Oscuro's Oblivion Overhaul Remastered FULL

Release Tracker

Overview — what OOORF bundles

Oscuro's Oblivion Overhaul Remastered FULL (OOORF) is the Oblivion Remastered (UE5) re-release of the long-running Oscuro's Oblivion Overhaul (OOO) gameplay mod, with Shivering Isles content extended to match.

Note: OOORF (this site) is the FULL edition. The acronym OOORS refers to the separate Slim edition.

What's new in alpha91

See the alpha91 changelog for the full file-level diff, or the GitHub release page to download.

For the story behind these changes, see the devlog.

Previously: what was new in alpha90

Curated highlights from the prior release — preserved here so the per-release stories accumulate into the eventual beta and GA release notes. See the alpha90 changelog for the full file-level diff.

What is included in an OOORF release

An OOORF release is a directory tree the user merges into their Oblivion Remastered\ install. The latest build (alpha91 · 199 files · 215.9 MiB) includes:

Game-data overlay (OblivionRemastered/Content/Dev/ObvData/Data/)

Path Purpose
Oscuro's_Oblivion_Overhaul.esp The main OOO TES4 plugin — leveled lists, NPCs, creatures, items, quests, factions, dialog, etc.
OptionalPatches/OOO_DeluxeEdition.esp Optional content for the Deluxe edition of the game.
OptionalPatches/OOO_OOMC_Compatibility_Patch.esp Compatibility for OOMC (Opulent Outfits: Mages of Cyrodiil).
OptionalPatches/OOO_UORP.esp Compatibility for the Unofficial Oblivion Remaster Patch.
OptionalPatches/OOO_UnlimitedRingsReduxPatch.esp Compatibility for the Unlimited Rings Redux mod.
OptionalPatches/SyncMap - DeluxeEdition/Oscuro's_Oblivion_Overhaul.ini Alternate SyncMap override for Deluxe-edition users. This greatly improves the unique look of several unique item sets by using new artwork added in the Deluxe Edition.
MagicLoader/Oscuro's_Oblivion_Overhaul_*.json Per-record-type JSON exports (ACTI, ALCH, AMMO, ARMO, BOOK, CELL, CELLMAP, CLAS, CLOT, CONT, CREA, DIAL, DOOR, ENCH, FACT, INGR, KEY, MISC, NPC_, QUST, SCPT, SGST, SLGM, SPELL, WEAP). Consumed by MagicLoader at game launch to provide proper localization for in-game content. Required.
SyncMap/Oscuro's_Oblivion_Overhaul.ini TES4 FormID → UE5 SoftObjectPath mappings consumed by TesSyncMapInjector at load time. This is used to ensure proper asset references in the UE5 layer of Oblivion Remastered. Required.

New Dungeons and Items - custom UE5 pak mods to add new dungeons, armor and weapons (OblivionRemastered/Content/Paks/~mods/)

21 new interior maps. Almost all of these have working zone lighting, water, and working navmesh pathfinding. A few are generic empty maps for small locations where we could not easily build full UE5 map support. (.pak + .ucas + .utoc):

L_Arondar_Map, L_Baras_Map, L_BloodClotCave_Map, L_BrokenToothCaveXX_Map, L_Cehan_Map, L_DeepCoverCav_Map, L_Dostares_Map, L_DrownedHopesCa_Map, L_GloomWayCaveXX_Map, L_GraveGroundCaveXX_Map, L_LipsTarn03_Map, L_NarindXXX_Map, L_OOOR1waterCave_Map, L_OOOR2waterCave02_Map, L_OOORCastleInterior_Map, L_OscuroWaterCellCHMGWell0_Map, L_RedGillCave_Map, L_RosulasXX_Map, L_ThunderingSte_Map, L_VarastalXX_Map, L_Yele_Map.

Plus one exterior fix pak added in alpha91: GraveGroundExterior_P.{pak,ucas,utoc} — foliage fixes for the Grave Ground Cave exterior cell.

Per-dungeon validation status

Each new dungeon goes through in-game validation passes (NPC pathfinding, water surface/swim behavior, REFR placement, ghost-object suppression, surface-flicker) before we mark it shippable. The four generic "blank-room" maps (L_OOOR1waterCave_Map, L_OOOR2waterCave02_Map, L_OOORCastleInterior_Map, L_OscuroWaterCellCHMGWell0_Map) are utility shells and are not validated per-dungeon. Current state: 15 of 17 dungeons are now fully validated; only the two water caves below — both still missing navmesh / position / flicker passes — are tagged not-yet-validated.

Dungeon Status
Arondar Validated
Barastas Validated
Blood Clot Cave Validated
Broken Tooth Cave Validated
Cehani Validated
Deep Cover Cave Validated
Dostares Validated
Drowned Hopes Cave Validated
Gloom Way Cave Not yet validated (ghost suppression done; navmesh / position / flicker passes pending)
Grave Ground Cave Validated
Lipsand Tarn 03 Validated
Narind Validated
Red Gill Cave Not yet validated (ghost suppression done; navmesh / position / flicker passes pending)
Rosulas Validated
Thundering Steps Cave Validated
Varastal Validated
Yeleri Validated

"Validated" means the dungeon has been walked end-to-end in-game and all applicable phases pass (NPC pathfinding, REFR positions, ghost-object suppression, surface-flicker, and water surface/swim behavior where applicable). The two remaining not-yet-validated dungeons have curated ghost-object suppression but are still missing full-zone passes for the other phases — they are playable, but expect rough edges (stray ghost objects in untouched layers, mispositioned REFRs, or pathfinding gaps) until a full retest is logged.

Custom cloned and retextured item sets

OOO has shipped many recolored Glass / Mithril / Elven / Leather / Fur armor families for a long time — their TES4 records, stats, and leveled-list placement all live in the main ESP. What was missing in OOORF builds before alpha90 was their dedicated UE5 appearance: the SyncMap (the authoritative FormID → UE5 asset binding in Oblivion Remastered) used to point all of these items at the vanilla UE5 assets they were originally cloned from, so they rendered as ordinary Glass / Mithril / Elven / Leather / Fur in-game despite the rebalanced stats. Alpha90 introduced this rebinding for Obsidian + BGlass + RGlass; alpha91 expands it to 14 more sets, and renames the two armor-only Glass-clones from alpha90 to clearer player-facing names (BGlass → BlueGlass, RGlass → Drakefired).

Each set ships as a matching <Set>Items + <Set>Materials pak pair, produced by the OblivionRemastered_ItemClone pipeline. See the New Items page → for the full per-set tables (every item's inventory icon, EDID, FormID, and UE5 form path). Or jump straight to a set from the gallery below — click any render to land on that set's section.

Sets are grouped above by base material: Glass (Obsidian, BlueGlass, Drakefired), Mithril (Aureus, Eboron, GoldenBronze, ShadowMail), Elven (ElvenSky, ElvenEldar, ElvenNight), Leather (BloodLeather, GrayFox, WornLeather), Fur (ArcticFur, WornFur). Obsidian is the only set that also ships a weapon line (9 pieces); the other 14 are armor-only six-piece sets.

Visual sources. SquigM retextures donate the visuals for Obsidian (BronzeBlackGlassArmourWeapons) and BlueGlass (GoldBlueGlassArmourWeapons). The Drakefired set is built from ProhagonCreations Blackened Glass with the glass parts recolored dark red. The remaining 12 sets are in-house recolors built on the relevant Glass / Mithril / Elven / Leather / Fur donor materials through the OblivionRemastered_ItemClone pipeline.

Stats note: all sets have stats significantly rebalanced compared to their vanilla base material — they are distinct items, not just retextures. Slot coverage and leveled-list placement are auditable in the main ESP with TES4Edit / xEdit if you want the specifics.

UE4SS Lua mods (OblivionRemastered/Binaries/Win64/ue4ss/Mods/)

Required for normal play

Mod What it does
RAX/ Allows loading of new custom maps. Created by Antrix to allow OOO to load custom UE5 maps. Native DLL helper (dlls/main.dll) plus Lua glue. Required.

Alpha-testing utilities (optional)

Also bundled in the same folder, but not required for normal play. These exist to support the OOORF alpha-testing workflow — leave them enabled if you are testing or migrating an older save; disable them otherwise.

Mod What it does
Begone/ Test recording, debugging, and ad-hoc UE5-mesh suppression. Originally Begone suppressed UE5 ghost objects (extra doors, fires, debris, dynamic FX) at runtime via per-cell rules in Config/OscurosOblivionOverhaul.json; as of alpha90 that suppression is baked into the map paks themselves, so Begone is no longer required for normal play. Two ongoing uses: (1) capturing per-cell object inventories during dungeon walkthroughs and verifying or extending suppression coverage when new map paks are being 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. Fixes spawn / placement deltas for OOO references stored in your save file (Scripts/spawn_deltas.lua). Only required if you have existing saves with older alpha-release OOO references; not needed for new saves or if you never used prior alpha releases.

Brief recap of the alpha releases so far

Number range What was happening
alpha00-premerge Pre-merge snapshot — multiple legacy ESPs side-by-side (137, 137ESM, _ESP, _merged) before consolidation.
alpha01alpha14 Single consolidated ESP + the first MagicLoader JSON (SPELL only at first), gradually adding more record-type JSONs.
alpha15alpha40 The full record-type JSON family lands; OptionalPatches start appearing.
alpha32nex Parallel Nexus-prep variant of alpha32 (lives on the variants/alpha32nex branch).
alpha41alpha70 Mostly tuning passes — small file counts changing each build, ESP iteration.
alpha71alpha90 UE4SS mods (RAX, Begone, OOO_REFRFix) and IoStore content (L_*_Map, Obsidian set) get layered in.

How to compare two releases

git diff alpha75..alpha91 -- manifests/    # see exactly which file SHA-256s changed
cat docs/per-release/alpha91.md            # human-readable added/removed/changed list
git log --oneline alpha75..alpha91         # the commit subjects (= release names) between