So that's why they call it a remaster.
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1721h

I’ve heard if you look deep enough into the files, you can find a full copy of Skyrim.

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820h

‘Hey, you, You’re finally awake’

ssillyssadass
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921h

I’ve noticed that while playing, actors move exactly the same way that they used to, and the same or very similar bugs will appear.

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1120h

They even left massively obvious bugs intact, like how the magic store in the Imperial City is permanently locked after getting a certain DLC, because the DLC changes the door’s ownership so the shopkeeper can’t unlock it. The given fix is to stealthily break into the shop with lock picks, (which will get you into trouble with the guards if caught), pickpocket the key from the shopkeeper, (which will get you into trouble with the guards if caught), then use that key to open the front door from now on. Because using the key isn’t considered illegal as long as the store is open. So even though the door is still permanently locked, you can just use the key.

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320h

Same! While playing the intro, one of the guards just slid to the right as the emperor power walked through them. I had a good laugh.

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322d

The game is using two engines. One, the original “brain” of Oblivion. Two, the Unreal Engine 5. The “brain” is doing all of the calculations and whatnot behind the veil, the veil is Unreal Engine 5 with all the pretty effects and textures.

Mods are already over 200 on Nexus for a game that just came out two days ago.

As an Oblivion fan, this seems like a buy for me. The only mods I’d need are some of the better vampire mods and maybe a Bag of Holding mod like in the original. Other than that, it looks pretty good!

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11d

I don’t even know how they achieved that ! Do they directly reuse engine code in UE5 CPP? There must have been some porting yo do right ?

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217h

Usually graphics are a one-way street, you can run all the game logic headless and then punt data over to graphics and forget it since the rendering doesn’t affect gameplay

I think that’s how the PS4 version of Shadow of the Colossus worked, they recompiled the PS2 code and just replaced the graphics layer with a newer graphics engine

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112h

That’s so impressive ! I wish I had more insight to this, I’m not a graphic dev nor a game Dev but those things are super interesting

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52d

Yeah this sounds kinda like the same deal as with Fable Anniversary years ago. It also used the original game files wrapped up in the Unreal engine and modding was possible with the original tools.

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22d

As an Oblivion fan, this seems like a buy for me.

Well you’re paying €55 for a graphical update.

That’s extremely overpriced.

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720h

Arrrrr we though?

🏴‍☠️🦜⚓

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112d

If it was just facelifted and made to run on and detect newer hardware and peripherals, I’d agree, but the remaster offers a lot of new flavor to the tune of voice acting, animations, rebalancing of the leveling mechanics, and fixes to ancient bugs like paintbrushes and quests breaking mid-way. Typically not a fan of remasters, but they usually don’t have this much actual work done. Even some of the world objects have been fixed and moved around like the randomly placed giant rocks no longer serrating the gold road.

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219h

€55 is the price for a new game.

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21d

The voice acting alone is worth a lot. Oblivion did not age well in that regard. Not that it was ever great to beginn with…

They did also change some fundamental things about the game beyond just making it look pretty. Movement feels way smoother, plus you can sprint now. Combat is also smoother, with shit actually comboing together fluidly and also not having the stupidly slow Stealth attack animations (stealth and non stealth attack animations are identical now).

I still wouldn’t pay full price for it. Only reason I have it at all is because it’s on GamePass.

However I will say that they succeeded in giving me the same exact experience as playing the original for the first time. “This looks amazing… Too bad it runs like shit 😩” (and honestly, KCD2 looks better while also running better).

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842d

That’s because the old game is still there, it’s internally running the same engine under the hood but with Unreal Engine 5 used for its graphics & rendering.

Coelacanth
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182d

On a scale from 1 to 10, how likely does this make it that old Oblivion mods will eventually become compatible with the remaster?

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5
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With a 10 being “they’re already supported”? Like an 8 or a 9. Some of the graphical mods obviously won’t work, but the gameplay mods often just need some minor tweaking to point to updated file names. The biggest gameplay changes are primarily with the leveling system, so anything that deals with that will need to be overhauled.

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18
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I read a Steam review that in the EULA it says there’s anticheat and no modding allowed. Not sure how that will play out.

Edit: It looks like ‘no modding’ is a standard cover your own ass policy, for Bethesda. Modding is good to go, they don’t really care.

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320h

There are already hundreds of mods for it, and Vortex works fine with it. The manual modding process is slightly different, but that’s only because there’s no launcher to select your active files or load order; You need to manually specify that in a .txt file. But Vortex can already edit that .txt file automatically, so you can just change your load order in that.

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I checked, and the stuff about modding is true (you can read the EULA directly on the Steam Store page), however the Skyrim Anniversary EULA says you can only use editors or tools by Bethesda or Zenimax to make mods (if I read that correctly). I don’t think anyone really cares in Skyrim, and I don’t think anybody will care with Oblivion

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62d

Oh ok, that’s great to know. Sounds more like a cover your own ass, protection for Bethesda then. Thanks!

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102d

no modding allowed

Normally Bethesda relies on mods to make their games playable. So this is a big change

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21d

Bethesda Games Studios does, thankfully they didn’t make the remaster so 🤷

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62d

The EULA also states you MUST report bugs and exploits to zenimax. It’s standard boilerplate. Nobody is enforcing this and there are already over 200 mods up.

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31d

This is almost definitely legal speak for “we ain’t liable”

They don’t care if you mod for game, but they’re not opening themselves up to get sued if you download a mod and it borks your computer.

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72d

and no modding allowed

Uh, ok, that’s a no for me.

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320h

Mods are fully supported. The EULA is just a boilerplate “lol don’t cry about it to us when your Realistic Sex v4.20.69 mod breaks the game.”

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82d

I swear I read that a lot of them already are, just need some minor tweaking if any.

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102d

Gameplay mods are fine, graphics mods need rewriting.

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52d

Remaster has some changes to leveling and combat, so mods that touch this will need to be updated for remaster.

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32d

Depends on the mod maker but 8-10

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-38
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That doesn’t make any sense.

Edit: you can downvote me all you want. That’s not how game engines work.

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81d

That is, in fact, how game engines work, if the game logic and renderer are decoupled. Usually they’re not too tightly coupled in the first place, but Unreal is specifically designed to be used in more than just games.

Destide
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332d

Frontend UE5 Backend Gamebyro

If you have the logic to move a square on the screen it’ll work in UE5,Unity etc you just need to map it

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It’s the same thing we saw with Halo CE Anniversary on the Xbox 360.

Edit:

you can downvote me all you want. That’s not how game engines work.

Just so we’re clear, that edit wasn’t there when I made this comment. Bro edited in a double-down even after getting real-world examples that are over thirteen years old. It takes a crazy kind of confidence to stare reality in the face and say, “Nah, I don’t like that, so it doesn’t exist.”

Halo CEA used the original Blam Engine as a backend and Sabre’s engine in the frontend, it just made the new rendering engine toggleable. Sonic Colors Ultimate did the same thing, too: the backend is the Hedgehog engine and the frontend is Godot.

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122d

Wish they gave us a button to switch to old mode

Cloudless ☼
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182d

Which part doesn’t make sense?

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102d

Please enlighten us, o experienced one

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72d

I was flabbergasted too but it’s real

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102d

Yeah, I read up on it a bit after making this comment. Kinda crazy that they were able to get Unreal graphics to render as the so called “front-end”. Definitely can’t do that out of the box.

SuiXi3D
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52d

Tell that to the Halo Anniversary games.

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22d

Which published games have you worked on, and what would preclude those from using separate engines for gameplay and graphics?

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182d

lol, Todd sold you Oblivion again

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102d

This is no Skyrim anniversary edition lol

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21d

Selling Skyrim yet agan would be too much. Todd said that they need to go for something less obvious this time.

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382d

Well that’s not too surprising, when the original game’s installer files are only about 5-6 GB in total, and the remaster requires 120GB of space. They probably have a couple copies of Fallout in there too just for bloat.

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462d

I mean I’m pretty sure the massive game sizes we see today are almost exclusively caused by high res textures and assets.

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382d

Bethesda was notorious back in the day for using uncompressed textures. Not lossless textures, just fully uncompressed bitmaps. One of the first mods after every game release just compressed and dynamically decompressed these to get massive improvements in load times and memory management.

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I look forward to the day that game companies start making hi res textures an optional part of the installation. I don’t need all of the textures used for 4k when I’m running in 1440p High. They are just wasted space on the hard drive.

For the user interface they can easily inform the user which options are restricted if they don’t install the textures.

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121h

Texture resolution doesn’t map to screen/render resolution like that. Depending on the object, its mesh, the physical size (dimensions) of the in-game object, and how close your player view/camera is to it, you can absolutely see a clear difference between 2k and 4k textures for the object, even when the game is rendering at 720p or lower.

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220h

That is correct, it isn’t an exact scaling for every single texture yo the setting which is why I said I don’t need most hi res textures at a lower resolution. Many his res textures are not used at all on lower settings even if some are, and the developers would know wbich are needed and which are not.

Shadowedcross
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32d

There are games that do that, often called something like “high resolution texture pack”. People usually recommend against downloading them, because any potential increase in quality is usually met with severe performance or load time issues.

Jerkface (any/all)
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82d

I mean we had that

snooggums
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12d

We did?

ℍ𝕂-𝟞𝟝
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72d

Whole bunch of games you could select texture quality on install back in the days when games came on CDs.

snooggums
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12d

I must have missed them!

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42d

On some games, like Fallout 4, the “HD” textures are free DLC. I don’t know why we can’t just do that for most games.

Jerkface (any/all)
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22d

Yeah, I also remember some games allowing you to choose compressed or uncompressed textures when they first started to be supported by new cards

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32d

Many already do, Kingdom Come: Deliverance is one that immediately comes to mind.

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32d

More importantly it was limited by physical media back then.

Like, DVD level physical media, there was a hard limit for everyone, so there was a huge focus on optimization to save space

Now that almost all games are downloaded, they can be as huge as they want. So optimizing for file size is often the first place that gets cut. You might not keep a huge game installed, but it’s rare to avoid buying a game due to file size.

I Cast Fist
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22d

Which sucks for anyone that doesn’t have a 8GB+ GPU. I’m fine with 1024x1024 textures, I don’t need or want higher res textures, I want good framerates

snooggums
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12d

You can usually set that in game although the settings are usually vague (low, med, high, ultra, etc.)

I Cast Fist
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21d

I don’t need nor want to download the damn files in the first place. Most games won’t allow me to delete them either

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22d

That’s what they want you to think. In reality they just stopped trying to be efficient with storage because of Internet delivery vs DVD size limits. They probably didn’t even try middle-out compression!

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172d

The entirety of Fallout: New Vegas is playable from an arcade machine in game.

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12d

Pretty fucked if true, since they fucked the devs of New Vegas.

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Unfortunately semiconductors haven’t been invented in the Elder Scrolls universe so no arcade machines which means this is a lie.

snooggums
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32d

magic

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72d

Arcane Machine

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12d

Wat

It straight up uses a mix of UE5 and the original GameBryo. Right down to bugs still unfixed in the current version of the OG oblivion. The ESM and ESP files are even 1:1 identical.

It made me wonder if I could load up a mod that just adds a new NPC made with the original editor but in the new game. I just don’t remember how, exactly, to manually load the .esp file via adding a line to one of the files.

HubertManne
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32d

Have you seen any of the ads? Are the graphics that well updated?

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62d

The game looks way better than the original. I’ve only seen a stream of it, but literally everything is improved, at least visually. Better meshes and much better lighting everywhere.

HubertManne
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22d

thanks. I did not even think to check out some streams. going to as the gameplay and mechanics are great so new graphics would be huge. I have not finished any of their games since like one because there is so much to do.

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