#modding-general

1 messages · Page 22 of 1

thorny lark
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“The man” can’t stick it anywhere it already wasn’t stuck and as such it really doesn’t hold much ground as a threat.

Let the PS players have their nice things and the porters, who, to be clear, are only porting the new mods because they have the know-how to do so, will get banned invariably and stop porting. That is all that will happen. No amount of mass reporting or moral justifications are needed.

It is a thing that will happen and then it will stop happening and no consequences will occur whatsoever for any party

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Except the porters might be banned and they will go back to not porting mods for PS, which most of them weren’t doing anyway

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So all in all making a big fuss about it and trying to find ways to mass report makes you, quite literally, the only negatively affected party.

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And for what? You didn’t lose out on anything. There’s nothing to be gained from porting to PlayStation.

rich kiln
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Since the method involves bypassing the restrictions that were put into place in the CK that otherwise prevent the upload of custom assets for playstation mods it actually would be unethical as potentially being a breach of the relevant EULAs and Terms of Service for the Creation Kit and/or the bethnet website that mod authors have to agree to abide by in order to make use of the CK and website, to say nothing of any other potential legal snarls resulting from exploiting a vulnerability to upload files to a website in a way that is otherwise not allowed.

While you may personally view it as a "goofy" rule, you're also not the one who put it into place and not who mod authors would potentially be having to answer to if the determination is made at some point that people who used the exploit are to be punished for breaking it up to and perhaps including a ban from the website altogether.

That is why it's important to get clarification from Bethesda regarding this matter. You may not personally be troubled by the possibility of being banned from the website, but for those of us who put in a lot of time and effort into the mods we create and would like to continue to be able to upload them it's a more important concern.

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I would very much like to be able to have the freedom to upload mods in the same state for playstation as I already do for xbox, as I think basically all of us do, but to do so potentially at the cost of my account is too much and not something anyone should be asking of others.

thorny lark
# rich kiln Since the method involves bypassing the restrictions that were put into place in...

I fear we have a different definition of ethics as breaching a UELA in such a way as this does not make me lose any sleep I fear.

Legal snarls is exceedingly unlikely to the point where I would say nigh impossible. Bethesda reserves the right to ban but it would take a lot of work to get a legal proceeding off the ground for this. Especially without money changing hands. I don’t think it’s wise to carry on down this route in the Bethesda server however. I would like to stay here

Why would you be banned? Are you uploading these mods? If not then all seems well. If people are porting your mods to PS without your consent then that is a different matter.

The people porting these mods are not long standing mod authors. They are porters, most from what I can see are using specific accounts for this.

If you think there is a risk of you being banned then simply don’t do it. If people are pestering you to do it then that is bad, if people are uploading your mods without permission then that is bad too. None of these things are in the same ball park as porting a mod with open permissions.

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For the record I’m not saying any mod author should be pressured into taking advantage of this. I’m saying let the porters go nuts with the open perms mods for the next week or so. It’s funnier that way and allows lots of people to see the work of talented authors.

covert pelican
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Whether it makes you lose sleep or not is irrelevant. It's plainly against the rules of the system and if you're ignoring said rules and get banned for it, well, no sympathy etc.

I share Skyler's desire to be able to upload full versions of my stuff as well because why wouldn't I if there's no additional process needed to do so.

But right now that would be madness to attempt because getting banned for "sticking it to Sony" isn't worth it.

uncut badger
# thorny lark “The man” can’t stick it anywhere it already wasn’t stuck and as such it really ...

Your account getting banned from Bethesda and losing anything connected to it, including purchases, isn't a viable threat to you?

You think porters have no connection to Bethesda aside from their porting? That all of their accounts could be banned, not just any dummy account they happen to be breaking their contracts with? The user is the one breaking the contract, not the account. None of a user's accounts are free from consequences if they violate that contract.

And your supposition that Bethesda would never sue anyone over breaching contact... You do realize that their parent company was founded by a lawyer. And they sued Facebook over the Oculus? They're one of the most litigious companies on the planet so forgive the rest of us if your lack of concern is not shared.

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And again, if some users get to flout the rules with zero consequences... That's unfair and unjust and I hope they get what's coming to them.

Right now as it is Bethesda continues to refuse to establish their current stance on the matter. If they continue to fail to do so I'm going to publicly explain in detail how to bypass the restrictions.

If the flood of external asset mods doesn't trigger a ban wave or if it does trigger a ban wave... I'll have my answer at last. But I much prefer to sacrifice people like you who don't care about the promises they make than compromise my own morals for it.

cursive wigeon
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just hopefully if they do ban everyone using the bypass, they don't also ban people who download the mods too. I don't see why they would but it could happen.

uncut badger
ancient latch
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Please keep in mind that if you have a question about disciplinary actions, whether in game or for the server, we ask that you reach out to us in @maiden gale. As this conversation appears to be toeing some lines, I'm going to ask that the topic be steered back on course.

uncut badger
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Oh, I've got an open ticket about it
They just spat out a copy/paste reply of the current guidelines

ancient latch
uncut badger
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Question Reference # 250217-000385 to Bethesda Support

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Super Support is my best typo ever

rough sand
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Anyone know what I can do . I was building an outpost it might of broken my game. When I leave my planet my game crashes . I don't have any older saves . I'm on xbox . Anyone have any ideas that can help . DM me please !

dark solar
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Hello all...i'm attempting to make a house mod able to adopt kids, but no matter what I do the game still says 'this is not one of your homes'. I have a papyrus log if anyone wants to try and sort through it.

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Also when is the Xwiki coming back up?

celest juniper
fringe olive
arctic oak
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Skyrim verified vehicles mod creation club like airships animated for NPC or player too so we can battle on them, animated boats or ships for NPC or player thus maybe idk something like steam engine land vehicles dwavern like
Wonder if some fantasy submarine can be handled too but anyways at least the first two vehicles described

Building everywhere campsite lil tiny mini buildings kit for fallout 4, skyrim

Can we have havok engine vehicles creation club verified mod for fallout 4?

digital olive
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Can anybody help me with extracting 7zip files? I hae no idea how to do it and Youtube hasnt helped me much

digital olive
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This is the NVSE btw.

rich kiln
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If you don't enable context menu integration then when you right-click the file you have select "Open With" then select 7zip manually.

amber geyser
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is it possible to make the Starborn Guardian or Starborn Ghost (LK Ships) have a horizontal wing instead of the standard vertical wing? or is that out of reach? just curious

rich kiln
digital olive
magic aurora
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7zip lol its called 7zip xd

digital olive
chilly prism
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I don’t know how the racks are done in SF, but in other games, there is a script attached to the container (or weapon rack in this case). This script would “attach” the model to the rack. Is this script attached to your weapon rack?

zinc delta
tidal crown
ripe hamlet
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Hey anyone familiar with C++. I have an idea for a project that would possibly make fallout 3 playable without mods. Tldr someone made the xenon recompiler tools to recompile Xbox360 games to PC ports. My theory is we can recompile fallout 3 to PC and make it better optimized

ripe hamlet
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Cmon it's not that bad of an idea they already recompiled sonic unleashed and working on ninja gaiden. Even on an older windows 8 it's always crashed and never worked even with the goty edition on pc

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As soon as I press new game it crashes and I don't wanna have to mod the game just to play vanilla fo3

ripe hamlet
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Oh yeah it happened even on windows 8

fast hornet
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Hey, has anybody else ever had an issue with Elrich.exe just not opening at all? I click, it swirls, then nothing. Tried a fresh install, changing install location, but nope. no luck. very confused.

zinc delta
bleak summit
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Is there a tutorial for 3d modeling clothing for Fallout 4 in Blender that anyone can recommend? I can find general clothing for games, but I was hoping for something more specific to Fallout 4.

final bolt
timber bane
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question im trying to help a friend install stfse mods on pc game pass is that possible?

thorny lark
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Anyone familiar with the ins and outs of using BGS assets in a free mod?

Like if I created a new area in Fallout 4 and used their trees and stuff I'm okay right? No CND?

What about voice NPCs like Mr. Gutsy?

What about taking something that exists like a Nuka Cola Vending Machine and crumpling it?

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At some point it becomes a violation of TOS and I'm unsure where that line is at

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@zinc delta

native canyon
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@restive sable also

thorny lark
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There was a spammer lol my comment above is not what mods were pinged for lol

fathom hare
thorny lark
covert pelican
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They don't allow porting assets between games like that.

thorny lark
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thank you !

flint panther
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Could I get a recommendation for an alternate start mod?

icy sierra
chilly prism
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Anything inside the game’s Data folder is fair game. Including Data\Interface 🤓

thorny lark
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thanks team!

sullen zealot
chilly prism
# sullen zealot we love using literal flash games as a user interface lol

Version 2 of the mini-game includes sound effects, Game Over, and very basic Xbox controller support (only the A button, left joystick, D-Pad work). The sounds are recycled from Pipfall’s Holotape Game. I’m not a sound engineer, I’m a programmer so I had to use something that was available and not copyrighted to someone other than Bethesda :-p

...

▶ Play video
sullen zealot
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cant wait for someone to port skyrim to the fallout4 pipboy 😆

agile prism
sullen zealot
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and the wayback machine

flint panther
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Any idea what could be causing a CTD when I talk to Lin during back to vecterra? As soon as I get to "that doesn't sound good", "that's a suicide mission", and select one of those options, it CTDs

wraith fjord
flint panther
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I wound up tracking it down to companion dialog framework oddly enough

grizzled kite
crimson pike
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Are there Modders looking for ideas to do a DLC-sized Mod (like Sim Settlements size) that involves the Enclave for fallout 4? If so I have an idea and a basic write-up for one I ask as I do not know how to mod myself.

south osprey
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For Fallout new vegas which mods for stability are essential

meager oxide
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So would anyone be interested in like a trophy room for elder scrolls 5-6 for character playthroughs, the concept is based on familiar faces but without the characters being replayed, I just think it would be cool if we could have the characters we’ve played in the past uploaded to like a player home that the current character can go to and see the choices (accomplishments and decisions) that the character that is uploaded made. And maybe adding like a room for them in the home depending on that characters’ race, faction alignment, quest completion etc. what do you guys think?

lunar lake
# meager oxide So would anyone be interested in like a trophy room for elder scrolls 5-6 for ch...

I used to do this back in Morrowind a few decades ago. Whenever I'd finish playing a character I would recreate them as an NPC. Back then I usually made a unique house for each character, and that is where I put most of them. Some of them ran shops, selling modded items or vanilla items not usually available in Bethesda's shops. Occasionally I'd turn one of them into a companion and send them off on adventures with my new character. It was always nice seeing my old characters in current games.

meager oxide
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And you would code them with the armors and all? And their own house and the like?

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And how easy is it to do that for PC/console?

lunar lake
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It was easy to recreate a player character as an NPC in Morrowind, because there were only a handful of static faces and hairs available (no face sliders like we have in modern games). I'd make their homes or shops before their games started and they would either start their game there or retire there after their game was over. I would give them clothes or armor or weapons that suited their personalities and backstories. I don't know how easy or hard this would be nowadays. I haven't done it in two decades, lol. Games are more technically advanced now. Someone else here will be better able to answer that.

brittle quail
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Question for any who are in the know as I am out of the loop. im trying to download or find a download for fallout new vegas nvwo weapon smith mod. But Nexus says it's under moderation? What does that mean in this context and why is it under review?

bronze peak
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Hey guys this is a FYI to mod authors. the user in this discord @lofty lance will reach out to mod authors to do mesh work for them and will take payment up front. He will not actually do the mesh work however I am at this point under the impression its a scam.

I commissioned him to do some work for me a while back and paid a small up front price. After a month and a half I asked for a update and he eventually got back to me to say "the person that was working on it was not in fact him it was someone else and they no longer work with him BUT if I give him more money he would work on it.

That said I did not lose a lot I only gave him 25$ up front but it is clear to me that it is a scam at this point he only keeps asking for more money and does not provide work and claims he is doing the work but then says hes getting others to do it for him. Just be careful.

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He PM'ed me to ask if I needed mesh work done based on a post I made so thats how he will contact you

Not a big deal i didnt lose a lot no hard feelings just watch yourself 🙂

bleak summit
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Can anyone recommend a tutorial to make a new enemy type in the creation kit for Fallout 4 please?

tepid loom
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I know there's probably about 2 people who mod Fo76, but if anyone manages to find the textures for the glowing ghoul eyes, please let me know! They aren't with the rest of the eyes and I cannot for the life of me find them.

kind spear
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can i ask for mod help here? cant find an oblivion mod help server tbh

lunar lake
south osprey
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Guys my LODS are broken in new vegas and is causing stuttering when objects load in i dont know what is causing this

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when i make my way to prim when approaching the ncr camp the rock on the edge loads higher quality mesh then stutters

main lark
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Hi can i ask for obscript tutorial here?
I really want to make quests/rewards mods and other similar stuff but i don't know where to begin with

thorny rune
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Is anyone able to answer a question for me-?

fathom hare
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Read the "Discussion" tab for many of these pages. They often contain extra useful info.

hidden knot
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Anyone know of any resources and tutorials for adding new animal models into ck/skyrim? Found a couple very old tutorials but they don't really cover it all. Working on a personal mod to bring my late dog into the game

formal lance
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Are bethesda.net servers down i cant access the creation/mod menu on skyrim or fallout 4

pure otter
formal lance
ancient latch
formal lance
ancient latch
formal lance
formal lance
ancient latch
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Have you brought up a ticket on this yet?

formal lance
zinc delta
thorny lark
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Replaced a NPC's nif and now they won't interact with furniture correctly.

I think the problem is the new nif doesn't have arms and legs, so it isn't interacting with the skeleton.nif like the original.
Which means it's not performing the action that hkx says it should.
Should I edit the skeleton.nif?
The hkx file?
The furniture?
Am I way off?
Quit and find a new hobby?

stone bay
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When you say not correctly, what do you mean, specifically? You mentioned the behavior file and it not performing a task, so I'm assuming it's just not using any furniture at all? Just trying to narrow down what's going on.
Did you replace both the skeleton and mesh nifs, or just the mesh?

thorny lark
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The Pet Rock I swapped to the Dog won't enter the Dog House. It just faces the entrance.

Now I removed collision to the doghouse to see what's going on, and see if maybe the rock would then enter the doghouse but the game already thinks it's in there. The collision and interaction for the Rock/Dog is inside the house while the model sits outside

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So he's in there spiritually, but physically Rockdog is just staring at the entrance

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Only swapped the nifs and tampered with the doghouse some.

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CatRock climbs in bed and rests no problem. Same technique

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From what I can tell the hkx for actor in and out of doghouse is part of the doghouse

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I think that action isn't being applied to the target properly. Could be new nif to skeleton or new nif to hkx, I'm not familiar with hkx files at all

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Petrock doesn't have a skeleton file to swap to the dog that I'm aware of. It's just a static item normally

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I'm about to compare the dog and pet rock nifs and try sharing some nodes with the rock

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¯_(ツ)_/¯

thorny lark
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hmmm got distracted lol will get back on this tomorrow

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reading something about targets, markers, interaction points, might need to dive into the youtube

stone bay
thorny lark
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moved on to a weapon model swap and its not working

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can see weapon in pipboy screen, can see it in the detail view, can even see it displayed

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but equipped its invisible in first and third person

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has anyone encountered this before?

vivid onyx
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Hey guys, I’ve been playing fallout London via the GOG launcher and over the last few weeks, I’ve started to notice that I’ve been getting purple textures on armour environments and I was just wondering how I can fix this I went over YouTube but I couldn’t really get a clear answer and I just don’t know what to do

gentle owl
fast bear
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Anyone ever figure out a way to use hotkey key binds in fo4 or Skyrim yet? I've been trying to think of a setup to overwrite the ini controller config for uneducated shooter and enhanced movement. Steam input works, just not for fallout 4. For example setting up a double press command for a keyboard button does not work. However if you switch the double press to initiate dpad left or right and q/e to the main dpad button you disable the original function and only double press initiates the dpad. The only way I can lean with a controller in my hand is to ads and hold my pinky out to press q or e.
It's kind of stupid and unintuitive. Just like the dodge for enhanced combat. I was thinking the slide works fine as it just uses the crouch controller button.
I'm thinking there has to be a way to make that more native. Like if u could rebind the dpad in MCM I'd just slap it over the top of dpad left and right and select only in ads mode. The dpad does not work while aiming down sights.
The solution is there if I could figure out how to modify the inputs in MCM to accept the controller. Lol it just won't.

rich kiln
fast bear
rich kiln
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rip

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Stuff like that is part of the reason why when I was shopping around for a new mouse a few years back I sprung for one of the gaming mice that had some extra buttons on it (ergonomically). Makes some actions easier to do with m+kb so that I'm not twisting my WASD hand into a pretzel trying to press 2 or 3 keys at once or in rapid succession. dieshouri

fast bear
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Tbh I'm getting used to it. I got dodge bound to a direction too. Lmao now I'm starting to wonder if I shouldn't just use my keyboard as a fat set of hotkeys.

rich kiln
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Can't really think of much else in terms of options though. I'm guessing you already tried sacrificing some lesser-used keys on controllers such as start/select buttons?

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By which I mean say having whatever the menu open button is be something else then use a kb key to open menu. That sort of thing.

bronze peak
rich kiln
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Removed them several years ago.

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Some of them I reuploaded to bethesda's website, some onto my personal discord, and then the others are either unfinished or I just haven't had a reason to reupload yet.

bronze peak
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i noticed i cant find them anymore - why did you remove them? was it because of the collections program or something?

rich kiln
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It was back during the "nexodus" fiasco. I opposed what they were doing and stand by that decision, though I'll just leave it at that as I doubt the moderators here want it being discussed at depth or length since it's an incendiary topic.

bronze peak
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oh okay no worries yes im know of that whole thing etc no biggy!

rich kiln
novel seal
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Does the wiki will come back online one day? Or is it dead forever?

rich kiln
novel seal
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Does anyone is able to help me?

rich kiln
novel seal
stuck crescent
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What could cause an issue of pulling nothing out of a leveled item list even if the last one has a "chance none" of 0 ?

chilly prism
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Confirm the items are objects the player/container/NPC can store. Confirm the checkmarks are set correctly.

turbid stump
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I'm new to the server and I really want to mod fallout 4. I have no clue how to mod it though. The wiki is down apparnently and I don't know where to start. Anybody know anywhere that can help me get started?

chilly prism
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What exactly are you wanting to create? Weapon? Armor? New Game Play Loop/System? Tell a new story?

rich kiln
turbid stump
thorny lark
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Weapon displays, shows in pipboy, shows when inspected but is invisible in hand

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Any ideas?

wise bluff
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Need help with getting a Male counterpart to CBBE, does anyone have any recommendations or help?

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Is there anyone able to help?

wise bluff
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Went with Better Male Bodies plus

slender canopy
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Can someone help me with getting bcfo to work

slender canopy
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Does anyone know if skese got updated for special edition

rich kiln
slender canopy
rich kiln
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Assuming you have the Steam version of Skyrim, that is.

gaunt lily
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Bethpieini causes stuttering. Just found this out. Nice.

trim leaf
amber siren
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How do I download Version Control for Skyrim SE since the wiki is down?

fathom hare
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The uesp wiki is as good as it gets.

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It's not just a clone or a mirror either. Since the point of it being originally cloned users have continued to contribute to it. In a way it's the most up-to-date Wiki

keen vortex
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Hi folks, I see Skyrim people got a couple tools in December, AssetWatcher and BGS Blender Scripts. I'm trying to use AssetWatcher, but I'm having issues with havok colliders. In Blender, I set their material and layer (e.g. Heavy Stone & Static), and after exporting, I can confirm the FBX contains the expected values in ColGroupMatCRC and ColGroupInfo (i.e. 3070783559 & 1, respectively). But from there, the NIF produced by AssetWatcher just contains a 0 and an SKYL_INVALID for the Chunk materials... am I missing something? How is AssetWatcher supposed to work? I tried poking at its configuration files, and saw references to AbyssWatcher??

muted crypt
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i got an error from xnvse that said to copy the logs and report them when my game crashed anyone good with that

kind spear
icy sierra
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@honest field, Starfield would be fine, it's PBR so it's 1 to 1 on Painter to Starfield

honest field
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What are the recommendations when it comes to texturing a model?

I'm part way through a game development course and we're using Maya/Substance painter.
I've done some digging and maya requires a mod to have the metals/normals match across into the CK.

Is there a particular texturing software that is a relative 1-to-1 when it comes to the CK.

Side note; does that software work across the board for Starfield's CK too?

Thanks 😁

honest field
icy sierra
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Skyrim you'd be fine with specific export template and also running the texture through elric, its a bit more difficult because its not PBR on Skyrim

honest field
icy sierra
honest field
icy sierra
honest field
icy sierra
honest field
icy sierra
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you gotta make sure your texture folders are in the games directory too, plenty of tutorials out there

honest field
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I appreciate your help!
Time to get some basics done!

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Dark47 or the name escapes me did a good one from what I've heard

honest field
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One final question;
Any recommendations for a texturing software (thinking about when I finish my course ~ 4 months away) which isn't too bad to use - since I am going to convert the texture files

icy sierra
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It's one time purchase on steam

honest field
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Sounds an idea then!

inland eagle
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^ and I think Fab.coms Adobe promotion is still on. If you publish paid asset or purchase one, you will get 6 months Substance Painter + Modeler

minor mason
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Does anyone know if you can use a controller to move around in creation kit? Saw a controller setting in the preference's but doesn't seem to do anything.

fathom hare
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Good question. It never occurred to me to try a controller with the creation kit. What is the setting you found? Does it have a name?

minor mason
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It was in preferences in the preview movement. There is a gamepad toggle

fathom hare
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Well give it a try and let me know how it goes. If it does work at all then I would assume you would have to have something loaded in the render window and have the render window in focus.

minor mason
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I did lol. Holding shift also didn't move anything in the cell window. I'll keep messing around, just downloaded the starfield kit

grizzled torrent
scenic compass
wise bluff
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Sup guys, looking to reinstall Starfield and was wondering if I could get a little help.

I want to work within the Xbox size limits but I want to overhaul outpost building, decor, crafting, factions, starship building, remove the limitations on starship building (like I want my BC-304 Daedulus build to have 4 beam weapons, 4 heavy railguns, and at least 2 missiles, preferably on turrets), and after that if there is room: improve the main cities as well.

Anyone have mod recommendations for all of that?

jolly aspen
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I just started a new modded save in skyrim special edition and when ever I get to whiterun for the first time my game crashes can anyone help?

keen vortex
# jolly aspen I just started a new modded save in skyrim special edition and when ever I get t...

the number of things that could be going wrong is huge, from NIFs with invalid physics flags to plugins with deleted navmesh elements. I'd start with your mod manager (I hope you use one), purge (and inspect your install dir, make sure there's no suspicious leftovers, say from Nemesis) & deploy, just to make sure you're on the load order you think you are. Then I'd start doing a binary search on the load order, until I find the plugins that trigger the crash; then go into those and check them for errors (SSEedit can help). It's a needle in a haystack, so you'll need to comb wide until you get a lead on where the issue is coming from

jolly aspen
jolly aspen
keen vortex
jolly aspen
keen vortex
# jolly aspen nope still crashes when i hit Esc additionally some of my mods are not loading f...

Sounds like an issue with the Deploy step. Relaunch Vortex, purge, and verify it did purge by checking out your game directory. Clean it if needed. Then deploy, and verify it did deploy what you expect. If not, check if in the plugins tab some are disable, even though their parent mod is enabled. You can have disabled plugins without disabling their parent mod; these words mean different technical things to Vortex

jolly aspen
keen vortex
# jolly aspen nope still crashes and certain mods arent loaded

Mods or plugins? If a mod is enabled, but its contents are not making it into the destination folder, check if the plugin is disabled in the Plugins pane. Alternatively, check if the copy in the Staging directory has any content in it (haven't seen that bug in a while); you can access a mod's staging directory via a button in the top-ish bar of the Mods pane, one that has a folder icon on it

keen vortex
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So the mod's staging folder has a plugin; the mod is enabled; the plugin is enabled; but the plugin does not get deployed to the deploy folder? Maybe Vortex lost track of stuff
Fully quit Vortex (not just minimize to the tab or some such), restart it, purge & deploy

jolly aspen
keen vortex
jolly aspen
keen vortex
jolly aspen
jolly aspen
keen vortex
# jolly aspen so then how would i fix this oh and would the crash report help solve the issue?

The crash could entirely be due to some master plugin not being actually enabled, but still being listed on the plugins.txt file; try launching the game, maybe it's now fixed as Vortex is properly deploying (I hope)
Crash Reporter can help pinpoint more specific crashes, but for stuff as broad and indiscriminate as this, where some things deploy and other don't, it would have easily led to bad leads (i.e. red herrings)

jolly aspen
keen vortex
jolly aspen
jolly aspen
jolly aspen
keen vortex
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If you're a mod author... check your Nexus mods inbox for the invite to the mod author discord channel

uneven zenith
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It's something to do with the specular settings but I'm not sure what to change

uneven zenith
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disregard - it was in the bgsm file

thorny lark
#

@rigid steppe i added that auto axe to cauterizer mod you suggested! thanks for the idea homie

final bolt
#

right click if it opens a color wheel set the color to black

edgy quail
#

Does anyone know how to change ur block bind in nolvus Skyrim? So like when u have a spell in one hand and a one handed weapon in the other u click the B key to block/parry. Say I wanted to change that function to the F key. How would I do so?

covert void
#

hey y'all I'm trying to mod for the first time and the geck website isn't working for me, is it just me or others?

covert void
#

ok so i have gotten a different issue, I'm gotten a popup saying geck.exe system error

rich kiln
covert void
gaunt lily
#

Is there a verified tutorial on solar system/planet creation?

sacred stream
#

No, the ck doesn't support it yet. That said, grab v.0.0.7 of my ark mod and crack it open. There's a whole lot of not much to it.

gaunt lily
#

Also, I guess I am going to start the foundation of the solar system until they fully support it. Plan to release a few planetary/system mods from my own twisted imagination.
Including:

  • Rivers, the one thing this game lacks.
  • Ponds, yet another.
  • Small lakes, another (not huge though since we are limited on map size).
sacred stream
#

Your mind is about to be blown 🙂
Those are all in the files just not used much, test_rivers maybe not at all (looks great paired with a forest biome!)
Each cell is a bit bigger than skyrim, and there are ~131k cells per planet.
The only limit I've ran into is max 7 biome types per planet.
Ark is up on the nexus in my profile, waiting on creations.

gaunt lily
junior glade
#

I'd reallllly love to see achievement friendly verified creations come to skyrim and fallout 4! 🙏 spent a lot on starfield ones.

warped hill
#

Is there a way to create custom robots in the creation kit using the automatron DLC?

sacred stream
#

Yeah, though I was never really good at it. Robots are just a bot body with special mods attached.

warped hill
#

Do you know of a tutorial? When you say bot body, I’m assuming you mean go into actors and then go to race?

sacred stream
#

No, pick a robot, mrHandy for instance and open object.. mods? I think. (Lil button). In there you'll see the various trees for each accessory, arms for instance. Accessories may have options as well. Iirc, MyHandy bot can spawn with various arm configurations, various tools per arm, 1,2,3 eyes, that sort of thing.

warped hill
#

Okay, I’ll try it out and see. I’m at the object mods and see all of the different elements to add to a robot. Do I need to have an active Mr.Handy actor open to place those in?

#

Sorry, this is about the only hickup I’ve had with the CK

jade briar
#

Where can I find the DXScanCodes?

charred pivot
#

anybody know how to rebind tkdodge hotkey?

lament pilot
#

Can I use bsa decompresser with modded textures?

#

Also can I use new Vegas heap replacer with new Vegas tick fix?

raven stratus
raven stratus
# rich kiln Scroll up a little.

Thank you. I figured it out but still couldn’t get the dodge mod to work. I’ll have to try it again or use a different mod

tight sleet
#

Anyone know why some mods won’t install on Xbox saying I miss files for them?

real sphinx
tulip ember
magic echo
#

facts whats the official word on that

real sphinx
glossy lark
#

Emperial guards catching you on remastered VaultBoySunglasses

flat ibex
#

Curious if anyone has tried adding an OG Oblivion esp to OblivionRemastered\Content\Dev\ObvData\Data\Plugins.txt yet 😅
That whole Dev\ObvData directory is clearly there for some reason...

vocal ravine
#

Diablo and Age of Empires remasters are cheaper, have modding, and cater to their entire fan base not only end users. Oblivions Remastered is more expensive, with less features, and catering to only part of the Oblivion audience. Dark days are here and it is not worth $50 in the current state. 😦

tulip ember
olive pasture
fickle leaf
#

Does the Oblivion Remaster have mod support?

olive pasture
#

I was hoping OBSE would be easily usable, and that the remaster might invoke the old Oblivion.exe so I could just rename OBSE to Oblivion.exe and get it to launch through OBSE for free, but it seems like getting that support will be a little trickier. It looks like Unreal is in the driver seat for all the executables, so there might need to be a different method of getting OBSE running and hooked into the game.

I could also be completely wrong, I haven't looked into this lower level stuff before!

flat ibex
#

Oh for sure, getting a script extender to work (if it's even possible) is many steps down the road. But just the fact that basic plugins load at all is huge.

magic echo
#

what do they look like in game?

olive pasture
magic echo
#

hmmmm

#

or even something like an NPC

olive pasture
#

I'll try to look for one, I have a very sparse oblivion modding setup right now

vocal ravine
hot coyote
short field
olive pasture
#

I was able to trigger a crash from some custom content in a mod! I installed a mod that added a new interior location that sold some new items. The icon for it was on the compass, the actual descriptive text was missing (not in one of the string tables), but the door of this house showed up. When I went through this door floating in the middle of nowhere, I crashed with unknown function errors. Super exciting!!

For posterity, I used this mod https://www.nexusmods.com/oblivion/mods/54613?tab=description and went west out of Skingrad to the store.

Nexus Mods :: Oblivion

Adds nearly 30 colored variations of tabard armor

magic echo
#

oh man thats huge

flat ibex
olive pasture
vocal ravine
tulip ember
magic echo
heady lantern
#

Okay, so from what I’m reading here. Mods work to a degree. The game seems to read OG oblivion as its base. So manually adding a mod that doesn’t have new assets in to the ObvData folder and adding the plugin to the text file would work

magic echo
#

the fact that very basic OG Oblivion mods work is already more than i thought

vocal ravine
#

Is this a discord for all opinions?

ancient latch
vocal ravine
#

What an awesome remaster, you can pay extra for less freedoms. Trying to put a positive spin on a tragic end for modding. 😦

lucid pier
karmic meadow
#

People are getting mods working on day 1, come on

magic cairn
sacred stream
vocal ravine
#

My bad I tought Bethesda cared about modding in their elder scrolls games

lucid pier
#

It could seriously be as easy as creating a new UE5 pak file with textures and meshes, dropping into the paks folder, then registering a new ESP. But people are just starting to play with things to see. It's far too early for doom & gloom.

magic echo
#

we got possibly the best remaster we could with the possibility of mods genuinely working and people still complain lmao. incredible

lucid pier
glossy vigil
#

Yeah if the old Oblivion mods are in fact working then there is hope

tulip ember
#

I mean guys this is the most negative person I’ve seen he joined today and all he does is absolutely moan about the game if it’s that bad go play something else no need to ruin it for others

vocal ravine
#

But for real though doesn't their own website say mods can kick rocks in Oblivion Remastered.

magic cairn
#

'No Official support'

magic echo
#

so did starfield at first

glad nest
#

No, it says there’s no support
Ie
If you mod and it breaks try it without the mod before bugging their support team

vocal ravine
#

Oh jeez starfield

sullen zealot
#

idea ue5 vr mod in oblivion remake to get oblivion remake vr edition

lucid pier
magic echo
#

WOOOO

magic cairn
#

@inland eagle lmao what

inland eagle
magic cairn
#

lmaooo

#

Proof of Waif

#

Nice, did you do it to the UE assets or do the .dds's parse on through? 🤔

spark pecan
magic cairn
#

Cheers man

magic echo
#

hugeeeee

#

so basically, esp files can be used, and custom assests can be imported

spark pecan
#

You need Ue 5.3.2 then to unpack and open up in editor?

brazen vector
#

I'm used to modding with other ES games but this is different. I want to make the palace guard armor playable but I'm not sure how to, any pointers?

magic cairn
wary raft
#

"no mod support" meaning they don't want you to ask them about mods

edgy quail
#

Does anyone know how to change ur block bind in nolvus Skyrim? So like when u have a spell in one hand and a one handed weapon in the other u click the B key to block/parry. Say I wanted to change that function to the F key. How would I do so?

cloud robin
#

I'm finna make a PS5 controller mod for this game

dreamy jasper
#

I am trying to understand whats up with the Oblivion Remaster engine. They say it is the original engine, but with Unreal Engine on top as a rendering layer?

Is there anyone in here that knows where I can go to learn more about this?

covert pelican
dreamy jasper
magic echo
covert pelican
#

People have already done so but for now it's going to be limited until tools get updated to deal with it.

craggy oyster
#

Original script mods that don’t touch assets also work out of the box

#

Nexus also has a working texture mod

covert pelican
#

I woudn't be too sure of that. The game has additional content files which make extensive edits to the original masters AND have new subrecords xEdit doesn't understand yet. Which means the OG CS won't either.

#

"It loads" doesn't correlate with "it works without issues". You may not pick up on them, but there's a strong chance they're there.

craggy oyster
#

Why was my forwarded message deleted?

zinc delta
#

As per the #rules, we do not allow the discussion of the Datamined Content:
Rumors & Datamined Content
We do not allow the sharing of or discussion about rumors, datamined content, or any other unofficial information that has not been officially released or shared. This applies to ZeniMax, Bethesda, and any associated companies and games.

kind haven
#

Hey there. I'm excited to try it out for Oblivion remastered. I also know that currently it doesn't support mods yet, but I assumed that it may support mods in the future time with mod tools to support Oblivion remastered?

zinc delta
brittle latch
#

I hope Mod Support does come to Elder Scrolls IV: Oblivion Remastered. Mods are the life blood of all Bethesda games.

#

With Elder Scrolls IV: Oblivion Remastered, We are good on waiting for the new Elder Scrolls VI game. Especially if Mod Support does come in <3

tribal remnant
#

but there are already 50+ mods on nexus for the remaster, so the potential is there

rare reef
#

anyone know of a mod or way to swap the spacebar in for the enter key in the way the UI functions. In all the other ES games you don't have to hit enter to skip dialogue or sell items at a shop. Oblivion remake of course

thorny lark
covert pelican
#

That file is unchanged from OG Oblivion. It's the new ones with Alter in their names you need to watch. That's where all the new content went.

thorny lark
covert pelican
#

I just tried loading up one of mine that's just a .esp file and immediately noticed that 2 objecs fail to load while 2 others were just fine. So it's already pretty hit and miss.

median shard
magic root
#

i enjoy this

vocal ravine
#

The Fo4 update was trash, the open world of Starfield was trash, now they drop Oblivion with trash modding, do they just pick an area during development and say screw it haha.

south charm
#

It's been out for a day and people are already getting mods in, I think it's a bit premature to say they've released it with trash modding. The creation kit wasn't released for months after release of Starfield or Skyrim

worthy cove
#

i dont have time to do this irl but unreal modding is totally doable and can be flexible

#

basically, dump the pak files to get the full project structure

Create an unreal project on the same version and mimic the structure

figure out what actor types they are using and make fake base classes for all their types

now if you research enough and know the right tools you can basically set up objects in teh right way by tricking unreal to load the correct game logic simply from mimicing the class names and structure

if you are pak patching you can make files with the same name and cook a pak file that gets loaded after the main pak file, if the names and type match it will load the file in your pak file instead

unreal swallow
vocal ravine
vocal ravine
graceful turtle
#

Hey guys, is there any software to edit .esp files? I just want to adjust the damage difficulty settings.

somber oxide
#

Fixes the smearing in the remaster's default motion blur implementation

unreal swallow
#

Also Bethesda said this is the most complete version to date. I don’t see how it’s the most complete version of oblivion to date without mod support added later like any other mainline Bethesda release

vocal ravine
calm meteor
#

I'm in the "Give it time" camp in regards to this, particularly as the Creation Kit would have to be specifically updated to work with the UE5 layer for assets to work smoothly.

rapid raptor
#

I dont have AltarESPLocal.esp, is that only for version in other languages than english?

unreal swallow
hexed minnow
#

I may end up recreating the few Oblivion mods I made in ancient times for the Remastered version.
If I ever get a computer good enough to play it first.
Btw do not expect much from me on this game because I very much dislike modding on Construction Set for Gamebrio

gentle owl
fast goblet
#

I hope CS time is behind us and we can finally make mods in modern engine. Just imagine how much better (and easier) we can make animations, make seasons change fluently and all bunch of stuff. Maybe even using blueprint for scripting. This is great news. All the talented people in community will make it work in one way or the other. Just look what we did with Skyrim...

regal valley
#

I would genuinely pay for nightingale armor in oblivion remastered

peak creek
#

anyone figured out how to open the "gym menu"

fast basin
#

how do i properly use Papyrus Compiler for Fallout 4? it just fails

thorny lark
#

I found a way to get CS to load from the Oblivion Remastered directory to work with its files directly, and also worked out a way to get CS to save modified .esp files in there as well. I have noticed that when loading the Altar.esp files that CS changes some editor ID because it finds duplicate ID's. So, from my testing, you cant really touch those .esp files and make edits without it breaking some stuff.

south pendant
#

has anyone tried using MessageBox with remastered? The text boxes are stretched wider than the screen

#

in the original oblivion lists were vertical, but are now displayed horizontally

west tangle
whole kettle
#

Bethesda, I need some clarification here. The oblivion remaster EULA states that

  1. There is kernel level anti cheat
  2. "Cheating" in bannable and can get your licence revoked
  3. One shall not create or distribute mods for this game
  4. Any mods made can be freely distributed by Bethesda

So, bethsoft, I'm asking you straight up. Are you planning on kneecapping user made mods and only allowing them to be distributed through your storefront as extra revenue?

Cause every single ounce of fan goodwill you earned from this release will be lost instantly, along with a lot more, the second you do that if you do.

Or that just boilerplate and lifted from ESO?

west oracle
#

Any mods out for the remaster?

mellow coral
thorny lark
west tangle
thorny lark
west tangle
thorny lark
#

So fat as I can tell. I have not noticed any issues. However, that doesn't mean that there aren't any

west tangle
#

I only know mwscript but oblivon scripting looks very similar so I will try make some stuff

south pendant
west tangle
maiden hamlet
#

I just tried installing vortex support for remastered and it just causes me to insta-CTD. Does everyone else get this behavior?

west oracle
median shard
whole kettle
#

Technically yes

#

Well. If they bought the game and signed the Eula they did. The users are for sure.

prime kite
#

Oblivion has anticheat? Why though, if it does.

#

I'd be interested in a source for the EULA but if you can't no worries I'll look for myself.

sick wave
prime kite
#

Zenimax placeholder TOS I have been informed.

sick wave
#

Also, and I may be wrong on this one, correct me if so, but: It can't have kernel level anticheat because it's running through Proton on Linux currently, and Linux doesn't do kernel level anticheat. Ah, that checks out.

covert pelican
#

Game runs fine in offline mode. So an online anti-cheat system isn't possible.

waxen marten
prime kite
#

Possible by using the old CK, but crashes are very common once you actually put them in-game. A few esp mods exist but I don't yet understand the witchcraft behind their creation.

wild shadow
#

no one found how to do Oblivion Remastered lip sync?

waxen marten
wild shadow
#

need new CS. old not work lip sync

waxen marten
#

Im sitting on like a terabyte of 3d I've made that I want to use for house mods, lmao.

thorny lark
waxen marten
#

The prospect of being able to use PBR for a TES game is very enticing.

prime kite
#

Starfield. *I misunderstood TES as BGS, I read correctly then I guess my neurons fired wrong.

waxen marten
#

Lot easier and more fun than photobashing textures together for Morrowind assets.

thorny lark
#

Using static objects seem to be a problem though.

wild shadow
#

I can't get lip sync on the remaster for the second day

waxen marten
prime kite
waxen marten
#

What about activators, currently?

wild shadow
#

I searched everywhere, tried everything. In the game the voice breaks off.

waxen marten
#

I'm guessing that mostly relies on logic contained in the esm depending on what the activator does.

wild shadow
#

I need my audio file to finish speaking and not be interrupted.

waxen marten
#

Also also. Did you guys see someone altered the sprinting animation? Pretty good sign that people are already capable of editing player anims.

wild shadow
#

Well, as I understand it, there is speech animation connected with old game files. But it's not clear how it works.

prime kite
#

See if your community have difficulties and submit something to Bethesda.

wild shadow
#

What do you mean? Translation of what?

#

The company never answers anyone. Even my previous place of work didn't answer.

prime kite
#

English to Spanish or what have you. Like if the line lengths or the audio files aren't set up right?
That sounds like what I've seen but shouldn't be the case for an official release so I'm gonna be quiet until I can really help again.

wild shadow
#

I voiced the files using translated subtitles, then created a lip file. But he still doesn't have time to say it and switches to another dialogue.

#

it's as if they changed the lip sync system

#

english to russian

magic aurora
wild shadow
#

I voiced the game but the lip timings don't work

#

I edited the files in the engine itself, it didn't help. When I delete files with old data, there are changes. So the lips come from there.

prime kite
#

We don't really know how it all works, tbh. I'm not sure anyone knows why some things port okay, some don't. Or what parts are CK, what are Unreal. You might honestly be the furthest along modder here.
Sorry your language lacks official translation though, that sucks.

wild shadow
#

I have already translated and voiced everything. (60 people helped with the translation) and also with the voice-over. But the problem of how to combine the lips remains. If anyone can help, please write to me in a private message.

waxen marten
#

So a lot of people in other servers are hoping that this eventually gets an OBSE fork, which woud inevitibly have to be rewritten. Some are claiming that it may be totally defunct owed to UE5's scripting/blueprint system. Is it clear yet to what extent UE5 scripting interacts with the actual game?

west tangle
west tangle
waxen marten
#

Morrowind modding community represent. ✊

whole kettle
cold meteor
sacred stream
#

Why not? Cutting edge as it is it might be a while before there's proper docs and tools. This will likely help draw in more experimental modders which in turn help get it all fleshed out quicker.

crisp cedar
umbral vortex
#

At this stage is there any mod organizer I can trust with the remaster? Or should I just install manually

covert pelican
cold meteor
#

theres enough broken mods on nexus as it is

covert pelican
#

That was to be expected. Happens with every new game release.

silent snow
west tangle
#

Is there a way to make oblivion essential npcs killable by the player but not by other sources without using the script extender that won't work in remastered?

#

It would be cool if you could just make it like Morrowind where a messagebox comes up saying persist in doomed world or reload old save

spark pecan
jade acorn
#

anyone having issue with vortex mods crashing game? tried to install the performance one via vortex and now my game wont open -_- just crashes immediately (for oblivion remaster)

jade acorn
#

any mod manager i should use? or just do everything manually

rich kiln
jade acorn
timber hare
rich kiln
#

Well, that was quick.

timber hare
#

Only two days after release

#

Is this a new record?

rich kiln
#

Not really, no. Skyrim's latest SKSE update was out the same day as the patch.

timber hare
#

Ah, it must be pretty close though

heady sapphire
#

are people making mods for the remaster the same way they would make them for classic?

wind solstice
#

Some particular mods from the original oblivion seem to work but right now we have to figure out unreal's .pak files

#

its gonna be different

heady sapphire
#

I am asking specifically about .esp file mods

tribal remnant
#

many people myself included really seems to be bothered by the brown filter and the less vibrant textures of the grass, foliage and leaves, yes the reshades can help but the grass in the distance still looks brown, i hope some texture mods will be available, to really change the flora and bring cyrodil back to life, because this is only real problem i have with the remaster
i hope modders figure it out 🙏

vestal pebble
#

I went looking for mods to hand to hand and found one that buffed health/fatigue damage, but really I'm just wondering if it'll ever be possible to have a hand to hand mod that restores the original Oblivion's ability to knock people down/out with hand to hand? Or will it have to be some jank fix like 100% chance to paralyze when hitting against 0 stamina? (or maybe that's exactly how they did it originally, idk)

buoyant wind
#

Morning, how do I create mods for remastered? I want to make a small mod that modifies carry weight to also be dependent on endurance. I've googled this and I'm only getting results on how to mod the game, not how to create mods. I

#

Do I just use the old construction set or do I have to dabble in some UE stuff?

robust light
#

hey has anyone found out what the unused "TamrielLeveledRegion.esp" mod in the data folder does that comes with the vanilla game install? been searching online but seen nobody post results of what they found in it yet

rancid drum
#

TamrielLeveledRegion.esp adds a XLRL subrecord to the Tamriel persistent world cell. It does not add any other changes, and this change is already included in AltarESPMain.esp.

kindred geyser
#

Is there a mod out yet for Oblivion Remastered that makes the level scaling for creatures and NPCs a bit less nonsensical?

waxen marten
#

What about for leveled lists / container loot? I forgot how bad playing a thief is at lower levels in vanilla

kindred geyser
#

NPCs exist as well as there's a mod to level cap them without spoiling the feel, but there isn't one for creatures that I can find

arctic hemlock
#

Ive been looking around but haven't seen any way to either A. get the spell IDs for custom spells or B. delete custom spells yet. Any word in the Discord?

severe hearth
#

hello. i'm making some armor for personal use and have a few questions about mats/textures, if anyone has a moment or can just point me to a guide. i'm modifying an existing armor from the game as a base and adding new geometry to it. so far i've been able to export the mesh from the game, modify it, rig the new mesh, and get all that working in the game with a pak file.

but i'm unsure how to add new mats/textures for the new parts, idk if I just need a general tut here for unreal editor. also, I have a separate issue where parts of the mesh are invisible in 1st person and other parts are not. I think this is related to vertex groups, but I can't figure it out in blender. even if I export a mesh from the game with no changes, import to blender, then export to fbx and overwrite the one in the game, the 1st person arms disappear. i've checked settings for linear color on vertex groups, etc, but no luck so far.

#

the game is apparently using a unified mesh for 1st/3rd person since there's no dedicated 1st person arms mesh anymore. and it's doing "something" to hide the rest of the body in first person, but whatever that is it's getting lost in the import/export process

prime marten
#

Is editing meshes possible with the basic modding we have atm, trying to re-add the missing khajiiti/argonian tails from clothing. (They're there in classic oblivion just not the remake).

serene vine
#

I don't think that's even defined in the .nif, IIRC there's just one root slot defined there and the rest are only in the Armor/Armor Addon records

prime marten
# serene vine You wouldn't need to edit the mesh topography to achieve that. Tails are hidden ...

Hmm thanks this gives me something to play around with then, tried moving robes to take only the upper body slot but had no luck so will try other slots. It's a bit confusing because in the OG game the slots didn't ever hide the tail, i.e. robes and most armours weren't linked to hiding the tail slots, whereas in the new game they are. Old edits for classic oblivion run fine in game but don't reveal the tails the same way they did when ran in the older game.

serene vine
#

Oh yeah thanks for tagging me, I was downloading xEdit to check on that and forgot

serene vine
#

There are no changes to the .esp or the .nif, so something on the UE side is hiding tails with some gear, might be a missing bone or smth on the UE asset

prime marten
serene vine
#

Yeah it's a little bit of a pain to figure out

#

FModel can open the .pak/.ucas files if that helps

#

meshes are going to be somehwere in the .ucas file but I'm not sure where or what format they're in because tbh I kinda hated Oblivion back when it came out

#

so rn I'm mostly side eyeing the mod community's developments while enjoying the game first before I dig deep into modding 🤣

prime marten
serene vine
#

Yeah I'm legit surprised there's already cell edits/new cells

#

UE modding is possible and common, there's already a lot of universal tools for messing with UE games like UUU and UE4SS

#

but level edits are very rare

#

that was one of the things I was expecting we might not get any time soon if ever

prime marten
#

I've already completely overhauled the game to be a realistic souls-like and plopped a whole new house down near the imperial city using existing mods. This is the Skyrim I always wanted.

thorny lark
severe hearth
hexed axle
#

Anyone happen to be working on a mod that bypasses the Left bumper only access to hotkeys? So you can just tap up on directional pad to use hotkey 1 and soforth?

#

would be the greatest ui upgrade imo LOL

proud prism
#

Hey guys, I'm a noob here so be patient with me lol. I've actually got TES Construction Kit for Oblivion and I'm trying to run it, it's just that nothing pops up in it and I'm forced to "retry" twice before it launches only to be blank. Assuming this works with the remaster, just want to make an unwearable item wearable

robust light
#

Has anyone looked at TamrielLeveledRegion.esp in xEdit yet and found out what it does??? I keep seeing posts online about people saying they will look at it but still absolutely no reports about anything people have found in it.

surreal perch
#

Is there a mod manager for oblivion remastered yet?

robust light
severe hearth
tough stirrup
#

Hello, I'm trying to port my mod Swearing Rats. How would replacing the sounds of rats work?

proud prism
#

Yes but the oblivion.esm option doesn’t come up. No option does

vast yacht
#

Anyone working on a reskin for the argonians in oblivion remastered? They look very off putting and they were my favorite race

vast yacht
#

Please please please maybe even make them look like the ones in Skyrim

proud prism
#

How do I install it correctly?

crisp cedar
#

almost a year and half since official wiki went on maintenance 😦

did Nick Vanhartesvelt forget about us?

#

@real sphinx sorry for the ping, but, do we still not have ETA for the official wiki maintenance to end? sadCat
it has been a long time now Oldge

iron rivet
bright kiln
bright kiln
wide valley
#

Hello,
I'm playing the Oblivion Remaster and I'm having a hard time with the mouse sensitivity.
Even when it's set to 100, the movement still feels very slow and it's making it hard for me to enjoy the game.
Is there anything I can do to improve this, or could it be looked into for a future update?
Thanks in advance, and I really appreciate all the work you've done on the remaster!

#

can any one make mod for mouse sensetivity?

orchid sable
#

yo so i'm trying to download a reshade mod, and the install instructions say "plug it into yoru reshade dashboard" wtf is a reshade dashboard????

ruby holly
main mica
#

has anyone made a chatgpt "gpt" that has knowledge of the creation kit? and if not, I think all I'd need is maybe some sort of manual for it to create one

tardy finch
orchid sable
arctic hemlock
#

Question, it seems that obse64 doesn't have the editor built in, am I crazy or do I need to use the original obse for modding even for the remaster?

#

The only way I could get it to work is using the original obse_launcher.exe

#

I get a "The editor should be launched directly" if I do a obse64_loader.exe -editor -notimeout

#

Yeah I have that but I am trying to launch it using Construction Set Extender so I can develop for it.

heady sapphire
#

yeah I figured that out sorry

arctic hemlock
#

No problem. I appreciate the help!

heady sapphire
#

I'm trying to figure out how they removed the harvestability chance

arctic hemlock
#

Hmm, like for flora?

heady sapphire
#

yeah

arctic hemlock
#

Oh wait was it a % chance in the original, I didn't even remember that.

#

I am trying desperately to make a mod to be able to delete these custom spells Cry

heady sapphire
#

yep, every plant has a Chance of being picked, I always thought this was influenced by alchemy but apparently it was a flat %.
I really want to make a mod that brings the harvest chance back in the way I thought it worked

arctic hemlock
#

Hmm lemme look through the files, 1 sec

heady sapphire
#

each plant has a "seasonal ingredient production", and the values in it seem to line up with the original harvest values?

arctic hemlock
#

Funny enough I was just thinking that.

#

I wonder if somewhere they just hard coded it to be 100

heady sapphire
#

yeah I started looking elsewhere for it since something is weird

#

oh, I think it would be neat to make a mod that makes it possible to choose NPC classes as a Starting Class

heady sapphire
#

Maybe this change was made on the Unreal Side?

gloomy sun
#

guys do you have some advice how to modify/edit mods already created?

heady sapphire
cosmic flame
#

I cant get any .esp mods to work in the oblivion remaster, I've for sure added them to the text file and saved and added them into the folder but none of them will ever work for some reason

coarse delta
#

Trying to remember how I get the translation gizzmo in CK please? can't move the item up and down,. Help is under construction

arctic hemlock
#

Anyone modding for Remastered I can ask a few questions to?

nova pagoda
#

Does anyone know why Bethesda.net mods won't show up/download automatically when I launch the game (after favoriting and subscribing)?

timid linden
#

@covert pelican id like to report a bug, if you might add it as a fix in USSEP

arctic hemlock
#

@hexed whale Hey, quick question, for some reason your mod originally retroactively leveled my items but now isn't. My Mehrune'z Razor is still stuck at level 9 when I am level 27.

thorny lark
#

Hello, what's the best mod manager for Oblivion Remastered right now?

#

Does MO2 work with it?

arctic hemlock
#

I use Vortex just because I use it for all my games.

thorny lark
#

Ah okay nice

wide valley
#

Hey everyone 🌟 I was wondering if someone here could make a mod to improve the mouse sensitivity in the game? Even when I set it to 100, it still feels slow... Thanks a lot in advance for any help! 🙏

#

for oblivion remasterd

grave glade
#

Disregard, the mod I want to make has now been deemed against server rules as it causes disruption

wide valley
#

any modders here can fix this issue?

https://www.youtube.com/watch?v=FarL1Hz-SxU

In Oblivion Remastered, the mouse sensitivity feels too low.
Even when setting the mouse sensitivity to the maximum (100), it still feels like it's only at 50.
There’s almost no difference between sensitivity 50 and 100.
I’m uploading this video to show the problem clearly and hopefully get some help or maybe even a mod to fix it.
Thanks for...

▶ Play video
sacred stream
wide valley
sacred stream
#

And pointer speed?

arctic hemlock
hexed whale
arctic hemlock
hexed whale
arctic hemlock
#

Ahhhh that makes sense

#

Thanks for the response!

nova pagoda
#

Does anyone know why Bethesda.net mods won't show up/download automatically when I launch the game (after favoriting and subscribing)?

pseudo schooner
#

Ok I need help from Bethesda cause this is driving me nuts. I can't edit arrow speed no matter what I do.

I have tried Altar.ini changes to game settings.

I have tried using PO3's Game Settings ini changes to the fArrowSpeedMult and fArrowWeakSpeed values.

I have tried editing the Ammunition ESP record's DATA for Speed.

And when I shoot a bow on a new game with iron arrows from the starting point from Alternative Start at the Imperial Docks, it never hits the door. It always falls short of hitting the door right in front of you on a new spawn.

Ive tried 2x, 5x, 20x values, editing all values one at a time or all at once, going back to vanilla, and nothing ever changes the flight path.

I dont know why.

Every other mod I use works as intended, from mods for maps and items, to Alt Start and Sigil Selector and Multiple Summons, OBSE64 etc etc. But I just cannot get any arrow speed solution working

amber zinc
#

Does anyone here have any experience using the TES construction set to import static mesh props to the oblivion remaster? I have the Tamriel map open right now and noticed they placed some of the props in here already. Sorry if this is a noob question. I have the entire Morrowind Vvardenfell heightmap I am going to import into the game and I wanted to add some Morrowind files from Skyrim to it. Already disabled the border regions and am going to try and get the Skyrim heightmap aswell so the player can just walk from providence to providence

wind solstice
#

Are commission requests against the rules?

timid linden
cold trout
#

Anyone here know the steps to retexturing, so far I have extracting the texture down in remastered

#

I can view the textures and edit them but I have yet to crack how to implement

steady tinsel
#

then make an empty project without starter content named "OblivionRemastered"

cold trout
grizzled torrent
# wind solstice Are commission requests against the rules?

yes. The individual taking the commission could get banned from uploading to the site. If you have suggestions for creations for what you'd like to maybe see in Starfield or Skyrim creations, you could post the suggestion in the verified creators discussion. But it is only a suggestion to assist jumpstarting ideas. Similar to giving a writing prompt for story ideas for writers.

steady tinsel
cold trout
steady tinsel
#

let me dm you the guide since i cant upload images here

toxic plume
grizzled torrent
timid linden
stuck field
#

am I allowed to get steam achievements when playing with the OBSE64 script extender?

nova pagoda
#

Does anyone know why Bethesda.net mods won't show up/download automatically in the mod menu when I launch the game (after favoriting and subscribing)?

stuck field
proven canopy
#

so what happend to bethesda server?

#

i can't logging and play mod 😦

heady sapphire
#

Has anyone ported or made a mod that edits the sell requirements for thieves guild levels?

#

oo While I'm poking around in this I should see if adding skill level requirements for recommendations is possible.

dull nest
#

nice

somber oxide
dull nest
#

We need order a pizza in real life mod remade for the remaster

arctic hemlock
#

Still can't figure out how to launch the TES Extended with OSE64
If anyone knows I would love to pick you brain.

weak nimbus
#

What's the modding situation for the remaster will the big mods like Kvatch rebuilt etc work on the remaster

#

Or will they have to be ported

somber oxide
#

everything has to be ported

#

I don't think you can just raw-load an old esp. It would be tied to the old esm

#

but idunno, maybe I'm wrong?

vale zodiac
#

Do we think the remaster will get mods relating to combat the way Skyrim has? Dodge animations, weapon animations, etc

arctic hemlock
#

Yes

vale zodiac
#

@arctic hemlock I know it’s a big task, what do you think the timeline for them to start rolling out is

arctic hemlock
#

No idea

cloud pelican
vale zodiac
dark folio
#

Has any progress been made in figuring out how to port assets from Skyrim mods to OR?

#

Models and textures involve some work but should be easy enough. Animations are what I'm concerned about. It looks like they have very different structures

arctic hemlock
#

Models and textures are going to likely have to be completely redone.

#

@dark folio Question, do you mod using OBSE64 and TES Extender?

dark folio
#

Not yet. I was rooting around the basic construction set and files.

arctic hemlock
#

Damn, I can't seem to find anyone who does. It seems the editor command isn't in the new 64 version.

dark folio
#

I skipped making mods for oblivion back in the day so I'm not really familiar with it

arctic hemlock
#

Gotcha. Well hopefully the developer for OBSE gets back with me with the solution. Appreciate it.

dark folio
#

Good luck with that. TES Extender might need an update to work with the new OBSE

arctic hemlock
#

Well it works with the original OBSE but yeah, maybe.

proud prism
#

How do you create a mod for the Oblivion Remaster. I've been trying to get TES Construction set to work but I might've installed it wrong? I want to make an unwearable item wearable

molten summit
#

It just doesn't work for the Remaster (yet, fingers crossed)

cloud pelican
molten summit
#

Oh really? How cool is that? In that case I apologize, I haven't said a thing 😄

lofty lark
#

I'm having trouble loading the new ESPs in the construction set, is there something I'm doing wrong?

cloud pelican
#

You'll want to use xEdit afterwards to fix any issues/incompatibilities with the other ESPs.

lofty lark
#

ahhh gotchu, thank you

white garden
#

So, I'm trying to test getting older mods from OG Oblivion to work with OR. Currently Some have tried to get "bag of holding" mod to work with OR, but to no avail. It causes a CTD when you attempt to open the bag from your inventory.

Any ideas how we can get this mod to work properly on OR so that we can slowly begin getting OG mods onto OR? And yes I understand if we manage to get these working we want to contact original mod creator, give them credit for their work etc etc.

pale pine
#

Hello! Noob question -- if I have Oblivion Remastered on gamepass with cross save across PC and Xbox, what happens if I mod it on PC and then open it on Xbox -- do mods persist, and does it risk janking up my save file?

stone turtle
#

does any of you guys have recommendations? 3070, 13600k, botleneck 100% GPU, everything is on low, dlss on performance an in open world.... 15 fps

weak nimbus
robust light
pale pine
#

So say if you play on PC with a mod that gets rid of carrying weight restrictions, and on PC you overload your inventory. Then when you open up your save on Xbox, would you have the same inventory but just be over encumbered?

modest pewter
#

Hello, where can we share our WIP mods for Oblivion Remaster? I'm working on a mesh mod but my textures aren't showing up in-game

#

I'm thinking it has to do with the MIC material?

modest pewter
#

hmm.

lofty venture
#

Hey guys just wanted to see if I could get the attention of the modding team I wanted to get Brotron added into oblivion as a mod we have his permission

sage tree
#

Can someone create a respec mod? In oblivion remastered I used all my major stat points in luck, and that was a mistake

fossil citrus
limber marsh
#

Hey guys, I'd like to talk with a moderator for BGS about a mod I plan on bringing to the Xbox. How can I go about getting in contact with one?

fossil citrus
dull nest
#

new essential mod dropped

next ember
#

ok so i'm having issues with modding the remaster

#

like my game launches but once i'm in if i interact with anything i immediately crash

deft barn
#

Will there be execution mods for oblivion??

next ember
#

ok so my mods list is Better inputs, Horse whistle, more lockpicks, more repair hammers, quest npc's run, simple faster horses, toggle spells, unlimited equipment of rings and amulets, Wu9 racial abilities and of course OBSE64

#

so if I launch with vortex then I can't interact with Npc's ever again

#

and if i verify integrity of files i have to launch w/o mods

#

looks like i might have to manually install

bronze pewter
wispy pebble
#

Please add to Remaster modding support for all the settings, which were moddable in the original. For example fDamageWeaponMult, fDamageStrengthMult, fPerkSneakAttackMeleeNoviceMult, etc.

Currently there is no way how to mod:

  1. Base damage for all weapons
  2. How much does strength/agility affect weapon damage
  3. Sneak damage
    ... etc

So many old mods are not working properly anymore and modding is more limited than in original.

I posted this in #oblivion-suggestions already, but am posting here too so hopefully this information will reach the developers. I consider this as a bug, but don't know, where to report it.

wary hedge
#

Seems like there was a genuinely missed opportunity to create an Oblivion Remastered channel....

#

Imagine making $240 million in the first four days outselling the original Oblivion by 4 times as many copies were sold in the first 20 days, and not making a channel for it. 😄

rich kiln
# wary hedge Imagine making $240 million in the first four days outselling the original Obliv...

I'm guessing they figured the channel was probably inactive enough in general prior to the remaster's release and that there is enough overlap in the knowledgebase and fanbase of the two that keeping it in the existing channel(s) is sufficient. I imagine if they find there is truly a need for a separate remaster-specific channel they may add one; though it may also involve there being enough requests for it from the active participants in this discord, for which I believe submitting a request in #discord-suggestions is probably where you'd want to try to get the ball rolling on that. okitapoint

rare bramble
#

Since there is no channel for Oblivion Remasterd. I wanted to share my mod for anyone who also feels like the default lighting in the game (especially under software Lumen) is sometimes missing shadows. My mod tweaks in-game Skylight to bring back shadow contrasts. It is a bit of a workaround until Virtuous actually fixes the Skylight intensity themselves because right now it is clearly broken;

https://www.nexusmods.com/oblivionremastered/mods/1129

Nexus Mods :: Oblivion Remastered

Drastically improve Lumen shadows by reducing Skylight intensity. Zero performance impact!

wary hedge
#

Anyone know how to script switching to first person view in Oblivion Remastered? I wanted to code a script that detects when you've dismounted and switches you back to first person mode.

south pendant
#

Nobody has figured out how to add new items yet then?

orchid sable
# south pendant Nobody has figured out how to add new items yet then?

they have
there is a custom player house mod out already for example, with unique textures and meshes i'm pretty sure

the only issue rn is mapping the old creation engine esp sub records with their ue5 graphics asset counterparts, in the case of the house mod the guy manually and tediously did it by hand

i think people are more or less waiting for the community to make some type of automated script that "link everything up" automatically, if that makes sense?

sacred stream
orchid sable
sacred stream
#

You bet! The get pretty bleeding edge over there (to improve xedit) so it's a solid sub for the bleeding edge of things.

south pendant
mellow coral
#

Theres a mod for OG oblivion that lets you cross the skyrim border and adds a small area to explore with items and weapons from there , Id love to see it one day be brought onto the remaster 😭

thorny lark
ember zealot
#

feeling more comfortable with drawing near before 6th version just in beta currently, can someone explain the difference to me of the Creation Engine and the Unreal Engine 5 that is being used to incorporate the Creation Engine 2? I like seeing where info is available to see when the patch comes in as I have stopped playing Special Edition for files to be transferred over for 6th version, is this how the process works?

sturdy ore
#

With the current modding of Oblivion Remastered, is it possible for a mod to track which books you have read?

stark hamlet
#

(SKYRIM) is there a mod that would show quests on the main game screen? (like in fallout 76 - so they would be permanent and not disappear)

opaque gyro
#

(Oblivion Remastered) Does anyone know if Quality settings alter the GameUserSettings.ini file?

halcyon compass
#

how easy would it be to replace the models of bound items? like i want glass instead of the daedric stuff

i tried changing the .nif files, even just renaming it but the tes constructor just explodes.
im assuming i have to unpack the texture files or something.

i wish there was an easier way though. dont want to have to unpack this

#

i figured i can just change the spell to associate with another weapon/armor that i want. now the problem is i can't copy paste entries in the object view so i dont have to set the textures... anyone know how to copy paste?

edit: nvm turns out if you rename an existing entry, it will duplicate instead.

halcyon compass
#

damn it turns out the models dont transfer . my char is naked

steel crane
#

(Oblivion Remastered) anyone figured out how the in-combat magicka regeneration rate could be changed? BaseMagickaRegen doesnt affect it

modest pewter
#

(Oblivion Remastered) I got my custom mesh working in game but the texture isn't working.

#

I'm kind of out of ideas at this point

#

Ugh.

prisma cove
#

I'm sorry if there is an obvious answer to this question but I'm trying to crate a mod for personal use (Fallout 4) and I've never done this before. What would the simplest way to make all my companions undetectable while I'm being targeted by enemies? I want them to follow but not flee or fight. I don't want them to be targeted by enemies and preferably they would be completely undectable by any enemies targeting me. I want enemies to focus on me and not bother with my companions but I don't want to make them completely undetectable all the time because I don't know if that would affect any in-game interactions between them and other non-hostile npcs. (Like a scene where a NPC might need to walk towards my companion and initiate a conversation.)

thorny lark
#

Is anyone working in restoring the old Dark Brotherhood Gate in Oblivion Remastered?

autumn ember
#

does anyone know if there are modding tools being developed for oblivion remastered? similar to using creation kit i mean

#

without having to wrestle with Unreal Engine

halcyon compass
#

hello i wanted to be able to make bound mace to have the option to be targettable/touch instead of only self but the flags are blocked when i check it in TES construction set, what do i do?

floral saffron
#

is there a modding wiki, guide, or resource for oblivion remastered or is there nothing people have gotten put together yet?

orchid sable
# floral saffron is there a modding wiki, guide, or resource for oblivion remastered or is there ...

@autumn ember there are a number of modding tools and developments being made by the community. Check out the xedit discord, there are other modding discords as well

as far as modding resources for oblivion remastered, it is more or less exactly teh same as modding og oblivion for most use cases (exceptions being adding new textures/meshes i'm sure is funkier, adding new cells is not yet possible people are working on it)

autumn ember
#

thank you poopsicle

floral saffron
inland eagle
vale zodiac
#

I hope the combat mods start popping up soon. Work your magic mod gods!

vale oracle
#

FINALLY! after long battle with both Skyrim AND CK, I've managed to create a working mod to Skyrim!

placid pier
#

Still trying to get a mod published to Steam, lol

rough agate
#

So question; what do I need to start modding Oblivion Remastered? I heard that the original Oblivion Construction Set is compatible with Oblivion Remastered but I've also heard that it wasn't and that there's some other program needed to tweak things like textures and enchantments and what not in the game like a creation kit?

Reason I ask this is because I'm wanting to apply enchantments to the Archmage and King of Worms robe sets, finding it to be disappointing that neither robes come pre-enchanted with their own stuff. Nothing too crazy but just some enchantments that makes it worth going through the Mages Guild questline to get them. Also will be placing the hood into Mannimarco's inventory for consistency sake;

-Archmage's Robes: Reflect Damage 15%, Resist Magic 20%, Spell Absorption 20%
-Archmage's Hood: Fortify Magicka 50pts, Resist Magic 10%, Spell Absorption 10%

-King of Worms' Robes: Fortify Magicka 150pts, Reflect Spell 30%, Shield 20%
-King of Worms' Hood: Resist Normal Weapons 10%, Fortify Intelligence 10pts, Fortify Wisdom 10pts

rough agate
#

Anyone?

orchid sable
#

Xedit is pretty much absolutely necessary for anything

sullen citrus
#

is anyone working on a mod to fix resolution issues for super ultawide monitors? (for the remaster)

steady tinsel
opal nimbus
#

Anyone have any luck?

tired junco
#

hey Im mod author can anyone help me about papyrus script?

#

Let me tell you briefly why I want help. I add a spell and the music plays with the spell, but when I enter the menu, the music does not stop, so the music ends before the spell. I tried to solve this by asking the AI ​​in so many ways but I couldn't find anything, but the other one is that I want to reduce the speedmult value of the NPCs in a large area by 90 with the spell I added. There is no problem with the speedmult reduction script. I couldn't do anything to detect the NPCs in that area. I even tried adding cloak. I talked to the AI ​​a lot about both issues but it didn't work. If anyone can help, can you dm me?

rich kiln
# tired junco hey Im mod author can anyone help me about papyrus script?

It'd be helpful to specify for which game as this is a multi-game channel, and also it's usually better to just simply state your questions etc so people can begin helping if they know something relevant; "asking to ask" as it's known simply tends to delay receiving help more often than not.

#

Ah, ninja'd. TeriSip

tired junco
#

skyrim se

rich kiln
#

Hmm. Regarding the music, you might try using a custom Sound Descriptor with settings to get it to loop so that it doesn't die off while in a menu, but I haven't personally done much with regards to Sound Descriptor forms so I'm not sure how successful that would be. Presumably as long as you have code to handle turning the sound off once the spell effect ends it should prevent it from looping infinitely after the spell has ceased. Refer to https://ck.uesp.net/wiki/Sound_Descriptor and https://ck.uesp.net/wiki/Sound_Script for information that may help.

tired junco
# rich kiln Hmm. Regarding the music, you might try using a custom Sound Descriptor with set...

I tried so hard that it said there was no stop function with this one, so I tried with sound description, sound marker, music type, music track, and since there was no stop in these, I created a scene from the quest and created an allias dialog from there, and added sound to the dialog, and tried with start.scene and stop.scene, still didn't work. It started the music but didn't stop it.

#

and i talked to so many chat gpt

rich kiln
#

ChatGPT is very limited in terms of understanding papyrus scripting and programming languages in general, unfortunately.

tired junco
#

I tried gemini too but I think gpt is better than gemini

rich kiln
tired junco
#

oh god ck compiled the script

#

I think instance worked but I didnt try it in game I will try

#

I already knew Sseedit well beforehand. I started learn the creation kit thinking that I can learn with ai. I didn't look at the documentation much. I tried very hard. I think this has improved me a lot. But if it happens with this despite all that effort, I'll say wow.

rich kiln
#

The documentation is likely to be far, far more useful than the AI, tbh.

#

Still, good job on making the effort either way. You'll get it eventually.

tired junco
#

do you have nexus page

rich kiln
#

Technically, yes, but I left Nexus years ago so it's not useful for much.

tired junco
#

why nexus deleted your mods

tired junco
tired junco
#

I learned I need to look documentation

rich kiln
#

Ah nice. Good job. daishouri

tired junco
#

According to chat gpt, at this rate I would have to write a new skse plugin using c++ 😄

rich kiln
# tired junco why nexus deleted your mods

Because I objected to their policy change years ago and no longer wanted my mods hosted on their site, so I had them delete them. I much prefer having them now hosted on Bethesda's website as it's a first-party site and has improved quite a bit from its initial state many years ago.

tired junco
#

what changed?

rich kiln
# tired junco what changed?

They (Nexus) changed their file retention policy and systems to remove the ability of mod authors to delete their own uploaded files from the site entirely, effectively claiming de-facto ownership over them, because it would have potentially impacted their "collections" system that was being rolled out around that time.

tired junco
#

hmmm ok

#

What do you think about my other situation? At first, my aim was to apply the slow time effect to everyone except me, but it only applied to myself. After doing that, I tried to reduce the speedmult of the NPCs around me, but it didn't work very well.

rich kiln
#

For that, you may or may not be giving the effect enough range, depending on how you're trying to apply it. If the method you're using is in the game's "units" distance system instead of the feet/meters distance, then 90 is actually a very small radius. If I remember right the average tile and/or NPC size in height is 128 units, for example.

As for speedmult, that can be a problematic thing to try and adjust as at least for the player changes to speedmult don't update automatically and instead need something to trigger an update of the speed calculations such as altering their held item weight or entering/exiting sprinting.

tired junco
#

but slow time delivery is self

#

and area is 0 in shout slow time

rich kiln
#

I think I may have misunderstood then. I thought you were trying to apply an effect on NPCs?

#

Refresh my memory, if you would: What are you trying to accomplish?

tired junco
#

Hmm I trying to make a npcs in huge area will slow

#

spell delivery is self and I adding multiple mgefs for it

rich kiln
#

Oh. For that, I would just use the existing Slow effect archetype in the desired radius instead.

tired junco
#

yes youre right but I looked the shout, shouts area is 0

#

now I rethinked again maybe its about shouts explosion

rich kiln
#

You can set an individual effect's area value separate from others.

#

You'll just have to be sure to re-edit the Spell object to get the change to update.

tired junco
#

Yes, when I thought about it again, I could easily do it, why did I leave that issue?

rich kiln
#

One of the quirks with Spell objects is they won't automatically update their values even if you change the underlying effects so you have to enter the Spell's window and then exit it again (not by cancelling) to get it to refresh it.

#

You'll know if it was refreshed by the Creation Kit registering a change as indicated by the asterisk symbol (*) showing up at the top of the window.

tired junco
#

Making slow time mgef for my spell is looking easy it looks like I can make it in sseedit too with conditions I can expect playerred

rich kiln
#

Just making sure. SadCatThumbsUp

tired junco
#

I will try again slow time edit but I didnt know blender I will use game's assets

#

you know kittytail right? that guy's spells visual is perfect

inland turret
#

So do we have a way with dealings with new form IDs yet? Like adding new NPCs? Is that what UE4SS could be used for, not looked in to it much yet?

modest pewter
#

(Oblivion Remastered) Anyone else figure out how to import completely new custom textures in-game?

wispy pebble
rare junco
vale oracle
#

Does anybody knows how to make a custom Keyword in Skyrim CK and would help with it?

oak tinsel
#

Whether you need a game-ready character, a detailed environment, a product mockup, or a full animation—we've got you covered from concept to final render.

We specialize in:

  • 3D Modeling & Sculpting (characters, props, environments)
  • Texturing (realistic, stylized, PBR workflows)
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  • 2D Concept Art & Visual Design

We work closely with each client to make sure your vision is not just met—but exceeded. Whether you're an indie game dev, a studio, a product designer, or a startup, I’ll help you stand out with clean, professional, and creative visuals.

Fast response, clear communication, and top-quality results—on time, every time.

https://www.facebook.com/share/18hAnKLQfA/

twin bloom
#

https://i.imgur.com/NJOOsQz.jpeg

so im rebuilding
(with permission of course) Malcoms dark brotherhood chorrol and Niri's DB outpost mods for OBRE and ive got the door cells working but crashes in game when trying to load into the internal, whats gonna be the best way for updating cells like lighting, etc.
is there a work around without a proper toolset im just using the OG one with the new files.

rare junco
#

In Skyrim for Unbound quest in Helgen, is it kind of odd that in the final game that if you approach Vilod and the Soldier01 guy, there dialogue stops? Was that intentional? Or was it because of time constraints to even fix the scene properly?

next valley
halcyon compass
#

is it possible to create a magic effect that lets you create a stacking permamently fortifying attribute/stat/health/magicka/fatigue ?

true pollen
bright kiln
#

Its a feature

cloud robin
chilly prism
#

Is it still SWF/GFx?

cloud robin
#

no it's handled though UE now

next valley
# chilly prism Is it still SWF/GFx?

I hope ES6 moves away from SWF. Having to download software that isn't even available anymore or is painfully outdated is a bit annoying. But I suppose I see why they've kept it, trying to create a UI framework that does everything they need must be a colossal pain

silent snow
#

Anyone able to help me install "Location Loader" for Daggerfall unity?

next ember
#

anyone else have an issue with vortex when tryiong to run mods that like it says master plugins loaded in incorrect order so you hit fix and then when you launch the game you can't talk to an npc without the game crashing so you verify files and it says 1 file missing then you have to deploy mods on vortex and fix the master plugins again and you get stuck in an infinite loop

rare junco
#

How to upload short video of Skyrim here?

half crown
#

is there an oblivion remastered mod channel?

worthy finch
#

is there a channel where i can actually ask questions about CK?

sacred stream
ember zealot
#

I see 379 reviews in Special Edition and 26 reviews in for Remastered in IGDB, the assumption is that will spark for 6th version?

shut locust
#

Has anyone here used FModel with Oblivion Remastered? I tried using the AES Key but still seeing "encrypted archive" message. EDIT: did you know you have to choose the right game for FModel? PRO TIP.

inner fossil
#

apparently some of you guys like being verbally abused by mudcrabs LUL

slow lantern
#

Anyone know of a mod that dispels a Bound Weapon when you sheathe it? Missing that from the original

For oblivion remastered

twin bloom
harsh dew
#

Amazing

barren wigeon
#

does oblivion come with creationkit or you need original?

#

if possible to write scripts i could make my npc spawner mm

white fjord
#

Hi, i'd love to start modding Skyrim and the future ES6. Could you recommend me a good laptop for it? I play on consoles so i'd use the laptop just for modding.

sacred stream
#

@white fjord ,for skyrim, even 5 yr or so old laptop with only an integrated GPU (hd620 in my case) works fine. Fo4 you'd start noticing some lag.

For ES6, you probably want something not yet in production.

Middle ground, something with a dedicated GPU. My laptop has a rtx 4050 (kind of budget) but runs sf ok on ultra and mods it without issue.

white fjord
sacred stream
late quiver
#

Want to get into modding Oblivion/Skyrim but having a hard time getting updated info on using the construction set. Everything is outdated, I've bricked the game and had to reinstall twice, and the official bethesda wiki has been down for a while. Anyone know where I can find current tutorial?

#

making mods, not installing them

eager flame
#

is there any solution available to saving changes to an esp with construction set for Oblivion Remastered? i manage to create an esp but anything i save causes the CS to crash.

opaque gyro
#

mod request: (Oblivion Remastered)
Add a map "completed" marker (so we visually know when a dungeon or something is completed)

cosmic spoke
#

Does anyone know where the map marker types are stored or how I could go about adding custom ones with custom icons?

amber zinc
#

There are so many typo errors in the oblivion remastered files lmao not hating just found it funny

rare junco
#

If I could change the Torturer Assistant to be stronger in my mod, should I? Which one could I edit in creation kit for the Hadvar route to make his health higher? He dies too quick even on Adapt.

ember zealot
#

Are the mudcrabs tamer in Skyrim or Cyrodiil?

serene urchin
#

hello i wanted to ask is the some skyrim mod pack for a user with a old pc? 16 ram 1660 super r5 3600x

halcyon compass
#

hello in OR, is there any way to make sure that when you cleanse at the altar, the negatives from stat forceav and modav won't be reverted?

whole ice
#

Alternatively you could make a patch and flag him as Protected, so that he can't be killed by monsters or other NPCs, only by you.

rare junco
#

Oh. I could kill him with a protected flag? Didn't know that.

#

Also, if I give him protect flag, if I do stormcloak side with Ralof, would that flag effect him in that route?

whole ice
#

If you flag him as protected it effects the NPC not the quest, so it doesn't matter which route you choose (Hadvar or Ralof). The Assistant will be protected in both playthroughs.

#

The only way to prevent accidental killing from your side would be to give an NPC the Essential flag. Then even you cannot kill that NPC.

rare junco
#

Oh, but idk if I want him to be protected on Ralof's side. Wouldn't that be awkward or odd?

whole ice
#

Then just give him some more HP so that he can last longer during the battle

whole ice
#

To answer your earlier question about being odd when he's protected and you're on Ralof's side - just remember you can always kill him, if he is a nuisance. But it's your decision ...

rare junco
#

So if he has base health of 50 and I give health offset of 26, that is 76 health?

whole ice
#

One moment - need to check something

#

I think that should be the final value

#

You could also change his level - maybe to 2 or 3 which would also affect his health. Changing the level would also affect his skills, so he would be better in combat.

rare junco
whole ice
#

Seems to be a misunderunstanding here. Base Health = 50 plus 26 Health Offset from your patch results in a value of 76 with an NPC level of 1. If you change the NPC-Level to let's say level 2, then his health points will go up plus your health offset.

rare junco
#

Oh, how could I change npc level to 2 in ck?

whole ice
#

one sec

#

There you go 🙂

#

You can see the results of the changes if you switch between the tabs back and forth

rare junco
#

btw, when I run CK, it says this as I load it. How could I fix that? And would lip generating wont work I wonder if making new dialogue?

LogEventToBNet: Event logging disabled. Skipping event send.
FaceFXWrapper could not be started (2). LIP generation will be disabled.

gloomy sun
#

there is someone that know how to bypass invalid directory error when TES construction set has to add a nif in a new item?

eager flame
#

Hey, I'm working a mod that i almost had working til i realized i can't save all DLCs on to one esp. I don't know what the limitation is, if it's a hardware or software issue with this. I tried saving some at a time and i've tried saving to an empty esp but CS still crashes. Is there a work around?

slow charm
#

I’m bored, and I wanna try my hand at VA.
If anybody by random chance wants or needs a Semi-alto, Semi-base voice, just ping me or DM me, even if i dont see it at first, i’lll find it eventually

rare junco
rare junco
#

Oh, whats that do? And what file would you add playbinkgame if I were to put it in Dragon Rising? Also, could that be a problem to trigger it there since after the intromovie is over, idk if I can make it so the game knows where to put the player back after killing dragon? Because I think you can kill that Dragon in that quest in any spot near the watchtower?

twin bloom
rare junco
# whole ice one sec

You know why the torturer assistant still dies easily on adapt? I made him lvl 2 and it still wasn't enough. The reg torturer doesn't die that fast as him. At least he dont die on Legendary tho

ripe cedar
#

can anyone assist me in how to get an edited script from the creation kit functioning in the remaster? I edited the wabbajack code but caannot seem to get it to work in game

prisma valley
#

Question: Will there be official modding support for the Oblivion Remaster?

whole ice
rare junco
whole ice
#

If an NPC is not flagged as Essential you can kill that NPC. Just depends on your fighting skills if you can defeat him.

thorny lark
#

Does MO2 support ObR now officially?

rare junco
#

Is it possible for the line I added being in a different order here? Maybe Ralof says something about the freedom of the nine holds, Lokir says something about butchering the empires soldiers, then Ralof says, "You stand with us or you stand against us." Then he says that line I added maybe? I have it in a different order in video tho.
https://youtu.be/e_du7ijw2XE?si=CSv2GZsCOD_kwTKB

I added it in creation kit. The thing is tho, its kind of less loud then the other people who speak. Not sure why?

▶ Play video
rare junco
whole ice
# rare junco How come the Torturer Assistant dies so fast anyways compared to the regular ass...

Why he dies so quickly - no idea. I have never really dealt with it. If an NPC that was important to me died in battle, I simply revived him using the console. I've since created a mod that flags all important NPCs as either “Protected” or “Essential”. If you don't want to flag NPCs as “Protected” or “Essential”, you probably have no choice but to experiment with the NPC's values until you find the right ones for you. Sorry, that's as far as I can help you.

barren wigeon
#

does oblivion re have working creationkit? wanting to write papyrus

#

im assuming it has old scripts cos same bugs 😄

#

chatgpt says its not papyrus and no tools but xedit works ;P

#

omg chatgpt knows howto write old oblivion scripts

rare junco
mighty epoch
#

Can someone help me

cyan cedar
#

With what dude

rare junco
#

Can people download files on nexus if the mod I edited are quarantined for some reason?

twin bloom
sacred stream
rare junco
#

Oh ok. Btw, the mod that adds a scripts folder to restore the Bethesda Studios, Presents from the OSO Patch mod, should that be a separate download for my mod of OSO SE and OSO Patch mod?

Cause it is rn. I wonder if I could of included it with my esps 1st mod folder download. Or its fine?

sacred stream
#

Is it optional? Or rather, if someone installs that because it "came with the mod" will it break things? If yes, leave it in optional files (probably best to anyway) and add a note to the description.

I used to love Fomod installers for this sort of thing but I'm not sure how well they play with current games.

floral cape
rare junco
floral cape
rare junco
placid topaz
#

Hey guys, new here I'm not adept to discord, have only ever been in one server for another game, got back to making a mod I was working on since the remaster came out for oblivion and I'm trying to remake my mod with more streamlined code, is this the best place to ask for ideas or a different thread? lol

sacred stream
#

@placid topaz ^

placid topaz
#

That's great thank you will check that one out now :)

#

oooh you can't post pictures in this server can you? I was gonna share a screen of the script to try get help with it

exotic yoke
#

Is anyone making a sky ui for oblivion!?!?!?!??!?!?!?!?!?!

flint lance
covert pelican
grizzled spire
#

Can someone explain why everytime I go to edit my new exterior worldspace, the CK crashes?
my dimensions are 0x0 and I have a feeling that is my issue. But I have no idea how. I have followed multiple tutorials and they dont have this issue.

white garden
#

Off the wall topic of modding discussion here: Have any of you ever thought about how the elder scrolls dev team lead by Todd Howard and the Souls games dev team lead by Miyazaki in the east have some interesting synergistic potential?

Could you imagine a game which thoughtfully combines those dev teams' strengths into creating the craziest and best co-developed game ever made?

A game jointly developed between Miyazaki dev team and Godd Howard dev team with full mod tool construction set as a focus right from the very beginning?

These two dev teams seems like they honestly would be the ultimate team up, which would absolutely break the Internet if it were to ever happen. Could you imagine the modding and multiplayer potential of a high fantasy game like that? It would be unreal.

hoary yoke
dawn cipher
#

Hey folks, is there any chance that someone from devs can help to understand which approach we can take while trying to add multiple enchantment effects to armor in oblivion remastered? I know that's really targeted question BUT it will resolve bunch of additional problems that community is now facing

So, we have this:

{
    FString FullName;                                                                 // 0x00D8 (size: 0x10)
    TArray<TSoftObjectPtr<UTESEffectSetting>> EffectSettings;                         // 0x00E8 (size: 0x10)

}; // Size: 0xF8

class UTESMagicItemObject : public UTESBoundObject
{
    FString FullName;                                                                 // 0x0190 (size: 0x10)
    TArray<TSoftObjectPtr<UTESEffectSetting>> EffectSettings;                         // 0x01A0 (size: 0x10)

}; // Size: 0x1B0```

But it looks like all of the UE reflected objects are not containing any of this information.
I tried to scan any object that might even have valid 
TArray<TSoftObjectPtr<UTESEffectSetting>> EffectSettings;      
and failed miserably
Same goes to trying find something usefull within VEnchantSaveData, i even tried to print something off the mentioned bounds, for sample offset at 0x80 sometime dumps valid TArray, but nothing really reliable
hexed whale
flint lance
daring trail
#

Do anyone it's having problems in getting in mods between games like fallout 4 and Skyrim?

rare junco
#

Would I even need racemenucbbemorphs.esp or something on anyways when using racemenu with cbbe? Or I don't need that? And is that esp conflict with Engine Fixes for 2 settings?

Or is it the regular Racemenu.esp doing that?

#

I'm using cbbe and cbbe 3ba I guess.

thorny lark
#

Why does vortex keep automatically downloading and installing OBSE for oblivion remastered even on a fresh install of oblivion with no mods?

lilac wolf
#

I'm trying to learn the Starfield Creation Kit, but there are a ton more tutorials available for Skyrim and Fallout 4 creation kit.
If I wanted to understand the Starfield dialogue/scene system, would it better to follow Skyrim tutorials or Fallout 4 tutorials, since FO4 has a voiced player character and Skyrim/Starield do not?

fathom hare
#

Fallout 4

lilac wolf
chilly prism
dawn cipher
leaden marlin
chilly prism
leaden marlin
upbeat karma
#

Is mo2 the best mod manager and what you should be using for all Bethesda games?

arctic crown
rare junco
unkempt tinsel
#

quetion in SSEEdit what is fMagicSkillCostScale (im tweaking a combat mod to personal taste but don't want to mess with values im unsure about)

upbeat karma
#

Does anyone know if there is a up to date modding guide for fallout 3 with MO2

hearty fern
#

Hey can someone provide me with a useful YT playlist for getting started with Starfield modding?

magic cairn
# hearty fern Hey can someone provide me with a useful YT playlist for getting started with St...

Filming this video two weeks after I started with my first tutorial video, I wanted to address a few pieces I missed in the first video and set some expectations of what's coming in the series.

Chapters List:
0:00 - Intro
2:40 - What the Creation Kit will look like when you open it up for the first time
3:26 - What a cell will look like for the...

▶ Play video
hearty fern
upbeat karma
#

Dumb question when playing with mods do i launch through FOSE or fallout? and when using mo2 do i get steam achivments + tracking my playtime?

rich kiln
# upbeat karma Dumb question when playing with mods do i launch through FOSE or fallout? and wh...

If you're using mods that require FOSE then you launch the game using FOSE; note that when using a mod manager that means having the mod manager launch FOSE which itself will then launch the game. As for MO2, you can get both time tracking and achievements but in order to still get achievements with mods you will need to have a mod that re-enables achievements when using mods otherwise the engine will disable achievements when it detects the use of mods.

echo anvil
granite plover
#

Like many other longtime FO fans, I have a partner that only got interested in FO after the TV show. With season 2 coming, she wants to watch a playthrough of FONV and I'm doing a reinstall after several years away. Not a big fan of Vortex. What other mod manager is good to use nowadays?

rich kiln
#

There is an initial learning curve to it if you've never used it before, but there are tutorials on youtube that can walk you through it and ones for FNV in particular.

granite plover
tulip ember
#

I’m curious how big of a mod you can make in starfield, is something like Skyblivion size possible in the creation kit of starfield

#

Or is it more limited

echo anvil
#

Anyone got any advice for me when creating a mod?

echo anvil
#

Im attempting in Fallout 4 to give each of the cells in the game a simple set of rules that would be applied repeatedly over time, complex behavior like radiation spread emerges naturally.

tropic spear
sand trail
#

Anyone tried Modding river crest from elder scrolls blades into Skyrim?

#

Would be a cool city to explore.

timid star
#

Hello, how are you? I'm new to this group. I want to know if there's a mod to play Fallout 4 multiplayer.

hearty fern
rich kiln
half seal
#

Hi there! Would anyone happen to know why sometimes loading my map in Starfield CK has land textures/decals and sometimes it's missing?

grizzled torrent
#
[Archive]
bInvalidateOlderFiles=1

[Materials]
bUseCompiledDB=0

so the CK will read what it needs to read.

#

The custom ini will need to go in the same folder as the rest of the CK ini files.

elfin whale
#

Hello everyone
I'm a 3D modeler working on Skyrim mods,weapons, armor, architecture, and more. Open for commissions and happy to help with your project!

half seal
grizzled torrent
half seal
#

Okay I'll let you know! I wasn't able to hop on today, but I'll hopefully have time tomorrow!

My project is BIG 😭 but I'm trying to just work one thing at a time to not feel overwhelmed

crystal acorn
#

How do yall even do this? I've been tryna download tamriel rebuilt for 3 hours this is genuine torture 😭

bright kiln
untold plank
#

Does NMM work for oblivion remastered yet?

thorny lark
#

Anyone fix the headgear clipping issue in Oblivion remastered yet?

golden glade
#

I've noticed an unexpected behavior with Message and MessageBox
MessageBox "SomeMessage: %g", someValue, "Ok"
MessageBox "SomeMessage: %.0f", someValue, "Ok
Message "SomeMessage: %g", someValue
Message "SomeMessage: %.0f", someValue
don't print out someValue. Is this just an Oblivion Remastered phenomenon or am i missing something?

Makes debugging p a i n f u l

lofty oxide
azure steeple
golden glade
weary bear
#

Hi o/ not sure if this is the correct place to ask, but seeing as this is the official Bethesda discords modding section, I didn't know where else to go
Is there a dedicated section to report bugs with paid creations? because I didn't see any option for that on the website itself

#

I usually have all my mods free and mirrored on Nexus, so if there are issues I get reports from there

#

but what about paid creations? when I find a bug in a (non-bethesda) creation that I paid for, where would I report it?

#

same goes for bethesda paid creations as well tbf, but what about mods from independent authors?

azure steeple
waxen hull
#

can anyone guide me about creation kit?

fathom hare
half seal
# grizzled torrent Make sure your CreationKitCustom.ini is set up to read loose files as well as go...

Hi there Oddlittleturtle!👋

I tried this but it made all the textures of objects black and pink! Weird! I removed the creationkitCustom.ini and pasted my backup of the creationkit.ini just in case. I'm using the Starfield CK if that makes any difference?

I've been having the worst luck today! I've restarted the CK dozens of times but can't seem to get the snow textures/decals on the ground and objects to appear in my world in the render window. I'm not sure what I'm doing wrong🤔

half seal
#

NVM validating Starfield Creation Kit in Steam seemed to fix it!

grizzled torrent
# half seal NVM validating Starfield Creation Kit in Steam seemed to fix it!

CreationKitCustom.ini doesn't replace any of the inis. It's an all new one.

Sounds like you were missing files though.

For Starfield there is the extra step of adding the source material files to the data folder. You'll find those in the Tools folder that should have been added to your game folder where the CK is located. Starfield > Tools > ContentResources.zip

Just drag and drop them into your data folder.

#

You may wish to either use a third party mod manager or duplicate the data folder so you have a clean install of the data folder for making mods. I have a duplicate. I use one for playtesting/playing and the other for mod creation.

half seal
#

Thank you for the info! I'll look into this tomorrow!❤️

The duplicate data folder sounds like a good idea to be safe! I'll work on that tomorrow too 😊

waxen hull
empty anchor
#

ok so i’ve narrowed it down to two home mods that i’d like to use in my playthrough: peregrine highwatch and TeXarium. which do you guys think i should go with
i won’t take “whatever floats your boat” as an answer

thin condor
whole ice
#

Any reason why Frostbark Lumber Mill was again removed from Cutting Room Floor? It is mentioned in the changelog that it was added in v1.1.3, I can't find the location in my version though. I have version 3.1.19a installed.

rose inlet
#

Any ideas on the future of oblivion remastered console mod support

waxen hull
#

so, if i use any licensed content in my mod and post it, it will be taken down?

#

just weapon texture from other game for example

rose inlet
#

Why the 🤔

waxen hull
rose inlet
#

Ok

rich kiln
#

Usually for assets in other games that means contacting the person/company that created it. For example if you're intending to use assets ripped from Witcher 3 you'd have to contact CDPR.

waxen hull
#

insane, but big thanks for answer

rich kiln
#

It is not insane. Protecting content rights is important and necessary.

fathom hare
waxen hull
hearty fern
#

Does Starfield have a way to check if the player has a certain skill and if so at what level it is in the code? I looked through several of the class files, but I didn't see anything.

hearty fern
#

Update: I found that hasperk is in the actor class, maybe perk level is there too? If not please inform me.

green orbit
#

It is not. You will have to create condition forms for each rank of the skill you are checking if you want to access perk ranks via script.

hearty fern
#

How do I add a "magnitude" to a Magic -> Magic Effect, R-click new item? Is Magnitude located somewhere else?

next ember
#

Anyone familiar with modding oblivion remaster with MO2 able to tell me why I crash when I start a new game after the intro cutscene

hard canyon
# hearty fern How do I add a "magnitude" to a Magic -> Magic Effect, R-click new item? Is Magn...

MagicEffect only dictate what happens and how it looks,
Strength of the magic is in the Spell Object
Spell -> Pick any -> From the list on the right You can select Magic Effects, double click or just Right click -> edit
You can then pick magnitude and optionally duration

Magic Effects -> Effects that can happen - how they look, what they gonna do, how they work
Spell -> List of Magic Effects that spell does, how strong the spell are, how long they last

#

And also how much they cost and which school of magic they improve on use...
Worth to mention that Spell Cost in case if its Enhantment also means how fast weapon / gear power will be reduced with each use of the enhantement
so Spell Cost -> Either Cost of Magicka to cast or Enhantment Power on use ( depends on the spell type )

hearty fern
# hard canyon And also how much they cost and which school of magic they improve on use... Wor...

Thanks so much. I was following some erroneous guidance from AI, and they kept insisting on Magic Effect having the magnitude setting. I was using the AI as a mentor since so many videos are out of date on youtube and may not necessarily applicable to starfield.

So based on this feedback, if I wanted to make an item that increased persuasion chance based on the level of the players perk. I would create multiple spells deriving from a single magic effect or would I need to create multiple magic effects?

outer saffron
#

Are there any mods to restore the ragdoll physics of dead bodies? I can't punch them while they're down anymore and it makes me sad

night barn
#

Well that's awesome, Vortex broke because starfield froze. I had to altf4, and now vortex is telling me I can't run starfield because the "DLL plugins you have installed require a new version of the Address Library. Either this is a new install, or Starfield was just updated." Do I need to relaunch starfield normally to fix a crash?

hearty fern
#

Alright thanks for the feedback. I'm modding Starfield. Or learning to lol. I get the gist though

hard canyon
#

If the GlobalVariables does not exist in the Starfield, You may do the same what I did,
Find in CK anything that already refers to Persuasion and see how Bethesda did it, using the "User info" is quite helpful - it will tell You what other objects are using the specific object You picked.

In my case I just looked at perk that gives You 30% better persuasion and followed the path 😛

hearty fern
hearty fern
hard canyon
hearty fern
hard canyon
#

Yee sure, no need to ask me before DM 😛
I answer everything I can 😄

hearty fern
thorny lark
covert pelican
#

Hold the shift key down and move the mouse around. Works best if you have something selected in the render window for the camera to pivot around.

thorny lark
#

thank you

thorny lark
#

Is anyone here into voice acting? I'm helping out a friend in looking for people who might be interested. The mod's called Whispers in Northpoint and it's meant to add quests, new and revamped settlements and fully voiced NPCs to the abandoned Northpoint mod from way back (not sure whether to post this in modding or the Skyrim channel)

twilit terrace
#

Can I share my LO on Xbox here to see if it looks good?

tight shard
#

Games like Minecraft clearly state in the EULA that content you make for the game is not yours

#

And redistributing this content behind a paywall, is illegal