JesusKreist Posted April 24, 2025 Posted April 24, 2025 55 minutes ago, Enlightnd said: Turns out the old creation kit works well enough. And since Skyrim, Fallout 4 and Starfield modding often happens outside the creation kit these days, with esps often just containing glue for the external mods, the creation kit being able to be connected to the game is all that is needed to get full modding. I'm suspecting Bethesda meant more that THEY don't support modding, yet the game still does. Very likely correct i.e. there is no Creation Club, Atom Shop or whatever it would be called for Oblivion planned. Mind you if the modding scene takes off those plans are subject to change ...
GobboGal Posted April 24, 2025 Posted April 24, 2025 https://www.nexusmods.com/oblivionremastered/mods/429 A topless mod and works for every race. 5
jubbles234 Posted April 24, 2025 Posted April 24, 2025 There's already almost 100 mods out there for this game, and just released.. wowsers... Not much in the line of altering bodies/mechanics etc but still a decent start If they can be created, I do not see an overall problem with anything else being created
Nicobay Posted April 24, 2025 Posted April 24, 2025 21 hours ago, MothGyaru said: Lmfao that was hella common in og Oblivion modding with like every animal in the game having diffrent NSFW models and animations! but in Unreal Engine 5 with these graphics we dont need to focuse on making the bodies alittle better to look at and focuse all in on the meat of it and omg its going to be beautiful. What im holding out for is a Spider Dedra sex mod with arachnid "parts" ;3 well yea but there animation and good animation ! i never tryeed oblivion beastiality , only skyrim . im exited to see how remaster will be ! and i will be there for support : p
KIZA_warship Posted April 24, 2025 Posted April 24, 2025 (edited) On 4/22/2025 at 2:17 PM, chaosarah said: Afaik "Oblivion Remastered" is created in Unreal5engine, which isnt known for modding. Therefor i highly doubt there will be serious modding in this. I actually just heard that Oblivion mods still actually work That has to mean that the gamebryo engine is still in there somehow tho i reckon it will need some fixing for it to be 100% Edited April 24, 2025 by KIZA_warship
AC01 Posted April 24, 2025 Posted April 24, 2025 This is what has been said on the nexus. I dont understand most of it but it might make sense to some modders: https://www.nexusmods.com/news/15252
JesusKreist Posted April 24, 2025 Posted April 24, 2025 12 minutes ago, KIZA_warship said: I actually just heard that Oblivion mods still actually work That has to mean that the gamebryo engine is still in there somehow tho i reckon it will need some fixing for it to be 100% Yes. Specifically unreal engine basically only is responsible for the visual component and the gamebryo engine (including many of the "oblivion jank") is still the basis. Often mods for the original oblivion actually work for the remaster version. 1
KIZA_warship Posted April 24, 2025 Posted April 24, 2025 57 minutes ago, JesusKreist said: Yes. Specifically unreal engine basically only is responsible for the visual component and the gamebryo engine (including many of the "oblivion jank") is still the basis. Often mods for the original oblivion actually work for the remaster version. I wonder how that works having two engines work in tandem to run the same game? especially two engines with some much time between their creations
MiyuShinonomiya Posted April 24, 2025 Posted April 24, 2025 (edited) 11 hours ago, Enlightnd said: Turns out the old creation kit works well enough. And since Skyrim, Fallout 4 and Starfield modding often happens outside the creation kit these days, with esps often just containing glue for the external mods, the creation kit being able to be connected to the game is all that is needed to get full modding. I'm suspecting Bethesda meant more that THEY don't support modding, yet the game still does. I strongly believe this is the correct take. Everyone has freaked out the exact same way every time this kind of announcement gets made, and it's almost always been completely wrong. They do not legally support modding, but it doesn't mean the game functionally doesn't or can't. Just because someone doesn't support something doesn't mean they'll go out of their way to shut it down, especially Bethesda. Everyone panicking is barking up the wrong tree, especially knowing what we know about how the game works under the hood. A lot of it is what modders are already familiar with. Edited April 24, 2025 by MiyuShinonomiya 2
JesusKreist Posted April 24, 2025 Posted April 24, 2025 (edited) 1 hour ago, KIZA_warship said: I wonder how that works having two engines work in tandem to run the same game? especially two engines with some much time between their creations It is easiest to imagine it as the gamebryo engines output is not sending to monitor and speakers but to the unreal engine and IT sends it to monitor and speakers. In laymen's terms the visual aspect of the gamebryo engine and everything BUT the visual aspect of the unreal engine are deactivated. It could even be called a hybrid game engine. Having a game with two game engines active is not really new, it was attempted before. But this AFAIK is the first time it actually worked well. From what I can tell there are no considerable bugs aside from the "oblivion jank" that was ported from the original version. Edited April 24, 2025 by JesusKreist
Sulivar Posted April 24, 2025 Posted April 24, 2025 (edited) This may be complicated, that’s what I did, I already create some draft, Altmer and Bosmer since the creation of 3D is a bit my specialty, Blender/ Zbrush etc... I think I can easily recreate a character creation system to make it I must manage to extract the game files namely races, see screen, then I can link my model to the frames and replace them and it should work. Data side I partially unpack the game after trying all the tools allowing to open a game running under Ue5 and it took me a night but it remains of the lectur alone since to my great surprise in addition to having no tools for modding they also have Encrypt all the assets of the game. The encryption is AES. So to add content I must know the exact structure of these files and it makes me rules what in the state is not possible. It’s a shame to have such a wall, but I’m kind of stubborn. For both creations are only bases on which I would rely I have voluntarily create low poly assets based on what I saw on the creation of character when I would pass this point (if I get there) I would adjust. Spoiler Edited April 24, 2025 by Sulivar 8
Mashi Posted April 24, 2025 Posted April 24, 2025 On 4/22/2025 at 4:48 PM, MothGyaru said: Prob becuse this remaster is a compleat overhall of a 20 year old game with insanly new updated graphics so NSFW mods on this will be 1000 times better looking than oblivions original potato models Most obvious thing then it to wait for Skyblivion which is supposed to be out this year. That makes mod transitions from Skyrim trivial and allows people who enjoyed Oblivion mods to rebuild them with more scripting functions which honestly are like night and day between the two.
SerasBloodmayne Posted April 24, 2025 Posted April 24, 2025 1 hour ago, Sulivar said: This may be complicated, that’s what I did, I already create some draft, Altmer and Bosmer since the creation of 3D is a bit my specialty, Blender/ Zbrush etc... I think I can easily recreate a character creation system to make it I must manage to extract the game files namely races, see screen, then I can link my model to the frames and replace them and it should work. Data side I partially unpack the game after trying all the tools allowing to open a game running under Ue5 and it took me a night but it remains of the lectur alone since to my great surprise in addition to having no tools for modding they also have Encrypt all the assets of the game. The encryption is AES. So to add content I must know the exact structure of these files and it makes me rules what in the state is not possible. It’s a shame to have such a wall, but I’m kind of stubborn. For both creations are only bases on which I would rely I have voluntarily create low poly assets based on what I saw on the creation of character when I would pass this point (if I get there) I would adjust. Hide contents Damn those models look gorgeous, love you added pubes too - most mods don't and it it looks bland without (Doesn't make sense either for every woman to have perfectly shaved pubes in a fantasy world like this lol)
Liadri Posted April 24, 2025 Posted April 24, 2025 https://www.reddit.com/r/ElderScrolls/comments/1k5c32e/oblivion_remake_is_infact_just_as_moddable_as_the/ Yea moddable with old tools apparently
Liadri Posted April 25, 2025 Posted April 25, 2025 (edited) Just a thought but do you think itd be possible to port skyrim asset into oblivion remastered namely the werewolf model? I guess worst case scenario itl be curse of hircine ressurected HD Edited April 25, 2025 by Liadri
JesusKreist Posted April 25, 2025 Posted April 25, 2025 (edited) 9 hours ago, Liadri said: Just a thought but do you think itd be possible to port skyrim asset into oblivion remastered namely the werewolf model? I guess worst case scenario itl be curse of hircine ressurected HD Not really, no. At least not without extensive rewrites and edits. Thing is the oblivion remaster is based on the PREDECESSOR of the skyrim engine - namely the gamebryo engine while skyrim is based on the creation engine which was developed with the gamebryo engine as a basis - i.e. some functions of the engine used in skyrim are not 100% present in oblivion remastered. For all intents and purposes it is a fancy texture pack with modern improvements, but at the very core it is still a game from 20 years ago. It can be done, but it is considerably more work than "just port from skyrim" is. I don't actually fully remember whether or not oblivion even has werewolves or they were introduced in skyrim. /edit just checked and werewolves were indeed introduced with skyrim and werebears with its dragonborn dlc. Meaning even if it is ported you still won't have big giant barbed penises on furred monsters. Oblivion was big on deadra, though ... Edited April 25, 2025 by JesusKreist 1
winedrunk Posted April 25, 2025 Posted April 25, 2025 Right now, I think people haven't yet figured out how to add new 3d asset to Unreal Engine side and have it used/linked with oblivion engine side. 9 hours ago, Liadri said: Just a thought but do you think itd be possible to port skyrim asset into oblivion remastered namely the werewolf model? I guess worst case scenario itl be curse of hircine ressurected HD Unfortunately, that will require more work. Anything graphic related is handled by Unreal Engine. nif is not supported. UE format will have to be used. So porting will require converting. (once people figure out how to add new asset)
Sulivar Posted April 25, 2025 Posted April 25, 2025 (edited) I managed to extract about 20/30% of the files in clear, the sounds mainly as well as the roots of the project and all the plugins use, you can see that they create an Unreal version creation kit, I understand better why some old methods are compatible, the rest is still out of reach. The aes keys I found don't work, I'm trying it in brute. Spoiler Edited April 25, 2025 by Sulivar 3
FromBeyondTime Posted April 25, 2025 Posted April 25, 2025 We've got the first animation mod now (better sprinting) https://www.nexusmods.com/oblivionremastered/mods/384?tab=description Hopefully this means we'll get more feminine walk/run animations further down the line.
ANGRYWOLVERINE Posted April 25, 2025 Posted April 25, 2025 Oblivion Remastered Script Extender (OBSE64) at Oblivion Remastered Nexus - Mods and community
Sulivar Posted April 25, 2025 Posted April 25, 2025 Small update, for the moment it's a fail to recover the rest and be able to modify the assets I tried most of the extraction tools without success now I'm looking in the game's RAM but I'm going to stop for a little while to breathe a little, is there a discord on the subject? Spoiler
Mashi Posted April 25, 2025 Posted April 25, 2025 6 hours ago, Sulivar said: I managed to extract about 20/30% of the files in clear, the sounds mainly as well as the roots of the project and all the plugins use, you can see that they create an Unreal version creation kit, I understand better why some old methods are compatible, the rest is still out of reach. The aes keys I found don't work, I'm trying it in brute. Reveal hidden contents Sounds interesting all the way around. I started modding on Morrowind and later Oblivion and always enjoyed those games more than FO3/NV or even Skyrim so kinda looking forward to this.
Lady Wintrish Posted April 25, 2025 Posted April 25, 2025 A new issue started. When entering a new area walls and other objects load details. Don't know if is shadow or simply the details of the object. In the imperial city I can literally see the details of the bricks loading. Wtf.
FromBeyondTime Posted April 25, 2025 Posted April 25, 2025 3 hours ago, Sulivar said: Small update, for the moment it's a fail to recover the rest and be able to modify the assets I tried most of the extraction tools without success now I'm looking in the game's RAM but I'm going to stop for a little while to breathe a little, is there a discord on the subject? Reveal hidden contents The Oblivion discord has a pretty active Oblivion Remastered modding channel/section https://discord.com/invite/r-oblivion-876542035132297308 2
Sulivar Posted April 25, 2025 Posted April 25, 2025 4 hours ago, Lady Wintrish said: A new issue started. When entering a new area walls and other objects load details. Don't know if is shadow or simply the details of the object. In the imperial city I can literally see the details of the bricks loading. Wtf. I saw that too, it's just the lodes completely messed up, they could have done without it with the nanit system of unreal. For lodes or clipping, it changes the level of detail of an object depending on your distance from it. It's horribly visible if it happens in front of your eyes as you could see, for the nanit, it's the same thing but unlike having a collection of low poly>hight poly objects which transit depending on your distance it's the number of polygons of the object itself which changes which is much more discreet in addition to making the game much lighter since there are fewer assets. Thanks for the discord link 😛 1
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