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There's now an Oblivion Remastered mod that lets you eat rocks
Game Updates

There’s now an Oblivion Remastered mod that lets you eat rocks

by admin May 23, 2025


Thrempshs npmopw apnn Oblmpmphon Rmphstrpmshrd mphd aphmt etmphing rshks. Sorry, I’ve finished chewing. There’s now an Oblivion Remastered mod that lets you, the almighty Hero of Kvatch and saviour of the empire (well, in the short-term), eat rocks. Leave room for dessert – there are gemstones too.

Yes, those of you currently shouting at your screen at home/on the train/in the car park of a supermarket, just like you could in Morrowind, the Elder Scrolls game that’s very good and also an endless source of interesting mechanics/quirks Bethesda should maybe bring back. Some people just like spears or having to search for key locations based on the kind of vague directions you get if you’re on holiday and ask a stranger who hates the fact you exist.


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Modder CephalonImp’s ‘Edible Gems’ is one of those ‘does what it says on the tin’ sorts of mods. Inside that tin in this case are a variety of rocks, gems, and ores you’ll pick up as you roam around Cyrodiil like the fantasy equivalent of a gang of rambunctious teenagers on bikes.

It turns 14 miscellaneous items into alchemy ingredients, meaning you can eat them to find out the new alchemical properties the modder’s added to them. Chow down on a gold nugget, and marvel at the aftertaste that’s a bit silency, a bit burdeny, a pinch weakness to shocky, and also packs just a hint of personality fortification. Then, ask Sheogorath to ring up Jamie Oliver, burp, and shout the words ‘Now that’s what I call real cuisine’ down the receiver.

Maybe have three course meal of pearls as a starter, madness and iron ore with a sapphire garnish, then for dessert – for something a bit different – shove a bear pelt down your gullet, because the mod’ll let you eat raw animal hides too. Think of all the nutrition.

CephalonImp’s even given several of these divine dishes the same cocktail of alchemical effects they had in Morrowind, because you can’t eat rocks in a fashion that isn’t lore-friendly (won’t somebody think of the immersion?).

“Flawless and Flawed gem variants have also been removed, but all gems are now worth their Flawless values,” the modder added. See, you’re only getting top-draw grub here and also probably eating something you could have sold for a pretty penny – now that’s RPG choice and consequence, even if we’re not quite at the point of getting mods that make the pointy stuff you ingest inflict health damage a day later, to properly simulate the inevitable chaser to your ill-advised shot.

Anyway, make sure you clean all the gravel off your plate, and check out the interviews we’ve been doing with Oblivion Remastered modders who’ve been pushing the boundaries and working on interesting stuff.



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May 23, 2025 0 comments
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Oblivion Remastered gets unlimited elixir and staff crafting thanks to a massive mod that makes the Mages Guild all about "unraveling the mysteries of magic"
Game Updates

Oblivion Remastered gets unlimited elixir and staff crafting thanks to a massive mod that makes the Mages Guild all about “unraveling the mysteries of magic”

by admin May 22, 2025


If you’ve ever thought Oblivion’s Mages Guild questline didn’t do enough to help your roleplay as a proper scholar of magic, a new Oblivion Remastered mod that casts an alteration spell on the faction looks like it’s got you covered. It adds a bunch of new systems, including infinite elixir and staff crafting.

It’s the latest entry in modder ColdTyrant’s Infinitum series, which has seen the modder overhaul all of Cyrodiil’s major factions by introducing radiant quest systems that let you take on, for example, as many Dark Brotherhood contracts or Fighters Guild monster hunts as you like. They’ve already taken on those two factions. plus the Thieves Guild and Arena.


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That said, their Mages Guild overhaul ‘Mages Guild – Infinitum’ seems to be the most ambitious of the lot, adding six new systems to deliver infinitely repeatable activities designed to help the faction feel like it’s actually all about “unraveling the mysteries of magic”.

There’s elixir crafting that sounds like alchemy on steroids, staff making that lets you “craft a variety of different staffs of different skill levels across all six different schools of magic” in a fashion that’s far more in-depth than that one quest in the base game, and skill studying that’s lets you get better at magic by reading tomes once a day, rather than having to stand around spamming fireballs.

The mod also has some activities aimed at more outdoorsy magic users. There’s a “beast research system” that sees you harvest “Unaspected Essences” from creatures you encounter, which can then be logged in a special tome, rewarding you with boosts to major attributes.

If you’re in the mood for more of the kind of magical admin the base game has in spades, you can take on elixir deliveries and recycle the robes of necromancers you defeat by popping them into bins the mod adds to each guildhall. Both of those are ways to earn some extra gold and in the case of the latter, soul gems. I’m very much now wondering which poor Mages Guild members have to put the bins out.

“The Mages Guild has always been a weird faction,” ColdTyrant wrote, “Depending on how you progress the Mages Guild in Morrowind, you could find yourself performing any number of unseemly tasks. In Oblivion, you spend much of your time performing chores or odd jobs – confronting poor leadership or cleaning up the messes of irresponsible peers.

“It was difficult to decide what direction I wanted to take with Mages Guild – Infinitum, especially since being a Mage has always been my favorite. I decided to add as many endless or nigh endless and engaging systems as I could, to pump just as much exciting content into this major faction as I have for all the others.”

If you fancy giving the mod a go, you’ll need to grab its requirements – Oblivion Remastered’s UE4SS and UE4SS TesSyncMapInjector.

Make sure to check out the interviews we’ve been doing with Oblivion Remastered modders who’ve been pushing the boundaries and working on interesting stuff. The next entry in that series is a chat with ColdTyrant, so look out for that coming to the site soon!



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May 22, 2025 0 comments
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Fancy a Witcher 3 10th anniversary playthrough with extra "classic RPG feel"? Well, this new mod gives it a totally revamped Witcher 1-style skill system
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Fancy a Witcher 3 10th anniversary playthrough with extra “classic RPG feel”? Well, this new mod gives it a totally revamped Witcher 1-style skill system

by admin May 19, 2025


In case you missed it, The Witcher 3 is now a decade old. We’re all knee-deep in replays of old games right now, but if all the TW3 anniversary chat has you thinking about firing it up again, a new mod looks like it’ll offer an interesting twist for folks looking forward to The Witcher Remake.

After all, how best to switcher up your Witcher experience than swapping one Witcher skill system for a different Witcher skill system from an older Witcher game. That way, you can see Witcher is better. All right, I’ll stop mucking about.


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The mod is Gerwant30’s Witcher 1 talent trees remake for The Witcher 3, with its creator having previously scored second place on one of CD Projekt’s REDkit modding contests with a work that lets you explore a bit of Cintra.

Now, as part of their ongoing “Tales of the Witcher” project, they’ve had a go at adding their own version of first Witcher game’s skill system into TW3, with the goal of giving you “a lot more control” over Geralt’s development via “13 new talent trees and over 200 new skills”. “This mod attempts to recreate that feeling and philosophy within The Witcher 3,” Gerwant30 explained, “replacing the standard skill trees with a more layered and, hopefully, rewarding progression system.”

Watch on YouTube

As you can see in the showcase video above, the mod sees you work up and earn bronze, silver, and gold talents across trees dedicated to the likes of strength and dexterity as you level up. You’ll start off by earning bronzes early-game, then gradually move on the silvers and golds as you get more proficient and gradually morph into a master witcher.

There are four main skill trees including the two mentioned earlier, each with 17 skills, but that’s far from it. The five Witcher signs each have their own 18 skill strong tree “allowing for deep specialization”, and there are four combat skill trees aimed at “strong” and “fast” attacks with your steel and silver blades.

“Your power comes mostly from how you build your character,” the modder writes, “Skills, talents, and preparation define your strength, equipment statistics are less important.” Certainly a lot to tweak if you’re a fan of in-depth build engineering, though it’s worth noting that this being a beta, a fair amount of the skills and features are still very much a work-in-progress.

It’s also worth noting that Gerwant30’s designed the mod to work exclusively with “a fresh new game in the base version of The Witcher 3 only”, with them being very clear that existing saves and standalone playthroughs of the Hearts of Stone and Blood and Wine DLC won’t work as intended. They also intend for it to be used with another mod, SkylineR390’s ‘Alchemy’, so you’ll need to grab that if you fancy giving this skill tree mod a go.

PsychoCaki’s ‘SCAAR’ and a camera mod like TheMenxceX and ElementaryLewis’ ‘Immersive Camera for Next Gen’ are also on Gerwant30’s recommended list.

Did you prefer the first Witcher game’s more old-school approach to skills, or is how TW3 does things second nature at this point and not something you’d want to tweak? Let us know below!



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May 19, 2025 0 comments
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