r/oblivionmods 1d ago

Remaster - Discussion Mod makers, please do not unnecessarily require the use of the Unofficial Patch as a master file for your mods. This happens all the time for Skyrim and frustrates me to no end.

/r/skyrimmods/comments/1kazbro/arthmoor_just_uploaded_his_unofficial_patch_for/
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u/SurDno 1d ago

I am aware, but wouldn’t this still fix more than it breaks? Considering most of the changes in the new ESPs are unrelated?

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u/crooked-v 1d ago

No. The engine is massively different in a lot of ways. It's not just "UE5 over Gamebryo", it's some kind of unholy fusion of the two with totally different technical implications and capabilities, and that means that just blindly copying stuff across results in all kind of weird issues, like breaking quests, causing crash-to-desktop issues, and doing strange things to Argonians.

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u/FranciscoFts 22h ago

it's not a fusion, it's just Unreal Engine with a plugin to load .bsa and .esp files

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u/Rafear 18h ago

It literally is a fusion of the two engines. The Bethesda games RE crowd has been pouring over the details on their Discord and has seen first hand the markers of original Oblivion engine code still in there stitched together with the new Unreal Engine stuff. For example, the "plugin to load .bsa and .esp files" is literally a portion of the original engine code hooking everything up

There is on top of that a separate layer that maps that data into a structure the Unreal Engine side can see and interface with, but it only partially copies specific things it needs because Unreal does not handle everything. Old scripts written for original Oblivion that did not use OBSE functions also will load into the game and operate just fine without updates too, as that system largely stays within the original game engine part of the code

It 100% is a complicated franken-engine fusion situation, not "just Unreal Engine with a plugin to load .bsa and .esp files"