Bethesda says no mod support, I say false. It really is unreal slapped on top of oblivion, the data folder is nested in a lot more folders but same concept.
The esm and esp files appear to be 1 to 1 in file size with old oblivion on the latest update. Haven't done much testing but I have modified the iron longsword to do 10000 damage (1734 due to low one handed level). It's probably safe to say all mods that don't require oblivion script extender will work for the remastered.

As for load order the file is also located in the data folder this time around. You can use the old construction set to modify the files

game data path:
steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data

Article information

Added on

Written by

Godschildgaming

11 comments

  1. Wolftiger470
    Wolftiger470
    • member
    • 1 kudos
    As of now (June 29, 2025) ANY esp mods (horse waterwalking - ect) will cause a ctd.  I have tested this in several ways (adding just one esp and entering it into the plugins.txt file - the game doesn't care if the esp is in the plugins text or not - if it is in the data (even with it in plugins - the game ctds if it's not in the folder no ctd.    it's not a huge problem but any non pak mods don't seem to work right now.
  2. firydoom3
    firydoom3
    • supporter
    • 1 kudos
    so are they saying no mods at all, or just no modding right now?
  3. MSBoxer
    MSBoxer
    • premium
    • 0 kudos
    I tried adding the esp from my old oblivion tree house mod (https://www.nexusmods.com/oblivion/mods/24523) and it did not work.

    Now I am not much of a modder, but I enjoyed creating this and would love to have it in the remaster.  Hopefully, someone smarter and more talented will figure out how we can mod this updated version.
    1. Bittermans
      Bittermans
      • member
      • 14 kudos
      that is because it needs a correspondent mesh at the .pak file in this case, and that is another indy 500
    2. M8rthvargr
      M8rthvargr
      • member
      • 0 kudos
      Yep I've also faced with same problem. I have a nice mod adding a home near Anvil, but there're a lot of scripts as well (I added jewelry craft station and altar with choices). So, before finding this topic I tried to just import it into the new game, got a crash, removed all "heavy" stuff and left the home itself only - but it's crashing nearby the home anyway - apparently because of textures changing. So, we're waiting for advanced folk to cope with it =)
  4. Auditormadness9
    Auditormadness9
    • member
    • 0 kudos
    I think saying literally any mod will work on the remaster as long as it doesn't require the script extender is kind of extreme. Are you saying literally all these quest mods on Nexus will perfectly work fine in Oblivion?

    Even if they do, i'm pretty sure the meshes and textures won't.
    1. ArmlessWunder
      ArmlessWunder
      • supporter
      • 19 kudos
      Yeah they don't, I tried messing with my endgame loot plugin and found that there were issues with meshes and textures that were pointing to (old) Vanilla resources.

      My simple tome scripts are working and new sigil stones and apparatus work, as long as you don't drop them...

      But yeah I'd say almost all mods won't be drag and dropable in remaster
    2. Godschildgaming
      Godschildgaming
      • premium
      • 39 kudos
      Jumped the gun a little, new items won't have models unless pak files are made. cell edits need unreal map file edits to work. While there is a lot that can work there is also a lot that won't work. Though in a discord I already saw a modder already importing models, textures and even shaders into oblivion remastered. I suspect that these changes will be overcome quickly and modding, while a little more advanced now, will turn out even better than it was for original oblivion 
  5. thomrueck
    thomrueck
    • premium
    • 0 kudos
    Complete nonsense. Even though it has the old engine as a framework and uses .esp files, the paths to textures and meshes are different, and mostly everything else that had to be bridged between the old engine and ue5.
    Its more safe to say that NONE of the old mods will work out of the box without at least minor modifications, but most mods won't even work with great modifications, because modders don't (yet) have access to the internal workings of the modified old engine, the bridging system or the UE5 engine systems at work.
    1. Insector1001
      Insector1001
      • supporter
      • 0 kudos
      All mods that dont modify the visuals or Static map geometry of the game will work out of the box.
      Vanilla script mods, gameplay modifications all work fine out of the box with no changes

      Simple quest mods that dont change any map geometry also work fine
      Quest mods that involve dungeons are different as they are made from a small set of interchangeable boxes that all have their graphical properties already applied before they are placed in the construction set

      You can replace stuff in the unreal engine but not add new stuff becasue we dont have access to the core parts of the translation layer between gamebryo and unreal engine that properly designates textures and meshes
    2. Godschildgaming
      Godschildgaming
      • premium
      • 39 kudos
      Was a little to excited when I first wrote the original prompt. What works seems to be small changes, no new meshes, no new textures and no cell edits. Item names appear but will have [nl] tags due to unreal trying to localize strings. Can't create new items without a pak mod as well.

      Game values are also hardcoded into unreal like "fActorStrengthEncumbranceMult" while it will have a visual effect in the ui it has the old values.