Quote:
Originally Posted by ownedbycats
The latter is the remaster.
They also preserved one of my favourite glitches!
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Because it's kind of not a remaster per se.
Bethesda's Elder Scrolls and Fallout games run in their Creation Engine which is built on an extensively customized Gamebryo. Think of Creation Engine as similar to a Java virtual machine (JVM) (because it is): rather than running natively, the game "code" is interpreted by the virtual machine system. And just as JVMs can have many different source code bases but still run the same Java programs, so too could Creation Engine be re-implemented.
This is exactly what Bethesda did: they re-implemented the Oblivion Creation Engine in Unreal and then dropped in the game code and data verbatim or nearly so. The result is that what used to work, including many/most mods, should still work -- and what broke or glitched should still break or glitch in exactly the same ways.
Edit: with the caveat that mods which don't add or modify game assets should work. Mods which alter assets probably need to be rebuilt for the Unreal .pak format.