- They’ve gotta push hard because the official Oblivion remake in Unreal is supposedly due out sometime in 2025. - I trust the Skyblivion team more than I trust Bethesda - I completely agree with you! But I am worried they’ll get overshadowed by Bethesda/Microsoft’s marketing budget… - You’re very right. Dick move of them to hear about Skyblivion and instead of thanking the heavens for plopping a marketing opportunity for minimum effort, went “crush them out of principle”. - I’m sure Fallout London feel the same way too! 
 
 
 
- Classic Bethesda move tbh 
- The Bethesda remake is supposedly using some Frankenstein of the original engine shoved into unreal. It’ll suck. - Though in their defense, it’s not being done by Bethesda at all. It’s being done by some studio who has mainly only done support work for other studios bigger games. I think called Virtuoso? - My guess it’s to test out what they’re building for TESVI by getting a smaller studio to test it out in something they’ve already got design docs and scripts for. 
 
 
- Skywind is getting closer, too! What an exciting time! - Skywind is what I’m waiting for. 
- I thought this was Skywind at first and my disappointment is immeasurable… 
 
- I’m really excited for this. Moreso than with the rumored remaster. Does anyone know if it will be a standalone install or if it will need to take over the Skyrim install? - According to their website: - In order to play Skyblivion you will need to own a legitimate copy of Oblivion GOTY Deluxe (ALL DLC) and Skyrim: Special Edition. Our installer will not install the mod unless it can find a non-cracked copy of the original games. - and - Skyblivion will work the same as most other complete overhaul mods. Simply install the mod via the installer and press play. - So you’ll probably need a pure unmodded version of Skyrim for it to install onto, but we won’t know for sure until the actual release date. - “This mod will ONLY work on a legitimate copy!” is just a plain lie I’ve seen many times on various mods over the years. Problems and issues caused by mods have never been because of a pirated copy. - That addendum is there purely so Bethesda doesn’t sue their asses to oblivion (heh). I am certain it will be very possible to play the mod on a pirated copy but it’s not like they can just write that on their website. 
 
- Its likely what we’d get would be a tool to create a normal mod. The tool checks for their requirements and when satisfied, rips oblivion files and repackages them. - So a clean skyrim installed to create the mod with the tool, but once the tool is done, you could remove the clean install and use it like any other mod. - This has been my experience with other “created from copyrighted works” overhauls, like rollercoaster tycoon for openrct2. 
 
- A long time ago, I read one of their developers say you require the original games since the mod is specifically designed not to re-provide you with any copyright material from either game, and in fact I think it’ll look for and use the files you have like any other mod. - This was done on purpose so they can never worry about being shut down or sued if they ensure they never wrongly re-use or provide copyrighted materials. Probably a smart move for such a massive undertaking. - It’s basically the same way Tale of Two Wastelands works when combining Fallout 3 and New Vegas. 
 
 




