The Elder Scrolls

Imagine not being able to read the American language that the Bible was written in. How will you speak to Jesus when he comes back if you don't know his language?
If I said "Their games will crash", which is implied here, would you have a comeback? I don't think so.
There is two kinds of people: Those who still can't mod Bethesda games in the year of our lord John Oliver 2015 + 10, even with dedicated tutorials and videos, and those that do. If your game crashes after installing one simple combat overhaul mod, then you have a skill issue or you're running a shitty toaster.
If graphics are that important to you, you will not be able to make OG Oblivion as pretty as the remaster is.
Problem is, the demaster doesn't even look all that good. It's not about the polygon count, none of that matters when you lack a unified artistic direction and don't understand what people liked in the original game. Everything I am currently seeing from the demaster shows me that it's nothing more than UE5 slop with AI upscaling, nothing more. You can easily make the original game look much better with less polygons, those that unironically enjoy the soulless UE5 graphics have absolutely no taste.
The crashing is caused by Weapon Debris which has a fix.
That must have been it, altho I still remember some new problem that Next Gen update introduced with FPS that the original game simply didn't have/was fixed by modders.
 
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I do not understand what you mean, because this remaster is basically a graphics mod of the original game that literally makes it "something else" in a more drastic way, with a few gameplay fixes baked in.

I can't imagine playing vanilla Oblivion "the way it was intended", I'd rather have a CTD every 4 hours.
The Oblivion remaster is official, though, and I assume some people involved with the original signed off on the updates.
I've always hated community content because most people in the community are retarded. If it's not technical issues with their limited testing, it's stuff like (in the case of TES mods) dependency hell with a prerequisite for a prerequisite for a prerequisite for a prerequisite being hosted only on a MEGA account that got banned 2 years ago for CP trafficking, and things being rolled up together that I would rather separate.

As far as "the way it's intended," I want to play the game I was sold. If it doesn't stand up, it's trash and I don't want to go through the trouble of making it something unrecognizable so I can salvage a souffle out of a broken egg/turd mixture.
 
That must have been it, altho I still remember some new problem that Next Gen update introduced with FPS that the original game simply didn't have/was fixed by modders.
Thankfully I never updated to the NG version, every new thing I learn about it the worse it becomes.
 
As far as "the way it's intended," I want to play the game I was sold. If it doesn't stand up, it's trash and I don't want to go through the trouble of making it something unrecognizable so I can salvage a souffle out of a broken egg/turd mixture.
I really do not understand why you are playing Bethesda games then, since that is what the community has been doing since Morrowind.
 
I really do not understand why you are playing Bethesda games then, since that is what the community has been doing since Morrowind.
This is actually the first time I've played a TES game without stopping an hour in and becoming a murderhobo. The story and acting are dumb, but I like the busywork. Even breaking back into my cell was neat.
The Elder Scrolls IV_ Oblivion Remastered   4_25_2025 4_55_49 AM.webp
 
Fallout 4 can barely handle itself let alone mods
My point exactly, you can't even run London without all the unofficial script extenders, doohickeys and other community fixes. Of course, this is still about as far as we can take Fallout 4 modding at this point in time without new software or some new breakthru, this is why all these major projects for Fallout 4 are limping along without much progress, not necessarily because the developers are lazy. There is a big tech bottleneck here, that's not to say how modding in Fallout 4 in general is a pain in the ass, what with precombines and what not. New Vegas, Fallout 3, Oblivion don't have that problem. Honestly, at this point most people are either better off making a new original project they can profit from or go back to modding Fallout New Vegas. There is some impressive new tech that evolved over the years, Frontier was partly a tech demo despite how awful it was.
Funny how working backwards and porting over features into Morrowind seems to be making more progress than new tech on the latest engine, well latest unless you count Starfield modding which is dead in the water.
Thankfully I never updated to the NG version, every new thing I learn about it the worse it becomes.
Oh boy, don't get me started. Here, have a video summary
Best part? This was around the time TV show came out and more people were playing Fallout 4 than since launch. Oh, and this update was so shitty that it delayed launch of London, something that pissed off the fanbase almost as much as the dogshit Amazon made.
What was actually NEW in the Next Gen update? Well, you got a few free paid mods that are absolutely broken, unbalanced and worthless. Oh, and some Halloween decorations, as if it wasn't obvious that this was just an update they had sitting around for months. The update itself came out in Spring:
Trigger Warning: British

In short, it was like the Skyrim "Anniversary" updates but much worse. Only silver lining here is that it didn't split the existing modding base like with Skyrim since most people still stuck to the older builds.
 
it's stuff like (in the case of TES mods) dependency hell with a prerequisite for a prerequisite for a prerequisite for a prerequisite being hosted only on a MEGA account that got banned 2 years ago for CP trafficking, and things being rolled up together that I would rather separate.
Lmao so true, this was my experience with Skyrim, the ammount of autism to just put 3 things in my game was just too much for me, im so used to the modding scenes of other games of: see a mod, slap that shit and move on


I really do not understand why you are playing Bethesda games then, since that is what the community has been doing since Morrowind.
There's a difference THOUGH, 90% of a modern bethesda game mod lists is just fixing shit, and the other is actually adding more content, morrowind modlists are: add more content to expand and keep enjoying the already mechanically competent game with perhaps a few tweaks, post morrowind is like 80 mods doing basic fixes that should have been done by the same developers on release, there are good ones but the bulk of the modding list is just to fix basic annoying garbage like the UI, quest breaking bugs, flags that dont trigger or unfuck the unofficial patch because the nigger that made it is a faggot.
 
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This isn't what I was looking for, but proof of concept: Fallout 4 and every other Bethesda game in-between running in Morrowind
https://www.youtube.com/@PetrMikheev/videos https://www.youtube.com/@capocat/videos Totally not the same engine
Those are two OpenMW developers showing what their hard work on OpenMW can do, not Morrowind.
So, my original point still stands: Yes, the engine is pretty much the same all the way from Morrowind to Fallout 4, if you can easily port/backport assets AND recreate features of later iterations into Morrowind. I will only argue that Starfield brought any real innovation within the engine, and still it's "too little too late" and definitely not enough improvements to make the game's core concepts work.
Its OpenMW not Morrowind, everything you showed is OpenMW. You do realize its a brand new game engine written from scratch, and its exactly what I said before where the later game support is separate from the Morrowind support. You have zero understanding of the engine at all if you think its just as easy as loading files. Oblivion uses ESM4 vs ESM3 from Morrowind, completely different format and is not compatible, which is why OpenMW had to write a whole new ESM loader and has to re-implement every ESM4 feature separately from the Morrowind stuff, and is only capable of loading cells and rendering statics (incorrectly) and broken NPCs. The videos from cc9cii are done in a separate fork of an old version of OpenMW where he worked more on later game support, and that got partially merged upstream into OpenMW.

It has completely different shaders for later games because guess what they aren't the same, Morrowind didn't even use shaders for anything other than the pixel water. Oblvion uses a different NIF version, and Skyrim a different version again with a bunch of custom additions made by Bethesda. You cannot load Morrowind meshes in Skyrim without a conversion step in between, much like how you cannot load Skyrim meshes in Morrowind (Morrowind, not OpenMW) without a conversion step. If you think Starfield is the first time they made a substantial change to the engine then its not even worth arguing with you because you clearly don't know what you are talking about. Just give me tophats.
 
If you think Starfield is the first time they made a substantial change to the engine then its not even worth arguing with you because you clearly don't know what you are talking about. Just give me tophats.
It’s typical of /v/ermin to speak authoritatively on subjects they know very little about.
 
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The 4GB patch slows the bleeding, but doesn't stop it. It will still crash, just with 1GB more of headroom than it had before. At high resolutions, it's inevitable. With mods, doubly so.
Without making this into a FNV thread, the issue is the Heap Memory that basically results in a memory leak as a result of being ported from consoles. “A cache with a bad policy is another name for a memory leak”, as one Microsoft Engineer summed it up. There is a mod that basically replaces it the Heap Memory to be more efficient and actually purge the memory of unneeded cells. Suggest anyone modding New Vegas use the Viva New Vegas modding guide.
 
Lmao so true, this was my experience with Skyrim, the ammount of autism to just put 3 things in my game was just too much for me, im so used to the modding scenes of other games of: see a mod, slap that shit and move on
Yeah I can't be bothered any more to spend so many hours trying to mod the game into something fun again, I've moved on to just using Wabbajack modlists that actually function instead of wasting dozens of hours bug fixing or trying to do manual conflict resolutions because mods have so many dependencies that conflict with other dependencies.
 
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Its OpenMW not Morrowind, everything you showed is OpenMW. You do realize its a brand new game engine written from scratch, and its exactly what I said before where the later game support is separate from the Morrowind support. You have zero understanding of the engine at all if you think its just as easy as loading files. Oblivion uses ESM4 vs ESM3 from Morrowind, completely different format and is not compatible, which is why OpenMW had to write a whole new ESM loader and has to re-implement every ESM4 feature separately from the Morrowind stuff, and is only capable of loading cells and rendering statics (incorrectly) and broken NPCs. The videos from cc9cii are done in a separate fork of an old version of OpenMW where he worked more on later game support, and that got partially merged upstream into OpenMW.
If you read my posts, you would see that I watched those videos nearly 10 years ago, hardly reliable. Looking at the description of the older videos, you're right he does use an older version of OpenMW. Still, we all draw from the same well, so to speak. There is still spaghetti code from Morrowind days even in Starfield's version of Creation Engine, to the point that it's harder for new devs to even know what the fuck is going on with it. Only those who worked on it for years truly know. New engine or not, I am still infinitely more impressed with what these devs have done, cc9cii especially, than anything Bethesda has done recently. Especially with this new demake, which wasn't even done by them directly.
Still, if it walks like a duck, looks like a duck, it's a duck. We're still talking about Morrowind here, souped up Morrowind in a new engine but it's still Morrowind. You can call it what you want, everyone will still call it Morrowind at the end of the day.
It has completely different shaders for later games because guess what they aren't the same, Morrowind didn't even use shaders for anything other than the pixel water. Oblvion uses a different NIF version, and Skyrim a different version again with a bunch of custom additions made by Bethesda. You cannot load Morrowind meshes in Skyrim without a conversion step in between, much like how you cannot load Skyrim meshes in Morrowind (Morrowind, not OpenMW) without a conversion step. If you think Starfield is the first time they made a substantial change to the engine then its not even worth arguing with you because you clearly don't know what you are talking about. Just give me tophats.
Do you really think there was a major change in the engine between Oblivion and New Vegas? Most people wouldn't notice, only modders who worked on these games for years could tell the difference. I don't consider Skyrim and Fallout 4 engines to be an upgrade since they gutted the RPG elements and turned the games into borderline action games, except it's still gamebryo so it's both shitty and janky. They are downgrades, as far as I am concerned, and the new tech they do have aren't worth the limitations they brought on. I know modders who had big ambitions for Fallout 4 but quit when they realized how limiting it actually was when they wanted to create complex quests and what not, hence why most quests in both Fallout 4 and Skyrim come down to generic "KILL LOOT RETURN". Upgrade my ass, Starfield's engine at least innovated in some aspects we haven't seen before, but it's still way too janky and completely, hopelessly outdated by today's standards. Still, it is impressive when you compare Starfield to, say, Oblivion, but that's not a high bar to clear considering that Oblivion still has better RPG mechanics, immersion ect, it's only the technical aspects that are impressive in comparison to that 2006 game.

Sorry, no tophats for you. You're going to have to argue for hours that a souped up Morrowind isn't Morrowind and is a completely new game that looks and plays like Morrowind instead. Also, my original point was that the engines between these games are so similar that *they might as well* be the same thing, not that they were literally the same thing. Maybe learn some reading literacy, altho it is educational that you gave everyone a bit of a technical lesson on how these games work. No matter what you call this engine, future assets and features are still being backported, so I am still not wrong. Installing a script extender does not make a new game, neither is a few new fancy changes, but feel free to list every single one here if it will make you feel better.
 
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Its OpenMW not Morrowind, everything you showed is OpenMW. You do realize its a brand new game engine written from scratch, and its exactly what I said before where the later game support is separate from the Morrowind support. You have zero understanding of the engine at all if you think its just as easy as loading files. Oblivion uses ESM4 vs ESM3 from Morrowind, completely different format and is not compatible, which is why OpenMW had to write a whole new ESM loader and has to re-implement every ESM4 feature separately from the Morrowind stuff, and is only capable of loading cells and rendering statics (incorrectly) and broken NPCs. The videos from cc9cii are done in a separate fork of an old version of OpenMW where he worked more on later game support, and that got partially merged upstream into OpenMW.
https://gitlab.com/OpenMW/openmw/-/tree/master/components/esm4 https://gitlab.com/OpenMW/openmw/-/tree/master/components/esm3
It has completely different shaders for later games because guess what they aren't the same, Morrowind didn't even use shaders for anything other than the pixel water. Oblvion uses a different NIF version, and Skyrim a different version again with a bunch of custom additions made by Bethesda. You cannot load Morrowind meshes in Skyrim without a conversion step in between, much like how you cannot load Skyrim meshes in Morrowind (Morrowind, not OpenMW) without a conversion step. If you think Starfield is the first time they made a substantial change to the engine then its not even worth arguing with you because you clearly don't know what you are talking about. Just give me tophats.
That's actually very insightful, hope you don't get top hats.
 
I don't consider Skyrim and Fallout 4 engines to be an upgrade since they gutted the RPG elements and turned the games into borderline action games, except it's still gamebryo so it's both shitty and janky.
“I don’t consider Skyrim and fallout 4 engines to be upgrades because *reasons that are totally irrelevant to the game engine*”
real enlightened genius at work here
 
“I don’t consider Skyrim and fallout 4 engines to be upgrades because *reasons that are totally irrelevant to the game engine*”
real enlightened genius at work here
You're a genuine Starfield fan, so I can see why you would think Skyrim and Fallout 4 aren't complete pieces of shit. This isn't something to brag about btw, but for everyone else that isn't a drooling normalnigger, they are downgrades, yes, no matter how much outdated features they have that don't amount to anything in the actual gameplay. Oh wow, I can throw grenades now, just like I could for 15 years now in New Vegas with mods! Too bad about that 4 dialogue choice limit! The game loads faster and quicker, shame we're still years behind current competition on an endlessly outdated engine that still barely works and limits what we can actually do!
You don't actually know anything about the creation engine, but please, feel free to enlighten us what meaningful changes Skyrim and Fallout 4 engine brought to the table that actually improved these games in any quantifiable way to justify the removal of basic features, while also noting these engines were still outdated at the time they were released by industry standards so nothing they "improve upon" actually means anything in the long term. Go on, we're waiting, altho something tells me you will just give a "typical /v/ermin speak" type reply and a tophat, and not actually insight us with your infinite technical wisdom.
 
You're going to have to argue for hours that a souped up Morrowind isn't Morrowind and is a completely new game that looks and plays like Morrowind instead.
I don't see where he said OpenMW was like a completely new game. It's just a custom engine that fixes some core problems with the original engine and allows for mods that wouldn't be possible.
 
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