Nehrim and Mods

Post » Sun Jan 23, 2011 2:16 am

I'm not certain I follow your answer or what it is your trying to do.

I thought you were saying you were improving the pickpockets in the game - maybe you meant adding them. I rarely talk about real life here unless I use the words real life - I know what a pickpocket is and have known a few myself in real life.

That said - I was under the impression that in the game one motivation for an NPC to steal is for food - so I've heard of others giving them no food and no responsibility.

As for modding I've learned more at http://www.invision.tesalliance.org/forums/index.php?/forum/81-the-enclave/ than on the CS wiki.

Since I'm not following what your asking very well - I'm not sure I can or should answer more questions.
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Samantha Jane Adams
 
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Post » Sun Jan 23, 2011 3:37 am

I'm not certain I follow your answer or what it is your trying to do.

I thought you were saying you were improving the pickpockets in the game - maybe you meant adding them. I rarely talk about real life here unless I use the words real life - I know what a pickpocket is and have known a few myself in real life.

That said - I was under the impression that in the game one motivation for an NPC to steal is for food - so I've heard of others giving them no food and no responsibility.

As for modding I've learned more at http://www.invision.tesalliance.org/forums/index.php?/forum/81-the-enclave/ than on the CS wiki.

Since I'm not following what your asking very well - I'm not sure I can or should answer more questions.

Sorry I should not reply or type when very tired.
Now let me Explain my thoughts.
Once the Pickpockets are done do you Think I should just Release an initial ESP and do revisions for that or do like I was suggesting in the inital and doing small patches to prevent conflicts and then once it is all fixed then do a major ESP with everything in it, I can see benifits with both ways.

Now on a Side note I will ask you Several Questions. (Agree/Disagree or Suggestions)
1. I have the Pickpockets on Respawn! Nehrim originaly is set Not to respawn. The difference is that on my set up the keeps will get new thieves about every 2 days at a guess, instead of never.
2. What about the Bosses Respawn, I am of two minds about this I think there should always be bosses but not the same one, Or a leader of some sort.
I would like to find a way to get the game to change the bosses so they are not always the same for each keep.
3. There are NO archers for them at this time I am thinking of adding some to each group.
4. Also some sort of minor Mages also some Thief types so they are in Sneek mode.
5. Loot corpse Check is not set for any of them. I think we should be able to corpse check.
Now an example of the load out for Aldlefd keep that I am working on is 10 NPC's I am thinking of putting in 1 minor cleric/ mage type 2 or 3 archers and 3 Thief types. Another thing is that I need to fix pathgrids for NPC's so they won't cross traps and die.
Also as previously noted fixing ownership of containers in the cities.and towns.
one other thing I would like to work on but also know is extensive is working on all the doors that go no where.
So the question is What do you think. Also can you think of anything else that needs to be changed in that reguard.
I would love to get some traps to work like they do in Oblivion example is the Darts.
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Jesus Sanchez
 
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Post » Sun Jan 23, 2011 4:25 pm

I'm loving the sound of this I await this release with baited breath
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MARLON JOHNSON
 
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Post » Sun Jan 23, 2011 3:07 pm

Zornac-

I had to go back and reread a few of your posts - I'm not clear on a few things. are you making brand new bandits or improving the ones in the game already? I think what I hear you saying is more tending toward overhaul - as in bosses for the whole game - should they respawn. I'm not certain - much less do I know how often respawn ever happens in Nehrim. Since it is an experience point system there - it may be imbalancing.

I kind of like the sparseness of Nehrim - that it isn't teaming with NPCs from every other overhaul bashed together - I already rung two versions of that kind of mod set up for Oblivion - so I'm liking the simplicity of Nehrim and I've not yet finished it or even had my character leave fold valley yet. I'm more interested in game mechanics and ridding the modverse of bad vanilla content with regard to Nehrim.

I like the idea of ownership of the crates.

Sorry I'm not much more help - but others feel free to pitch ideas in to help.
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Siobhan Wallis-McRobert
 
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Post » Sun Jan 23, 2011 3:51 pm

Zornac-

I had to go back and reread a few of your posts - I'm not clear on a few things. are you making brand new bandits or improving the ones in the game already? I think what I hear you saying is more tending toward overhaul - as in bosses for the whole game - should they respawn. I'm not certain - much less do I know how often respawn ever happens in Nehrim. Since it is an experience point system there - it may be imbalancing.

I kind of like the sparseness of Nehrim - that it isn't teaming with NPCs from every other overhaul bashed together - I already rung two versions of that kind of mod set up for Oblivion - so I'm liking the simplicity of Nehrim and I've not yet finished it or even had my character leave fold valley yet. I'm more interested in game mechanics and ridding the modverse of bad vanilla content with regard to Nehrim.

I like the idea of ownership of the crates.

Sorry I'm not much more help - but others feel free to pitch ideas in to help.

Sorry let me Make it clear I hope.
To Do list
AI for Pickpockets Done Minor tweak only left (an easy fix I hope)
Safe Pathgrids for Pickpocket Locations around traps 1 Done
Fixed a MapMarker Miss Named simple Typo Done

AI's for all of the Other Bad NPC's
Fixing Ownership for Crates and other Items in cities
Questions for group**** Varied Classes for Bad NPC's2?
Questions for group**** Determine Life of NPC IE Respawn or not.
Questions for group**** Determine Life of Boss NPC IE Respawn or not. but not major NPC's There are some that I will not even consider putting to respawn.
Questions for group**** Are the NPC's tough enough or do they need minor buffing.
Notes
1. All Pathgrids for the Pickpocket locations are good at this time.
2. Now things that I am considering are either changing weapons on some of the Pickpockets for bows as I said previously or adding more pickpocket NPC's to the Lair in either case about 2. And or making some into true thieves or adding them. Now as in the Keep that I told you about that is a rather small keep. If I added instead of changed it would be cramped inside the keep. Also why are there no mages in these groups. There are enclaves out there.
*************(On a side note I am not at this time planning on adding any Locations or adding them to any empty locations I also like that it is not as bunched up as Oblivion as in with in every 30 feet there is something to explore)

There are only 9 different NPC's for Non Boss Pickpockets.
Now on the Low Level Pickpocket side at this time I have them Respawn I was not asking about respawn times I could do like OOO and change that but it would affect all Respawn not just bad NPC's. I was Asking a General Question of Would you or anyone like to let them respawn so you have something to clean Out from time to time.
As far as Boss NPC's it was just an Idea, I would actually have to ask the true modders if it is possible to do what I was thinking. In theory it should be possible kind of like how TNO does his quests from the merchants but I would have to ask some serious questions, so that is something for very much later.

And yes While I am talking to you by name I am actually asking a general Question of the group for suggestions.

You know I will put up the little I have sometime this week As I get it done I will do an update just to keep it simple as I don't have much time to work on this from wednesday thru saturday. I will let you know when I get the file up on Nexus.

Suggestions are always welcome if I can I will give it a go, but only if it will enhance the game.
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Georgia Fullalove
 
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Post » Sun Jan 23, 2011 9:47 am

http://www.tesnexus.com/downloads/file.php?id=35702 Ok This is the WIP that I am working on. Tomorrow I will be putting up a page on this site.
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Lady Shocka
 
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Post » Sun Jan 23, 2011 1:01 pm

If I were to convert a mod from Oblivion for use in Nehrim what would be the procedure for me to upload it? Would I have to get permission from the original mod creator? What if it is an old mod and the creator isn't a part of the community anymore?
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carla
 
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Post » Sun Jan 23, 2011 4:45 pm

If I were to convert a mod from Oblivion for use in Nehrim what would be the procedure for me to upload it? Would I have to get permission from the original mod creator? What if it is an old mod and the creator isn't a part of the community anymore?

Generally you want to get permission and there are some who would say that you shouldn't upload without permission ever. Some are more lax. Others site laws that I've never seen enforced - ever. Generally it is a very unpopular move to do without permission.

Does the original mod say it can be rehosted or used or give any permissions?

And it may not be that hard to contact the original author once you expand your search beyond here and Nexus. They found Francesco and dragged him back here so he could announce that Frans could be used in whatever method or form desired.
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Dragonz Dancer
 
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Post » Sun Jan 23, 2011 3:46 am

I was wondering if it might be a good idea to get some form of COBL working in Nehrim. Obviously, this would be minus quite a few things, as the lore items wouldn't make much sense, nor would COBL Races, and we already have our own luggage. However, I'm mainly thinking about the alchemy sorter and the foodstuffs from Salmo the Baker (I'm pretty sure there's a baker in Erothin that could take his place).

I mentioned this yesterday at a thread for mod conversion requests on the SureAI English forums, however that probably wasn't the right place as it's something I'm willing to work on and not just asking to be done. I don't really have any experience with scripting or anything, the most I've done as far as modding is make a few houses for myself for Oblivion and Fallout 3/NV, but I might as well learn if I want it to happen, right?

What I'm curious is if anyone else is interested in seeing any COBL things in Nehrim. I think it might be a good idea to get something going now as opposed to later, as Nehrim is relatively new and there would be more potential for integration with mods, particularly I'm thinking if we can get the support for needs mods in should any arise (I hope they do, I mean, we can cook and everything, but there's no reason to actually eat our foods).

The thing is, I've yet to ask for permission to do this. There doesn't seem to be any current COBL thread going, but if anyone thinks this is a good idea (and is perhaps willing to help a little?) I'll look for another way to contact for permission. Considering that COBL is made to be resources for modders, however, I doubt there would be any resistance.
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Kelly John
 
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Post » Sun Jan 23, 2011 3:15 pm

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6446

Intelligent learning. leveling mod. Add that to your list.
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James Rhead
 
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Post » Sun Jan 23, 2011 5:19 pm

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6446

Intelligent learning. leveling mod. Add that to your list.

Gahh - since when do we have to sign up at file planet to download off PES?

I want that mod, but another sign up :(
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Hannah Barnard
 
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Post » Sun Jan 23, 2011 5:47 pm

1."Gahh - since when do we have to sign up at file planet to download off PES?

I want that mod, but another sign up "

you just don't want register yourself on File Planet? Spam?

2. I'm new about using Tes4gecko. I've just renamed "MaleBodyReplacerV4.esp" master to nehrim.esm. is it all I should to make?
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Cheryl Rice
 
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Post » Sun Jan 23, 2011 4:08 pm

1."Gahh - since when do we have to sign up at file planet to download off PES?

I want that mod, but another sign up "

you just don't want register yourself on File Planet? Spam?

2. I'm new about using Tes4gecko. I've just renamed "MaleBodyReplacerV4.esp" master to nehrim.esm. is it all I should to make?

Actually I already was a member - I just never recalled having to sign in - I guess that info was lost - all better now. It does seem different now though.

You will have to let us know about Roberts :goodjob:
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Christine
 
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Post » Sun Jan 23, 2011 3:31 am

Generally you want to get permission and there are some who would say that you shouldn't upload without permission ever. Some are more lax. Others site laws that I've never seen enforced - ever. Generally it is a very unpopular move to do without permission.

Does the original mod say it can be rehosted or used or give any permissions?

And it may not be that hard to contact the original author once you expand your search beyond here and Nexus. They found Francesco and dragged him back here so he could announce that Frans could be used in whatever method or form desired.


Thanks for the response. Have started getting used to the construction set so was looking to create and convert some Oblivion mods for Nehrim. Here's two you can add to the list:

http://www.tesnexus.com/downloads/file.php?id=35847
http://www.tesnexus.com/downloads/file.php?id=35848
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Maddy Paul
 
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Post » Sun Jan 23, 2011 12:45 pm

Updated the http://www.gamesas.com/index.php?/topic/1132338-boss-for-nehrim/ to include all mentioned mods plus about 10 new armors found on Nexus. I can see that at a point I will stop searching for new mods to add as most I will never use (I really don't care for skimpy underwear on cartoons much less want to hunt down new variations).

I updated the 3rd post to what I consider essential modifications - I do not plan to add any mod released to post 3. Of note is Zornac's mod above and Intelligent learning - look forward to using both of those. Also a new variant of http://www.tesnexus.com/downloads/file.php?id=35454 was released with Nehrim in mind (Nehrim natively has very dark caves). I'd been using AmpolX caves but will be trying these out.

I attempted to translate over http://www.tesnexus.com/downloads/file.php?id=32128, but I'm not 100% certain it is working - mostly because it is raining hard in the game now and also because of http://www.gamesas.com/index.php?/topic/1142151-rel-mtes4-manager/page__view__findpost__p__16710739. Further testing is required, but I'd like to hear other's results too.

I'd been using Quest Log manager until I realized that on the map it was no longer possible to go to the larger enhanced map - QLM was the cause of this. Since I'm not drowning in quests I took it out.
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Hannah Barnard
 
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Post » Sun Jan 23, 2011 6:18 pm

1. About Roberts Male body.
Works for me. If Nehrim uses more then 3 playable races (all Oblivion races are presented in nehrim.esm) the plug is useful,if not obsolete - imperial textures are good enough. If someone wants the plug then some edition is needed (stats, playable flags etc).
Worse are armor/clothes meshes. Problems with some clipping, textures issues, unbitable for me. Better without Sen-chan's work than with it.
edited: Roberts M. B. v.5 muscular
2.
Good news(?) - RefScope works (green colour )
edited: blue of course
Bad - Nifviewer (OBMM tool) not, for me of course
3.
I use EAX and Side's plug and I'm not sure too . I will be playing with debug option on and we will see.
4.
I use OBGE2 and Godrays shader. But I'm not sure it works. I can't see sun at all, raining non stop.
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Ana Torrecilla Cabeza
 
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Post » Sun Jan 23, 2011 7:39 pm

Denock Arrows v1.1 updated on November 18 has script dependencies on Oblivion.esm!
(fortunately I have the old version 1.0 in my hard disk)

What about Fastexit2 and Refscope for Nehrim?
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mishionary
 
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Post » Sun Jan 23, 2011 7:57 am

Denock Arrows v1.1 updated on November 18 has script dependencies on Oblivion.esm!
(fortunately I have the old version 1.0 in my hard disk)

What about Fastexit2 and Refscope for Nehrim?


FastExit2 may work, though I don't know if RefScope will work. (Form ID finder works)
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Mandi Norton
 
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Post » Sun Jan 23, 2011 4:00 pm

I wasn't aware of any update to denock and I too use 1.0, so can't say for 1.1

Fast exit 2 - haven't tested, but will say that the game already exits pretty fast for me.
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lauraa
 
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Post » Sun Jan 23, 2011 6:18 pm

My first run on Nehrim (got some troubles at first but it's OK now). Very good mod!!!
I like most of the ideas behind.

I wasn't aware of any update to denock and I too use 1.0, so can't say for 1.1

I fear even version 1.0 script call some functions that nehrim.esm seems not recognizing.
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Melanie
 
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Post » Sun Jan 23, 2011 2:18 pm

But I use denock arrows 1.0 with Nerhim and it works.
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Rowena
 
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Post » Sun Jan 23, 2011 11:51 am

Have you cleaned Oblivion.esm master from the esp?
NVM I have to use rename with TES4Gecko.

I'm going to reinstall Oblivion and use mTES4 Manager.
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Richard Thompson
 
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Post » Sun Jan 23, 2011 10:25 am

I wasn't aware of any update to denock and I too use 1.0, so can't say for 1.1
It is updated because I noted to scruggs that Denock Arrows prevents any other mods from disabling the LMB in menumode, so he fixed the script to behave nice together with other mods that want to disable the LMB (for specific situations). One of those other mods is my own Map Marker Overhaul which disables the LMB when pointing at map markers in order to control fast travel. If 1.0 didn't depend on Oblivion.esm, but 1.1 does, I guess it is just an accident and that you can use TES4Edit or other tools to remove master.
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Iain Lamb
 
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Post » Sun Jan 23, 2011 5:52 pm

To be clear denock arrows 1.0 needed to have the master reassigned to Nerhrim.esm - thought that could have just been because at the time it was made all mods were made with a master even if it was not required.

I've not tried Denock 1.1 and perhaps will soon. It may work fine as the script may reference bits of the Nerhim.esm that is similar to the Oblivion.esm - that is the real issue as Rylassasin pointed out (read post 2).
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LADONA
 
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Post » Sun Jan 23, 2011 4:52 pm

Has anyone who uses HUD status bars managed to create an hud bar that relates to the experience points in Nehrim? Really struggling to find the necessary references to have the mod read the current and needed ep.
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Josh Dagreat
 
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