To further understanding of this topic - reference Scruggs reply to me http://www.gamesas.com/index.php?/topic/1113709-relz-oblivion-script-extender-obse-0018/page__view__findpost__p__16411260.
So for example if a mod needs to reference a record in the oblivion.esm and cannot then likely those parts will not work up to and including the entire esp.
For example as a few have noted Duke Patrick's Archery mod only partly works - looking at the records in edit I see some kind of activator tied to a cell in Oblivion.esm - a cell that does not exist in Nehrim.esm. So, even renaming the master will not get it to work (as we know). Likely this activator is what makes the mod initialize, but can't say for sure. I know he is busy with real life and was not going to ask until after Halloween if he could look at it.
Are you sure its a cell in oblivion.esm and not a custom one (IE like the midas mod worlds), If its custom it should be fine. If not, just find out what references it, get rid of that reference, and make a new one called the same thing in a custom cell.
rylasasin-
I'm not big on hand to hand mods but many have recommended
(snip)
Hmm Actually wasn't there a mod that let you cast spells through your hands (one of SMs I think?) Like condit magic does for weapons? Also wasn't there another one that let you do neck snaps?
If anyone is interested in doing a Midas Magic for Nehrim version btw, here are my observations and recommendations (I would try these myself, but quite frankly i'm back to Morrowind doing Moogle Mod stuff, so I don't have time.)
- Most of the activators and stuff are kept in custom cells. There are a select few activators, creatures, etc that are elsewhere (the bird for the Fratboy quest, the brokeback miners, the weretiger, the Lich portal in bravil dungeon). These would have to be moved.
- When I looked at Midasmod in the CS, I got a lot of missing model errors (possibly due to the fact that Midas uses a BSA)
- A few of the ingredients would have to be re-examined (IE its not possible to aquire spellbreaker anymore)
- Possible work around for conjuration (midas has a few conjuration spells)? Then again the problem isn't that conjuration is taken out... it's still there as a skill. Its just that there are no spells for it in normal nehrim (that I know of) nor any trainers that train it (maybe make midas one?)
- Most of the items that require the Oblivion.esm are... dun dun dun... Doors. Yep. Doors. These should be easy enough to relocate. See below on my recommendations for that.
- Thankfully, midas does not use Shivering isles and uses very little oblivion stock items. Its mostly
Obviously you'd have to move the doors. Most of the stuff (like midas's lab, the beholden lair, etc) are custom cells and should port over fairly easily, though you'd have to make new doors to point to them. So here's my recommendations on that and other things:
- Midas's Lab: Obviously put it in the Sanctum somewhere.
- Frat House: Is this even necessary? Seems to me its only real point is to give acess to the "Midas Magic For Dimmies" book. If you do include it though, sanctuary too.
- The Frat house quest bird: Again, if you think the frat house is the least bit necessary... Put the bird associated with joining it out in the fold valley somewhere.
- Weretiger: Admittingly this is the ONE quest in midas I've never done. I'm guessing it involves hunting a weretiger somewhere... well my guess would be to put it somewhere out east.
- Skeep/Dyriad sister quest: maybe put it in the Abbey?
- Brokeback Mine: Again, necessary? Its sole point is to give people access to gold nuggets to use. Now you can get gold ingots from Blacksmiths (something you could have the assimulator separate btw) and nuggets from travelers, and i'm not sure if there are any gold mines you could get nuggets from. The prices for brokeback mine shares are really high anyway.
- Kazaa Dun: Eh, kinda a high level place (with a very high level boss): put it in the northrealm somewhere. Seeing that there's no such thing as oblivion realms its kinda useless though. Still, good boss fight, and the Balrog summon is good for lulz.
- The Lich Rune/Portal: In Midas mod its in the Bravil Dungeon. Perhaps here it could also be in a dungeon? If you want to be really Ironic, put it in Erothin somewhere...
- Beholden Lair: Somewhere in south realm perhaps?
- Essences: This might present a bit of a problem. In the main game you got essences from assimilating Sigil stones, and a lot of midas spell ingredients require these. However in Nehrim there is no such thing as an Oblivion gate, let alone such a thing as a "Sigil Stone", thus a problem arises. HOWEVER Nehrim does have two other things: Enchanted gems (which behave in the exact same way as sigil stones) and Runes (which especially in the early stages you wind up hoarding or selling anyway). Maybe you could make the assimilator give Essences out of those instead? (IE Assimilating an Impure topaz of Strength would give you both an Osmotic essence AND an impure topaz, Assimulating a "Rune Inflame (Rank IV)" would give you 4 lesser fire essences? In short: In midas mod for nehrim, Runes would fill up the same role as sigil stones did in the oblivion version.
Let me know if I missed anything.
All that being said, anyone interested in undertaking this project? I would message Xilverbullet about it, but not only has he not been around since June, his inbox is also constantly full so you wont get to him that way.
I've worked with modifying Midas Mod before, so I know what I'm talking about if anyone is interested and needs to ask me a question or two. I'd undertake this project myself admittingly, but I have http://www.gamesas.com/index.php?/topic/1115320-wipz-mogmod-community-compilation/ to attend to.