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TES Oblivion Remastered

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Post by Roguey »

Oyster Sauce wrote: April 25th, 2025, 03:24
Sooo why didn't Avowed have object physics again? Clearly not because of the engine.
It did, a little bit. Just not for everything.

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Post by LeAmphibian »

Akeran wrote: April 25th, 2025, 11:05
I also noticed they removed gender-specific clothing, and there’s no longer any difference in body morphology between Bosmer, Orsimer, Nords, etc. Everyone has the same body type and height now (and female Khajiits have beards now.)
We're gonna need an entire Oblivion de-pozzed mod package at this point.
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Post by Akeran »

LeAmphibian wrote: April 25th, 2025, 11:10
Akeran wrote: April 25th, 2025, 11:05
I also noticed they removed gender-specific clothing, and there’s no longer any difference in body morphology between Bosmer, Orsimer, Nords, etc. Everyone has the same body type and height now (and female Khajiits have beards now.)
We're gonna need an entire Oblivion de-pozzed mod package at this point.
At this point, I prefer waiting for Skyblivion. Woke Bugthesda has ruined this Remaster. Furthermore, voices are only available in English at this price, and apparently they thought it would be funny to bring back the horse armor DLC.

I just hope Skyblivion devs won't also ruin this overhaul by putting modern standards in it...
Last edited by Akeran on April 25th, 2025, 11:20, edited 1 time in total.
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Post by Akeran »

Also I forgot to add that Oblivion Remastered is on Unreal Engine, so maybe we won't see as many mods as the original version with Creation kit.
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Post by Shillitron »

Oyster Sauce wrote: April 25th, 2025, 03:24
Sooo why didn't Avowed have object physics again? Clearly not because of the engine.
There was some issue between the keyboard and the office chair preventing it.
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Post by Shillitron »

LeAmphibian wrote: April 25th, 2025, 11:10
Akeran wrote: April 25th, 2025, 11:05
I also noticed they removed gender-specific clothing, and there’s no longer any difference in body morphology between Bosmer, Orsimer, Nords, etc. Everyone has the same body type and height now (and female Khajiits have beards now.)
We're gonna need an entire Oblivion de-pozzed mod package at this point.
Before you grab your pitchforks and torches - this is actually just easier to do in 3D games with CC + Modular armor sets.
It standardizes your assets for Rigging / Mesh / Weight painting and is actually really useful when you use Shape keys.

For example. Many character generation tools (for example Daz) use the same base mesh for both genders, not for wokeism but because all the adjustments to the meshes to make males or females is then handled through blend shapes / shape keys / deformers. That means you only have to make a piece of clothing / armor / hair / whatever - once then it auto-adjusts to both genders.

This becomes even more useful when you have a ton of blend shape keys for making Fat or Thin characters, or adjusting breast size or body preportions, etc etc. The clothing / animations you make will always fit to those custom shape keys. So you don't have to make 500 shirts, just 1 and it works.

This will actually be very useful for modders if the modding scene ever takes off for oblivion.. but given that TES 6 is around the corner I don't think it will.


(The fact all races are the same, should of been fixed with shape keys, essentially the **** oblivion uses for faces but applying to all portions of their body - sorta like a fully modded skyrim but clearly they either ran out of time or were too lazy or wanted to keep things Oblivion-like)
Last edited by Shillitron on April 25th, 2025, 12:57, edited 4 times in total.
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Post by TKVNC »

Shillitron wrote: April 25th, 2025, 12:53
LeAmphibian wrote: April 25th, 2025, 11:10
Akeran wrote: April 25th, 2025, 11:05
I also noticed they removed gender-specific clothing, and there’s no longer any difference in body morphology between Bosmer, Orsimer, Nords, etc. Everyone has the same body type and height now (and female Khajiits have beards now.)
We're gonna need an entire Oblivion de-pozzed mod package at this point.
Before you grab your pitchforks and torches - this is actually just easier to do in 3D games with CC + Modular armor sets.
It standardizes your assets for Rigging / Mesh / Weight painting and is actually really useful when you use Shape keys.

For example. Many character generation tools (for example Daz) use the same base mesh for both genders, not for wokeism but because all the adjustments to the meshes to make males or females is then handled through blend shapes / shape keys / deformers. That means you only have to make a piece of clothing / armor / hair / whatever - once then it auto-adjusts to both genders.

This becomes even more useful when you have a ton of blend shape keys for making Fat or Thin characters, or adjusting breast size or body preportions, etc etc. The clothing / animations you make will always fit to those custom shape keys. So you don't have to make 500 shirts, just 1 and it works.

This will actually be very useful for modders if the modding scene ever takes off for oblivion.. but given that TES 6 is around the corner I don't think it will.


(The fact all races are the same, should of been fixed with shape keys, essentially the **** oblivion uses for faces but applying to all portions of their body - sorta like a fully modded skyrim but clearly they either ran out of time or were too lazy or wanted to keep things Oblivion-like)
Well, it's partly laziness, partly incompetence, and partly politics.

Kenshi has body scaling on armour, and still has male / female armours
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Post by Shillitron »

TKVNC wrote: April 25th, 2025, 13:06
Shillitron wrote: April 25th, 2025, 12:53
LeAmphibian wrote: April 25th, 2025, 11:10

We're gonna need an entire Oblivion de-pozzed mod package at this point.
Before you grab your pitchforks and torches - this is actually just easier to do in 3D games with CC + Modular armor sets.
It standardizes your assets for Rigging / Mesh / Weight painting and is actually really useful when you use Shape keys.

For example. Many character generation tools (for example Daz) use the same base mesh for both genders, not for wokeism but because all the adjustments to the meshes to make males or females is then handled through blend shapes / shape keys / deformers. That means you only have to make a piece of clothing / armor / hair / whatever - once then it auto-adjusts to both genders.

This becomes even more useful when you have a ton of blend shape keys for making Fat or Thin characters, or adjusting breast size or body preportions, etc etc. The clothing / animations you make will always fit to those custom shape keys. So you don't have to make 500 shirts, just 1 and it works.

This will actually be very useful for modders if the modding scene ever takes off for oblivion.. but given that TES 6 is around the corner I don't think it will.


(The fact all races are the same, should of been fixed with shape keys, essentially the **** oblivion uses for faces but applying to all portions of their body - sorta like a fully modded skyrim but clearly they either ran out of time or were too lazy or wanted to keep things Oblivion-like)
Well, it's partly laziness, partly incompetence, and partly politics.

Kenshi has body scaling on armour, and still has male / female armours

> Your lazy if you don't work harder for zero benefit

In all fields of computer science, you are always looking for write once - do many opportunities to streamline workflows. Art assets are no different. Why should I pay someone to make 15 shirts when they can make 1.

It's not just Male vs Female genders. It's also fat vs skinny, Orc vs Elf, Tall vs Short, Long arms vs Short arms, etc etc.
Last edited by Shillitron on April 25th, 2025, 15:13, edited 1 time in total.
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Post by rusty_shackleford »

You just add a bunch of extra geo needed for the more difficult morphs which goes unused on the other morphs. It's why you'll see male base meshes with excessively high poly breast areas, because they'll have a shapekey to turn it into a female mesh. This allows you to easily make anything that targets the rig work on either gender e.g., armor
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Post by Shillitron »

rusty_shackleford wrote: April 25th, 2025, 15:16
You just add a bunch of extra geo needed for the more difficult morphs which goes unused on the other morphs. It's why you'll see male base meshes with excessively high poly breast areas, because they'll have a shapekey to turn it into a female mesh. This allows you to easily make anything that targets the rig work on either gender e.g., armor
Right.

Same with the skeleton rigs. You can have unused bones / joints for things like hair physics that males will never have or dresses that men will never wear.

The oblivion team didn't really leverage these features, they don't support race unique morphs and they didn't bother making male / female outfits - so in that way you can call them lazy I guess - but having a common base mesh / rig is pretty standard in all modern "Character Creator" technologies both in and out of games because it's just easier and less work. It's not a huge woke conspiracy.
Last edited by Shillitron on April 25th, 2025, 15:21, edited 1 time in total.
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Post by wndrbr »

Shillitron wrote: April 25th, 2025, 12:53
but given that TES 6 is around the corner
lmao
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Post by Shillitron »

wndrbr wrote: April 25th, 2025, 15:20
Shillitron wrote: April 25th, 2025, 12:53
but given that TES 6 is around the corner
lmao
Relatively speaking.

Do you think Oblivion Remaster is gonna have a huge modding community waiting to invest 10+ years of content to it akin to Skyrim or original Oblivion when we know TES is at least 3 years in already?
Last edited by Shillitron on April 25th, 2025, 15:22, edited 1 time in total.
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Post by TKVNC »

Shillitron wrote: April 25th, 2025, 15:12
TKVNC wrote: April 25th, 2025, 13:06
Shillitron wrote: April 25th, 2025, 12:53


Before you grab your pitchforks and torches - this is actually just easier to do in 3D games with CC + Modular armor sets.
It standardizes your assets for Rigging / Mesh / Weight painting and is actually really useful when you use Shape keys.

For example. Many character generation tools (for example Daz) use the same base mesh for both genders, not for wokeism but because all the adjustments to the meshes to make males or females is then handled through blend shapes / shape keys / deformers. That means you only have to make a piece of clothing / armor / hair / whatever - once then it auto-adjusts to both genders.

This becomes even more useful when you have a ton of blend shape keys for making Fat or Thin characters, or adjusting breast size or body preportions, etc etc. The clothing / animations you make will always fit to those custom shape keys. So you don't have to make 500 shirts, just 1 and it works.

This will actually be very useful for modders if the modding scene ever takes off for oblivion.. but given that TES 6 is around the corner I don't think it will.


(The fact all races are the same, should of been fixed with shape keys, essentially the **** oblivion uses for faces but applying to all portions of their body - sorta like a fully modded skyrim but clearly they either ran out of time or were too lazy or wanted to keep things Oblivion-like)
Well, it's partly laziness, partly incompetence, and partly politics.

Kenshi has body scaling on armour, and still has male / female armours

> Your lazy if you don't work harder for zero benefit

In all fields of computer science, you are always looking for write once - do many opportunities to streamline workflows. Art assets are no different. Why should I pay someone to make 15 shirts when they can make 1.

It's not just Male vs Female genders. It's also fat vs skinny, Orc vs Elf, Tall vs Short, Long arms vs Short arms, etc etc.
Art is different to normal workflow. As you're not necessarily looking to streamline something - you're trying to express something.

As for scaling, you can do a great many things with a single mesh without making much in the way of edits - it's how Kenshi, and even, Morrowind worked.

You simply have the rig scale accordingly, Nords in Morrowind were just 'longer' i.e taller than Imperials, and the whole rig scaled accordingly. Meanwhile, in Kenshi, each part of the rig scales individually, so you can have longer or skinner arms by virtue of the skeleton simply 'stretching' the polys of the mesh.

It's really not even that hard to do this, and depending on the rig you have, it might already be in built. It really is just laziness.

I can understand that making a female version of each mesh is literally double the workload - if you're wanting to make it unique and not just an 'adjusted' male mesh; but at the same time, you can still reuse a lot of the assets - textures, and elements of a mesh, it's very rarely going to be a 'ground up' rework.

In the case of reusing all of the male meshes for female characters, it's one of the following: Laziness, Incompetence, or Politics.

It's up to you to decide which it is.
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Post by Ligrev »

Shillitron wrote: April 25th, 2025, 15:22

Do you think Oblivion Remaster is gonna have a huge modding community waiting to invest 10+ years of content to it akin to Skyrim or original Oblivion when we know TES is at least 3 years in already?
https://www.nexusmods.com/oblivionremastered/mods/282

TES6 in 2036 confirmed!
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Post by pokafox »

OBSE64 will support the latest version of Oblivion Remastered available on Steam, currently 0.411.140.0. The Gamepass/MS Store/EGS version is unsupported. Do not email asking for support.
based.
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Post by Mordred »

i just compared oblivion goty and the remaster.

i have the feeling they cranked up diversity beyond the old levels https://en.uesp.net/wiki/Oblivion:Demographics

even back then it was quite unnatural how low the amount of imperials was but it feels an looks a lot worse when i compare the market districht for example.

somebody up to swapping every single npc to imperial? :D
Last edited by Mordred on April 25th, 2025, 19:53, edited 1 time in total.
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Post by redman »

Playing through a "legally obtained, free" copy and am very glad I didn't pay for this slop. I already had it patched to fix the body type ****, but more and more things keep making me hate it.

My complaints:
► Show Spoiler
It's just... kinda bad, but at the same time still kind of plays the same. Feels like a slight overhaul to the original, but without the actual passion of something like Skyblivion, which is going to be free

Also, if anyone else runs into "EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000050", disable AltarGymNavigation.esp and TamrielLeveledRegion.esp, then fix your load order.
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Post by Vergil »

They didn't alter the NPC races at all. Please take your meds.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Mordred »

Vergil wrote: April 25th, 2025, 20:12
They didn't alter the NPC races at all. Please take your meds.
https://images.uesp.net/archive/8/87/20 ... ranwen.jpg
https://imgur.com/KHI4H7J

they certainly changed some skin colors

i am bit confused that someone called branwen is a redguard. looks like a fuckup and she was supposed to be a nord
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Post by rusty_shackleford »

Vergil wrote: April 25th, 2025, 20:12
They didn't alter the NPC races at all. Please take your meds.
all the redguards I encountered looked like the deepest jungle ******, I don't remember basically any of those in the original game.
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Post by traxtan »

Vergil wrote: April 7th, 2025, 18:17
Yankee Zulu wrote: April 7th, 2025, 18:07
Several sources confirmed its real.
Name literally any
uhhh it came out
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Post by Envergence »

Mordred wrote: April 25th, 2025, 20:31
Vergil wrote: April 25th, 2025, 20:12
They didn't alter the NPC races at all. Please take your meds.
https://images.uesp.net/archive/8/87/20 ... ranwen.jpg
https://imgur.com/KHI4H7J

they certainly changed some skin colors

i am bit confused that someone called branwen is a redguard. looks like a fuckup and she was supposed to be a nord
Branwen was always a Redguard. It's also hinted that her father was a Breton (ignore this point lol). Hope this helps.

Edit: In regards to the Breton father, I was thinking of a different Redguard woman. I believe I'm thinking of someone whose father was the Forlorn Watchman? It's been a long time, and I'm busy at work at the moment.
Last edited by Envergence on April 25th, 2025, 22:02, edited 1 time in total.
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Post by DagothGeas5 »

rusty_shackleford wrote: April 25th, 2025, 20:38
Vergil wrote: April 25th, 2025, 20:12
They didn't alter the NPC races at all. Please take your meds.
all the redguards I encountered looked like the deepest jungle ******, I don't remember basically any of those in the original game.
The one I recall the most was a real REDguard ( XD) He was the master of the arena in the Imperial City called Owyn. One of my favourite characters.
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Post by Mordred »

that is why i said it looks like a fuckup to me. bethesda sometime makes mistakes i've heard.
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Post by Vergil »

rusty_shackleford wrote: April 25th, 2025, 20:38
Vergil wrote: April 25th, 2025, 20:12
They didn't alter the NPC races at all. Please take your meds.
all the redguards I encountered looked like the deepest jungle ******, I don't remember basically any of those in the original game.
That's crazy. Anyway like I said no one's race was changed.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by rusty_shackleford »

Vergil wrote: April 25th, 2025, 20:45
rusty_shackleford wrote: April 25th, 2025, 20:38
Vergil wrote: April 25th, 2025, 20:12
They didn't alter the NPC races at all. Please take your meds.
all the redguards I encountered looked like the deepest jungle ******, I don't remember basically any of those in the original game.
That's crazy. Anyway like I said no one's race was changed.
He was referring to race in terms humans actually use, not people who spend 20 hours a day on UESP wiki

None of the redguards look like berbers anymore, to make a berber you probably have to pick imperial and up the skintone slider
Last edited by rusty_shackleford on April 25th, 2025, 20:58, edited 2 times in total.
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Post by Envergence »

The only racial ****-ups (which were also present in the original game, and even in Skyrim) were elves, such as some with Bosmer names being Dunmer or Altmer in error. Could argue the Imperials who were voiced by the Breton fellow, too, but that's less egregious.
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Post by Mordred »

rusty_shackleford wrote: April 25th, 2025, 20:52
Vergil wrote: April 25th, 2025, 20:45
rusty_shackleford wrote: April 25th, 2025, 20:38


all the redguards I encountered looked like the deepest jungle ******, I don't remember basically any of those in the original game.
That's crazy. Anyway like I said no one's race was changed.
He was referring to race in terms humans actually use, not people who spend 20 hours a day on UESP wiki

None of the redguards look like berbers anymore, to make a berber you probably have to pick imperial and up the skinetone slider
This.

The new "redguards" are all deep black full on degeneate *******.

in og by far not all of them looked like that
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Post by Envergence »

Oh no, the nogs look even more like nogs thanks to the power of modern graphics.
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Post by Mordred »

this has nothing to do with modern graphics.