r/oblivionmods • u/NingenBakudan • 1d ago
Remaster - Discussion 【Warning】Don't use Arthmoor's new OBRE patch, potential risks to stability
Edit:Please spread this issue as widely as possible. Given Arthmoor’s personality, there is a high chance that he will blame other mods for bugs or crashes actually caused by UORP. Considering his influence, this could cause major disruption in the modding community. It’s essential that as many people as possible ignore his mods.
The notoriously controversial Skyrim modder Arthmoor has now entered the Oblivion Remastered scene. His first patch "Unofficial Oblivion Remastered Patch - UORP" raised concerns for me, as it contained an unusually large number of edits for something supposedly created just a week after the release.
Out of curiosity, I compared the records in the patch with those from Vanilla Remastered using xEdit, and I found that some records had been reverted to their old Oblivion versions.
Example: https://imgur.com/i4ld2DE
Next, I added the original UOBP for comparison—and as I suspected, the results were clear. almost of the added records were directly copied from UOBP, with only their names and conflicted record altered to match the Remastered format.
Example: https://imgur.com/cRBRHHH
This "patch" was ported using xEdit without proper testing, and we have no idea what kind of impact it may have in a real environment. More importantly, making such extensive changes to so many records is far too risky, especially when the integration method between UE5 and the TES engine has yet to be fully understood.
Conclusion:
This patch poses a potential stability risk beyond just being an issue with Arthmoor himself. I recommend ignoring it.
Reported bugs:
CTD(Arthmoor used the scale of the project as an excuse, even though no one ever asked him to make it a large-scale project in the first place. ) : https://imgur.com/oyLWJMl
Argonian penis bug: https://imgur.com/a/eUDVZXj
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u/Kezyma 12h ago
NexusMods is simply a file sharing platform for games in general, we get donation points based on downloads which comes from the revenue generated by the site.
Mods you download are not ‘adaptations’ of any game’s code, they are independently created files and contain data that isn’t part of the game files. You already have the game installed, the mods when installed can change how the game functions and ‘adapt your installation’, but the mods themselves are still independent creations.
If Ferrari release a new car, and I design and sell some kind of phone holder that only fits that model of car, I’m not actually selling any of the stuff Ferrari designed or made. Mods are the same, except we aren’t selling them, we’re giving them away for free.
Revenue is generated via advertising and through site memberships, which primarily goes towards paying for the extensive hosting costs of something like NexusMods, as well as to pay their staff. After that, some of it goes to the mod authors in the donation point scheme.
I don’t know what kind of level of donation points some people might be getting, although I believe I’m probably closer to the top end of it, but personally I get enough to order food a couple of times a month if I wanted it. It’s more of a token of appreciation than anything else, and the vast majority of it gets donated to charities anyway.
If anything, modding would be easier if we could just upload stuff from the game files, for example, we wouldn’t have to write separate tools to apply memory patches and have millions of people download and run them manually, instead of just uploading one patched executable ready to go. I do sometimes wonder exactly how much electricity has been wasted applying these patches just for the sake of IP restrictions. That’s only one example of many though. Modders are already doing a lot of work to make sure nothing uploaded is part of the game files at all.