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Gathering information about converting mods to be workable in remaster.


Vagrant0

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I can't find any good clear topic on the matter so I thought I would make one to serve as a place where we can gather solutions to common questions.

-=Getting Started=-

 

  • The Construction Set for Oblivion can be installed for the Remaster and setup to work.

 

  • This tutorial for .pak files. 

-=Known Working=-

  • Mods which make changes to settings, scripts, and definitions seem to work without issue in most cases.

-=Uncertain=-

  • Loaded mods may not show objects in the world despite marking the cell as modified. The reason for this is unclear.
    • Things that are defined in the base game can have new references placed in world without issue.
    • Modified definitions work to a certain degree, but do not accept model or texture linking in the normal way.
    • Newly defined things such as statics, containers, actors, and activators will crash the game when placed (likely related to not being able to resolve the ID)
    • Newly defined items, even copies from existing ones, will not display a mesh and will not appear when placed in world.
  • Mods which make use of resources in data folders do not seem to make use of those files.
  • Mods which add new cells and worldspaces are reported to cause a crash. May be connected to a version mismatch.

-=Not Working=-

  • Anything that makes use of certain OBSE functions.

 

Will edit this post as I see more answers.

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-=Additional Resources=-

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So far, it appears the resources from the Remaster are coming directly from OblivionRemastered\Content\Paks

 

It appears we have to use the Unreal Engine toolkit in addition to the original Oblivion modding tools to create/move over custom content; correct me if I'm wrong here.

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Hey @Vagrant0, thanks for putting this together. One thing i'd love to have more information about is how to create the necessary files for re-texture mods (creating a UE5 project, Create textures or modify existing ones.Import them into UE5 in a compatible project. Package them as .pak, .ucas, and .utoc files. Inject or override the game’s original assets at runtime.) I am having a really tough time in the packaging process as a bunch of extra bloat gets saved into my output files. I'd love if someone more experienced could share a template blank project with some .ini and some screenshot of any relevant settings.

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1 hour ago, Noobatron22 said:

So far, it appears the resources from the Remaster are coming directly from OblivionRemastered\Content\Paks

 

It appears we have to use the Unreal Engine toolkit in addition to the original Oblivion modding tools to create/move over custom content; correct me if I'm wrong here.

That makes sense since that is where the new remastered resources are located.

The interesting problem comes with the game not accepting overrides that are located in the data folder. It doesn't acknowledge things in the Data folder, nor does it acknowledge things that are manually defined in the CS as using loose files. The game also seems to crash when you place items that are not defined in the base game, even if those items are just modified copies of existing definitions.

What I'm afraid is that there's some kind of process that keep trying to replace things that are defined with a .esp with things that are defined within the .pak, and it crashes if it cannot resolve the definition, instead of just accepting the uncorrected definition.

15 minutes ago, thecookieninja said:

Hey @Vagrant0, thanks for putting this together. One thing i'd love to have more information about is how to create the necessary files for re-texture mods (creating a UE5 project, Create textures or modify existing ones.Import them into UE5 in a compatible project. Package them as .pak, .ucas, and .utoc files. Inject or override the game’s original assets at runtime.) I am having a really tough time in the packaging process as a bunch of extra bloat gets saved into my output files. I'd love if someone more experienced could share a template blank project with some .ini and some screenshot of any relevant settings.

Sadly my experience with UE is nonexistent. That is likely one of the missing key pieces to making things work, but you likely need some way to manually trim excess data if this is the case.

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Theoretically, the Data folder really only serves to implement the original engine's features that make Oblivion stay mostly the same, it just doesn't load any assets at all whatsoever.

 

Any resource overrides would have to be modded in and there have already been several by placing the mods in the OblivionRemastered\Content\Paks\~mods folder ( still not entirely sure if it has to be in ~mods to be an override or not, not that familiar with Unreal Engine modding)

 

EDIT: Almost forgot the Deluxe Edition esps that are brand new and exclusive to the Remaster (AltarDeluxe.bsa only adds sounds thanks BAE), however using the original TES4Edit 4.1.5f will not allow you to view the esp at all whatsoever.

Edited by Noobatron22
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Hey everyone,
I wanted to update this thread. I was able to follow the tutorial on this mod description to perform a texture and mesh swap. Not brand new assets, only replacing existing ones. But it's pretty easy to follow, give it a try if you want to start dipping your toes into modding:
https://www.nexusmods.com/oblivionremastered/mods/214

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