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Posted

I have read elsewhere that an Oblivion mod that has no bsa or loose files, just an esp, will run unmodified with Oblivion Remastered. Can anyone here confirm that, or detail the exceptions?

Posted

Not unmodified, no. The remaster has a new set of files, AltarESPMain.esp, and AltarDeluxe.esp.

The "main" file contains all of the things that the devs changed in the remaster, and there's thousands of them. It will be necessary to go through any mod from the old game and attach AltarESPMain.esp as a master and then forward all of the missing parts. Most notably string localization tags and a couple of fields on various REFR records that need to be there for the objects to even show up. And that's just if all your mod ever did was edit things.

If your mod adds new things then chances are you need to set a bunch of stuff up that relies on UE4SS to get your new stuff into the game. It's kind of a pain, but at least doable if your new additions are using vanilla assets.

If you have completely custom assets such as new buildings and new audio files, then right now that's only doable if you can work with the Unreal Engine tech to get these things converted into PAK files to use as mod assets.

Posted

So just wishful thinking.

It would not have helped anything of mine, as all have custom assets, and a few are resource mods with no esp, for other mod authors to use. I will be looking to see what tools I need to remake some for Remastered, but the learning curve for those may be an issue.

Posted

Yep. It's a pain. I only just managed to get a working port of my Alternative Beginnings mod after cutting out the parts that needed custom assets.

Worst part is, pretty much all of my other stuff also needs landscape and path grid edits. Those are currently ignored entirely by the remaster. So I'd have to guess that those sorts of edits have to be done on the Unreal Engine level map for each area.

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