Thanks to LordOfAshes0192 for creating an initial guide for getting the CS working with the remaster. His post can be found here: https://forums.nexusmods.com/topic/13513548-installing-oblivion-construction-set-for-oblivion-remastered/
Setup the construction set modding tool
You need to follow these instructions exactly. The tool is very buggy and particular even before we started forcing it to work on a game it wasn’t designed for.
- Go here: https://cs.uesp.net/wiki/The_Elder_Scrolls_Construction_Set#The_Construction_Set_v1.2
- Download the construction set installer
- Move the installer .exe to Oblivion
Remastered\OblivionRemastered\Content\Dev\ObvData
- Execute it to run the installer
- When you get the option to choose a filepath to install to, choose:
Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData
- Create a folder called “Data” inside that directory
- Create another folder called Data in the root Oblivion
Remastered
folder - You should now be able to launch the Creation Set.
- Minor errors might pop up, you can click yes or yes to all to ignore them. This normal behavior for bethesdas engine, or atleast the cut down modding version.
Create a new mod .esp
- In the top left of the window, click the load masters button
- We want to double click on the files we want as our master files
- A master file lets your mod access it’s files and must be loaded before your mod in the load order to function
- We only need the Oblivion.esm for this mod. But later you may want to also select some of DLCs so you have access to the spells they add
- After setting Oblivion.esm as our master, click ok
- The engine will begin loading and may take quite a while
- You may get some more error windows popup, you can close and ignore them
- The engine may freeze or stop responding, just wait a few minutes it might be just loading. Though crashes are common.
- Once loaded in click save
- Name your file whatever you want. But it’s best to avoid spaces and non alphanumeric characters.
- Im naming mine KillerKhajiit
- If that saved without the engine crashing then youv’e now technically created a mod. Though it doesn’t do anything.
Creating a spell
We can finally get to the fun creative parts.
- In the object window, expand the magic tab and click on spell
- Look for a spell eith the editor ID: “StandardChameleon3Journeyman”
- Double click it so we can open it up and see how it works
- The effects list is whats actually applied to the target and handles the targeting and calculating the spell cost.
- double click the chameleon effect to see how it works
- Magnitude generally effects how powerful the spell is, which is implmented slighlty differently for different effects. for chameleon it determines what % of invisibile you are. For damage health it would determine how much damage per second etc..
- click cancel on both windows to close them without making changes
- Right click on any spell and select “new”
- In the id give it a unique memorable name you will be able to find easily
- do not use a number for the first character
- I reccomend using a shortned tag based on your user or nickname
- Putting an a first will ensure it sits at the top of the list
- ill be using dnxCamouflage as the ID
- Next give it a name.
- The user will see the name in game
- you may want to include the mod name in the spell name so the user knows where the effect came from, but some might consider that immersion breaking, so it’s up to you.
- im calling mine “Camouflage – KillerKhajiit”
- Set type to Ability. This is used for most passives
- In the effects section, right click and select new
- Click effect and look for Chameleon
- Set the range to self
- Set the magnitude to a value you find apropriate. Ill be using 10
- Click ok
- click ok again on the spell window
- Save your mod again – do this often
- Now find your spell in the object window list. it might be easier to click on the ability subtab of spell tab
- Open the race window by clicking character at the top of the screen and selecting race
- Select Khajiit
- In the specials window, lets remove their demorialize ability. You dont have to do this.
- Right click it and select delete
- now select our Camouflage ability spell and drag it into the races specials window
- click ok to close the race window and save the mod again
Find and install our mod
- Find the .esp we created
- Ussually it will be in
Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData
\Data. But it might be insideOblivion Remastered\OblivionRemastered\Content\Dev\ObvData
\Data\Data or the data folder in the games root directory. - Move it to
Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData
\Data if needed - Open Plugins.txt
- Add the filename to the bottom of the list. Make sure your spelling is exact
Test the mod
- Cross your fingers and boot up the game
- start a new game
- Select your race but stop at the confirmation screen
- You might notice it mentions a different race
- This is a bug with the Creation Set when it modifies and creates records for the remaster
- Dont worry though we can fix it later
- Select other races and check the race emntioned on the confirmation screen until you find one that says “are you sure you want to select the race: [NL]Khajiit. for me it was argonian
- click yes
- You will look like the other race but mechancially you will be Khajiit
- this is fine as we are only testing our new spell ability.
- confirm the spell is working and looks right in the active magic effects tab
- if its rpefixed with [NL] thats fine
- You may want to screenshot it for when you publish the mod later
Fix the [NL] prefix bug
Grab the following mod and make sure to tell your users to install it as well. If it doesn’t fix the prefix, try renaming the dinput.dll to version.dll. This should work for any non vanilla records.
https://www.nexusmods.com/oblivionremastered/mods/473?tab=posts
Fix the wrong race bug
This will also remove the [NL] prefix bug on vanilla records. The Khajiit race for example is a vanilla record,
- Download and extract XEdit to somewhere otuside the games folder. https://www.reddit.com/r/skyrimmods/comments/1k61ktp/xedit_415n_released/
- Rename the .exe to TES4R
- Get and install this script: https://www.nexusmods.com/oblivionremastered/mods/136
- Launch TES4R.exe
- make sure your mod and AltarESPMain.esp are ticked and click ok
- Expand your mod and select all its records (you can hold shift or ctrl to select multiple).
- right click on any of your selected records and slect apply script
- in the script drop down, select 000_full
- click ok
- Next click on your race record
- in the columns on the right, not that the name row is highlighted red indicating a conflict.
- Drag the name value from the AltarESPMain.esp column to your mods.
- click im abslutely sure for the warning that pops up
- In the top left menu save the plugin