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Installing Oblivion Construction Set for Oblivion Remastered


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It's Hillarious. Did exactly like the post said. Went in and loaded Oblivion.esm and bam.. There is all the Scripts Items Objects and Nif/Textures. Just like the Original. Wow. They left the entire structure in tact from the original (Brain Explodes) Imagine how much money it saved them to just use all this stuff from the Original Radiant AI Engine and file structure instead of starting over from scratch. Not sure if I'm impressed or insulted right now 😂

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On 5/2/2025 at 10:41 AM, ModR9K said:

That's the mod I linked in my first post in this thread. I've been using it for days but it doesn't seem to work for me.

Hence my initial post.

Btw you can move containers, I did move one vanilla chest in my Bruma House mod (the bedroom one).

If any of you is willing, we could test if it's the script that's not working properly for me?

I could send you the new mod version I'm working on and you could pass it through the script in tesedit/xedit, and send it back.

oh woops I was keyed into to some irrelevant minutiae and forgot the premise of the thread lmaooo. I also cannot get the script to work. It runs and says its successful, and then i save the changes to the plugin, but on disc, no changes are made. Idk what i'm doing wrong.

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Heya!
I would like to add lesser spells, attributes and other various modifications to Races and birthsigns, while it is easy to modify the already existing ones with xEdit I really have no clue on how to add new stuff, if anyone could be so kind to help this junior in TES modding I would really appreciate!
Cheers!

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As people have already mentioned, editing static objects (merely moving them around, not adding new ones) and then saving the .esp does not result in any change ingame. I was actually trying to fix the placement of some objects but no change occurs in game (I used Haphy's script but to no avail). Anybody have any tips?

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Posted (edited)

I fixed it not showing the changes ingame by removing the .esp, loading the game, then exiting and loading the .esp again. Now changes were in full effect. Might be useful for other use cases.

Edited by Ffinnegan
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Greets!

Just wonderin how you folks out there manage to load alterespmain.esp with tescs, so as not to use the data from old oblivion in your scripts/quests?

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On 5/7/2025 at 4:45 AM, BasileusXX said:

I would like to add lesser spells, attributes and other various modifications to Races and birthsigns, while it is easy to modify the already existing ones with xEdit I really have no clue on how to add new stuff, if anyone could be so kind to help this junior in TES modding I would really appreciate!

Me too. I was tweaking other's with xEdit and decided to do it proper. I have construction set 1.2404 installed and I've loaded oblivion.esm and made some edits which work in game, although seems engaging enemies would cause game to crash.

I don't believe construction set can load the new plugins added in remastered, but should I have the DLC loaded even though I don't want to bother those?

I think I will remake and leave the old spell records alone and instead create new ones. I should also probably test with only my mod installed next time as I had a lot of others.

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