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Oblivion Remastered, i need to know


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Posted (edited)

I wanted to play skyrim again. So i been modding for 4 weeks now to play (i have not started a real playthrough yet) JUST TO FIND OUT The Elder Scrolls IV: Oblivion Remastered IS OUT SINCE YESTERDAY -_- 

 

I need to know. Do you guys think Oblivion is going to be moddable like the og or skyrim se ? And with moddable i mean sexlab stuff. 

"they are deploying anti-cheat and not allowing mods"

 

I just saw the trailer and im shocked how good it looks.

Edited by Back2friday
Posted
26 minutes ago, Back2friday said:

I wanted to play skyrim again. So i been modding for 4 weeks now to play (i have not started a real playthrough yet) JUST TO FIND OUT The Elder Scrolls IV: Oblivion Remastered IS OUT SINCE YESTERDAY -_- 

 

I need to know. Do you guys think Oblivion is going to be moddable like the og or skyrim se ? And with moddable i mean sexlab stuff. 

"they are deploying anti-cheat and not allowing mods"

 

I just saw the trailer and im shocked how good it looks.

People rn are freaked out by the non mod support statement but the game is still moddable. The game has the oblivion base framework but also using Unreal Engine 5. It's running 2 engins and will take more work to mod it seems to get everything to work so I would expect nsfw mods to take much longer but there are tools for Unreal Engine 5 and I say just give it some time and you will start seeing more and more mods dripping in of higher and higher quality and hopefully updating and remaking of older oblivion mods for the new game :3

Posted (edited)

I am not a professional, but here is what I know.

1 unreal engine games like Fortnite, Ark: Survival Evolved and Conan Exiles are Unreal games and have very good mod support, so this new version of Oblivion at least in theory should support mods.

2 Bethesda probably is going to enable creation club to the game sooner or later especially since consoles bring in extra money that way, which means if there are paid mods, there will be free mods, which will mean LL mods.

3 Friend of mine said the steam page trailer had ''ingame purchases'' tag momentarily, but as I checked it now does not, while I trust my friend I have no hard proof of this, but if a trailer supposedly had that tag placed on it, it lends credence for future mod support.

4 Even if all of the above are untrue somehow, the fact is that unreal engine supports a devkit that can be released to the community to make mods, this is a hard fact. But is ultimately the ball is in Bethesda's & Virtuous corner here, but they would shoot themselves in the foot if they didn't give those tools, since they would directly correlate to sales.

But I will throw this out there, I have heard these weird mentions of the game running basically on 2 engines paired together, the Unreal 5 engine, and then the creation engine, now how all of this is made, I don't know, and will this make modding the game harder, Maybe I cannot say.

So having said all that, I would make an estimated guess that its about 80% chance that there will be mod support, how soon, I cannot say. Personally I think they are letting the players now filter out the bugs for a week or 2, so whatever mods can be made, are made on a more solid foundation, especially if they add CC, since ain't nobody going to pay for a mod that causes issue with the game.

So yes I am 100% with you and hope that Oblivion Remaster gets as vibrant of a modding scene both here on LL, and on other sites obviously.

Edited by Flustershy
Posted
Vor 34 Minuten sagte MothGyaru:

Die Leute sind momentan ziemlich sauer wegen der Aussage, dass Mods nicht unterstützt werden, aber das Spiel ist immer noch modifizierbar. Es basiert auf dem Oblivion-Framework, nutzt aber auch die Unreal Engine 5. Es läuft mit zwei Engines, und das Modden wird mehr Arbeit machen, bis alles funktioniert. Ich würde also erwarten, dass NSFW-Mods viel länger dauern, aber es gibt Tools für die Unreal Engine 5, und ich sage: Gib dem Ganzen einfach etwas Zeit, und du wirst sehen, wie immer mehr und qualitativ hochwertigere Mods erscheinen und hoffentlich ältere Oblivion-Mods für das neue Spiel aktualisiert und überarbeitet werden . :3

 

The game is a 1:1 copy of the OLD "Oblivion" – only the graphics have been slightly "touched up" with UE5.

The old CK for Oblivion works with the currently downloaded files... if you open them, you can clearly read/recognize the old file headers.

 

Mods for this "remaster" appear on Nexus almost every five minutes – why, I wonder?

Posted
27 minutes ago, Flustershy said:

I am not a professional, but here is what I know.

1 unreal engine games like Fortnite, Ark: Survival Evolved and Conan Exiles are Unreal games and have very good mod support, so this new version of Oblivion at least in theory should supports mods.

2 Bethesda probably is going to enable creation club to the game sooner or later especially since consoles bring in extra money that way, which means if there are paid mods, there will be free mods, which will mean LL mods.

3 Friend of mine said the steam page trailer had ''ingame purchases'' tag momentarily, but as I checked it now does not, while I trust my friend I have no hard proof of this, but if a trailer supposedly had that tag placed on it, it lends credence for future mod support.

4 Even if all of the above are untrue somehow, the fact is that unreal engine supports a devkit that can be released to the community to make mods, this is a hard fact. But is ultimately the ball is in Bethesda's & Virtuous corner here, but they would shoot themselves in the foot if they didn't give those tools, since they would directly correlate to sales.

But I will throw this out there, I have heard these weird mentions of the game running basically on 2 engines paired together, the Unreal 5 engine, and then the creation engine, now how all of this is made, I don't know, and will this make modding the game harder, Maybe I cannot say.

So having said all that, I would make an estimated guess that its about 80% chance that there will be mod support, how soon, I cannot say. Personally I think they are letting the players now filter out the bugs for a week or 2, so whatever mods can be made, are made on a more solid foundation, especially if they add CC, since ain't nobody going to pay for a mod that causes issue with the game.

So yes I am 100% with you and hope that Oblivion Remaster gets as vibrant of a modding scene both here on LL, and on other sites obviously.

 

 

Basically, what this guy/gal/alien/transcendedbeing/cat posing as a human said. The base structure is there and it should be easy to get modding once we get rolling. 

Posted

from what i understand 
its just rendered by UE5

under the hood its basically just modded oblivion so modding shouldnt be different in many ways

Posted
10 minutes ago, Omaker said:

from what i understand 
its just rendered by UE5

under the hood its basically just modded oblivion so modding shouldnt be different in many ways

How does this work? How can the game run using 2 different engines?

Posted
Just now, joethebeast said:

How does this work? How can the game run using 2 different engines?

imagine oblivion is trying to show your GPU a photo

UE5 sees it about to happen and acts as a middleman, taking oblivions photo and if it has its own version of it showing that to your GPU instead

meaning at the end of the process you only see what UE5 wants you to see

Posted

Following up on the post above, this is a rendering technique called a 'wrapper.'

 

Well we currently do have all of the old Oblivion modding tools working, and even support from modders and programmers of Unreal engine. Disentangling how all of this works together will take time. So far we can get basic old oblivion mods working, but scripts can be wonky and world edits seem to be overwritten by the base game. The people who maintain xobse are looking into getting a version of that working, but most of them likely have next to no experience with Unreal engine so that may take time.

 

In the future we just might have a bit of a renaissance with Oblivion modding, but for now we still aren't sure where the hard limits are.

 

That said this remaster is combining two of the most heavily modded game engines together into a Frankenstein monster based off of a corpse from twenty years ago. So there's a chance we might see some amazing things from it if we can puzzle it out.

Posted

It could be that they are stating it for "legal reasons" and maybe disassociation from the sex mods but I am sure they don't really mind people modding the remaster.  They even gave the modders who made Skyoblivion keys for free so I doubt they are taking a stance against modding.

I think one of the major things is if it is going to be modable with the old methods or not. I am mostly curious about that, I do see Nexus mods already have mods going for it, and since I used to mod Oblivion way back when (god I feel old) I still want to play with the DMRA body types and animefied like I did since I made so many unshown outfits using the blender 2.49 modding methods. 

 

Keeping my eyes out personally.

Posted

So, I'm not an expert modder, but I know enough to be able to say the following:

 

- If you have a mod made with the good old TES4 Construction Set that doesn't add or replace graphical assets, it will most likely work out of the box by simply dropping the .esp file in "<steamdirectory>\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data" and adding at the end of the Plugins.txt file in that exact location the name of the esp, eg.: "MyMod.esp".

 

- Since the graphics are done on the UE5 end of things, asset replacements require different steps to change them, but will end up with files dropped in "<steamdirectory>\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Paks\~mods", and the game will automatically load those in. I don't know how UE5 modding works however, so I'm not sure what tools are used for that purpose, but I believe the Ahegao Sword skin on nexusmods is a mod of this type.

 

- Asset addition is currently unknown to my knowledge.

 

- UE4/5SS seems to be a Lua script injector(?) for UE5 games, and it has been released, I'm unsure how much or how little can be done with it as of this moment, but it is possible that it might replace or be used together with an OBSE remastered version, if one ever is made. I am unsure at this moment if there is a way for a esp plugin's scripts to call onto a UE4SS script, which might be required to replace OBSE entirely?

 

Long story short, modding is possible and in most major cases, such as presumably a Lovers or SexLab equivalent framework, body mods, script heavy mods and such will probably require modding both engines, small mods might require modding only one or the other depending on what's being changed. The more complex mods are currently not possible, but probably will be in the near future when missing details are figured out and possibly missing tools are made. Basic mods are already easily possible.

Posted
35 minutes ago, Happysparkles said:

It could be that they are stating it for "legal reasons" and maybe disassociation from the sex mods but I am sure they don't really mind people modding the remaster.  They even gave the modders who made Skyoblivion keys for free so I doubt they are taking a stance against modding.

I think one of the major things is if it is going to be modable with the old methods or not. I am mostly curious about that, I do see Nexus mods already have mods going for it, and since I used to mod Oblivion way back when (god I feel old) I still want to play with the DMRA body types and animefied like I did since I made so many unshown outfits using the blender 2.49 modding methods. 

 

Keeping my eyes out personally.

bethesda wouldnt suddenly be putting up an anti mod facade after 20 years of sex mods in their games 

Posted
3 minutes ago, Kusoneko said:

So, I'm not an expert modder, but I know enough to be able to say the following:

 

- If you have a mod made with the good old TES4 Construction Set that doesn't add or replace graphical assets, it will most likely work out of the box by simply dropping the .esp file in "<steamdirectory>\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data" and adding at the end of the Plugins.txt file in that exact location the name of the esp, eg.: "MyMod.esp".

 

- Since the graphics are done on the UE5 end of things, asset replacements require different steps to change them, but will end up with files dropped in "<steamdirectory>\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Paks\~mods", and the game will automatically load those in. I don't know how UE5 modding works however, so I'm not sure what tools are used for that purpose, but I believe the Ahegao Sword skin on nexusmods is a mod of this type.

 

- Asset addition is currently unknown to my knowledge.

 

- UE4/5SS seems to be a Lua script injector(?) for UE5 games, and it has been released, I'm unsure how much or how little can be done with it as of this moment, but it is possible that it might replace or be used together with an OBSE remastered version, if one ever is made. I am unsure at this moment if there is a way for a esp plugin's scripts to call onto a UE4SS script, which might be required to replace OBSE entirely?

 

Long story short, modding is possible and in most major cases, such as presumably a Lovers or SexLab equivalent framework, body mods, script heavy mods and such will probably require modding both engines, small mods might require modding only one or the other depending on what's being changed. The more complex mods are currently not possible, but probably will be in the near future when missing details are figured out and possibly missing tools are made. Basic mods are already easily possible.

no grantees on anything "just working" but overall yes as a base level this is just oblivion again 

Posted (edited)

I just checked and Nexus has five pages of mods already mostly reshades and changes to dynamics and controls in game.

 

Nothing very complex yet, a few new creations like several new armors and a sword or two. 

 

I have modded Oblvion extensively over the years, at the end of that work led a team to create an entirely new lore sourced city on the Gold Coast, Sutch, with a entirely new entirely scripted NPC staffed Castle, new armor for guards, new large Tavern and 200 books of lore. 

 

Will be interested to see if our mod package can work in this new Remastered Oblivion. I hope it wont set back Skyblvion, which has a good start, with 98 percent of the landscape completed but only about 45 walkmeshed. They have progress in objects, and interiors and quests but have a way to go. This new release may help or hurt them we will have to see.

 

From what i see if the faces and bodies of the new remaster good mod work and i am sure Ero Mods will be much needed. The technical side seems to be a challenge, with all of the faults of the engine used present. 

 

i will hope for some of the brilliant modders here to do their magic.

Edited by CrisG10
Posted
29 minutes ago, Nightdragon72 said:

Already mods on Nexus for the Remastered 

Screenshot_8.png

yeah and people figuring out how to direct port atm

prob gonna look weird if they figure it out and are able to just have oblivion era modded models in game with how realistic the style is now



 

Posted

Be interesting to see if they release a new Construction set or if the old one will work.  Not going to rush to try it until they deal with some of the performance issues that the first wave of "bets testers" (new players) is done with trying to break stuff.

 

interesting times. I suspect that Beth got a bit worried about the potential of Skyblvion and decided to try to milk just a bit more out of the old game. 

 

There were amazing things done by the modding community in the old days, be interesting to see how much of it will work now.

Posted

From looking at the files and file structure they are completely different than base Oblivion.  The base esps are there, and apparently are moddable with the old CK.  But all of the meshes (which are metahuman), and textures (shockingly come out a png) are completely new at least for Obliv. File path are like this:

image.png?ex=6809bca8&is=68086b28&hm=c8cd7fdd33afa42d3394d25e0fa4f69aa9086662df460dfba64f35be89364b7b&=

 

Imperials seem to be the base this time around.  I did try a quick race swap with loose files for like elves, and sadly it will take more work than simply that.

Posted (edited)

Example of the female body:

 

Spoiler

SPOILER_image.png?ex=6809bc9f&is=68086b1f&hm=a88b1478034a8da6644b27ccdb9d6aed429dee515bf0aaebf2a785721393f1e6&

 

This was someone looking at the bodies in blender:

 

Spoiler

SPOILER_image0.png?ex=6809ba3c&is=680868bc&hm=3a0c9dc827b6333d9a4851d0873b798db42e629e5869c40933cc1403b279a2dc&=


Example of how the textures come out:

 

Spoiler

what_the_fuck.PNG?ex=6809bf13&is=68086d93&hm=67777ee9a85fe9538a219346df4b60b0e7acde6c737c1ad5ba9cde1a5e2347d2&=



If you want to poke around the tool is here:

https://www.nexusmods.com/oblivionremastered/mods/47

 

It does allow both viewing and extracting. 

This seems to be the default path fort at least the textures for most races:

OblivionRemastered/Content/Art/Character/imperial

Edited by Silvist
Posted
3 minutes ago, Silvist said:

From looking at the files and file structure they are completely different than base Oblivion.  The base esps are there, and apparently are moddable with the old CK.  But all of the meshes (which are metahuman), and textures (shockingly come out a png) are completely new at least for Obliv. File path are like this:

image.png?ex=6809bca8&is=68086b28&hm=c8cd7fdd33afa42d3394d25e0fa4f69aa9086662df460dfba64f35be89364b7b&=

 

Imperials seem to be the base this time around.  I did try a quick race swap with loose files for like elves, and sadly it will take more work than simply that.

i would assume many things were changed to better work with UE5 and the game being all in one

Posted

Script extender(OBSE)?. No OBSE, no kinky stuff.

 

And even if it would exists, its "Microsoft" and "Bethesda" combo. So expect a patch every month or so. And that means OBSE would be broken. Who's gonna maintain it(and for free)?

 

Why would there be a patch evey month. Well, to sell you new stuff in a shop. Think, it was Oblivion that started it with that "horse armor". 

 

 

Posted
1 minute ago, Fotogen said:

Script extender(OBSE)?. No OBSE, no kinky stuff.

 

And even if it would exists, its "Microsoft" and "Bethesda" combo. So expect a patch every month or so. And that means OBSE would be broken. Who's gonna maintain it(and for free)?

 

Why would there be a patch evey month. Well, to sell you new stuff in a shop. Think, it was Oblivion that started it with that "horse armor". 

 

 

due to lack of official mod support im guessing this game wont get creation club and will most likely only receive bug fixes 

theyll prob continue milking starfeild in the meantime and let this be a one and done

Posted
7 hours ago, Omaker said:

imagine oblivion is trying to show your GPU a photo

UE5 sees it about to happen and acts as a middleman, taking oblivions photo and if it has its own version of it showing that to your GPU instead

meaning at the end of the process you only see what UE5 wants you to see

 

So the new model assets, textures and animations are still using the old Oblivion engine? Based on the press release I thought those were using UE5.

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