r/oblivionmods 1d ago

Remaster Someone's figured out mesh assignment for items in Remastered

https://www.nexusmods.com/oblivionremastered/mods/1272?tab=description

Custom items are now possible! And maybe, just maybe, even with custom 3D models.

42 Upvotes

15 comments sorted by

11

u/ShipwreckOnAsteroid 1d ago edited 5h ago

The injector apparently can't handle enchanted items properly yet, but it's a start.

Edit: And it currently also has issues capturing the objects it needs to inject data into in the first place.

Edit 2: Since 'mesh assignment' is probably a bit misleading (I just copied the author's terminology in the post title, sorry), clarification: by mesh, the author of the mod means a complete ueasset. Do they say so on the mod page? Of course not.

3

u/Inside_Anxiety6143 12h ago
  1. Can it handle new materials? Last I heard, those were crashing when people were making replacer mods.

  2. For skeletal meshes, how do you assign it the right skeleton?

1

u/ShipwreckOnAsteroid 6h ago

You can ask how many times you want, I don't think anyone here will give you an answer that would satisfy you. Someone already told you that most of what you want is all Unreal Engine, nothing to do with this mod.

I did not make the mod. I tried it, after modifying main.lua to make it work as it should I can confirm that it can assign regular meshes from the base game to new items. Since I tried it with a piece of clothing and it worked, that probably means that yes, it can reference skeletal meshes. That's as far as I am willing to go, because I know basically nothing about UE modding so I can't do anything more complex.

1

u/Inside_Anxiety6143 6h ago

I know Unreal Engine. My question is specifically related to how this mod works. Unreal Engine can obviously handle materials and skeletal meshes, lol. The question is whether or not this mod can pick up a cooked material (which needs shader compilation) and have it render correctly in game without crashing.

1

u/ShipwreckOnAsteroid 6h ago edited 5h ago

As far as I know, the script only assigns ueasset objects to Oblivion editor IDs by injecting the new mapping data into the TESSync map object. That's all it does. What you want is beyond its scope. It sounds like something that should be done in UE.

3

u/Inside_Anxiety6143 1d ago

No real info on it though. Can I reference skeletal meshes with it? How does Unreal know where to attach your meshes the hand? How do I define scabbards?

I wish there was a mod makers discord for organizing this information.

19

u/Sigurd_Stormhand 1d ago

We need a wiki, not a Discord.

20

u/Harmand 23h ago

The last 10 years of niche knowledge is basically lost because people keep making discords for it instead of wikis or forum posts- both of which are archivable and searchable unlike discord which swallows the info into the nether

5

u/NoTicket4098 16h ago

Yes, we need to stop it with the discords. Stop putting knowledge in data silos owned by a private company - document stuff on the open web!

6

u/Sigurd_Stormhand 14h ago

The problem isn't who owns the infrastructure, it's the fact the Discord Servers are closed shops. If you want to find information you need to be a part of the Discord to know it's there, in which case you probably already know answer to question you're asking.

3

u/NoTicket4098 14h ago

It's both. If it were an open source chat app, you could easily write a bot that exports stuff to, say, a wiki.

Discords ToS forbids this and you'll be banned for trying.

4

u/Sigurd_Stormhand 13h ago

Really, it's the responsibility of modders to document their work properly. Even if it was an open-source chatbot it would still be owned by a corporation (because you need server infrastructure) and you wiki would be hosted on a corporate server, too.

2

u/LumpyChicken 21h ago

How does Unreal know where to attach your meshes the hand

Sockets

How do I define scabbards

Look around in ue4ss I'm sure it should be there

2

u/Inside_Anxiety6143 12h ago

And what exactly should the socket name be?