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 alpha90

See the alpha90 changelog for the full file-level diff, or the GitHub release page to download.

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 (alpha90 · 114 files · 254.9 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.

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 for the remaining 17:

Dungeon Status
Arondar Validated
Barastas Validated
Blood Clot Cave Not yet validated
Broken Tooth Cave Not yet validated
Cehani Validated
Deep Cover Cave Validated
Dostares Validated
Drowned Hopes Cave Validated
Gloom Way Cave Not yet validated
Grave Ground Cave Not yet validated
Lipsand Tarn 03 Not yet validated (new in alpha90)
Narind Validated
Red Gill Cave Not yet validated
Rosulas Not yet validated
Thundering Steps Cave Not yet validated
Varastal Not yet validated
Yeleri Validated

"Validated" means the dungeon has been walked end-to-end in-game and all applicable phases pass. "Not yet validated" covers both untested dungeons and ones partway through testing — they may still be playable, but expect rough edges (stray ghost objects, mispositioned REFRs, or pathfinding gaps) until a full retest is logged.

Custom Glass-recolor item sets (dedicated UE5 visuals new in alpha90)

OOO has shipped several Glass-clone armor sets (and now a matching weapon line) for a long time — their TES4 records, stats, and leveled-list placement all live in the main ESP. What was missing until 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 Glass UE5 assets, so they rendered as ordinary Glass in-game despite the rebalanced stats. Alpha90 ships fresh SyncMap entries that rebind each set to its own dedicated UE5 forms, and the matching <Set>Items / <Set>Materials pak pairs that supply those forms — produced by the OblivionRemastered_ItemClone pipeline. (The ESP modl string updates that accompany this are cosmetic; in Oblivion Remastered the SyncMap is what actually drives the visual binding.)

Set Style Items New paks (alpha90) Visual source
Obsidian Bronze trim, black body 6 armor pieces (Boots, Cuirass, Gauntlets, Greaves, Helmet, Shield) + 9 brand-new weapons (BattleAxe, Bow, Claymore, Dagger, Longsword, Mace, Shortsword, WarAxe, WarHammer) ObsidianItems.{pak,ucas,utoc}
ObsidianMaterials.{pak,ucas,utoc} (~75 MB)
SquigM's BronzeBlackGlassArmourWeapons converted to a new item set pak. This is its first conversion into a distinct item set as opposed to a vanilla retexture.
Blue Glass (ships as BGlass paks) Gold trim, blue body 6 armor pieces (Boots, Cuirass, Gauntlets, Greaves, Helmet, Shield); no weapons BGlassItems.{pak,ucas,utoc}
BGlassMaterials.{pak,ucas,utoc} (~44 MB)
A second SquigM retexture — the GoldBlueGlassArmourWeapons donor pak. This is its first conversion into a distinct item set as opposed to a vanilla retexture.
Drakefired (ships as RGlass paks) Black trim, dark red body 6 armor pieces (Boots, Cuirass, Gauntlets, Greaves, Helmet, Shield); no weapons RGlassItems.{pak,ucas,utoc}
RGlassMaterials.{pak,ucas,utoc} (~44 MB)
Recreation of OOO's classic Drakefired armor set — an in-house mashup using ProhagonCreations Blackened Glass with the glass parts recolored dark red (gradient-map recipe applied to the donor diffuse, BC3-encoded and spliced onto the donor shell).

Obsidian-specific alpha90 ESP additions. Obsidian is the only one of the three sets that grew this release: nine WEAP records were added — WeapObsidianBattleAxe, WeapObsidianBow, WeapObsidianClaymore, WeapObsidianDagger, WeapObsidianLongsword, WeapObsidianMace, WeapObsidianShortsword, WeapObsidianWarAxe, WeapObsidianWarHammer. A new loot leveled list LL0LootWeapon7Obsidian100 distributes them, and two existing NPC bow lists (LL0NPCWeaponBow100at35 and LL0NPCWeaponBow100at29) were updated to include WeapObsidianBow so the new bow shows up on level-appropriate archer NPCs. BGlass and RGlass remain armor-only in alpha90.

Stats note: all three sets have stats significantly rebalanced compared to vanilla Glass — 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..alpha90 -- manifests/    # see exactly which file SHA-256s changed
cat docs/per-release/alpha90.md            # human-readable added/removed/changed list
git log --oneline alpha75..alpha90         # the commit subjects (= release names) between