I've heard if you look deep enough into the files, you can find a full copy of Skyrim.
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'Hey, you, You're finally awake'
I've noticed that while playing, actors move exactly the same way that they used to, and the same or very similar bugs will appear.
They even left massively obvious bugs intact, like how the magic store in the Imperial City is permanently locked after getting a certain DLC, because the DLC changes the door’s ownership so the shopkeeper can’t unlock it. The given fix is to stealthily break into the shop with lock picks, (which will get you into trouble with the guards if caught), pickpocket the key from the shopkeeper, (which will get you into trouble with the guards if caught), then use that key to open the front door from now on. Because using the key isn’t considered illegal as long as the store is open. So even though the door is still permanently locked, you can just use the key.
Same! While playing the intro, one of the guards just slid to the right as the emperor power walked through them. I had a good laugh.
That's because the old game is still there, it's internally running the same engine under the hood but with Unreal Engine 5 used for its graphics & rendering.
On a scale from 1 to 10, how likely does this make it that old Oblivion mods will eventually become compatible with the remaster?
With a 10 being “they’re already supported”? Like an 8 or a 9. Some of the graphical mods obviously won’t work, but the gameplay mods often just need some minor tweaking to point to updated file names. The biggest gameplay changes are primarily with the leveling system, so anything that deals with that will need to be overhauled.
I read a Steam review that in the EULA it says there's anticheat and no modding allowed. Not sure how that will play out.
Edit: It looks like 'no modding' is a standard cover your own ass policy, for Bethesda. Modding is good to go, they don't really care.
There are already hundreds of mods for it, and Vortex works fine with it. The manual modding process is slightly different, but that’s only because there’s no launcher to select your active files or load order; You need to manually specify that in a .txt file. But Vortex can already edit that .txt file automatically, so you can just change your load order in that.
I checked, and the stuff about modding is true (you can read the EULA directly on the Steam Store page), however the Skyrim Anniversary EULA says you can only use editors or tools by Bethesda or Zenimax to make mods (if I read that correctly). I don't think anyone really cares in Skyrim, and I don't think anybody will care with Oblivion
no modding allowed
Normally Bethesda relies on mods to make their games playable. So this is a big change
Bethesda Games Studios does, thankfully they didn't make the remaster so 🤷
The EULA also states you MUST report bugs and exploits to zenimax. It's standard boilerplate. Nobody is enforcing this and there are already over 200 mods up.
This is almost definitely legal speak for "we ain't liable"
They don't care if you mod for game, but they're not opening themselves up to get sued if you download a mod and it borks your computer.
and no modding allowed
Uh, ok, that's a no for me.
Mods are fully supported. The EULA is just a boilerplate “lol don’t cry about it to us when your Realistic Sex v4.20.69 mod breaks the game.”
I swear I read that a lot of them already are, just need some minor tweaking if any.
The game is using two engines. One, the original "brain" of Oblivion. Two, the Unreal Engine 5. The "brain" is doing all of the calculations and whatnot behind the veil, the veil is Unreal Engine 5 with all the pretty effects and textures.
Mods are already over 200 on Nexus for a game that just came out two days ago.
As an Oblivion fan, this seems like a buy for me. The only mods I'd need are some of the better vampire mods and maybe a Bag of Holding mod like in the original. Other than that, it looks pretty good!
I don't even know how they achieved that ! Do they directly reuse engine code in UE5 CPP? There must have been some porting yo do right ?
Usually graphics are a one-way street, you can run all the game logic headless and then punt data over to graphics and forget it since the rendering doesn't affect gameplay
I think that's how the PS4 version of Shadow of the Colossus worked, they recompiled the PS2 code and just replaced the graphics layer with a newer graphics engine
That's so impressive ! I wish I had more insight to this, I'm not a graphic dev nor a game Dev but those things are super interesting
Yeah this sounds kinda like the same deal as with Fable Anniversary years ago. It also used the original game files wrapped up in the Unreal engine and modding was possible with the original tools.
lol, Todd sold you Oblivion again
This is no Skyrim anniversary edition lol
Selling Skyrim yet agan would be too much. Todd said that they need to go for something less obvious this time.
Well that's not too surprising, when the original game's installer files are only about 5-6 GB in total, and the remaster requires 120GB of space. They probably have a couple copies of Fallout in there too just for bloat.
I mean I'm pretty sure the massive game sizes we see today are almost exclusively caused by high res textures and assets.
Bethesda was notorious back in the day for using uncompressed textures. Not lossless textures, just fully uncompressed bitmaps. One of the first mods after every game release just compressed and dynamically decompressed these to get massive improvements in load times and memory management.
The entirety of Fallout: New Vegas is playable from an arcade machine in game.
It straight up uses a mix of UE5 and the original GameBryo. Right down to bugs still unfixed in the current version of the OG oblivion. The ESM and ESP files are even 1:1 identical.
It made me wonder if I could load up a mod that just adds a new NPC made with the original editor but in the new game. I just don't remember how, exactly, to manually load the .esp file via adding a line to one of the files.