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<p>These are the runtime components a player needs to install themselves. <strong>None of them are bundled in the OOORF release archive</strong> — install them separately before deploying OOORF.</p>
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<h2>Required</h2>
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<h3>Oblivion Remastered</h3>
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<p>The base game. Install via Steam, Game Pass, or your platform of choice.</p>
<p>OOORF ships its plugin in <strong>two complementary forms</strong>: a single <code>Oscuro's_Oblivion_Overhaul.esp</code> plus a per-record-type JSON family under <code>…\ObvData\Data\MagicLoader\</code>. <strong>MagicLoader</strong> reads those JSONs at game start and merges them into the live record set, sidestepping the 255-plugin load-order limit.</p>
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<ul>
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<li>Required for everything record-related to work (creatures, items, spells, etc.) beyond what the bare ESP defines.</li>
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</ul>
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<h3>TesSyncMapInjector (UE4SS Lua mod)</h3>
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<p>OOORF's <code>…\ObvData\Data\SyncMap\Oscuro's_Oblivion_Overhaul.ini</code> is a list of <code><TES4 FormID hex>=<UE5 SoftObjectPath></code> lines. <strong>TesSyncMapInjector</strong> 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.</p>
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<ul>
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<li>Required for any item / object whose ESP record was authored to point at a non-default UE5 asset (e.g. the bundled Obsidian items).</li>
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</ul>
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<h3>UE4SS</h3>
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<p>The Unreal Engine 4 / 5 Scripting System. A loader for native DLL and Lua mods inside Unreal games.</p>
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<ul>
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<li>Required by <strong>TesSyncMapInjector</strong> (Lua) and by the bundled <code>Begone</code>, <code>OOO_REFRFix</code>, <code>RAX</code> mods.</li>
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</ul>
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<h2>Optional but supported</h2>
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<p>The OptionalPatches/ subfolder ships ESPs that add compatibility with these mods if you also have them installed:</p>
<td>Removes specific actor/object references at runtime per the bundled <code>Config/OscurosOblivionOverhaul.json</code>.</td>
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</tr>
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<tr>
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<td><code>OOO_REFRFix/</code></td>
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<td>Patches OOO reference placements that need runtime correction; see <code>Scripts/spawn_deltas.lua</code>. Only needed if you have existing saves carrying older-alpha OOO references.</td>
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</tr>
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<tr>
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<td><code>RAX/</code></td>
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<td>Allows loading of custom UE5 maps (the new <code>L_*_Map</code> dungeons). Native DLL (<code>dlls/main.dll</code>) plus Lua glue.</td>
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</tr>
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</tbody>
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</table>
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<h2>Game install layout reference</h2>
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<pre><code>…\Oblivion Remastered\
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<p>These are the runtime components a player needs to install themselves. <strong>None of them are bundled in the OOORF release archive</strong> — install them separately before deploying OOORF.</p>
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<h2>Required</h2>
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<h3>Oblivion Remastered</h3>
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<p>The base game. Install via Steam, Game Pass, or your platform of choice.</p>
<p>OOORF ships its plugin in <strong>two complementary forms</strong>: a single <code>Oscuro's_Oblivion_Overhaul.esp</code> plus a per-record-type JSON family under <code>…\ObvData\Data\MagicLoader\</code>. <strong>MagicLoader</strong> reads those JSONs at game start and merges them into the live record set, sidestepping the 255-plugin load-order limit.</p>
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<ul>
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<li>Required for everything record-related to work (creatures, items, spells, etc.) beyond what the bare ESP defines.</li>
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</ul>
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<h3>TesSyncMapInjector (UE4SS Lua mod)</h3>
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<p>OOORF's <code>…\ObvData\Data\SyncMap\Oscuro's_Oblivion_Overhaul.ini</code> is a list of <code><TES4 FormID hex>=<UE5 SoftObjectPath></code> lines. <strong>TesSyncMapInjector</strong> 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.</p>
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<ul>
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<li>Required for any item / object whose ESP record was authored to point at a non-default UE5 asset (e.g. the bundled Obsidian items).</li>
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</ul>
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<h3>UE4SS</h3>
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<p>The Unreal Engine 4 / 5 Scripting System. A loader for native DLL and Lua mods inside Unreal games.</p>
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<ul>
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<li>Required by <strong>TesSyncMapInjector</strong> (Lua) and <strong>RAX</strong> — both essential for normal play (SyncMap binding and custom-map loading respectively).</li>
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<li>Also used by the optional bundled mods <code>Begone</code> (development test recording / debugging) and <code>OOO_REFRFix</code> (save migration for users with existing saves on older alpha releases) when those are enabled.</li>
<p>These run on UE4SS too and live in the same <code>…\Mods\</code> folder, but are <strong>not required for normal play</strong>. They exist to support the OOORF alpha-testing workflow. Safe to disable if you're not testing or migrating an older save.</p>
<td><strong>Test recording, debugging, and ad-hoc UE5-mesh suppression.</strong> Originally Begone hid UE5 ghost objects at runtime per <code>Config/OscurosOblivionOverhaul.json</code>; 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.</td>
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</tr>
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<tr>
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<td><code>OOO_REFRFix/</code></td>
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<td>Save-file migration helper. Patches OOO reference placements that need runtime correction; see <code>Scripts/spawn_deltas.lua</code>. Only needed if you have existing saves carrying OOO references from older alpha releases.</td>
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</tr>
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</tbody>
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</table>
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<h2>Game install layout reference</h2>
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<pre><code>…\Oblivion Remastered\
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├── OblivionRemastered\
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│ ├── Binaries\Win64\
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│ │ └── ue4ss\ ← UE4SS install lives here; bundled Mods\ overlays into it
<td>Allows loading of new custom maps. Created by <ahref="https://www.nexusmods.com/profile/Antrix/mods?gameId=7587" target="_blank" rel="noopener">Antrix</a> to allow OOO to load custom UE5 maps. Native DLL helper (<code>dlls/main.dll</code>) plus Lua glue. Required.</td>
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</tr>
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</tbody>
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</table>
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<h4>Alpha-testing utilities (optional)</h4>
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<p>Also bundled in the same folder, but <strong>not required for normal play</strong>. These exist to support the OOORF alpha-testing workflow — leave them enabled if you are testing or migrating an older save; disable them otherwise.</p>
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<table>
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<thead>
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<tr>
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<th>Mod</th>
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<th>What it does</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><code>Begone/</code></td>
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<td>Removes specific actor/object references at runtime that are not needed or wanted in the UE5 maps; configured by <code>Config/OscurosOblivionOverhaul.json</code>. Required until we figure out how to delete them properly from the UE5 map clones.</td>
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<td><strong>Test recording, debugging, and ad-hoc UE5-mesh suppression.</strong> Originally Begone suppressed UE5 ghost objects (extra doors, fires, debris, dynamic FX) at runtime via per-cell rules in <code>Config/OscurosOblivionOverhaul.json</code>; 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.</td>
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<tr>
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<td><code>OOO_REFRFix/</code></td>
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<td>Fixes spawn / placement deltas for OOO references stored in your save file (<code>Scripts/spawn_deltas.lua</code>). Only required if you have existing saves with older alpharelease OOO references. Not needed for new saves or if you never used prior alpha releases.</td>
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<td>Save-file migration helper. Fixes spawn / placement deltas for OOO references stored in your save file (<code>Scripts/spawn_deltas.lua</code>). 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.</td>
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