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<p>These are the runtime components a player needs to install themselves. <strong>None of them are bundled in the OOORS Full release archive</strong> — install them separately before deploying OOORS Full.</p>
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<p>These are the runtime components a player needs to install themselves. <strong>None of them are bundled in the OOORF release archive</strong> — install them separately before deploying OOORF.</p>
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<h2>Required</h2>
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<h3>Oblivion Remastered</h3>
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<p>The base game. Install via Steam, Game Pass, or your platform of choice.</p>
<p>OOORS Full ships its plugin in <strong>two complementary forms</strong>: a single <code>Oscuro's_Oblivion_Overhaul.esp</code> plus a per-record-type JSON family under <code>…\ObvData\Data\MagicLoader\</code>. <strong>MagicLoader</strong> reads those JSONs at game start and merges them into the live record set, sidestepping the 255-plugin load-order limit.</p>
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<p>OOORF ships its plugin in <strong>two complementary forms</strong>: a single <code>Oscuro's_Oblivion_Overhaul.esp</code> plus a per-record-type JSON family under <code>…\ObvData\Data\MagicLoader\</code>. <strong>MagicLoader</strong> reads those JSONs at game start and merges them into the live record set, sidestepping the 255-plugin load-order limit.</p>
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<ul>
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<li>Required for everything record-related to work (creatures, items, spells, etc.) beyond what the bare ESP defines.</li>
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</ul>
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<h3>TesSyncMapInjector (UE4SS Lua mod)</h3>
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<p>OOORS Full's <code>…\ObvData\Data\SyncMap\Oscuro's_Oblivion_Overhaul.ini</code> is a list of <code><TES4 FormID hex>=<UE5 SoftObjectPath></code> lines. <strong>TesSyncMapInjector</strong> consumes this at load time and rebinds each FormID to its UE5 asset path — the bridge that lets ESP records point at UE5 meshes/blueprints.</p>
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<p>OOORF's <code>…\ObvData\Data\SyncMap\Oscuro's_Oblivion_Overhaul.ini</code> is a list of <code><TES4 FormID hex>=<UE5 SoftObjectPath></code> lines. <strong>TesSyncMapInjector</strong> consumes this at load time and rebinds each FormID to its UE5 asset path — the bridge that lets ESP records point at UE5 meshes/blueprints.</p>
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<ul>
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<li>Required for any item / object whose ESP record was authored to point at a non-default UE5 asset (e.g. the bundled Obsidian items).</li>
@@ -58,40 +78,76 @@ <h2>Optional but supported</h2>
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<p>The OptionalPatches/ subfolder ships ESPs that add compatibility with these mods if you also have them installed:</p>
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<p>| Patch ESP | Provides compatibility with |</p>
<td>Removes specific actor/object references at runtime per the bundled <code>Config/OscurosOblivionOverhaul.json</code>.</td>
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</tr>
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<tr>
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<td><code>OOO_REFRFix/</code></td>
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<td>Patches OOO reference placements that need runtime correction; see <code>Scripts/spawn_deltas.lua</code>. Only needed if you have existing saves carrying older-alpha OOO references.</td>
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</tr>
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<tr>
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<td><code>RAX/</code></td>
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<td>Allows loading of custom UE5 maps (the new <code>L_*_Map</code> dungeons). Native DLL (<code>dlls/main.dll</code>) plus Lua glue.</td>
<p><em>Note: <strong>OOORF</strong> (this site) is the FULL edition. The acronym <strong>OOORS</strong> refers to the separate Slim edition and is not used here.</em></p>
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<h2>Quick links</h2>
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<ul>
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<li><ahref="install.html">Install instructions</a> for the latest release</li>
<p>> <strong>First time?</strong> Install the <ahref="dependencies.md">dependencies</a> (Oblivion Remastered, UE4SS, MagicLoader, TesSyncMapInjector) before installing OOORS Full.</p>
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<p><strong>First time?</strong> Install the <ahref="dependencies.html">dependencies</a> (Oblivion Remastered, UE4SS, MagicLoader, TesSyncMapInjector) before installing OOORF.</p>
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<h2>Get the archive</h2>
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@@ -24,7 +24,7 @@ <h2>Get the archive</h2>
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<h2>Install — Mod Organizer 2 (recommended)</h2>
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<p>1. In MO2, <strong>Add a new mod</strong> → <strong>Install a new mod from archive</strong>.</p>
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<p>2. Select the OOORS Full<code>.7z</code> you downloaded.</p>
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<p>2. Select the OOORF<code>.7z</code> you downloaded.</p>
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<p>3. MO2 will detect the <code>OblivionRemastered\</code> root and offer to install it as a "Game data" mod. Accept.</p>
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<p>4. Activate the mod (check it in the left pane).</p>
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<p>5. In the right-pane plugin list, ensure <code>Oscuro's_Oblivion_Overhaul.esp</code> is checked. Optionally check any of the OptionalPatches that match your other mods.</p>
@@ -41,7 +41,7 @@ <h2>Install — manual</h2>
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<p>1. Open the <code>.7z</code> in 7-Zip.</p>
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<p>2. Drag the contents of <code>OblivionRemastered\</code> into your <code>…\Oblivion Remastered\OblivionRemastered\</code> folder, accepting overwrites.</p>
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<p>3. (Optional) For each patch you want active, move its ESP from <code>…\Data\OptionalPatches\</code> up one level into <code>…\Data\</code>.</p>
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<p>4. Launch the game once via UE4SS to confirm MagicLoader logs the OOORS Full JSONs and TesSyncMapInjector loads the SyncMap INI.</p>
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<p>4. Launch the game once via UE4SS to confirm MagicLoader logs the OOORF JSONs and TesSyncMapInjector loads the SyncMap INI.</p>
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