Apocrypha Menu Framework for Oblivion Remastered
🟢 Updated this monthPreview

🔍 Analysis
- 🏆 #49 of 49 User Interface mods in this game by downloads
📋 About This Mod
ApocryphaRealm Menu Framework for Oblivion Remastered - one in-game settings menu for every mod. Dear ImGui over the game's DX12 renderer through OBSE64: themes, real fonts, full controller support with an on-screen keyboard, eleven
Description
ApocryphaRealm Menu Framework brings the Skyrim menu framework of the same name to The Elder Scrolls IV:
Oblivion Remastered. It is one menu for every mod that asks for one: a list of your registered mods down the
side (with the framework's own Settings, Controls and Help entries) and the selected mod's pages beside it,
drawn with Dear ImGui over the game's own DirectX 12 renderer and loaded by OBSE64. Press F1 and it is there;
press it again, or Escape, and it is gone.
A mod does not have to know anything about the menu's look, its themes or its controller support - it hands
over its settings and gets all of it. While the menu is open the game sees none of your input: not the keys,
not the mouse, not the controller, so nothing you do in a page also happens in the game.
Generative AI disclosure: this mod's code, its translations, this page's text and its banners were produced with generative AI (Claude), directed and tested in game by the author. The page is tagged accordingly.
Main features
- One menu for every mod. Every mod that registers a page appears under Mods; a mod with several pages
gets tabs. Search narrows the list, A-Z / Z-A sort it, and you can rename any entry, favourite it or set
the order yourself - the menu remembers.
- Six themes, real fonts. Skyrim (the knotwork frame), Untarnished (clean lines), Vel'dun, Oathvein,
Norden and Norden - Black, each with its own frame, background and switch art. Text is a real TrueType
face rasterised for your resolution, with a font picker (drop a .ttf into the framework's fonts folder)
and a text-size slider. A theme is one INI and a few PNGs, so you can make your own.
- Full controller support. The D-pad and left stick move the highlight, A activates, B goes back,
Start closes. Take hold of a slider with A and the right stick moves it, so adjusting a value never also
moves the highlight. The menu follows whatever you last touched - pad or mouse - with nothing to set.
- An on-screen keyboard for controller players. Highlight any text box and press A: a key grid
appears across the bottom of the screen. It works in every mod's page.
- The game never sees the menu's input. Keys, clicks and raw mouse input are taken at the window;
the game's own controller reads are answered with an empty pad while the menu is open, and until every
button is up after it closes, so the press that closed the menu cannot fire in the game.
- Eleven languages. The framework's own pages come up in English, French, German, Italian, Spanish,
Polish, Czech, Russian, Japanese, Korean or Chinese, following Windows unless you pick one; the font
atlas carries the glyphs each needs. A mod can ask which language is showing and follow the one setting.
- Every control is yours. The menu key (F1) and every navigation key and button can be rebound or
unbound on the Controls page.
- A hang watchdog and fast exit. A wedged game can always be closed, and exiting the game ends the
process at once instead of waiting on every driver's shutdown. Both can be switched off.
- For mod authors: one header. AMF.h is the whole API - nothing to link, safe when the framework is
not installed. Register pages and draw them with the ordinary C++ Dear ImGui API through the framework's
own context (or the cimgui C exports), and the menu does the rest: layout, theme, font, translation,
keyboard, controller and the on-screen keyboard. A complete example mod ships in the source repository.
- The Skyrim framework's API, answered. The same C API and the complete cimgui 1. 90. 8 export set,
so a page written for the Skyrim framework (or for SKSE Menu Framework's API) registers and draws the
same way here.
Installation instructions
- Install with your mod manager, or drop the archive's contents into the game folder: everything goes under
OblivionRemastered\Binaries\Win64\OBSE\Plugins\ (the DLL, its INI, and a folder with the themes, fonts
and translations). Mod Organizer 2 users need Root Builder, as for every OBSE plugin.
- Start the game through OBSE64. Without it the framework is not loaded at all.
- Requires OBSE64 and Address Library for OBSE Plugins.
Debugging
Fastest route: the Apocrypha Realm Modding Hub on Discord - post in the forum
matching your report (bug-reports, feature-requests, patch-requests, mod-conversion-requests)
📊 Mod Details
- Game
- Oblivionremastered Mods
- Author
- ApocryphaRealm
- Version
- 1
- Downloads
- 2
- Endorsements
- 0
- Category
- User Interface
- Created
- 9/26/2026
- Updated
- 9/26/2026
🔧 How to Install Oblivion Remastered Mods
Download from Nexus Mods.
📖 Full step-by-step install guide for Oblivion Remastered →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Oblivion Remastered commands, item IDs, and more.
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