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Does anybody know how can I play with a controller? I see that the game recognize my PS4 controller. Nevertheless, it does not work.
I downloaded NorthernUI: https://www.nexusmods.com/oblivion/mods/48577?tab=description and also OBSE + the loader that you have to download for the GOG version. But I still can't play with controller.
Does anybody know of a possible solution?

If not I will have to concede and play with keyboard and mouse. :(

Thanks!
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Rialmwe: Does anybody know how can I play with a controller? I see that the game recognize my PS4 controller. Nevertheless, it does not work.
This mod also patches native Xbox controller support into the game.
You can try to emulate via "Xbox 360 Controller Emulator".
It did not work as intended. I would play it with mouth and keyboard. Next I would try to find someway to make easier lockpicking.
If anybody knows how to fix it, tell me!
Thanks
I can not get my Oblivion to work with Northern UI. https://www.nexusmods.com/oblivion/mods/48577?tab=posts&BH=3 I guess it works for Steam users so either i do something wrong or the mod author was not supporting the GoG version or there is something different with the GoG version.

Very glitchy and difficult to solve....

I was once playing this game on Xbox360, gamepad was zero issue there but the PC version got no native gamepad support.

If anyone got a clue how to solve (without an emulator please) thanks for the hint.

In theory the pad should work and inside menu only the pad is working, but as soon as outside menu... the pad is unable to switch over to the game engine. Although, the pad tracker interface is recognizing an input. Somehow it simply can not adapt to the game engine.

https://ibb.co/8YshxG8

It could be a "timestamp" issue, which is not apparent on Skyrim, in this case i may have to change this time stamp somehow, i guess.
Post edited March 23, 2023 by Xeshra
Timestamp is not a issue, there is a mod able to disable the timestap, called SkyBSA.

OK, actually it is possible to make the GoG version work with the Northern-UI, clearly supreme to a "external pad-emulation", but the XboxPad detection can be dodgy. If it does not regonize correctly... may enable/disable the gamepad so the system will restart the Xinput-driver.

Other stuff which is important:

1. Get the newest GoG Oblivion setup 1.2.0416 cs

2. Download the newest community script extender xOBSE:
https://github.com/llde/xOBSE/

3. Download the SkyBSA (this will basically remove the timestamp, in order to avoid deployment issues):
https://www.nexusmods.com/oblivion/mods/49568?tab=description

4. Download Northern UI (i do recommend the full version because there is additional options):
https://www.nexusmods.com/oblivion/mods/48577?tab=files&BH=0

5. Download Northern UI Hotkeys so it should work proplery yet:
https://www.nexusmods.com/oblivion/mods/51534?tab=files

This basic mods i would install manually: If done properly the game should now be able to run using gamepad and there is some UI improvements aswell. Remember to always start the game from the xOBSE launcher provided (installed automatically) which is kinda comparable to the SKSE from Skyrim.

Some examples:

https://ibb.co/095cKDk
https://ibb.co/DK8f5g0
https://ibb.co/L5s8ZhS
https://ibb.co/CzJ87Ms
Post edited March 24, 2023 by Xeshra
I made some changes because, this "Mod-Set", involving the script extender and the basic UI including pad-support is a basic mod which should be installed manually in the beginning. A removal is never required ever, if it is finish and working, i would make a backup of the entire Oblivion installation; this should be the basic-build which can be used further with mod-manager and other mods.

Pretty much comparable to Skyrim using SKSE and Sky UI, which is a basic-setup for any other mod. Although Skyrim got a native pad support, so we can exclude the pad mod, which is part of the northern UI. Generally it is almost the same, a script extender mod and a UI improvement mod which should be always installed.

Reason is, in term MO2 manager is used, there could be issues with the script extender loading itself faster than the mod-manager script... so there will be loading-issues. However, this issue is only a matter if the game is started up using the mod-managers internal launcher.

If started directly from the script extender-launcher, there is never a issue. Basically the mod-manager should always be the first in order... IN CASE IT IS STARTED THERE, if not, the script extender is the first execution.

Using Vortex, which got a rather passive management and not a active "loot-order-system" the mods could be deployed in a "hard coded" condition and then the manager is not required for launching the game, unless changes are made, of course.

Those files should be installed manually, for all the others i would recommend Vortex or something like MO2. The green ones are critical, vanilla style is a optional replacement and it will provide lesser options.

https://ibb.co/DY5Z00V

Sure a advanced mod manager is good to have but what is most important is simply the correct load order and no incompatible mods with lot of conflicts... else not even the best mod manager will be able to handle the issues caused. So, good working (together) mods is more important than having "the best manager possible".
Post edited March 24, 2023 by Xeshra
avatar
Xeshra: I made some changes because, this "Mod-Set", involving the script extender and the basic UI including pad-support is a basic mod which should be installed manually in the beginning. A removal is never required ever, if it is finish and working, i would make a backup of the entire Oblivion installation; this should be the basic-build which can be used further with mod-manager and other mods.

Pretty much comparable to Skyrim using SKSE and Sky UI, which is a basic-setup for any other mod. Although Skyrim got a native pad support, so we can exclude the pad mod, which is part of the northern UI. Generally it is almost the same, a script extender mod and a UI improvement mod which should be always installed.

Reason is, in term MO2 manager is used, there could be issues with the script extender loading itself faster than the mod-manager script... so there will be loading-issues. However, this issue is only a matter if the game is started up using the mod-managers internal launcher.

If started directly from the script extender-launcher, there is never a issue. Basically the mod-manager should always be the first in order... IN CASE IT IS STARTED THERE, if not, the script extender is the first execution.

Using Vortex, which got a rather passive management and not a active "loot-order-system" the mods could be deployed in a "hard coded" condition and then the manager is not required for launching the game, unless changes are made, of course.

Those files should be installed manually, for all the others i would recommend Vortex or something like MO2. The green ones are critical, vanilla style is a optional replacement and it will provide lesser options.

https://ibb.co/DY5Z00V

Sure a advanced mod manager is good to have but what is most important is simply the correct load order and no incompatible mods with lot of conflicts... else not even the best mod manager will be able to handle the issues caused. So, good working (together) mods is more important than having "the best manager possible".
Hello, this last comment of yours I did not understand absolutely anything, but did you manage to make it work? I have a 360 control and it works but there is only one problem, the "gamepad" section does not appear in the menu, so I cannot modify the sensitivity of the aim and it becomes unplayable. Any ideas? Thanks in advance.
I use a third-party Xbox360 controller and it works fine for me.

There is a pad-menu for the adjustment of the sensitivity. If you lack this menu, you may have done something wrong.

I already told, maybe hard to understand: MO2 is a actively script based mod-manager with own pros and cons. The good thing is, it is very easy to modify anything and it will not directly touch the game. However, this script-based mod-manager always need to be launched and it can interfere with other script-based mods, in term there are issues. With MO2 you always need to use the internal mod-launcher and the SKSE- or xOBSE-Launcher need to be linked to this mod-manager else it may not work. The MO2-manager always will have to be active and the first on startup.

With Vortex the situation is different because it will actively modify the game folder, with own pros and cons. The pro is that you can use mods outside of the managers "reach", however, it will not be that easy fixing stuff, in term it is broken. It may be of advantage in term "sensitive script-based-mods" used, so there is nothing interfering.

https://ibb.co/rdWcZDt

I am a long time console-gamer and believe me... if a pad is not working properly i will notice this issue, because actually i am very used to pad-related-gameplay.

The Oblivion pad-mod is actually working better than the pad-function used on Risen, yet i still enjoy playing Risen using a gamepad, although the pad-function is somewhat crappy on PC: Even on console, it was never great; you clearly notice its "PC-based-roots".

Regarding Emulation: This is rarely a good option because a "KB/Mouse-Emulation" is always inferior to a native gamepad-function. The pad-function used on Oblivion is a "restored function" which was apparent but "hidden". On Xbox360 the pad-function was not to shabby... but they still was removing it from PC, with some basic files hidden.

On Risen it feels like some sort of emulation, but still better than KB and mouse to me... at least when i am playing from my couch.
Post edited March 31, 2023 by Xeshra