21 points

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

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10 points

‘Hey, you, You’re finally awake’

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2 points
*

spinning intensifies because I’m running a vanilla version of the original

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11 points

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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12 points

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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4 points

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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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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92 points

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.

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18 points

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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6 points
*

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 points
*

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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4 points

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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6 points

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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3 points

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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29 points
*

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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11 points

no modding allowed

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

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7 points

and no modding allowed

Uh, ok, that’s a no for me.

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9 points

Gameplay mods are fine, graphics mods need rewriting.

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4 points

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

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8 points

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

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3 points

Depends on the mod maker but 8-10

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-40 points
*

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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8 points

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.

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34 points

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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25 points
*

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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12 points

Wish they gave us a button to switch to old mode

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18 points

Which part doesn’t make sense?

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10 points

Please enlighten us, o experienced one

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6 points

I was flabbergasted too but it’s real

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9 points

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.

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4 points

Tell that to the Halo Anniversary games.

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3 points

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

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40 points

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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49 points

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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38 points

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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9 points
*

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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3 points

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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3 points

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

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1 point

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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8 points

I mean we had that

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3 points

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.

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2 points

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

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1 point

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

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2 points

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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19 points

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

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1 point

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

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13 points
*

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

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1 point

Wat

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