Game: Elder Scrolls IV: Oblivion Remastered - ModOrganizer2/modorganizer-basic_games GitHub Wiki

Notice

This plugin is currently a work in progress and details may change as the modding scene evolves and the plugin adds or changes features.

Current Support

  • Data-based Mods
    • Plugin Files
    • Possibly other assets, though many of these are now Unreal assets managed by Paks
  • OBSE64 & Plugins
  • UE4SS Mods & Paks
  • Pak Mods
  • MagicLoader mod detection
  • Plugin-list (ESP/ESM) sorting and management
    • LOOT auto-sort functionality included
  • UE4SS Mod sorting and management
  • Movie replacers (in the Content 'Movies' directory)
  • Mod content detection and filtering
  • Robust basic installer data checking

Basic Mod Installation

A lot of work has been done to try to evaluate the contents of mod archives to figure out what types of mods they contain. Generally speaking, mods should be parsed out in to one of five directories: Data, Paks, UE4SS, Movies, and OBSE. The plugin also recognizes Root as a valid mod directory, for Root Builder users. This should be done automatically in the vast majority of cases, though sometimes empty directories do get leftover. Clean them as you wish.

Directory Virtual Mapped Path
Data Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data
UE4SS Oblivion Remastered\OblivionRemastered\Binaries\Win64\ue4ss\Mods
Paks Oblivion Remastered\OblivionRemastered\Content\Dev\Paks
OBSE Oblivion Remastered\OblivionRemastered\Binaries\Win64\OBSE
Movies Oblivion Remastered\OblivionRemastered\Content\Dev\Movies

Some mods may be packaged with FOMOD installers. If these have a MO2 install option, great, but be aware many may install files relative to the base game directory. These files will need to be moved to the appropriate location (see above) for USVFS to work.

Utilities like MagicLoader must be installed manually or via Root Builder

Root Builder and Exclusions

While Root Builder is not strictly necessary, it can allow you to install some utilities that aren't possible to install directly with the builtin virtual filesystem. However, until it gets updated by Kezyma you must apply additional exclusions for Oblivion Remastered or else it will attempt to cache many gigabytes of game data and hang MO2 while launching.

image

If you are unfamiliar with Root Builder, these files must be installed under a Root directory with the files installed relative to the base game directory. (e.g. Root\OblivionRemastered\Binaries\Win64\obse64_loader.exe).

UE4SS Setup

UE4SS requires some specific setup to work correctly. Using the default DLL injection method with dwmapi.dll will not work properly with USVFS. There are two methods to allow UE4SS mods to work with the VFS. The OBSE plugin is the simpler of the two.

OBSE Loader

Simply install the OBSE UE4SS Loader plugin and delete the default dwmapi.dll loader in base UE4SS.

Force Load Libraries

A workaround is to rename the dwmapi.dll and set it up to force-load via MO2's executables settings.

Example: image

Pay close attention to this example. The left-hand EXE should not include a path. The right-hand DLL should either be an absolute path (the full drive path to the DLL in the game directory) or relative to the working directory of the executable. When in doubt, use the absolute path.

This should be applied to any executable which runs the game (OBSE and so on). (Although the DLL should apply specifically to the game EXE, not the OBSE loader or anything else. You need to inject the UE4SS code into the game, not some random tool.)