Release Tracker
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.
L_LipsTarn03_Map.{pak,ucas,utoc}) joins the bundled map set.RGlass pak names) armor sets — six pieces each (Boots, Cuirass, Gauntlets, Greaves, Helmet, Shield) — are now rebound by the updated SyncMap to dedicated UE5 forms shipped this release, instead of falling back on the vanilla Glass UE5 assets. On top of that, Obsidian gains a full 9-weapon line for the first time: BattleAxe, Bow, Claymore, Dagger, Longsword, Mace, Shortsword, WarAxe, WarHammer. A new loot leveled list (LL0LootWeapon7Obsidian100) carries the weapons, and two existing NPC bow lists are updated to distribute the new Obsidian Bow. The UE5 assets ship as six new paks — ObsidianItems/ObsidianMaterials, BGlassItems/BGlassMaterials, RGlassItems/RGlassMaterials — built by the OblivionRemastered_ItemClone pipeline. See the Custom Glass-recolor item sets section below for more.Begone UE4SS Lua mod to hide UE5-only kit props (extra doors, ambient fires, debris, dynamic FX) at runtime, every cell load, via a large per-cell config. Alpha90 migrates that suppression into the map paks themselves: every bundled dungeon — 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_NarindXXX_Map, L_RedGillCave_Map, L_RosulasXX_Map, L_ThunderingSte_Map, L_VarastalXX_Map, L_Yele_Map — ships with a refreshed .ucas/.utoc where the suppression is baked in. Result: less Lua work at every cell load, fewer runtime races between Begone and the engine, and a more stable first-entry experience.Begone config json shrinks from ~115 KB → ~60 KB (entries the paks now handle directly are removed), while Begone/Scripts/main.lua grows from ~25 KB → ~37 KB to support the new pak-aware suppression flow. OOO_REFRFix/Scripts/main.lua is also refreshed.See the alpha90 changelog for the full file-level diff, or the GitHub release page to download.
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:
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. |
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.
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.
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.
OblivionRemastered/Binaries/Win64/ue4ss/Mods/)| 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. |
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. |
| Number range | What was happening |
|---|---|
alpha00-premerge |
Pre-merge snapshot — multiple legacy ESPs side-by-side (137, 137ESM, _ESP, _merged) before consolidation. |
alpha01–alpha14 |
Single consolidated ESP + the first MagicLoader JSON (SPELL only at first), gradually adding more record-type JSONs. |
alpha15–alpha40 |
The full record-type JSON family lands; OptionalPatches start appearing. |
alpha32nex |
Parallel Nexus-prep variant of alpha32 (lives on the variants/alpha32nex branch). |
alpha41–alpha70 |
Mostly tuning passes — small file counts changing each build, ESP iteration. |
alpha71–alpha90 |
UE4SS mods (RAX, Begone, OOO_REFRFix) and IoStore content (L_*_Map, Obsidian set) get layered in. |
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