Jump to content

Oblivion


Recommended Posts

Posted

I started downloading Oblivion, and loverslab was first forum that came to my mind.

Aftrer Skyrim and last mod that i instaled (dont remember mod name but it was about joining The Companions, there were some wolfs included and wild party) i could stop playing Skyrim and say "There is nothing more that could suprise me".

 

I was hoping for TES6, but now we have new Oblivion, I wonder where this will go.

Posted (edited)

wasn't expecting this before TES 6 but it is a welcome Suprise. downloading now and if a ck is released for this then I'll be keeping a close eye on loverslab that's for sure.

 

Edit: very excited to play this anyway as 4 was my first TES experience.

Edited by Superfart2000
Posted

UE5 - let's see how much CreationKit is still left, otherwise we can only expect Reshaders, Property- and Skin mods...

Posted
5 minutes ago, zaira said:

UE5 - let's see how much CreationKit is still left, otherwise we can only expect Reshaders, Property- and Skin mods...

Sadly, my thoughts exactly😔

Posted (edited)

folders at Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data has all the typical creation kit files(bsa, esp and esm files) in and theres a new esp and bsa for the deluxe edition content so modding seems likely to me, depends if there's official tools or not I'd guess.

Edited by SweptMM
Posted
28 minutes ago, SweptMM said:

folders at Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data has all the typical creation kit files(bsa, esp and esm files) in and theres a new esp and bsa for the deluxe edition content so modding seems likely to me, depends if there's official tools or not I'd guess.

 

Worst case scenario, can one of the old creation kits be made to work with this game?

Posted

Hmmm, am i the only one feeling like this is a suckerpunch against Skyblivion?

 

I mean Bethestha was well aware of the intention of the modders and the attention its creating for the audience, just to then slot in before, with an unmoddable port of Oblivion to Unreal5. Personally, i would still love to play Skyblivion since, different to OblivionRem, Skyblivion is told to merge the best of Skyrim and Oblivion when i comes to game mechanics.

Posted
1 hour ago, chaosarah said:

Hmmm, am i the only one feeling like this is a suckerpunch against Skyblivion?

You are, as you well know, far from the only one. The ubiquitous "everyone" says they did it to Fallout London.

 

One person's cynicism is another's pragmatism. But you gotta figure their thinking is "Why allow a free product to exist when we can short circuit it with a re-skin people infected with FOMO will lap up like fresh cream?"

Posted
2 hours ago, chaosarah said:

Hmmm, am i the only one feeling like this is a suckerpunch against Skyblivion?

After 2h gameplay : graphics are less good than a finetuned and modded Skyrim with ENB, most NPCs are looking clunky. So there is still a place for Skyblivon...

Posted
30 minutes ago, zaira said:

After 2h gameplay : graphics are less good than a finetuned and modded Skyrim with ENB, most NPCs are looking clunky. So there is still a place for Skyblivon...

 

Skyblivion was always going to be different imho. This has improved animations and graphics yes, but skyblivion has skyrim se's graphics (which, as you said, can be potentially better), gameplay (which is better than oblivion's imho) and it allows you to jump from skyrim to oblivion inside the same game, which means 95% of the mods will automatically be ported to ''oblivion''.

This remastered can only be an opponent to skyblivion if it's moddable imho, if it's not it's just a version of oblivion that runs well on modern pcs.

Posted
2 hours ago, chaosarah said:

Hmmm, am i the only one feeling like this is a suckerpunch against Skyblivion?

 

I mean Bethestha was well aware of the intention of the modders and the attention its creating for the audience, just to then slot in before, with an unmoddable port of Oblivion to Unreal5. Personally, i would still love to play Skyblivion since, different to OblivionRem, Skyblivion is told to merge the best of Skyrim and Oblivion when i comes to game mechanics.

 

who knows how long they worked on oblivion befor Skyblivion was even in the making

Posted
1 hour ago, cavykid said:

This is some BULLSHIT. Do you think they'll change their tune anytime soon? I mean, there must be some backlash for this decision...

 

Besides, just because they're not supported doesn't mean that they can't be made, right?

Backlash? From the average computer game player? "Ooo, something new and shiny! Gotta have it!"

Posted
4 hours ago, cavykid said:

This is some BULLSHIT. Do you think they'll change their tune anytime soon? I mean, there must be some backlash for this decision...

 

Besides, just because they're not supported doesn't mean that they can't be made, right?

Many hours later, and mods work.

 

Posted (edited)
8 hours ago, chaosarah said:

an unmoddable port of Oblivion to Unreal5

Let me break down how wrong this is:
- Unreal Engine 5 is actually semi-moddable out-of-the-box - new pak files can be added into the game's data to override existing assets, though this is limited to ONLY modifying existing assets without something else to load custom ones.
- UESS exists to add scripting support to UE5 games. It generally doesn't take too long for a compatible UESS profile to be made (in fact, one is available on Nexus right now), though the actual script modding portion of it takes time due to needing to reverse engineer portions of the game to identify functions
- On top of all that, Oblivion Remastered is actually still loading most of it's content from Creation Engine files, so you CAN make mods in the same way you would for any other CE game, with the exception of not having a script extender (yet) and not having a usable Creation Kit (yet). Some people have already published mods that work in this way, most likely made using Xedit.

EDIT: I did some digging and it turns out that the graphical assets are not loaded from the BSA's but are handled by UE5. Makes sense, I suppose. The original Oblivion CK can actually open the ESP files and edit them, so once someone figures out a way to link modded UE5 assets to modded plugins, it will be essentially as moddable as original Oblivion, minus the script extender (for now, until the UESS stuff catches up)

Edited by Dragon on the Web

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...