The Modding Community Rises to the Challenge: Elder Scrolls IV: Oblivion Remastered Mods
The wait for Elder Scrolls IV: Oblivion Remastered has finally come to an end, and while Bethesda may not be officially supporting mods for the new game, the modding community has already gotten to work. In this post, we’ll dive into the world of modding and explore the surprising compatibility between mods created for the original 2006 game and the new Remastered version.
A Blast from the Past: Old Mods Work in the New Game
As reported on Reddit and the Bethesda Game Studios Discord, many .esp mod files designed years ago for the original Oblivion seem to work just fine in the new Remastered game. We tested this ourselves, using a mod uploaded in 2008 to add high-end weapons and armor to the opening jail cell scene in the Remastered version. The results were impressive, with the mod working seamlessly without any major installation headaches.
A Bit of Manual Work Required
While the Oblivion Mod Manager made it easy to install mods in the original game, the process is a bit more manual in the Remastered version. Users need to download the applicable .esp mod files and place them in the “Content/Dev/ObvData/Data” folder, which is the same one that houses DLC data files like “DLCHorseArmor.esp”. From there, it’s just a matter of opening “Plugins.txt” and adding the full .esp file name to the plaintext list.
Complex Mods May Require More Effort
Not all mods are created equal, and some more complex ones designed for the original Oblivion may lead to crashes or mixed results when loaded in the Remastered game. However, early testers have reported that mods that don’t require new assets seem to work just fine. As the community continues to analyze this modding backward compatibility, it’s likely that we’ll see more complex mods emerge that take advantage of the Remastered game’s capabilities.
The Future of Modding: New Mods and Assets
As the modding community continues to experiment and innovate, we’re already seeing the release of dozens of new mods designed specifically for the Remastered version. These mods are focused on basic UI tweaks and quality-of-life hacks to make the game more enjoyable. We’re particularly fond of a mod that makes slow-walking NPCs a bit faster.
The Road Ahead: Custom Assets and Unreal Engine
As modders continue to push the boundaries of what’s possible, it’s likely that we’ll see the equivalent of custom Mystic Elf race mods emerge in the Remastered version. To achieve this, modders will need to dive into the Unreal Engine’s pak file format to replace in-game assets with new, modded versions. This is a testament to the power and flexibility of the modding community, and we can’t wait to see what they come up with next.
Conclusion
The modding community has once again risen to the challenge, and we’re excited to see what the future holds for Elder Scrolls IV: Oblivion Remastered. With the power of modding, the possibilities are endless, and we’re confident that the community will continue to push the boundaries of what’s possible. Whether you’re a seasoned modder or just looking to enhance your gaming experience, there’s never been a better time to get involved in the world of modding.
Summary
- Many mods created for the original Elder Scrolls IV: Oblivion work in the new Remastered version with minimal installation headaches.
- Modders can manually install mods by placing .esp files in the “Content/Dev/ObvData/Data” folder and adding them to the “Plugins.txt” file.
- Complex mods may require more effort and may lead to crashes or mixed results.
- The modding community is already releasing new mods designed specifically for the Remastered version, focusing on UI tweaks and quality-of-life hacks.
- As modders continue to experiment, we can expect to see custom assets and new mods emerge, taking advantage of the Remastered game’s capabilities.