Soggy Floppa
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- Joined
- Nov 4, 2023
remove save files, reshade presets, and ini editsRemaster has 3.8K files on nexus.
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remove save files, reshade presets, and ini editsRemaster has 3.8K files on nexus.
Sounds the normal.remove save files, reshade presets, and ini edits
The Oblivion Remaster is the worst thing that has ever happened to the Oblivion modding scene, every would be modder is now trying to make mods work on a game that is actively fighting against them, with weird changes like removing gendered clothing and attributes, ruining the lighting in several important areas.There are mods that add every single providence of Tamriel to Oblivion. I'd wager most of them are filled with bugs, playable but not complete. You could probably make a somewhat complete map with some cherry picking. Not a complete list.
Some other ones - Black Marsh (2022), Daggerblivion (Adds Hammerfell and High Rock apparently?) and TWMP Morroblivion, Also, Dwemer Ruins (Morrowind). Skyrim TWMP improved adds some stuff to Morrowind too. I've read that Anequina, Valenwood Improved, Skyrim Nord Tombs. The Eastern Peaks module of Unique Landscapes with Dwemer Ruins & Black Marsh (2022) could be decent combination. There are also a ton of mods by Fredlaus that add stuff, but the quality doesn't seem that great. Oblivion Remaster is a disaster, and that isn't changing anytime soon. I've been doing some testing , and the OG modded is unironically more stable despite being a much older engine.
Maybe the Skyrim team which done that upgrade with the Special Edition version and works like a charm.The Oblivion Remaster is the worst thing that has ever happened to the Oblivion modding scene, every would be modder is now trying to make mods work on a game that is actively fighting against them, with weird changes like removing gendered clothing and attributes, ruining the lighting in several important areas.
They could have just enabled Oblivion to utilize 64-bit and left it at that.
in the best versionWhere's the gameplay mods.
Someone can correct me, but it might be possible that Todd is one of the few left at BGS who might have actually been in the same building with Julian at some point.Notable that it isn't just BGS but specifically Todd Howard.
Well, technically yes.Someone can correct me, but it might be possible that Todd is one of the few left at BGS who might have actually been in the same building with Julian at some point.
just go back a few pages and you'll see morrowfags complaining what todd gave up to make things better, daggerfags are too old to remember.I think Todd sacrificed a lot of things to make the last two games very popular and worldwide.
i have it in me that jeetfield was a testing water phase for creation engine, no, fuck that, gamebyro 2.0
consoles, they claim that a planet cell is bigger than skyrim map but it's so fucking empty you'd think it's smaller, meanwhile skyrim is "small" but it's jampacked with a ton of cool stuff and encounters that can happen and it gives the impression that it's huge, i mean it is big especially for how it werks since the only loading screens you'll have is when entering cells and shieet.like expanding or eliminating the worldsize limit, having the world detail stream in faster to in turn let players move faster than a snail, or have seamless buildings that are bigger than a single bench shop.
considering the fact Todds been there since Daggerfall then yes he probably isSomeone can correct me, but it might be possible that Todd is one of the few left at BGS who might have actually been in the same building with Julian at some point.
If they want TES6 to succeed they better open up the creation kit more. Adding new animations, scripts, and weapon types shouldn't require extra external utilities to get them working.
Seems to me like they've been doing the opposite. Starfield has 0 complex mods, Fallout 4 has a few, and Skyrim has a ton.
about right yeah, when fallout 4 added a layer that allowed you to use clothing and chest armor it was a upgrade from skyrim but shartfield went back to the headgear+armor from fucking fallout3, maybe it's the whole modern graphics gayness or maybe it's just the jeets at indiathesda that are incompetent.If they want TES6 to succeed they better open up the creation kit more. Adding new animations, scripts, and weapon types shouldn't require extra external utilities to get them working.
Seems to me like they've been doing the opposite. Starfield has 0 complex mods, Fallout 4 has a few, and Skyrim has a ton.
Technically, that was something from the original Elder Scrolls titles, with Morrowind peaking at clothing then location armor and a robe over that.about right yeah, when fallout 4 added a layer that allowed you to use clothing and chest armor it was a upgrade from skyrim but shartfield went back to the headgear+armor from fucking fallout3, maybe it's the whole modern graphics gayness or maybe it's just the jeets at indiathesda that are incompetent.
Nah, Daggerfall in that case.Technically, that was something from the original Elder Scrolls titles, with Morrowind peaking at clothing then location armor and a robe over that.
I think the obsession with making graphical fidelity higher each installment of a game series is a major problem within the industry, obviously Bethesda isn't as bad as say Rockstar in this regard but at a certain point theres perks not going all out, like faster development times and better framerates amongst other performance benefitsit's also the higher graphical fidelity and popularity of each game affecting the mods, or lack of