ID:9417
 
Keywords: game, oblivion
By the way, if you hadn't heard, Oblivion has gone to Gold master. This means the CDs are now in production and being delivered to retailers and game reviewers, most likely starting tomorrow. Once the production runs are all done and the retailers have received all their copies, the game gets stocked on the shelves and sold -- usually the whole process takes about three weeks, which essentially means you'll be playing by the end of the month.

If you're interested in it, pre-order your copy, because while this won't be as hot a ticket as the next Grand Theft Auto, it'll still be hard to find in the first couple of weeks.
Good thing I reserved mine before I even got my XBoX 360. =)
I want a 360 very badly. That is definitely one of the first games I'm getting once I get one.
Yeah I preordered back when it was supposed to be released in October :P. So hopefully I'm good :).
Screw the Xbox 360, I'm getting mine for computer. Dammit though, I didn't pre-order it :(.
I'm also getting it for PC, and Theodis probably is too. You can't get mods on the X360 version, and in my admittedly-less-than-humble opinion Morrowind just wouldn't be the same if you couldn't tweak it (almost) to your heart's content. I get the impression that Oblivion will be a highly-polished and highly-enjoyable RPG, but without the modding it'll still only be passably interesting. Even Tim Buckley of CAD fame thinks the TES Construction Set is the deciding factor in the purchase. Xbox users don't know what they're missing. ;-)
Yar, but I have Morrowind for XBox, and PC. So, I assume I'll do the same with Oblivion. =D
The hardest part for the modders will be making new meshes etc. I bet the scripting will be a lot more complex and flexible too. But I remember Bethesda saying they use 3 textures per object. Thats just insane.
That would be the bump map, reflection map, and texture. That's none too difficult for most artists, though amateurs will definitely run into walls.

I just hope the object format isn't in whatever the successor to the NetImmerse engine is. I'll be ticked if I can't make my own meshes because of a reliance upon 3DS Max. Gmax can do just about everything that 3DS Max can -- except make renders -- but running the 3DS->NIF plugin was one of those things not included in its abilities. Some kind of externally-convertible format would be perfect, because there are many free modelling programs out there that can convert to 3DS.

I really think the dialogue will be the hardest thing to make. It won't have changed a great deal, but without voice acting any user-added dialogue will just seem out of place, and with voice-acting... well, I don't think there are many talented voice actors in the mod community. ;-)

Bethesda has mentioned that the scripting language will still be underfeatured: they're focussing on only including the features that they'll actually be using. I think that's a rock stupid attitude for any game developer who includes a modding toolkit in their game, but what can I say? They're rich, I'm not. ;-P
Yeah, they used 3DS Max 5 if I'm correct. And thats an expensive software :(. I hope they get an agreement with them again to make a plug-in for NIF.

I've seen a few Voice Actors out there, like the guy who remade the Bosmer(or was it Breton?) voices. He was pretty good. It would be nice to have a sound editing software for it, so we could alter the voices.

As for the scripting language, I bet someone will make another type of Morrowind Enhanced, so you can do more.

Still can't wait though!