Other effects like flames and blood also give me a cartoony feel. Very Avowed-coreVergil wrote: ↑ April 24th, 2025, 00:46The 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.
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
TES Oblivion Remastered
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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.RangerBoo wrote: ↑ April 24th, 2025, 00:48I 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".
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
You're allowed to say n'wah.Tinky Winky wrote: ↑ April 24th, 2025, 00:48Late 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.Roguey wrote: ↑ April 23rd, 2025, 11:04There 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.Tinky Winky wrote: ↑ April 23rd, 2025, 08:40Try 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.
Reichspepe wrote: ↑ April 24th, 2025, 00:42The 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.The_Mask wrote: ↑ April 24th, 2025, 00:17Roguey on suicide watch:
Redditor claims they censored the female huntsman vest in Oblivion Remastered.![]()
![]()
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.
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).Vergil wrote: ↑ April 23rd, 2025, 20:14OpenOblivion any day now...rusty_shackleford wrote: ↑ April 23rd, 2025, 20:10Morrowind already has OpenMW, anything they'd make would be worse.
I know but I mean like, playable playableStatesman wrote: ↑ April 24th, 2025, 01:07OpenMW 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).Vergil wrote: ↑ April 23rd, 2025, 20:14OpenOblivion any day now...rusty_shackleford wrote: ↑ April 23rd, 2025, 20:10Morrowind already has OpenMW, anything they'd make would be worse.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
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Reimplementing oblivion in openmw would probably make a better game tbh
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No probably about it.rusty_shackleford wrote: ↑ April 24th, 2025, 01:10Reimplementing oblivion in openmw would probably make a better game tbh
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
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To be clear, I meant better than oblivion, not the remaster.Vergil wrote: ↑ April 24th, 2025, 01:10No probably about it.rusty_shackleford wrote: ↑ April 24th, 2025, 01:10Reimplementing oblivion in openmw would probably make a better game tbh
The features it does need could be added, but a lot of the new stuff wasn't an improvement.
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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?Statesman wrote: ↑ April 24th, 2025, 01:07OpenMW 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).Vergil wrote: ↑ April 23rd, 2025, 20:14OpenOblivion any day now...rusty_shackleford wrote: ↑ April 23rd, 2025, 20:10Morrowind already has OpenMW, anything they'd make would be worse.
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.Vaako wrote: ↑ April 24th, 2025, 00:14If 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.
*MorrowindRoguey wrote: ↑ April 24th, 2025, 01:19Oblivion 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.Vaako wrote: ↑ April 24th, 2025, 00:14If 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.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
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Tangerine wrote: ↑ April 24th, 2025, 01:17There's something about how the exterior looks I like better in that video than I do in vanilla Skyrim. Maybe it's the lighting?Statesman wrote: ↑ April 24th, 2025, 01:07
Soft shadows look terrible most of the time.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!
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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.
*BattlespireVergil wrote: ↑ April 24th, 2025, 01:20*MorrowindRoguey wrote: ↑ April 24th, 2025, 01:19Oblivion 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.Vaako wrote: ↑ April 24th, 2025, 00:14If 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.
Morrowind was technically a return to form
Someone post the 2003 Daggerboomer postRoguey wrote: ↑ April 24th, 2025, 01:25Morrowind 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.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
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.
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.
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.
Reject your retarded-wing political programming and learn to think.
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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.Rand wrote: ↑ April 24th, 2025, 04:25So 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.
Again, not certain, but that would mean it's just using data definitions from the ESM files.
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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.
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.
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.
Reject your retarded-wing political programming and learn to think.
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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?Rand wrote: ↑ April 24th, 2025, 04:38They 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.
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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.
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.
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.
Reject your retarded-wing political programming and learn to think.
If you can.
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.rusty_shackleford wrote: ↑ April 24th, 2025, 04:40My 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?Rand wrote: ↑ April 24th, 2025, 04:38They 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.
LAND and TLOD and DIAL, for examples, are much harder to manually manipulate and not **** them up so it crashes.
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.
Reject your retarded-wing political programming and learn to think.
If you can.
Even the old VA direction from the writers to the sound recording people is in there:


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.
Reject your retarded-wing political programming and learn to think.
If you can.
https://www.nexusmods.com/oblivion/mods/50237wndrbr wrote: ↑ April 24th, 2025, 04:53Speaking 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.
Alongside the recommended mods in the description

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.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
Assuming you are talking about attribute increases via character levelling...wndrbr wrote: ↑ April 24th, 2025, 04:53Speaking 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.
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
(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.
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.
Reject your retarded-wing political programming and learn to think.
If you can.
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.
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.
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.
Reject your retarded-wing political programming and learn to think.
If you can.
It has it's moments. Not enough to justify how **** it runs but still, this did captivate me a bit.


I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
Did you get ambushed by the Uderfrykte Matron near there yet?Vergil wrote: ↑ April 24th, 2025, 05:08It has it's moments. Not enough to justify how **** it runs but still, this did captivate me a bit.
![]()
(It's an unlisted quest that doesn't show in the journal.)
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.
Reject your retarded-wing political programming and learn to think.
If you can.

