this post was submitted on 24 Apr 2025
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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?
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.
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.
There are already hundreds of mods for it, and Vortex works fine with it. The manual modding process is slightly different, but that’s only because there’s no launcher to select your active files or load order; You need to manually specify that in a .txt file. But Vortex can already edit that .txt file automatically, so you can just change your load order in that.
I checked, and the stuff about modding is true (you can read the EULA directly on the Steam Store page), however the Skyrim Anniversary EULA says you can only use editors or tools by Bethesda or Zenimax to make mods (if I read that correctly). I don't think anyone really cares in Skyrim, and I don't think anybody will care with Oblivion
Oh ok, that's great to know. Sounds more like a cover your own ass, protection for Bethesda then. Thanks!
Normally Bethesda relies on mods to make their games playable. So this is a big change
Bethesda Games Studios does, thankfully they didn't make the remaster so 🤷
The EULA also states you MUST report bugs and exploits to zenimax. It's standard boilerplate. Nobody is enforcing this and there are already over 200 mods up.
Uh, ok, that's a no for me.
Mods are fully supported. The EULA is just a boilerplate “lol don’t cry about it to us when your Realistic Sex v4.20.69 mod breaks the game.”
This is almost definitely legal speak for "we ain't liable"
They don't care if you mod for game, but they're not opening themselves up to get sued if you download a mod and it borks your computer.
Gameplay mods are fine, graphics mods need rewriting.
Remaster has some changes to leveling and combat, so mods that touch this will need to be updated for remaster.
I swear I read that a lot of them already are, just need some minor tweaking if any.
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.
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.
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.
Wish they gave us a button to switch to old mode
Which part doesn't make sense?
Please enlighten us, o experienced one
I was flabbergasted too but it's real
Yeah, I read up on it a bit after making this comment. Kinda crazy that they were able to get Unreal graphics to render as the so called "front-end". Definitely can't do that out of the box.
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?