Be carful fighting flame atronoch. learned the hard way they will insta kill you if attacked with this sword with their reflect damage ability. pretty damn funny tbh.
Upon some testing last night, the mod works as described. However, it doesn't just replace a single weapons' damage. It replaces the damage of ALL iron longswords.
I kept getting 1-tapped by a goblin in the tutorial sewers. When I finally killed him and picked up his weapon I understood why 🤣 any other iron longswords I found had the [NL] tag with increased damage. I'm not sure if this was the intent of the mod, and understand that modding for this game is extremely new, just wanted to report results.
thats the current extent of esp modding, making a new unique iron longsword would require pak editing (currently trying tools to figure out) to have the sword model appear. Need a pak mod to remove the [nl] too sadly but also planning to work on that.
"You can use the old construction set to modify the files"???? This may be the best news I have gotten since my STD test came back! Thanks for your work!
***edit after a day***
So seriously, thank you for your work, however I can't smack anyone with said sword. I picked one up in the sewers, saved it until i got outside, hopped across the water to kill those bandits who still seem to be right there waiting to donate their stuff, one swing and BAM! crash box send error info to Bethesda whatever. Started a new game, used the sword (short sword this time, as it changed it also) and BAM goblin probably died, but so did my game. It was almost as bad as when I was playing around before and tried to eat a bunch of different ingredients all at the same time. Exited out of the menu and BOOP there goes my pc. Anyway, I can't use this, but I am sure it a great sword, regardless. I also am pretty sure it is less this mod and more the 100% crash and bug free Bethesda product here. Regardless, please keep up the great work and stay curious.
As a creator of some mods myself, including one for Oblivion, I'm really not surprised. I'm actually going to check to see if my Jyggalag mod works just by dropping it into the right folder.
Bethesda ending mod creation would destroy them, there's absolutely zero chance they'd do it no matter what people may think.
I dont think that they ever will get rid of mod support for thair main games either, i think the only reason for why the remaster does not have official mod support is the 2 engines (UE5 to render the graphics, original Gamebryo for the rest) which might have made official modding tools complicated but thats just a theory of mine
Users in the modding discord named xSE RE have discovered that models seem to be prebaked to form ids, so there will be a challenge for modding after all as new items are appearing invisible. Seems pak editing for some mods will be needed afterall.
how bad is that? like, is this some kind of minor setback or is it just a thing that people will get used to fast? does it make modding hard enough that we can expect the idea of skyrim-like mods to be a fantasy?
The community has had nearly 20 years to figure out everything that makes Oblivion tick.
The file types are still the same, and assuming the scripts/model names are still the same paths, then I give it a week, max, before there are working mods.
People are gonna be chomping at the bit to make mods for this. Todd Howard himself could put a dead man's switch in the code and we'd laugh in his face over it.
I'm out of the house, but since my mod is just a simple companion mod based on existing values and characters, in theory it should just work.
I'm not concerned. We'll have thousands of mods soon enough.
it shouldn't add that much difficulty, just got to find how they are binding the ids to unreal models. Other than that should be similar to Hogwarts Legacy modding or other unreal engine games just easier due to construction set handling most of the none visual aspects.
What about script mods? Myself, I need Oblivion XP and Enhanced Daedric Invasion. GodschildGaming said those won't work, of course, but do you think there will be a way to port them or rewrite?
Can confirm I loaded up a couple simple Oldblivion mods and they work totally fine other than the Wooden Bows mod adding [NL] as a prefix to all the bows..
If modding is limited to changing numbers and redrawing textures, there is no point in it. Oblivion was a pretty mediocre game and its world was significantly inferior in depth to, for example, Gothic back when the game was first released. Based on what I saw, the work in Remaster was only done with the visuals. If the modders can't add some good, interesting content to the game, then I can hardly imagine why anyone would play it except for those people who liked the original.
Ah Yes! Gothic! The game where the whole premise was: You are in a prison camp where the prisoners are now in charge. Are you comparing "The Lord of the rings" to "The Longest Yard" in video game form?
Oblivion got Skyrim. Gothic got Risen. I love Gothic and Risen. but it will never hold a candle to The world of the Elder Scrolls.
For the modding stuff, Just wait.
Life finds a way, Modders create one! if Ps2 emulators modders can do wonders. Imagine what Unreal-savvy people can do. Bethesda can't stop the nexus. They freaking created it (indirectly before someones goes "Hummm acctaully")
66 comments
I kept getting 1-tapped by a goblin in the tutorial sewers. When I finally killed him and picked up his weapon I understood why 🤣 any other iron longswords I found had the [NL] tag with increased damage. I'm not sure if this was the intent of the mod, and understand that modding for this game is extremely new, just wanted to report results.
***edit after a day***
So seriously, thank you for your work, however I can't smack anyone with said sword. I picked one up in the sewers, saved it until i got outside, hopped across the water to kill those bandits who still seem to be right there waiting to donate their stuff, one swing and BAM! crash box send error info to Bethesda whatever. Started a new game, used the sword (short sword this time, as it changed it also) and BAM goblin probably died, but so did my game. It was almost as bad as when I was playing around before and tried to eat a bunch of different ingredients all at the same time. Exited out of the menu and BOOP there goes my pc. Anyway, I can't use this, but I am sure it a great sword, regardless. I also am pretty sure it is less this mod and more the 100% crash and bug free Bethesda product here. Regardless, please keep up the great work and stay curious.
Bethesda ending mod creation would destroy them, there's absolutely zero chance they'd do it no matter what people may think.
The file types are still the same, and assuming the scripts/model names are still the same paths, then I give it a week, max, before there are working mods.
People are gonna be chomping at the bit to make mods for this. Todd Howard himself could put a dead man's switch in the code and we'd laugh in his face over it.
I'm out of the house, but since my mod is just a simple companion mod based on existing values and characters, in theory it should just work.
I'm not concerned. We'll have thousands of mods soon enough.
Script mods will need to be reworked for the remaster, unfortunately.
What are you doing on the modding sub-forum of a game you don't even like - one of the most beloved video games of all time, at that?
I swear hating Bethesda is a full-time job for some of you people.
Are you comparing "The Lord of the rings" to "The Longest Yard" in video game form?
Oblivion got Skyrim. Gothic got Risen. I love Gothic and Risen. but it will never hold a candle to The world of the Elder Scrolls.
For the modding stuff, Just wait.
Life finds a way, Modders create one! if Ps2 emulators modders can do wonders. Imagine what Unreal-savvy people can do. Bethesda can't stop the nexus. They freaking created it (indirectly before someones goes "Hummm acctaully")