Omaker Posted April 29, 2025 Posted April 29, 2025 5 hours ago, DragonUnborn said: how tf are ya'll so quick with it the game has been out not that long anyway I'm not judging I'm just impressed and surprised Jesus Christ ya'll dedicated and I love you all ❤️ it being 2 known engines that have been modded extremely in the past helps a lot means a lot of technics and tricks still work 20 years later and everything has already been documented
NoppaiKohai Posted April 29, 2025 Posted April 29, 2025 On 4/25/2025 at 9:29 PM, Krasue said: Figured I'd share here (WIP): I spent some time working on a new body mesh with modified topology (dense breast topology and nipples) and it seems to work nicely. There is a neck seam which I have to look into but for a first attempt I'm quite happy with the results. I'll look into that neck seam next as well as toning down the detail normals (something that isn't as visible in these images). Gifs: Reveal hidden contents Holy cow, even your WIP looks amazing and like the best I've seen by far!! 3
siskin Posted April 29, 2025 Posted April 29, 2025 There's a pre-alpha version of script extender: https://www.nexusmods.com/oblivionremastered/mods/282?tab=description It's been posted with the following note: Quote Before people get super excited, please read the summary in the readme: The Oblivion Remastered Script Extender, or OBSE64 for short, is a modder's resource that expands the modding capabilities of Oblivion Remastered. It's a plugin loader for now because people are making plugins with no version compatibility detection and that's dangerous/confusing for users. Fixing some of the areas where mods would conflict with each other is planned. We'll see where modding for this game goes - many things can be done from the embedded engine side, and other things can be done from the Unreal side, but communication back and forth is a problem. Virtuos' design also has several single points of modification conflict that cause problems if you want to have more than one mod installed. As modding will probably be very different, this is not intended to be a direct port of classic OBSE's functionality. This is going to develop based on the needs of modders. Supporting different builds of the game (ms store/gamepass/epic/whatever) would kill development time, so none of that for now. Please don't ask. Modding this game is going to be very different from modding classic Oblivion. Please do not get your hopes up yet. 2
Popular Post Krasue Posted April 30, 2025 Author Popular Post Posted April 30, 2025 More updates on the body - I didn't mean to turn this into a body mod development thread, so let me know if I should make a new one. The body now works with Vertex Colors for hiding parts of the mesh while wearing armor and the neck seam is pretty much gone. It's still slightly visible, but that's discoloration due to how the head texture was painted (which I want to avoid editing for this first iteration). I also redid the topology of the breasts (more mesh density) and gave the body fully modelled genitalia: Spoiler Vagina in-Game: Vagina Rigged (with bones): The vagina and anus are fully rigged and ready to be animated. I also used them to test some morphs in-game to see if there would be any complications and they worked fine. Currently they just set the vagina and anus to realistic resting positions rather than the 'baking pose'. There were some talks about how morphs could be used down the line for real-time body modifications but there are still some mysteries to be solved first such as armors. As for any release, I do want to do one but first I want to get all the races set up with the new body. The good news is that most of them work out the box, mesh-wise. They do need a lot of textures (Vampire & Sick variants among others) but that's not too bad. Beast races are an exception, though. Their bodies have unique UVs and additional mesh components so that's the next hurdle to cover before moving onto race textures. I've already finished the Khajiit body, now all that's left is the Argonian before I move onto the other race textures. Spoiler Khajiit: 44
Kusoneko Posted April 30, 2025 Posted April 30, 2025 14 minutes ago, Krasue said: More updates on the body - I didn't mean to turn this into a body mod development thread, so let me know if I should make a new one. 1. Amazing work, I can't wait for the final result. 2. I think this thread being used as a general "figuring out how modding work + modding development" isn't bad, presuming when the mod is ready for release you make a new thread then for it's release and any additional development relating to that mod moves there. As it is, until we get a mod release, I like to see it more as a "this is what I managed to figure out so far" thing. 3. Considering this is looking like it'll be the best body + skeleton mod afaict, perhaps this one should be also uploaded to the nexus on release, mainly so armor mods and animation mods and such that may eventually come use it as a base. Would also require doing the male half as well though so we get a more "universal" skeleton/body mod, unless it's possible to split the skeleton from the body mod and release a universal skeleton as a separate mod to the body mod so the male body mod gets left off to whoever feels like doing that, assuming the modified skeleton you made has the proper things needed for the dick and balls there too? 1
NoppaiKohai Posted April 30, 2025 Posted April 30, 2025 Looks so insanely good! Even just a release that doesn't include beast races would be awesome, the current work you have is so far beyond every other one I've seen that even it "in progress" is top tier haha I second that you should probably have a dedicated thread + Nexus release for it when you are comfortable. You legit might have the CBBE of Oblivion on your hands 1
ThyraUnn Posted April 30, 2025 Posted April 30, 2025 Skyrim spoiled me and now the wait for Mods like this is Excruciating. any word on Beast and Monster mods?
Ambarabamba Posted April 30, 2025 Posted April 30, 2025 Do you think there is the possibility of implementing a sort of "body slide" to allow the player to customize the female body as he likes? Also will it be possible to change the IDLE of the female animations, walking, running, casting spells, weapons etc? In a male PG I can tolerate that type of walk/fast pace, but on the female PG it is horrifying. For now I stopped with the female PG and I am moving forward in the game with a male, this is because the women in this game, vanilla, are completely awkward and rude but I can't wait for the various mods to improve this aspect!
Blaze69 Posted April 30, 2025 Posted April 30, 2025 7 hours ago, Krasue said: As for any release, I do want to do one but first I want to get all the races set up with the new body. The good news is that most of them work out the box, mesh-wise. They do need a lot of textures (Vampire & Sick variants among others) but that's not too bad. Beast races are an exception, though. Their bodies have unique UVs and additional mesh components so that's the next hurdle to cover before moving onto race textures. I've already finished the Khajiit body, now all that's left is the Argonian before I move onto the other race textures. Massive kudos for this. Most average modders don't give a damn about beast races and neglect them while at the same time calling their mods "complete" or whatever. I understand they're not everyone's cup of tea but they're still a vanilla playable race used by (N)PCs and as such must be accounted for as well. I don't give a damn about male characters but all my custom race mods have fully working male versions as well because a proper race mod needs to have both males and females implemented and working to be complete. And that goes for everything else. 4
Lukey Posted April 30, 2025 Posted April 30, 2025 11 hours ago, Krasue said: More updates on the body - I didn't mean to turn this into a body mod development thread, so let me know if I should make a new one. The body now works with Vertex Colors for hiding parts of the mesh while wearing armor and the neck seam is pretty much gone. It's still slightly visible, but that's discoloration due to how the head texture was painted (which I want to avoid editing for this first iteration). I also redid the topology of the breasts (more mesh density) and gave the body fully modelled genitalia: Reveal hidden contents Vagina in-Game: Vagina Rigged (with bones): The vagina and anus are fully rigged and ready to be animated. I also used them to test some morphs in-game to see if there would be any complications and they worked fine. Currently they just set the vagina and anus to realistic resting positions rather than the 'baking pose'. There were some talks about how morphs could be used down the line for real-time body modifications but there are still some mysteries to be solved first such as armors. As for any release, I do want to do one but first I want to get all the races set up with the new body. The good news is that most of them work out the box, mesh-wise. They do need a lot of textures (Vampire & Sick variants among others) but that's not too bad. Beast races are an exception, though. Their bodies have unique UVs and additional mesh components so that's the next hurdle to cover before moving onto race textures. I've already finished the Khajiit body, now all that's left is the Argonian before I move onto the other race textures. Reveal hidden contents Khajiit: This is all really awesome and the work you are doing is much appreciated. Looking forward to seeing the bodies when they are all finished, especially the argonian since they seem to have the least amounts of mods so far. 2
ThyraUnn Posted April 30, 2025 Posted April 30, 2025 So I understand it, It just uses the Old Oblivion creation kit, and all you have to do is add UE5 Assets? So technically old mods could be "Updated" Instead of made from Scratch? I saw somewhere people were loading simple mods straight to the remaster and it just made things Invisible like it was missing Textures.
Omaker Posted April 30, 2025 Posted April 30, 2025 3 hours ago, Kusoneko said: That's cute and all, but they also removed this one which would be considered "woke" and was basically satire on that body type selector mod. Screenshot by me cause it was "placed under moderation by the Nexus" practically immediately and i never actually managed to see the actual mod page. Regardless, I think you're blowing things way out of proportion and making a mere suggestion on how to make a body/skeleton mod become the defacto default for the benefit of modders and players alike into a political/cultural war battleground is imo a waste of everyone's time. This is a thread about OBR modding not the Nexus Moderation Team's decisions. most of the mods ive seen held under review or removed, is cause people have been getting bold and breaking TOS in their own comments by being hostile towards anyone who doesnt like or questions their mod, so NM freezes their account and uploads till they can investigate further also the fact people keep ignoring NMs rule of not linking to any sites that host TOS breaking content unless youre linking directly to a required mod 2
TheStranger Posted April 30, 2025 Posted April 30, 2025 20 hours ago, Krasue said: I also used them to test some morphs in-game to see if there would be any complications and they worked fine. Nice work, the body looks great! I quoted this specific part because I assume this proves that it is technically possible to implement body sliders in the game (not saying you should do that as I know that would be a ton of work!). So it seems there is then a matter of hooking the UI up to some logic that sets those morph values, and some way of saving those so they apply whenever the character actor is loaded. I was worried the remaster would use some system to combine the different meshes of a character into one mesh at runtime, which would help performance, but could have potentially complicated the process of adding morphs to it. Glad that isn't the case.
Kusoneko Posted April 30, 2025 Posted April 30, 2025 1 hour ago, Omaker said: most of the mods ive seen held under review or removed, is cause people have been getting bold and breaking TOS in their own comments by being hostile towards anyone who doesnt like or questions their mod, so NM freezes their account and uploads till they can investigate further also the fact people keep ignoring NMs rule of not linking to any sites that host TOS breaking content unless youre linking directly to a required mod I was mainly pointing out that if NM banned mods purely based on "woke" vs "anti-woke" then that mod wouldn't have been removed 2 minutes after being uploaded. In other words, there's more at play than just culture war crap and culture warriors like to make a stink over any move by NM that goes against their "side" should stop thinking everything NM does is for the purpose of supporting "woke".
Omaker Posted April 30, 2025 Posted April 30, 2025 18 minutes ago, TheStranger said: Nice work, the body looks great! I quoted this specific part because I assume this proves that it is technically possible to implement body sliders in the game (not saying you should do that as I know that would be a ton of work!). So it seems there is then a matter of hooking the UI up to some logic that sets those morph values, and some way of saving those so they apply whenever the character actor is loaded. I was worried the remaster would use some system to combine the different meshes of a character into one mesh at runtime, which would help performance, but could have potentially complicated the process of adding morphs to it. Glad that isn't the case. was there ever body sliders added to ogblivion? ive never really looked into the existing mods for it
Kusoneko Posted April 30, 2025 Posted April 30, 2025 48 minutes ago, Omaker said: was there ever body sliders added to ogblivion? ive never really looked into the existing mods for it Nope, iirc, you had separate body mods with the armors baked on them, so what happened is you had a few extremely popular ones that everyone used and if you happened to prefer something more reasonable you had no armor mods to go with it. I think the popular things were DMRA (i don't quite remember what it stands for) and HGEC (which had options from AA-cup to H-cup and also S butt to LL butt). That meant you occasionally had to deal with cool gear that also happened to switch out your entire body to another one. Considering OBR has the real body underneath the armor, hopefully we'll figure out a way to have the armor maybe resize for whatever the body is? Until then I guess body mods will also have to then make a modified armor and clothing replacement pack to prevent boobs/dicks/butts from clipping through armors and clothing.
ieraceu Posted April 30, 2025 Posted April 30, 2025 1 minute ago, Kusoneko said: I think the popular things were DMRA (i don't quite remember what it stands for) Double Melons Round Ass
Omaker Posted May 1, 2025 Posted May 1, 2025 23 minutes ago, Kusoneko said: Nope, iirc, you had separate body mods with the armors baked on them, so what happened is you had a few extremely popular ones that everyone used and if you happened to prefer something more reasonable you had no armor mods to go with it. I think the popular things were DMRA (i don't quite remember what it stands for) and HGEC (which had options from AA-cup to H-cup and also S butt to LL butt). That meant you occasionally had to deal with cool gear that also happened to switch out your entire body to another one. Considering OBR has the real body underneath the armor, hopefully we'll figure out a way to have the armor maybe resize for whatever the body is? Until then I guess body mods will also have to then make a modified armor and clothing replacement pack to prevent boobs/dicks/butts from clipping through armors and clothing. well if UE really handles everything that you can see, id assume you can put them in UEblivion since plenty of UE games have sliders
-Player1- Posted May 1, 2025 Posted May 1, 2025 (edited) So many walls of text, lemme ask you this. Wouldn't it be easier, let alone be possible, to just 'port' mods from oldlivion to newlivion? Or is this not possible due to the ue+gamebryo thing? Edited May 1, 2025 by -Player1-
Allannaa Posted May 1, 2025 Posted May 1, 2025 (edited) -Player1- said Quote So many walls of text, lemme ask you this. Wouldn't it be easier, let alone be possible, to just 'port' mods from oldlivion to newlivion? Or is this not possible due to the ue+gamebryo thing? It's supposed to be possible, according to a bunch of forums/reddits out there, and some people HAVE done it -- I can't seem to, though. All I get is this when I try to do it: Spoiler Fatal error! Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000370 0x00007ff659a092b0 OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff6598d7fef OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff659996376 OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff65975e90a OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff65975e9af OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff659a5b07e OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff659354741 OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff6584c6112 OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff6584da2d1 OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff65836fd2e OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff658ab5035 OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff658abcc3c OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff658abccba OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff658abdcdc OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff658ac5ff4 OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ff65bdb7cb2 OblivionRemastered-Win64-Shipping.exe!UnknownFunction [] 0x00007ffe1c5c7034 KERNEL32.DLL!UnknownFunction [ After I dunno, since the weekend at least, I've been busting my brain trying to figure out why I crash and other folks don't. I should add, I don't use any kind of mod organizer, not even BOSS at the moment, because no matter what I do, none of them run for my win10 installation. Aside from that, I generally only use one or two mods of my own making, both of which worked just fine in OldLivion (can we call it that? lol) If anyone can help, I'm sure a lot of us would be grateful! Edited May 1, 2025 by Allannaa
Omaker Posted May 1, 2025 Posted May 1, 2025 1 hour ago, -Player1- said: So many walls of text, lemme ask you this. Wouldn't it be easier, let alone be possible, to just 'port' mods from oldlivion to newlivion? Or is this not possible due to the ue+gamebryo thing? they all will need editing, rn no one knows exactly what will need to be done to get them to work but they def dont have to be remade
hhh7775 Posted May 1, 2025 Posted May 1, 2025 2 hours ago, -Player1- said: So many walls of text, lemme ask you this. Wouldn't it be easier, let alone be possible, to just 'port' mods from oldlivion to newlivion? Or is this not possible due to the ue+gamebryo thing? At least with my limited understanding, right now there is some pretty stark differences in how the two games handle certain things thanks to the UE portion of the game. Simple mods that don't require anything like OBSE are pretty good to go out of the gate, even tested some that have been ported and they seem to work quite well, but anything that is more complex, adds new items/assets, or even just outright requires OBSE is pretty much not doable as of right now, and if what I read from the Remastered OBSE's faq/page, they aren't likely going to be retreading the same calls and functions that OBSE for the original has due to differences in the two games, and just depending on what modders might need. Mind you, I'm very much a layman when it comes to all this, could be wrong, but its safe to say you won't just see direct ports of heavily scripted mods, big overhauls, or anything that requires OBSE anytime soon if ever. I don't doubt its possible, or might happen someday, but its definitely not the case right now, so my moneys likely on a new sex framework being made rather than say, porting LoversPK to Remastered.
JesusKreist Posted May 1, 2025 Posted May 1, 2025 4 hours ago, -Player1- said: So many walls of text, lemme ask you this. Wouldn't it be easier, let alone be possible, to just 'port' mods from oldlivion to newlivion? Or is this not possible due to the ue+gamebryo thing? As others here said porting depends on the complexity of the mod itself. Some minor value changing mods that for instance make the iron weapons do more damage are useable right out of the gate. The version from "oldlivion" as you call it are able to be loaded into "newlivion" in some cases without major problems. In other cases similar mods need fixing first. And in more complex mods ... let's say it is easier and faster to build a new mod entirely that is "inspired by" or "spiritual successor" only. Porting is possible in almost all cases. Whether it is reasonable is a different question.
Popular Post Krasue Posted May 1, 2025 Author Popular Post Posted May 1, 2025 More on the body (large image ahead): Well, it took a while, but I think I'm close to being done with the body mod. Beast races ended up being quite a hassle due to their bespoke UVs and reliance on material slot order to do all the fancy overlays. Every race in this game has it's own unique body texture with variations for being sick or being a vampire. The Argonian in particular has 16 textures just for the upper body alone which changes based on what you select on the age slider. Overall, the body mod so far modifies/adds over 60 textures (a lot of which are 4k). If I need to make any edits in the future, that's going to be an absolute pain. Another thing regarding the body is that I have gotten LODs working without creating any seams. This means that the bodies are now as performance friendly as the vanilla ones which... might not be saying much actually. I also have the body set up with the Dark Seducer, Golden Saint and Dremora races but they aren't playable (yet) so I can't check those out or take pictures. What's left to do at the moment is fix up some of the normal maps for a couple of races that have subtle but visible seams and work on the vampire variant of the Argonian's textures. After that I'll do some testing and see if there's anything else I should add for this initial iteration. A fairly big task ahead of me, something I'm not sure I'm going to do well, is coming up with a name for the mod. It might sound trivial, but it's good to have an memorable name rather than "female body mod" or similar, especially if it gets used as a foundation for any armors or anything like that. There are more non-body related discoveries but I'll save the details until I or other people have examples of them. But to make things quick: A Custom Armor Mod (that doesn't replace anything and has its own model) has been created with a tutorial pending and it seems to be possible to add female dependant locomotion (Walking and Running). That's all for now. 44
razar51 Posted May 1, 2025 Posted May 1, 2025 27 minutes ago, Krasue said: More on the body (large image ahead): Looks great so far! Are the 'assets' going to have physics?
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