Allannaa Posted April 24, 2025 Posted April 24, 2025 According to what I'm seeing all over the place, such as this thread from Reddit and this one from Ars Technica and even a few posts here, it's possible to use the Construction Set to mod ObRemastered, or to tweak and re-save existing low-asset (or, in my case, retextures of existing meshes) mods for the new game. How the heck does this work? When I try to install the CS in any of the Remastered folders, all it does is UNinstall it from my old Oblivion folder. So, okay, I let it, then tried to install it in the Content folder, then the Dev folder, then the ObvData folder, and finally in the Data folder -- and nothing works. It just installs to the original Ob folder. The install wizard doesn't even give me a choice as to where to put it -- it just stuffs it into that old folder. Has anyone else had any luck with this? What am I doing wrong? And no, I'm not trying to even do any "sexy" mods.... I just made food and a portable sleeping bag, and I wanna use them in the new version, because... well, because! So, any thoughts?
Silvist Posted April 24, 2025 Posted April 24, 2025 (edited) The way I got it to work was by copying the data folder into a test folder. But you can probably install the CK but dropping into Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData. You might need to copy and drop the OblivionRemastered.exe in there as well. For ref the Altar files are all the new esp, and the terrain one. This is what did for testing: Edited April 25, 2025 by Silvist
sen4mi Posted April 25, 2025 Posted April 25, 2025 Those images expired fast. (Or maybe viewing them would require specific discord credentials?)
Silvist Posted April 25, 2025 Posted April 25, 2025 @sen4mi - Not sure why they weren't displaying, I reupped.
Silvist Posted April 25, 2025 Posted April 25, 2025 Honestly though I wouldn't suggest this approach after doing some testing, I ran into saving issues with new esp. I'd suggest using xedit if you want to make new esp. For the new plugin for mo2: https://www.nexusmods.com/oblivionremastered/mods/366 Xedit here, unforunately its only on the official xedit discord: https://cdn.discordapp.com/attachments/518048160526893057/1364583546307481611/xEdit_4.1.5n.7z?ex=680a32f6&is=6808e176&hm=e26e9153340c5f13392be42305f092f2f33ad230350fcd9b0b0ae58b9050aa1a& And you can run it as per normal through mo2: Xedit plugin which you'll have to change to TES4R: Argument line I used:
Allannaa Posted April 26, 2025 Author Posted April 26, 2025 Thanks, Silvist -- your original post instructions seem to be working. TESEdit I can't use, because, try as I might, I can't get my stupid er, darling computer to allow some Windows .Net file to work. (Which means I also can't compile Skyrim scripts; thank goodness Ob doesn't seem to have that issue) I haven't actually tried saving anything yet, so I don't know if there are troubles with that aspect of things. Also, does anyone know if OBSE works with the ObRemaster? Or has the crew put out a script-extender for the Remaster yet? Again, thanks for the advice / lesson!
badassgrunt Posted April 26, 2025 Posted April 26, 2025 6 minutes ago, Allannaa said: Thanks, Silvist -- your original post instructions seem to be working. TESEdit I can't use, because, try as I might, I can't get my stupid er, darling computer to allow some Windows .Net file to work. (Which means I also can't compile Skyrim scripts; thank goodness Ob doesn't seem to have that issue) I haven't actually tried saving anything yet, so I don't know if there are troubles with that aspect of things. Also, does anyone know if OBSE works with the ObRemaster? Or has the crew put out a script-extender for the Remaster yet? Again, thanks for the advice / lesson! https://www.nexusmods.com/oblivionremastered/mods/282?tab=posts It has but it also has some complicaitons
Allannaa Posted May 1, 2025 Author Posted May 1, 2025 BAGrunt -- yep, that was the version I downloaded and installed. It seems to be working fine. I've got the CS to work, as far as I can tell. BUT... I can't get mods to work. The game flat out crashes. Workflow as follows: Opened CS; saved "AllaObMyWay.esp" to OblivionRemastered/Content/Dev/ObvData/Data Saved fine, apparently. Added the line "AllaObMyWay.esp" at the bottom of the "Plugins.txt" in that folder. Started game via the OBSE command. As soon as intro ends, CRASHYSMASHY. (cuss. A lot.) Opened CS, hit "Save" for an empty ESP. About six messages saying the CS couldn't create the save, etc etc Made a "Data" folder WITHIN the /ObvData/Data. Opened CS, "Saved" an empty ESP. Yay, it worked. Added the line "AllaTest.esp" in the Plugins.txt Started game via OBSE .... No crash! Tried putting the existing "AllaObMyWay.esp" into that Data/Data folder..... (you know the next steps) No crash! .... And no assets, neither. No "Spell Scroll" waiting in the rowboat outside the prison. No covered pot containing 100 septims, a sleeping bag, and a sweetroll. But no crash, so progress... Sort of? The stuff all shows up in the CS, just as it would normally. It just doesn't seem to exist in the game. Do I need to more or less just remake the mod with the new install of the CS? I did put "AllaTextures" into the Textures folder, and "AllaMeshes" into the Meshes folder already existing in the ObRemastered ... Data folder. But as I said, nothing is there. I mean it's only money, bedroll, and a sweetroll, and a bind + port spell scroll, I just want them, ya know? Any insight, hints, ideas, or encouragement, including links, will be VERY welcome!
Allannaa Posted May 1, 2025 Author Posted May 1, 2025 Incidentally, this is the crash message I get when I try to add ANY mod (not just mine) EpicAccountId: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000370 OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping kernel32 ntdll
Kusoneko Posted May 1, 2025 Posted May 1, 2025 On 4/25/2025 at 2:22 PM, Silvist said: Honestly though I wouldn't suggest this approach after doing some testing, I ran into saving issues with new esp. I'd suggest using xedit if you want to make new esp. For the new plugin for mo2: https://www.nexusmods.com/oblivionremastered/mods/366 Xedit here, unforunately its only on the official xedit discord: https://cdn.discordapp.com/attachments/518048160526893057/1364583546307481611/xEdit_4.1.5n.7z?ex=680a32f6&is=6808e176&hm=e26e9153340c5f13392be42305f092f2f33ad230350fcd9b0b0ae58b9050aa1a& And you can run it as per normal through mo2: Xedit plugin which you'll have to change to TES4R: Argument line I used: Honestly, I've tried following your steps here and it doesn't work for me. The only things I can manage to start are OBSE64, Oblivion Remastered and Explore Virtual Folder, from the list of executables I have set up here: xEdit just will not launch from within MO2, which renders it useless when it comes to, you know, doing stuff with it based on my current mods. The QAC one is the same with the -QuickAutoClean option, but similarly it doesn't run, and TESCS is the Construction set, which no matter how I try to place it it won't run either from within MO2. xEdit runs just fine from outside though, but that's useless, and the Construction Set, well... let's not talk about it yet, idk how likely it is to be possible to run it from within MO2 considering how old a thing it is. 3 hours ago, Allannaa said: Incidentally, this is the crash message I get when I try to add ANY mod (not just mine) EpicAccountId: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000370 OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping kernel32 ntdll That's strange, I rarely get this and it's usually caused by one specific mod if I do, but I couldn't tell you what since we don't have SkyrimSE's level of crash loggers which would contain more details and let us figure out possibly more details clearly. As is that error is practically useless as it doesn't give any actual information, just essentially says it crashed.
Kusoneko Posted May 2, 2025 Posted May 2, 2025 20 hours ago, Kusoneko said: Honestly, I've tried following your steps here and it doesn't work for me. The only things I can manage to start are OBSE64, Oblivion Remastered and Explore Virtual Folder, from the list of executables I have set up here: xEdit just will not launch from within MO2, which renders it useless when it comes to, you know, doing stuff with it based on my current mods. The QAC one is the same with the -QuickAutoClean option, but similarly it doesn't run, and TESCS is the Construction set, which no matter how I try to place it it won't run either from within MO2. xEdit runs just fine from outside though, but that's useless, and the Construction Set, well... let's not talk about it yet, idk how likely it is to be possible to run it from within MO2 considering how old a thing it is. Fixed my issue, turns out adding tools as mods in MO2 isn't a good idea on the MO2 version that supports OBR. Well, TESCS still doesn't work, but that seems to be an issue with it, not with MO2.
Allannaa Posted May 2, 2025 Author Posted May 2, 2025 @Kusoneko said Quote That's strange, I rarely get this and it's usually caused by one specific mod if I do, but I couldn't tell you what since we don't have SkyrimSE's level of crash loggers which would contain more details and let us figure out possibly more details clearly. As is that error is practically useless as it doesn't give any actual information, just essentially says it crashed. I still can't figure out what I'm doing wrong or what step I'm skipping. Could someone post *their* workflow? You supposedly *don't* have to remake an entire mod (tho since mine is small, no big deal anyway). But yeah, what the heck? If I knew WHY it caused the crash I could fix it!
Allannaa Posted May 28, 2025 Author Posted May 28, 2025 (edited) ObRemastered is still crashing with ANY mod -- mine, new mod made with CS set up for ObRe and using ONLY vanilla assets (covered pot, 5 lockpicks, sweetroll, 100 septims), downloaded from nexus -- any mod at all. The instructions I had said -- Drop the mod into the Data folder (as usual) Open "Plugins.txt" Add the exact name of the esp to the bottom of the list (In my case, AllaTest.esp) Save "Plugins.txt" Load game and play However, after the opening cinematic, the game crashes. Period. No matter WHERE in the Plugins.txt file I type the name of the ESP. Does anyone have any ideas? EDIT -- If it matters, my installation path is C > Steam > Steamapps > Common > Oblivion Remastered within which is OblivionRemastered > Content > Dev > ObvData > Data Edited May 28, 2025 by Allannaa
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