this post was submitted on 24 Apr 2025
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[–] simple@lemm.ee 90 points 4 days ago (11 children)

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 18 points 4 days ago (5 children)

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

[–] Codilingus@sh.itjust.works 15 points 4 days ago* (last edited 3 days ago) (5 children)

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.

[–] Poopfeast420@discuss.tchncs.de 28 points 4 days ago* (last edited 4 days ago) (1 children)

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

[–] Codilingus@sh.itjust.works 6 points 4 days ago

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

[–] GeneralEmergency@lemmy.world 12 points 4 days ago

no modding allowed

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

[–] homicidalrobot@lemm.ee 6 points 4 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.

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 3 points 4 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.

[–] deegeese@sopuli.xyz 10 points 4 days ago (1 children)

Gameplay mods are fine, graphics mods need rewriting.

[–] deadcream@sopuli.xyz 5 points 4 days ago

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

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

[–] mic_check_one_two@lemmy.dbzer0.com 7 points 3 days ago* (last edited 3 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.

[–] Glytch@lemmy.world 3 points 4 days ago

Depends on the mod maker but 8-10

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[–] RaoulDook@lemmy.world 40 points 4 days ago (2 children)

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 47 points 4 days ago (7 children)

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

[–] kata1yst@sh.itjust.works 36 points 4 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.

[–] spankmonkey@lemmy.world 9 points 4 days ago* (last edited 4 days ago) (5 children)

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.

[–] jerkface@lemmy.ca 8 points 4 days ago (5 children)
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[–] Wahots@pawb.social 3 points 4 days ago

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

[–] shadowedcross@sh.itjust.works 3 points 4 days ago

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.

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[–] givesomefucks@lemmy.world 3 points 4 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.

[–] RaoulDook@lemmy.world 2 points 4 days ago

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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[–] DannyBoy@sh.itjust.works 19 points 4 days ago (5 children)

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

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[–] LucidNightmare@lemm.ee 30 points 4 days ago (10 children)

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!

[–] Zero22xx@lemmy.blahaj.zone 5 points 4 days ago

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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[–] BreadOven@lemmy.world 21 points 3 days ago (1 children)

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

[–] javiwhite@feddit.uk 10 points 3 days ago (1 children)

'Hey, you, You're finally awake'

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[–] ArchmageAzor@lemmy.world 12 points 3 days ago (2 children)

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.

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.

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.

[–] Kolanaki@pawb.social 7 points 4 days ago

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.

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