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Ian Patterson

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ianpatt

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  1. ianpatt
    ianpatt
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    Development status:
    - Script command table hooked
    - Form and other structure updates/RE work in progress
    - Documenting Altar's sync between UE and Oblivion engine in progress
    - Low level UObject functions and structures done
    - Stubbed input hook implementation - this will need some work
    - Script commands implemented up to classic release version 6

    2025-06-05: Bethesda/Virtuos have released a beta to an alternate branch (1.511.102). Generally, betas are not supported, especially very short-lived betas like this one. Given that Virtuos is probably handling more of this process than Bethesda, their patch habits might be different.
    2025-06-11: The beta has been released (unmodified) to the public branch, and update 0.2.0 is released with support.
    2025-06-14: 0.2.1 has been released to block loading a plugin with bad version data (it would immediately crash) and to support users launching via Steam command line option manipulation. Hopefully this will not cause another Windows Defender nightmare; I'm going to be using exactly the same loader going forward unless it absolutely needs to be changed.
  2. ianpatt
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    Before people get super excited, please read the summary in the readme:

    The Oblivion Remastered Script Extender, or OBSE64 for short, is a modder's resource that expands the modding capabilities of Oblivion Remastered. It's a plugin loader for now because people are making plugins with no version compatibility detection and that's dangerous/confusing for users. Fixing some of the areas where mods would conflict with each other is planned. We'll see where modding for this game goes - many things can be done from the embedded engine side, and other things can be done from the Unreal side, but communication back and forth is a problem. Virtuos' design also has several single points of modification conflict that cause problems if you want to have more than one mod installed. As modding will probably be very different, this is not intended to be a direct port of classic OBSE's functionality.

    This is going to develop based on the needs of modders.

    Supporting different builds of the game (ms store/gamepass/epic/whatever) would kill development time, so none of that for now. Please don't ask.

    Modding this game is going to be very different from modding classic Oblivion. Please do not get your hopes up yet.

    Expecting the functionality of classic OBSE to be present in the initial release of what is effectively a complete rewrite (total compiler change, 32 -> 64 bit change, UE5 added, some gameplay/scene stuff/menus implemented on the UE5 side, complex code linking classic engine and UE5, etc) is not realistic.

    This is a long term project, but I am working on it.
  3. MadAborModding
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    What is the suggested method for compiling scripts with the added functions? (Provided that is possible to do at the moment).

    I compiled a script with GetActiveSpell using the Oldblivion OBSE and Construction Kit, in-game in the remaster it did not crash when ran but it did not appear to be functional.

    Should I be using OBSE64 to open CK, or is it just that the new functions only work via console commands atm?

    Thanks for all work you've done over the years, very grateful! 
    1. ianpatt
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      There isn't a new editor, so people making mods will need to use the old tools and 32-bit OBSE. I'll need to figure out how to handle situations when functionality needs to be specific to one of the platforms at a later time, but that's fine for now.

      Can you send me a PM with that .esp? The modified compiler in later versions of classic OBSE can generate code that is only valid in very recent versions (definitely not 1-5 as is currently supported).
    2. MadAborModding
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      Ahh that makes sense, thank you for the response. I was using v0021. I will try it out with an older version and will let you know if I run into any bumps. Thank you!
  4. Can you please provide v0.2.0? I updated this via vortex and now save keeps crashing to desktop. Thanks!

    Update: Nevermind, I was able to get it from my archives; didn't help but I can still open an old save. No idea what's going on but I didn't lose much.
  5. Bhamba
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    It worked :3
  6. kobainkhad
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    So my questions never get answered. Once I install this, do I HAVE to use vortex or esp mods? Cuz I don't wanna use vortex honestly I prefer manually installing files. Also I've never got this to work properly on launch. 

    I heard but can never seem to find any answer on why. I read but cannot currently find that you cannot launch OBSE the first time with UESS installed. Any truth to this? Atm I cannot recall why OBSE wasn't working, or rather what the errors were. 
    1. ianpatt
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      You don't need to use Vortex. OBSE doesn't know anything about the mod manager you're using. "esp mods" are just standard Oblivion mods, so I don't know what you're talking about there. I haven't heard anything about conflicts between UESS and OBSE.
    2. Smallbomb78v
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      Install manually, I use MO2 but still mainly do manual installing. Just easier to not worry about how mod managers can create even more problems than solve them.
  7. OminousSun110
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    I want to set up my Steam in such a way that I can press "Play" and Steam would run the OBSE executable file instead of the normal executable:

    I put the following in the Launch options in Steam"C:\Program Files (x86)\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Binaries\Win64\obse64_loader.exe" %command%
    But when it runs, I get the following error
    OBSE loader: initialize (version = 0.2.0 10000000 2025-06-22 04:29:15, os = 6.2 (9200))
    too many free args (C:\Program Files (x86)\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered.exe)
    Couldn't read arguments.
    And a pop-up that states: "Couldn't read arguments."
    Is there any way to set this up? Or do I not need to do this whole process?
    1. Paco186
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      You did it wrong. Here's the correct way:
      "C:\Program Files (x86)\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Binaries\Win64\obse64_loader.exe" -- %command%
      You needed two dashes before the %command%
  8. Smallbomb78v
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    Do I update to the runtime 1.511 version? What's compatible with the 1.1 Oblivion update?
  9. commanderdog
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    Fresh Install, just booted up vortex clicked on mods tab, vortex telling me to download this mod for hard requirement?, downloaded it, and deploy mods button was glowing, clicked on it and now i have a OBR INI Merge Mod, The mod type says, Merged INI (Do Not Use) ?

    And when i try to delete it, it comes back for some reason.

    Edit: Guess im not the only one who has this problem, and Zanderat says its normal?
    https://forums.nexusmods.com/topic/13517090-vortex-wont-delete-a-mod-i-didnt-even-download/
    1. Zanderat
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      It's a new function built into Vortex.  Leave it disabled.
  10. Banjomir777
    Banjomir777
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    Completely fresh vanilla install of the game. First mod I install (using Vortex) is OBSE from this mod page. Upon launching the game, it immediately crashes with a Unreal error log reporting window.
    How can this be?
    I checked where Vortex puts the files and it is in the correct location as per the installation instructions here. I even tried manually installing the files, with the same result.
    I am starting to wonder if the problem is with my version of Windows 11??? 
    1. ianpatt
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      This is extremely likely to be another early mod you have installed, and not OBSE. Possibly also a bad plugin with bad version data so OBSE can't tell you it's old. Empty OBSE/Plugins/ and try again. If that doesn't help, read https://www.nexusmods.com/oblivionremastered/articles/258.
  11. beatyupton4290
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    i just wanna make sure.. i copy and pasted and overwriten things last time .. and i just wanna make sure .. im guessing this was left over.. i need to delete obse64_0_411_140.dll AND obse64_1_511_102.dll and add then new update right ? 
    1. ianpatt
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      No need to delete the old files, just make sure you are overwriting everything with the new files.
  12. SubieMike
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    ok, so i just did a fresh install of the game due to a ton of crash issues lately, re added obse64 to it, however, this time it did not create an OBSE folder with a Plugins folder in the win64 section, and the OBSE folder in my games>Obliv remaster>OBSE did not make a plugins folder, only a Logs folder. do i need to manually create it/them this time and if so, in which section? win64 and create both an OBSE folder and plugins folder inside that, or the OBSE with the logs folder and create a plugins folder in that OBSE folder?

    Edit: im dumb. I forgot I had gotten them originally because the mods come with their own folder structures when installed and dragged in and that's how i got them the last time. we're all good.