rate, removed any tags from the files and the game still doesn't play them. <br />
	 
</p>
]]></description><guid isPermaLink="false">13513485</guid><pubDate>Wed, 23 Apr 2025 13:54:49 +0000</pubDate></item><item><title>Fallout references in Oblivion Remastered code</title><link>https://forums.nexusmods.com/topic/13517178-fallout-references-in-oblivion-remastered-code/</link><description><![CDATA[<p>
	While reverse engineering Oblivion Remastered for modding purposes, I used ChatGPT to analyze the internal ObjectDump.txt file generated by the UE4SS toolkit. This file lists every enum, class, and property defined in the game's Unreal Engine project. With some help organizing and interpreting the dump, I discovered several references that clearly originate from Fallout 3.
</p>

<p>
	These are not vague or coincidental similarities. They are specific elements from Fallout’s game systems and developer tooling that were never part of Oblivion, and yet they appear directly in the data files of Oblivion Remastered. Below are a few examples, each with a screenshot taken directly from the dump.
</p>

<p>
	<img alt="1_FO3_Races.png.7e643e61ffa61389cda0bd80997f9fad.png" class="ipsImage ipsImage_thumbnailed" data-fileid="51353" data-ratio="25.13" width="931" src="https://forums.nexusmods.com/uploads/monthly_2025_06/1_FO3_Races.png.7e643e61ffa61389cda0bd80997f9fad.png" />
</p>

<p>
	The first screenshot shows the EArchetype enum, which includes race entries like Asian, Black, Caucasian, Hispanic, Alien, and Other. These were used during Fallout 3’s character creation system and are not relevant to any part of Oblivion’s design, which only uses fantasy races. This suggests that Fallout’s character creation scaffolding has been brought into the project.
</p>

<p>
	<img alt="2_FO3_DevTools.png.82512fc6c1bca60013d37ba82bd6f692.png" class="ipsImage ipsImage_thumbnailed" data-fileid="51354" data-ratio="29.04" width="940" src="https://forums.nexusmods.com/uploads/monthly_2025_06/2_FO3_DevTools.png.82512fc6c1bca60013d37ba82bd6f692.png" />
</p>

<p>
	The second screenshot shows ORDER_FO3_BSSTRIPUPDATE in a developer enum named ENiPSysModifierOrder. This is a direct reference to Fallout 3, embedded in the internal scripting logic. It’s a clear indicator that shared dev infrastructure was either reused from Fallout or built with Fallout in mind.
</p>

<p>
	<img alt="3_FO3_SkipFallout.png.341e7ca2736eba4b81ea2fc2a413a025.png" class="ipsImage ipsImage_thumbnailed" data-fileid="51355" data-ratio="20.84" width="619" src="https://forums.nexusmods.com/uploads/monthly_2025_06/3_FO3_SkipFallout.png.341e7ca2736eba4b81ea2fc2a413a025.png" />
</p>

<p>
	<s>The third screenshot shows a flag called SkipFallout inside the EOblivionPackageFlags enum. This flag is defined alongside normal Oblivion behavior flags, which makes its presence even more striking. It implies the game has code paths that can exclude Fallout-specific logic when needed—again pointing to shared engine infrastructure.</s>
</p>

<p>
	<img alt="4_FO3_VATSShaderFlag.png.63ae36e7464e5edf744dd266578154a4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="51356" data-ratio="21.39" width="617" src="https://forums.nexusmods.com/uploads/monthly_2025_06/4_FO3_VATSShaderFlag.png.63ae36e7464e5edf744dd266578154a4.png" />
</p>

<p>
	The fourth screenshot shows a shader flag called VATS_Selection, found in the BSShaderFlags2 enum. VATS (Vault-Tec Assisted Targeting System) is a targeting mechanic unique to Fallout. There’s no equivalent in Oblivion, yet the engine is prepared to render it, likely for future use.
</p>

<p>
	None of this guarantees that a Fallout 3 Remaster is actively in development. These could be unused leftovers, planned scaffolding, or part of a unified pipeline for multiple Gamebryo-era games. But it makes a lot of sense that, when remastering Oblivion, Bethesda would build a foundation that supports other titles like Fallout 3 and New Vegas, especially since they share so much underlying code.
</p>

<p>
	You can view the raw ObjectDump.txt with these findings here:<br />
	<a href="https://drive.google.com/file/d/1IenG2z-hbwGKPii0o42sENONnB5PWEOd/view" rel="external nofollow">https://drive.google.com/file/d/1IenG2z-hbwGKPii0o42sENONnB5PWEOd/view</a>
</p>
]]></description><guid isPermaLink="false">13517178</guid><pubDate>Sun, 08 Jun 2025 05:28:11 +0000</pubDate></item><item><title>staff of sheogorath issue in oblivion remastered</title><link>https://forums.nexusmods.com/topic/13515214-staff-of-sheogorath-issue-in-oblivion-remastered/</link><description><![CDATA[<p style="background-color:#18181b;color:#b4b4bb;font-size:14px;">
	i have one big issue that im facing in this new game, its related to the staff of sheogorath, please help, watch this video, the staff is not working well, when i use the staff, the enemies keep moving and following me but they dont attack, please help, this is not how the staff is supposed to work  
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/vKDQGI6N72M?feature=oembed" title="The Elder Scrolls IV  Oblivion Remastered   2025 05 09 12 29 39" width="200"></iframe>
	</div>
</div>

<p style="background-color:#18181b;color:#b4b4bb;font-size:14px;">
	 
</p>

<div contenteditable="false" style="background-color:#18181b;color:#b4b4bb;font-size:14px;">
	<div>
		 
	</div>
</div>
]]></description><guid isPermaLink="false">13515214</guid><pubDate>Fri, 09 May 2025 10:54:18 +0000</pubDate></item><item><title>List of tools and tutorials for making Oblivion Remastered mods</title><link>https://forums.nexusmods.com/topic/13515989-list-of-tools-and-tutorials-for-making-oblivion-remastered-mods/</link><description><![CDATA[<h2>
	Tools
</h2>

<h4>
	Plugin editing
</h4>

<ul>
	<li>
		<a href="https://cs.uesp.net/wiki/The_Elder_Scrolls_Construction_Set#The_Construction_Set_v1.2" rel="external nofollow">Construction Set</a> (you can use it to modify the game’s existing content or add new content to it)
	</li>
	<li>
		<a href="https://www.reddit.com/r/skyrimmods/comments/1k61ktp/xedit_415n_released/?show=original" rel="external nofollow">xEdit</a>* (an advanced graphical module viewer/editor and conflict detector) -&gt; <a href="https://pixeldrain.com/u/jV3HUd1Y" rel="external nofollow">alternative download link</a> (in case you have problems with downloading from Discord. I've found it in another Reddit post)<br />
		* Rename xEdit to TES4REdit.exe to make xEdit load Oblivion Remastered plugins.
	</li>
	<li>
		<a href="https://www.nexusmods.com/oblivionremastered/mods/1132" rel="external">Haphestia's Fix and Port Script</a> (fixes missing walls and much more)
	</li>
	<li>
		<a href="https://www.nexusmods.com/oblivionremastered/mods/1966" rel="external">MagicLoader</a> (now new interior cells are possible!)
	</li>
	<li>
		<a href="https://www.nexusmods.com/oblivionremastered/mods/2906" rel="external">MagicLoader - MagicPatcher</a> (generates the .json configuration file)
	</li>
	<li>
		<a href="https://www.nexusmods.com/oblivionremastered/mods/32" rel="external">UE4SS for OblivionRemastered</a> (a scripting system that makes Oblivion Remastered load custom LUA code)
	</li>
	<li>
		<a href="https://www.nexusmods.com/oblivionremastered/mods/1272" rel="external">UE4SS TesSyncMapInjector</a> (makes new objects load without CTD and/or being invisible)
	</li>
	<li>
		<a href="https://www.nexusmods.com/oblivionremastered/mods/2784" rel="external">UE4SS TesSyncMapInjector - Smart Mapper</a> (simplifies the creation of the needed UE4SS mesh mapping files for the new objects if they use default meshes)
	</li>
	<li>
		Mod Organizer 2 (for testing mods) - the dev-build that supports Oblivion Remastered can be downloaded from <a href="https://discord.gg/ewUVAqyrQX" rel="external nofollow">their Discord server</a>
	</li>
</ul>

<h4>
	Modeling
</h4>

<ul>
	<li>
		<a href="https://en.wikipedia.org/wiki/Blender_(software)" rel="external nofollow">Blender</a>
	</li>
	<li>
		<a href="https://en.wikipedia.org/wiki/Art_of_Illusion" rel="external nofollow">Art of Illusion</a>
	</li>
	<li>
		<a href="https://en.wikipedia.org/wiki/Autodesk_Maya" rel="external nofollow" title="">Autodesk Maya</a> (commercial software)
	</li>
	<li>
		<a href="https://en.wikipedia.org/wiki/ZBrush" rel="external nofollow">ZBrush</a> (commercial software)
	</li>
</ul>

<p>
	More programs can be found <a href="https://en.wikipedia.org/wiki/List_of_3D_modeling_software" rel="external nofollow">here</a>.
</p>

<h4>
	Texturing
</h4>

<ul>
	<li>
		<a href="https://www.gimp.org/downloads/" rel="external nofollow">Gimp</a>
	</li>
	<li>
		<a href="https://krita.org/de/" rel="external nofollow">Krita</a>
	</li>
	<li>
		<a href="https://www.getpaint.net" rel="external nofollow">Paint.NET</a>
	</li>
	<li>
		<a href="https://en.wikipedia.org/wiki/Adobe_Photoshop" rel="external nofollow">Adobe Photoshop</a> (commercial software)
	</li>
	<li>
		<a href="https://de.wikipedia.org/wiki/Affinity_Photo" rel="external nofollow">Affinity Photo</a> (commercial software)
	</li>
</ul>

<p>
	 
</p>

<h2>
	Tutorials
</h2>

<h4>
	Basics
</h4>

<p>
	<a href="https://forums.nexusmods.com/topic/13513548-installing-oblivion-construction-set-for-oblivion-remastered/" rel="">Installing Oblivion Construction Set for Oblivion Remastered</a>
</p>

<p>
	<a href="https://github.com/SudoingSudori/oblivion-mod-stuff/blob/main/basic%20edits.md" rel="external nofollow">Basic edits in xEdit</a>
</p>

<p>
	<a href="https://forums.nexusmods.com/topic/13515480-adding-chests-with-new-editor-ids-without-ctd" rel="">Adding chests with new Editor IDs without CTD</a>
</p>

<p>
	<a href="https://forums.nexusmods.com/topic/13516598-player-home-creation-problem-solving-guide" rel="">Player home creation: Problem solving guide</a> 
</p>

<p>
	 
</p>

<h4>
	Unreal Engine
</h4>

<p>
	<a href="https://oblivion.kelp.li/en/create/setting-up-unreal-engine" rel="external nofollow">Setting up Unreal Engine 5.3 project</a> (-&gt; <a href="https://discord.com/channels/1364356029932109976/1365946543789838377/1367280366347485194" rel="external nofollow">UE5 Troubleshooting Tips</a>)
</p>

<p>
	<a href="https://forums.nexusmods.com/topic/13514000-unpacking-packing-pak-files-and-sound-replacement-guide-for-oblivion-remastered/" rel="">Unpacking / Packing .PAK files, and Sound Replacement GUIDE</a>
</p>

<p>
	<a href="https://discord.com/channels/1364356029932109976/1364674869060571186/threads/1370248414679531640" rel="external nofollow">How Tho | Start-To-Finish - Implementing a Standalone Asset</a>
</p>

<p>
	<a href="https://www.youtube.com/watch?v=qsQ09Oqb02M" rel="external nofollow">How to create Standalone Items</a> (video)
</p>

<p>
	<a href="https://www.nexusmods.com/oblivionremastered/mods/2583" rel="external">Understanding vertex groups</a> (how armors hide certain body parts, see mod description, section "Guide for modders")
</p>

<p>
	 
</p>

<h4>
	Modeling &amp; Texturing
</h4>

<p>
	<a href="https://www.nexusmods.com/oblivionremastered/mods/214" rel="external">Editing body meshes</a> (see mod description, section "How?")
</p>

<p>
	<a href="https://www.nexusmods.com/oblivionremastered/mods/625" rel="external">Editing head meshes</a> (see mod description, section "For Modders") 
</p>

<p>
	<a href="https://discord.com/channels/1364356029932109976/1364674869060571186/threads/1365968655694823484" rel="external nofollow">[Mod Creation] Retexture Guide</a>
</p>

<p>
	<a href="https://www.youtube.com/watch?v=Kv-iOPHuOiE" rel="external nofollow">The Elder Scrolls IV: Oblivion Full MODDING Guide 2025 – Mesh &amp; Texture Editing</a> (video)
</p>

<p>
	<a href="https://www.nexusmods.com/oblivionremastered/mods/3671" rel="external">Fixing first person mesh</a> (see mod description, section "The Mod's Method (How it Works)")
</p>

<p>
	<a href="https://www.nexusmods.com/oblivionremastered/mods/1671" rel="external">Adding physics</a> (see mod description, section "More Questions?")
</p>

<p>
	<a href="https://wakui-tecblog.chimpoy.click/modding-oblivion-remastered-in-ue-5-3-2-a-guide-to-replacing-animations/" rel="external nofollow">A Guide to Replacing Animations</a> (the <a href="https://www.nexusmods.com/oblivionremastered/mods/3989" rel="external">Humanoid Rig</a> led me to this tutorial)
</p>

<p>
	<a href="https://www.nexusmods.com/oblivionremastered/mods/2620" rel="external">Dealing with Skeleton Meshes (especially armors)</a> (a brief summary of the first steps with links to further guides, see mod description)
</p>

<p>
	 
</p>

<p>
	You can find a lot more <a href="https://discord.com/channels/1364356029932109976/1364674869060571186" rel="external nofollow">guides</a> on the <a href="https://discord.gg/4FJEEsmDSy" rel="external nofollow">Oblivion Remastered Modding Discord</a>.
</p>

<p>
	 
</p>

<p>
	If you want a tool or tutorial to be added to the list, please let me know.
</p>
]]></description><guid isPermaLink="false">13515989</guid><pubDate>Mon, 19 May 2025 17:37:56 +0000</pubDate></item><item><title>What Mods do you want to see for the Remasterd Version?</title><link>https://forums.nexusmods.com/topic/13513486-what-mods-do-you-want-to-see-for-the-remasterd-version/</link><description><![CDATA[<p>
	I'm so happy this is finally here! I haven't played a base game version of Oblivion since I got my PC!
</p>

<p>
	 
</p>

<p>
	My question to you all is what Mods do you want to see sooner rather then later? 
</p>

<p>
	     -I think I am tied between wanting Camping/Survival mods, or a utility mod that removes the sales confirmation text when interacting with vendors.
</p>

<p>
	 
</p>

<p>
	Additionally are there any mods for "Old-blivion" that you want to see recreated for this?
</p>

<p>
	 
</p>

<p>
	Thanks!
</p>
]]></description><guid isPermaLink="false">13513486</guid><pubDate>Wed, 23 Apr 2025 13:58:26 +0000</pubDate></item><item><title>Adoring Fan (Might be a spoiler)  ;)</title><link>https://forums.nexusmods.com/topic/13514551-adoring-fan-might-be-a-spoiler/</link><description><![CDATA[<p>
	I have played Oblivion since 2006, but I have never used the Adoring Fan as a companion. So I decided to check which companions that are available the other day, as I have not tested to add mods yet for Remastered. Well we can have some at the same time in the original game <em>(without mods that is)</em> and the Adoring Fan is one of them. So I did the Arena early <em>(yesterday)</em>. 2 others is one Initiate Mage and 1 Knight of the Nine, at the same time that is. Her is the full list: <a href="https://elderscrolls.fandom.com/wiki/Followers_(Oblivion)" rel="external nofollow">Companions Oblivion</a>
</p>

<p>
	Well the Adoring Fan is hilarious, useless, runs away when fights starts, he dies immediately if he gets attacked but...  He always return no matter what, 3 days later or so.  <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f62e.png" class="ipsEmoji" alt="😮"> <u><strong> I did not knew this.</strong></u>  <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄">   I also forget about it when I play, so every time he returns a couple of days later, I get myself surprised every time.  <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄">   So now he just returned and I thought, I make a note about him. I recall I did see loads of fun Videos about him 15 years ago.  <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄">   They always ends with his death.</span></span></span></span>
</p>

<p>
	<span><span><span>By the way, when we talk about companions, I started to think about one I really want to test, now when we do have OBSE64, I will really test some older companions. I had Villja in Skyrim, and should really test Villja for Oblivion, made by Emma. If it works, I report later.  <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉">   I am not sure OBSE is required, but I know Emma always add a lot of stuff, not just a companion.  <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉"></span></span></span>
</p>

<p>
	<span><span><span>I should check if I can find at least one fun Adoring Fan video from Oldblivion.  <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉"></span></span></span>
</p>

<p>
	 
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="150" src="https://www.youtube-nocookie.com/embed/ypXMAIL0p5w?feature=oembed" title="Oblivion - Yes, right here." width="200"></iframe>
	</div>
</div>

<p>
	He will be back, no matter what  <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f604.png" class="ipsEmoji" alt="😄"> </span>
</p>
]]></description><guid isPermaLink="false">13514551</guid><pubDate>Thu, 01 May 2025 19:09:57 +0000</pubDate></item><item><title>NEED HELP WITH - Opulent Outfits: Mage Robes Of Cyrodiil - Retexture Overhaul</title><link>https://forums.nexusmods.com/topic/13516747-need-help-with-opulent-outfits-mage-robes-of-cyrodiil-retexture-overhaul/</link><description><![CDATA[<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="150" src="https://www.youtube-nocookie.com/embed/OghqM2p18RU?feature=oembed" title="Opulent Outfits | Mage Robes Of Cyrodiil | v1 Presentation | Stockbridge Works" width="200"></iframe>
	</div>
</div>

<p>
	Hello everyone,
</p>

<p>
	My original Handle was "BaboonCru", and I am responsible for the Opulent Outfits Retexture Mod for Skyrim.
</p>

<p>
	<a href="https://www.nexusmods.com/skyrim/mods/35002" rel="external">https://www.nexusmods.com/skyrim/mods/35002</a>
</p>

<p>
	I cannot get into my old account because I've forgotten my password. Anyways...
</p>

<p>
	I am creating a texture overhaul mod for Oblivion Remastered. Like my previous edition for Skyrim, I am attempting to repeat the process. 
</p>

<p>
	But I need help.
</p>

<p>
	I need someone who can help me integrate these new robe designs into the game, not only as replacers, but also creating additional robe item entries in the game to accommodate for the overhaul. Then, reassigning mage guild NPCs with the new Robes. I hope that makes sense.
</p>

<p>
	I have a plan laid out to eventually overhaul the entire mages guild. That means all cities (each city will have different styles based on local lore etc).
</p>

<p>
	So far, I have nearly completed all 9 ranks for the Imperial City Mages. More info available upon contact.
</p>

<p>
	Can anyone help me out? (Serious offers only plz).
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.nexusmods.com/uploads/monthly_2025_06/image.png.4c5a4bff64a4551c17aa5d6248d6c859.png" data-fileid="50622" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="50622" data-ratio="45.30" width="1000" alt="image.thumb.png.9290e9e76f6b992afdfc7a5dc0e24475.png" src="https://forums.nexusmods.com/uploads/monthly_2025_06/image.thumb.png.9290e9e76f6b992afdfc7a5dc0e24475.png" /></a>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13516747</guid><pubDate>Sat, 31 May 2025 22:42:33 +0000</pubDate></item><item><title>HELP: can't use extended-ASCII chars in books/dialogues/Message(Box) for translations?</title><link>https://forums.nexusmods.com/topic/13517103-help-cant-use-extended-ascii-chars-in-booksdialoguesmessagebox-for-translations/</link><description><![CDATA[<p>
	I noticed Remastered crashes badly if extended-ASCII are used in ESP files, for books, dialogues, Message(Box) functions, f.e. Italian "àèìòù áéíóú ÀÈÌÒÙ ÁÉÍÓÚ".
</p>

<p>
	When won't crash, it won't display those chars either...
</p>

<p>
	Is there a known solution?
</p>
]]></description><guid isPermaLink="false">13517103</guid><pubDate>Sat, 07 Jun 2025 00:21:09 +0000</pubDate></item><item><title>Oblivion Remastered Version 1.1 (unstable branch) Mod Compatibility</title><link>https://forums.nexusmods.com/topic/13517058-oblivion-remastered-version-11-unstable-branch-mod-compatibility/</link><description><![CDATA[<p>
	I have quite a bit of mods for my playthrough that I just went through and hand picked, now I'm concerned that I won't be able to play after it comes to all platforms/main branch June 11th. Anyone else concerned too or will I be okay?
</p>
]]></description><guid isPermaLink="false">13517058</guid><pubDate>Fri, 06 Jun 2025 03:16:14 +0000</pubDate></item><item><title>Game console commands not responding</title><link>https://forums.nexusmods.com/topic/13517056-game-console-commands-not-responding/</link><description><![CDATA[<p>
	Go immediately to <em><strong>PROBLEM SOLVED</strong></em> below.  Ignore everything else in between (unless you're just curious).
</p>

<p>
	Does anyone know of a mod or mods that would cause the following problem?
</p>

<p>
	<em>Problem</em>: nothing happens when I open the game console and enter a command.  For example, if I enter "tm" to toggle the menu off, the menu remains on even though the console messages that "tm" is off.  I've also tried other commands such as "tcl,' but to no avail.
</p>

<p>
	Before I start the onerous task of switching off mods to identify the mod culprit, I thought it wise to inquire if others have had this problem and identified the source.
</p>

<p>
	Thank you in advance for any help that you can give.
</p>

<p>
	<em><strong>UPDATE</strong></em>
</p>

<p>
	The console issue is not mod related after all.  In Vortex I purged all my mods, exited Vortex, quarantined my saves folder, used Steam to verify the integrity of the game files, and started a new mod-free game directly from Steam.  Although I could open the console, the game was still unresponsive to console commands.  (I opened the console using the tilde ~, as I have always done with Bethesda games.)  
</p>

<p>
	Is anyone else experiencing this problem?  Am I using the wrong method to access the console?  Since the game uses a hybrid engine, is there a special way to do this?
</p>

<p>
	<em><strong>PROBLEM SOLVED</strong></em>
</p>

<p>
	The reason the console commands "tm" and "tcl" (and many others) do not work is that the game developers replaced the legacy Oblivion console with the UE5 console.  Many of the legacy commands have now been replaced by UE5 commands.  Others, however, have been disabled altogether because they are incompatible with the new game environment.  For a list of what works and what doesn't, see here: <a href="https://en.uesp.net/wiki/Oblivion:Console" rel="external nofollow">https://en.uesp.net/wiki/Oblivion:Console</a>
</p>

<p>
	Unfortunately, there seems to be no substitute command for "tm,"  which I like to toggle for screenshots.
</p>

<p>
	 
</p>

<p>
	  
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13517056</guid><pubDate>Fri, 06 Jun 2025 01:30:36 +0000</pubDate></item><item><title>Some troubles when using RaceMenu Utilities</title><link>https://forums.nexusmods.com/topic/13517030-some-troubles-when-using-racemenu-utilities/</link><description><![CDATA[<p>
	<font>I cant find my presets in the folder after using "rmu save" , but I can find the presets when using "rmu list". Can anyone help me?</font>
</p>

<p>
	Sorry for my poor English , I hope you can understand what I mean.
</p>
]]></description><guid isPermaLink="false">13517030</guid><pubDate>Thu, 05 Jun 2025 13:35:57 +0000</pubDate></item><item><title>HELP: Non-english chars incorrectly displayed or causing crashes on the UE5 side?</title><link>https://forums.nexusmods.com/topic/13516919-help-non-english-chars-incorrectly-displayed-or-causing-crashes-on-the-ue5-side/</link><description><![CDATA[<p style="background-color:#18181b;color:#b4b4bb;font-size:14px;">
	Using the Construction Set I noticed non-english ASCII chars like Italian accented vowels: àèìòù áéíóú ÀÈÌÒÙ ÁÉÍÓÚ, e.g. "Non è: xx" (It's not: xx) will be shown in game as "Non : xx" or in some cases even directly crash the game because of the chars... This is not limited to "message(box)" function but happens also with edited books, dialogues, etc.
</p>

<p style="background-color:#18181b;color:#b4b4bb;font-size:14px;">
	Is there a solution to use ASCII-extended chars in .esp files, being sure they will be properly displayed in game from UE5 side?
</p>
]]></description><guid isPermaLink="false">13516919</guid><pubDate>Tue, 03 Jun 2025 20:00:21 +0000</pubDate></item><item><title>&#x43F;&#x440;&#x43E; &#x447;&#x438;&#x442;&#x44B;</title><link>https://forums.nexusmods.com/topic/13516903-%D0%BF%D1%80%D0%BE-%D1%87%D0%B8%D1%82%D1%8B/</link><description><![CDATA[<p>
	для чего в играх серии тес нужны чит коды рас они со временем портят игру и даже могут вывести её из строя
</p>
]]></description><guid isPermaLink="false">13516903</guid><pubDate>Tue, 03 Jun 2025 15:39:41 +0000</pubDate></item><item><title>NPC LAG</title><link>https://forums.nexusmods.com/topic/13516878-npc-lag/</link><description><![CDATA[<p>
	I have narrowed down all of my frame rate woes in this game.
</p>

<p>
	NPCs....
</p>

<p>
	It doesn't matter how far away they are, there seems to be no level of detail adjustment.
</p>

<p>
	3 NPCs I can handle just fine, 60 FPS in most cases
</p>

<p>
	4, drops to 55
</p>

<p>
	5, drops to 50
</p>

<p>
	6, drops to 45
</p>

<p>
	7 or more drops to 40
</p>

<p>
	I can move far away and it's the same story, when they are in view, frame rate tanks, when they are not in view, frame rate is good again.
</p>

<p>
	I hope there is something that can be done to tune this!! Don't see anything available anywhere that targets this problem.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13516878</guid><pubDate>Tue, 03 Jun 2025 05:35:21 +0000</pubDate></item><item><title>Sound causing stuttering and audio glitches, help?</title><link>https://forums.nexusmods.com/topic/13516849-sound-causing-stuttering-and-audio-glitches-help/</link><description><![CDATA[<p>
	I'm having an issue with my game, when sounds are happening in game like in battle swinging my sword, I lag or hitch. But if i run ( -nosound ) on steam the game runs fine no lag spikes runs smooth. i don't know how to use the Unreal engine INI edits to make it work. 
</p>
]]></description><guid isPermaLink="false">13516849</guid><pubDate>Mon, 02 Jun 2025 14:45:46 +0000</pubDate></item><item><title><![CDATA[Editing Cells & Dev Setup Questions from Noob]]></title><link>https://forums.nexusmods.com/topic/13516491-editing-cells-dev-setup-questions-from-noob/</link><description><![CDATA[<p>
	Hi all! 
</p>

<p>
	I’m diving into modding Oblivion Remastered and could use some guidance on the workflow for editing cells (specifically, I'm making an Anvil city overhaul—mostly adding decorative items, nothing crazy).
</p>

<p>
	This is my understanding so far:
</p>

<ul>
	<li>
		<p>
			The Remaster uses Gamebryo as the base (mechanics/ESPs) with Unreal Engine handling visuals.
		</p>
	</li>
	<li>
		<p>
			I’ve <a href="https://forums.nexusmods.com/topic/13513548-installing-oblivion-construction-set-for-oblivion-remastered/" rel="">set up the Construction Set</a> and grasp basic TES modding concepts (as a user).
		</p>
	</li>
	<li>
		<p>
			I have a CS background and some Unreal experience but am new to any kind of Elder Scrolls modding (e.g. the Construction Set)
		</p>
	</li>
</ul>

<p>
	My questions:
</p>

<ol start="1">
	<li>
		<p>
			Can I safely follow original Oblivion modding tutorials (e.g., <a href="https://www.youtube.com/watch?v=gJ5TAIAWatA" rel="external nofollow">this one</a>) for the Remaster, or are there major differences?
		</p>
	</li>
	<li>
		<p>
			How much editing is done in Unreal vs. the Construction Set? Would UE Blueprints/C++ ever be needed for cell edits, or only for specific types of mods?
		</p>
	</li>
	<li>
		<p>
			Are there key differences or pitfalls to avoid when working with the Remaster?
		</p>
	</li>
</ol>

<p>
	I’d appreciate any insights, especially on the split between CS/UE. Links to relevant threads are welcome—I’ve searched but may have missed some since right now it's sort of a jungle haha.
</p>

<p>
	Thanks in advance!
</p>
]]></description><guid isPermaLink="false">13516491</guid><pubDate>Tue, 27 May 2025 20:43:30 +0000</pubDate></item><item><title>Unpacking / Packing .PAK files, and Sound Replacement GUIDE for Oblivion Remastered</title><link>https://forums.nexusmods.com/topic/13514000-unpacking-packing-pak-files-and-sound-replacement-guide-for-oblivion-remastered/</link><description><![CDATA[<p>
	Hello everyone, I managed to replace one sound from the .pak file. Below is a tutorial on how to do the same for possibly any other sound found in the .pak.
</p>

<p>
	<strong>Note:</strong> This might even help you understand other file locations within the .pak file that do not show up in FModel, more on that below!
</p>

<p>
	<strong>Note 2: </strong>For sound replacements, Unreal Editor is not required :-), learn more below!
</p>

<p>
	<strong>MUSIC NOTE: </strong>Presently there is a known issue with custom music being cut off. <a href="https://forums.nexusmods.com/topic/13513485-adding-custom-music-to-oblivion-remastered/page/2/#comment-130506546" rel="">See this post for more information</a>.
</p>

<p>
	<strong>UPDATED NOTE: </strong>Vortex and MO2 supports .pak files, just make sure the mod folder and .pak filename end in <strong>_P</strong>, see below for more details.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>REQUIRED TOOLS</strong></span>
</p>

<p>
	Let's begin with the Tools and tutorial links on how to use them.
</p>

<p>
	<strong>Note to Forum Mods:</strong> Forgive me if links to websites are not permitted. These don't point to the direct files themselves and were shared by others in the Mod Author Discord.
</p>

<p>
	All you need is:
</p>

<ol>
	<li>
		<strong>UnrealPak </strong>by<strong> </strong>FluffyQuak - This will pack up your mod into a nice .pak file and you can unpack .pak files to learn from each other! <strong><a href="https://github.com/Dmgvol/UE_Modding/blob/main/BasicModding/UnrealPak.md" rel="external nofollow">DOWNLOAD HERE</a></strong>
	</li>
	<li>
		<strong>FModel </strong>- You need this program to browse files not found in the game's original directory (including sounds, music, code etc.) <strong><a href="https://fmodel.app/" rel="external nofollow">DOWNLOAD HERE</a></strong>
	</li>
	<li>
		<strong>Oblivion Remastered .usmap </strong>file for FModel by <a href="https://www.nexusmods.com/oblivionremastered/users/174934710" rel="external" style="background-color:#1d1d21;color:#d98f40;font-size:12px;">huwiee</a>. This will tell FModel to show you the packed file directories correctly. <strong><a href="https://www.nexusmods.com/oblivionremastered/mods/47" rel="external">DOWNLOAD HERE FROM NEXUS</a></strong>
	</li>
	<li>
		<strong>Wwise - </strong>Used to convert .wav to .wem, the required audio file for sound replacer mods. <strong><a href="https://www.audiokinetic.com/en/" rel="external nofollow">DOWNLOAD HERE</a></strong>
		<ol>
			<li>
				Wwise is downloaded from within the company's app launcher, any version should do.
			</li>
		</ol>
	</li>
</ol>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>BROWSING OblivionRemastered-Windows.pak</strong></span>
</p>

<p>
	<strong>OblivionRemastered-Windows.pak</strong> contains all the new sounds and possibly other files you're probably looking for. To browse them you will need to install FModel.
</p>

<p>
	The .pak file and all present .pak mods for the game are located here:
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Paks
		</p>
	</div>
</blockquote>

<p>
	 
</p>

<p>
	<span style="font-size:20px;">BROWSING .pak FILES</span><br />
	<span style="font-size:16px;"><strong>FModel GUIDE:</strong></span>
</p>

<p>
	Set up your FModel settings to match <a href="https://www.nexusmods.com/oblivionremastered/users/174934710" rel="external" style="background-color:rgb(29,29,33);color:rgb(217,143,64);font-size:12px;">huwiee</a> 's screenshot below. You may change your Output Directory and Archive Directory as needed.
</p>

<ul>
	<li>
		<strong>NOTE 1: All settings must match. i.e. "UE Versions" must be GAME_UE5_3.</strong>
	</li>
	<li>
		<strong>NOTE 2: You need to checkmark "[ ] Disabled" near Mapping File Path to reveal the option to select the .usmap you downloaded.</strong>
	</li>
</ul>

<p>
	<img alt="47-1745347697-1721711073.png" class="ipsImage" data-ratio="63.12" height="546" width="865" src="https://staticdelivery.nexusmods.com/mods/7587/images/47/47-1745347697-1721711073.png" />
</p>

<ul>
	<li>
		Click OK and let it restart if it needs to. Then click on the Archives Tab on the top left.
	</li>
	<li>
		Then select <strong>OblivionRemastered-Windows.pak</strong> <em>(or another mod's .pak to learn!)</em> and click Load.
	</li>
</ul>

<p>
	<img alt="KhkQ9dR.png" class="ipsImage" data-ratio="50.79" height="322" width="634" src="https://i.imgur.com/KhkQ9dR.png" />
</p>

<ul>
	<li>
		After it loads you will then be on the Folders tab. Expand OblivionRemastered and explore!
	</li>
	<li>
		<strong>Sounds are located in WwiseAudio</strong>
	</li>
</ul>

<p>
	<img alt="QELJvDm.png" class="ipsImage" data-ratio="144.84" height="575" width="397" src="https://i.imgur.com/QELJvDm.png" />
</p>

<p>
	For today's example I will show you how to replace the New Area Discovered sound which is tied to the new UI system in the Remaster. Check <a href="https://www.nexusmods.com/oblivionremastered/mods/985" rel="external">out my mod to see it in action</a>.
</p>

<p>
	Browse and double click on <strong>"Redesign"</strong> at the following location:
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			OblivionRemastered/Content/WwiseAudio/Interface/HUD/Redesign
		</p>
	</div>
</blockquote>

<p>
	<br />
	Double Clicking on any .uasset sound will open up an Audio Player for you to preview the sound.
</p>

<p>
	<img alt="bDuUUwQ.png" class="ipsImage" data-ratio="51.90" height="491" width="1000" src="https://i.imgur.com/bDuUUwQ.png" />
</p>

<p>
	Close or move the preview window out of the way and look at the information on the right side.
</p>

<p>
	<img alt="XwZdT1J.png" class="ipsImage" data-ratio="65.10" height="650" width="1000" src="https://i.imgur.com/XwZdT1J.png" />
</p>

<ul>
	<li>
		Now you need to find what the name of your .wem needs to be along with the folder location it must be saved in for your mod to work. In this example we want to remember this filename and location:
	</li>
</ul>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			<span style="color:#89ddff;"><span style="color:#89ddff;"><span style="color:#89ddff;"><span style="color:#89ddff;"><span style="color:#89ddff;"><span style="color:#89ddff;"><span style="color:#89ddff;"><span style="color:#89ddff;"><span style="color:#89ddff;"><span style="color:#89ddff;"><span style="color:#89ddff;"><span style="color:#89ddff;"> <span style="color:#ffcb6b;">"MediaPathName"</span><span style="color:#89ddff;">: <span style="color:#c3e88d;">"Media/94211525.wem"</span></span></span></span></span></span></span></span></span></span></span></span></span></span>
		</p>
	</div>
</blockquote>

<p>
	<strong>NOTE: If you browse back you might notice your .wem may be missing from the Media folder, this is fine. You only need to know that this is where it should go in your .pak file directory.</strong>
</p>

<p>
	<img alt="lSLzsJ0.png" class="ipsImage" data-ratio="27.27" height="45" width="165" src="https://i.imgur.com/lSLzsJ0.png" />
</p>

<p>
	Sound Replacer modders you are done with FModel here! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f60e.png" class="ipsEmoji" alt="😎">
</p>

<p>
	There is no need to export files from FModel's menu if you do not need to. Sound replacers just only need to know what the name of the .wem is along with their location.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>CONVERTING .WAV TO .WEM</strong></span>
</p>

<p>
	<a href="https://www.youtube.com/watch?v=39Oeb4GvxEc" rel="external nofollow">Here is a YouTube tutorial</a> on how to use wwise to convert all your .wav files to .wem
</p>

<p>
	<strong>REMEBER</strong>: The .wem filename must match the one you found in FModel, 94211525.wem in today's example.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>PACKING UP YOUR NEW .PAK</strong></span>
</p>

<ul>
	<li>
		Create a folder inside the folder you extracted <strong>UnrealPak</strong> to.
	</li>
	<li>
		The name of this folder is important!
	</li>
	<li>
		You must start the name of the folder with: <strong>OblivionRemastered-Windows_ </strong>then add the name of your mod afterwards. 
	</li>
	<li>
		For Vortex or MO2 compatibility, make sure this folder ends in <strong>_P </strong>for example: <br />
		OblivionRemastered-Windows_WestTek_NewArea_SFX<strong>_P</strong>
	</li>
</ul>

<p>
	<b>NOTE: Your mod's .pak file can be named anything you want, just make sure _P is at the end for mod loaders to load this correctly.</b>
</p>

<p>
	<img alt="TynPts4.png" class="ipsImage" data-ratio="44.74" height="166" width="371" src="https://i.imgur.com/TynPts4.png" />
</p>

<ul>
	<li>
		Now create the folder paths as shown in FModel to the location your .wem file needs to be. In my example it's:
	</li>
</ul>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			OblivionRemastered\Content\WwiseAudio\Media
		</p>
	</div>
</blockquote>

<ul>
	<li>
		So I place my newly converted and named .wem file inside the Media folder.
	</li>
</ul>

<p>
	 
</p>

<ul>
	<li>
		Now drag the entire folder that you named correctly from the steps above onto <strong>UnrealPak-With-Compression.bat</strong>
	</li>
	<li>
		This will launch your console cmd, press any key when it's done packing.
	</li>
</ul>

<p>
	<img alt="R66vbqb.png" class="ipsImage" data-ratio="46.43" height="156" width="336" src="https://i.imgur.com/R66vbqb.png" />
</p>

<p>
	 
</p>

<p>
	<strong>NOTE: If you want to unpak any pak file, simply drag the .pak over UnrealUnpak.bat</strong>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>CONGRATULATIONS MOD AUTHOR!</strong></span>
</p>

<p>
	You just packed your first working .pak (hopefully!)
</p>

<ul>
	<li>
		Now simply place your new .pak in the paks directory of the game and launch, test, and publish your mod!
	</li>
</ul>

<p>
	<img alt="jqVicKb.png" class="ipsImage" data-ratio="41.35" height="165" width="399" src="https://i.imgur.com/jqVicKb.png" />
</p>

<ul>
	<li>
		Or if using fomod, make sure your mod folder and .pak files end in <strong>_P</strong>
	</li>
</ul>

<p>
	Good luck and have fun modding, everyone! Curious to see new audio mods in the coming days, weeks, years!
</p>
]]></description><guid isPermaLink="false">13514000</guid><pubDate>Sun, 27 Apr 2025 11:32:55 +0000</pubDate></item><item><title>Crashing with EXCEPTION_ACCESS_VIOLATION near Cheydinhal stables</title><link>https://forums.nexusmods.com/topic/13516742-crashing-with-exception_access_violation-near-cheydinhal-stables/</link><description><![CDATA[<p>
	ok so I've been encountering a problem while starting my second playthrough, I seem to crash when coming close to Cheydinhal, specifically the stables, I also checked at Bravil and crashed when coming close to their stable too, although I also tried the stables at Leyawin once it it was fine
</p>

<p>
	the error message is
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

0x00007ff647f8d0b0 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff649dd6237 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff647dee86f OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff647dee9af OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff6480d9b29 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff6480eb0bd OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff6479e4741 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff646b56112 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff646b6a2d1 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff6469ffd2e OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff647145035 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff64714cc3c OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff64714ccba OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff64714dcdc OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff647155ff4 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff64a447cb2 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ffad15ce8d7 KERNEL32.DLL!UnknownFunction []</span></pre>

<p>
	I have installed several mods and testing if any of those are the cause is going to be a pain in the ass, but I don't have a mod concerning any horses, only the one that removes the name of your own horse
</p>

<p>
	anybody had the same issue maybe?
</p>
]]></description><guid isPermaLink="false">13516742</guid><pubDate>Sat, 31 May 2025 21:16:20 +0000</pubDate></item><item><title>HELP auto stand up</title><link>https://forums.nexusmods.com/topic/13516711-help-auto-stand-up/</link><description><![CDATA[<p>
	This is driving me insane, after playing with mods I just updated one of them to a version that lets you sit in an inn and trigger and effect,  to my surprise when I sit in the tavern my character auto stands up after few seconds. I have tried other furniture and even some mod´s furniture and nothing every time the characters stand up. 
</p>

<p>
	I have tried with a clean install and it seems to work, but after enable the mods again the problem so I have been disabling mods in packs to hopefully find the one causing this issue but no luck and honestly I don't know how to solve this. Maybe someone can help me identify which mod is causing this weird bug
</p>

<p>
	 
</p>

<p>
	Thanks in advance and please excuse any grammatical error.
</p>
]]></description><guid isPermaLink="false">13516711</guid><pubDate>Sat, 31 May 2025 11:46:20 +0000</pubDate></item><item><title>UE4SS setting selected target for the console by code</title><link>https://forums.nexusmods.com/topic/13516683-ue4ss-setting-selected-target-for-the-console-by-code/</link><description><![CDATA[<p>
	Hello,
</p>

<p>
	Has anyone been able to set the target for targeted commands using code with UE4SS? I am able to retrieve the current selected target by using a custom property but not set it (weak reference):
</p>

<pre class="ipsCode prettyprint lang-lua prettyprinted"><span class="pln">RegisterCustomProperty</span><span class="pun">({</span><span class="pln">
    </span><span class="pun">[</span><span class="str">"Name"</span><span class="pun">]</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="str">"SelectedActor"</span><span class="pun">,</span><span class="pln">
    </span><span class="pun">[</span><span class="str">"Type"</span><span class="pun">]</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> PropertyTypes</span><span class="pun">.</span><span class="pln">WeakObjectProperty</span><span class="pun">,</span><span class="pln">
    </span><span class="pun">[</span><span class="str">"BelongsToClass"</span><span class="pun">]</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="str">"/Script/Altar.AltarCheatManager"</span><span class="pun">,</span><span class="pln">
    </span><span class="pun">[</span><span class="str">"OffsetInternal"</span><span class="pun">]</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="lit">0x88</span><span class="pln">
</span><span class="pun">})</span></pre>

<p>
	However this doesn't allow to set it. I've seen in the OBSE source code that they are able to do so. My understanding is that neither the property nor the setter are UProperty/UFunction and cannot be easily used from UE4SS.
</p>

<p>
	I'm also aware of <a href="https://www.nexusmods.com/oblivionremastered/mods/3666" rel="external">this mod</a> which attempts to restore the prid command but if I try to execute prid in UE4SS with that OBSE plugin, it crashes the game. I'm also not keen of having an OBSE plugin as a requirement as it leaves out people on GamePass...
</p>

<p>
	Is my only option to create an UE4SS C++ mod?
</p>

<p>
	EDIT: Video demonstrating my mod works if I manually select the horse before mounting it (so this is literally the last thing I need for it to be complete) :
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/KSmNaC1vYcw?feature=oembed" title="A horse with no name" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13516683</guid><pubDate>Fri, 30 May 2025 23:43:15 +0000</pubDate></item><item><title>Adding chests with new Editor IDs without CTD</title><link>https://forums.nexusmods.com/topic/13515480-adding-chests-with-new-editor-ids-without-ctd/</link><description><![CDATA[<p>
	I explain in 10 steps how you can add containers like chests with new Editor IDs to Oblivion Remastered without getting a CTD when entering the cell in question. Furthermore, you will learn how to solve the problems with the creation of new interior cells for Oblivion Remastered (e.g. missing walls and CTD when entering the cell).
</p>

<p>
	<strong>Edit:</strong> This tutorial was written before MagicLoader 2 was introduced so the information in step 9 is outdated. <a href="https://www.nexusmods.com/oblivionremastered/articles/260" rel="external">The installation has changed</a>, <a href="https://www.nexusmods.com/oblivionremastered/articles/261" rel="external">running the program has changed</a> and the <a href="https://www.nexusmods.com/oblivionremastered/articles/271" rel="external">.json configuration file looks a bit different now</a>. The other parts of the tutorial are still valid.
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="48296" href="https://forums.nexusmods.com/uploads/monthly_2025_05/OblivionRemastered-Win64-Shipping2025-05-1013-05-54_774.jpg.700f43d3cb461e03dcddcd02573fe35f.jpg" rel=""><img alt="chest with new Editor ID in new cell" class="ipsImage ipsImage_thumbnailed" data-fileid="48296" data-ratio="56.36" style="width:511px;height:288px;" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_05/OblivionRemastered-Win64-Shipping2025-05-1013-05-54_774.thumb.jpg.a30f1ce518127e51ea8bebd5865fc355.jpg" /></a>
</p>

<p>
	 
</p>

<p>
	Please install these tools first:
</p>

<p>
	<em>Tools that we work with directly:</em>
</p>

<ul>
	<li>
		<a href="https://www.nexusmods.com/oblivionremastered/mods/1966" rel="external">MagicLoader</a> (now new interior cells are possible!) and its "Example Plugin" (can be found under Optional Files)
	</li>
	<li>
		<a href="https://www.nexusmods.com/oblivionremastered/mods/2784" rel="external">UE4SS TesSyncMapInjector - Smart Mapper</a> (simplifies the creation of the needed UE4SS mesh mapping files for the new objects if they use default meshes like the chest in the tutorial which just has a new Editor ID)
	</li>
	<li>
		<a href="https://www.reddit.com/r/skyrimmods/comments/1k61ktp/xedit_415n_released/?show=original" rel="external nofollow">xEdit 4.1.5n</a><span style="color:#ff0000;">*</span> (or higher) -&gt; <a href="https://pixeldrain.com/u/jV3HUd1Y" rel="external nofollow">alternative download link</a> (in case you have problems with downloading from Discord. I've found it in another Reddit post)
	</li>
	<li>
		<a href="https://www.nexusmods.com/oblivionremastered/mods/1132" rel="external">Haphestia's Fix and Port Script</a> (fixes missing walls and much more)
	</li>
	<li>
		Construction Set<span style="color:#ff0000;">** </span>(you can use it to modify the game’s existing content or add new content to it)
	</li>
</ul>

<p>
	<em>Tools that are required but we won't work with them directly:</em>
</p>

<p>
	(these two tools are required for UE4SS TesSyncMapInjector - Smart Mapper)
</p>

<ul>
	<li>
		<a href="https://www.nexusmods.com/oblivionremastered/mods/32" rel="external">UE4SS for OblivionRemastered</a><span style="color:#ff0000;">*** </span>(a scripting system that makes Oblivion Remastered load custom LUA code)
	</li>
	<li>
		<a href="https://www.nexusmods.com/oblivionremastered/mods/1272" rel="external">UE4SS TesSyncMapInjector</a> (makes new objects load without CTD and/or being invisible)
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="color:#ff0000;">*</span> Rename xEdit.exe to TES4REdit.exe. That makes xEdit load Oblivion Remastered plugins.
</p>

<p>
	<span style="color:#ff0000;">**</span> A guide to install the Construction Set for Oblivion Remastered can be found <a href="https://forums.nexusmods.com/topic/13513548-installing-oblivion-construction-set-for-oblivion-remastered/" rel="">here</a>. Regarding myself, I do editing plugins in the Construction Set inside the OG Oblivion (the 2006 Oblivion) installation on my drive and copy the edited plugin to the Data folder of Oblivion Remastered when I'm done with editing the plugin in the Construction Set.
</p>

<p>
	<span style="color:#ff0000;">***</span> A note regarding "UE4SS for OblivionRemastered" in combination with <a href="https://www.nexusmods.com/oblivionremastered/mods/282" rel="external">OBSE</a>:<br />
	You need to start the game without OBSE once to make "UE4SS for OblivionRemastered" compatible with OBSE. Then you can start your game normally with OBSE again.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>Step 1:</strong>
</p>

<p>
	Load MagicLoader's example plugin (IntTestMod.esp) in the Construction Set (and click on "Set As Active File" before you load it).
</p>

<p>
	<strong>Step 2:</strong>
</p>

<p>
	Duplicate an existing container by giving it a new Editor ID and choosing "Yes" when you are asked if a new object should be created. For this tutorial I duplicated the "DungTombChestAlyied01" chest and gave it the Editor ID "cbTestDungTombChestAlyied01".
</p>

<p>
	<strong>Step 3:</strong>
</p>

<p>
	Place the new container in a cell of the example plugin like ZZZTestCell03 or in the interior cell of your mod.
</p>

<p>
	<strong>Step 4:</strong>
</p>

<p>
	Save the example plugin or your plugin and close the Construction Set.
</p>

<p>
	<strong>Step 5:</strong>
</p>

<p>
	Load the plugin in question in xEdit together with all default plugins that begin with the word "Altar" (needed for Haphestia's Fix and Port Script).
</p>

<p>
	<strong>Step 6:</strong>
</p>

<p>
	Apply Haphestia's Fix and Port Script (it's called "fixmod" in xEdit) to the example plugin or your plugin to fix problems like missing walls. Keep xEdit open because we create the UE4SS mesh mapping file for the chest in xEdit, too.
</p>

<p>
	<strong>Step 7:</strong>
</p>

<p>
	Now we create the UE4SS mesh mapping file for the chest that makes it load without CTD in the game. All you need to do is applying the SyncMeshesCSV script of UE4SS TesSyncMapInjector - Smart Mapper to the plugin in question in xEdit. The generated .ini file can be found under xEdit\SyncMap. Copy it to Data\SyncMap.
</p>

<p>
	<span style="color:#ff0000;">Where the Data folder can be found:</span>
</p>

<p>
	Steam:
</p>

<p>
	Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data
</p>

<p>
	GamePass:
</p>

<p>
	XboxGames\The Elder Scrolls IV- Oblivion Remastered\Content\Dev\ObvData\Data
</p>

<p>
	<strong>Step 8:</strong>
</p>

<p>
	Save the example plugin or your plugin in xEdit and close xEdit.
</p>

<p>
	<strong>Step 9:</strong>
</p>

<p>
	Start MagicLoader and click on "Do Magic!". This ensures that the interior cell of the example plugin is loaded without CTD. But you only need to do this once and when MagicLoader configs change. There's also an <a href="https://www.nexusmods.com/oblivionremastered/mods/2234" rel="external">OBSE plugin</a> that automates this process.
</p>

<p>
	If you want to add the chest to the interior cell of your own mod, please follow the instructions of the MagicLoader tool (i.e. the creation of the corresponding .json file) before you do the magic (alternatively, you can use <a href="https://www.nexusmods.com/oblivionremastered/mods/2906" rel="external">MagicLoader - MagicPatcher</a> to generate the .json configuration file). The instructions can be found in the download description of MagicLoader in the "How can I use this in my mods" section. If you don't have a CellMap, you can leave out the CellMap part in the .json file - see the included .json file of MagicLoader's Example Plugin or see this quote:
</p>

<blockquote>
	<blockquote class="ipsQuote" data-ipsquote="">
		<div class="ipsQuote_citation">
			Quote
		</div>

		<div class="ipsQuote_contents">
			<p>
				{<br />
				"Plugin": "IntTestMod.esp",<br />
				"NewCells": [<br />
				"ed3",<br />
				"ed4",<br />
				"ed5"<br />
				],<br />
				"FullNames": {<br />
				"LOC_FN_Haphy1": "Some New Place",<br />
				"LOC_FN_Haphy2": "A Different Place",<br />
				"LOC_FN_Haphy3": "DON'T DEAD OPEN INSIDE"<br />
				}<br />
				}
			</p>
		</div>
	</blockquote>

	<p>
		 
	</p>
</blockquote>

<p>
	<strong>Step 10 (last step):</strong>
</p>

<p>
	Enable the example plugin (IntTestMod.esp) by writing its full name (including the .esp extension) in the Plugins.txt which can be found in the Data folder.
</p>

<p>
	A note regarding <span style="color:#ff0000;">users of the standard edition</span> of Oblivion Remastered:<br />
	Place any plugins that contain new objects and/or new interior cells above <span style="color:#ff0000;">AltarDeluxe.esp</span> in the Plugins.txt, otherwise the object will be invisible (due to an issue in UE4SS TesSyncMapInjector version 0.1.8) and the game will crash when you enter the new interior cell.
</p>

<p>
	The Plugins.txt can look like this:
</p>

<blockquote>
	<blockquote class="ipsQuote" data-ipsquote="">
		<div class="ipsQuote_citation">
			Quote
		</div>

		<div class="ipsQuote_contents">
			<p>
				Oblivion.esm<br />
				DLCBattlehornCastle.esp<br />
				DLCFrostcrag.esp<br />
				DLCHorseArmor.esp<br />
				DLCMehrunesRazor.esp<br />
				DLCOrrery.esp<br />
				DLCShiveringIsles.esp<br />
				DLCSpellTomes.esp<br />
				DLCThievesDen.esp<br />
				DLCVileLair.esp<br />
				Knights.esp<br />
				AltarESPMain.esp<br />
				<span style="color:#99cc00;">IntTestMod.esp</span><br />
				AltarDeluxe.esp<br />
				AltarESPLocal.esp
			</p>
		</div>
	</blockquote>

	<p>
		 
	</p>
</blockquote>

<p>
	If you have any questions, feel free to reach out.
</p>

<p>
	Happy modding! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f642.png" class="ipsEmoji" alt="🙂">
</p>
]]></description><guid isPermaLink="false">13515480</guid><pubDate>Mon, 12 May 2025 18:54:43 +0000</pubDate></item><item><title>Anyone interested in making WEPON Remastered happen?</title><link>https://forums.nexusmods.com/topic/13516610-anyone-interested-in-making-wepon-remastered-happen/</link><description><![CDATA[<p>
	I no longer have the time or energy to work on Oblivion mods, unfortunately - and I never was much of a mesh or texture artist.  Would anyone be interested in converting/upgrading Weapon Expansion Pack for Oblivion Nthusiasts (WEPON) for Oblivion Remastered?
</p>

<p>
	<a href="https://www.nexusmods.com/oblivion/mods/35560" rel="external">Weapon Expansion Pack for Oblivion Nthusiasts at Oblivion Nexus - mods and community</a>
</p>
]]></description><guid isPermaLink="false">13516610</guid><pubDate>Fri, 30 May 2025 00:58:56 +0000</pubDate></item><item><title>Player home creation: Problem solving guide</title><link>https://forums.nexusmods.com/topic/13516598-player-home-creation-problem-solving-guide/</link><description><![CDATA[<p>
	The first part of the guide is about setting up the Construction Set, the second part lists tutorials about player home creation and the third part deals with the problems that can occur while making the player home mod work with Oblivion Remastered. The following problems are covered by the guide: missing walls (or other missing objects), CTD when entering the interior cell, later changes to objects not taking effect (like moving a bed to another position and you've already visited the cell) and faulty map markers (&lt;MISSING STRING TABLE ENTRY&gt; issue).
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="50318" href="https://forums.nexusmods.com/uploads/monthly_2025_05/MissingStringTableEntry.jpg.dd5661e45a1fd947d64374e9fe261f30.jpg" rel=""><img alt="MissingStringTableEntry.thumb.jpg.919e80138d184e2ddbbfd715b14696ed.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="50318" data-ratio="118.00" style="width:450px;height:auto;" width="635" src="https://forums.nexusmods.com/uploads/monthly_2025_05/MissingStringTableEntry.thumb.jpg.919e80138d184e2ddbbfd715b14696ed.jpg" /></a>
</p>

<h4>
	 
</h4>

<h4>
	<span style="font-size:18px;">Part 1: Setting up the Construction Set</span>
</h4>

<p>
	Download the <a href="https://cs.uesp.net/wiki/The_Elder_Scrolls_Construction_Set#The_Construction_Set_v1.2" rel="external nofollow">Construction Set</a>.
</p>

<p>
	 
</p>

<p>
	<strong>If you don't own the old Oblivion from 2006:</strong>
</p>

<p>
	Please follow <a href="https://forums.nexusmods.com/topic/13513548-installing-oblivion-construction-set-for-oblivion-remastered/" rel="">this guide</a>.
</p>

<p>
	 
</p>

<p>
	<strong>If you have the old Oblivion installed:</strong>
</p>

<p>
	Install the Construction Set in the old Oblivion installation. You can create your house mod in this installation first and  then copy the plugin to the Oblivion Remastered Data folder when you are done with editing.
</p>

<p>
	Where the Oblivion Remastered Data folder can be found:
</p>

<p>
	Steam:
</p>

<p>
	Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data
</p>

<p>
	GamePass:
</p>

<p>
	XboxGames\The Elder Scrolls IV- Oblivion Remastered\Content\Dev\ObvData\Data
</p>

<h4>
	 
</h4>

<h4>
	<span style="font-size:18px;">Part 2: How to create player homes</span>
</h4>

<p>
	<strong>Written tutorial:</strong>
</p>

<p>
	<a href="https://cs.uesp.net/wiki/Creating_a_House" rel="external nofollow">Creating a House - the Oblivion ConstructionSet Wiki</a>
</p>

<p>
	Corresponding plugin file for the tutorial:
</p>

<p>
	<a href="https://www.nexusmods.com/oblivion/mods/24213" rel="external">Tutorial House - Resource at Oblivion Nexus - mods and community</a>
</p>

<p>
	 
</p>

<p>
	<strong>Video tutorials:</strong>
</p>

<p>
	<a href="https://www.youtube.com/watch?v=XyYbIDH75vI" rel="external nofollow">Oblivion Construction Set Guide - Home Creation! Part One - YouTube</a>
</p>

<p>
	<a href="https://www.youtube.com/watch?v=OBfFb_gcDuw" rel="external nofollow">Oblivion Construction Set Guide - Home Creation! Part Two - YouTube</a>
</p>

<p>
	 
</p>

<h4>
	<span style="font-size:18px;">Part 3: Solving problems</span>
</h4>

<p>
	(or how to make your player home mod work with Oblivion Remastered)
</p>

<p>
	<strong>Missing walls</strong><br />
	Cause: Statics in the original game have no XAAG und XACN records which are required in the Remaster.<br />
	Solution:  <a href="https://www.nexusmods.com/oblivionremastered/mods/1132" rel="external">Haphestia's Fix and Port Script</a> adds these records to the statics (see step 5 and 6 of <a href="https://forums.nexusmods.com/topic/13515480-adding-chests-with-new-editor-ids-without-ctd" rel="">Adding chests with new Editor IDs without CTD</a>).
</p>

<p>
	<strong>Crash when entering the interior cell</strong><br />
	Cause 1: Your player home uses a new interior cell.<br />
	Solution 1: <a href="https://www.nexusmods.com/oblivionremastered/mods/1966" rel="external">MagicLoader</a> makes the use of new interior cellls possible (see step 9 of <a href="https://forums.nexusmods.com/topic/13515480-adding-chests-with-new-editor-ids-without-ctd" rel="">Adding chests with new Editor IDs without CTD</a>, second paragraph).<br />
	Cause 2: The container (or other objects like doors) have a new Editor ID. The game doesn't know how to assign the Unreal mesh to the new Editor ID.<br />
	Solution 2: The Unreal mesh can be assigned to the Editor ID with the help of <a href="https://www.nexusmods.com/oblivionremastered/mods/2784" rel="external">UE4SS TesSyncMapInjector </a>via a SyncMap (an .ini file with path information; see step 7 of <a href="https://forums.nexusmods.com/topic/13515480-adding-chests-with-new-editor-ids-without-ctd" rel="">Adding chests with new Editor IDs without CTD</a>).<br />
	Cause 3: The position of the plugin in the Plugins.txt and you own the standard edition of Oblivion Remastered. If the plugin is placed below AltarDeluxe.esp, the game will crash.<br />
	Solution 3: Place the plugin above AltarDeluxe.esp in the Plugins.txt (see step 10 of <a href="https://forums.nexusmods.com/topic/13515480-adding-chests-with-new-editor-ids-without-ctd" rel="">Adding chests with new Editor IDs without CTD</a>, second paragraph).
</p>

<p>
	<strong>Later changes to objects not taking effect</strong><br />
	Solution: I don't know what caused this. But after I made a clean save without the plugin and load the plugin again with this new save, I could finally see the change I made to the object in the game (I moved a bed further down).
</p>

<p>
	<strong>Faulty Map Marker</strong><br />
	Cause: The map marker displays &lt;MISSING STRING TABLE ENTRY&gt; because a string table entry is missing (I don't know exactly what this thing is but I know how to solve it :D)<br />
	Solution: This is where <a href="https://www.nexusmods.com/oblivionremastered/mods/1966" rel="external">MagicLoader</a> steps in again. You give the placed map marker the name that you have specified in the corresponding .json configuration file. Enter this name in the field next to "FULL - Name" in xEdit. The naming scheme is LOC_FN_NameOfCell. For example, in my player home mod <a href="https://www.nexusmods.com/oblivionremastered/mods/4080" rel="external">Hidden Hideout</a>, the interior cell and the map marker are named "LOC_FN_cbHiddenHideout".
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="50319" href="https://forums.nexusmods.com/uploads/monthly_2025_05/MapMarkerBezeichnung.jpg.98f36d2aece66d1064544476aa565c91.jpg" rel=""><img alt="MapMarkerBezeichnung.thumb.jpg.eda346d28292e61290b14a5cf3bd2672.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="50319" data-ratio="56.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_05/MapMarkerBezeichnung.thumb.jpg.eda346d28292e61290b14a5cf3bd2672.jpg" /></a>
</p>

<p>
	The configuration file contains the displayed name "Hidden Hideout" next to LOC_FN_cbHiddenHideout.
</p>

<p>
	The content of my MagicLoader configuration file "Hidden Hideout.json" for reference:
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">{
    "Plugin": "Hidden Hideout.esp",
    "NewCells": [
        "ed3"      
    ],
    "FullNames": {
        "LOC_FN_cbHiddenHideout": "Hidden Hideout"      
    }
}</span></pre>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13516598</guid><pubDate>Thu, 29 May 2025 20:27:50 +0000</pubDate></item><item><title>What's the best mod manager for Oblivion Remastered?</title><link>https://forums.nexusmods.com/topic/13516591-whats-the-best-mod-manager-for-oblivion-remastered/</link><description><![CDATA[<p>
	I'm looking for one that can automatically install even the most complex of mods, yet has an easy to figure out interface. If I'm constantly posting here asking "how do I do this, how do I do that," then it's not a good mod manager.
</p>
]]></description><guid isPermaLink="false">13516591</guid><pubDate>Thu, 29 May 2025 17:30:36 +0000</pubDate></item><item><title>Stopping and audio event from playing in a UE4SS script</title><link>https://forums.nexusmods.com/topic/13516569-stopping-and-audio-event-from-playing-in-a-ue4ss-script/</link><description><![CDATA[<p>
	Does anyone know how to do this? I have searched and searched and come up with nothing. I have figured out how to play sound events, but I can't find a way to stop them. Every attempt to use some sort of AkAudio/Wwise or Unreal function results in an error, nor can I find clear documentation on the parameters necessary for these functions. For example Sound:PostOnActorAndWait(actor, true, {}) will allow you to play a sound, but I can find zero documentation on PostActorAndWait() and I have no idea how the modder whose mod I learned this from would have known how to use that function properly.
</p>
]]></description><guid isPermaLink="false">13516569</guid><pubDate>Thu, 29 May 2025 07:13:59 +0000</pubDate></item><item><title>Oblivion Remastered -  Runtime Virtual Texturing pop-in</title><link>https://forums.nexusmods.com/topic/13515024-oblivion-remastered-runtime-virtual-texturing-pop-in/</link><description><![CDATA[<p>
	Every time I load a save, teleport somewhere, or turn the camera towards a direction for the first time I can see textures of structures like walls or stairs gradually changing from lower to higher quality.<br />
	<br />
	After extensive testing I've found that RVT (Runtime Virtual Texturing) is the source of the pop-in, because it's completely gone when setting r.VirtualTextures=0, but of course the game looks bad like that.<br />
	<br />
	Settings I've already tried that didn't fix the issue:<br />
	<br />
	r.VT.MaxUploadsPerFrame=64 or 128<br />
	r.VT.MaxContinuousUpdatesPerFrame=64 or 128<br />
	r.VT.MaxTilesProducedPerFrame=64 or 128<br />
	r.VT.NumTranscodeRequests=32 or 64<br />
	r.VT.NumFeedbackTasks=4<br />
	r.VT.ParallelFeedbackTasks=1<br />
	r.VT.PoolSizeScale=1.0 up to 4.0<br />
	r.VT.FeedbackFactor=4<br />
	r.VT.RVT.StreamingMips=3<br />
	r.VT.RVT.TileCountBias=2<br />
	r.VT.RVT.DirtyPagesKeptMappedFrames=60<br />
	r.VT.RVT.DirectCompress=0<br />
	r.VT.RefreshEntirePageTable=1
</p>

<p>
	In the attached screenshot, left is 1 second after loading, right is 5 seconds after loading.<br />
	<br />
	Could there be a way to improve RVT (make it faster?) in order to eliminate or at least reduce loading pop-in?
</p>

<p><a href="https://forums.nexusmods.com/uploads/monthly_2025_05/before-after2.png.2925700b27d59366c2a7eb2f0d7d4d58.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="47476" src="https://forums.nexusmods.com/uploads/monthly_2025_05/before-after2.png.2925700b27d59366c2a7eb2f0d7d4d58.png" data-ratio="58.86" width="666" class="ipsImage ipsImage_thumbnailed" alt="before-after2.png"></a></p>]]></description><guid isPermaLink="false">13515024</guid><pubDate>Tue, 06 May 2025 20:35:42 +0000</pubDate></item><item><title>Shivering Isle Quest - I don't want to do it.</title><link>https://forums.nexusmods.com/topic/13516499-shivering-isle-quest-i-dont-want-to-do-it/</link><description><![CDATA[<p>
	I found Shivering Isle NOT fun at all.  I deleted all references of it; but I have the starting "Door In Niben Bay" quest as an active quest.  I had setstage commanded Shivering Isle to Completion before I deleted all fines;  I found a saved game before I accepted being champion and have been playing that; but I still see "Door in NIben Bay: (SE02) as an question.  All the meshes and textures are gone. How do I erase the quest?  Do I have to setstage for all quests from SE02 to SE14 again? I lost all interest in Shivering Isle and DO NOT want to play that adddon.
</p>
]]></description><guid isPermaLink="false">13516499</guid><pubDate>Wed, 28 May 2025 00:12:49 +0000</pubDate></item><item><title>A collection of mod ideas, free for everyone to use</title><link>https://forums.nexusmods.com/topic/13516486-a-collection-of-mod-ideas-free-for-everyone-to-use/</link><description><![CDATA[<p>
	Hello dear modding community,<br />
	while playing I thought of some things that I would like to see in the game. I created a table and used gpt to get additional data.
</p>

<p>
	<a href="https://drive.google.com/file/d/15F7-ZXqf_gdhAxeskX47EXyoFmAV_Mf3/view?usp=sharing" rel="external nofollow">https://drive.google.com/file/d/15F7-ZXqf_gdhAxeskX47EXyoFmAV_Mf3/view?usp=sharing</a><br />
	<br />
	Hint: unfortunately GPT searched also for the OG Oblivion mod section when filling the column "Already Exists?". Therefore you should double-check whether this mod already exists.<br />
	<br />
	Since I have no experience with C++ or UE modding (and this game is not really suitable for modding beginners), I decided to share this list with you.<br />
	It's the least I can give back to the community at the moment.
</p>

<p>
	Please just reply in this thread if anyone decides to make a mod from the list (so others know you're working on it).<br />
	 
</p>

<p>
	No need to thank me or anything else. As a mod user, I am the one who needs to thank you for your efforts.<br />
	<br />
	<br />
	Best regards,
</p>

<p>
	 
</p>
<p>
<a class="ipsAttachLink" href="https://forums.nexusmods.com/applications/core/interface/file/attachment.php?id=50066&amp;key=a4321a5c50cc459dcdf5a163e559025c" data-fileExt='pdf' data-fileid='50066' data-filekey='a4321a5c50cc459dcdf5a163e559025c'>Mod Idea Assessment Oblivion.pdf</a></p>]]></description><guid isPermaLink="false">13516486</guid><pubDate>Tue, 27 May 2025 18:21:57 +0000</pubDate></item><item><title>I don't understand what I'm doing wrong</title><link>https://forums.nexusmods.com/topic/13516452-i-dont-understand-what-im-doing-wrong/</link><description><![CDATA[<p>
	why is it installing literally ANY mod via vortex for this, EVEN IF SAID MOD SAYS YOU CAN because it has a fomod, breaks the game? <br />
	<br />
	No matter what the mod is, if I install anything via mod manager, it causes the game to freeze on starting a new game, im at a loss
</p>
]]></description><guid isPermaLink="false">13516452</guid><pubDate>Tue, 27 May 2025 03:31:23 +0000</pubDate></item><item><title>What's the best mod manager for Remastered?</title><link>https://forums.nexusmods.com/topic/13516446-whats-the-best-mod-manager-for-remastered/</link><description><![CDATA[<p>
	I'm looking for a mod manager that can handle even the most complex mods, but which also has a smooth, user-friendly interface. If I have to keep posting here "How do I do this, how do I do that," then it's not the mod manager for me.
</p>
]]></description><guid isPermaLink="false">13516446</guid><pubDate>Tue, 27 May 2025 01:44:19 +0000</pubDate></item><item><title>oblivion remaster progressively worse performance</title><link>https://forums.nexusmods.com/topic/13516405-oblivion-remaster-progressively-worse-performance/</link><description><![CDATA[<p>
	When I play the game get worse and worse performance, I was in my anvil house for 30 min, went outside and got on my horse, it was getting worse so I quicksave with 40 fps, then quickload and had 82 fps.
</p>

<p>
	It is as if the game store all you see and does not dumb that. Was wondering if I could do something other than load?
</p>
]]></description><guid isPermaLink="false">13516405</guid><pubDate>Mon, 26 May 2025 05:14:54 +0000</pubDate></item><item><title>I'm stuck on an Oblivion gate</title><link>https://forums.nexusmods.com/topic/13516380-im-stuck-on-an-oblivion-gate/</link><description><![CDATA[<p>
	 There is an Oblivion gate outside Battlehorn Castle. When I take the sigil stone the game ctd on the loading back to Cyrodiil?
</p>
]]></description><guid isPermaLink="false">13516380</guid><pubDate>Sun, 25 May 2025 20:00:23 +0000</pubDate></item></channel></rss>