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TES Oblivion Remastered

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Vergil
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Post by Vergil »

Rand wrote: April 24th, 2025, 05:15
Vergil wrote: April 24th, 2025, 05:08
It has it's moments. Not enough to justify how **** it runs but still, this did captivate me a bit.
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Did you get ambushed by the Uderfrykte Matron near there yet?
(It's an unlisted quest that doesn't show in the journal.)
I actually came to Dive Rock specifically to seek it out and see if it's still just a troll with a semi-unique shader but got distracted by ******* with the face editor.

EDIT: Yep she's still about the same

Last edited by Vergil on April 24th, 2025, 05:28, edited 1 time in total.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?

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Post by Vergil »

They didn't give fin gleam a unique appearance though. Not sure if I'd want them to though.
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I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by 7Trickster »

Vergil wrote: April 23rd, 2025, 23:34
7Trickster wrote: April 23rd, 2025, 23:28
Ulfric was right about yall...
Ulfric got his little nordussy hollowed out by big elven pipe cleaners in a thalmor prison watch your tongue round ear
Nasty rumors from jealous and Empire dickriders :mad:
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Post by Vergil »

7Trickster wrote: April 24th, 2025, 06:36
from jealous and Empire
saar do not redeem imperial province of skyrim
I'm just stating the facts.
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Post by n3IVI0 »

Yeah, I'll be starting my game over once Skyblivion comes out. I guarantee you Argonians won't look like Draconians in their version, or Khajit like furries. And I imagine we will only have the level of diversity present in the original game.
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Post by Vergil »

n3IVI0 wrote: April 24th, 2025, 06:59
or Khajit like furries
Yea I hope they don't make the anthro cat people look like furries in that one.
Last edited by Vergil on April 24th, 2025, 07:00, edited 1 time in total.
I'm just stating the facts.
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Post by Vaako »

Roguey wrote: April 24th, 2025, 01:19
Vaako wrote: April 24th, 2025, 00:14
If that was the case they would have introduced skyrim like level scaling. Where guards for example have a max level of 20 or 30 and dont level with you.
Oblivion was Bethesda's first foray into "We are making a game for casuals and mass market appeal" hence the quest compass and everything else. They refined it through iteration.
Indeed and I am not arguing that fact. But skyrim doubled down even harder with removing attributes. And Skyrim/Oblivion are both mostly open so nothing says the level scaling cant be fixed similary like in Skyrim. Only the dragons and draugr deathlords level with the player forever there. But bandits/guards were no threat or hp sponges at higher level.
Last edited by Vaako on April 24th, 2025, 07:45, edited 1 time in total.
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Post by logincrash »

A good point about all the smog and ****** brown hues:

obrivion.jpg
► twitter link
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Post by DagothGeas5 »

logincrash wrote: April 24th, 2025, 09:13
A good point about all the smog and ****** brown hues:
Image
► twitter link

I thought the brown tint was because everyone was taking pictures as sundown XD That looks much better already. Will still wait on playing this though, now it's getting out that they censored the female armors (as I was expecting :mad: ) but I am most worried for the characters being made darker (saw a Sheogorath that I thought was from Elder Scrolls Online that looks black but it seems it is from the "remaster" that looked purposefully changed to black, another character I saw instead had some sort of skin issues added all over the face. Might be for "realism" in the latter case as he was an older Imperial, but I don't trust anything they add to be innocuous :mad: ).

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Post by BLofbr »

Looks like i will wait for skyblivion instead of even downloading this crap until modders can fix the woke, bugs and lightning and whatever is controversy.
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Post by Roguey »

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?
What does this mean https://www.pcgamingwiki.com/wiki/The_E ... ite_note-3
Game logic appears to be running on the original engine, with files modified to work with Unreal Engine 5. Copying the data contained within ObvData over an existing installation of Oblivion and enabling the new plugins shipped with Remastered (AltarESPMain.esp and AltarDeluxe.esp) does add the gameplay changes such as sprinting to the original release, while text strings will be replaced with internal debug text for Unreal Engine 5 localisation. Additionally, simple .esp mods made using tools for Oblivion modding can be loaded into Remastered, and a number of console commands from the original engine still function as intended despite not appearing as suggestions in the UE5 console.
Not surprised they didn't bother fixing anything the fans fixed. Those were low priority, hence why they were never fixed, it'd be too much work, and while they could apply the thing on their own, the modders would throw a fit. Interplay did a similar thing with bundling fan fixes with a Fallout 1-2-Tactics re-release, there was a modder tantrum.
Vaako wrote: April 24th, 2025, 07:43
Roguey wrote: April 24th, 2025, 01:19
Vaako wrote: April 24th, 2025, 00:14
If that was the case they would have introduced skyrim like level scaling. Where guards for example have a max level of 20 or 30 and dont level with you.
Oblivion was Bethesda's first foray into "We are making a game for casuals and mass market appeal" hence the quest compass and everything else. They refined it through iteration.
Indeed and I am not arguing that fact. But skyrim doubled down even harder with removing attributes. And Skyrim/Oblivion are both mostly open so nothing says the level scaling cant be fixed similary like in Skyrim. Only the dragons and draugr deathlords level with the player forever there. But bandits/guards were no threat or hp sponges at higher level.
They could "fix" it but it'd feel too different. The gameplay changes they did include don't really change the feel of the game too much.

Image

"We never wanted to change the core. It's still a game from a previous era and should feel like one."

Of course it would have been nice if they applied this same reasoning to the body type and shifting gender differences to backgrounds nonsense. People contradict themselves.
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Post by ArcaneLurker »

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Pritty gwud
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Post by mercerxiv »

logincrash wrote: April 23rd, 2025, 22:41
The whole pronouns/body type ******** is about asserting control. It's about forcing the player into accepting the clown world reality. Literally textbook communist tactics. The Soviets used to force people to repeat extremely obvious lies as a humiliation ritual. The bigger the lie, the more the psychological damage inflicted on the person forced to repeat said lie. And what kind of lie would be bigger than the denial of the most basic, the most natural, the most obvious thing as the existence of the two sexes?
Yeah, it's very by the book struggle sessions in a more modern micro format. Every time they force you to submit (and tolerating is submitting too) is the time they chip away a piece of you.
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Post by mercerxiv »

But seriously, don't buy this slop and just wait for skyblivion. I will be judging everyone who caved in and gave Todd money yet again. And I know you will buy that horse armor DLC sooner or later too if you're being a well behaved pay piggie.
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Post by Rand »

Vergil wrote: April 24th, 2025, 05:19
Rand wrote: April 24th, 2025, 05:15
Vergil wrote: April 24th, 2025, 05:08
It has it's moments. Not enough to justify how **** it runs but still, this did captivate me a bit.
Image
Did you get ambushed by the Uderfrykte Matron near there yet?
(It's an unlisted quest that doesn't show in the journal.)
I actually came to Dive Rock specifically to seek it out and see if it's still just a troll with a semi-unique shader but got distracted by ******* with the face editor.

EDIT: Yep she's still about the same

Nice to see competent experienced gamers and not normie *******. :salute:
I take back at least half of the things I've said about you. Mostly the bad ones. ( ;) )
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Post by Rand »

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.
Last edited by Rand on April 24th, 2025, 15:24, edited 1 time in total.
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Post by rusty_shackleford »

Altar is the codename for the project
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Post by Rand »

Roguey wrote: April 24th, 2025, 11:25
Game logic appears to be running on the original engine, with files modified to work with Unreal Engine 5. Copying the data contained within ObvData over an existing installation of Oblivion and enabling the new plugins shipped with Remastered (AltarESPMain.esp and AltarDeluxe.esp) does add the gameplay changes such as sprinting to the original release, while text strings will be replaced with internal debug text for Unreal Engine 5 localisation. Additionally, simple .esp mods made using tools for Oblivion modding can be loaded into Remastered, and a number of console commands from the original engine still function as intended despite not appearing as suggestions in the UE5 console.
Not surprised they didn't bother fixing anything the fans fixed. Those were low priority, hence why they were never fixed, it'd be too much work, and while they could apply the thing on their own, the modders would throw a fit. Interplay did a similar thing with bundling fan fixes with a Fallout 1-2-Tactics re-release, there was a modder tantrum.
Quarny and Kivan aren't Arthmoor.
Neither are Bieder or Tikigod or DarN or the rest.

If asked and credited, they would have been not only okay with, but supportive of incorporating their fixes into a new version of the game so everyone gets the best experience.

That's why they spent years making them, after all.

I'm sure they're all as annoyed as I am that the game is re-released as buggy version 1.2.0416 again.
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Post by rusty_shackleford »

You don't have to ask or credit people who make unauthorized derivative works of your IP. Modders are gay and ********.
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Post by Rand »

rusty_shackleford wrote: April 24th, 2025, 15:24
You don't have to ask or credit people who make unauthorized derivative works of your IP. Modders are gay and ********.
Okay boomer.

Seriously, though Quarny and Kivan are actually very cool guys and deserve the praise that Arthmoor, building on their work, by the way, demands.
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Post by rusty_shackleford »

You're like 73
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Post by Rand »

Holy ****. The UOP team are STILL finding and fixing serious bugs in scripting.
These are from the last UOP in January 2024.

Image
Image

This crash can still absolutely happen in the "remaster".
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Post by DagothGeas5 »

Was looking for a music I recalled that is a remix of the Cliffracer song, and found this.


They might have done this to do what they believe drunks sound like, but I have been to Poland and the drunks there were always singing like the original Oblivion more than the "remaster" version. I can even give examples as the Polish dub for the Witcher games does them spot on. One drunk I heard did a pretty catchy song, very loudly, and when I woke up the next day at dawn he was still singing by the bus stop with the same zeal and tempo.

Edit: Figured I should share the music as I found it again, it is in the spoiler below for anyone curious about it :heart: (highly recommend also others the author did like the Glarthir song or the one about Geoffrey)
► Show Spoiler
Last edited by DagothGeas5 on April 24th, 2025, 15:57, edited 1 time in total.
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Post by Finarfin »

Yeah, some things in the remaster are nice but then they change other things that were fine. Sure, he didn't sound like a crazy drunk but that was fine, hopefully someone will just edit his audio.
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Post by Oyster Sauce »

BLofbr wrote: April 24th, 2025, 09:42
Looks like i will wait for skyblivion instead of even downloading this crap until modders can fix the woke, bugs and lightning and whatever is controversy.
Truly can't wait for an ugly game with bad gameplay and gutted RPG mechanics to be ported to an ugly game with bad gameplay and gutted RPG mechanics
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Post by Vaako »

Anyone found an option yet to delete spells, without console commands?
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Post by Vergil »

Vaako wrote: April 24th, 2025, 17:56
Anyone found an option yet to delete spells, without console commands?
You couldn't in the original and I doubt they added it to the remaster.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Brother Michael »

WaterMage wrote: April 23rd, 2025, 08:18
Image

People are being filtered by Oblivion....
We shouldn’t underestimate people. I showed my friend Skyrim and he was legitimately stuck on the first Bleak Falls Barrow puzzle for 20 minutes (maybe due to overthinking.)

Note that he went to an elite university and is not new to games. Granted, this might be explained by those games mostly being MMOs and League.
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Post by Vergil »

Brother Michael wrote: April 24th, 2025, 18:08
We shouldn’t underestimate people. I showed my friend Skyrim and he was legitimately stuck on the first Bleak Falls Barrow puzzle for 20 minutes (maybe due to overthinking.)
Image
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by DagothGeas5 »

Brother Michael wrote: April 24th, 2025, 18:08
WaterMage wrote: April 23rd, 2025, 08:18
Image

People are being filtered by Oblivion....
We shouldn’t underestimate people. I showed my friend Skyrim and he was legitimately stuck on the first Bleak Falls Barrow puzzle for 20 minutes (maybe due to overthinking.)

Note that he went to an elite university and is not new to games. Granted, this might be explained by those games mostly being MMOs and League.
My first time playing Skyrim I had no idea I could rotate items in my inventory and ended up forcing the door through trial and error, so I can believe this. Though I wouldn't give much benefit of the doubt to plenty of the people from Reddit :?
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