OblivionMP SDK 0.1.0 released
Today we are shipping the first public preview of the OblivionMP SDK, version 0.1.0. OblivionMP is our community multiplayer platform for The Elder Scrolls IV: Oblivion Remastered: it turns the single-player game into a shared world you can host, and gives you a C# SDK to build your own multiplayer game modes on top of it.
This is an early preview, and we want to be upfront about what that means. A lot is not built yet. Some of what is here will have rough edges, and some of it will break. We are releasing it now anyway, because the fastest way to learn what the community actually needs is to get the SDK into your hands.
What OblivionMP is
The base server replicates the world and the players connected to it, but it ships with no gameplay logic of its own. There is no bundled co-op quest, no PvP arena, nothing built in. It is a blank canvas. Everything beyond "players share a world" is something you build with the SDK, or install from a mod someone else built.
0.1.0 ships with the SDK and an empty mods/ folder; the only thing in server_mods/ is the server-side SDK itself. There are no game modes distributed with this release yet.
What is in this release
The SDK covers both sides of a mod:
- Client-side mods (docs): custom networked components, gameplay systems that run on the client tick, client-relayed RPC, hosted services, and custom key bindings.
- Server-side development (docs): a
ServerModBasemod that registers its own networked components, attaches them to archetypes, runs systems on the server tick, and handles RPCs sent by clients. - Custom data sync: define your own components and have them replicated across the server and every connected client, with an ownership model that controls who can write what.
- Custom RPC: request/response messages between client and server, plus client-relayed events that the server forwards to other players.
- Automatic mod sync: when a player joins a server, the ReadyM Launcher installs the exact mods that server requires before they connect. No manual modpack installs.
To see all of this wired together, start from the OblivionMP mod template: a ready-to-build solution with client, server, and shared projects, a small working example, and a script that packages both mods.
What is not here yet
Because this is a preview, several things are deliberately incomplete or absent:
- No bundled game modes. If you want co-op or PvP, you build it with the SDK for now.
- Save file API. Save sync is implemented under the hood, but there is no public API for it yet.
- Mod manifests are not enforced in
0.1.0.
We will fill these in over the coming releases, and each version will get its own documentation and release notes.
Help us shape it
We are testing OblivionMP continually, both internally and with members of the community, and this preview is the next step in that. What we want most right now is your feedback: what works, what doesn't, and which features you expect from a multiplayer Oblivion.
If you hit a bug, have a mod idea, or want to tell us what is missing, come find us on the OblivionMP Discord. To get started, read What is OblivionMP? and clone the mod template to build your first mod. The server is in closed alpha; see the installation guide for availability.
Thanks for being here this early. Let's build it together.
