Release Tracker
These are the runtime components a player needs to install themselves. None of them are bundled in the OOORF release archive — install them separately before deploying OOORF.
The base game. Install via Steam, Game Pass, or your platform of choice.
| Detail | Value |
|---|---|
| Engine | Unreal Engine 5.3 |
| Default content path | …\Oblivion Remastered\OblivionRemastered\Content\ |
| Default mod-pak path | …\Oblivion Remastered\OblivionRemastered\Content\Paks\~mods\ |
| TES4 data path | …\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data\ |
OOORF ships its plugin in two complementary forms: a single Oscuro's_Oblivion_Overhaul.esp plus a per-record-type JSON config family containing localization strings and map loading instructions under …\ObvData\Data\MagicLoader\. MagicLoader reads those JSONs at game start and merges them into the live record set. For non-English speakers, the localization strings can be replaced with your language of choice.
OOORF's …\ObvData\Data\SyncMap\Oscuro's_Oblivion_Overhaul.ini is a list of <TES4 FormID hex>=<UE5 SoftObjectPath> lines. TesSyncMapInjector consumes this at load time and rebinds each FormID to its UE5 asset path — the bridge that lets ESP records point at UE5 meshes/blueprints.
The Unreal Engine 4 / 5 Scripting System. A loader for native DLL and Lua mods inside Unreal games.
Begone (development test recording / debugging) and OOO_REFRFix (save migration for users with existing saves on older alpha releases) when those are enabled.This ships inside the OOORF archive — don't install separately, but it DOES require UE4SS to be installed first.
Mod (under …\Binaries\Win64\ue4ss\Mods\) |
Role |
|---|---|
RAX/ |
Allows loading of custom UE5 maps (the new L_*_Map dungeons). Native DLL (dlls/main.dll) plus Lua glue. |
The OptionalPatches/ subfolder ships ESPs that add compatibility with these mods if you also have them installed:
| Patch ESP | Provides compatibility with |
|---|---|
OOO_DeluxeEdition.esp |
Oblivion Remastered Deluxe Edition (extra cosmetic/content). Pair with SyncMap - DeluxeEdition/ override. |
OOO_OOMC_Compatibility_Patch.esp |
OOMC (Opulent Outfits: Mages of Cyrodiil). |
OOO_UORP.esp |
The Unofficial Oblivion Remaster Patch. |
OOO_UnlimitedRingsReduxPatch.esp |
Unlimited Rings Redux. |
These run on UE4SS too and live in the same …\Mods\ folder, but are not required for normal play. They exist to support the OOORF alpha-testing workflow. Safe to disable if you're not testing or migrating an older save.
Mod (under …\Binaries\Win64\ue4ss\Mods\) |
Role |
|---|---|
Begone/ |
Test recording, debugging, and ad-hoc UE5-mesh suppression. Originally Begone hid UE5 ghost objects at runtime per Config/OscurosOblivionOverhaul.json; alpha90 baked that suppression into the map paks, so it is no longer required for normal play. Two ongoing uses: (1) capturing per-cell object inventories during alpha-test walkthroughs and verifying suppression coverage when new map paks are built; and (2) a runtime escape hatch — if a problem UE5 mesh slips through into a shipped pak, Begone can still suppress it via config rules until a pak rebuild lands. |
OOO_REFRFix/ |
Save-file migration helper. Patches OOO reference placements that need runtime correction; see Scripts/spawn_deltas.lua. Only needed if you have existing saves carrying OOO references from older alpha releases. |
…\Oblivion Remastered\
├── OblivionRemastered\
│ ├── Binaries\Win64\
│ │ └── ue4ss\ ← UE4SS install lives here; bundled Mods\ overlays into it
│ └── Content\
│ ├── Dev\ObvData\Data\
│ │ ├── MagicLoader\ ← MagicLoader looks here
│ │ ├── SyncMap\ ← TesSyncMapInjector looks here
│ │ ├── OptionalPatches\ ← OOORF-shipped patch ESPs (move into Data\ to enable)
│ │ ├── *.esp ← TES4 plugins
│ │ └── *.esm ← TES4 master files
│ └── Paks\
│ └── ~mods\ ← IoStore content (.pak/.ucas/.utoc) drops here