Oblivion Remastered (2025) — Engine, Containers & Animation Reference
Cross-reference: Legacy Gamebryo formats (BSA v104/v105, NIF, IMG/COL/CFA/DFA, EGM morphs, cell data, save files) → XeNTaX Bethesda knowledge §1,3,6–8,10–11
Oblivion Remastered (released 2025-04-22) is not a Havok title: it is a
dual-engine hybrid. Unreal Engine 5.3 renders the game (models, textures,
UI, audio, animation), while the original Gamebryo engine
still runs core game logic (quests, AI, scripting, physics, combat). The
Fallout 4/Skyrim .hkx behavior-animation ecosystem documented elsewhere in
this hub does not apply here — this page collects verified facts about the
engine split, the UE5 Io Store containers, the legacy Gamebryo data layer, the
UE5-native animation pipeline, and the community tooling, and explicitly marks
what is not yet confirmed.
1. Overview: A Hybrid Engine, Not a Havok Title
- Release: 2025-04-22 (PS5 / Windows / Xbox Series X|S); Switch 2 port on 2026-08-11. Development began 2021; co-developed by Virtuos (Paris) and Bethesda Game Studios. [HIGH — Wikipedia]
- Renderer: Unreal Engine 5.3 (5.3.2 per community tooling; FModel's preset
is
GAME_UE5_3; animation modding requires compiling UE 5.3.2 source). Uses UE5's Lumen dynamic lighting and ray tracing. [HIGH — multiple sources] - Game logic: the original Gamebryo engine is still used to handle core game logic — quests, AI, scripting, physics, combat. [HIGH — UESP]
- Consequence for modders: there are two asset pipelines — UE5
.pakassets for presentation, and the legacy Gamebryo Data/plugin layer for logic. Original game data (ESM/BSA/NIF) was re-authored as UE5 assets for rendering; BSA/NIF are ignored at runtime. - Why the FO4 guide does not apply: 2006 Oblivion used Gamebryo
.kf/.nifanimation (.hkxbehavior files only arrived with Skyrim/FO4). The remaster ignores NIF entirely; the original animation files are not loadable. There is no Havok hkx anywhere on the UE5 side. [HIGH] - The Gamebryo core is reported as updated to 64-bit stable. [MEDIUM — secondary source]
2. Content Containers & File Structure
UE5 side — Io Store paks
- Install layout:
\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Paksholds all.pakfiles. [HIGH] - Main package:
OblivionRemastered-Windows.pak— all new sounds, code, and most content. [HIGH] - Container format: UE5 Io Store — each archive is a triple of
.pak+.utoc+.ucas; mod managers must list/delete all three, and repacking.utocrequires theretoctool. Assets inside are.uasset/.uexp. [HIGH] - Browsing paks in FModel needs a usmap mappings file and the
GAME_UE5_3preset. No entry exists in TheNaeem/Unreal-Mappings-Archive; the community standard is huwiee's usmap. [HIGH] - Compression is not explicitly confirmed as Oodle; UE 5.3 Io Store defaults
to Oodle — verify from the
.pak/.utocheader or FModel. [MEDIUM]
Legacy Gamebryo side — Data folder & plugins
- Legacy Data lives at
Content\OblivionRemastered\Content\Dev\ObvData\Data(contains the ESMs/ESPs andPlugins.txt; the Generate Plugins.txt Loader regeneratesPlugins.txtthere). [MEDIUM — gist, corroborated by forum posts] - The original ESM/ESP plugins are byte-identical to the 2006 release; the
only exception is
DLCHorseArmor.esp(one dirty message). Remaster changes ship via 3 new ESPs:AltarESPMain.esp,AltarDeluxe.esp,AltarESPLocal.esp. [HIGH — UESP] - Localization: every ESM/ESP record's Full Name was replaced by a unique UE5
string-table key; unkeyed mod records show a
[NL]prefix, unresolved keys show<MISSING STRING TABLE ENTRY>. [HIGH] - Console: the UE5 console replaces the classic console; legacy commands need
the
obvConsoleprefix (e.g.obvConsole tgm), and some Gamebryo commands (e.g.tcl) are inert. [HIGH] - Audio: Wwise; sounds ship as
.wemunderContent\WwiseAudio\Media, referenced viaMediaPathName(e.g.Media/94211525.wem); new sounds live underOblivionRemastered/Content/WwiseAudio/Interface/.... [HIGH]
3. Animation & Physics
UE5-native animation — not Havok behavior graphs
- Animation is UE5 native (Animation Sequences / Skeletal Meshes). The
workflow is: import FBX into a UE 5.3.2 project → asset becomes a
.uasset→ package into a.pakwith Io Store. No hkx anywhere. [HIGH] - Prerequisites (per the official-style animation article): ~200 GB free disk, Blender 4.2 LTS, UE 5.3.2 source, Visual Studio 2022 (C++ workload), the Oblivion Remastered sample project, and FModel. [HIGH — Nexus article 141]
- Naming/paths example:
A_Humanoid_OneHand_Sprint.fbxlands inContent/Art/Animation/Humanoid/ThirdPerson/OneHanded/Locomotion/Normal. [HIGH] - Skeleton:
SKEL_HumanoidSkeleton— its virtual bones are IK leg targets; the humanoid rig FBX isSK_HumanoidFull.fbx. [HIGH] - Lip-sync is an entirely new system. [HIGH]
Physics — legacy Gamebryo era
- Physics are the exact same as the original Oblivion: gravity is slightly heavier with less ragdolling, and physics-enabled objects settle immediately on cell load. [HIGH — Steam discussion + UESP]
- There is no Havok on the UE5 side; the Gamebryo side retains the legacy (Havok-era) physics stack — but Oblivion physics were never the hkx behavior system anyway. [MEDIUM — inference]
4. Modding Tools
| Tool | Role | Source |
|---|---|---|
| FModel | Browse/extract UE assets from paks; needs huwiee usmap + GAME_UE5_3 | https://fmodel.app/ ; https://www.nexusmods.com/oblivionremastered/mods/47 |
| UnrealPak (FluffyQuak) | Pack/unpack .pak (drag folder onto UnrealPak-With-Compression.bat / UnrealUnpak.bat) | https://github.com/Dmgvol/UE_Modding/blob/main/BasicModding/UnrealPak.md |
| UE4SS for OblivionRemastered | Lua scripting loader/injector for the UE side | https://www.nexusmods.com/oblivionremastered/mods/32 |
| UE4SS TesSyncMapInjector | Syncs .esp form IDs with the UE runtime (no pak needed); Smart Mapper variant | https://www.nexusmods.com/oblivionremastered/mods/1272 ; /2784 |
| OBSE64 | Oblivion Remastered Script Extender (engine-level) | https://raw.githubusercontent.com/KelpyCode/oblivion-remastered-modding-wiki/main/create.md |
xEdit → TES4REdit.exe | Plugin editor; rename the xEdit exe to load remaster plugins | https://forums.nexusmods.com/topic/13515989 |
| Construction Set v1.2 | Legacy plugin editing still works for the data layer | https://cs.uesp.net/wiki/The_Elder_Scrolls_Construction_Set |
| MagicLoader + MagicPatcher | New interior cells; generates .json config | https://www.nexusmods.com/oblivionremastered/mods/1966 ; /2906 |
| nathtest/UProjOblivionRemastered | UE 5.3.2 project derived from a UE4SS dump; blueprint-modding base (needs ENGINE_API fix in InputDeviceProperties.h) | https://github.com/nathtest/UProjOblivionRemastered |
| Blueprint Mod Loader / Simple Mod Loader | Load blueprint .pak mods | https://www.nexusmods.com/oblivionremastered/mods/2610 |
| retoc + uAssetGUI | Repack .utoc; edit .uasset; mods load if named alphabetically before Oblivion paks (e.g. 000_Mod.pak) | https://www.nexusmods.com/oblivionremastered/mods/3918 |
| Plugins and Paks Manager | Plugin + pak management GUI | https://www.nexusmods.com/oblivionremastered/mods/446 |
| Generate Plugins.txt Loader | PowerShell Plugins.txt generator | https://www.nexusmods.com/oblivionremastered/mods/283 |
| Wwise | Convert .wav → .wem for sound mods | https://www.audiokinetic.com/en/ |
| MO2 dev build | Mod Organizer 2 build with remaster support (Discord) | https://discord.gg/ewUVAqyrQX |
| NIF→FBX converter | DaggerfallTeam (Patreon, not free) | https://www.patreon.com/DaggerfallTeam/posts/nif-to-fbx-for-128457165 |
Mod naming rule: pak mods go in a folder named
OblivionRemastered-Windows_<mod>_P and the .pak file must end in _P
for MO2/Vortex to load it. [HIGH]
5. Community Resources
| Resource | URL | Notes |
|---|---|---|
| Nexus Mods game page | https://www.nexusmods.com/oblivionremastered | Official mod hosting |
| Oblivion Remastered Modding Wiki | https://github.com/KelpyCode/oblivion-remastered-modding-wiki (site: oblivion.wiki) | Tooling (create.md); FAQ page currently empty |
| Modding Discord | https://discord.gg/4FJEEsmDSy ; https://oblivion.wiki/discord | Guides, tech support |
| UESP | https://en.uesp.net/wiki/Oblivion:Oblivion_Remastered ; Remastered Changes ; Remastered Combat | Canonical gameplay/technical change list |
| Steam store page | https://store.steampowered.com/app/2623190/ | App ID 2623190; active discussions |
| Nexus forums tools/tutorials list | https://forums.nexusmods.com/topic/13515989 | Curated tool + tutorial index |
| Full modding guide (video) | https://www.youtube.com/watch?v=Kv-iOPHuOiE | Blender + UE5 mesh/texture pipeline |
6. Open Questions & Unconfirmed Details
- Pak compression: Oodle is likely (UE 5.3 Io Store default) but was not
confirmed from the
.pak/.utocheader — verify with FModel. [MEDIUM] - usmap completeness: the community usmap (huwiee, Nexus mods/47) works with FModel, but no mapping exists in TheNaeem/Unreal-Mappings-Archive; coverage of all classes is unverified.
- Gamebryo 64-bit update rests on a single secondary source. [MEDIUM]
- "No Havok on the UE5 side" is an inference from the animation pipeline and container contents, not a Bethesda statement. [MEDIUM]
- The Wakui tecblog UE 5.3.2 animation-replacement guide (https://wakui-tecblog.chimpoy.click/modding-oblivion-remastered-in-ue-5-3-2-a-guide-to-replacing-animations/) could not be fetched at research time (connection error).
7. Sources
- Wikipedia — The Elder Scrolls IV: Oblivion Remastered
- UESP — Oblivion:Oblivion Remastered
- UESP — Oblivion:Remastered Changes (wikitext via UESP API)
- Nexus forums — unpacking/packing pak files and sound replacement guide
- Nexus article 141 — Animating for Oblivion Remastered
- Nexus mods/3989 — Humanoid Rig (SK_HumanoidFull.fbx)
- Nexus mods/880 — sample project
- Steam discussion — physics comparison
- KelpyCode/oblivion-remastered-modding-wiki (create.md, home.html)
- nathtest/UProjOblivionRemastered
- gist jonathanrbowman — Data folder layout
- FModel
- Dmgvol/UE_Modding — UnrealPak.md
- UESP Construction Set wiki
- TheNaeem/Unreal-Mappings-Archive
- Audiokinetic Wwise