Mods that work with Nehrim

Post » Fri Dec 03, 2010 10:20 pm

I'm ok with the basics of DP archery - I actually turned more than half the features off anyway. No it does not give the boot up message. Not perfect but better than vanilla.

Have you tried other obse mods yet.

I suspect it has less to do with OBSE not working than the fact that for some mods they do need the Oblivion.esm and since that is changed not all things are accessed ... does that make sense?


Not sure what refs they'd need in Oblivion.esm.

And just out of curiosity I've tried making a "Dummy" Oblivion.esm (in case it carries any code with it... in other words, Oblivion.esm without any of the Cells, Refs, Races, spells, etc) and JUST an ESM. But it didn't really change anything.

Maybe I should try that again, only this time leave the records in, and take out the Cell references.
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Amy Gibson
 
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Post » Fri Dec 03, 2010 3:20 pm

Well you could try loading the Oblivion.esm, Nehrim.esm and whatever mod into tes4edit and look for what is an overwrite to Oblivion.esm that does not exist in the Nehrim.esm

That might tell a lot.
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Max Van Morrison
 
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Post » Fri Dec 03, 2010 4:35 pm

Well you could try loading the Oblivion.esm, Nehrim.esm and whatever mod into tes4edit and look for what is an overwrite to Oblivion.esm that does not exist in the Nehrim.esm

That might tell a lot.


I have no idea how to do that. And to be honest, I'm none too fond of TES4edit either. I use it, but only less than once every blue moon.

Hmmm about DP-CA... while I do like the fact that it ups the bow damage (10 arrows to kill a wolf?! are you fing kidding me?) to me it just seems a bit awkward without something to ballance it out, especially given the lack of class system in Nehrim.

So anything else of Dukes That deals with melee combat? ... specifically that works with Nehrim?
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Chris Ellis
 
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Post » Fri Dec 03, 2010 5:21 pm

I would recommend at this time http://www.tesnexus.com/downloads/file.php?id=32651 which has a setting in it to control overall damage and so it ups the damage in all areas.

You could use the DP archery which will control bow behavior (it does a bit more than damage) and have it set to vanilla damage then use Phitt's to adjust damage increase overall.

I actually use it with DP archery with Nehrim. Like DP archery all configurable via ini.

You seem mod tool challenged. I cannot stand the cs most days but have no issue with bash and edit and gecko. It would seem that edit would be vital to working on mod porting to nehrim.
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Kelsey Anna Farley
 
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Post » Fri Dec 03, 2010 5:02 pm

I would recommend at this time http://www.tesnexus.com/downloads/file.php?id=32651 which has a setting in it to control overall damage and so it ups the damage in all areas.

You could use the DP archery which will control bow behavior (it does a bit more than damage) and have it set to vanilla damage then use Phitt's to adjust damage increase overall.

I actually use it with DP archery with Nehrim. Like DP archery all configurable via ini.

You seem mod tool challenged. I cannot stand the cs most days but have no issue with bash and edit and gecko. It would seem that edit would be vital to working on mod porting to nehrim.


- I will have to try that. Though I mean in nehrim it doesn't seem to do anything else than increase bow damage that I noticed.

- Na I just like the cs a little too much. Once I get used to one particular tool or method I find it difficult to use anything else. "If it ain't broke, don't fix it." I do use bash excessively though (but rarely use Gecko).
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SUck MYdIck
 
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Post » Fri Dec 03, 2010 11:27 pm


So anything else of Dukes That deals with melee combat? ... specifically that works with Nehrim?

Well Duke has his old SCA Combat but he took it off nexus quite a while back. I consider it a must have ( i cant stand the 10 hits to kill a wolf either) but am not sure it'll work with nherim so im using kuertees attribute and skill based damage modifiers while awaiting confirmation that SCA works with it.
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Wanda Maximoff
 
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Post » Fri Dec 03, 2010 7:25 pm

Well duke has pulled support for that mod too, so out of respect I usually don't even mention it because then people go search for it and find an old version on PES (or somewhere) that he has stated several times has bugs and wish he could remove it.

I forgot - yeah I'm using Kuertee for damage formula and Phitts for a few tweaks (less Knockback & actors care) and then DP archery for bow behavior. It may be that not all are functioning.
Then also added better blocking, but not at all sure it is working as I still get my ___ handed to me when blocking.

=====================

After some testing I agree that Duke Patrick Combat Archery is not fully working - no bow sway, no trouble targeting, No NPCs jumping up at you. Ah well too bad.

I looked in tes4edit and there is only 1-2 entries that overlap Oblivion.esm so I don't think it is a result of that.

Perhaps rylasasin is correct - and only certain parts of OBSE are initializing or hooking in to affect change.
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rebecca moody
 
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Post » Fri Dec 03, 2010 12:44 pm

I'm having the strangest issue - so wanting to try http://www.tesnexus.com/downloads/file.php?id=25533 (which has no master and is OBSE scripted) so I went about taking the Combat Archery OMOD out.

Now the game crashes on load, but get this - it doesn't crash if DP Combat Archery esp is in the data folder even if that plugin is not active.

That is weird - DP archery has to be in the folder and can be deactivated and then the game loads. Why would that matter? So strange. It is not the resources of CA either - took all those out - it is the esp itself.

Tried regen ini, double checked save game profiles, Manually altered the Plugin.txt, removed the master from the save with bash, etc.

I'm hoping it is not some damage caused by ShadeMe's http://www.gamesas.com/index.php?/topic/1116792-rel-inizer/ (which I removed for not working anyway).

I of course tried saving the game without the esp active several times and still the game demands the esp be in the folder (again even if deactivated).
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Sarah Kim
 
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Post » Fri Dec 03, 2010 7:32 pm

Might I propose this?

Someone try a few non-obse reliant mods that don't overlap with oblivion.esm entries to see if they work.

They do work, then yes its OBSE. And OBSE team needs to fix it.

If not, there is something else.
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Jessica Colville
 
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Post » Fri Dec 03, 2010 2:20 pm

After Maigrets posted about the SureAI forum (I didn't know there was an English section) - I went to check it out - so glad I did.

http://www.sureai.de/forum/viewforum.php?f=81

There is a mod forum (imagine that - not rude to mod on that forum apparently). and known Oblivion modder JOG is actively making mods for Nehrim.

Found one that addresses leveling to a degree (I think it lets you up the same attribute multiple times and another that integrates the journal more into the inventory).

Now for the love of the flying spaghetti monster why can't I load this game without DP CA esp!!! :brokencomputer: :brokencomputer: :brokencomputer:

==========

[edit] found it - damn bashed patch tweaks I had ported over had DP CA as a master - me feel stoopid.
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Taylah Haines
 
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Post » Fri Dec 03, 2010 1:12 pm

A thought.

Midas Magic:

Could possibly work. From TES4 I see very little overlap refwise. Scriptwise some things would need to be changed (IE the ingredients, a few of the quests, the Fraternity would have to be changed) but otherwise 90% of it in theory should work. And since it isn't OBSE reliant, nor Shivering reliant, well... That hopefully means it should run into little problems there.


ANyone interested in making a Nehrim Midas Magic version?

Edit: nevermind. Bunch of missing meshes. I'm an idiot.
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x a million...
 
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Post » Sat Dec 04, 2010 12:03 am

Edit: nevermind. Bunch of missing meshes. I'm an idiot.

They could copied and repointed.
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Stephanie Nieves
 
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Post » Fri Dec 03, 2010 12:58 pm

OK since getting back on track with being able to load I went and got mods off of the SureAI mod forum I linked above so here is my short take on them. All by JOG!!

http://www.sureai.de/forum/viewtopic.php?f=86&t=3057 - this adds most of the info found in the diary to parts of your tabbed inventory/character sheet. A bit like Darn adds things. Screenshots show more. This is most likely not compatible with Dran UI.

http://www.sureai.de/forum/viewtopic.php?f=86&t=3061 - this reminds me a lot of http://www.tesnexus.com/downloads/file.php?id=9914 in that the relationship between skills and attributes are broken and you get attribute increases based on this scheme:
Level  2-10:    4 x 3 incrementsLevel 11-20:    3 x 3 incrementsLevel 21-30:    2 x 3 incrementsLevel 31+  :    1 x 3 increments  
This means that you get a lot at lower levels and less as you level. I'm certain some could argue that this will break the balance. I'm going to use it as anything is better than vanilla - what happens when you level is the attribute increasing screen appears multiple times.

And finally the ini driven http://www.tesnexus.com/downloads/file.php?id=6359 has been updated to now include a Nehrim plugin as of yesterday.

All three are now in my load order. Thanks JOG!

==================

After learning that Duke Patrick Combat archery was indeed not working well for bow behavior I'm trying out http://www.tesnexus.com/downloads/file.php?id=25533 but again I'm not seeing any bow behavior effects take place. I'm not as familiar with it by any means so wondering if anyone else is who is using Nehrim. It has no master, so easy to port.

http://www.tesnexus.com/downloads/file.php?id=9333 does work after renaming master.
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мistrєss
 
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Post » Fri Dec 03, 2010 9:07 pm

A few updates on my 'process'

I got around to PyFFIing the meshes and boy did I see a jump in performance - took a few tries to package the bsa right, but the game felt snappier after done right.

So I thought - graphics, but didn't want to go for replacers yet. instead OBGEv2 and ENB.

After changing the obge support pluggin to nehrim.esm and loading the latest OBGEv2 the console spam said a few shaders were loaded and the image did appear somewhat different. But the item in the inventory did nothing.

I scraqed that then went and got the TES4 http://www.tesnexus.com/downloads/file.php?id=29578 (actually San Andreas, but whatever) - I had been using this with my Mount and Blade Warband game and used a toned down version with it - reduced the gradient on the palette, lowered settings. It worked but I saw a huge performance impact. Same with using AmpolX's settings.

Went back to OBGEv2 and installed my omod of it then pulled out the old shaderlist.txt method of loading the shaders and it seemed to work very well, but no godrays - none of them worked ... having extracted the Nehrim textures to get a better look at what is in there I notice that it incorporates http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=376 - and having dealt with this mod and cajoling the AN team into changing the file paths I recall that it diverts the normal vanilla file paths for the sky textures into new paths - which means that even if you load replacers - the esp (likely merged into Nehrimdata.esp) will not look for the vanilla file paths an instead look for the NE file paths. So texture replacers for the sky won't be so straight forward. Using the OBGE godrays (I tried 4 variations I had on file) usually it is recommended to replace the sunglare, but to do that one has to know the NE file path:
textures\naturalenvironments\sky\sunglare.dds - but then maybe I'm wrong as placing a sunglare remover into that path did nothing to change the ultra beamimg sunglare. Plus I recall hearing how godrays was broken for OBGEv2 - I can live without actually.

I did see cell shader+edge detect work as well as color mood and ... well I'm still testing.

Moving on to more exploring of the SureAI forums and use of Google translate to read mod descriptions. There are several useful mods for Nehrim being made in Gernam with JOG seemingly the workhorse for English.

In discussion of initial glow I found two versions that are Nehrim ready:
http://www.sureai.de/forum/viewtopic.php?f=86&t=3141
http://www.sureai.de/forum/viewtopic.php?f=79&t=1571#p17359 (bottom post of the page)

Now back to combat - after realizing that the only thing DP Combat Archery was effecting was bow damage I took it out and put in Marksman's challenge, but I don't think I like it. I want more damage on the bows and neither Phitt's nor Kuertee's mod can narrow in on the damage of just archery. So I'm stuck with pincushion foes. If I up the damage on either Phitt or Kuertee then melee gets considerably more difficult to the point of not fun for me.

=================

[edits]
Well OBGE DoF shader totally messed with loading the game - removing the menus.
The RAWZfix shader turned the screen completely red
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Vicky Keeler
 
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Post » Fri Dec 03, 2010 2:40 pm

Anyone know of a mod that Improves Hand to Hand (and not just in an "increase damage" sort of way, I get that already from other kuertee's attributes mod) that works for nehrim?
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Michelle Chau
 
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Post » Fri Dec 03, 2010 6:04 pm

http://www.upload3r.com/serve/200910/1284985171.png

It's odd how some things work for some people, and break for others. There has to be a reason...
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Kellymarie Heppell
 
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Post » Fri Dec 03, 2010 2:12 pm

http://www.upload3r.com/serve/200910/1284985171.png

It's odd how some things work for some people, and break for others. There has to be a reason...

Did you remove the beaming sunglare from Behrim and if so how?

Which version of godrays did you use? I have abut 4 on my hard drive and and forget which is which.
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Carys
 
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Post » Sat Dec 04, 2010 3:26 am

Anyone get Motion Blur to work? Is there a working version of OBSE with Nehrim?
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Eve Booker
 
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Post » Sat Dec 04, 2010 12:08 am

It would be best if the Thread Creator UPDATED the original post so people dont have to read through the entire thread for mods that work with Nehrim. =)


That being said=
1. SInkpoints unarmed animations work perfectly (no .esp file needed, just meshes)
http://www.tesnexus.com/downloads/file.php?id=16746
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Claire Jackson
 
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Post » Sat Dec 04, 2010 4:30 am

It would be best if the Thread Creator UPDATED the original post so people dont have to read through the entire thread for mods that work with Nehrim. =)


That being said=
1. SInkpoints unarmed animations work perfectly (no .esp file needed, just meshes)
http://www.tesnexus.com/downloads/file.php?id=16746


I'm afraid I don't have time to do this at the moment - however, if anyone wants to either make a post with all the confirmed working mods contained in it, I will pop in at some point over the next day or so and paste it into the opening post. Alternatively someone can start a new thread and request this one be closed. When this thread reaches its limit someone else more dedicated (I would suggest Psymon, who seems to be very involved) should start it again so the opening post can be updated more frequently.

Sorry for lack of dedication guys! Hope your Nehrim adventures are going well.
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Nick Swan
 
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Post » Fri Dec 03, 2010 11:20 pm

I'm afraid I don't have time to do this at the moment - however, if anyone wants to either make a post with all the confirmed working mods contained in it, I will pop in at some point over the next day or so and paste it into the opening post. Alternatively someone can start a new thread and request this one be closed. When this thread reaches its limit someone else more dedicated (I would suggest Psymon, who seems to be very involved) should start it again so the opening post can be updated more frequently.

I vote psymon! :D
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Miguel
 
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Post » Fri Dec 03, 2010 4:45 pm

I tried "A takes all", and it works.


Hotkey Casting works (change master)



I tried to change master "MAST" part from Oblivion to Nehrim using a hex editor, changed length $0D to $0B, now it doesn't crash, but it doesn't work either...

Is there an easy way to change master from Oblivion to Nehrim?
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Talitha Kukk
 
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Post » Sat Dec 04, 2010 12:51 am

Yeah, the next thread - if its cool with you all - I will write an opening post with instructions on how to port the mod tools (OBSE, OBMM, INIzer, etc) as well as a bit on how to juggle multiple installs.

Then the second post a list of mods known to work and links to places to get them.

Will start writing it later this week.

I still cannot get godrays to work - thought it might have to do with distant blur in Nehrim - but so far not. Wish I knew which exact version of roxahris us using.

Also no luck in replacing the beaming sunglare by using either the NE file path or the vanilla. Strange that.

I didn't know sinkpoint had no esp - may try that.

==============================

Sorry just saw this:
I tried to change master "MAST" part from Oblivion to Nehrim using a hex editor, changed length $0D to $0B, now it doesn't crash, but it doesn't work either...

Is there an easy way to change master from Oblivion to Nehrim?

Most people are going to use http://www.tesnexus.com/downloads/file.php?id=8665 but I think you can use Wrye Bash too. Both can be difficult to install if you haven't already. I'm not certain if when having multiple installs that changing the master with Wrye Bash then transferring the esp to the Nehrim data folder if that master change is recoreded by bash somewhere and if you use the same named esp in normal Oblivion that it will still have it renamed.

Bash can record a lot so I use gecko whenever possible.
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Cesar Gomez
 
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Post » Fri Dec 03, 2010 9:49 pm

Did you remove the beaming sunglare from Behrim and if so how?
Which version of godrays did you use? I have abut 4 on my hard drive and and forget which is which.
I'm using version 4 of Godrays.fx here. I kept the original sunglare (cinematics!), so I can't really say much about that.

As for motion blur, I use http://www.tesnexus.com/downloads/file.php?id=20046. Dropping it in and changing the master seems to have gotten it to work for me.
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Trey Johnson
 
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Post » Fri Dec 03, 2010 11:51 pm

Ohh version 4 - you mean the latest still available on nexus?!? ... yeah that worked.

And it works with depth of field - this DoF actually serves to make the distant land seem not so bad. Without it - things look pretty bare. I'd prefer if DoF was able to be tied to weather - high humidity, rain, snow, etc then DoF - if not then clear.

I personally don't get the motion blur effect (unless tied to sprinting or something) - kinda seems like a constant horror movie, but to each their own.

The only OBGe shaders that are not working are the OBGE DoF and RAWZ - so that is cool and a lot actually. Still it would be nice if the plugin worked.
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Jennifer Munroe
 
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