Oscuro's Oblivion Overhaul Remastered FULL

Release Tracker

Dependencies

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.

Required

Oblivion Remastered

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\

MagicLoader

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.

TesSyncMapInjector (UE4SS Lua mod)

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.

UE4SS

The Unreal Engine 4 / 5 Scripting System. A loader for native DLL and Lua mods inside Unreal games.

Bundled UE4SS mods — required for normal play

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.

Optional recommended compatibility patches

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.

Alpha-testing utilities (also bundled, optional)

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.

Game install layout reference

…\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