Recommended Posts

Aside from the graphical upgrade and change of setting, is this any different from Oblivion? Not that I've been following very closely, but I'm not seeing them address any of Oblivion's flaws:

- boring main quest

- copy-pasted dungeons

- npc behavior and conversations ("Radiant AI") were hilarious at best

- UI was inappropriate for PC

- Enemy level scaling was abusive

Aside from the graphical upgrade and change of setting, is this any different from Oblivion? Not that I've been following very closely, but I'm not seeing them address any of Oblivion's flaws:

- boring main quest

- copy-pasted dungeons

- npc behavior and conversations ("Radiant AI") were hilarious at best

- UI was inappropriate for PC

- Enemy level scaling was abusive

Mods have fixed all of this for Oblivion. With enough mods, Oblivion becomes an actual awesome game to play.

My experience with modding Oblivion (like Morrowind before it, but vanilla Morrowind had the merit of being actually interesting) is that it quickly becomes a nightmare of maintenance, bugs and performance issues, and when it works, it's a patchwork of conflicting artistic visions of wildly varying quality with no coherent vision.

Some may find it rewarding, but to me the fun/pain ratio of doing that < 1.

Aside from the graphical upgrade and change of setting, is this any different from Oblivion? Not that I've been following very closely, but I'm not seeing them address any of Oblivion's flaws:

- boring main quest

- copy-pasted dungeons

- npc behavior and conversations ("Radiant AI") were hilarious at best

- UI was inappropriate for PC

- Enemy level scaling was abusive

I don't know anything about Skyrim's mainquest, but all of those other points have been mentioned by Bethesda. I believe it was in some gaming magazine interview. Basically they said it would get much better in Skyrim. Sorry I can't recall the source.

My experience with modding Oblivion (like Morrowind before it, but vanilla Morrowind had the merit of being actually interesting) is that it quickly becomes a nightmare of maintenance, bugs and performance issues, and when it works, it's a patchwork of conflicting artistic visions of wildly varying quality with no coherent vision.

Some may find it rewarding, but to me the fun/pain ratio of doing that < 1.

It's honestly not that bad and with the mods now, everything is relatively simple to install and the texture packs at least are pretty uniform.

The only "conflicting artistic visions" there are are if you start getting into the Japanese made races, body models, and clothes/armor...

Aside from the graphical upgrade and change of setting, is this any different from Oblivion? Not that I've been following very closely, but I'm not seeing them address any of Oblivion's flaws:

- boring main quest

- copy-pasted dungeons

- npc behavior and conversations ("Radiant AI") were hilarious at best

- UI was inappropriate for PC

- Enemy level scaling was abusive

In this months issue of PS3 magazine they answered some of these questions

-30 hour Main story quest with 300 hours of total play time if you do all the side quests and such

-Instead of 1 dungeon/cave designer they now have 8

-NPC are now programmed to have the ability to randomly generate their quests and conversations based on variables that their character was created with (Family, job, location. etc...)

-UI has been redone completely (can now view 3d models of all items, skills are done with a Constellation system)

-Enamy's now have a completely redone AI, The Dragons are Full on AI that are not pathed or scheduled.

Mods have fixed all of this for Oblivion. With enough mods, Oblivion becomes an actual awesome game to play.

Yeah but i'm not 20 yo anymore. I'm in the 30 with a family and responsability. Don't have time to search for mods and install them anymore. If they want to sell me a game they'll need to do the hard work and not expect the community to do the work for them and take the cash. Was kinda the same thing with wow. It was not playable without mod. You had to find, install and update 10+ mods.

The UI of Oblivion PC was so bad and so console oriented that it's hard to imagine devs worked more than 15 minutes on it. I mean take a student and give him one day at the minimum salary and you got something better. As a consumer with a limited budget for video game (around 20-30$ a month) i find things like this frustrating and not acceptable.

AI was so bad. It was not better than Morrowind. It's 2010 not 1990. NPC felt more human in the original Baldur's Gate than Oblivion ... Bethesda needs to wake up imo.

In this months issue of PS3 magazine they answered some of these questions

-30 hour Main story quest with 300 hours of total play time if you do all the side quests and such

-Instead of 1 dungeon/cave designer they now have 8

-NPC are now programmed to have the ability to randomly generate their quests and conversations based on variables that their character was created with (Family, job, location. etc...)

-UI has been redone completely (can now view 3d models of all items, skills are done with a Constellation system)

-Enamy's now have a completely redone AI, The Dragons are Full on AI that are not pathed or scheduled.

oh snap. good news indeed.

In this months issue of PS3 magazine they answered some of these questions

-30 hour Main story quest with 300 hours of total play time if you do all the side quests and such

I'm not really interested in how much time it takes to finish it, rather, if it's something original, with enjoyable dialogue and characters and such. If they don't recognize that their main quest line lacked character and originality, it doesn't bode well for TES V.
-Instead of 1 dungeon/cave designer they now have 8
They seriously only had 1 dungeon/cave designer for Oblivion? ROTFL!!! That explains things! :laugh:

Good news though, shows they've learned at least one thing.

-NPC are now programmed to have the ability to randomly generate their quests and conversations based on variables that their character was created with (Family, job, location. etc...)

Since Oblivion's "Radiant AI" I get VERY suspicious every time Bethesda says the word "random", "generated" or "radiant". If they extend the fail to how quests are attributed, we could be in for a disaster of epic proportions. Hopefully they'll prove me wrong, but my expectations are low.
-UI has been redone completely (can now view 3d models of all items, skills are done with a Constellation system)
Yes but is there a different UI for PC and consoles?
-Enamy's now have a completely redone AI, The Dragons are Full on AI that are not pathed or scheduled.
Hum, ok. Enemy AI wasn't that bad in TES IV I thought.
  • 2 weeks later...

Aside from the graphical upgrade and change of setting, is this any different from Oblivion? Not that I've been following very closely, but I'm not seeing them address any of Oblivion's flaws:

- boring main quest

- copy-pasted dungeons

- npc behavior and conversations ("Radiant AI") were hilarious at best

- UI was inappropriate for PC

- Enemy level scaling was abusive

You have no idea what the actual main quest is... if you do.. how? They haven't said anything about it yet.

Again, they've shown at most two dungeons, how do you know they're "copy and pasted"?

NPC behavior is apparently LOADS better, and you've not seen anything of it yet.. so you're assuming a lot.

The UI was fine, the problem was the user.

What? Abusive? How long did you play? It was easy at most. I've got about 800 hours in my game, and I've got a mod that scales according to your level. It's difficult, but not "Abusive".

Just how long did you play Oblivion for?

Your post is just... I don't know. Can't tell if trolling or.. just trying to get people to respond. Baiting the forums if you will.

  • 2 weeks later...
  • 2 weeks later...
  • 2 weeks later...

... late reply, but better late than never...

You have no idea what the actual main quest is... if you do.. how? They haven't said anything about it yet.
I know they didn't say anything and that's what worries me. It was a flaw in the original so if they're not saying anything in particular about it, and are, as usual, emphasizing that's it's all about doing what you want, going where you want when you want, then the main quest's probably going to be an afterthought just like in TES IV.
Again, they've shown at most two dungeons, how do you know they're "copy and pasted"?
I said they didn't address this publicly which made me worried. Which they now did, by the way. They said all their dungeons would be hand-crafted. So that's one good thing at least.
NPC behavior is apparently LOADS better, and you've not seen anything of it yet.. so you're assuming a lot.
Where did you see NPC behavior be a lot better?
The UI was fine, the problem was the user.
The problem was the user? I don't know what's that supposed to mean, but how do you think Bethesda will address that problem then?
What? Abusive? How long did you play? It was easy at most. I've got about 800 hours in my game, and I've got a mod that scales according to your level. It's difficult, but not "Abusive".
I don't mean that it scales badly, I mean that it scales too well. There's no point in doing +5% damage with my new level up, if every enemy gains an according +5% hit points. If the whole world scales with you in power, it defeats the point of building up your character because you never feel more powerful.
Just how long did you play Oblivion for?
Maybe 30 hours.

My experience with modding Oblivion (like Morrowind before it, but vanilla Morrowind had the merit of being actually interesting) is that it quickly becomes a nightmare of maintenance, bugs and performance issues, and when it works, it's a patchwork of conflicting artistic visions of wildly varying quality with no coherent vision.

This.

Skyrim will be addressing most of Oblivion's problems - Ugly characters, mediocre character animation, annoying npc interaction, dungeon variety, bad UI (the map & skill screens look great, not so sure about the new inventory just yet, I do like the fact that your full inventory comes up with the object you're looting as an option on the menu).. etc, all while bringing current graphics to the series.

that 5670 will be more than enough. i'm getting the 360 version and that's not even close to a 5670, i'll still be happy. if you have the cash, upgrade, otherwise, stick with the 5670. can't believe it's been like six years almost since Oblivion!

This topic is now closed to further replies.
  • Posts

    • Microsoft finally admits its default Windows 11 25H2, 24H2 action broke key legacy component by Sayan Sen Microsoft last week released Windows 11 KB5094126 and KB5093998 as the latest Patch Tuesday updates. Following that the company also published the accompanying dynamic updates under KB5094149, KB5095971, and KB5094156. So far the company has acknowledged two known issues that have popped up after the release which include bugged-out Office apps as well as the Recycle Bin; though there could be more at play too. Speaking of bugs and issues, Microsoft seems to have finally acknowledged a problem that probably has been around for close to a year. That's because back in July of 2025 the company made a default change to the latest Windows 11 versions, wherein it switched to JScript9Legacy on Windows 11 24H2 and later releases. Hence following the release of version 25H2 in October 2025, JScript9Legacy also remained default-enabled. As a result there has been a compatibility issue ever since then. For those wondering, by switching to JScript9Legacy Microsoft intended to improve the security of modern Windows PCs by reducing vulnerabilities tied to legacy scripting like cross-site scripting (XSS), among others. XSS exploits can allow cyber-attackers to attach malicious code onto legitimate websites and use them to execute the code when a potential victim loads such a website. Hence the new JScript9Legacy engine enforced stricter execution policies and improved object handling, which should help mitigate such attacks. Microsoft today has published a new support article detailing the problem. Neowin spotted it while browsing. The company says that JScript global definitions and execution context may fail to persist across scripts, potentially breaking older dependent apps and web-based components that relied on this legacy behavior. In the article Microsoft has confirmed that the issue stems from its move away from the older jscript9.dll engine in favor of jscript9legacy.dll. As mentioned above, while the newer engine was designed to address vulnerabilities and strengthen security it also changes how JScript handles execution context. As a result functions and definitions loaded by one script could no longer remain available to subsequent scripts once execution ended. The company notes that some applications worked correctly on earlier Windows versions because the older JScript engine automatically retained global definitions and execution state between scripts. Under the newer model though that behavior is disabled by default causing certain legacy workloads and polyfill-dependent scripts to fail. Microsoft says it addressed the problem via the KB5077241 update though the fix had not been enabled automatically in the following updates. As such admins must explicitly turn on persistent JScript execution context using a Registry setting that the tech giant shared today. The configuration can be applied to individual processes or system-wide through the FEATURE_ENABLE_PERSISTENCE registry key. The steps have been outlined below: Run the following command to create the feature control registry key: reg add "HKLM\Software\Policies\Microsoft\Internet Explorer\Main\FeatureControl\FEATURE_ENABLE_PERSISTENCE" Under this key, create a new DWORD (32-bit) value. Configure the value as follows: To enable persistence for specific processes only: Set the value to 1 for each target process name. To enable persistence for all processes: Add * as the key name and set its value to 1. You can find the official support article here on Microsoft's website.
    • The possibility that milk gathers back into a glass implies that gravity can be 'reversed'.
    • VidCoder 12.20 by Razvan Serea  VidCoder is a DVD/Blu-ray ripping and video transcoding application for Windows. It uses HandBrake as its encoding engine. Calling directly into the HandBrake library gives it a more rich UI than the official HandBrake Windows GUI. VidCoder can rip DVDs but does not defeat the CSS encryption found in most commercial DVDs. You’ll need the NET 8 Desktop Runtime. If you don’t have it, VidCoder will prompt you to download and install it. The Portable version is self-contained and does not require any .NET Runtime to be installed. You do not need to install HandBrake for VidCoder to work. Feature list: Multi-threaded MP4, MKV containers Completely integrated encoding pipeline: everything is in one process and no huge intermediate temporary files H.264, H.265, MPEG-4, MPEG-2, VP8, Theora video Hardware-accelerated encoding with AMD VCE, Nvidia NVENC and Intel QuickSync AAC, MP3, Vorbis, AC3, FLAC audio encoding and AAC/AC3/MP3/DTS/DTS-HD passthrough Target bitrate, size or quality for video 2-pass encoding Decomb, detelecine, deinterlace, rotate, reflect, chroma smooth, colorspace filters Powerful batch encoding with simultaneous encodes Customizable Pickers to automatically pick audio and subtitle tracks, destination, titles and more Instant source previews Creates small encoded preview clips Pause, resume encoding VidCoder 12.20 changes: Updated HandBrake core to 1.11.2. Download: VidCoder 12.20 | 47.0 MB (Open Source) Download: Portable VidCoder 12.19 | 89.3 MB Link: VidCoder Home Page | Github | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • Too soon, I'm still not over this death!
  • Recent Achievements

    • Week One Done
      Jordan Smith earned a badge
      Week One Done
    • Reacting Well
      BizSAR earned a badge
      Reacting Well
    • First Post
      AndreaB earned a badge
      First Post
    • Week One Done
      Huge Trailer earned a badge
      Week One Done
    • Week One Done
      Classifyskilleducation earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      593
    2. 2
      +Edouard
      185
    3. 3
      PsYcHoKiLLa
      77
    4. 4
      Michael Scrip
      73
    5. 5
      Steven P.
      66
  • Tell a friend

    Love Neowin? Tell a friend!