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.
On a scale from 1 to 10, how likely does this make it that old Oblivion mods will eventually become compatible with the remaster?
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.
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.
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.
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
no modding allowed
Normally Bethesda relies on mods to make their games playable. So this is a big change
That doesn’t make any sense.
Edit: you can downvote me all you want. That’s not how game engines work.
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.