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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!

v1.0.6 (2025-05-12)

UORP Fixes

  • Removed a fix for Dremora5MarkynazMissile3. She now has proper voice recordings made, whereas those recordings were missing in the original game.
  • Removed the UOP fix for the Bloodworm Helm not being added to the Archmage's Nightstand. The devs fixed it in a different location and it hadn't been noticed.
  • Removed an undocumented fix for SE07DementiaSwitchSCRIPT which was causing the Bust of Sheogorath to become unusable during Ritual of Dementia.
  • Restored the fix for Faregyl Inn's interior cell name. "Faregyl's Interior" -> "Faregyl Inn" [CELL:0003156C:FaregylInterior - Used LOC_FN_FaregylInn tag]

Actor and AI Package Fixes

  • Abhuki is stuck in the upstairs rental room due to some unknown engine issue and cannot execute her normal tavern services package due to the locked door. A new package has been added to her NPC record to direct her to a new marker added by the UORP. A script will also run that unlocks the rental door upstairs so she can get out. There is a possibility she may still be stuck inside, and if this is the case you'll be able to push her out. The door and/or bed cannot be repositioned because edits to either of them do not take effect. If they had, this would have resolved her being unable to exit. (Bug #35236)

Item Fixes

  • Skingrad Secret Cell Key has 0.1 weight. Keys are all supposed to be 0.0 weight. [KEYM:000838CE:SkingradSecretCellKey] (Bug #35286)

Perk and Skill Fixes

  • Redguard origin selections do not match up with the stats you actually get when selecting them. The bonus values are reversed. [RACE:00000D43:Redguard] (Bug #35269)

Placement/Layout/Ownership and other World Object Fixes

  • 00093BE1: Ayleid Statue in Wendir for the Umbacano quest that was sitting on top of candles added by Virtuos, causing it to fall down behind the altar it was placed on. (Bug #35328)
  • 0003D173, 000CCF84: Incorrect lever type assigned in Fort Virtue that would make accessing the back area impossible after the cell respawns. (Bug #35394)

Text Fixes

  • [DIAL:00035691:WatersEdgeTOPIC] - "Waters Edge" -> "Water's Edge". Match consistency with the village's map marker. [String tag changed from LOC_FN_WatersEdgeTOPIC to LOC_FN_WatersEdge] (Bug #35348)
  • [CONT:0001D5A8:RFDchestLarge01] - "Chest Large" -> "Large Chest". Inconsistent with other "Large Chest" objects. [String changed from LOC_FN_RFDchestLarge01 to LOC_FN_HornCaveStockpileChest] (Bug #35340)
  • [BOOK:0008AD9B:ScrollStandardSummonSkeletonChampionExpert] - "Summon Skeleton Champ" -> "Summon Skeleton Champion". [String changed from LOC_FN_ScrollStandardSummonSkeletonChampionExpert to LOC_FN_StandardSummonSkeletonChampionExpert] (Bug #35284)

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.

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