Oblivionauts is a new type of Skyrim mod. Most mods make a small or large change to Skyrim, allowing players to use their characters, items, and abilities in different ways. Then there are the big mods. The overhauls, the ENBs, the total-conversion mods, etc. But this does not quite fit into any of those categories. Oblivionauts is (what we call) a Modular Minigame. By Modular we mean that it can be modified by anyone using an .esp. Do you want some more maps to play through? Just download a map pack from us or someone else! Do you want to be able to play all races or use a class-based character design? Make or download an Oblivionauts mod that does it! By "Minigame" we mean that it is not an open-world RPG like Skyrim, but instead is a relatively short game that can be played in may different ways.

So how is it different from Skyrim? And how do you play it? Unlike Skyrim, you do not traverse the wide, open world of Tamriel on a grand adventure to fulfill your destiny. Oblivionauts is a platform for Skyrim mods that allows you to play Skyrim without the Skyrim world; just mods. The idea behind Oblivionauts is to provide you with a base, from which you can teleport to any number of modder-made maps. This allows moddders to make places, quests, and items as much as they want to without having to worry about conflicts and compatibility issues with the normal Skyrim world and other mods.


Unique Features:

  • Standalone Experience: When you play Oblivionauts it is not the tale of Dovahkin that you will experience. Oblivionauts is unique, and that is reflected in the way it has been developed. Rather than being transported to Helgen to survive a dragon attack when you click 'New' in the main menu, you are taken on a new adventure, one that will strike you immediately as new and different.
  • Minimaps: Rather than implementing a large world like Skyrim, each map has a unique environment and story as designed by a modder.
  • Custom levels: All maps you play in Oblivionauts will be made by modders, rather than Bethesda. If a modder can dream it and make it, then you can play it.
  • Custom Character: The hero of Oblivionauts is not Dragonborn, and is not played in the
    same way that you would the Dovahkin. The default character in Oblivionauts is a Dremora who is conjured from Oblivion and forced into a strange realm with odd and powerful people whom he has never met. But, if you want to play a different character, then download a mod or make your own to design you character however you want.
  • Unique Gameplay: Play Skyrim any way you want to by downloading or making any Oblivionauts-compatible mod.
  • Mod Incorporation, & New Assets: Oblivionauts comes with the Weapons of the Third Era incorporated by default. Any of your favorite weapon, armor, race, or item mods can be made compatible with Oblivionauts with ease so that you can receive the same variety that you would from playing Skyrim with mods.

Release Plan:

The Oblivionauts beta version is available now and can be downloaded here. Please read the Beta Release announcement article for more information.

The first part of the v1.0 release is planned for completion in late May or early June.


We have a wiki that we are using to develop the mod and store information. When the mod is released, it will also act as the main website for Oblivionauts. If you want to learn more about the mod's details, you can visit it at the link below. The hidden Development section contains the majority of our details for now. When pages are finalized, they will be moved out of the hidden section. Please keep in mind as you view the wiki that everything on it is subject to change, and not everything is visible to non-developers.


Oblivionauts is compatible with many existing Skyrim mods. Anything that does not require access to the vanilla Skyrim world should be compatible with Oblivionauts. Thus, quest mods will not work. UI mods, texture/mesh-replacement mods, item mods (that use Leveled Lists), and ENBs should work with Oblivionauts.

Stay Updated!

You can stay updated on our progress by checking any of the following sites. Updates will also be posted here as news articles.


Nexus forum official WIP thread.


Concept art is created by
SureAI for the Master File.
Weapons of the Third Era, by 747823.
Skyrim NPC Editor for NPC design.
Oblivion Gates resource by Hanaisse

Suggested mods:
Weapon Variant Expansion

Image RSS Feed Latest Screens
Oblivion Gate - Final Library Crafting Room
Blog RSS Feed Report abuse Latest News: Oblivionauts Beta Release!

4 comments by Woverdude on May 16th, 2013

Oblivionauts Beta Released

Oblivionauts Wallpaper 1280 x 720


The Oblivionauts beta has been released with all features except dialogue and a sample map!

Oblivionauts is a platform for Skyrim mods that allows you to play Skyrim without the Skyrim world;justmods. The idea behind Oblivionauts is to provide you with a base, from which you can teleport toanynumber of modder-made maps. This allows modders to make places, quests, and items as much astheywant to without having to worry about conflicts and compatibility issues with the normal Skyrimworldand other mods.

Included is a sample map. This sample map is nothing more than a desert island, but demonstratestheOblivionauts portal system effectively. It can also serve as a template that mods authors can usetolearn about Oblivionauts and make their own maps and dungeons.

Oblivionauts has no extra requirements such as SKSE (The Skyrim Script Extender), and is simpletoinstall. Once installed, go to 'New' in Skyrim's Main Menu and select 'Yes' to start a new gameofOblivionauts.

Read the readme to learn how to install Oblivionauts. The installation process is simple, but MUSTbefollowed to install Oblivionauts correctly.

Visit the download page here to download the beta.

Oblivionauts Beta - Main

Sample Map
Oblivionauts - Sample Map

Combined (Main and Sample)
Oblivionauts Beta - Combined

The release version will be available after I have added dialogue and trading. The release version will be available on both ModDB and the Skyrim Nexus.

Beta Information for Modders:

Because Oblivionauts is in its beta stage, you will probably encounter some bugs and missing features. Dialogue and trading has not been implemented yet, and the levels need to be optimized more. Please report any bug or errors you find in the forums.

Currently, there is not much content for players in Oblivionauts. However, all of the core features are available for modders to start making their own maps for you to travel to. In the near future I will release tutorials on how to add your map to the Oblivionauts map list, as well as advice on how to make existing Skyrim mods compatible with Oblivionauts.

In conclusion, I have a question for you. Would you rather that I focus on improving and adding story and dialogue in Oblivionauts for the release, or would you rather that I focus on improving and adding features and options to the mod? I could spend my time writing conversations and working with voice actors to add dialogue, or I can spend my time making Oblivionauts more functional and useful. Let me know which you prefer.

Introduction Video


Velkan Screenshot
Oblivion Gate
Dearthwit Spire
Crafting Room

Downloads RSS Feed Latest Downloads
Oblivionauts Beta - Combined

Oblivionauts Beta - Combined

May 17, 2013 Demo 0 comments

Both the main file for the Oblivionauts beta release and the Sample Map. Read the included Readme for installation steps.

Oblivionauts - Sample Map

Oblivionauts - Sample Map

May 16, 2013 Demo 0 comments

A sample map for Oblivionauts. Requires the main Oblivionauts files. Extract into your Data folder to install. A readme with more detailed instructions...

Oblivionauts Beta - Main

Oblivionauts Beta - Main

May 16, 2013 Demo 0 comments

The main file for the Oblivionauts beta release, without the Sample Map. Read the included Readme for installation steps.

Post comment Comments  (20 - 29 of 29)
ehovda321 Feb 28 2013, 12:26am says:

This looks amazing! I'll try to spread the word about this; this has a lot of potential! I hope it's released this year, that would be awesome! This looks very unique, tracking! :)

+2 votes     reply to comment
ehovda321 Feb 28 2013, 12:35am replied:

I'm actually a mod developer too, but I work with HPL2. I've never tried to develop a mod for "the Elder Scrolls". Although, I am a huge fan of Bethesda's work (including "The Elder Scrolls" and "Fallout") and I would love to learn how to develop mods for those games. Anyways, I'll try to find some Skyrim mod developers who are available and could help/join your development group.

+2 votes     reply to comment
Woverdude Creator
Woverdude Feb 28 2013, 12:53pm replied:

Thank you for the complements and support! Currently, if we manage to get the support we need, then the plan is to have the first version released sometime during the summer.

Amnesia has always intrigued me, but I can't sleep if I play horror games. :D I've taken a look at your projects and they are quite impressive. Great job!

If you want to learn how to mod using the Creation Kit, there are a series of good tutorials on Bethesda's Youtube Channel to introduce you to the tools. Beyond that the best advice I can think of to learn the system is to find some feature or place that you think is missing and add it. My first Skyrim mod was very basic and added Unarmed combat playability. After that I kept expanding on the idea and adding more and more. There are a ton of fantastic tutorials on Youtube which I've used, and the online community is very helpful in the forums if you have any questions.

Thank you for your support and any help you can bring our way. If you know of some good Skyrim modders, then feel free to contact them or give me their contact details. I'd love to contact them and determine whether or not they can be of some use. Level designers (especially ones who have made new regions and not just dungeons and houses) are what we are mainly looking for now. Concept artists would also be of great use. Let me know if you find anyone, and thanks! :)

+1 vote   reply to comment
billd75 May 3 2014, 11:38am replied:

Oh GAWD, the crappy Creation Kit? Please, don't suggest that POS to anyone unless you want them to commit suicide. CK is horrible and that's why I will NEVER mod Skyrim. Not only is the game not stable as it is, but the Creation Kit just makes it even moreso. 50% of mods made with it don't work and the other 50% of people using it have to always fix bugs constantly because it sucks monkey nuts. It seems to be a stripped down, handicapped version of what Bethesda used to make Skyrim. If it is not the same kit, then that explains everything wrong with Skyrim. Don't get me wrong I LOVE the game, but Bethesda are lazy these days and need to do better.

+1 vote     reply to comment
Acher10000 Oct 26 2014, 6:40pm replied:

If you don't like the mod, then don't post **** about it on the page. Some of us actually love the idea of this potentially game-changing mechanic, and I, frankly, find your constant idiocy and **** smeared across the comments. Please, take the time (when you jerk off alone, perhaps?) to re-think your life and the choices you've made, so that maybe you could possibly be a benefit to society in the future. Thank you!


0 votes     reply to comment
GeraldMason Feb 10 2013, 1:20am says:

The premise is very interesting, sounds like it could lead to some very diverse... diversions.

+3 votes     reply to comment
kshyk Jan 29 2013, 5:16pm says:

Yes! Finally something fresh. I hope that the final version of the mod comes out faster than other mods. Good luck.

+3 votes     reply to comment
Woverdude Creator
Woverdude Jan 29 2013, 6:58pm replied:

I hope so too. I need some more people on the team to get it released by the time I would like to, but I'm looking for modders to ask. If you know of any good quest and location modders, feel free to give me a link so I can take a look at their work. :-)

+2 votes   reply to comment
animastudio50 Jan 26 2013, 4:22pm says:

Sounds great!

+3 votes     reply to comment
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