Nehrim and Mods III

Post » Wed May 02, 2012 11:08 pm

Let me get a few more posts up before posting anything!!! thanks

-Nehrim and Mods-
How to install and manage mods with Nehrim
Problems and solutions for managing two installs


http://www.gamesas.com/index.php?/topic/1118767-nehrim-and-mods/
http://www.gamesas.com/index.php?/topic/1159104-nehrim-and-mods-ii/

Informative threads:
http://www.gamesas.com/index.php?/topic/1132338-boss-for-nehrim/
http://www.gamesas.com/index.php?/topic/1116000-mods-that-work-with-nehrim/
http://www.gamesas.com/index.php?/topic/1115780-how-to-make-a-mod-for-nehrim/

Contents:
1st post - how to use mod tools and manage multiple installs.
http://www.gamesas.com/index.php?/topic/1159104-nehrim-and-mods-ii/page__view__findpost__p__16995426 - info on how to port mods from Oblivion yourself.
http://www.gamesas.com/index.php?/topic/1159104-nehrim-and-mods-ii/page__view__findpost__p__16995434 - list of mods that are easy to port or made to work with Nehrim.

Nerhim is a total conversion of the Oblivion game that includes an entirely new world space, plot, quests and can basically be thought of as a new game. Since it is a modified version of the Oblivion game it uses most of the resources, models, meshes, textures, and so on from Oblivion. further, while many things about game play and mechanics have been altered there are still many areas that are not altered and play much like the vanilla Oblivion game. For some this is a call for mods. others may just want to mod the new facets of Nehrim. The purpose of this thread is to provide a forum for both how to add mods to Nehrim and use the mod tools with Nehrim, specifically the English version of Nehrim.

A few things first ... This is not the official Nehrim thread and is meant to give a forum for those who want to mod Nehrim so that they do not clutter the official thread with questions and requests. Please direct all questions about Nehrim that do not have to do with mods to http://www.gamesas.com/index.php?/topic/1118493-release-nehrim-at-fates-edge-english-version/, which last I checked was locked but there is also their official forum http://sureai.de/forum/viewforum.php?f=81. It is no more complicated than signing up here.

This first post will be about the problems with using Mod managing tools with Nehrim, the second post will concern itself with how to port mods from oblivion to Nehrim, the third post will be describe mods that are Nehrim ready and other resources.

Install Choices
The main choice with reading this thread is whether to set Nehrim up a a stand alone game that overrides Oblivion or as a parallel game that does not interfere with Oblivion. In other words if you want to mod Nehrim then first decide if you want both a Nehrim and Oblivion game playable - if yes then investigate the tool http://www.gamesas.com/index.php?/topic/1142151-rel-mtes4-manager/ or http://www.gamesas.com/index.php?/topic/1221695-relz-mom-multiple-oblivion-manager/ (set it up first) If you don't and only want Nehrim then install Oblivion then immediately Install Nehrim. Doing this will clarify most things as you will see it will create a different install path.and data folder. If you later get nostalgic for Oblivion and want to play it again you can still use mTES4 Manager later - it is just easier to set all up prior to adding mods to either game.

Nehrim Game Contents
If one follows the Nehrim installers recommendations and creates an entirely new game directory then the installer will extract the resources it needs from your Oblivion directory and copy them the new Nehrim directory. These include the Oblivion.exe and the BSA files, but not the Oblivion plugins (it uses none of them). Nehrim will then have its own directory and data folder that is separate from the oblivion directory and data folder. This means that mods can be added manually much like with Oblivion. This is the good news.

The not so great news is that the Nehrim game wants to use the same Oblivion.ini and the save game folder, and the same Plugins.txt file (found in %appdata%\Local\Oblivion\Plugins.txt) which tells the launcher or other mod manager what plugins are active) with Oblivion. This has been the central hitch to being able to run both games concurently. A primary reason for this is that the Nehrim Launcher (once you run the settings tab) will reformat the Oblivion.ini which can make issues for the normal Oblivion game just as using the normal Oblivion.ini will make issues for Nehrim. Likewise having both games share the same save game folder can lead to problems as the last save game has an interaction with the current mods active. Another issue is that Nehrim does not make use of the Oblivion.esm and so some utilities have issues with that esm missing.

More about these below, but first some basics that do work well. These first three topics for those not so concerned with consecutively running Oblivion and just want to mod Nehrim.

Archive Invalidation
Nehrim makes use of a now antiquated method of applying its modifications with the use of an archive invalidation.txt that serves to tell the game which files are to overwrite the files included in the BSA archives. More about this can be found http://devnull.sweetdanger.net/archiveinvalidation.html. If one just wanted to add replacement textures and meshes then a more universally useful way of being able to put the files in the Nehrim data folder and play is to use http://www.tesnexus.com/downloads/file.php?id=10724. This is a BSA that redirects the engine to use loose files to overide BSA files. You simply put it in the data folder and then add it to the Oblivion.ini as per the readme. Wrye Bash has this as an option and OBMM also has this function integrated.

http://www.tesnexus.com/downloads/file.php?id=2097:
This has been the premier mod manager for Oblivion and the good news is that installing this into the Nehrim folder as you would into the Oblvion folder will give you the Nehrim Mod Manager (well you might have to rename it yourself). It will not interact with the regular Oblivion Mod Manager and you can set it to store it OMODs in a different directory closer to your Nehrim Directory. It is not finicky with the Oblivion.esm missing and so it is the most friendly tool to port over to Nerhim. The only file that OBMM needs to run that is not in the Nehrim folder is the Oblivion>default.ini, which you can copy over to the Nehrim folder. Nehrim will not access this default ini so it will not disturb Nehrim. The one function I could not get to work was the launch the game function. OBMM also has a function similar to Archive Invalidation Invalidated called BSA redirection. If you use OBMM with this set you do not need Archive Invalidation Invalidated. http://www.tesnexus.com/downloads/file.php?id=32277

http://obse.silverlock.org/:
Much like the mod manager OBSE can be installed as you would in the Oblivion directory. And likewise you can create a shorcut for the OBSE launcher called 'Nehrim' or whatever. The question then remains whether mods that use OBSE can be ported over to Nehrim. It is my belief that it mostly works with Nehrim. http://www.gamesas.com/index.php?/topic/1113709-relz-oblivion-script-extender-obse-0018/page__view__findpost__p__16404075 I asked and the answer I recieved regarding OBSE and Nehrim:
Some of us have been attempting to port OBSE mods over and focusing on mods that are scripted and therefore do not rely much on the Oblivion.esm. What we are noticing is that some features of these mods work and some do not. Some initialize and some do not.

I suppose one track could be to mod directly for nehrim but was wondering if perhaps it is something that could be handled with OBSE more directly. Perhaps there are entries that are needed from the Oblivion.esm or some other arcane thing I may not understand that is missing when trying to use OBSE with Nehrim. Maybe it needs a tweak or two so that these mods do initialize in this TC.
http://www.gamesas.com/index.php?/topic/1113709-relz-oblivion-script-extender-obse-0018/page__view__findpost__p__16411260:
If OBSE is successfully loading and running the game then the .exe hasn't been modified. OBSE itself doesn't depend on anything in the .ini to the best of my knowledge. There may be a handful of commands that expect certain default objects to be present (I'm thinking things like Gold001, magic effects, skills, and game settings); if those objects are removed then some commands may fail to execute correctly. As you're probably finding, most mods are dependent on some of the data defined in Oblivion.esm as well, which will cause problems with or without OBSE.
Conclusion: Porting mods (described in the second post) that are primarly OBSE/Script driven and do not reference the Oblivion.esm are the best candidates. Mods that do reference entries in the Oblivion.esm may have certain functions that are not working or working properly.

-The next set are more specifically about porting mods over to Nehrim-

http://www.tesnexus.com/downloads/file.php?id=8665:
Can be used normally and you can direct it look anywhere on your computer you like for plugins. This is the best tool for reassigning masters (see post two).

http://www.tesnexus.com/downloads/file.php?id=11536:
The most current and up to date version for Fallout 3 and Oblivion found being discussed http://www.gamesas.com/index.php?/topic/1047128-is-masterupdate-still-necessary/page__view__findpost__p__15191175 and found http://www.fallout3nexus.com/downloads/file.php?id=1925.

There are two ways to use Tes4edit. You can leave it as it is working with the Oblivion directory and move Nehrim mods over to the Oblivion data directory for cleaning and examining, or you can change the directory it examines with Tes4Gecko as described http://www.gamesas.com/index.php?/topic/1116000-mods-that-work-with-nehrim/page__view__findpost__p__16422983.
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.
http://www.elderscrolls.com/downloads/updates_utilities.htm
As http://sureai.de/forum/viewtopic.php?f=86&t=3453 the CS can work with Nehrim:
Many try to open the Nehrim Files with the TES-CS from the Oblivion-Directory. But this is false!
The two files NehrimData.esp + Nehrim.esm are just placeholders with zero content. You have to proceed differently to modding Nehrim.

You need these two files from your Oblivion-Directory (I'm assuming, that you have the latest "TES-CS_vers.1.2.404" installed):
TESConstructionSet.exe
ssce5432.dll

Copy this into the Nehrim Directory:
Nehrim\TESConstructionSet.exe
Nehrim\ssce5432.dll

Now you can modding Nehrim with the TESConstructionSet.exe from the Nehrim-Directory.
Attention! The file NehrimData.esp should not to be loaded. It is not needed for modding and may later cause unnecessary troubles. Please only upload Nehrim.esm!
http://www.tesnexus.com/downloads/file.php?id=20516
BOSS version 1.60+ is nerhim compatible and it will download the Nehrim Masterlist when you run the BOSS update. This masterlist is a separate list from Oblivion.
http://www.gamesas.com/index.php?/topic/1132338-boss-for-nehrim/ - please take questions and topics about BOSS and Nehrim to that thread.

-The more complex issues-
Here things become much more complex and if any section is going to be updated it is likely this one either because I got something wrong or there is an update. I'm not perfect and I do make mistakes and certainly this has stretched my understanding of the game, so just let me know what I did wrong.

To return to the issues above regarding Nehrim wanting to share the games folder under my documents. I've found that trying to load Oblivion with the Nehrim altered version of the Oblivion.ini or trying to load Nehrim with the normal Oblivion.ini that neither game will work. To resolve this manually I initially made temporary folders for each ini and swapped them out depending upon which game I was going to load.

Another issue is save game folder sharing. By default the save games are found in the oblivion folder under documents/my games/Oblivion (where the ini also is). if one does not use a save game manager or swap save folders manually the save games from each game will be in the same folder. Wrye Bash offers save game profile options to create multiple save game folders. If one does not want to use Wrye Bash then there are a few other save game managers. I use LazyMonk's http://www.fallout3nexus.com/downloads/file.php?id=8678 which can also handle Fallout 3 and can do more than just manage save profiles - it can list masters for saves and renumber saves.

In a sometimes hidden folder (located in %appdata%\Local\Oblivion\Plugins.txt) is the Plugins.txt - this is a list that the Oblivion launcher, Nehrim Launcher, Oblivion Mod Manager, or Wrye Bash reads as the active plugins. If one switches between utilities like the launchers to OBMM to the Nehrim ported Mod Manager and especially Wrye Bash then they will become (anthropomorphically) confused about what is loaded.

The manual work around I've been doing is to finish whatever I'm doing in Wrye Bash and close it or the normal Oblivion Mod Manager prior to opening the Nehrim ported Mod Manager. This way I can reactivate the mods for Nehrim and the normal utiities will not undo this process. If these are opened again then they will deactivate most of the nehrim plugins.

http://www.gamesas.com/index.php?/topic/1116792-rel-inizer/ is an OBSE plugin that ShadeME designed to address this issue. It can be used with either Oblivion or Nehrim to reassign the Oblivion.ini and the plugins.txt

With this then whenever you want to switch games you will just have to make sure you have the right save game profile as the active one and make sure that you close the utilities of the game you don't want to play first then open the utlilities of the game you do want to play to make sure all the plugins are active then launch that game. If you open the utilities of the other game (that you don't want to play) then it might override the settings and active plugins. This is completely unnecessary and unneeded if using mTS4 Manager.

http://www.tesnexus.com/downloads/file.php?id=22368:
Wrye Bash unfortunately is not designed to support multiple installs. It creates settings and folders in several locations and evn if you install it in the Nehrim directory it will impact the normal Wrye Bash settings and vice versa. It also requires the Oblivion.esm in the data folder to even start.

roxahris has been working with Pacific Morrowind and as of version 290+ Wrye Bash will work with Nehrim installed and does not need Oblivion.esm!! More work in this area may be forthcoming for having bash work with the Nehrim.esm.

The next big step:
http://www.gamesas.com/index.php?/topic/1142151-rel-mtes4-manager/
http://www.gamesas.com/index.php?/topic/1119357-wipz-mtes4-manager/ - Old thread
or (don't use both)
http://www.gamesas.com/index.php?/topic/1221695-relz-mom-multiple-oblivion-manager/

From all the issues discussed here and for reasons of inspiration all his own fellow forum goer Gaticus has created the tool to manage all tools. With this tool one resolves all the issues with managing multiple installs on the same operating system. What this simple tool does is add small ini files to the Oblivion, game profile, and associated app data folder. From there one can then clone these folders with unique names and with a few clicks you will be switching entire game installs before you know it.

Warning: Unless you want to clone your entire modded game as it is - it is recommended that you clone a fresh install. The thread details how to do that.

It resolves all the above issues because with each swap there is a new Oblivon directory and associated folders. The caveate being that one would have to also install the modding tools and mods for each new clone. This means that even the INIzer is not needed.

The one area where there is issue is in the fact that the way that Wrye Bash is currently formatted the BAIN folder (bash installers) is shared between the clones when using Wrye Bash default settings. Using he Bash.ini one can repath this directory and for each bash have a seperate BAIN archive. This does eat a lot of disk space and the great news is that the Wrye Bash team is already working on removing this issue by having the location of what BAIN packages are installed stored within the game profiles folder.

I highly recommend the use of this tool which I've found very useful in testing tool and mods as well as now having three fully modded Oblivion games that I can swap between with ease.

Resources:
The http://sureai.de/forum/viewforum.php?f=81 with http://sureai.de/forum/viewforum.php?f=86
http://www.invision.tesalliance.org/forums/index.php?/topic/3057-nehrim-total-conversion-english-version/
The pinned threads of this forum.
User avatar
James Smart
 
Posts: 3362
Joined: Sun Nov 04, 2007 7:49 pm

Post » Thu May 03, 2012 11:50 am

-Porting mods from Oblivion to Nehrim-


Many mods are easy to port to Nehrim while others are cumbersome and will never work unless modified.

Relacers:
Considering that Nehrim uses the Oblivion BSA archives most replacer files for Meshes, Textures, Sounds, etc that are meant to override these BSAs should work fine and it is just a matter of installing them in the right file path. I've not explored the Nehrim exclusive BSA archives but the process should be the same. If replacing the music then remember to back up the files as these are not in a BSA and replacing them will mean losing them. The same with menus.

There are reports of success in porting body mods such as Roberts and HGEC on the http://sureai.de/forum/viewtopic.php?f=86&t=1543.

Plugins:
The best candidates for an easy port to Nehrim are Plugins that do not reference the Oblivion.esm. While most mods that have Oblivion.esm as a master that does not mean that this master is always necessary. The quickest way to see this is to open the plugin in tes4edit and look at what records are overwritten by the plugin. If no records are touched then the plugin has the master of Oblivion.esm in name only and that can be changed.

The easiest way to change the name of the master is to use tes4Gecko and edit the master reassigning the master to Nehrim.esm (I keep a copy of the Nehrim.esm in my Oblivion data folder just for this purpose and hide it with Wrye Bash before playing Oblivion). This could also be done with the Construction Set (but don't ask me how) and with Wrye Bash (but that may effect similarly named esp in the Oblivion data folder).

Some Plugins have no master and they should automatically work with Nehrim. These are often game mechanic and script driven plugins.

What will not work is plugins that reference the Oblivion.esm, as well as, other esm or esp not in the Nehrim data folder. So while you may be able to change the master over to Nehrim.esm the plugin will still need to reference entries in the Oblivion.esm and unable to do so could mean that those parts of the plugin will not work up to and including the plugin not working at all and even ctds.

Many esp minimally reference the Oblivion.esm and it may be possible that adjsuting scripts or pointing the plugin to reference something similar in the Nehrim.esm may work to port the plugin. If anyone wants to write tips on how to do that then let me know and I'll add it here or use the http://www.gamesas.com/index.php?/topic/1115780-how-to-make-a-mod-for-nehrim/.

The following is a cut and paste of http://www.gamesas.com/index.php?/topic/1118767-nehrim-and-mods/page__view__findpost__p__16491055 regarding mod conversions:
A few notes i've found Shivering Isles compatibilty.

Some mods will require shivering isles. Conversion of some (but not all) of these mods IS possible. But first you need to find out to what extent you use shivering isles.

IF THE MOD ONLY USES SHIVERING ISLES MODELS/SOUNDS/TEXTURES AND NOT RECORDS: Here is the procedure to get those to work: Simply copy over the shivering isles bsa's (they start with DLCShiveringisles and end with .Bsa) as well as the DLCShiveringisles.esp over to your nehrim data folder. Using either wrye bash, TES4edit, or TESGecko (my preference for Nehrim dependance changing.), change the DLCShiveringisles.esp's reliance on Oblivion.esm to Nehrim.esm, and make sure you activate it in your Nehrim load list. That's it, nothing else needs to be done.
Truthfully, the DLCShiveringisles.esp really doesn't do anything other than load the BSA files. It has no scripts, no quests, no records of any sort. Any Shivering Isles Records are actually loaded into the Oblivion.esm upon installing it. Though speaking of which:

IF THE MOD IN QUESTION USES ANY SIMPLE RECORDS: (In other words: not shivering scripts, not shivering quests, not shivering exteriors or interiors. This includes but isn't limited to: NPCs (not refs), Weapons, armors, ingredients, statics etc.)
This is a tad trickier. Obviously nehrim.esm does not have shivering isles records in it. So you will have to put these into the mod you wish to convert yourself. There are two ways you can do this and the choice is yours.
First, you could use the TESCS to manually recreate the missing records. However, this is rather tedious.
Secondly, you could open up Oblivion.esm and (insert mod here) in TES4edit (note: make sure if your running TES4edit in the oblivion folder to copy over nehrim.esm, or if in the nehrim data folder to copy over the oblivion.esm to your nehrim data folder).
Make sure you've already changed the mod's reliance from Oblivion.esm to Nehrim.esm, and Find out which records you will need, and use TES4edit to copy them from the oblivion.esm directly into the mod you are trying to convert. Note that you want to Copy as new record, NOT copy as override. When it asks for prefexes and such, ignore it. If it says that the mod will have to add oblivion.esm as a master, don't worry, just go to the file header for the mod and get rid of the oblivion.esm entry.
Also note you may have to do this for some normal oblivion mods too, especially ones that rely on records like "NPCHumangrunt" or other records that most oblivion modders take for granted.
IF A MOD REQUIRES/MODIFIES AN OBLIVION/SHIVERING ISLES CELL
Note by this I'm refering to something that significantly alters a shivering isles/oblivion exterior, such as a house mod, not for something simple like an armor or note found in (insert dungeon here). In the case of the former, this one is quite a bit tricker but it CAN be done.
First and foremost, you must do this BEFORE you change the mod's esm reliance.
1.Open the mod in TESCS (yes, you're working with cells now, you can't use TES4Edit for this unless your really good with maths.) Create a new cell (interior, even if what your taking it from is an Exterior.)
2. Find the exterior[s] in question, and the objects in question (Example: lets say a mod that adds a shack to an island north of new sheoth... the object of interest here is the shack. Any vegitation or landscaping surrounding it is to be ignored.)
3. Cut and paste the objects in question from the exterior to your temporary cell you created.
4. Save your mod, close it in TESCS (your done with that for the moment) and open the mod in TES4edit.
5. Remove all vanilla cell/exterior overrides from the mod. DONT delete any custom interiors though (in other words, the interior of the shack.)
6. NOW change the reliance on oblivion.esm to Nehrim.esm (preferably using TES4edit since you should still have it open.)
7. Take note of any Shivering objects/missing oblivion objects the interior might have, and as with the simple records above, copy them over to your mod via the method described.
8. save and close the mod in TES4edit and reopen it in TESCS (we're doing cell/exterior editing again.)
9. Check both the temporary and interior cells of your mod to make sure everything shows up. if there are any missing meshs or objects, make note of what these are, open it in TES4edit again and go back to step 7. Otherwise, move on to the next step.
10. Find a suitable location in Nehrim to put your house (or whatever it is).
11. Cut and paste your house from the temporary interior to your chosen location. Note that you may need to do some landscaping/exterior decorating. Also check the exterior and interior doors to make sure they point to the right place.
11. Delete the temporary interior and save.

you should be good to go now.
with simpler things, such as putting a set of armor someplace where the player can pick it up, this step is FAR easier: You simply need to delete the cell overrides and manually use the CS to put it someplace else in nehrim.

IF A MOD IS RELIANT ON CHANGING OBLIVION/SHIVERING SCRIPTS (ie integration the stranded light, choices and consequences, etc.)
Forget it. It's not going to happen.


OTHER OBLIVION/SHIVERING NOTES:
scripts and editiorIDs
One thing to remember is that Nehrim runs off the german oblivion.esm, which means german editiorIDS. for things like interiors and cells, this is self-correcting. For scripts however, it is not. This is EXACTLY why duke patricks won't work for example: a script in DP CA references the object "Apple", whereas in nehrim the object is "Afel" (the german word for apple).
What I would recommend is if a mod has scripts, that you check them using the CS. Just use the arrow keys to skim through the scripts (most modders like to use a prefix for their scripts so it shouldn't be hard.) If a script asks you to save, it means something is wrong. Hit "yes" when this happens and it will give you an error telling you what is wrong (usually along the lines of "Error on line 123: Record "Apple" not found.") you will need to either fix this error or blank out the trouble spot if you can. It's usually either one of two things:
1. A record that is actually in nehrim, but the script doesn't reconize it cause it's looking for the english version of the editorID (example: if it references daedra hearts, the nehrim equivilent is "herz", or "Heart" in english.) Use TES4edit to find these equivilents.
2. A record in the oblivion.esm that isn't in nehrim at all (IE certain sounds... most common i found was NPCHUMANGRUNT or something like this.) in this case, follow the above procedure to manually insert that record into the mod.

These are the observations I was able to make before my computer broke down, so now i'm getting it fixed, so I might not remember everything I learned 100%. Nevertheless, I hope this helps your Nehrim modding/converting adventures some.
and http://www.gamesas.com/index.php?/topic/1118767-nehrim-and-mods/page__view__findpost__p__16500972:
In fact, I had an idea for a Nehrim modders resource someone could make if they're interested. (I would do this myself, but I'm still waiting for my PC to be fixed... if you do it though before I get to it at least give me credit for the idea)
It's called the "Oblivion/Shivering Records Resource"
WHAT IT DOES: essentially its a large collection of oblivion/Oblivion & Shivering isles (seperate mod for shivering isles mode) of all the non-overlapping simple records (IE ingredients, statics, NPCs, the three shivering races, etc. You might be able to get away with/have to add the generic dialogue quests as well, but none others.) so that nehrim modders don't need to copy these records over manually (as described above)

WHAT IT WOULD DO:
Give modders/converters access to the oblivion & shivering isles editor records that are not overlapping with nehrim.esm
What qualifies: Ingredients that don't overlap (deadra hearts, apple, etc for example DONT qualify, since these are already in nehrim.esm under a different name.), statics, NPCS, misc objects, books, the three added shivering isles races (goldensaints, sheogorath, and darkseducer races), effects, sounds, spells/abilities, enchantments, etc.
What does NOT qualify: complex records like cells, exteriors, quests, scripts, etc. Also I would personally stay away from Magic effects and birthsigns (though their ability effects are just fine to copy over), etc. classes are okay though if there's no overlap, they aren't used by the player anyway.)


What it would NOT do:
Give players a free copy of shivering isles (You still need the BSAs to make it work)
give players a way to play both oblivion and nehrim at once. it only gives modders access to the simple records they'd need to convert/make their mods.

anyone willing to make this idea happen? Like I said I'd be willing to do this myself, but for the moment my pc is being repaired.

Resources:
http://sureai.de/forum/viewtopic.php?f=86&t=3012

Considerations:
As with Oblivion it is a good idea to add mods very slowly and to test each mod you add. It is also a good idea to know what you are changing, just because there is now a growing list is not a prescription to dump them all in and press play. This can be as involved as modding Oblivion and so take your time. I've only averaged one mod every 2-3 days. Some of the changes to Nehrim are subtle and are not easily seen it is a good idea to play a while to get a feel for what is new and what is plain old vanilla. My bias is that I played vanilla and so when I want a new game I don't want vanilla in a new world space, so I focus on changing those vanilla aspects that I find annoying and then add tweaks from there.

A lot of the most dramatic changes to game play can be seen in the character development area. Leveling is based on experience points and not skill ups, so most leveling mods will not work. Magic is also altered and rebalanced with a pretty dramatic pacing put in place regarding the way spells are attained. In short play the game then decide what you want to tackle, assuming you know what to change before checking if it already is changed could get you in trouble.

Optimizations:
These optimization methods for Oblivion should port over just fine into Nehrim. Optimizing is often another form of modding.

http://www.gamesas.com/index.php?/topic/1112284-inforelz-pyffi-python-file-format-interface/
The meshes that come with Nehrim are not optimized and really benefit from optimizing - as does the original meshes for Oblivion. The linked thread is a comprehensive guide to this process.

http://www.tesnexus.com/downloads/file.php?id=23208
By having OBSE working for Nehrim this is easy to install and use.

http://www.gamesas.com/index.php?/topic/1118450-oblivion-and-memory-usage/
I know this works with Nehrim because when Nehrim installed it pulled this version of the exe out of my Oblivion folder. This is for operating systems that can handle more memory.

Clean your mods
http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide
http://www.uesp.net/wiki/Tes4Mod:Tes4Edit#Cleaning_a_Dirty_Plugin
This may not matter for badly ported mods that still reference or duplicate the Oblivion.esm, but in exploring mods Nehrim I've found that there are edits that are duplicates and I've no doubt that as more dungeon and quest mods come out that deletions of the Nehrim.esm will come with them.
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Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Thu May 03, 2012 1:54 am

-Mods for Nehrim-


This could potentially turn into a very long post and I make no commitments to long term tending to this list. I will start it though and update it sporadically as people post success and news.

I will borrow from Running4Covers list in using colors to code what kind of mod a plugin is.
Green means the mod will work with Nehrim and was designed for Nehrim.
Blue means the mod will work with Nehrim because it has no master and could work with Nehrim or Oblivion.
Orange means that the mod will work with Nehrim after reassigning the master as described in post two.

At this point I'm not interested in posting about mods that only partially work or mostly don't work. Of course there may be parts of the orange listed mods above that don't fully work but the requirement I have is that they mostly work.

Nehrim English fixes and Improvements:
http://www.tesnexus.com/downloads/file.php?id=39736 The most comprehensive Unofficial English translation update.

Leveling:
http://www.sureai.de/forum/viewtopic.php?f=86&t=3061 - a leveling mod for Nehrim.
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6446
http://tesnexus.com/downloads/file.php?id=38189
http://tesnexus.com/downloads/file.php?id=37547 (version for use with Progress http://tesnexus.com/downloads/file.php?id=38191)
http://www.tesnexus.com/downloads/file.php?id=9914 is purported to work.

Menu Management:
http://www.tesnexus.com/downloads/file.php?id=23404
http://www.tesnexus.com/downloads/file.php?id=12859
http://www.tesnexus.com/downloads/file.php?id=31855
http://www.sureai.de/forum/viewtopic.php?f=86&t=3057 - integrates the journal with the interface (will conflict with DarnUI)

DarUI will conflict with NIE above plus you will lose some of the cool things about Nehrim Menus and interface. I would imagine that a version that only effects inventory and other parts of menues and character sheet would be very popular - more so if combined with NIE.

HUD:
http://www.tesnexus.com/downloads/file.php?id=40228
http://www.tesnexus.com/downloads/file.php?id=34890
http://www.tesnexus.com/downloads/file.php?id=34905 - may need a lot of work!!

Hotkeys:
http://www.tesnexus.com/downloads/file.php?id=34613
http://www.tesnexus.com/downloads/file.php?id=34735 - amazing mod, recommended
http://www.tesnexus.com/downloads/file.php?id=30673
http://www.tesnexus.com/downloads/file.php?id=34644

Annoyance Removers:
http://www.tesnexus.com/downloads/file.php?id=40045 - fixes creature animations when they get knocked down.
http://sureai.de/forum/viewtopic.php?f=86&t=3186
http://www.sureai.de/forum/viewtopic.php?f=86&t=3141 both armor and weapon and only armor variants
http://www.tesnexus.com/downloads/file.php?id=37365
http://www.tesnexus.com/downloads/file.php?id=40558
http://www.tesnexus.com/downloads/file.php?id=32299
http://www.tesnexus.com/downloads/file.php?id=32656
http://www.tesnexus.com/downloads/file.php?id=34894
http://www.tesnexus.com/downloads/file.php?id=32411 - German mod but it shouldn't matter. There are a lot of spiders.
http://www.tesnexus.com/downloads/file.php?id=9333
http://www.tesnexus.com/downloads/file.php?id=17894

Combat:
http://tesnexus.com/downloads/file.php?id=37943
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6465
http://www.tesnexus.com/downloads/file.php?id=34887
http://www.tesnexus.com/downloads/file.php?id=23062
http://www.tesnexus.com/downloads/file.php?id=25533
http://www.tesnexus.com/downloads/file.php?id=27947
http://www.tesnexus.com/downloads/file.php?id=32651

Stealth:
http://saebel.net/sdrInstall.php
http://www.tesnexus.com/downloads/file.php?id=34773 - may be outdated with 1.0.8.0 patch.
http://www.tesnexus.com/downloads/file.php?id=6359
http://www.tesnexus.com/downloads/file.php?id=34675

Companions:
http://www.tesnexus.com/downloads/file.php?id=29652

Immersion-Realism:
http://tesnexus.com/downloads/file.php?id=37088: Status compatible. Designed to work with Nehrim.
http://www.tesnexus.com/downloads/file.php?id=35702
http://www.tesnexus.com/downloads/file.php?id=35848
http://www.tesnexus.com/downloads/file.php?id=12074
http://www.tesnexus.com/downloads/file.php?id=21721 - not 100% sure but reported that it works.
http://tesnexus.com/downloads/file.php?id=38266

Graphic Improvements:
http://tesnexus.com/downloads/file.php?id=38301 by Xerus - finally better land LOD.
http://www.tesnexus.com/downloads/file.php?id=36437

Environments/Weather:
http://www.tesnexus.com/downloads/file.php?id=40130 by AN team.

Homes:
http://www.tesnexus.com/downloads/file.php?id=34838
http://www.tesnexus.com/downloads/file.php?id=35101
http://tesnexus.com/downloads/file.php?id=38959 - both a home and new travel system more immersive than fast travel being activated.

Other:
http://www.tesnexus.com/downloads/file.php?id=32324
http://www.tesnexus.com/downloads/file.php?id=36325

OBSE Plugins that so far work:
http://www.tesnexus.com/downloads/file.php?id=23208
http://www.tesnexus.com/downloads/file.php?id=32200
http://zenthought.org/content/project/refstuff
http://www.tesnexus.com/downloads/file.php?id=26510
http://www.gamesas.com/index.php?/topic/1116792-rel-inizer/
http://www.tesnexus.com/downloads/file.php?id=30054

Replacers-Textures:
http://evercharmer.x10.mx/nehrim.htm - a list of replacers recommended to work with Nehrim.
As far as replacers go this is an area that is large and I'm not going to link everything that can be replaced. You can figure it out. Body mods are generally good and realizing that the Aeterna use mystic Elves resources makes finding replacers for them easier.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6440 - Vurt has relased landscape textures specifically with Nehrim in mind. Check back for more updates!
http://www.tesnexus.com/downloads/file.php?id=35454 ... and see above the new LOD textures and also by Xerus http://www.tesnexus.com/downloads/file.php?id=38081

The Bashed Patch:
Very few of the settings in the bashed patch will work. But it can still be used for camera tweaks, and clothing tweaks for certain. Perhaps more - I've just not tested. You can also merge bashable mods with it. I've not seen anything level list related at all.

To use the bashed patch you want to first rename the master to Nehrim.esm then bash the patch and even though it is not referenced (that I can see) it will add Oblivion.esm as a master - delete that as all the tweaks will work on the Nehrim.esm.

And again great place to search for more is in the SureAI mod forum and Nexus
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Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Thu May 03, 2012 12:58 am

So here we are thread III and I still have not updated the first post much.

I want to just dive into the issues of having Nehrim and Oblivon both installed and active and then immediately recommend mTES4Manager, MOM, or the http://www.gamesas.com/index.php?/topic/1300296-relz-8-steps-to-infinite-oblivions/.

And not stress on the particulars of each tool prior to the multi install answers. So just noting that I know this needs to be done. Prolly not tonight.
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LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Thu May 03, 2012 10:15 am

In the stealth category:
Sneaking Detection Recalibrated ( 4.x.x ) was made masterless with Nehrim in mind
SDR Perks & Patches - Nehrim ( 1.x.x ) is also masterless, but tailored for Nehrim. Nehrim.esm specific features may be added later if any are requested.

http://saebel.net/sdrInstall.php
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Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Thu May 03, 2012 12:02 am

Has anyone gotten Zumb's Lockpicking Mod working with Nehrim? I've tried and had no success.
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City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Wed May 02, 2012 8:14 pm

Yes I have ... All it took was renaming master from what I recall.

Have you done that? If so how?
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Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Thu May 03, 2012 2:28 am

Yes I have ... All it took was renaming master from what I recall.

Have you done that? If so how?

I tried renaming the master using TES4Edit but the game wouldn't load. I think that was because there are some references to the Oblivion.esm. I tried changing them, and I was able to get the game to load and the "bare handed lockpicking skill added" to show up, but then lockpicking did not appear to work as it does with the mod in Oblivion.
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Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Thu May 03, 2012 9:34 am

Hmm - well I rename masters with Gecko most often. I'm using the OBSE version of Zumbs - has OBSE in the name right? Like this: ZumbsLockpickingMod - OBSE.esp ... http://www.tesnexus.com/downloads/file.php?id=17894 is what I use.

Do you have OBSE installed for Nehrim?

But since you have tes4edit then you can load the remastered mod and Oblivion.esm and Nehrm.esm and see what records are being referenced. I load my remastered copy up and see only 4 records in Nehrim being overwritten. These formIDs:
00037E89
0000189A
0000000A
0000000B

Also what happens? you don't get the wire? The game crashes?
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JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Thu May 03, 2012 5:05 am

Hmm - well I rename masters with Gecko most often.

I wasn't getting the wire. Tried with Gecko and it works like a charm! Thank you so much!!
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Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Thu May 03, 2012 11:54 am

I've finished Oblivion's Main Quest. So I finally installed Nehrim and played to the part where I exited the mine and got to the bottom of the hill. I quit at the Heinrich's small merchant tent that is next to the gate that is locked by the guards. Anyway, these mods worked in Nehrim:
Active Mod Files:
Spoiler
00  kuerteeEncumberingLootArmourAndWeapons.esp  [CRC: 34BA68EE]01  kuerteeNoLootingDuringCombat.esp  [CRC: 487DE721]02  kuerteeGoldIsAnInventoryItem.esp  [CRC: 54442781]03  kuerteeClothingMatters.esp  [CRC: 24778642]04  kuerteeEspyCreatures.esp  [CRC: 6663278B]05  kuerteeAutoFirstThirdPersonView.esp  [CRC: 3C76284A]07  kuerteeCleanUp.esp  [CRC: EBFA9374]08  kuerteeAttributeAndSkillBasedDamageModifiers.esp  [CRC: 8DC1126B]09  kuerteeCrimeHasWitnesses.esp  [CRC: F07EEEA7]0A  kuerteeAutoSaveAndTime.esp  [CRC: 2839AD95]0C  kuerteeInventoryIsABackpack.esp  [CRC: D7B27219]
I didn't included NPCsYield because I had to edit it so that it would ignore creatures that were not spawned from Levelled Lists. But other than that one tweak, it works!
Horse commands also works (as in it didn't crash the game) but because I don't have a horse yet, I can't really test it.
Edit: removed Wandering Encounters from the list. It works but it's an unreleased version.
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Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Thu May 03, 2012 6:50 am

Post by Psymon
I don't recall tripwires or pressure plates in playing Nehrim.

Are they even there?


I read through all the Nehrim and mods threads bravo! I want to touch on something that was said in the previous thread, There are pressure plates and trip wires in Nehrim.

http://evercharmer.x10.mx/nehrim.htm

On this site evercharmer recommends some texture mods that do not function properly in Nehrim but work in Oblivion, I just thought I would bring this to your attention.

Improved skulls, bones and ironwork
http://www.tesnexus.com/downloads/file.php?id=36075

Forge New Textures
http://www.tesnexus.com/downloads/file.php?id=30555
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Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Wed May 02, 2012 8:13 pm

I just want to mention, that I have http://www.tesnexus.com/downloads/file.php?id=41507 the Nehrim version of high resolution LOD landscape meshes. Maybe something for list...

Included are new normal maps, using the very special idea to fake the mountain shadows by visual illusion. Maybe not everybody's taste. But it is possible to install the meshes independently.
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Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Wed May 02, 2012 11:24 pm

For those who don't frequent my own thread, I've recently released more updates to my mods to make them compatible with Nehrim.

Here's the list:
Actor behaviour mods: Clothing matters, Crime has witnesses, Horse commands, No looting during combat, NPCs yield, Wandering encounters
Realism mods: Attribute-based and skills-based damage modifiers, Battle fatigue and injuries, Eat and sleep, Encumbering loot armour and weapons, Espy creatures, Gold is an inventory item, Inventory is a backpack, Magicka-based enchantment limits, Magicka-based magic jewelery limits, Sittable rocks
Miscellaneous mods: Auto 1st-3rd person view, Auto-save and time, Clean up, Nehrim No persistent Effect Drain

I've marked these with an (N) in the list in my [RELZ] thread: http://www.gamesas.com/topic/1238050-relz-mods-by-kuertee-thread-7/
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Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Wed May 02, 2012 8:46 pm

Back up with BOSS finally.

All above Kuertee mods added to Nehrim BOSS.

None tested however - taken on faith that they work.

I may have a playable install by the end of the weekend.

Also - having just installed Nehrim from scratch I can say that experience has been made less frustrating too. There are more options about setting the save game folder and naming the ini that may make it less likely to mess up a curren Oblivion install. The risk is still very much better but the options at least could tip off the user.
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Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Thu May 03, 2012 7:12 am

I've released updates to 3 mods that make them compatible with Nehrim:
Alternatives to death and reload: after dying in the wilderness, your next loaded game will add death penalties to your character and teleport you to a safe location
Console: Displays gameplay information on my mods that are active. The active mods are automatically detected.
Detect life effect and Night-eye shader: Unobtrusive on seen actors and non-revealing of type of unseen actors Detect life effect. Light-information retained (i.e. has shadow information) Night-eye shader.
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Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Wed May 02, 2012 11:46 pm

I have found and been playing (barely begun from what I read about how big it is and have seen so far) Nehrim. I found and installed one single mod. A fast travel mod (walking or riding back and forth for menial tasks like loot transport drives me nuts). What I wondered and tried searching for was some kind of alchemy application or tool (or even a thing in mod form maybe) for Nehrim that works something like http://oblivion.melian.cc/?cmd=cmdOblivionAlchemyWizard one for Oblivion's ingredients. The ones in Nehrim have different effects.

I found a thread on COBL, and it mentions alchemy sorters, which kind of sounds like an in game version of a tool like that. But I don't know if it works with Nehrim (probably not, given all the various other things which may draw on the Oblivion.esm). Any suggestions?
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Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Thu May 03, 2012 5:08 am

There is no such mod that I'm aware of for Nehrim.

COBL likely cannot be ported without a lot of effort and probably easier to make from the ground up.

Found a Nehrim Wiki though: http://nehrim.wikia.com/wiki/Alchemy
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Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Thu May 03, 2012 4:17 am

I was also unable to get the construction set to install when I did the install of Oblivion. Though I didn't actually install any mods for Oblivion before finding Nehrim, I was unaware until I found this thread that both use the same INI file and share save game space. Though I can't seem to find an actual "common" save folder for both, Nehrim has it's own save folder and Oblivion does not, even though I installed both outside of Programs folder (windows Vista on the desktop).

I can't say for sure if UAC could've still caused some problems with the install to have it fail with the construction set, but I thought I should uninstall, turn UAC off, and reinstall Oblivion. This almost certainly means uninstalling Nehrim first, right? I know it's on the disk (5th anniversary edition) because I installed it on my laptop which is Windows 7, and it had the construction set on it. I did uncheck installing the directX 9 option since I have beyond that on the desktop. If I do get it to work, then I can attempt to follow the description of how to get the construction set to work with Nehrim.

What I am somewhat confused about is if I should install some of these other things (OBSE, a mod manager, Wrye Bash, or BOSS) before going ahead with the reinstall of Nehrim. I only wonder since some might modify the original executable in the Oblivion directory and I know that Nehrim copies the files from your install directory that it needs. Any suggested "install these first before Nehrim" mods?

Edit: thanks for that by the way, I actually found that wiki and going down manually through the list of ingredient effects for comparison to my inventory was what prompted me to try and seek out something more effecient.
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Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Thu May 03, 2012 2:31 am

The save game path for both should be C:/Users//My Documents/My Games/Oblivion/saves.

Really the only way to have both Oblivion and Nehrim installed such that they don't interfere with each other is to use either MOM or mTES4Manager. I recommend MOM (see first post). With these tools make make a clone of vanilla Oblivion for oblivion modding then either import the Nehrim game as a clone or turn another clone into Nehrim.

It is bet to choose at the install of Nehrim to have it not use the current Oblivion install so that it makes another game directory which is then easier to import.

I'm not sure what you mean by fail with the CS. What does that mean? Can't you download and install it?

I have three Oblivion installs plus a core vanilla install for future copies. I tend to install the tools after making a new clone or image.
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DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Thu May 03, 2012 12:48 am

Found the saves folder. Other than the autosave from one attempt to rush through and out the start dungeon to see if Shivering Isles and Knights of the Nine installed, there is nothing else there. But it is a different place than the Nehrim save folder. I thought they shared save folder as well as the ini file. Is there some differences in the latest version/patch (1.5.0.8) of Nehrim?

No matter I suppose. I never played Oblivion before I found Nehrim, so the only saves I'm interested in are those and I copied them for backup. What I meant by failed to install CS is exactly that. My one and only install of Oblivion on my desktop computer somehow failed to install the construction set. And I have no idea why. It is two dvds (5th anniversary edition) with Oblivion on disk one and Shivering Isles/Knights of the Nine on the other. When I did it on my laptop with Windows 7, it installed properly with a construction set. I started trying to learn what I could about using it and wanted to get into the scripting. As a programmer, it fascinates me how one might intercept and alter aspects of the game to do things like changing the leveling system.

It means trying again. I have Windows Vista on the desktop and even though I took the advice of not installing to Programs, I thought maybe some other UAC related silliness could be responsible. This means uninstalling it, but I know that if Nehrim makes it's copy of the Oblivion files it needs, then I am likely also going to need to uninstall Nehrim first. Since I'm going to start over, I thought I'd try to get to all the things I hadn't done yet. Particularly if some of these things ought to be installed at the time Nehrim makes it's "copy".

As for these "things", I mean tools I've never used, like a mod manager or other "tools". I am still fairly new to mods period, though I did put in some for my game of Morrowind. But whereas some people have dozens or even a couple hundred, I only had about five or six. I found http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash/Bash_vs._OBMM discussing the merits of Wrye Bash versus OBMM, but am still unsure what "metetools" if you will I'm going to want to install.

So basically, I'm muddling through (not as confused as I suppose I could be given my background and how quickly it likely causes the lightbulb to go on) all this for the first time. I had the Morrowind Code Patch mod, so I was aware that some things you install can actually modify the executable, and watch for those carefully (so I'll know to do as I did with it and copy the original somewhere before running it). Some of the suggested "essential mods" I see (like unofficial patch and the Shivering Isles one etc) strike me as being possibly similar. So I'm wondering if I ought to put some things in, or download some tools and the like before Nehrim installs and makes its copy. Any help clearing that up is appreciated.
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Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Wed May 02, 2012 10:24 pm

Where is the Oblivion saves versus the Nehrim saves?

Have you even made any Oblivion saves? Have you set either games ini to make saves locally? I believe the latest Nehrim has an option to set that through the Nehrim Launcher. I'd bet you checked it if the Nehrim save games are local to the Nehrim install.

I have the same discs you describe, but don't recall the CS being on it. I forget actually - you can download it http://cs.elderscrolls.com/index.php/The_Elder_Scrolls_Construction_Set.

That link on BAIN versus OBMM is old. I go into more detail on my http://www.gamesas.com/topic/1084204-bain-mod-installation-projects/ You should read the pinned threads on compatibility and mods FAQ as well.
Wrye Bash does too many things to list - but if you read the Compatibility and You thread the main function is to merge leveled lists. This specifically is not needed for Nehrim. It also has BAIN the better mod manager and installer.
TES4Edit - allows you to check and edit plugins in a more friendly manner than the CS does.
TES4LODGEN - allows you to generate distant statics from mods into the landscape. Not needed for Nehrim.
TES4Gecko - another editor best known for being able to merge plugins together.
OBSE - a script extender that is used by many mods to add scripting functions not offered by the CS. Used by several Nehrim mods.

The closes thing we have to modifying the exe with Oblivion is applying a 4gb patch, which I recommend if you have a 64 OS.
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Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Thu May 03, 2012 10:56 am

I've noticed some problems with having certain mods activated at the beginning of a new game. Zumb's Lockpicking Mod and the Ring of Console both make the game crash right after creating your character, probably because they add something to your inventory. SDR also makes the game crash after character creation only a little later. It's very annoying if you spend a lot of time in character creation only to have your game crash. I thought I should bring this up since I don't see it mentioned anywhere.
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Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Wed May 02, 2012 8:21 pm

I'm surprised that SDR would cause a crash. This is the first I've heard of it. Which version of SDR are you using? Also, if you deactivate SDR, create a character, and then reactivate SDR, do you still get a crash? Also, which SDR .esps do you have active?
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Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Thu May 03, 2012 11:49 am

I'm surprised that SDR would cause a crash. This is the first I've heard of it. Which version of SDR are you using? Also, if you deactivate SDR, create a character, and then reactivate SDR, do you still get a crash? Also, which SDR .esps do you have active?
I only noticed these crashes with starting a new game. I was playing with another character and had SDR loaded and had no problems. I have the newest version now. I don't think it'll be a problem with activating it later in the game; same with the other two mods I mentioned.
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Bereket Fekadu
 
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