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Installing Oblivion Construction Set for Oblivion Remastered


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I'm looking at modding some of the "DLC" .esp files, but I'm finding that adding any file (other than oblivion.esm) to the construction set as a plugin will cause a crash when saving the .esp file I created.

Edited by ChampagneAndOj
warrented new topic I think
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On 4/25/2025 at 3:25 AM, Zacherrrry said:

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.

That's what I was missing! Thank you! Now I've just got to figure out how to get items (weapons, rings, etc.) to show in game. If all else fails, I may be able to alter a Sigil stone to give the enchantments I want, but that is a LAST resort. The biggest hurdle was getting the "mod" to show up. Seriously, thank you!

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So doing some testing

  • I can get activators to appear and function. 
  • I cannot remove items already there by default
  • Static items or some furniture doesnt seem to load but wont crash the game
  • If you create any unique ID objects like new containers, the game will crash. If you delete them then it loads again
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On 4/26/2025 at 12:02 PM, 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?

Enjoy!

 

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11 hours ago, Vaxildan said:

So doing some testing

  • I can get activators to appear and function. 
  • I cannot remove items already there by default
  • Static items or some furniture doesnt seem to load but wont crash the game
  • If you create any unique ID objects like new containers, the game will crash. If you delete them then it loads again

https://www.nexusmods.com/oblivionremastered/mods/506

This mod has a new container with a unique ID and the game does not crash. So somehow it is possible

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On 4/25/2025 at 10:06 PM, buttflapper said:

 

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

With this system the CK will load with all the new files ? So those new files are Bamebyro compatible stuff nifeditor compatible or are stuff from Unreal ? I am confused by the fact they said its on Unreal engine 5. 

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Is the  Fix NL mod really needed though?
I've found that the NL issue seems to be caused by the load of order of the plugins -

If the following 3 files are at the end if the file. You shouldn't see the NL tag in game after this.

AltarESPMain.esp
AltarDeluxe.esp
AltarGymNavigation.esp

no mods are needed!

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On 4/24/2025 at 12:33 AM, 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. 

 

STEP 1: 

Download BSG's Oblivion construction set from The Elder Scrolls Construction Set - the Oblivion ConstructionSet Wiki

STEP 2:

Navigate to \SteamLibrary\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData

STEP 3:

Move the Construction Set installer into the ObvData folder and run the installer

STEP 4:

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

STEP 5:

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

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

Don't ask me how or why this works, it just does.

STEP 6:

Run TESConstructionSet.exe - you are now able to work directly with the files from Oblivion Remastered.

Optional:

I also recommend downloading xEdit and Fix NL - Copy Name from Previous Override - xEdit Script at Oblivion Remastered Nexus - Mods and community by MadAborModding and following his instructions on fixing the [NL] prefixes that will show on your custom content. 

 




I have installed the creation kit and added my esp to the plugins.txt but it doesnt appear in nexus mod manager, so I cant activate it.

Does anyone know why it isnt appearing?

Also if i edit another mod's file and save for testing it in the creation it, that file now dissapears from nexus mod manager


STEP 6:  It also looks like old oblivion in the creation kit even though I dont own it, the files that appear are not the remaster files.

Are there other steps i need to do that arnt mentioned here?

DO I need to install the original oblivion as well?

I am using construction set version 1.2 which is the latest, do I also need construction set extender?



Can someone do a guide video with EVERY step required to mod the oblivion remastered files in the construction set because im clearly missing something here?

 

EDIT: I have asked for help in discord and I seem to be doing everything correct as I posted a video but the esp will not show up in the mod manager and the objects (any object) does not appear in game and the cell does not have the NL to show I’ve edited the cell so the plug-in is NOT being loaded in game.

I’ve tried launching without the mod manager just from the desktop and my other mods I’ve downloaded with ESPs still load but my own files will not load in game even though I added the esp to the plugins text.

 

if I find a solution I will post it here but so far I’ve done nothing different than anyone else that I can determine and it just won’t load my esp file as though it’s for the wrong game or something. 
 

I’ve been told to try and force load the esp manually by choosing the esp file in NMM or Vortex manually to load it from the mod managers themselves by browsing files on my PC, usually ESPs just show up automatically but I’ll try this, I’m gonna try this later today as this is the only solution left that anyone can think of that might work.

 

I’m using steam version BTW

Edited by WOTmodsproductions
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Here's some info I've just gathered. I was able to install the Creation Set, load resources, create plugin. I've been messing with a random interior to see what I can and can't do. Weird results. The trend seems to be that moving or adding items using the creation set works just fine. Adding lights works but not 100%. I assume that i simply have to find the lights that work with oblivion remastered? unclear. But adding or moving static objects and containers does Not work. Also, i didn't take a screenshot of this, but the interior space seems to have had its name changed in-game. instead of saying door to Aleswell Inn, or whatever, it says door to [NL] Aleswell Inn. No idea what that means. I'm curious if the problem is some kind of pass that needs to be processed. Similar to generating LOD, but for all static items? Something to do with how the models are swapped to the remastered versions? Truely I have no idea. Anyway, those are my findings! Let me know if anyone has info about what's going on here, or anything!

 

moving_stuff_small.jpg

small_static.jpg

items_light.jpg

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