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Oblivion Remastered, i need to know


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Posted
4 minutes ago, 31971207 said:

 

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.

no all that is in UE5

Oblivion's engine handles everything thats not directly perceivable by the player 

oblivion is the CPU, UE5 is the GPU basically

Posted (edited)

So the basic idea is that the UE5 is generating what you see in the screen like the mountains, hills, trees, walls and presumably the NPCs plus you.

 

Gamebyro/Creation Engine is still the brains of the game such as the AI packages, scripted events, quests etc.

 

I assume that if we want to mod this Oblivion in terms of meshes then it'll need a new Modding tools to do so? Unless the UE stuff still works?

Edited by sora3
Posted

What I want to know is, should I learn Blender and UE5 for modeling and animation, or use time travel to find whatever ancient copy of 3dsMax worked in 2005?

Posted (edited)

that default female is worse than a joke. It is obscene. who are these idiots who decide this stuff. 

 

I will pray for a new tool and ways to do some decent work on this, but with the ugly faces i have seen already it is a smoking trainwreck, for anyone with any sense and appreciation for more than a repaint of the original. 

 

pretty sad stuff to be honest. And the default brown overlay tones of the landscape are just as bad and ugly. 

 

i will stick with the original for many reasons until this can be fixed.

 

Oblivion 2024-11-08 21-13-39-36.jpg

Edited by CrisG10
Posted (edited)
5 hours ago, sora3 said:

So the basic idea is that the UE5 is generating what you see in the screen like the mountains, hills, trees, walls and presumably the NPCs plus you.

 

Gamebyro/Creation Engine is still the brains of the game such as the AI packages, scripted events, quests etc.

 

I assume that if we want to mod this Oblivion in terms of meshes then it'll need a new Modding tools to do so? Unless the UE stuff still works?

 

indeed, ue 5 is models, meshes, shaders etc. creation engine is the file system, scripts, quests etc. but no, you don't need new tools, you can extract the pak files apparently just fine, and unreal editor as well as the construction kit can load all files. In fact, there are already some armor mods, and someone put an ahegao anime girl texture onto a sword >_>

Edited by Dark_Messiah
Posted (edited)

If you play the remake, be aware that if you even open the console once, it will erase your achievements and block save games prior to that opening. That is a very lame and stupid attempt to so called "block cheats" isgh.

 

fortunately you can search on Nexus for this mod:

 

Universal Achievement Unblocker

 

it will restore both your achivements and your save games. 

 

another example of Beth Insanity in action.

 

glad to see that the CS may still work. hopeful.

Edited by CrisG10
Posted
15 minutes ago, CrisG10 said:

If you play the remake, be aware that if you even open the console once, it will erase your achievements and block save games prior to that opening. That is a very lame and stupid attempt to so called "block cheats" isgh.

 

fortunately you can search on Nexus for this mod:

 

Universal Achievement Unblocker

 

it will restore both your achivements and your save games. 

 

another example of Beth Insanity in action.

 

glad to see that the CS may still work. hopeful.

yeah this has been the case since skyrim 

Posted
4 hours ago, CrisG10 said:

that default female is worse than a joke. It is obscene. who are these idiots who decide this stuff. 

 

I will pray for a new tool and ways to do some decent work on this, but with the ugly faces i have seen already it is a smoking trainwreck, for anyone with any sense and appreciation for more than a repaint of the original. 

 

pretty sad stuff to be honest. And the default brown overlay tones of the landscape are just as bad and ugly. 

 

i will stick with the original for many reasons until this can be fixed.

 

Oblivion 2024-11-08 21-13-39-36.jpg

seems like a bit of an over reaction, the female model looks good, the vanilla game isnt made to be an eye candy collection

Posted (edited)

I kinda agree that the female model is terrible. It's extremely difficult to make something that looks good. What kills me is that there is an age slider, but at the bottom end your character still looks like she's in her 50s.

 

Like... I kinda don't want to play a female version of Wilford Brimley.

Edited by nymphaspect
Posted
19 hours ago, Miauzi said:

 

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?

 

It's a little more involved than that - some Skyrim features like extended leveled list attributes (which in turn were put in Skyrim directly in response to criticism of leveled list implementation in Oblivion), for example, and there are some elements of the character creation menu that suggest at least some elements of Starfield were ported to this. Perhaps more importantly, there are some changes to the ESM contents that, at a minimum, will require a conversion script to run TES4 mods in TES4RM, but more likely we will discover deeper differences in time. xEdit already has an initial release and I've read that there's an experimental script extender (though it doesn't have any real practical functionality yet) already released. 

 

But yeah, the mods for TES4RM are already popping up in large numbers on the Nexus. A lot of it is the stuff you would expect for a brand new Bethesda game - reshades, ini tweaks, stuff like that, but last time I scanned the list I did see a few substantive (if simple) mods starting to crop up. 

 

From the first ~45 minutes of actual play I got in last night, performance felt really good, a lot of features that only recently made it to Skyrim like shell textures (for realistic hair and fur) are implemented, and lots of subtle physics are in it. For example, and perhaps relevant to the Loverslab community, the chains on your prisoner manacles are physics enabled and behave very smoothly.

 

Oblivion had some features that were more developed than Skyrim, though some of the most ambitious were never fully implemented in the original TES4, such as the NPC-on-NPC interactions, and while time will tell I think there's a lot of potential for Loverslab-friendly content, and the setting is certainly well primed for all kinds of fetish material.

Posted (edited)

thanks Omaker i didnt mean to be too harsh. I just feel as an artist and a game developer now myself, it is possible to make a fairly attractive "ordinary" person without trying for Hollysood glamor. If you are going to be in a world of these virtual people, there would be variations and some would look nice. I have seen some character creations that are pretty good but even the best look, well rather plain. And among the NPCs i have seen, and i have NOT played the game yet, some look really bad, and yes the original game was the same way. We spent a lot of years trying to help that issue :)   but i am sorry if my comment seemed harsh, 

 

I am excited about this possiblity, and hopeful for it for i still love the story and the lore and the game. It may be a way for a lot of new people to learn about it all and enjoy it as so many of us have in the past.  Since Morrowind, this universe and story has been a part of my life sometimes a major part of it for years and years. 

 

cudos to them for making it. Just hope Skyblvion is not blown away by this for it looks very nice too.

 

C

 

Ps and Thanks Gregaaz, that is good info to hear. I have been watching the mods develop and many make good sense and some as you say appear to be extending into new territory, someone used the portable camp idea to create a player camp by the exit from the Sewer. that portable camp was a essnetial mod for me to go exploring with my companion and favorite horse Max. I am curious to see if the horse physics and details are the same, for they  can be very useful for extended game play.

Edited by CrisG10
Posted
18 hours ago, Omaker said:

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

 

Bethesda has always kind of half-heartedly tried to make sex modding more difficult, but it always felt like malicious compliance on the part of the developers in the face of directives from management. Ironically, TES5 was probably the biggest attempt at prior restraint, with them locking down the animation register, but of course Fore and his successors overcame that in short order. I kind of interpreted their statement on 'no mod support' for TES4RM as not that the game will prevent modding (and subsequent evidence seems to support this) but that Bethesda won't offer any official mod support. The terms of use for the game certainly imagine that players will be using modded content since it requires you specifically to agree not to use the one kind of content that's banned on the Lab, if you know what I mean, and certainly that content isn't present in the vanilla game. 

Posted (edited)

Am I correct in assuming that conversions of armor/meshes will take some time as they are done in the Unreal 5 engine and there an't any tools for this just yet?

Edited by rionwt
edit
Posted
21 minutes ago, rionwt said:

Am I correct in assuming that conversions of armor/meshes will take some time as they are done in the Unreal 5 engine and there an't any tools for this just yet?

seeing as we already have mods that replace armors with anime girls, no

Posted
32 minutes ago, gregaaz said:

 

Bethesda has always kind of half-heartedly tried to make sex modding more difficult, but it always felt like malicious compliance on the part of the developers in the face of directives from management. Ironically, TES5 was probably the biggest attempt at prior restraint, with them locking down the animation register, but of course Fore and his successors overcame that in short order. I kind of interpreted their statement on 'no mod support' for TES4RM as not that the game will prevent modding (and subsequent evidence seems to support this) but that Bethesda won't offer any official mod support. The terms of use for the game certainly imagine that players will be using modded content since it requires you specifically to agree not to use the one kind of content that's banned on the Lab, if you know what I mean, and certainly that content isn't present in the vanilla game. 

i mean that they wouldnt suddenly be completley anti mod over just sex mods

most likley its that since this is a non bethesda project, bethesda didnt have the time to come in and make new mod tools that work with both UE5 and oblivion at the same time 

Posted
37 minutes ago, CrisG10 said:

thanks Omaker i didnt mean to be too harsh. I just feel as an artist and a game developer now myself, it is possible to make a fairly attractive "ordinary" person without trying for Hollysood glamor. If you are going to be in a world of these virtual people, there would be variations and some would look nice. I have seen some character creations that are pretty good but even the best look, well rather plain. And among the NPCs i have seen, and i have NOT played the game yet, some look really bad, and yes the original game was the same way. We spent a lot of years trying to help that issue :)   but i am sorry if my comment seemed harsh, 

 

I am excited about this possiblity, and hopeful for it for i still love the story and the lore and the game. It may be a way for a lot of new people to learn about it all and enjoy it as so many of us have in the past.  Since Morrowind, this universe and story has been a part of my life sometimes a major part of it for years and years. 

 

cudos to them for making it. Just hope Skyblvion is not blown away by this for it looks very nice too.

 

C

 

Ps and Thanks Gregaaz, that is good info to hear. I have been watching the mods develop and many make good sense and some as you say appear to be extending into new territory, someone used the portable camp idea to create a player camp by the exit from the Sewer. that portable camp was a essnetial mod for me to go exploring with my companion and favorite horse Max. I am curious to see if the horse physics and details are the same, for they  can be very useful for extended game play.

as far as ive seen they tried to keep the overall shape of the NPCs outside of felines and argonians that were completely redone

so they didnt wanna make the game pretty they wanted to basically make it "oblivion from memory" 

Posted
28 minutes ago, rionwt said:

Am I correct in assuming that conversions of armor/meshes will take some time as they are done in the Unreal 5 engine and there an't any tools for this just yet?

There are literally tons of tools for UE modding, just replacing stuff is very easy in unreal engine.

Posted
Just now, LustigerKopf said:

There are literally tons of tools for UE modding, just replacing stuff is very easy in unreal engine.

in fact unreal is kinda focused on that like RTX remix

the whole remaster solely uses in render replacements instead of having the actual og model be removed from the game completely 

Posted
33 minutes ago, Omaker said:

as far as ive seen they tried to keep the overall shape of the NPCs outside of felines and argonians that were completely redone

so they didnt wanna make the game pretty they wanted to basically make it "oblivion from memory" 

that makes sense ......as to what they tried to do.    

 

C

Posted
8 minutes ago, TheTraveler said:

Its another instance of wait for people to figure out how to XXXify the new old game.

accept this time its just the old game 

cause for all we know UE5 will just render anything you give it if it doesnt have a replacement set in the files

Posted
1 hour ago, Omaker said:

i mean that they wouldnt suddenly be completley anti mod over just sex mods

most likley its that since this is a non bethesda project, bethesda didnt have the time to come in and make new mod tools that work with both UE5 and oblivion at the same time 

 

There might also be licensing considerations with any sort of modified CK that's optimized for working with UE. Hard to say for real unless Bethesda volunteers the information. I suspect either way the community will exercise their usual ingenuity in overcoming whatever constraints this game turns out to have.

Posted

I was never that into Oblivion so I never mod it. So the scripting and quest engines are still OG under the hood. Before I got too excited about all the eye candy potential of UE5, how capable is the Oblivion scripting and quest engine? Even Skyrim has been showing its age nowadays in terms of what LL can do with it and Oblivion is a generation older.

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