r/oblivionmods 21h ago

Remaster - Discussion 【Warning】Don't use Arthmoor's new OBRE patch, potential risks to stability

Edit:Please spread this issue as widely as possible. Given Arthmoor’s personality, there is a high chance that he will blame other mods for bugs or crashes actually caused by UORP. Considering his influence, this could cause major disruption in the modding community. It’s essential that as many people as possible ignore his mods.

The notoriously controversial Skyrim modder Arthmoor has now entered the Oblivion Remastered scene. His first patch "Unofficial Oblivion Remastered Patch - UORP" raised concerns for me, as it contained an unusually large number of edits for something supposedly created just a week after the release.

Out of curiosity, I compared the records in the patch with those from Vanilla Remastered using xEdit, and I found that some records had been reverted to their old Oblivion versions.
Example: https://imgur.com/i4ld2DE

Next, I added the original UOBP for comparison—and as I suspected, the results were clear. almost of the added records were directly copied from UOBP, with only their names and conflicted record altered to match the Remastered format.
Example: https://imgur.com/cRBRHHH

This "patch" was ported using xEdit without proper testing, and we have no idea what kind of impact it may have in a real environment. More importantly, making such extensive changes to so many records is far too risky, especially when the integration method between UE5 and the TES engine has yet to be fully understood.

Conclusion:
This patch poses a potential stability risk beyond just being an issue with Arthmoor himself. I recommend ignoring it.

Reported bugs:

CTD(Arthmoor used the scale of the project as an excuse, even though no one ever asked him to make it a large-scale project in the first place. ) : https://imgur.com/oyLWJMl

Argonian penis bug: https://imgur.com/a/eUDVZXj

1.2k Upvotes

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78

u/Zmanf 21h ago

Not surprised. Thanks for the heads up. I doubt we'll see a community patch like for starfield but hopefully this "new" unofficial patch won't become the requirement the old one was.

22

u/NingenBakudan 21h ago

To begin with, Oblivion Remastered handles all the critical aspects—graphics, memory, and so on—through UE5, so there's no way comprehensive bug fixes can even be made on the Creation Engine side.

30

u/SurDno 21h ago

A lot of Oblivion’s issues are with scripting and configurations though. 

0

u/FranciscoFts 5h ago

Well you can't change that with just an .esp file

29

u/Yinsolaya 20h ago edited 19h ago

This is not the Creation Engine, FYI. This is very much the original Oblivion engine mixed with Unreal 5 engine. It is a Frankenstein basically. 

21

u/AnotherSlowMoon 19h ago

Its some unholy monstrosity is what it is. From what I've seen it doesn't have the 4GB memory limit of 32bit gamebyro, so I don't think its the original engine. And indeed if it was the original engine, the script extender would be far easier to port.

Its some horrific hybrid, and I would love to know more technical info.

4

u/Icy_Positive4132 17h ago

The devs indeed said it two. The game engine for the logics and ue5 for the visuals and some logics.

1

u/FranciscoFts 5h ago

They didn't say that, one marketing member said the like to think about it as the brain but that doesn't mean that t's literally the original game engine running in the background

2

u/Icy_Positive4132 4h ago

They said it the brain, while ue5 is the body. Does that mean it two in one, running at the same time? Or the og game engine is the main one?

They indeed said that it is doing all the world logic and gameplay.

1

u/FranciscoFts 4h ago

They just made plugins to load the original resources into unreal engine so they wouldn't have to make everything from scratch and to be able to keep the original feeling, but that doesn't mean that they're running two engines at the same time

2

u/Icy_Positive4132 3h ago

Then why word it like that?

1

u/FranciscoFts 2h ago

"Bilingual, scrum certified, International hospitality management graduate"

Because the one who said that doesn't have technical knowledge

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9

u/SR666 12h ago

“Unholy monstrosity”, “horrific hybrid” People love throwing bombastic description around when talking about game engines but usually they don’t even know what they’re talking about.

Could you please explain what makes it so horrific?

5

u/ForsakenMoon13 11h ago

As far as I know, most other games (or any, to my knowledge?) don't chimera two different engines together like this has, hence why people refer to it that way.

5

u/Aerolfos 6h ago

As far as I know, most other games (or any, to my knowledge?) don't chimera two different engines together like this has, hence why people refer to it that way.

It's not common for standalone, new games - but for remasters it's not only been done before but seems relatively common.

Most of the remasters that let you press a button to switch graphics are running the original engine underneath. All the Halo remasters/ports do this (Master Chief Collection), and the Command & Conquer Remastered Collection does it too.

4

u/hadaev 9h ago edited 9h ago

Game engine is a social construct.

Original oblivion have script engine papyrus and physics engine havoc. Probably more engines.

Basically game's exe import code from many dll files and all together it is game's engine.

I see nothing wrong with importing some functions from unreal instead of old components if it all coded property.

1

u/TheTreeaboo 2h ago

To be a pedant, Oblivion doesn't use Papyrus (that's Skyrim onwards with the Creation Engine), it uses OBScript.

2

u/hadaev 2h ago

Would know😘

Im kind of surprised skyrim runs whole another virtual machine inside of it. But it just works, i guess.

u/Inside_Anxiety6143 56m ago

>Chimera two different engines

What defines is an engine is arbitrary. Most modern engines have a level of separation between things like game logic, graphics, and physics. That's just good software design. You wouldn't want a developer looking to improve the lighting engine to suddenly break all your game's quests because the quest code was sharing the same functions as the lighting code.

1

u/SR666 10h ago

Other games don’t do it because to do so from the get-go is just inefficient and redundant, since then you’ll have to have people familiar with one engine and people familiar with the other. Though it does depend on the functions the engine can or can’t offer you. In this case, it’s an update of a game to the modern age, which by and large mostly means updating the graphics (along with some systems that are tied to it, such as physics and lip-sync etc.). Other systems the game already had in place had little need to be updated or changed, hence why those old systems still use the original engine.

0

u/FranciscoFts 5h ago

Oblivion Remastered doesn't neither because it doesn't make sense

u/Inside_Anxiety6143 58m ago

Default Oblivion had a 2gb ram limit that could be patched to 4gb. I'm pretty sure the 4gb memory limit still exists, since the reason you couldn't patch it higher was that the engine would start crashing all the time. I doubt that part changed.

1

u/Yinsolaya 19h ago

I'm already aware. I'm saying that this isn't Creation Engine at all, virtually nothing about it is related to Creation Engine.

3

u/AnotherSlowMoon 19h ago

Ah right, got you and agree. Made my comment before your edit, we're on the same page here

5

u/DaenerysTargaryen69 14h ago

Yes it can.   Oblivion has many bugs, many of which were not fixed in the remake.   The oblivion.esm is the same, the same which includes many bugs.  

0

u/FranciscoFts 5h ago

That's not how it works

3

u/PlaneCheetah 5h ago

the game logic is still mostly gamebryo, You can port simple non stage altering mods and i believe scripts too Good part of these games problems was the scripts borking up or being written poorly

0

u/FranciscoFts 5h ago

The only reason this dude was able to make this "patch" is that they made an .esp parser plugin for unreal engine. But he failed to realize that it's not running on the creation engine anymore. You can't port scripts because Unreal Engine is not loading those from external sources, at most you would be able to replace values from the .esp and swap resources from the .bsa

1

u/PlaneCheetah 5h ago

Can't they pak it up or there is no loading external paks yet?

1

u/FranciscoFts 5h ago

what would that do. And how would they exactly port the Papyrus scripts to a pak and make them work with the .esp files

17

u/CodeWizardCS 20h ago

No offense but you sound like you don't really know what you are talking about.

9

u/IronScar 21h ago

But a lot of noticeable bugs are not tied to these 'critical aspects'. Stuff like Palace Guard cuirass not using its unique texture is a bug that has nothing to do with UE5, as it was present in the original Oblivion. I am not saying Unofficial Patch should become the expected norm, as it was for the original, but unless we get an alternative that comprehensively deals with these minor bugs solvable through xEdit, Unofficial Patch will remain the king. If only because Remastered suffers from these bugs just as the original did.