Sujet : Re: The Elder Scrolls Oblivion Remastered is now available
De : rridge (at) *nospam* csclub.uwaterloo.ca (Ross Ridge)
Groupes : comp.sys.ibm.pc.games.actionDate : 24. Apr 2025, 16:00:17
Autres entêtes
Organisation : A noiseless patient Spider
Message-ID : <vudjm1$1opee$2@dont-email.me>
References : 1 2
User-Agent : trn 4.0-test77 (Sep 1, 2010)
Spalls Hurgenson <
spallshurgenson@gmail.com> wrote:
Despite the game selling like gangbusters, I think this might
ultimately doom this version to becoming an also-ran when compared to
the older editions. Modding is the heart-and-soul of Bethesda RPGs,
and the biggest reason to play their janky games over other, better
titles. Without mods, the game just won't have the lifespan of the
older games.
Despite modding not being officially supported, many old Oblvion mods
work anyways. That's because it's the same Oblivion game engine under the
hood, except the graphics part has been replaced by Unreal 5. Any mod
that doesn't use the Oblivion script extender and doesn't change the
graphics files should just work. The original game didn't officially
support the script extended either, and Unreal's graphics formats aren't
a secret, so effectively support for mods isn't really different than
in the original game.
It shouldn't be too long before someone creates a script extender
for the remastered game, and more importantly, a mod manager for it.
Any still relevant and highly popular graphics mods should get ported
over, including the all important "nude mod". Ultimately, there's nothing
much stopping modding scene from being as a big part of the remastered
game as the original. Well, other than the fact that this is still a
20 year old game and the old generation of modders that created all the
old Obvlivion mods have moved on.
-- l/ // Ross Ridge -- The Great HTMU[oo][oo] rridge@csclub.uwaterloo.ca-()-/()/ http://www.csclub.uwaterloo.ca:11068/ db //