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TES Oblivion Remastered

For discussing role-playing video games, you know, the ones with combat.
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Post by Valter »

Vergil wrote: April 24th, 2025, 00:46
The effects for when you collect ingredients is kinda weird. It has a cartoony "bounce" look to it and some things just straight up disappear after being collected instead of leaving behind remnants. Not really major but it is a little strange looking and caught me off guard when I started picking mushrooms in the tutorial cave.

Other effects like flames and blood also give me a cartoony feel. Very Avowed-core
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Post by Vergil »

RangerBoo wrote: April 24th, 2025, 00:48
I recall Todd telling people who were unable to play Starfield on anything lower than a RTX 40 series card to; "Just get a better PC".
When I stepped out of the sewer to look at the beautiful brown landscape in blistering 18fps that guy asking Todd why he didn't optimize Starfield for PC repeated in my head like a mantra of madness in a Lovecraft story.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Tangerine »

Tinky Winky wrote: April 24th, 2025, 00:48
Roguey wrote: April 23rd, 2025, 11:04
Tinky Winky wrote: April 23rd, 2025, 08:40
Try focusing on the main quest only, easier to play this way. You can get more than enough of gold without even doing any side quest actually.
There are a a couple of parts where Cosades refuses to let you continue the main quest until you're at least level 4/6, so you do have to do some side content.
Late reply but you only need enough gold and trainers to level up and it's more convenient to just loot everything for gold likes a n- you are rather than doing side quests.
You're allowed to say n'wah.
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Post by Trickster »

Reichspepe wrote: April 24th, 2025, 00:42
The_Mask wrote: April 24th, 2025, 00:17
Roguey on suicide watch:


Redditor claims they censored the female huntsman vest in Oblivion Remastered.
Image Image
The new one looks much better imo. The thing that pisses me off is the reason they changed it, which we all know what it is.

What pisses me off more is Reddit's classic soy-fueled woke meltdown over this post!
'How DARE you want female characters to be attractive in games?! Men must be mentally castrated, emasculated homo amoebas — just as feminism intended! You...you COOMER!'
(said the people who built their entire ideology around sexual deviancy)"

Last edited by Trickster on April 24th, 2025, 01:05, edited 3 times in total.
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Post by LemonDemonGirl »

Is the dialogue still ****** up?
I hate the Antichrist!
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Post by Statesman »

Vergil wrote: April 23rd, 2025, 20:14
rusty_shackleford wrote: April 23rd, 2025, 20:10
Morrowind already has OpenMW, anything they'd make would be worse.
OpenOblivion any day now...
OpenMW can technically load Oblivion/Fallout 3-4/Skyrim assets, but not in a truly playable state atm. Support for newer Bethesda games is goal on the back burner of their development team (so 5-10 years volunteer-wise).

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Post by Vergil »

Statesman wrote: April 24th, 2025, 01:07
Vergil wrote: April 23rd, 2025, 20:14
rusty_shackleford wrote: April 23rd, 2025, 20:10
Morrowind already has OpenMW, anything they'd make would be worse.
OpenOblivion any day now...
OpenMW can technically load Oblivion/Fallout 3-4/Skyrim assets, but not in a truly playable state atm. Support for newer Bethesda games is goal on the back burner of their development team (so 5-10 years volunteer-wise).

I know but I mean like, playable playable
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 »

Reimplementing oblivion in openmw would probably make a better game tbh
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Post by Vergil »

rusty_shackleford wrote: April 24th, 2025, 01:10
Reimplementing oblivion in openmw would probably make a better game tbh
No probably about it.
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 24th, 2025, 01:10
rusty_shackleford wrote: April 24th, 2025, 01:10
Reimplementing oblivion in openmw would probably make a better game tbh
No probably about it.
To be clear, I meant better than oblivion, not the remaster.
The features it does need could be added, but a lot of the new stuff wasn't an improvement.
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Post by Tangerine »

Statesman wrote: April 24th, 2025, 01:07
Vergil wrote: April 23rd, 2025, 20:14
rusty_shackleford wrote: April 23rd, 2025, 20:10
Morrowind already has OpenMW, anything they'd make would be worse.
OpenOblivion any day now...
OpenMW can technically load Oblivion/Fallout 3-4/Skyrim assets, but not in a truly playable state atm. Support for newer Bethesda games is goal on the back burner of their development team (so 5-10 years volunteer-wise).

There's something about how the exterior looks I like better in that video than I do in vanilla Skyrim. Maybe it's the lighting?
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Post by Roguey »

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.
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Post by Vergil »

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.
*Morrowind
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 »

Tangerine wrote: April 24th, 2025, 01:17
Statesman wrote: April 24th, 2025, 01:07
Vergil wrote: April 23rd, 2025, 20:14

OpenOblivion any day now...
OpenMW can technically load Oblivion/Fallout 3-4/Skyrim assets, but not in a truly playable state atm. Support for newer Bethesda games is goal on the back burner of their development team (so 5-10 years volunteer-wise).

There's something about how the exterior looks I like better in that video than I do in vanilla Skyrim. Maybe it's the lighting?
Upon hearing of the loss, John Carmack, according to reliable industry accounts, was so distraught that he pounded his fists against the walls of his office, repeatedly shouting:
Tim Sweeney, give me back my hard shadows!
Soft shadows look terrible most of the time.
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Post by Roguey »

Morrowind may have been multiplatorm and arguably easier to get into than Daggerfall, but I wouldn't say it was casual. Lot of people got lost on their way to Caius Cosades, it also wasn't an action game despite controlling like one, everything dependent on RNG. Can't guzzle healing potions from your inventory like you can in Oblivion/Skyrim, just one that heals you over time.
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Post by Statesman »

Vergil wrote: April 24th, 2025, 01:20
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.
*Morrowind
*Battlespire

Morrowind was technically a return to form :knight:
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Post by Vergil »

Roguey wrote: April 24th, 2025, 01:25
Morrowind may have been multiplatorm and arguably easier to get into than Daggerfall, but I wouldn't say it was casual. Lot of people got lost on their way to Caius Cosades, it also wasn't an action game despite controlling like one, everything dependent on RNG. Can't guzzle healing potions from your inventory like you can in Oblivion/Skyrim, just one that heals you over time.
Someone post the 2003 Daggerboomer post
I'm just stating the facts.
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Post by Rand »

So far, every old bug or mistake I have looked up that was fixed in the UOP I can find un-fixed in the current oblivion.esm data file.
I haven't done a deep dive into leveled items because it's a bit of a pain in the *** to manually look up leveled lists, but I see the same old LVLI (leveled item) entries in the bandit and marauder NPC inventories.
Which would seem to indicate that when you get to high enough level, a group of bandits camped out by the road could all be using glass or daedric weapons and armor.

I'm going to look at the weapon data next. As I recall, there were a bunch of bows with the range stat set to zero that caused a lot of issues. I'm going to bet they're still there.
Oh, and I forgot to look up the level 20+ finger of the mountain to see where it was using auto-calc to make it cost like 2000+ mana (impossible number to get without console cheats). But I bet it is.
Last edited by Rand on April 24th, 2025, 04:26, edited 1 time in total.
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Post by rusty_shackleford »

Rand wrote: April 24th, 2025, 04:25
So far, every old bug or mistake I have looked up that was fixed in the UOP I can find un-fixed in the current oblivion.esm data file.
I haven't done a deep dive into leveled items because it's a bit of a pain in the *** to manually look up leveled lists, but I see the same old LVLI (leveled item) entries in the bandit and marauder NPC inventories.
Which would seem to indicate that when you get to high enough level, a group of bandits camped out by the road could all be using glass or daedric weapons and armor.

I'm going to look at the weapon data next. As I recall, there were a bunch of bows with the range stat set to zero that caused a lot of issues. I'm going to bet they're still there.
Oh, and I forgot to look up the level 20+ finger of the mountain to see where it was using auto-calc to make it cost like 2000+ mana (impossible number to get without console cheats). But I bet it is.
Worth noting that I don't think it's using the script VM, but I can't tell for certain. I think they might have converted the scripts to blueprint, likely using some tool.
Again, not certain, but that would mean it's just using data definitions from the ESM files.
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Post by Rand »

They are using the old scripting, however they are doing so.

I jumped the gun on this part. See comment further down. It's identical to the last Bethesda patch byte for byte.
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.
Last edited by Rand on April 24th, 2025, 05:07, edited 1 time in total.
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Post by rusty_shackleford »

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?
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Post by Rand »

Oh, wait. My mistake.
I just checked.

They did not add all the DLC scripts into oblivion.esm.

I had forgotten that a bunch of them were already in there before they finished the DLC as separate CDs.

Anyway, oblivion.esm from the last patch Bethesda ever did and the oblivion.esm that I was give here from the remaster (or so I was told) are byte-wise identical.

EVERY bug and mistake and typo that the unofficial patches fixed are present in the remake's data files.
Last edited by Rand on April 24th, 2025, 05:17, edited 3 times in total.
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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?
Not necessarily. It's pretty easy to do so with a hex editor and the data file definitions from 20 years ago. They all seem the same. At least the simple data formats.
LAND and TLOD and DIAL, for examples, are much harder to manually manipulate and not **** them up so it crashes.
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Post by Rand »

Even the old VA direction from the writers to the sound recording people is in there:
Image
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Post by wndrbr »

Speaking of the OG Oblivion. What are the best levelling mods out there? I assume Oscuro's overhaul is outdated, and there are better options available nowadays.
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Post by Vergil »

wndrbr wrote: April 24th, 2025, 04:53
Speaking of the OG Oblivion. What are the best levelling mods out there? I assume Oscuro's overhaul is outdated, and there are better options available nowadays.
https://www.nexusmods.com/oblivion/mods/50237
Alongside the recommended mods in the description
Image

EDIT: Also I personally use a mod to get rid of the training limit per level restrictions so it's more like Morrowind. The same mod author as Ascension also has a mod that instead of uncapping it makes your unused training sessions roll over into the next level which is a handy middle ground too.
https://www.nexusmods.com/oblivion/mods/50101
Last edited by Vergil on April 24th, 2025, 05:03, edited 1 time in total.
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Post by Rand »

wndrbr wrote: April 24th, 2025, 04:53
Speaking of the OG Oblivion. What are the best levelling mods out there? I assume Oscuro's overhaul is outdated, and there are better options available nowadays.
Assuming you are talking about attribute increases via character levelling...

I looked into them long ago and decided that they were all more trouble than they were worth.

I just use this simple "+5 points per attribute choice" mod now and concentrate on having fun doing stuff without thinking about it.
https://f.rpghq.org/wxBwTIn7eBFA.zip?n= ... Source.zip

The version I link here was originally made by someone called Falconhurst, but it's dead simple and I could make it myself in 5 minutes, tops.
► Show Spoiler
All it does is change the gamesettings (GMST) for skill increase totals from 1 to 9 to all result in a 5 point increase.
(It doesn't bother with 10, because that's already a 5.)
Last edited by Rand on April 24th, 2025, 05:11, edited 2 times in total.
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Post by Rand »

I like Francesco's Leveled Creatures & Items Mod myself.
It makes the world not all level with you.
Some areas are super dangerous if you go there under levelled.
Whereas places like Vilverin and the Imperial Sewers are intended for low level players and you will not find epic heroes and elder vampires slumming around in there for no reason.
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Post by Vergil »

It has it's moments. Not enough to justify how **** it runs but still, this did captivate me a bit.
Image
I'm just stating the facts.
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Post by Rand »

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.)
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