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OB:Remastered Unreal Modding - What We Know So Far


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Posted
50 minutes ago, Krasue said:

A fairly big task ahead of me, something I'm not sure I'm going to do well, is coming up with a name for the mod. It might sound trivial, but it's good to have an memorable name rather than "female body mod" or similar, especially if it gets used as a foundation for any armors or anything like that. 

 

 

I've been around this modding scene for a long time, and I think you should just call it "Better Bodies for Oblivion Remastered" or just "Better Bodies", since it certainly lives up to the old-school higher quality options. Perhaps "Vanilla+ Bodies" or something since it retains the look/feel of vanilla nicely. Either way, huge props to you and your skills for knocking out something of this quality so quickly. 

Posted
1 hour ago, Krasue said:

More on the body (large image ahead):

image.thumb.png.eb7e7434300a5d54c7c612390253e639.png

 

Well, it took a while, but I think I'm close to being done with the body mod. Beast races ended up being quite a hassle due to their bespoke UVs and reliance on material slot order to do all the fancy overlays. Every race in this game has it's own unique body texture with variations for being sick or being a vampire. The Argonian in particular has 16 textures just for the upper body alone which changes based on what you select on the age slider. Overall, the body mod so far modifies/adds over 60 textures (a lot of which are 4k). If I need to make any edits in the future, that's going to be an absolute pain.

 

Another thing regarding the body is that I have gotten LODs working without creating any seams. This means that the bodies are now as performance friendly as the vanilla ones which... might not be saying much actually. I also have the body set up with the Dark Seducer, Golden Saint and Dremora races but they aren't playable (yet) so I can't check those out or take pictures. What's left to do at the moment is fix up some of the normal maps for a couple of races that have subtle but visible seams and work on the vampire variant of the Argonian's textures. After that I'll do some testing and see if there's anything else I should add for this initial iteration. 

 

A fairly big task ahead of me, something I'm not sure I'm going to do well, is coming up with a name for the mod. It might sound trivial, but it's good to have an memorable name rather than "female body mod" or similar, especially if it gets used as a foundation for any armors or anything like that. 

 

There are more non-body related discoveries but I'll save the details until I or other people have examples of them. But to make things quick: A Custom Armor Mod (that doesn't replace anything and has its own model) has been created with a tutorial pending and it seems to be possible to add female dependant locomotion (Walking and Running). That's all for now.

"Natural Oblivion" maybe?

Posted (edited)

Krasue's Natural Oblivion Bodies, or KNOB (just kidding, I dunno)

 

Good luck with the naming and with the finishing touches. I'm beyond impressed, this is exceptional work. Thanks for sharing your progress and thanks in advance for such an incredible body mod, you've got an absolute banger on your hands.

 

From the previous status update, I was expecting 1-2 weeks before the next update, but it was less than 2 days?? Your hard work and dedication is laudable.

Edited by SquigglySwag
Posted

Remastered Oblivion Bodies (ROB)

 

The Hottest Remastered Oblivion Bodies (THROB)

 

Better than Original Oblivion Bodies (BOOB)

 

Krasue's Unique Masterpiece Bodies (KUM Bodies)

Posted

  

4 hours ago, Krasue said:

A fairly big task ahead of me, something I'm not sure I'm going to do well, is coming up with a name for the mod. It might sound trivial, but it's good to have an memorable name rather than "female body mod" or similar, especially if it gets used as a foundation for any armors or anything like that. 


Krasue's Krazy Krussy?  Wait, maybe not KKK

 

Krasue's Oblivion Klams - KOK

 

Body Upgrade Tactical Tush - BUTT

Posted (edited)
18 hours ago, JesusKreist said:

 

As others here said porting depends on the complexity of the mod itself.

Some minor value changing mods that for instance make the iron weapons do more damage are useable right out of the gate. The version from "oldlivion" as you call it are able to be loaded into "newlivion" in some cases without major problems.

In other cases similar mods need fixing first.

And in more complex mods ... let's say it is easier and faster to build a new mod entirely that is "inspired by" or "spiritual successor" only.

 

Porting is possible in almost all cases.

Whether it is reasonable is a different question.

 

I see. Thought so. Hmm. It depends how much work would be involved - Honestly, i do really like UE and the potential it brings, especially for visuals and stuff.
 

21 hours ago, Omaker said:

they all will need editing, rn no one knows exactly what will need to be done to get them to work but they def dont have to be remade

 

Thank you, the folks at nexus that released the script extender posted something similar, hmm!

 

20 hours ago, hhh7775 said:

At least with my limited understanding, right now there is some pretty stark differences in how the two games handle certain things thanks to the UE portion of the game. Simple mods that don't require anything like OBSE are pretty good to go out of the gate, even tested some that have been ported and they seem to work quite well, but anything that is more complex, adds new items/assets, or even just outright requires OBSE is pretty much not doable as of right now, and if what I read from the Remastered OBSE's faq/page, they aren't likely going to be retreading the same calls and functions that OBSE for the original has due to differences in the two games, and just depending on what modders might need.

Mind you, I'm very much a layman when it comes to all this, could be wrong, but its safe to say you won't just see direct ports of heavily scripted mods, big overhauls, or anything that requires OBSE anytime soon if ever. I don't doubt its possible, or might happen someday, but its definitely not the case right now, so my moneys likely on a new sex framework being made rather than say, porting LoversPK to Remastered.

 

Honestly, making a new framework, in this example you gave, wouldn't be too bad, given new ideas could improve a new mod by a lot.
If there's a way to make this work an let's say port over old animations, that'd be dope-

Only time will tell. I'm not someone good with modding, done my fair share with conan exiles, for example but never really anything else than very simple stuff for ck-games.
So the only thing i could offer talented modders is support. We'll see what happens.
In my honest opinion this could take the crown of modding from games like skyrim, simply due to the fact UE looks so much better.
Sure, a heavily modded skyrim looks dope af as well - It's an old ass engine tho.
And a modded Newlivion will look WAY better even with way less mods.

 

 

------------------------------------

For the question on how to potentially name the mod;
I'm with what user ieraceu proposed;

 

The Hottest Remastered Oblivion Bodies (THROB)

Hahaha, that's too good to pass on.

Edited by -Player1-
Posted
9 hours ago, Krasue said:

More on the body (large image ahead):

image.thumb.png.eb7e7434300a5d54c7c612390253e639.png

 

Well, it took a while, but I think I'm close to being done with the body mod. Beast races ended up being quite a hassle due to their bespoke UVs and reliance on material slot order to do all the fancy overlays. Every race in this game has it's own unique body texture with variations for being sick or being a vampire. The Argonian in particular has 16 textures just for the upper body alone which changes based on what you select on the age slider. Overall, the body mod so far modifies/adds over 60 textures (a lot of which are 4k). If I need to make any edits in the future, that's going to be an absolute pain.

 

Another thing regarding the body is that I have gotten LODs working without creating any seams. This means that the bodies are now as performance friendly as the vanilla ones which... might not be saying much actually. I also have the body set up with the Dark Seducer, Golden Saint and Dremora races but they aren't playable (yet) so I can't check those out or take pictures. What's left to do at the moment is fix up some of the normal maps for a couple of races that have subtle but visible seams and work on the vampire variant of the Argonian's textures. After that I'll do some testing and see if there's anything else I should add for this initial iteration. 

 

A fairly big task ahead of me, something I'm not sure I'm going to do well, is coming up with a name for the mod. It might sound trivial, but it's good to have an memorable name rather than "female body mod" or similar, especially if it gets used as a foundation for any armors or anything like that. 

 

There are more non-body related discoveries but I'll save the details until I or other people have examples of them. But to make things quick: A Custom Armor Mod (that doesn't replace anything and has its own model) has been created with a tutorial pending and it seems to be possible to add female dependant locomotion (Walking and Running). That's all for now.

 

1.jpg

Posted
11 hours ago, Krasue said:

A fairly big task ahead of me, something I'm not sure I'm going to do well, is coming up with a name for the mod. It might sound trivial, but it's good to have an memorable name rather than "female body mod" or similar, especially if it gets used as a foundation for any armors or anything like that. 

 

How about "BONK" (Better Oblivion Nudes by Krasue) ?

Posted

I wonder why there hasn't been a single mod released yet that mods the female walk, run and standing position. The vanilla one is so ugly that any mod of modified armor or body ends up not being valued. Is there some technical problem in doing this?

Posted
48 minutes ago, Ambarabamba said:

I wonder why there hasn't been a single mod released yet that mods the female walk, run and standing position. The vanilla one is so ugly that any mod of modified armor or body ends up not being valued. Is there some technical problem in doing this?

since its based on OGblivion male and female share the same anims so modders have to re figure out how to separate em

Posted

Just throwing out something here that might be worth thinking about - considering the file formats in use by this game, how hard would it be to convert the creature skeletons and animations into a form usable in Skyrim? The amount of new creature content that could added to Skyrim would be revolutionary.

Posted (edited)
13 minutes ago, Grafenstein said:

Just throwing out something here that might be worth thinking about - considering the file formats in use by this game, how hard would it be to convert the creature skeletons and animations into a form usable in Skyrim? The amount of new creature content that could added to Skyrim would be revolutionary.

 

Not very but considerably.

The skeletons in skyrim, oblivion, fallout 3, nv, 4 were made in creation engine or gamybryo in oblivions case while EVERYTHING that is related to visuals in the remaster is made with the unreal engine.

 

There is the misconception running around that since the remaster accepts .esp and .esm files conversion would be easy.

That is not the case for more complex mods.

Edited by JesusKreist
Posted (edited)
16 minutes ago, Krasue said:

 

 

Gifs:

  Reveal hidden contents

 

U46p4s0n oS8loswzq o

 

 

There are some technical difficulties with animations but for the most part it's very possible to import new ones. The example above is a set of new feminine motion animations that I made to work as a replacer for female characters (they use male animations by default). It's a bit glitchy but it does generally work though there may be more unseen issues. It's not easy to do this as we can't modify the original ABP so we have to inject animations on top of the old ones which can be tricky as this will get reset every time you change or unequip a weapon. As usual, more R&D is required. Someone with more time and patience could look into recreating the entire ABP system for "Enhanced Locomotion" but I don't imagine that'll happen soon.

 

I did get very distracted by this animation stuff over the past day or so, so I'll get back to the body mod now. Still, this does prove that new animations for gender-specific locomotion is possible but there are quite a few hoops to jump through. When it comes to non-locomotion animations, I haven't personally looked into it yet, but I have seen some progress.

 

Krasue, you may very well become a legend.

Edited by ieraceu
Spelling
Posted
5 hours ago, JesusKreist said:

 

Not very but considerably.

The skeletons in skyrim, oblivion, fallout 3, nv, 4 were made in creation engine or gamybryo in oblivions case while EVERYTHING that is related to visuals in the remaster is made with the unreal engine.

 

There is the misconception running around that since the remaster accepts .esp and .esm files conversion would be easy.

That is not the case for more complex mods.

I could be wrong here, but I would think that the fact that everything is handled by UE5 would actually make things easier where these parts are concerned, since it means that exporting models and animations to standard formats would be simplified. And from a standard format, they could be converted into Skyrim-ready assets using third party tools. Animations from Oblivion to FBX, from FBX to HKX, then integrate those into the game with OAR. Or something like that?

Posted
5 hours ago, Krasue said:

I did get very distracted by this animation stuff over the past day or so, so I'll get back to the body mod now. Still, this does prove that new animations for gender-specific locomotion is possible but there are quite a few hoops to jump through. When it comes to non-locomotion animations, I haven't personally looked into it yet, but I have seen some progress.

 

You're doing *animations*, too? Big, long, slow clap for just taking it all on, hah. Do you need any help? What tools have you found most useful/relevant to getting this stuff working? 

Posted
16 hours ago, Ambarabamba said:

I wonder why there hasn't been a single mod released yet that mods the female walk, run and standing position. The vanilla one is so ugly that any mod of modified armor or body ends up not being valued. Is there some technical problem in doing this?

There are people working on it. I saw it in a discord. It looks pretty good. There character has quite the bum. XD

Posted
44 minutes ago, Grafenstein said:

I could be wrong here, but I would think that the fact that everything is handled by UE5 would actually make things easier where these parts are concerned, since it means that exporting models and animations to standard formats would be simplified. And from a standard format, they could be converted into Skyrim-ready assets using third party tools. Animations from Oblivion to FBX, from FBX to HKX, then integrate those into the game with OAR. Or something like that?

REMAKING mods is possible, a whole lot faster, feasible and easier than CONVERTING mods.

Smaller and simpler mods can be adapted quite easily and some even work outright without any changes.

The more complex a mod is the more time and effort a conversion would take and relatively fast said conversion would take longer.

 

The best skyrim skeleton mod thanks to the limitations of the creation engine compared to UE5 would be inadequate at best for Oblivion Remastered aka "Newblivion".

Most Creation Engine modders are far more experienced in fighting against the engine than programming alongside it.

Posted
58 minutes ago, Grafenstein said:

I could be wrong here, but I would think that the fact that everything is handled by UE5 would actually make things easier where these parts are concerned, since it means that exporting models and animations to standard formats would be simplified. And from a standard format, they could be converted into Skyrim-ready assets using third party tools. Animations from Oblivion to FBX, from FBX to HKX, then integrate those into the game with OAR. Or something like that?

I'm thinking we'll need a pandora or FNIS like tool again for a patch. I know we have OAR in Skyrim now, but do you think we'll need a FNIS or Pandora tool to patch the animations?

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