rusty_shackleford wrote: ↑
April 24th, 2025, 04:40
Rand wrote: ↑
April 24th, 2025, 04:38
They are using the old scripting, however they are doing so.
I believe this because they put ALL the DLC scripts into oblivion.esm.
KotN, SI, all the ones from the mini DLC, they're all jammed in there in the oblivion.esm, in both raw and compiled states. As is the dialog and quest node scripting.
Which is a major hassle for modders as the unofficial patches will have to be taken apart and re-assembled differently in order to override the garbage. Assuming that the game can be somehow compelled to let new .esp files override the .esm.
I have no idea how that engine works now. Neither does anyone else that didn't do the engine coding for this thing.
Which they will have to do anyway because the facegen data seems different. But that was always a problem to read in the way it was coded for the game. It's sort-of compressed even in the old format. Perhaps the UE5 engine layer required changing the data structure? I can't tell.
I'm not very well acquainted with that part of the data files, so I could be wrong on that. I wasn't at all involved with the NPC graphical mods.
I can also tell you that they're using the terrible old Oblivion pathgrid system. They didn't even upgrade it to the (slightly) improved Fallout 3 version. It's certainly not using Skyrim's version.
My guess of this is based entirely on the mods available so far using major hacks like giving lockpicks negative weight to effectively give infinite carrying weight. I'd assume if they could do a simple script they would, no?
Which part? There are a bunch of different complicated things in that note.
ObvData is the Oblivion/Data directory where all the game's files for the world and graphics reside (in the original, there may be others elsewhere in the remake, especially the UE5 data).
The two noted files are .esp files, which are game data files that make changes or extensions to the master files like oblivion.esm
What "Altar" means in their case, I can't tell without looking into the files themselves and seeing what they are pointed at. Based on context, I doubt it's in-game altars only.
The fact that one is called ESPMain is interesting because it's the old naming convention for serious user modular overhaul plugins.
Sprinting is possibly something as simple as a new gamesetting tied to a script, which would allow the speed increase as a simple movement multiplier that the UE5 overlay re-interprets on the fly to use a different animation when detected as enabled by keypress.
And 90% of the user made tools were 90% better than Bethesda's official modding environment, the Construction Set (which also had a ton of bugs in it, by the way), and it is likely they are being used with a few slight modifications to make new .esp files that have the new "official" .esp files as sub-masters (necessary to prevent conflicts).
Which is something you cannot do at all with the Construction Kit by the way. Initially we did it with a hex editor to flip a bit toggle and add .esps to the master list manually (which required changing data element length listings manually as well).
Bethesda re-releasing the Construction Kit with all the crap the new guys made to tinker with it on the side would likely end up being a broken mess anyway.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.