Jump to content

Recommended Posts

Posted

OblivionRemastered-Win64-Shipping2025-04-2415-51-59_825.thumb.jpg.8aa5bebe0bc42442baef48cd548a37b0.jpgIn testing out how much you can edit using the old construction kit..........i tried to move slightly the  tavern itself in chorrol outside and in the game it stayed in the same place.....

so next i tried to move the containers right outside of the tavern in the construction kit closer to the road

rather then actually moving them it created a duplicate on its on

if you try to walk up and interact with the original containers by the wall

they lose their interactivity as shown here

OblivionRemastered-Win64-Shipping2025-04-2415-52-58_498.thumb.jpg.6afcd862515fdd75335b0016e1d4725a.jpg

(no interaction when hovering over them)

only the "duplicated" items by the road can be interacted with now.

here is the same location as it appears in the game without being modified

OblivionRemastered-Win64-Shipping2025-04-2416-02-16_906.thumb.jpg.86c209c2b47a7d35fa15abe3aa18a23d.jpg

as shown here.

(i added the chair in the middle of the road just to test it out too)

but from what i can gather from this test is. that the construction kit itself (or lets say some version they may have we dont)

 

was NOT used to modify /edit the world itself in the remaster my guess as others have suggested as per the test of being able to add a chair and it loading the updated asset instead of the old one.............is that there is some sort of wrapper /tool that connects every single new asset with the old one

and is why SOME modifications of the game can be done with the construction kit still


BUT likely they used unreal engine 5's editor itself to make any modifications to the world itself.  i.e. landscape etc.

meaning that the old construction kit would never be able to be used to add new locations or majorly edit old ones

the only way to do so would be to have some sort of unreal engine 5 mod kit but due to the way the remaster is done. that may not be possible to be released publicly even if they wanted to

which is sad to say if true but at least i felt id share this find either way and yall can look into it more 🙂

 

Posted

I've noticed a similar thing with a handful of doors. It feels like some weirdness with how models were converted and upscaled to include parts that shouldn't be static. I would think this something connected to LOD models, but have see it happen with interiors too. But it could very well just be related to there being a version of the cell that is part of a .pak file, then you adding a mod ontop of it that just modifies the .esm references that the .pak was made from.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...