[Remastered] List of tools and tutorials for making Oblivion Remastered mods

Releases, works in progress, help, reviews, ideas, tutorials
for both versions of Oblivion: the classic version (2006) and the Remastered version (2025)
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Selene310187
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[Remastered] List of tools and tutorials for making Oblivion Remastered mods

Post by Selene310187 »

Tools

Plugin editing
Modeling
More programs can be found here.

Texturing


Tutorials

Basics

Installing Oblivion Construction Set for Oblivion Remastered

Basic edits in xEdit

Adding chests with new Editor IDs without CTD (and solving problems with the creation of new interior cells)



Unreal Engine

Setting up Unreal Engine 5.3 project (-> UE5 Troubleshooting Tips)

Unpacking / Packing .PAK files, and Sound Replacement GUIDE

How Tho | Start-To-Finish - Implementing a Standalone Asset

How to create Standalone Items (video)



Modeling & Texturing

Editing body meshes (see mod description, section "How?")

Editing head meshes (see mod description, section "For Modders")

[Mod Creation] Retexture Guide

The Elder Scrolls IV: Oblivion Full MODDING Guide 2025 – Mesh & Texture Editing (video)

Fixing first person mesh (see mod description, section "The Mod's Method (How it Works)")

Adding physics (see mod description, section "More Questions?")



You can find a lot more guides on the Oblivion Remastered Modding Discord.



If you want a tool or tutorial to be added to the list, please let me know.
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Selene310187
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Re: [Remastered] List of tools and tutorials for making Oblivion Remastered mods

Post by Selene310187 »

I added two new tutorials to the Modeling & Texturing section of the list:
Selene310187 wrote: Mon May 19, 2025 6:39 pm Fixing first person mesh (see mod description, section "The Mod's Method (How it Works)")

Adding physics (see mod description, section "More Questions?")
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Avrie
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Re: [Remastered] List of tools and tutorials for making Oblivion Remastered mods

Post by Avrie »

We don't have a separate MO2 section, so I'll drop this here. Obviously not a perfect fit for the thread, but the MO2 team have wrapped their heads around managing the game, and MO2 is the gold standard for testing mods. Close enough.

Morning *waves* Happy Friday! ... More coffee

PSA for the MO2 team.

2.5.3 - Beta 1 is available on the discord

As the first 2.5.3 beta build, this represents a step toward a new general release. Many of the working branches have been merged into the main branch, and this represents a mostly feature-complete build with mostly bugfixing left before potential RCs.

Changes Since Dev 8,
Oblivion Remastered Support,
All prior updates merged in,
Paks tab moved next to UE4SS tab,
Added new GameSettings mod directory which maps to the Win64\GameSettings directory
The above directory can handle all types of 'game settings' INIs and will work a as a general default location,
Data checker / validation / content type detection is included,
,
MagicLoader executable should now be autodetected on init if present in the game directory,
Added validations for UE4SS directories related to body morphs and NPC manager JSON files,

KNOWN ISSUES,
Currently only Data files show file conflicts and are reflected in the Data tab,

For Oblivion Remastered, files should be separated into Data, GameSettings, UE4SS, Paks, OBSE, and Movies directories depending on the mod types.

The boyz have been busy. Pretty soon I'll need to mod OR just to test the RCs but I still only have a couple of mods added... Might have to think about a new load order
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Selene310187
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Selene310187
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Re: [Remastered] List of tools and tutorials for making Oblivion Remastered mods

Post by Selene310187 »

That's good news about Mod Organizer 2. I thought of using it myself, too, because I want to create different mod profiles for different characters. At the moment, I have one character but this will change in the future.


If someone is looking for the link to their Discord, here it is: https://discord.gg/ewUVAqyrQX


Edit: I added MO2 to the "Plugin editing" section
Last edited by Selene310187 on Fri May 23, 2025 3:32 pm, edited 1 time in total.
Reason: edit
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