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Oblivion Remastered


AndalayBay

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AndalayBay
3 hours ago, Vorians said:

Well you can't port Oblivion XP if it depends on OBSE, there's no script extension yet in OBSE64. Once OBSE script functions/commands are usable I should think Oblivion XP would be fairly easy to port across since (with one exception) it only contains new records, and only places one object into the game-world.

As it is written right now, it also requires MenuQue. The menus are event driven, so it requires the scripting extensions of MenuQue.

3 hours ago, Vorians said:

As far as I'm aware the UORP as-is is working fine (if stripped back to contain only fixes which are confirmed to do anything in ObRe).

They've had several releases as they figure out what does and doesn't work.

Do you think Bethesda will release a CS?

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Vorians

No, neither will Virtuos. The way they've implemented the UE overlay is, in my opinion, too difficult for them to bother.

All Gamebryo games were developed using in-studio versions of the Construction Set/GECK/Creation Kit, but Virtuous wouldn't have needed such a tool as they weren't building new content, they were merely replacing what is already placed in the world with higher quality meshes and textures, and merging/baking vast amounts of those meshes together into prefabricated chunks of meshes, each containing the land height and all static objects (excluding those with a parent reference) placed within a grid of e.g. 3x3 or 8x8 cells.

A "CS" would need to be able to read those baked meshes, recognise the separate components, allow for moving/removing/adding those components, and then generate a replacement baked mesh. Since no such tool is likely to have been created for Virtuos to create the remaster, I don't see either of them employing programmers to create such a tool now.

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AndalayBay

Yikes. Sounds like the prefab/precombines crap that Fallout 4 has. At least you can rebuild them in the CK.

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