Mods guide
Which Oblivion Remastered mods work with OblivionScape, which do not, and how to try one without breaking your game.
The short answer
OblivionScape needs no mod and no mod loader. The launcher puts its own files in a folder named OblivionScape inside the game's folder and changes nothing else. When you start the game from Steam or from a mod manager, OblivionScape is not loaded at all, and your single-player game and its mods are as you left them. What decides whether a mod is fine while you play here is what kind of mod it is.
What runs when you start from OblivionScape.exe
The launcher starts the game itself and loads the OblivionScape client into it. The script extender does not run, so its plugins are absent for that session. Everything else installed in the game's folder loads as it does in single-player: plugins in the game's load order, Unreal archives in the mods folder of the game's Paks folder, and anything that loads itself when the game starts.
Mods that work
- Textures, meshes and sounds. Replacements for how the world looks and sounds. They change your own screen only: other players do not see them.
- Post-processing, such as ReShade. It draws on your own screen only. If an OblivionScape panel looks wrong with it on, turn it off.
Mods that do not work
- Plugins that add or change records: new or changed items, weapons, armour, creatures, people, places, spells or rules, in
.espor.esmfiles that are not part of the game. Other players and the realm do not have what these add, and the creatures of the wild come from the game's own lists. - Script extender plugins, and any mod that needs the script extender. OblivionScape does not start it.
- Mods that change the game while it runs, such as UE4SS and its Lua and Blueprint mods. They change the same game that the OblivionScape client works in.
- Changes to the game's rules or numbers, through plugins, archives or the game's settings files.
- Changes to the game's executable, or to Steam's own files.
Mods that give a player an advantage over others are not allowed. The launcher looks for the ones the realm names before it starts the game and asks you to disable them. Disabling renames the file to end in .disabled-by-oblivionscape and leaves it in your game's folder; nothing is deleted, and renaming it back undoes it.
Where mods are in the game's folder
| Kind | Folder, inside the Oblivion Remastered folder |
|---|---|
Plugins (.esp, .esm) and the load order | OblivionRemastered\Content\Dev\ObvData\Data |
Unreal archives (.pak) | OblivionRemastered\Content\Paks\~mods |
| Blueprint mods for UE4SS | OblivionRemastered\Content\Paks\LogicMods |
| Script extender plugins | OblivionRemastered\Binaries\Win64\OBSE\Plugins |
| OblivionScape's own files | OblivionScape |
Trying a mod you are not sure of
- Install it with your mod manager, as you would for any game.
- Start the game from the OblivionScape launcher and play for a while where other players are.
- If something looks wrong, or the game crashes when it starts, remove the mod first, then start the game again.
When something is broken
- Check the game's own files in Steam: right-click Oblivion Remastered, select Properties, select Installed Files, then select Verify integrity of game files.
- Check OblivionScape's files in the launcher: open Settings and select Verify & repair files. It replaces any OblivionScape file that is wrong and leaves the game, your saves and your other mods alone. Afterwards, Settings lists the other mods' files it found beside the game.