Oblivion Remastered and More Single-Player Games To Get Multiplayer Mods
ReadyCode's platform, ReadyM, provides infrastructure and tools that allow modders to turn existing single-player titles into community-driven multiplayer experiences. That even includes The Elder Scrolls IV: Oblivion Remastered!
ReadyCode has unveiled ReadyM, a new creative multiplayer platform designed to transform existing single-player games into shared, community-driven worlds. Built by veteran modders and financially backed by Sony Innovation Fund, Lifelike Capital, and London Venture Partners, the platform aims to remove technical barriers around hosting, networking, and compatibility so creators can focus on building new experiences.
However, modding projects often face significant technical hurdles, including server infrastructure, networking challenges, and ongoing maintenance as games evolve.
ReadyM acts as a universal infrastructure layer that enables cooperative play, custom servers, and player-created experiences across existing titles.
The platform has already demonstrated early traction through its integration with Black Myth: Wukong, where the WukongMP multiplayer mod generated over 12 million organic views and more than 100,000 multiplayer playthroughs since launching in late 2025. ReadyCode is now preparing its next major integration with the PC version of The Elder Scrolls IV: Oblivion Remastered, giving players the ability to explore Tamriel together, build custom communities, and experiment with new gameplay modes built on top of Bethesda’s iconic RPG.
To learn more about the project, we chatted with the co-founders of ReadyCode, Julius Kopczewski and Michael Szklarski, via email.
Julius Kopczewski (left) and Michael Szklarski (right)
Can you explain a bit about how ReadyM layers multiplayer into single-player games that were never built with networking in mind?
ReadyCode Team: There are two sides to this question. The first side is the gameplay side. Obviously, single-player games, even open-world single-player games, often contain mechanics and systems that do not fit into the multiplayer setting. Ultimately, as an SDK provider, we try to leave as much choice and flexibility to the server owners as possible. We synchronize these systems and game mechanics that server owners expect to have available - e.g. combat and inventory systems are something that is very much useful for building custom experiences. On the other hand, elements closely related to single player, such as completing quests, progression, we either disabled or made optional. Ultimately, what happens is that server owners come up and implement their own gameplay systems and game mechanics on top of the foundation that we provide. These are things like alternative progression systems, quest systems, in-game economies and win conditions. We take an iterative approach towards platform development. We do our best to ship early and then let the community tell us what options and systems are missing.
The second side is the technical side. Our technology uses some of the same techniques that have been employed in modding for a long time: overwriting game files, installing hooks, applying patches etc. We also build on our knowledge of the internals of the two most popular game engines: Unreal Engine and Unity. On the fundamental level, ReadyM is about adding an SDK layer to games. This SDK layer allows us to access the game state in a reliable and structured way. We can read the game state: e.g. query for all characters in a specific area or to be notified whenever an NPC deals damage to the player. And to write: e.g. spawn new NPC on demand, trigger an animation on an NPC or to have the player’s health restored.
This architecture allows us to carry over a lot of our code between different games and even different game engines. We invest a lot of our time into solving common engineering problems in a modular and reusable way. For example our multiplayer protocol has been designed with modularity and extendibility in mind. The same net code that runs WukongMP is also used in our Oblivion: Remastered integration.
Oblivion has a lot of complex systems that impact the world state, enemy leveling, quest progression, content and loot scaling, etc. How does ReadyM resolve this?
ReadyCode Team: First and foremost, we focus on empowering server owners to make gameplay decisions. We focus on exposing all the useful toggles and options through the SDK. It is ultimately the choice of the community to make use of the SDK and decide what systems should be active, and how they should be configured. Should there be randomly spawned NPCs? Or do they get in the way of the role-playing that someone has in mind?
By default, our goal is to provide a solid, sensible, minimalistic foundation that can then be customized and populated by creators and server owners. Over time, we want to grow a robust ecosystem of community contributions that will provide building blocks for the different types of gameplay that people wish to experience - e.g. serious role-playing servers, battle servers, community-run guilds, etc. Ultimately, as a relatively small team, we want to stay focused and do what we believe we do best: ship a highly customizable and well-designed SDK, net code, and infrastructure for community multiplayer.
Multiplayer mods often break after patches. What makes ReadyM resilient against constant engine and version updates?
ReadyCode Team: We’ve put a lot of effort into designing our platform’s architecture. We maintain a very strict separation between game-specific components and reusable components. Most of our code base is reusable and doesn’t ever touch any game internals at all. When a breaking game update comes out, we only need to make fixes in one place. When games get updated, they very rarely make sweeping changes to their internals; usually, it’s just surface-level details and extensions. The key is to factor in change into the platform’s design. If 1,000 mods depend on some function name, now 1,000 mods need to be updated. If instead 1,000 mods depend on the SDK, only the SDK has to be updated.
This approach has worked for us very well in the past. When the January surprise update came out for Black Myth: Wukong, our total downtime was 2 hours. Same thing for the earlier, larger updates.
What does the Creative SDK actually give modders access to? Would it include scripting hooks, server logic, economy systems, authority controls, or something else?
ReadyCode Team: Creative SDK will give server owners access to the entire game state: enemies, players, items, spells, actions, etc. We allow for programmatic control over the game state with both client- and server-side scripting. This is similar to how Roblox or FiveM SDKs are structured. The foundation of our SDK is portable between different games. Of course each specific game has its own gameplay mechanics and concepts and therefore has its own unique configuration on ReadyM.
We also work iteratively, so we tend to ship early and then keep on iterating while maintaining backwards compatibility. Ultimately we want to build the types of hooks and customization options that the community cares about and needs to pursue its creative vision.
You helped pioneer GTA V multiplayer mods. What’s the biggest infrastructure mistake modders keep making and how does ReadyM solve it?
ReadyCode Team: Game modding has always been the domain of tinkering and free experimentation. This has always been its great source of strength. What is sometimes missing though is the more engineering-minded approach to shipping software: designing proper architecture, thinking about performance, code reuse, etc. We believe we have on board in our team both of those perspectives: people who just get stuff done no matter what and the people who understand how to structure a project so that it doesn’t fall apart under its own weight.
There are many exciting multiplayer projects coming out of the community of modders. Unfortunately, all of those projects have to solve again and again some of the very same engineering challenges. They also have to rebuild from scratch and maintain the same kinds of tools for the server owners. All that work adds up quickly and so it’s not surprising that these projects take a very long time to ship and sometimes get abandoned before that even happens.
Michael has the firsthand experience of going through this process with GT-MP (FiveM predecessor). That team had to build custom networking protocols, server infrastructure, scripting language integrations, scripting SDKs, a launcher, server management panels, the list goes on and on. Brilliant people wasted energy on all these things instead of building the unique roleplay experiences players actually wanted.
ReadyM solves this by building a robust platform that already has all these features available. We take upon ourselves the work of maintaining game compatibility, SDK versioning, testing, networking sync, mod sync, building robust tooling, management panels. Server owners won’t have to relearn all those things from scratch with every new game on our platform that they want to experiment with.
Second mistake: fragmentation. Each mod project operates in isolation. As a result it’s very hard to attract players and creators. We want to build a shared ecosystem that spans multiple games and that allows people to mix and match different ideas. Experiment without the frustration of debugging a mysterious intermittent crash that somehow only happens on that one machine.
Some publishers see mods as risk; others see them as longevity engines. Do you believe community multiplayer is the future of online gaming?
ReadyCode Team: We believe in community multiplayer as a genre very strongly. We wouldn’t be doing what we do without that belief. Games have become very expensive to make and as a result it’s difficult for those big high-value productions to take a chance on a new fresh gameplay idea. Community multiplayer provides the ultimate solution to this problem: it’s possible to have high production value games with amazing visuals and a compelling world and allow for experimentation and new ideas at the same time.
We believe community multiplayer is the sustainable future. We would like for games to become an open medium in which people can freely create: try out gameplay ideas, create role-playing scenarios, and build communities. Minecraft, Roblox, GTA V with FiveM have shown that these kinds of creative sandboxes can sustain themselves for 10+ years. We believe this kind of experience shouldn’t be limited to the select few games and would be hugely beneficial for many more games.
We think many publishers are starting to see that dynamic play out. The live service model has run its course. Its incentives are set up wrong and it doesn’t provide enough variety and uniqueness to the players. So far the reaction to ReadyM from the publishers and game developers has been very positive.
The question isn't whether community multiplayer works, it demonstrably does. It does require a bit of a different, more open mindset. Maybe a little bit of courage. But as many examples have shown, this switch is absolutely worth it.
With projects like WukongMP hitting viral traction, what was the biggest technical bottleneck you had to overcome?
ReadyCode Team: WukongMP went viral in China first - millions of views on Bilibili, massive mainland player interest. Chinese network topology is fundamentally different: Great Firewall routing, reliance on game accelerators (for example UU, Qiyou), ISP throttling. We needed sub-50ms latency for action combat, but our initial Hong Kong servers couldn't deliver that to China Mainland players. The solution required partnering with Chinese game accelerator services and establishing Shenzhen interconnects. Happily those technical challenges are the thing of the past.
If ReadyM succeeds, does it change how we define “single-player” games altogether?
ReadyCode Team: If ReadyM succeeds, games will become a more open medium altogether. It’s not just about games being community multiplayer-enabled but also being highly moddable and customizable. Instead of “which game we should play” the question will become “what do we want to play and where”. We hope that with the robust ecosystem of creators players will be able to discover something new in their favourite titles each day. Ultimately we think we’ll all be surprised by what many talented people create and we cannot wait to see it.
We believe there’s still a lot of room for games to grow as a medium. To become an even more universal medium where people can have many social experiences spanning the entire spectrum from hardcore competitive to friend-sloppy hanging out. There will always be a place for beautifully crafted single player games that tell a compelling story. But maybe we’ll also be able to relive that story in new ways after experiencing it.
We hope game developers and publishers will keep on opening up to the idea of modding more and more and recognize the amazing benefits that the community can bring to their titles.