"I want to swing tree." – Me, last night before making this mod
🧩 REQUIREMENTS
- UE4SS for Oblivion Remastered
- UE4SS TesSyncMapInjector
- Runtime EditorIDs (Console)
- NL_Tag Remover – Optional, but prevents item name from showing as "NL Tree"
📦 INSTALLATION GUIDE
Step 1: Install UE4SS for Oblivion Remastered
Download UE4SS, extract it, and place both the ue4ss folder and .dll file into:
Steam:
C:\Program Files (x86)\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Binaries\Win64
Game Pass:
C:\XboxGames\The Elder Scrolls IV - Oblivion Remastered\OblivionRemastered\Binaries\WinGDK
Step 2: Install UE4SS TesSyncMapInjector
Choose the Steam or Game Pass version and copy its contents into your ue4ss folder.
Step 3: Install Runtime EditorIDs (Console)
Extract and drop the OBSE folder into:
OblivionRemastered\OblivionRemastered\Binaries\Win64
Step 4: Install This Mod
4a. Pak Files:
Go to: OblivionRemastered\OblivionRemastered\Content\Paks\~mods
If ~mods folder doesn’t exist, create it.
Drop in all .pak / .utoc / .ucas files provided.
4b. ESP File:
Navigate to: OblivionRemastered\OblivionRemastered\Content\Dev\ObvData\Data
Drop in Tree.esp
Also add Tree.esp to your plugins.txt
4c. SyncMap Config:
Still in the Data folder, go to or create SyncMap
Drop in: Tree.ini
Step 5: You're Done!
Open the console with ~ and type:
player.additem tree 1
Go forth and swing... responsibly.
🪵 A FEW NOTES
- The default .esp gives you the full anime moment: one-shot kills, heavy tree swings, real Wylad vibes.
- If that’s too much, use the optional lighter .esp included in the download.
💬 THANK YOU!
Over 3,000 downloads in my first month of modding — seriously, thank you.
Your support has been overwhelming, and I genuinely appreciate every download, comment, and bit of feedback.
I’ll keep refining things and bringing more fun (and sometimes cursed) creations to life. You rock!
🛠️ CREDITS & TOOLS USED
Model Inspiration:
Inspired by the original in-game item, created from scratch using game assets as visual reference only.
Tools Used:
- GIMP – texture editing
- Blender – mesh + rigging edits
- FModel – asset extraction
- Unreal Engine 5.3.2 – for final .pak builds
- UAssetGUI – blueprint editing
- xEdit – for ESP creation
- Retoc – to repack blueprints into .pak