OblivionOnline is a project to provide multiplayer gamestyle to the game: The Elder Scrolls 4 - Oblivion. It is using the Oblivion Script Extender Framework , but adds lots and lots of custom code . It also includes custom GUI windows to handle connection, etc. A number of alphas / techdemos have already been released (current: 0.4.5) ... Features: - Explore all of the game and of Shivering Isles + ALL of your modstogether with your friends ( since release 0.2) - Host servers on the machine you are playing , or extremely resource saving on another Windows, Mac OS X, Unix or Linux platform of your choice(since release 4.5-Linux) - Figth friends ("deathmatch" - since release 0.3)and foes ( also known as "Mob Synch") (planned for 5.0) -Open Source ( GNU GPL and GNU Affero GPL ) Planned after 5.0 : Central Character Storage

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We are pleased to announce that the OblivionOnline Oblivion multiplayer mod is nearing a stage where we can release a public beta of our new Release V 5.0 version.This Release fully supports NPC and Monster Sync( "Mob Sync") and Player Sync - these mean that a players, monsters and NPCs position, Health,Magicka and Fatigue,most likely also Equipment,will be synchronized across the network. We also have a GUI for chatting and status information that you can customize with LUA and XML. The release is now kind of working, we had both mob synch and player synch a few times with various testing teams, however there are several stability issues and bugs that still need to be addressed BEFORE we can make a public beta.OblivionOnline supports up to 12 players, however it can easily be updated to whatever limit the Oblivion Engine imposes upon us ( It requires only a single line of code to be changed ( #define MAX_PLAYERS 12) and a corresponding number of actors to be added).

The new Release V framework can also be easily extended ( at the moment only through source code modification in C++ with our Object Oriented framework , but there is an , at present incomplete, LUA scripting interface in the works ). This framework , as well as the server, was written from scratch . The netcode was remade as well and a number of obsolete commands rewritten. Next to no code is left over from the old releases.
It was developed by myself alone, although I thank my former developer Joseph Pearson for his work, but his work is nearly no longer present in the code ( except in some parts of the client < 5% of it).We hope to release the public beta #1, featuring Player and Mob Synch, around the 1st of September. In the meantime you can visit our forums at Obliviononline.com .Our hoster is unfortunately quite unreliable, so if anyone wants to host a good CPANEL(or similar) based hosting without ads, just post on the forums.
So long,Julian Bangert(at present the only developer of OO)

Quick guide to modding the GUI

Quick guide to modding the GUI

UI/HUD Tutorial 5 comments

A basic guide on what is needed to edit the GUI, and how to do it.

OblivionOnline 0.4.5 Repack

OblivionOnline 0.4.5 Repack

Demo 25 comments

This is a repack of version 0.4.5 of OblivionOnline. Has some basic stuff and a lot of bugs! :) This is an officially sanctioned release (masterfreek64...

Post comment Comments  (70 - 80 of 358)
joao3000
joao3000

so after pasting the IP on realmlist.wth I'm supposed to just open oblivion and play?
tried to connect to your server, but I kinda dont know whats supposed to happen if ti worked or not

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Dakcenturi
Dakcenturi

Could this be converted over to support Fallout 3?

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Chawcotawco
Chawcotawco

That wouldn't work because of vats...

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harry195
harry195

could just have vats run in real time

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TheUnknownM
TheUnknownM

is this comming out in 2011?

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Teh_Stalker
Teh_Stalker

There is no ETA. The next version could be out this summer, or never.

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AocXieZ
AocXieZ

What a great mod.
Dont die.Cheer!

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TheUnknownM
TheUnknownM

please donnt die

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Teh_Stalker
Teh_Stalker

Well, it has been put on hold. Not really dead, but don't expect a new release in a looong time.

The code is here though, Code.google.com , so you can all start coding.

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Outcast_Mephisto
Outcast_Mephisto

I've been thinking.... Why not start up servers of your own for this gig that'll support a real lot of people, and maybe turn this into the next mmo? And, if you haven't, maybe make a system of PvP where loot from killed people is stored in your own personal "Vault" container. This project is so awesome... I mean, since it's made as a mod, then it'll openly support modded servers, and if there's a real "Dedicated" server, the world can actually make progress and a civilization can be made.... Dude, if you succeed with this, this will be THE GREATEST mmo on the planet, I guarantee that.
Also, maybe a respawn thing for when you die, if it's not already so.

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