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List of a few stand out Adult mods available so far


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Posted

Wait till the UE4 modders start working on Oblivion, the nude models will blow up like crazy over the next month or so. the challenge will be the R34 systems that will likely either need to be scrapped or rebuilt from the ground up to work for the new UE4/OBSE system. though I would like to note that we will likely no longer need systems like XPSE or FNIS, we should be able to add the content those systems were designed for into the game directly through UE4 mod "Pak." files. what would be nice is if anyone familiar with modding systems like "project sugarcake"[palworld] could assist us in getting the new systems started sooner rather than later.

Posted
8 hours ago, XaldonAjide said:

Wait till the UE4 modders start working on Oblivion, the nude models will blow up like crazy over the next month or so. the challenge will be the R34 systems that will likely either need to be scrapped or rebuilt from the ground up to work for the new UE4/OBSE system. though I would like to note that we will likely no longer need systems like XPSE or FNIS, we should be able to add the content those systems were designed for into the game directly through UE4 mod "Pak." files. what would be nice is if anyone familiar with modding systems like "project sugarcake"[palworld] could assist us in getting the new systems started sooner rather than later.

 

Has anyone reached out to them yet?

Posted (edited)

Supposedly the old stuff mostly works with ORE, except for textures/meshes and scripts (as I understand it there's multiple additional layers of script complexity, as papyrus still exists as well as multiple different UE5-based scripting languages/systems. I'm not a scripter or even modder really, I just download stuff and try to break things. Definitely keeping my eye on this space, however!

 

BTW, ORE doesn't use Unreal Engine 4, it uses Unreal Engine 5.

Edited by MysticDaedra
Posted

Pretty sure someone said the creation kit actually works just not for the graphics since thats UE5 but you can just use the UE5 tools for that.  So I'm not sure it's harder just different.

Posted (edited)
On 4/27/2025 at 9:44 PM, XaldonAjide said:

Wait till the UE4 modders start working on Oblivion, the nude models will blow up like crazy over the next month or so. the challenge will be the R34 systems that will likely either need to be scrapped or rebuilt from the ground up to work for the new UE4/OBSE system. though I would like to note that we will likely no longer need systems like XPSE or FNIS, we should be able to add the content those systems were designed for into the game directly through UE4 mod "Pak." files. what would be nice is if anyone familiar with modding systems like "project sugarcake"[palworld] could assist us in getting the new systems started sooner rather than later.

 

the creator of sugarcake is already working on porting it over to oblivion to act as a base for future frameworks.

 

On 4/24/2025 at 9:04 PM, Spirit_Shard said:

May as well give some further info based on what was provided here, as well as drop in some of my own findings!

Firstly though, I'd like to point out I made an animation framework in Unreal Engine 5 already, called Sugar Cake Animation Framework for Palworld (https://michaelpstanich.com/?mode=modhack&view=2024-02-19_Palworld_ProjectSugarCake), if someone can let me know or help me find the hooks between the simulated Gamebryo instance created by the Alter plugin or help me reverse engineer it, then I can port over the framework as well as all the advanced animation set-ups we have, since it all runs on base Unreal Engine logic. This would massively speed up development in regards to a framework and also set us up for custom mesh logic. (I've spent the last year doing a TON of this stuff) The only issue I have at the moment is blending between the 'old' logic and new logic, I can find functions for many aspects in UE but it's a very slow process without having that Alter plugin figured out.

Skeletons
Modifying skeletons in Unreal is a bit annoying, It's worth mentioning that if something is created to target a specific skeleton, say, a custom skeleton added by another body, but that skeleton is either overwritten or doesn't exist, it can cause things like animations, meshes swaps, physics, ect, to fail. It'll be important to keep this in mind as mods come about, I was personally just going to use a spring controller for physics since it doesn't require skeleton additions but since the armor is overlayed rather than replacing according to your own accounts, then it won't matter till we want to use multiple different bodies. The main issue is for animation purposes we may want extra 'special' bones, this would need to be standardized at some point if we plan to have a skeleton animate-able and remain cross-compatible. iirc Unreal 5.3 does have live re-targeting, something I haven't played with yet, so that could be useful in this regard but I haven't tested it at all and it may not be an issue at all.

Logic / Scripting
From what I've seen, the old scripting stuff from Construction Set still works, my knowledge on older mods is non-existent but I can confirm we can inject custom Blueprints using UE4SS and run whatever logic we'd like. This has a good number of benefits in comparison to Gamebryo's paralleled scripting, especially for storing data. The main issue here is that Oblivion R refreshes its world context every time you hit a loading screen. They use level transitions instead of level streaming when switching to a new location through a loading screen, this means storing 'active' actors requires extra work. I managed to work around this by creating a dummy widget (which doesn't require world context to function) and applying some logic on that. Could theoretically use anything that doesn't require world context, just has to not be tied to the 'level' or 'world' since it's cleared every loading screen. The game appears to re-create actors upon entering a new zone, so any dynamic edits would also need to be re-applied.

Being able to inject BPs is also extremely handy for reversing certain aspects of the game which only show at run-time, such as exporting all actors and components, active morph target values, ect.

Additional notes

 

Packaging / Pak Loading
OblivionR seems to package with Unreal Engine 5.3.x with IOStore, this means any tools that support iostore/zenstore are fully functional and most have 5.3 support, which will make modding the unreal side of things easier. To get packages loading it's recommended to install Unreal Engine v5.3.x installed and name your project "OblivionRemastered" (the same as the game's set project name), then use ChunkIDs to split up things into their own .pak files with Packaging. This is exactly what we do for Palworld modding but Palworld uses UE5.1.x instead. Thankfully it doesn't look like they made any engine edits that interfere in this regard, but we can't export the Alter plugin they use to run the original game logic so there could be more packaging steps in the future. The game appears to have recursive pak loading enabled which means any .pak in the Paks folder will load in without issue, we don't need a .pak injector. (We still need a way to spawn things for logic however, UE4SS allows us to do that with their BPModLoaderMod)

Custom Assets
You can inject assets and spawn actors in-game using Unreal Engine, it appears all the physics are also tied to Unreal, if you spawn a box with collision actors will collide and game logic responds. What we don't have to my knowledge is a way to tie this between the normal game logic and Unreal Engine for custom content made using the Construction Set. I've not dived deep enough to see if we can edit save data in some way, so currently items spawned with Unreal are just temporary.

As for other things, I've been rather disorganized without a specific target in-mind. Was going to try and make a nude body and mess with that for a bit so that the paywall jerks don't get to scam more people, and we can have a proper option even if my version probably won't be the best. lol

Edited by Dark_Messiah
Posted
14 hours ago, IceBlazeWinters said:

now if only obse64 worked with all versions of the game instead of just the steam copy

Well, being a pirate comes with some downsides, yarrrrr :D

Posted
32 minutes ago, -Player1- said:

Well, being a pirate comes with some downsides, yarrrrr :D

Eh, There are multiple non-piracy ways to play that aren't steam. NAMELY the MS Store and GamePass.

 

15 hours ago, IceBlazeWinters said:

now if only obse64 worked with all versions of the game instead of just the steam copy

It probably will EVENTUALLY, but its still early days, and the Gamepass/MS Store version has a moderately different file structure on top of using an ENTIRELY different save file type. Just give it time...
To be fair, right now its nothing more than a basic plugin loader while they figure out what is/isnt possible with the dual-system thing Oblivion Remastered has going on, so you aren't missing out on too many mods at the moment.

Posted

My biggest hope is seeing if we'll get something akin to Devious Devices and PlayerSlaveEncounters together. I'm just happy that I can wipe my old Oblivion install on my machine once the mods start to drop.

Posted
8 hours ago, Arty_DeSithlius said:

Eh, There are multiple non-piracy ways to play that aren't steam. NAMELY the MS Store and GamePass.

 

It probably will EVENTUALLY, but its still early days, and the Gamepass/MS Store version has a moderately different file structure on top of using an ENTIRELY different save file type. Just give it time...
To be fair, right now its nothing more than a basic plugin loader while they figure out what is/isnt possible with the dual-system thing Oblivion Remastered has going on, so you aren't missing out on too many mods at the moment.

the only differences i have seen between the steam version and gamepass version, is that the gamepass version the binaries file is wingdk instead of win64

 

everything else looks like a 1:1

Posted
9 hours ago, -Player1- said:

Well, being a pirate comes with some downsides, yarrrrr :D

the fact this was your immediate thought, without even knowing about the xbox and epic store versions of the game, says a lot about you as a person

Posted
12 hours ago, mewfan151 said:

My biggest hope is seeing if we'll get something akin to Devious Devices and PlayerSlaveEncounters together. I'm just happy that I can wipe my old Oblivion install on my machine once the mods start to drop.

KFT and old Oblivion coding and I am dusting off my modding hat...

Posted
14 hours ago, IceBlazeWinters said:

the fact this was your immediate thought, without even knowing about the xbox and epic store versions of the game, says a lot about you as a person

Your reaction, too. Why so serious and why so 'hurt, if it's wrong anyway?

Laugh a little, softens up the butt.

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