Mods that work with Nehrim

Post » Fri Dec 03, 2010 2:26 am

I'd hold off on trying things like economy mods and guard mods. EE does a lot to change mercantile leveling, adds quests to merchants, adjusts the number of magic items, adds an economic effect from the Oblivion crisis, soul gems, and house prices all of which are not applicable at all to Nehrim. Play Nehrim all the way through before trying to change things like the economy, they may have it very well-balanced right out of the gate. Same thing with guards.
The current version of Enhanced Economy does evidently way too much that will not work at all with Nehrim, but I consider making a stripped-down version of it, with some of EE's core features, mainly dynamic barter gold and auto haggle. Those two will not offset any balance or be out of place in Nehrim, and are easy to adapt. A few of the more minor and optional features will be kept too, if I do this, though.
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Chris Johnston
 
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Post » Fri Dec 03, 2010 5:09 am

I've never run Pyffi before. Which files should I use it on in Nerhim for the best results?

Everything that is a mesh!
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Zach Hunter
 
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Post » Thu Dec 02, 2010 8:58 pm

I am unable to get OBGE working with Nehrim. I know the "tool" doesn't work so I added the shader I wanted to the shaders file. The problem is, when I activate the OBGE esp, it always makes the game crash. What order should it be in? I've tried before the nehrim esp's and after with the same result.
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Joanne Crump
 
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Post » Thu Dec 02, 2010 4:00 pm

Did you first rename the master for the OBGE plugin to Nehrim.esm instead of Oblivion.esm with gecko?
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Celestine Stardust
 
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Post » Fri Dec 03, 2010 3:55 am

Did you first rename the master for the OBGE plugin to Nehrim.esm instead of Oblivion.esm with gecko?


I uh..hmm.....durr.

Thanks.
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Makenna Nomad
 
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Post » Fri Dec 03, 2010 9:34 am

Once completed, ARES should work with Nehrim out of the box. It's not dependent on Oblivion.esm.
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Josh Trembly
 
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Post » Fri Dec 03, 2010 2:20 am

I uh..hmm.....durr.

Thanks.

Let me know if it works!

ARES - I've been hearing that title since I started posting here in 2008 if I'm not mistaken.
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naomi
 
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Post » Thu Dec 02, 2010 10:00 pm

Let me know if it works!

ARES - I've been hearing that title since I started posting here in 2008 if I'm not mistaken.


Changed the .esm to Nehrim.esm. It no longer crashes, but, the effects don't work either. I edited the shaderslist.txt to add the following:

ssao_perf.fx
CelShader+EdgeAA

But neither effect appears to kick in.
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ShOrty
 
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Post » Fri Dec 03, 2010 4:43 am

deadlier creatures doesnt seem to be working either. it starts but the wolves (so far) still stop in place when attacking
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Maeva
 
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Post » Fri Dec 03, 2010 5:06 am

There is a Nehrim version of Fast Equip here: http://www.tesnexus.com/downloads/file.php?id=34613
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Michael Russ
 
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Post » Fri Dec 03, 2010 7:00 am

Err - nevermind I guess I was answering a post that got edited.
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Sophie Louise Edge
 
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Post » Fri Dec 03, 2010 9:48 am

http://www.tesnexus.com/downloads/file.php?id=16323 works if you change the masters of the esm and esp.
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maddison
 
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Post » Fri Dec 03, 2010 4:46 am

http://www.tesnexus.com/downloads/file.php?id=16323 works if you change the masters of the esm and esp.


So weird, because it requires OBGE to run..and I cannot get OBGE to function for whatever reason.
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Anne marie
 
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Post » Fri Dec 03, 2010 7:58 am

So weird, because it requires OBGE to run..and I cannot get OBGE to function for whatever reason.

No the screen effects that he is talking about uses the old OBGE (not v2) and it is known to be buggy and cause lag - it would be better to wait for the Nehrim bug to hit the current OBGE makers to make it and/or campaign for a port to be made for the current one.

It may work with a very early version of OBGEv2 prior to the esp being included, but then probably not.
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Honey Suckle
 
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Post » Fri Dec 03, 2010 10:38 am

Has anyone gotten Wrye Bash to work? I dropped it in to the Nehrim folder and it doesn't want to launch.



Wrye Bash works fine, you just need a little workaround for now:

Take a Blank ESP from Bash's extras folder and rename it to oblivion.ESM, then put it into Nehrim's data folder and Bash will start. I need not tell you, do not load this ESP, as it's worthless other than to trick bash into thinking Oblivion is installed here.
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Petr Jordy Zugar
 
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Post » Fri Dec 03, 2010 12:13 pm

Hmm interesting idea - is there any adverse reactions to the regular Wrye Bash that you've seen?
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Dan Stevens
 
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Post » Fri Dec 03, 2010 3:52 am

No the screen effects that he is talking about uses the old OBGE (not v2) and it is known to be buggy and cause lag - it would be better to wait for the Nehrim bug to hit the current OBGE makers to make it and/or campaign for a port to be made for the current one.

It may work with a very early version of OBGEv2 prior to the esp being included, but then probably not.



Actually I`m using OBGE v2 with ScreenEffects with no issues.I`ve used this mod for a long time with Oblivion and have found it neither buggy or laggy.
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Manny(BAKE)
 
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Post » Fri Dec 03, 2010 1:45 am

BAIN works fine, most of the mod functions work fine, the savegame functions work fine; the only feature I would suspect not to work exactly right at this point would be Bashed Patch, but even that might work for GMST edits if you swap the masters.
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Breanna Van Dijk
 
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Post » Thu Dec 02, 2010 8:58 pm

this is probably a stupid question but what if you moved the "real" oblivion esm somewhere else and renamed Nehrim to Oblivion?
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Steph
 
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Post » Fri Dec 03, 2010 5:44 am

BAIN works fine, most of the mod functions work fine, the savegame functions work fine; the only feature I would suspect not to work exactly right at this point would be Bashed Patch, but even that might work for GMST edits if you swap the masters.

Well what I'm concerned over is if I set the save game profiles to one profile in the normal Oblivion Wrye Bash then if I set it to something else in the Nehrim version then ... Yeah probably they would just each switch it accordingly.

I might have to try this as it would make porting BAIN packages easier.

Just to let you know I had already made a basp patch for Nehrim - with only camera tweaks and clothing (rings visible, etc) and it works (better than the camera mod for nehrim). I just then renamed the master to Nehrim.esm and moved it to the Nehrim data folder.

... I'm wondering if that would be possible to do with a blank oblivion.esm?

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

[edit] So I tired by renaming and redating the nehrim.esm to oblivion.esm and it started and it recognizes all the save game profiles that regular Wrye Bash sees.

Bashing a patch (with clothing, camera, and arrow tweaks only) of course makes the patch dependent on the Oblivion.esm - so you still needed to change master. In fact it makes it sloppier to do that because it actually makes the patch dependent on Nehrim.esm too so renaming master is not good for that.

lets see ... tried deactivating all mods except the falsily named Oblivion.esm and bashing then renamed the master to Nehrim.esm - and no it still wanted Oblivion.esm.

=======================================
[edit 2] and using the blank esp made into a master called Oblivion.esm means that that esm will have Oblivion.esm as a master.

So other than BAIN and save game profiles - pretty much not helpful for bashing.

... and just to let you all know I found the camera death tweak for bash did not work with Nehrim.

... and as a tip for making bash tweaks for Nehrim I just keep a copy of Nehrim in the hidden in the regular wrye bash so that when I change a mod to work (hopefully) with nehrim I just unhide it use Gecko then rehide it.
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NeverStopThe
 
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Post » Fri Dec 03, 2010 2:27 am

Just for experiment's sake I've done a little work on converting bg2048's Race Balancing Project for Nehrim use.

Removed all the dialogue and oblivion references except for a few. Made copies of the vanilla races (the ones that were being used in some form anyway), etc. and it mostly seems to be working.


There's some flaws obviously. The only way I could get shivering isles stuff (ie the saint skin, models, etc) was by unpacking the shivering isles bsa. Anyone got a better way?

Also the summons (Ancestor Guardian, Golden saint, clannfear) don't work, so I had to replace them with a scripted spell that just tells you that summoning doesn't work on Nehrim. Bound items work fine though (Xivilai's void weapon).


I know playing as a Xivilai in Nehrim makes very little sense, but then again it doesn't really make any for oblivion either.

Right now this is purely for my own experiementing, doing it just to see if it CAN be done, but if anyone REALLY wants it I could post it.
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brandon frier
 
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Post » Fri Dec 03, 2010 3:22 am

The Face import function of Wrye Bash works but when you then use the console to "showracemenu" the game then CTD's, I assume because of the fake Oblivion esm master, tagged to the save when bash imports the face to the save.
Damn, now I am forced to use the hateful vanilla facegen.
Anyone have any problems using other console commands after using Wryebash affected saves?

I am reluctant to use Wryebash at all until this is sorted out or a Nehrim version of Wrye Bash is released, which really svcks as I have grown quite fond of the bash tweaks. :sad:
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Undisclosed Desires
 
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Post » Thu Dec 02, 2010 11:33 pm

ARES - I've been hearing that title since I started posting here in 2008 if I'm not mistaken.

Yes? And your point is?
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Vicky Keeler
 
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Post » Fri Dec 03, 2010 7:10 am

Can anyone make or adjust a mod that removes the glow effect you get from enchanted items. I tried using initial glow mod, but it won't work without adjusting it to nehrim first.
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Jodie Bardgett
 
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Post » Fri Dec 03, 2010 12:41 am

Well did it work after adjusting to Nehrim?

DragoonWraith-
Ares has sounded amazing from the first time I heard about it. Seems always to be just out of reach - Just being impatient.

I gotta say, though, magic feels much different in this game than regular oblivion. Level five and the only enchanted items I've found are a few arrows. There are gems to enchant but those are rare too. You can get arrested in towns for casting spells.

With the less magic approach it actually makes the native magic worthwhile to grab for. Basic magic effects therefore go a long way.
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Charlotte Lloyd-Jones
 
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