If you dig into Oblivion Remastered's files you can find almost the whole original game like a set of dinosaur bones
If you dig into Oblivion Remastered's files you can find almost the whole original game like a set of dinosaur bones

If you dig into Oblivion Remastered's files you can find almost the whole original game like a set of dinosaur bones

That's because the old game is still there, it's internally running the same engine under the hood but with Unreal Engine 5 used for its graphics & rendering.
On a scale from 1 to 10, how likely does this make it that old Oblivion mods will eventually become compatible with the remaster?
I read a Steam review that in the EULA it says there's anticheat and no modding allowed. Not sure how that will play out.
Edit: It looks like 'no modding' is a standard cover your own ass policy, for Bethesda. Modding is good to go, they don't really care.
Gameplay mods are fine, graphics mods need rewriting.
I swear I read that a lot of them already are, just need some minor tweaking if any.
With a 10 being “they’re already supported”? Like an 8 or a 9. Some of the graphical mods obviously won’t work, but the gameplay mods often just need some minor tweaking to point to updated file names. The biggest gameplay changes are primarily with the leveling system, so anything that deals with that will need to be overhauled.
Depends on the mod maker but 8-10
That doesn't make any sense.
Edit: you can downvote me all you want. That's not how game engines work.
Frontend UE5 Backend Gamebyro
If you have the logic to move a square on the screen it'll work in UE5,Unity etc you just need to map it
It's the same thing we saw with Halo CE Anniversary on the Xbox 360.
Edit:
Just so we're clear, that edit wasn't there when I made this comment. Bro edited in a double-down even after getting real-world examples that are over thirteen years old. It takes a crazy kind of confidence to stare reality in the face and say, "Nah, I don't like that, so it doesn't exist."
Halo CEA used the original Blam Engine as a backend and Sabre's engine in the frontend, it just made the new rendering engine toggleable. Sonic Colors Ultimate did the same thing, too: the backend is the Hedgehog engine and the frontend is Godot.
Which part doesn't make sense?
Please enlighten us, o experienced one
That is, in fact, how game engines work, if the game logic and renderer are decoupled. Usually they're not too tightly coupled in the first place, but Unreal is specifically designed to be used in more than just games.
I was flabbergasted too but it's real
Tell that to the Halo Anniversary games.
Which published games have you worked on, and what would preclude those from using separate engines for gameplay and graphics?