Oblivion Magic Extender Fix
🟡 Updated this year⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 1.7% endorsement rate — high engagement, a strong quality signal
- 🏆 #9 of 12 Magic - Gameplay mods in this game by downloads
📋 About This Mod
An Engine Fix for the Oblivion Magic Extender
Oblivion Magic Extender Fix
The Oblivion Magic Extender Fix takes aim at over a dozen bugs with save/load crashes caused by bad script effects, helps repair affected saves and prevents the issue from happening again, restores proper DamageAV behavior, and improves compatibility checks with Custom Spell Icons.
Installation instructions
Install the DLL OBMEFix into:
Data\OBSE\Plugins\
Fixed
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[]Players reported crashes when loading saves after duration-based scripted magic effects had been applied to objects, activators, or other non-actor targets. Fixed the save-load crash class caused by duration SEFF script effects stuck on non-actor targets.[/]
[]Some saves could become unstable because unsafe scripted active effects were still present before the game rebuilt active effects on load. Fixed damaged saves by dropping unsafe non-actor duration SEFF active effects before active-effect construction.[/]
[]Players could still hit the crash from older or mixed-format saves, depending on how the SEFF effect had been saved. Fixed handling for both OBME conversion-header active-effect records and resolvable vanilla-format saved SEFF records.[/]
[]New duration-based scripted effects could be created on invalid non-actor targets, setting up the same save-load failure later. Fixed creation of new duration SEFF active effects on non-actor targets by blocking them before insertion.[/]
[]Some OBME-origin damage effects could reduce actor values too aggressively compared with vanilla behavior. Fixed OBME-origin DamageAV_F behavior by restoring the vanilla non-fatigue ModAV damage floor.[/]
[]Players could crash when a magic hit effect tried to use a missing or null visual effect. Fixed Oblivion’s MagicModelHitEffect null-VFX crash path by substituting the vanilla SEFF default VFX only when required.[/]
[]Users could see misleading “protected” reporting even when another plugin had taken over an expected hook. Fixed unsafe hook-state reporting by reporting partial protection when another plugin owns an unverified hook.[/]
[]Players using OBME with Custom Spell Icons could run into a known hook conflict that affected compatibility. Fixed OBME / Custom Spell Icons compatibility detection by identifying and reporting the known hook conflict.[/]
[]If OBME’s visual-effect hook was displaced but still recoverable, magic visuals could behave inconsistently until the hook was restored. Fixed recoverable OBME hook displacement by reasserting OBME’s verified MagicItem::GetVFXEffect hook after confirming a valid OBME-owned target.[/]
Requirements
xOBSE Script Extender
Oblivion Magic Extender
📊 Mod Details
- Game
- Oblivion Mods
- Author
- DaggerfallTeam
- Version
- 1.0
- Downloads
- 1,809
- Endorsements
- 31
- Category
- Magic - Gameplay
- Created
- 5/31/2026
- Updated
- 5/31/2026
🔧 How to Install Oblivion Mods
Download from Nexus.
📖 Full step-by-step install guide for Oblivion →
Visit the official mod page for specific installation instructions for this mod.
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