Mods that work with Nehrim

Post » Fri Dec 03, 2010 10:11 pm

Just as a quick suggestion I noticed in the trailers for Nehrim they have both SSAO and some very nice texture replacers running, as well as some godrays. Perhaps it would be beneficial in the long run to get in touch with the creators and see what they are using? It might very well be that the German modding scene has already fixed alot of the problems you are all facing. Just a thought, I personally am really enjoying Nehrim atm.
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Nomee
 
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Post » Sat Dec 04, 2010 9:01 am

Just to bring a forgotten question back up..

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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Eve Booker
 
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Post » Sat Dec 04, 2010 6:47 am

Another question about a mod: What about the Unofficial Patch? Anyone know if this was incorporated into the mod? If not, it might help with some of the crashing issues that still existed after the last official patch. Has anyone tried loading it?
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Zosia Cetnar
 
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Post » Sat Dec 04, 2010 7:38 am

Another question about a mod: What about the Unofficial Patch? Anyone know if this was incorporated into the mod? If not, it might help with some of the crashing issues that still existed after the last official patch. Has anyone tried loading it?

I wouldn't, since the UP was designed for and heavily references oblivion.esm
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Elizabeth Falvey
 
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Post » Sat Dec 04, 2010 2:44 am

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.

The UOP attempts to bring corrections to the Oblivion.esm - there is no way ever it would work. And not much evidence it is needed. I've had zero crashes.

This is why the more script oriented OBSE type plugins work well. I just tested http://www.tesnexus.com/downloads/file.php?id=17894 and it works (I despise vanilla lockpicking).

Next I want to explore using TES4edit with Nehrim. It wont work by porting over the exe to the Nehrim folder as edit still searches for the Oblivion data folder, but one can move the Nehrim plugins to the Oblivon folder and check things like cleaning etc.

rylasasin-
I'm not big on hand to hand mods but many have recommended
Tejon's http://www.tesnexus.com/downloads/file.php?id=16065
http://www.tesnexus.com/downloads/file.php?id=16746 - no esp just meshes I think.
And I recall a mod called unarmed skill for everyone - can't find link.
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CxvIII
 
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Post » Sat Dec 04, 2010 8:13 am

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.
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Nikki Morse
 
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Post » Fri Dec 03, 2010 10:34 pm

Another question about a mod: What about the Unofficial Patch? Anyone know if this was incorporated into the mod? If not, it might help with some of the crashing issues that still existed after the last official patch. Has anyone tried loading it?

You will not be able to use the UOP's ESP file to fix problems in Nehrim, since the ESP is designed to fix errors and bugs in Oblivion.esm. However, I imagine you CAN put the UOP's meshes, textures, sounds, etc into the Nehrim folder and any bugged data files that are used by Nehrim will be replaced with the UOP's ones.
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Dagan Wilkin
 
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Post » Sat Dec 04, 2010 6:36 am

(post removed by author)
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Darrell Fawcett
 
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Post » Sat Dec 04, 2010 6:47 am

Did some tinkering with the Duke Patrick esp and it now works fully as intended. Apraisal menu and everything works now. Just had to do some script cleaning.

But for those of you too lazy to do it themselves:

http://www.mediafire.com/?48zgwt2koc9sg4t

Note: make a clean save before you load this version.

edit: hmmm something still isn't right. When I'm in a cave and I have my bow out in combat there's a missing mesh following me. Dunno what it is.
Edit #2: triggerbox mesh. dunno how I forgot to copy the meshes folder or how I forgot about it till now... oh well. problem solved. yeah it works.

you have Duke's permission for this? :)
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Izzy Coleman
 
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Post » Fri Dec 03, 2010 10:37 pm

Is it possible to use Oblivion Stutter Remover with this (it requires OBSE)? If so could someone explain how?

Its been a while since i played Oblivion, but i found this to be one of the best mods to help with immersion, it really fixed the stuttering and the game was extremely fluid with this mod.


Edit:

it seems that this mod/plugin works great, just installed it the usual way and it seems to be working. It's a must-have mod, imo :)

Is TESNexus infected somehow? Google doesnt like that site.
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Chloe :)
 
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Post » Sat Dec 04, 2010 6:31 am

After switching the Oblivion.esm to the Nehrim.esm, the mods Akatosh Mount, Portable Campsite, Enchantment Restore Over Time, and Ragna Parry V2 work perfectly.
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chirsty aggas
 
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Post » Fri Dec 03, 2010 8:41 pm

http://www.tesnexus.com/downloads/file.php?id=2691 appears to work perfectly, once you rename the master to Nehrim.esm - I used Gecko, and it was painless.

Also, in case anyone is interested, the animation replacer version of http://www.tesnexus.com/downloads/file.php?id=16459 also works beautifully. However, unsurprisingly, changing masters is not enough to make DMC-specialanims or the Sword Dancer addon work correctly - they function, but you lose your diary, and therefore cannot level up. Same with http://www.tesnexus.com/downloads/file.php?id=19796. I suspect it's a simple reference or two in need of tweaking, but I don't even know how to open an esp to read/alter existing scripting, and I'm too lazy to track down the tools to do so atm.

@vurt: Nexus had an issue earlier in the week - Check site news there for the skinny - looks like it's taken care of, but Google hasn't yet given Nexus the green light.
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Samantha hulme
 
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Post » Sat Dec 04, 2010 10:13 am

Is it possible to use Oblivion Stutter Remover with this (it requires OBSE)? If so could someone explain how?

Its been a while since i played Oblivion, but i found this to be one of the best mods to help with immersion, it really fixed the stuttering and the game was extremely fluid with this mod.


Edit:

it seems that this mod/plugin works great, just installed it the usual way and it seems to be working. It's a must-have mod, imo :)

Is TESNexus infected somehow? Google doesnt like that site.
Yeah you have to install OBSE first and launch the game with the OBSE launcher then add stutter remover as you would a normal OBSE plugin.
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emily grieve
 
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Post » Fri Dec 03, 2010 8:38 pm

I've just figured out a bit of a hack to make TES4Edit work with Nehrim, the only problem being that you can't use TES4Edit to work with mods in Oblivion's and Nehrim's data directories at the same time.

First, you need TES4Gecko installed and working. Then again, if you're porting mods from Oblivion to Nehrim, you should probably already have it since TES4Gecko, IMHO, is the safest way of changing the master list of a plugin.
Next, open TES4Gecko then click on the button that says "Set Directory". You will then get the option of choosing a new data directory, navigate to Nehrim's "Data" folder and make that the new directory. Once that is done, TES4Edit should show you a list of mods in Nehrim's directory instead of Oblivion's. Once you are finished, open TES4Gecko again and change the Data folder back to Oblivion's one.
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cassy
 
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Post » Fri Dec 03, 2010 9:04 pm

What I've done is kept a copy of Nehrim.esm and its plugins in the Oblivion data folder then hide them with Wrye Bash and unhide them when i want to use them with edit.

Edit will load without Oblivion.esm and have used it to see that for instance the english translation contains 65 identical to master records or to load the Nehrim esm and Oblivion.esm and a mod I want to port in order to see what overlaps or is missing.

But ideally Elminster will make a version Nehrim compatible.
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Jodie Bardgett
 
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Post » Sat Dec 04, 2010 11:01 am

Ok so In just ported over Companion Master in order to try and circumvent the Leroy Jenkin's style of companion Kim - and it works.

It is kind of cumbersome even with the companion crystal ball hotkeyed. I considered Minionz, but like CSR it has the recruit anyone option and I didn't want that.

Let me be the first to post my Nehrim load order:
Nehrim.esm
NehrimData.esp
NehrimEnglish.esp
NehrimTEMP_ENGRISH_TEXT.esp
NIE.esp
Display Stats.esp
QZ Easy Menus.esp
Toggleable Quantity Prompt.esp
FastEquippingNehrim.esp
Enhanced Hotkeys.esp
ROM Drop Lit Torches.esp
ZumbsLockpickingMod - OBSE.esp
SM Encumbrance and Fatigue.esp
StealthOverhaul_Nehrim.esp
Realistic Sneak for NPCs.esp
Phitt's Phighting Phixes.esp
marksman_challenge.esp
Denock Arrows.esp
kuerteeAttributeAndSkillBasedDamageModifiers.esp
BetterBlocking.esp
Attribute.esp
CompanionMaster.esp
ASTnehrimDonkeyFlute(EN).esp
Nehrim_Initial_Glow-Armor_only.esp
Nehrim Bash Tweaks.esp
Oblivion Graphics Extender Support.esp
Again mostly focusing on removing the annoying vanilla aspects that are apparently unchanged by Nehrim. I see at the http://www.sureai.de/forum/viewforum.php?f=86 there are a few things like better harvest and better ingredients for Nehrim that are pending approval to be released in English.

Also as Companion Master depends on the OBSe plugin Ref Stuff - I assume it is safe to say that it works.

Fast Exit 2 does not seem to work though and appears to have no effect on exiting - oh but hmm that could be because I'm using the INIzer to reassign the Oblivion.ini for Nehrim. I wonder if it is affecting the regular Oblivion.ini?
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Tiff Clark
 
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Post » Fri Dec 03, 2010 8:17 pm


..snip
Fast Exit 2 does not seem to work though and appears to have no effect on exiting - oh but hmm that could be because I'm using the INIzer to reassign the Oblivion.ini for Nehrim. I wonder if it is affecting the regular Oblivion.ini?


I`m using Clean Quit and it works fine after changing it`s master to Nehrim.esp.
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Soku Nyorah
 
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Post » Sat Dec 04, 2010 2:23 am

Is the mod "Display Stats" able to run on Nehrim? And if so, how do I install it?
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Sudah mati ini Keparat
 
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Post » Sat Dec 04, 2010 3:44 am

Just a heads-up here. The next version of BOSS will support Nehrim, and I've uploaded a (very) barebones masterlist to the SVN - if anybody is interested in contributing to that, current BOSS team members or otherwise, go ahead. :)

If you aren't already on the BOSS team and you want to work on the masterlist for Nehrim, then you'll have to PM Arthmoor, PacificMorrowind or I to get permissions sorted out.

I'm not familiar with Nehrim (yet), but AFAIK it shouldn't be any different from Oblivion's ordering, so you can use the Oblivion masterlist as a guide for where mods that work on Oblivion too can go relative to each other.
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Thema
 
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Post » Fri Dec 03, 2010 11:58 pm

Is the mod "Display Stats" able to run on Nehrim? And if so, how do I install it?
It has Oblivion.esm as a master, but doesn't really need it, so changing master from Oblivion to Nehrim should work fine. I am planning to upgrade it soon, and the new version will not be dependent on Oblivion.esm at all (I think).

Edit: I could remove the master alltogether, so http://www.tesnexus.com/downloads/file.php?id=31855 is now available, and compatible with both Oblivion and Nehrim :)
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.X chantelle .x Smith
 
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Post » Fri Dec 03, 2010 10:47 pm

The main thing i'm missing from darn is the XML ajustments for the hud. It would be fabulous if someone who knows what thay are doing could make a cut down version of Dark UI with just the hud elements
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matt white
 
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Post » Fri Dec 03, 2010 11:38 pm

The main thing i'm missing from darn is the XML ajustments for the hud. It would be fabulous if someone who knows what thay are doing could make a cut down version of Dark UI with just the hud elements

I miss the smaller inventory most of all.
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Danny Blight
 
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Post » Sat Dec 04, 2010 10:22 am

I miss the smaller inventory most of all.

well yes & I would love to see what darn would do with the whole interface but for now I would be happy with a nice small hud at the bottom centre of my screen & a tiny sneak icon. I loved the config options & spent ages just getting the hud elements to look exactly how I wanted them to look Beebee
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K J S
 
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Post » Fri Dec 03, 2010 9:06 pm

Checking in with the SureAI forum I see under the modifications section that a moderator there has released http://www.sureai.de/forum/viewtopic.php?f=86&t=3377.
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Ashley Tamen
 
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Post » Sat Dec 04, 2010 12:58 am

I just thought I'd post this here - I made an http://helmet.kafuka.org/roxahris/files/oblivion/NehrimWeaponRebalance_EnglishPatch.esp for the http://www.tesnexus.com/downloads/file.php?id=32674 on the Nexus.

Right now, however, it's a bit... complicated to install.

As for DarN's UI - one of the main problems with getting it to work with Nehrim is that doing so means you lose a lot of features in Nehrim's UI - the fullscreen maps, the extended status menus... as far as I can tell, Nehrim's UI is a mixture of wz_inventory and Oblivion Interface Overhaul, with a few modifications. Personally, I'd be pretty damn happy if someone just made a version of DarNified UI with the bottom part from Nehrim's UI (which, personally, I think looks a lot better that what Oblivion did, even if you can't see your health in every screen) and maybe the extended Status menus too. The only problem with this is that Nehrim's "things done" page seems to occupy the same space as the DarNified UI configuration page, if I remember correctly.

To be perfectly honest, I like what they did with the Nehrim UI anyway - even if it keeps some of the annoying parts of the Oblivion UI in it.
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xxLindsAffec
 
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