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Where is remaster tab?


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Posted
4 minutes ago, Stealthfroob said:

It's in UE5 so it's will be very limiting to mod on it.

 

It's UE5 for the graphics, Gamebryo (or Creation) for the gameplay and logic. Based on that, modding is a possibility, though not officially supported at the moment. I'll need to see the file structure once my copy finishes downloading to see if it's similar enough to the Original Oblivion to do anything without official tools.

Posted

As Mister said, UE5 is only for the graphics - all the assets should be Creation. So modding should be possible indeed. 

 

Also - Mods are sustaining these games. As if the (old) Bethesda Games would still be that popular without them 😂

Posted

It looks like the game directory contains a Data directory with the same file structure as the original Oblivion:

OblivionRemastered\Content\Dev\ObvData\Data

 

It also looks like it supports .esp and .bsa files. The file names for addons are the same as the GotY edition too. There's definitely modding potential.

Posted
2 minutes ago, MisterMoist said:

It looks like the game directory contains a Data directory with the same file structure as the original Oblivion:

OblivionRemastered\Content\Dev\ObvData\Data

 

It also looks like it supports .esp and .bsa files. The file names for addons are the same as the GotY edition too. There's definitely modding potential.

Good to hear, if we will have a possibility to mod another Todd's game

Posted (edited)

I see so we just have to wait and see what happens.

 

Edit: Thought it was just UE5 but no UE5 was used for graphics but the game is still on game gamebyro.

Edited by Stealthfroob
Posted
9 hours ago, DeepBlueFrog said:

What everyone is asking really is "how long before Lovers for remaster"? :)

That's actually what everyone is waiting for🤓

Posted

We'll indeed be needing a new section for remastered. Based on what's currently known, modding original and remastered is quite different.

 

Modding remastered doesn't seem as hard as some suggested, as the engine seemed to be just oblivion underneath. Simpler mods can even be ported. But at the same time, there's the new UE/rendering engine to consider

Posted
On 4/22/2025 at 12:05 PM, Stealthfroob said:

It's in UE5 so it's will be very limiting to mod on it.

The .pak opens fine for me in the Unreal Editor. Can you explain why you think it's "very limiting"?

Posted

Yes it appears that mods are possible, just be a while to find the limitations and issues that may arise. Overall main issues appear to be performance unless you have the ultra best top of the line system. I am going to have to work to even make room for the 125 plus GB sigh.

 

will see how things go and if we gat a patch.

Posted

Hopeful but realistic announcement from Ian Patterson on the release of OBSE64:

 

Quote

24 April 2025, 6:18PM


Before people get super excited, please read the summary in the readme:

 

The Oblivion Remastered Script Extender, or OBSE64 for short, is a modder's resource that expands the modding capabilities of Oblivion Remastered. It's a plugin loader for now because people are making plugins with no version compatibility detection and that's dangerous/confusing for users. Fixing some of the areas where mods would conflict with each other is planned. We'll see where modding for this game goes - many things can be done from the embedded engine side, and other things can be done from the Unreal side, but communication back and forth is a problem. Virtuos' design also has several single points of modification conflict that cause problems if you want to have more than one mod installed. As modding will probably be very different, this is not intended to be a direct port of classic OBSE's functionality.

 

This is going to develop based on the needs of modders.

 

Supporting different builds of the game (ms store/gamepass/epic/whatever) would kill development time, so none of that for now. Please don't ask.

 

Modding this game is going to be very different from modding classic Oblivion. Please do not get your hopes up yet.

 

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