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Installing Oblivion Construction Set for Oblivion Remastered


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19 hours ago, DrakkonokHarleKayne said:

I can't seem to get two items to spawn. I've tried using console commands, placing them in the test cell, but neither are working. I can open the CS and edit no problem, it just doesn't seem to affect anything in game. Any help would be wonderful, thanks.

Have you updated your Plugins.txt file to actually load the plugin you've created? You'll need the plugin in your ObvData/Data folder, and you'll need to update the Plugins.txt file there to make sure it gets loaded.

Additionally, I've noticed certain types of objects don't seem to load. Doors, Activators, Lights have all worked for me, but static objects don't seem to load.

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On 4/23/2025 at 7:33 PM, LordOfAshes0192 said:

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. 

my brother in christ please port this Survival Suite Hunger thirst sleep at Oblivion Nexus - mods and community
or help me port it. i really need to feel human when i play this on doolie.

that's just the most important one, here's 3 more that would make anyone's playthrough 10x better
Jjiinx Enhanced Diseases at Oblivion Nexus - mods and community
Drop Lit Torches OBSE at Oblivion Nexus - mods and community (would look hella cool with RTX)
Realistic Player Dialogue Overhaul at Oblivion Nexus - mods and community
this shouldn't be too terrible, except for the OBSE mods. bro if you could do this for me, i'll pay you 5 bucks per mod. 5 dollar bonus for all of them, 30 in total. message me on discord @mccringie

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I cant seem to get it working, after following the install instructions the kit just crashed on start up for me

 

edit: figured out why, it was installing in the main folder with the game launcher, moved it over to obvdata and it works now

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I cant seem to get this to work, on step 4, instead of it asking me to path the installation, it says when I click the installer: "Do you want to completely remove the selected application and all of its features" I say "yes", it uninstalls (I had this installed for modding OG oblivion). So I click the installer again and it says the welcome message, the agreement, then the install button, it ends with it asking to read a readme. When I boot up Construction Set, it loads in with all the old Oblivion files I modded on the OG, with the Oblivion.esm file. How do I load the remaster into the CS?

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Thank you for the steps I was able to get it up and running, I was even able to add some stuff as a test, like ladders to climb to the rooftops and trapdoors to enter agarmir house, the trapdoor to the house from the outside doesn´t appear, the inside is working and Im able to teleport outside, the stairs are just a test since we are limited to the vanilla assets and I linked the bottom one to the top one so I am able to climb to the rooftop, sadly when I try to do that it gives me an infinite loading screen 😞

20250425192544_1.jpg

20250425192732_1.jpg

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2 hours ago, Oblivionblade88 said:

How do I load the remaster into the CS?

 

For me, here's what I did step by step - note that I play the original oblivion sometimes, so this works for me. You can just skip step 1 if you don't have it

  1. Install original oblivion
  2. Install CK. There's no file path it asks you, it just installs on your PC regardless into the Oblivion folder in step 1
  3. Go to C:\Program Files (x86)\Steam\steamapps\common\Oblivion\ folder, and copied both the TESConstructionSet.exe and ssce5432.dll into a new folder
  4. Go to C:\Program Files (x86)\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\ and paste the 2 files from step 3
  5. Launch TESConstructionSet.exe in the new remastered folder
  6. File > Data > Double click Oblivion.esm. Should work now

you can also ask in the obliv remaster modding discord, someone may be able to help. https://discord.gg/7M58ymCg

Edited by buttflapper
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Hello and good evening everyone. I have a slightly different problem. Everything works perfectly, and I managed to install the CK. However, using the game's base resources works, but when I try to create a new weapon, for example (to give it a different name and attributes than an existing weapon) with a new ID, the item is present in the game (in a vanilla chest I placed in a specific location), but it is invisible if my character tries to retrieve it.

To take things a step further, I tried doing the same thing with a chest (a new chest this time with an ID I created) and placing it in the Imperial City, and the game crashes immediately. Do you have any suggestions?

PS: I use existing objects without modifying their meshes or textures. I only modify their IDs, then save to create a new object without modifying the original.

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Thanks for the guide getting this set up, looking forward to playing with the base game plugins. 

Regarding .Pak files however, can anyone point me in the direction of how best to handle/work with them?

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13 hours ago, NewThalos said:

Thanks for the guide getting this set up, looking forward to playing with the base game plugins. 

Regarding .Pak files however, can anyone point me in the direction of how best to handle/work with them?

I'm working on an extensive tutorial (check this forum soon!) for sound replacers which includes how to deal with them. I just discovered how to do it.

Here's the page that teaches you how to unpak and pak your own .pak files.

Note that part about _P is not needed and you can use any folder structure you want inside your main mod folder, the page just gives examples for other games.

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Any idea if it is possible to set parent esp?

If I load .esp files and I do some modification instead create the new mod with differences and set previous .esp as parents it combines all .esp creating a new one with all .eesp data.

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