r/oblivionmods 10h ago

Remaster OblivionMP progress: two weeks of stability testing behind us, first Server SDK Early Access builds later this week

1 Upvotes

Hey r/oblivionmods - Msk from the OblivionMP (OB:MP) team here! We went a bit quiet after trailer #4 because the work since then has been the unglamorous yet important kind: compat/smoke testing the client mod - now we know that it paid off. The launch process is smoother, crashes dropped, sync latency is at levels good enough for actual play, and along the way we shipped a batch of fixes or features testers asked for. The clips in this post come straight from our community testers over the past two weeks.

https://reddit.com/link/1v3yxpp/video/alq8hr4ynveh1/player

Later this week the first server owners from the Early Access group receive the SDK together with the server binary. That means the first community-hosted servers running outside our own machines (private or internet-facing) running their own resources and scripts. Roleplaying commands, custom mechanics and systems, game modes like prop hunt or arena, all of that becomes buildable soon.

https://reddit.com/link/1v3yxpp/video/ujrlgubznveh1/player

On our end, focus shifted to NPC sync and quest sync. Most of Oblivion's Remastered world hangs off those two systems, a legacy going back to the original Gamebryo engine before the Remaster devs ported it into UE5, so getting them right matters most.

If you were running your own OB:MP server, what would you script there first? Heavy RP with factions? Prop hunt in the Imperial City? Happy to answer questions in the thread.