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
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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.
Even if they do, i'm pretty sure the meshes and textures won't.
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
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.
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
Game values are also hardcoded into unreal like "fActorStrengthEncumbranceMult" while it will have a visual effect in the ui it has the old values.