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Posted

Hi all! 

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).

This is my understanding so far:

  • The Remaster uses Gamebryo as the base (mechanics/ESPs) with Unreal Engine handling visuals.

  • I’ve set up the Construction Set and grasp basic TES modding concepts (as a user).

  • I have a CS background and some Unreal experience but am new to any kind of Elder Scrolls modding (e.g. the Construction Set)

My questions:

  1. Can I safely follow original Oblivion modding tutorials (e.g., this one) for the Remaster, or are there major differences?

  2. 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?

  3. Are there key differences or pitfalls to avoid when working with the Remaster?

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.

Thanks in advance!

Posted
On 5/27/2025 at 10:43 PM, dejimamerchant said:

Can I safely follow original Oblivion modding tutorials (e.g., this one) for the Remaster, or are there major differences?

Yes, you can follow them. But to make the mod work in the Remaster there are tweaks to the plugin and the use of some additional modding tools necessary (see below).

 

On 5/27/2025 at 10:43 PM, dejimamerchant said:

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?

Changes to textures/meshes of, for example, races, weapons, clothing/armor or adding new items that have new meshes/textures require Blueprint editing. If you edit an existing cell and use already existing furniture, container, etc., then you only need to apply Haphestia's Fix and Port Script in xEdit when you are done with editing in the Construction Set.

 

On 5/27/2025 at 10:43 PM, dejimamerchant said:

Are there key differences or pitfalls to avoid when working with the Remaster?

Certain things can causes crashes when you enter the cell in question in the Remaster: new interior cells (the workaround is using MagicLoader or already existing interior cells), objects with new Editor IDs (can be fixed with UE4SS TesSyncMapInjector which assigns the Unreal mesh to objects with new Editor IDs), the load order of plugins (if you own the standard edition of Oblivion Remastered). Also some objects can be missing like walls (Haphestia's Fix and Port Script fixes this and more). Adding chests with new Editor IDs without CTD explains the steps to fix these things in more detail. Player home creation: Problem solving guide is an extension of the first tutorial. It deals with the CTD and missing walls issues, too, but you can see the information at one glance in a more compact form and find solutions to other problems like later changes to objects not taking effect and faulty map markers (<MISSING STRING TABLE ENTRY> issue). 

  • Like 3
Posted
On 5/30/2025 at 12:29 AM, Selene310187 said:

Yes, you can follow them. But to make the mod work in the Remaster there are tweaks to the plugin and the use of some additional modding tools necessary (see below).

 

Changes to textures/meshes of, for example, races, weapons, clothing/armor or adding new items that have new meshes/textures requires Blueprint editing. If you edit an existing cell and use already existing furniture, container, etc., then you only need to apply Haphestia's Fix and Port Script in xEdit when you are done with editing in the Construction Set.

 

Certain things can causes crashes when you enter the cell in question in the Remaster: new interior cells (the workaround is using MagicLoader or already existing interior cells), objects with new Editor IDs (can be fixed with UE4SS TesSyncMapInjector which assigns the Unreal mesh to objects with new Editor IDs), the load order of plugins (if you own the standard edition of Oblivion Remastered). Also some objects can be missing like walls (Haphestia's Fix and Port Script fixes this and more). Adding chests with new Editor IDs without CTD explains the steps to fix these things in more detail. Player home creation: Problem solving guide is an extension of the first tutorial. It deals with the CTD and missing walls issues, too, but you can see the information at one glance in a more compact form and find solutions to other problems like later changes to objects not taking effect and faulty map markers (<MISSING STRING TABLE ENTRY> issue). 

Hello Selene! Thank you so much for your in-depth answer. I'm gonna give it a shot, hopefully next time I post it's about a successful mod 🙂

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