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Posted

Unofficial Oblivion Remastered Patch


By Quarn, Kivan, Arthmoor, Sigurð Stormhand, and PrinceShroob

A comprehensive bug fixing mod for The Elder Scrolls IV: Oblivion - Remastered. The goal of the Unofficial Oblivion Remastered Patch (aka UORP) is to eventually fix every bug with Oblivion Remastered and its DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.

Downloads

AFK Mods
Nexus Mods

Requires Oblivion Remastered 0.411.140.0 or later.

Documentation + Credits

Warning: Only use the Unofficial Oblivion Remastered Patch with the version of Oblivion Remastered is was created for! Using it on an older version of Oblivion Remastered may cause bugs or things not to be fixed that were advertised as such!

v1.0.7 (2025-05-18)

UORP Fixes

  • Edits to 39 Armor & Clothing records have been removed because they were trying to make changes to Biped Model data which are ignored by the game. (Bug #35405)
  • UOMPMinionFixScript had unlocalized strings in its MessageBox commands. [SCPT:0C0170FB:UOMPMinionFixScript] (Bug #35368)
  • Restored the topic fix for "Haderus Goldwine" being the incorrect name of the Count of Kvatch. [DIAL:0002AD75:HaderusGoldwineTopic - String tag changed to LOC_FN_OrmelliusGoldwine] (Bug #35414)
  • Fixed a regression from an old USIP fix that caused the Sword of Jyggalag to fail to enable when The End of Order [SE13] is completed. If the sword did not enable for you, you should be able to go back top the pedestal now and obtain it. (Bug #35409)
  • Fixed an unlocalized string in the Sheogorath's Protection spell. [SPEL:0004BD29:SE14RezSpell] (Bug #35307)
  • Modified the old UOP fix for Block training. The IsWeaponOut function considers your fist to be a weapon and was blocking Andragil from testing you in combat. Changed those places that referenced this to use GetWeaponAnimType instead because that can be checked specifically to see if your fist is up and allow the test to continue. In the process, reverted her dialogue conditions back to what they were in vanilla. [SCPT:00065557:AndragilScript, INFO:00062336] (Bug #35316)

Item Fixes

  • 9 more keys had weight that shouldn't have it. [KEYM:00003A97BenirusManorKey, KEYM:0000C1FC:MS31StorageRoomKey, KEYM:0000C1FD:MS31TopDeckKey, KEYM:0000C1FE:MS31CabinKey, KEYM:00019DA7:SE12OrderKey, KEYM:000242B2:ChorrolCastlePQKey, KEYM:000385A4:MS11BradonKey, KEYM:00070248:MS40DoorToHindarilKey, KEYM:0007BAE0:MS31OrmilCabinKey] (Bug #35407)

Quest and Dialogue Fixes

  • When clearing the courtyard in The Battle for Castle Kvatch [MS49], Savlian Matius would become stuck outside the castle calling for you to leave none alive. This was being caused by combat still going on when the internal counter reached 9 dead daedra, blocking his attempt to start conversation. Due to some sort of unknown bug, the game appears to actually be spawning far more than 9 daedra even though the CS clearly only shows 9 references in the editor, which is why combat is still active when the 9th one goes down. In order to fix this, the main script controlling the quest needed to have a check placed in it to make sure both the player and Savlian are out of combat before conversation is initiated. His greeting topic for stage 60 ALSO needed to check to see if the tracking variable was >= 9 instead of == -1 as the original game was doing. For some reason this -1 check didn't work at all. He should now approach the player to advance the quest into the foyer of the castle interior. [SCPT:0002AD7C:MS49Script, INFO:00032D9F] (Bug #35426)
  • During Miscarcand [MQ12] if you have already obtained the Great Welkynd Stone and tell Martin this, the game sets his name to "Martin Septim". The developers forgot to use a localized string for this though. [INFO:00026EFC] (Bug #35420)

The previous version history can be found here as it is too large to put in one post.

  • Arthmoor pinned this topic
Posted

As you may have noticed, there's been a couple of quick fixes for some things that cropped up. It's all in the changelog.

Posted (edited)

https://youtu.be/UBKdS33WMe4 

Found this on YouTube the other day by mistake when looking at videos for the remaster. I don't have the game yet, so I'm unable to confirm if it's real or not. You mentioned the old audio fixes were obsolete since the voice acting was redone. Not sure whether that means you'll be able to do audio splices for new issues or not. Since modding isn't officially supported as of now, I would assume it's going to be a bit more difficult.

Edited by BlackPete
Posted

Yes, that's real. I'd guess that Virtuos simply ran and automatic lip sync routine on whatever audio files Bethesda gave them and didn't do anything to fix the actual spoke parts.

Since we have no means of getting voice files into the game right now that's not something that the UORP will be able to address anytime soon.

Posted

Been seeing rumours that this is just the old patch with the header changed. For the record, it's not. This patch is based on the work done on the old UOP, USIP and DLC patches, but it was rebuilt to align with Oblivion: Remastered and the new data format.

The changelog for UORP would run to 94 pages of A4 if you printed it out, and the first release did miss some things that needed to be cut, but the patch is being developed against the Oblivion Remaster, and not the original version of Oblivion. So far, the teething problems are related to the translation from Oblivion's engine to UE5, not bad data in the esp itself.

Posted

UORP updated to version 1.0.4.

Posted

UORP updated to version 1.0.5.

Posted (edited)
On 5/4/2025 at 12:14 PM, Sigurð Stormhand said:

Been seeing rumours that this is just the old patch with the header changed. For the record, it's not. This patch is based on the work done on the old UOP, USIP and DLC patches, but it was rebuilt to align with Oblivion: Remastered and the new data format.

The changelog for UORP would run to 94 pages of A4 if you printed it out, and the first release did miss some things that needed to be cut, but the patch is being developed against the Oblivion Remaster, and not the original version of Oblivion. So far, the teething problems are related to the translation from Oblivion's engine to UE5, not bad data in the esp itself.

So, if I have an oldblivion mod that depends on both UOP and USIP (which seem to now be combined in UORP), then I'm going to need to manually unwind those dependencies in order to adapt my mod for Remastered?

The mod in question is of course OOO 1.5.16 here https://www.nexusmods.com/oblivion/mods/46199?tab=description

I managed to adapt large parts of OOO 1.3.7 already, but that version had some internal copies of UOP fixes rather than depending on UOP and USIP directly.

Edited by devakm
Posted
5 hours ago, devakm said:

So, if I have an oldblivion mod that depends on both UOP and USIP (which seem to now be combined in UORP), then I'm going to need to manually unwind those dependencies in order to adapt my mod for Remastered?

The mod in question is of course OOO 1.5.16 here https://www.nexusmods.com/oblivion/mods/46199?tab=description

I managed to adapt large parts of OOO 1.3.7 already, but that version had some internal copies of UOP fixes rather than depending on UOP and USIP directly.

I'll let Arthmoor field this.

Posted

Hi, welcome to AFK :)

Yes, you will need to adjust the file dependencies if anything specifically required the UOP or USIP separately as masters. The same will be true of anything that's using any of the other DLCs as masters as well since those have also been folded in to the UORP.

I'm not sure what kind of internal dependencies existed, but if it was for a form that UOP or USIP specifically created for the game there's a good chance it doesn't exist in UORP anymore due to the serious limitations we're operating under with this engine. This will be especially true for dialogue, NPCs, and Creatures as those new records just crash the game.

Posted

UORP 1.0.6 is now available. First post has the details.

Posted

UORP 1.0.7 is now available. First post has the details.

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