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  3. Skyblivion, the fan remake of Oblivion in Skyrim's engine, nears completion

Skyblivion, the fan remake of Oblivion in Skyrim's engine, nears completion

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  • jackbydev@programming.devJ [email protected]

    You think they intentionally released a patch just to screw over some mod devs?

    T This user is from outside of this forum
    T This user is from outside of this forum
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    wrote on last edited by
    #80

    I honestly don't know - I have no evidence one way or the other.

    However, FO:London was in development for a long time (years?), and Bethesda decided to release a patch right before its release, b/c the TV show got popular and they wanted to say the game was still in development?

    Maybe it wasn't specifically to "screw over some mod devs," but it didn't help the community one bit.

    dual_sport_dork@lemmy.worldD jackbydev@programming.devJ 2 Replies Last reply
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    • virkkunen@fedia.ioV [email protected]

      The engine itself isn't the problem developers just don't optimize shit because they aren't given the time/derective to

      The same can be said for CE2.

      While the Creation Engine can be limited, the issue with Bethesda games is not the engine, but their development and direction

      C This user is from outside of this forum
      C This user is from outside of this forum
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      wrote on last edited by
      #81

      You're not wrong honestly. Some how they spend so long making games and they still seem like they need another 2 years in the oven.

      1 Reply Last reply
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      • lordwiggle@lemmy.worldL [email protected]

        Combining oblivion, morrowind and Skyrim into one game mod: Bethesda broke it. Fallout London: Bethesda broke it. Both very soon after release by an update which was specifically designed to break the mod. Yeah, they do actively break mods to screw too enthusiastic modders who will create more and better content using their platforms, which will show their failure, laziness and not-caring-at-all-about-their-customers-at-all, because they only think of money and how to get as much as much as possible by screwing their customers over again and again. Todd is an asshole and Bethesda is a rotten company which still profits and milks their old successes from the time they weren't rotten.

        B This user is from outside of this forum
        B This user is from outside of this forum
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        wrote on last edited by
        #82

        WTF are you smoking? It was not "specifically designed to break the mod". It was specifically designed to coencide with the Fallout TV series on of Amazon prime.

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        • jackbydev@programming.devJ [email protected]

          Couldn't you just kill primary quest givers and be locked out of the game?

          B This user is from outside of this forum
          B This user is from outside of this forum
          [email protected]
          wrote on last edited by
          #83

          Yes. Many people view that as a positive thing.

          jackbydev@programming.devJ 1 Reply Last reply
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          • B [email protected]

            Yes. Many people view that as a positive thing.

            jackbydev@programming.devJ This user is from outside of this forum
            jackbydev@programming.devJ This user is from outside of this forum
            [email protected]
            wrote on last edited by
            #84

            A positive thing to be able to accidentally not be able to progress in the story?

            B S 2 Replies Last reply
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            • T [email protected]

              I honestly don't know - I have no evidence one way or the other.

              However, FO:London was in development for a long time (years?), and Bethesda decided to release a patch right before its release, b/c the TV show got popular and they wanted to say the game was still in development?

              Maybe it wasn't specifically to "screw over some mod devs," but it didn't help the community one bit.

              dual_sport_dork@lemmy.worldD This user is from outside of this forum
              dual_sport_dork@lemmy.worldD This user is from outside of this forum
              [email protected]
              wrote on last edited by
              #85

              With Bethesda you can never really tell if it is deliberate malice or simply their typical blistering incompetence. But the end result is the same either way.

              Z 1 Reply Last reply
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              • jackbydev@programming.devJ [email protected]

                A positive thing to be able to accidentally not be able to progress in the story?

                B This user is from outside of this forum
                B This user is from outside of this forum
                [email protected]
                wrote on last edited by
                #86

                A positive thing to let you experience the consequences of your actions. You are ignoring the fact that the game explicitly tells you when this happens, giving you the choice to continue if you like. It's actually more forgiving than dying in most RPGs, which would force you to reload from a previous save.

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                • G [email protected]

                  Touché, but not even a horse can get you through a hole in the middle of a room's ceiling.

                  Also, there were other things that were mechanically better about Morrowind, such as its much more interesting/immersive fast travel system.

                  H This user is from outside of this forum
                  H This user is from outside of this forum
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                  wrote on last edited by
                  #87

                  Oblivion paintbrushes will get me up there just fine.

                  1 Reply Last reply
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                  • dual_sport_dork@lemmy.worldD [email protected]

                    With Bethesda you can never really tell if it is deliberate malice or simply their typical blistering incompetence. But the end result is the same either way.

                    Z This user is from outside of this forum
                    Z This user is from outside of this forum
                    [email protected]
                    wrote on last edited by
                    #88

                    This is why people censor the word "G*mer"

                    ultragigagigantic@lemmy.mlU 1 Reply Last reply
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                    • T [email protected]

                      I honestly don't know - I have no evidence one way or the other.

                      However, FO:London was in development for a long time (years?), and Bethesda decided to release a patch right before its release, b/c the TV show got popular and they wanted to say the game was still in development?

                      Maybe it wasn't specifically to "screw over some mod devs," but it didn't help the community one bit.

                      jackbydev@programming.devJ This user is from outside of this forum
                      jackbydev@programming.devJ This user is from outside of this forum
                      [email protected]
                      wrote on last edited by
                      #89

                      How breaking was it? I guess that's more important context

                      T D 2 Replies Last reply
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                      • jackbydev@programming.devJ [email protected]

                        How breaking was it? I guess that's more important context

                        T This user is from outside of this forum
                        T This user is from outside of this forum
                        [email protected]
                        wrote on last edited by
                        #90

                        It broke the mod to where it took FOLON (the mod creators) weeks to fix before they could release it.

                        It was a considerable setback.

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                        • simple@lemm.eeS [email protected]
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                          wrote on last edited by
                          #91

                          Imagine having Skyrim and Oblivion exist

                          And playing avowed lmao 🤣

                          samus12345@lemm.eeS 1 Reply Last reply
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                          • jackbydev@programming.devJ [email protected]

                            How breaking was it? I guess that's more important context

                            D This user is from outside of this forum
                            D This user is from outside of this forum
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                            wrote on last edited by
                            #92

                            As far as I know, they basically recompiled the main executable from scratch - to which modders inject code...thus jumbling it all up.

                            Also def. not intentionally - it just coincided with the fallout series and Bethesda, like every company, wanted to get more cake. Dumb move, but eh.

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                            • S [email protected]

                              Both very soon after release by an update which was specifically designed to break the mod.

                              I'm now curious about this from a technical perspective - how did the update specifically break their mod in particular? Were they doing a bunch of custom DLL hooks or something?

                              I know with Skyrim SE modding it's usually that any update breaks SKSE and a tiny handful of other mods that directly hook DLLs or the executable (these mods are usually scripting engine extensions and are a dependency for a variety of other mods), and depending on the update sometimes it takes longer than average to get a new version of those running (the AE update was one of those because they switched compiler version and that broke the method SKSE was using to find hooks). But in general that only breaks 1) mods using those (think SkyUI) until a new version comes out, after which most of those mods start working again without the individual mods needing an update and 2) mods that include their own plugin DLL, (think SkyClimb) which have to wait on an update and then compile a new version of the DLL for the new version of both the game and the other mod, because addresses and functions they are hooking may have changed. Mods not using SKSE or similar generally run just fine between versions of SSE (including AE).

                              D This user is from outside of this forum
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                              wrote on last edited by
                              #93

                              Full recompilation of exec from scratch - memory positions changed and basically f4se became extremely borked.

                              S 1 Reply Last reply
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                              • S [email protected]

                                Imagine having Skyrim and Oblivion exist

                                And playing avowed lmao 🤣

                                samus12345@lemm.eeS This user is from outside of this forum
                                samus12345@lemm.eeS This user is from outside of this forum
                                [email protected]
                                wrote on last edited by
                                #94

                                Avowed's story is pretty mid, but it's still much better than either Oblivion or Skyrim's.

                                Exploration-wise, of course Oblivion and Skyrim are better. That's never been Obsidian's focus.

                                S A 2 Replies Last reply
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                                • jackbydev@programming.devJ [email protected]

                                  A positive thing to be able to accidentally not be able to progress in the story?

                                  S This user is from outside of this forum
                                  S This user is from outside of this forum
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                                  wrote on last edited by
                                  #95

                                  Yeah, it's a more immersive and interesting world. I also prefer the quest journal over map markers, make you actually read and interpret shit instead of fast travelling to the nearest pip. You also can't just be the boss of every faction, they have incompatible goals.

                                  And it does say when you break a main quest so you can revert your save. Just don't be a murderhobo.

                                  jackbydev@programming.devJ 1 Reply Last reply
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                                  • R [email protected]

                                    The level up system was bad. The thrust/chop/slash system for weapons is awkward. Every attack costing stamina is bad for early characters. The excessive number of weapon categories, combined with short and long blades being the only ones that were common. The persuasion system was just bribe people to get what you want, or taunt them for free murder. Run speed being a skill, jumping being faster than running and being a skill as well (combined with the level system this can cause problems). Item durability in general. The encumbrance system, and containers having weight limits. The spell making and enchantment system had some cool things, but it was also trivial to break the game in multiple ways. The quest tracking and journaling was garbage. Alchemy was undercooked. Merchants had way too little gold so selling became annoying by mid level. The haggling quickly got annoying as you could sell at extreme markup or buy for nothing fairly easy. Magicka didn't regenerate, so being a mage was annoying at early levels until you had sufficient potion access.

                                    There's also some things that are more bugs I think than bad mechanics. Stealing from a merchant flagged every copy of an item as stolen from them. I once managed to make every redoran guard hostile to me on sight, which got really annoying.

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                                    wrote on last edited by
                                    #96

                                    Almost everything you said is why I prefer Morrowind and replay it more than any other Elder Scroll. I don't like how hand-holdy and forgiving most modern games are.

                                    The AI is obviously dated, some of the systems are underdeveloped, but stuff like the quest journal and athletic skills and how hard it is at the beginning if you aren't careful or attentive are all major plusses for me. I want the weapon variety, I want the freedom to be anything but without the wishy-washy "you can be everything" style Skyrim has because they're terrified of locking a player out of any content.

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                                    • D [email protected]

                                      Full recompilation of exec from scratch - memory positions changed and basically f4se became extremely borked.

                                      S This user is from outside of this forum
                                      S This user is from outside of this forum
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                                      wrote on last edited by
                                      #97

                                      So basically what happened with the AE release for Skyrim SE where Bethesda switched to a new compiler version and the tool the script extender team was using to find the correct offsets couldn't handle it so they had to track down the offsets manually like before they'd written the tool, leading to a longer than usual time for the script extender to update than usual?

                                      Which if it's anything like SSE means that mods that didn't use F4SE were basically unaffected, mods that use F4SE had to wait for it to update which took longer than usual after which they would mostly work unmodified, and mods that involved a plugin DLL for F4SE had to at the very least be recompiled against the new versions of the game and F4SE. Nothing about that specifically targets Fallout: London though from what it sounds like.

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                                      • S [email protected]

                                        So basically what happened with the AE release for Skyrim SE where Bethesda switched to a new compiler version and the tool the script extender team was using to find the correct offsets couldn't handle it so they had to track down the offsets manually like before they'd written the tool, leading to a longer than usual time for the script extender to update than usual?

                                        Which if it's anything like SSE means that mods that didn't use F4SE were basically unaffected, mods that use F4SE had to wait for it to update which took longer than usual after which they would mostly work unmodified, and mods that involved a plugin DLL for F4SE had to at the very least be recompiled against the new versions of the game and F4SE. Nothing about that specifically targets Fallout: London though from what it sounds like.

                                        D This user is from outside of this forum
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                                        wrote on last edited by
                                        #98

                                        Exactly, nothing target mod specifically, it's just dramatic people being dramatic. It DOES suck for Fallout London creators, but whatchu gonna do.

                                        S 1 Reply Last reply
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                                        • S [email protected]

                                          Almost everything you said is why I prefer Morrowind and replay it more than any other Elder Scroll. I don't like how hand-holdy and forgiving most modern games are.

                                          The AI is obviously dated, some of the systems are underdeveloped, but stuff like the quest journal and athletic skills and how hard it is at the beginning if you aren't careful or attentive are all major plusses for me. I want the weapon variety, I want the freedom to be anything but without the wishy-washy "you can be everything" style Skyrim has because they're terrified of locking a player out of any content.

                                          R This user is from outside of this forum
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                                          wrote on last edited by
                                          #99

                                          You can be almost everything in Morrowind, just like Skyrim. If anything Skyrim actually locks a chosen play style in more due to talents. There's a few more exclusive guilds in Morrowind, but they aren't major for the most part. Just because you have spent the time to learn how to avoid the rough edges doesn't mean they aren't there.

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