- Complete refactor of the source code to simplify the implementation of new features. - Implemented a proxy to secure calls to SKSE's TaskInterface, preventing asynchronous actions from executing after a quickload. - Developed an asynchronous resource loading algorithm to compensate for missing options in SKSE’s Messaging Interface (e.g. using the COC command from the main menu no longer blocks the mod from loading external APIs). - Created an API to apply the extended inertia algorithm to any type of object or actor.
If you encounter any issues or have questions, please be sure to check the FAQ on the mod's description page first.
I have no intention of switching to the Oblivion remaster because once the Unreal Engine "varnish" is stripped away, we're left with the same 2005 engine and the same limitations (plus the constraints tied to UE) as back then. I think investing a lot of time in modding this remaster wouldn't be a great idea, because once the hype dies down, players will quickly feel the frustration from these limitations and, I'm convinced, will soon return to TES-5.
Completely agree, and UE 5 is really not that good as an engine if devs don't spend time fine tuning it. Seriously, having FPS keep madly fluctuating even when you stand still and look at a fixed spot is really annoying.
100% based. Morrowind was my very first TES and I always thought Oblivion was a let down. The bland/uninspired aesthetics (except Shivering Isles which is the saving grace of TESIV imho) still baffle me to this days. Hopefuly it won't hurt too much Skyblivion which is way more ambitious in it's approach. Seems it won't but one never know.
Don't get me wrong, Oblivion remains my favorite TES in terms of atmosphere (probably because of the nostalgia it evokes in me). But in terms of modding potential, it's exactly the same as the original game, which unfortunately doesn't allow it to achieve half of what Skyrim currently makes possible. Also note that ESL-type plugins are not currently recognized, so we're back to the limit of 253 plugins.
@xadris666: I can already tell you with reasonable certainty that the vast majority of my mods will be Day 1 compatible with overhauls such as Skyblivion or Beyond Skyrim, as we are all working on the same game engine, and my mods are very often completely independent of the base game.
I don't have this bug but sometimes I see objects from mods like candles and lanterns floating, or when I break a table and mead barrels stay on air. Would this mod make them fall too?
This mod fixed some floating NPC glitches (particularly in waters) I had with NPCs using FasterHDT outfits or armors. only for that I'm going to endorse it. I'm going to put a screenshot showing the glitch...
So there's been a long time issue where some world models from armor mods can cause the game to crash or the item will just freeze in the air after being placed or dropped into the world, usually because they haven't been properly configured for physics/collision. Do you know if your mod affects that situation at all?
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Change Log:
- Implemented a proxy to secure calls to SKSE's TaskInterface, preventing asynchronous actions from executing after a quickload.
- Developed an asynchronous resource loading algorithm to compensate for missing options in SKSE’s Messaging Interface (e.g. using the COC command from the main menu no longer blocks the mod from loading external APIs).
- Created an API to apply the extended inertia algorithm to any type of object or actor.
Seriously, having FPS keep madly fluctuating even when you stand still and look at a fixed spot is really annoying.
@xadris666: I can already tell you with reasonable certainty that the vast majority of my mods will be Day 1 compatible with overhauls such as Skyblivion or Beyond Skyrim, as we are all working on the same game engine, and my mods are very often completely independent of the base game.
However, this mod fixes floating weapons and also makes enemies ragdoll more naturally so you won't get enemies ragdolling into a kneeling position.
only for that I'm going to endorse it.
I'm going to put a screenshot showing the glitch...
Still attempting to trigger the bug since it takes some time to appear and maybe this mod can cause it.
Here:
I changed from Nemesis to Pandora++ 2.30
things are quiet for now