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.vscode/settings.json

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"livePreview.serverRoot": "docs",
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"livePreview.defaultPreviewPath": "OOO/OBR/index.html",
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"livePreview.openPreviewTarget": "Embedded Preview",
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"livePreview.autoRefreshPreview": "On All Changes in Editor"
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"livePreview.autoRefreshPreview": "On All Changes in Editor",
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"cSpell.words": [
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"Arondar",
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"Baras",
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"Barastas",
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"Begone",
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"BGlass",
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"BloodClotCave",
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"BrokenToothCave",
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"Cehan",
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"Cehani",
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"CELLMAP",
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"CHMG",
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"DeepCoverCav",
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"Dostares",
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"Drakefired",
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"DrownedHopesCa",
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"GloomWayCave",
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"GraveGroundCave",
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"Kemen",
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"Lipsand",
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"LipsTarn",
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"Longsword",
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"MagicLoader",
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"MongrelsToothCave",
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"Narind",
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"Nonungalo",
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"OOMC",
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"OOORF",
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"OOORS",
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"OscurosOblivionOverhaul",
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"Oscuro",
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"Paks",
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"pathfinding",
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"Piukanda",
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"Prohagen",
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"REFRFix",
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"retexture",
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"repointed",
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"retextures",
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"RGlass",
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"Rosulas",
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"Shortsword",
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"SoftObjectPath",
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"SquigM",
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"SyncMap",
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"TesSyncMapInjector",
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"UCAS",
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"ucas",
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"UORP",
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"UTOC",
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"utoc",
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"Varastal",
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"WEAP",
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"Yele",
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"Yeleri"
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]
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}

docs/OOO/OBR/changelog.html

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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>OOORS Full — Changelog</title>
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<title>OOORF — Changelog</title>
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<link rel="stylesheet" href="../../css/devnull-shared.css">
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</head>
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<body>

docs/OOO/OBR/dependencies.html

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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>OOORS Full — Dependencies</title>
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<title>OOORF — Dependencies</title>
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<link rel="stylesheet" href="../../css/devnull-shared.css">
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</head>
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<body>
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<nav><a href="index.html">Home</a> | <a href="changelog.html">Changelog</a> | <a href="install.html">Install</a> | <a href="dependencies.html" class="highlight-text">Dependencies</a> | <a href="overview.html">Overview</a> | <a href="https://github.com/devakm/OblivionRemastered_OOO/releases">Downloads (GitHub Releases)</a></nav>
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<h1>Dependencies</h1>
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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>
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<p>| Detail | Value |</p>
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<p>|--------|-------|</p>
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<p>| Engine | Unreal Engine 5.3 |</p>
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<p>| Default content path | <code>…\Oblivion Remastered\OblivionRemastered\Content\</code> |</p>
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<p>| Default mod-pak path | <code>…\Oblivion Remastered\OblivionRemastered\Content\Paks\~mods\</code> |</p>
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<p>| TES4 data path | <code>…\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data\</code> |</p>
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<table>
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<thead>
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<tr>
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<th>Detail</th>
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<th>Value</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Engine</td>
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<td>Unreal Engine 5.3</td>
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</tr>
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<tr>
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<td>Default content path</td>
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<td><code>…\Oblivion Remastered\OblivionRemastered\Content\</code></td>
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</tr>
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<tr>
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<td>Default mod-pak path</td>
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<td><code>…\Oblivion Remastered\OblivionRemastered\Content\Paks\~mods\</code></td>
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</tr>
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<tr>
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<td>TES4 data path</td>
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<td><code>…\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data\</code></td>
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</tr>
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</tbody>
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</table>
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<h3>MagicLoader</h3>
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<p>OOORS Full ships its plugin in <strong>two complementary forms</strong>: a single <code>Oscuro&#x27;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&#x27;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&#x27;s <code>…\ObvData\Data\SyncMap\Oscuro&#x27;s_Oblivion_Overhaul.ini</code> is a list of <code>&lt;TES4 FormID hex&gt;=&lt;UE5 SoftObjectPath&gt;</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&#x27;s <code>…\ObvData\Data\SyncMap\Oscuro&#x27;s_Oblivion_Overhaul.ini</code> is a list of <code>&lt;TES4 FormID hex&gt;=&lt;UE5 SoftObjectPath&gt;</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>
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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>
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<p>|-----------|------------------------------|</p>
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<p>| <code>OOO_DeluxeEdition.esp</code> | Oblivion Remastered Deluxe Edition (extra cosmetic/content). Pair with <code>SyncMap - DeluxeEdition/</code> override. |</p>
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<p>| <code>OOO_OOMC_Compatibility_Patch.esp</code> | OOMC (Oscuro&#x27;s Oblivion Modular Companions / Mod Components). |</p>
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<p>| <code>OOO_UORP.esp</code> | The Unofficial Oblivion Remaster Patch. |</p>
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<p>| <code>OOO_UnlimitedRingsReduxPatch.esp</code> | Unlimited Rings Redux. |</p>
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<table>
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<thead>
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<tr>
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<th>Patch ESP</th>
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<th>Provides compatibility with</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><code>OOO_DeluxeEdition.esp</code></td>
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<td>Oblivion Remastered Deluxe Edition (extra cosmetic/content). Pair with <code>SyncMap - DeluxeEdition/</code> override.</td>
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</tr>
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<tr>
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<td><code>OOO_OOMC_Compatibility_Patch.esp</code></td>
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<td>OOMC (<a href="https://www.nexusmods.com/oblivionremastered/mods/4992" target="_blank" rel="noopener">Opulent Outfits: Mages of Cyrodiil</a>).</td>
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</tr>
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<tr>
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<td><code>OOO_UORP.esp</code></td>
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<td>The <a href="https://www.nexusmods.com/oblivionremastered/mods/477" target="_blank" rel="noopener">Unofficial Oblivion Remaster Patch</a>.</td>
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</tr>
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<tr>
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<td><code>OOO_UnlimitedRingsReduxPatch.esp</code></td>
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<td><a href="https://www.nexusmods.com/oblivionremastered/mods/2457" target="_blank" rel="noopener">Unlimited Rings Redux</a>.</td>
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</tr>
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</tbody>
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</table>
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<h2>Bundled UE4SS mods (auto-installed)</h2>
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<p>These ride along <em>inside</em> the OOORS Full archive — don&#x27;t install separately, but they DO require UE4SS to be installed first.</p>
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<p>| Mod (under <code>…\Binaries\Win64\ue4ss\Mods\</code>) | Role |</p>
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<p>|--------------|------|</p>
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<p>| <code>Begone/</code> | Removes specific references at runtime per the bundled <code>Config/OscurosOblivionOverhaul.json</code>. |</p>
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<p>| <code>OOO_REFRFix/</code> | Patches OOO reference placements that need runtime correction; see <code>Scripts/spawn_deltas.lua</code>. |</p>
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<p>| <code>RAX/</code> | Provides native helpers via <code>dlls/main.dll</code> plus Lua glue. |</p>
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<p>These ride along <em>inside</em> the OOORF archive — don&#x27;t install separately, but they DO require UE4SS to be installed first.</p>
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<table>
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<thead>
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<tr>
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<th>Mod (under <code>…\Binaries\Win64\ue4ss\Mods\</code>)</th>
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<th>Role</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><code>Begone/</code></td>
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<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>
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</tr>
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</tbody>
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</table>
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<h2>Game install layout reference</h2>
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<p>```</p>
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<p>…\Oblivion Remastered\</p>
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<p>├── OblivionRemastered\</p>
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<p>│ ├── Binaries\Win64\</p>
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<p>│ │ └── ue4ss\ ← UE4SS install lives here; bundled Mods\ overlays into it</p>
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<p>│ └── Content\</p>
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<p>│ ├── Dev\ObvData\Data\</p>
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<p>│ │ ├── MagicLoader\ ← MagicLoader looks here</p>
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<p>│ │ ├── SyncMap\ ← TesSyncMapInjector looks here</p>
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<p>│ │ ├── OptionalPatches\ ← OOORS-shipped patch ESPs (move into Data\ to enable)</p>
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<p>│ │ ├── *.esp ← TES4 plugins</p>
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<p>│ │ └── *.esm ← TES4 master files</p>
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<p>│ └── Paks\</p>
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<p>│ └── ~mods\ ← IoStore content (.pak/.ucas/.utoc) drops here</p>
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<p>```</p>
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<pre><code>…\Oblivion Remastered\
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├── OblivionRemastered\
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│ ├── Binaries\Win64\
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│ │ └── ue4ss\ ← UE4SS install lives here; bundled Mods\ overlays into it
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│ └── Content\
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│ ├── Dev\ObvData\Data\
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│ │ ├── MagicLoader\ ← MagicLoader looks here
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│ │ ├── SyncMap\ ← TesSyncMapInjector looks here
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│ │ ├── OptionalPatches\ ← OOORF-shipped patch ESPs (move into Data\ to enable)
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│ │ ├── *.esp ← TES4 plugins
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│ │ └── *.esm ← TES4 master files
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│ └── Paks\
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│ └── ~mods\ ← IoStore content (.pak/.ucas/.utoc) drops here
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</code></pre>
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<footer>
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<p>Source: <a href="https://github.com/devakm/OblivionRemastered_OOO">github.com/devakm/OblivionRemastered_OOO</a> · Releases: <a href="https://github.com/devakm/OblivionRemastered_OOO/releases">GitHub Releases</a></p>
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</footer>

docs/OOO/OBR/index.html

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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>OOORS Full — Release Tracker</title>
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<title>OOORF — Release Tracker</title>
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<body>
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</div>
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<h2>About this site</h2>
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<p>Every alpha / beta / release build of <strong>Oscuro's Oblivion Overhaul Remastered FULL</strong> is tracked in the
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<p>Every alpha / beta / release build of <strong>Oscuro's Oblivion Overhaul Remastered FULL</strong> (<strong>OOORF</strong>) is tracked in the
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<a href="https://github.com/devakm/OblivionRemastered_OOO">OblivionRemastered_OOO</a> repo, with a per-release manifest of every file
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(SHA-256 + size) so you can see exactly what changed between any two builds. Install archives are published as
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<a href="https://github.com/devakm/OblivionRemastered_OOO/releases">GitHub Releases</a>.</p>
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<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><a href="install.html">Install instructions</a> for the latest release</li>
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<li><a href="dependencies.html">Required dependencies</a> (OBSE, UE4SS, MagicLoader, etc.)</li>
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<li><a href="dependencies.html">Required dependencies</a> (UE4SS, MagicLoader, TesSyncMapInjector)</li>
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<li><a href="changelog.html">Full changelog</a> (88 releases)</li>
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<li><a href="overview.html">What OOORS Full bundles</a></li>
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<li><a href="overview.html">What OOORF bundles</a> — including the per-dungeon validation status</li>
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</ul>
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<h2>All releases</h2>

docs/OOO/OBR/install.html

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<title>OOORS Full — Install</title>
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<title>OOORF — Install</title>
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<body>
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<nav><a href="index.html">Home</a> | <a href="changelog.html">Changelog</a> | <a href="install.html" class="highlight-text">Install</a> | <a href="dependencies.html">Dependencies</a> | <a href="overview.html">Overview</a> | <a href="https://github.com/devakm/OblivionRemastered_OOO/releases">Downloads (GitHub Releases)</a></nav>
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<h1>Installation</h1>
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<p>&gt; <strong>First time?</strong> Install the <a href="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 <a href="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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<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 &quot;Game data&quot; 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&#x27;s_Oblivion_Overhaul.esp</code> is checked. Optionally check any of the OptionalPatches that match your other mods.</p>
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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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<h2>Verifying the install</h2>
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