• simple@lemm.ee
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    23 days ago

    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@feddit.nu
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      23 days ago

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

      • mic_check_one_two@lemmy.dbzer0.com
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        22 days ago

        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.

      • Codilingus@sh.itjust.works
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        22 days ago

        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.

        • mic_check_one_two@lemmy.dbzer0.com
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          22 days ago

          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.

        • Kingofthezyx@lemm.ee
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          23 days ago

          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.

        • Poopfeast420@discuss.tchncs.de
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          23 days ago

          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

        • homicidalrobot@lemm.ee
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          23 days ago

          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.

          • mic_check_one_two@lemmy.dbzer0.com
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            22 days ago

            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.”

    • NocturnalMorning@lemmy.world
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      23 days ago

      That doesn’t make any sense.

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

      • catloaf@lemm.ee
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        23 days ago

        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.

      • deegeese@sopuli.xyz
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        23 days ago

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

        • NocturnalMorning@lemmy.world
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          23 days ago

          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.

  • ssillyssadass@lemmy.world
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    22 days ago

    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.

    • mic_check_one_two@lemmy.dbzer0.com
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      22 days ago

      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.

    • SoleInvictus@lemmy.blahaj.zone
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      22 days ago

      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.

  • LucidNightmare@lemm.ee
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    23 days ago

    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!

    • x00z@lemmy.world
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      23 days ago

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

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

      That’s extremely overpriced.

      • homicidalrobot@lemm.ee
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        23 days ago

        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.

  • RaoulDook@lemmy.world
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    23 days ago

    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.

    • tempest@lemmy.ca
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      23 days ago

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

      • snooggums@lemmy.world
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        23 days ago

        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.

        • Gawdl3y@pawb.social
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          22 days ago

          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.

          • snooggums@lemmy.world
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            22 days ago

            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.

      • kata1yst@sh.itjust.works
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        23 days ago

        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.

      • givesomefucks@lemmy.world
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        23 days ago

        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.

        • DannyBoy@sh.itjust.works
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          23 days ago

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

      • testman@lemmy.ml
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        22 days ago

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

  • 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.

    • moody@lemmings.world
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      23 days ago

      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.