Nehrim and Mods

Post » Sun Jan 23, 2011 3:25 pm

Just figured I'd make a few notes here about a couple of mods in regards to Nehrim.

Firstly, http://www.tesnexus.com/downloads/file.php?id=10400 works pretty well at dynamically adjusting the game's options, as opposed to 3.1 - which doesn't work at all.

I've noted that there are a few mods that are kinda odd about working reliably - http://www.tesnexus.com/downloads/file.php?id=25012, for instance, recently started working after I cleaned out my load order. In order to get the sounds working properly, though, I had to make a small patch (if anyone wants it, tell me).

Finally, if you want the magic effects present in LAME's bgShaderStandAloneEV.esp, do NOT activate the mod. There are some conflicts in it that can cause whole sections of the landscape to disappear. In addition, such conflicts are present in other mods as well. More investigation is probably needed.

Hopefully, this information is of use to somebody. It seems to me that there should be a bigger effort in regards to "porting" mods over to Nehrim - hell, I'm surprised nobody has tried to add the Nehrim UI's features into DarNified UI yet.
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Stephanie Valentine
 
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Post » Sun Jan 23, 2011 12:55 pm

hell, I'm surprised nobody has tried to add the Nehrim UI's features into DarNified UI yet.


Nehrim UI is modified http://www.tesnexus.com/downloads/file.php?id=32450, I think. Frankly speaking, I want to modify inventory and some other menus look like BTMod.......
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Philip Lyon
 
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Post » Sun Jan 23, 2011 5:09 pm

1. RefScope works fine.

2. I've tested Side's EAX controll for 5 houers and it is OK with Nehrim - correctly recognizes rooms size and types.
EAX works too (for my wooden ear ). 64 bits OS users could check the alchemy have correctly register key or use in option HD path.

Some problems:

1.I use OBSE - DLT . Works fine, but it initializes several times during game sesion. OBSE issues ? If someone could turn on debug options in ini files of obse
plugs and look at console output or examine conscribe logs it will be fine.

2.I use newest OBGE2 goodray shader. Is it works for someone in Nehrim ? Stupid guestion, but just answer, please.

3.If someone use Roberts Male Body mod and armor/clothes replacer and could put there some relation with info about version, body types etc, I will be thankful
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Dan Wright
 
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Post » Sun Jan 23, 2011 10:55 am


3.If someone use Roberts Male Body mod and armor/clothes replacer and could put there some relation with info about version, body types etc, I will be thankful


I installed Robert's Male Body v5 beta and TGND, and so far have no problem with them.(RM has plugin, but you don't need it to use body mod. The plugin is for assigning individual body texture per race)
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lolly13
 
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Post » Sun Jan 23, 2011 6:43 pm

1. RefScope works fine.

2. I've tested Side's EAX controll for 5 houers and it is OK with Nehrim - correctly recognizes rooms size and types.
EAX works too (for my wooden ear ). 64 bits OS users could check the alchemy have correctly register key or use in option HD path.

Some problems:

1.I use OBSE - DLT . Works fine, but it initializes several times during game sesion. OBSE issues ? If someone could turn on debug options in ini files of obse
plugs and look at console output or examine conscribe logs it will be fine.

Everytime I use mTES4 manager to switch to Nehrim my oblivion install looses its ALchemy association and there is not Nehrim to choose. Not sure why there would be as Nehrim still uses the Oblivion.exe - so confused over this myself. Though EAX seemed to be working.

I don't get constant reinitializing with OBSE DLT.

I sooooo wish the OBGE team would look at Nehrim - my bet is some small change in the esp would make it work.
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Matthew Barrows
 
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Post » Sun Jan 23, 2011 6:42 am

1."I installed Robert's Male Body v5 beta and TGND, and so far have no problem with them.(RM has plugin, but you don't need it to use body mod. The plugin is for assigning individual body texture per race)"

I use ver 5 without plug too (muscular version) . But I have not acceptable armor/clothes issues. And ,hmm, TGND ?
edited: I know what TGND is . I use just Hgec 1.2
What body type do you use . What ,if at all, clothes/armor replacer ?


2."Everytime I use mTES4 manager to switch to Nehrim my oblivion install looses its ALchemy association and there is not Nehrim to choose. Not sure why there would be as Nehrim still uses the Oblivion.exe - so confused over this myself. Though EAX seemed to be working."

Attention! It may be very, very stupid, becouse I use Nehrim only and about multiinstallation know nothing.
Alchemy use as standard oblivion registry variation "install" or "installs" (now I'm at work so cant check it) and values it oblivion path.
So if you have different folders for Nehrim and Oblivion maybe you should use HD path variants. One for Nehrim ,another for Oblivion.
I hope you can understand my language.
P.S. If you want to change this registry value to Nehrim folder you should get EAX for Nehrim (but not for Oblivion) and Tes4edit for N. too.

3."I sooooo wish the OBGE team would look at Nehrim - my bet is some small change in the esp would make it work."

I dont use esp at all, always edit shaders. I would like to ask you see any effect until I let VN kills me on OBGE topic.
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Craig Martin
 
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Post » Sun Jan 23, 2011 3:59 pm

Nehrim UI is modified http://www.tesnexus.com/downloads/file.php?id=32450
Yeah, we already know that. Unfortunately, that doesn't help at all with transplanting the functions over to, say, DarNiified UI, which practically everyone uses.
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Bereket Fekadu
 
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Post » Sun Jan 23, 2011 12:46 pm

Attention! It may be very, very stupid, becouse I use Nehrim only and about multiinstallation know nothing.
Alchemy use as standard oblivion registry variation "install" or "installs" (now I'm at work so cant check it) and values it oblivion path.
So if you have different folders for Nehrim and Oblivion maybe you should use HD path variants. One for Nehrim ,another for Oblivion.
I hope you can understand my language.
P.S. If you want to change this registry value to Nehrim folder you should get EAX for Nehrim (but not for Oblivion) and Tes4edit for N. too.

3."I sooooo wish the OBGE team would look at Nehrim - my bet is some small change in the esp would make it work."

I dont use esp at all, always edit shaders. I would like to ask you see any effect until I let VN kills me on OBGE topic.

Umm yeah I kind of wrote all the opening posts - so yeah I get multi-installs and have 5 now. Each time you swap out an install with mTES4 Manager it puts the clone in the same place as Oblivion. So file path would remain the same.

I think you mean edit shader list - again I explored that and use that. I don't get the VN reference though.
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carrie roche
 
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Post » Sun Jan 23, 2011 9:29 pm

Ring of Console for Nehrim

I think scanti http://tesnexus.com/downloads/file.php?id=20446 is way better since it's only an obse plugin:
[Complete data file list]
obse\plugins\ChangeConsoleKey.dll

I just finnished mTES4 reinstallation.
I'm going to test the following mods:
Nvidia Black Screen Sneak Fix
Put it in its Place - Enhanced Grabbing
RefScope
kuertee Clean-up 0.55
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CHANONE
 
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Post » Sun Jan 23, 2011 8:16 am

I just finnished mTES4 reinstallation.
I'm going to test the following mods:
Nvidia Black Screen Sneak Fix
Is the Wrye bash tweak Nvidia fog fix the same as this? Because you can use the bashed patch tweaks (even if you can't build a proper bashed patch with leveled lists).

Is it the same as http://www.tesnexus.com/downloads/file.php?id=32795? I'd like to know because I put that on the masterlist not knowing if it is ok to use with English variant. [edit] oh yeah I use ATI so I don't even know what this all does.

Congratulations on the getting mTES4 Manager up and going - gonna be a whole new world for ya.
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sally R
 
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Post » Sun Jan 23, 2011 2:20 pm

No this is http://tesnexus.com/downloads/file.php?id=13632 . It's different from Quarn Nvidia (fog) Black Screen Fix (which is included in Wrye Bash).

Good news:
kuertee Clean-up 0.55 do not depend on Oblivion.esm master, so it's definitely working.
RefScope 2.1.2 do not depend on Oblivion.esm master, so it's definitely working.
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Saul C
 
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Post » Sun Jan 23, 2011 10:25 pm

Hopefully, this information is of use to somebody. It seems to me that there should be a bigger effort in regards to "porting" mods over to Nehrim - hell, I'm surprised nobody has tried to add the Nehrim UI's features into DarNified UI yet.


Can't you just install Darn normally then delete the stats_menu.xml in menus>main? That's what I do. Keeps the Nehrim stats page and makes everything else Darnified. Just make sure not to install any Darn components that you wouldn't need in Nehrim. The Training and Map menus, for instance.
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Ryan Lutz
 
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Post » Sun Jan 23, 2011 11:43 pm

Can't you just install Darn normally then delete the stats_menu.xml in menus>main? That's what I do. Keeps the Nehrim stats page and makes everything else Darnified. Just make sure not to install any Darn components that you wouldn't need in Nehrim. The Training and Map menus, for instance.

What does deleting the stats menu do for you again - just save the level up symbol?

Then what about integration of http://www.sureai.de/forum/viewtopic.php?f=86&t=3057. Which adds in all the journal info into the same last tab that darn uses for config adjustments. If one could sacrifice another tab for this information then it may work, but better chance getting JOG to change Interface Extension what with Darn busy with NV and all.

Another issue I saw with using Darn was that when it came time to level up the symbol in the top right of the screen which normally had what looked like a health bar over it would be missing and in its place numbers.
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Marlo Stanfield
 
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Post » Sun Jan 23, 2011 5:41 pm

What does deleting the stats menu do for you again - just save the level up symbol?

Then what about integration of http://www.sureai.de/forum/viewtopic.php?f=86&t=3057. Which adds in all the journal info into the same last tab that darn uses for config adjustments. If one could sacrifice another tab for this information then it may work, but better chance getting JOG to change Interface Extension what with Darn busy with NV and all.

Another issue I saw with using Darn was that when it came time to level up the symbol in the top right of the screen which normally had what looked like a health bar over it would be missing and in its place numbers.


It keeps the initial stats screen from Vanilla Nehrim, where it mentions your level, stats and achievements.

If you go into the hudmainmenu_config.xml and delete the lines
	<!-- Countdown text settings (def. 1,254,244,183,2) -->	<_showcdtext> 1 	<_aectr> 254 	<_aectg> 244 	<_aectb> 183 	<_aectf> 2 


in menus>prefab>darn that'll save the health bar. Haven't used NIE so I'm not sure about that. If someone professional is working on an actual UI for Nehrim I'll probably leave it, this is a good enough workaround for now.
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Stephanie I
 
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Post » Sun Jan 23, 2011 12:09 pm

Another issue I saw with using Darn was that when it came time to level up the symbol in the top right of the screen which normally had what looked like a health bar over it would be missing and in its place numbers.

I'm using Immersive Inteface and it works fine.

Another mod:
http://tesnexus.com/downloads/file.php?id=23069
Works fine after renaming Oblivion.esm master to Nehrim.esm with TES4Gecko.
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Celestine Stardust
 
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Post » Sun Jan 23, 2011 11:21 pm

Umm yeah I kind of wrote all the opening posts - so yeah I get multi-installs and have 5 now. Each time you swap out an install with mTES4 Manager it puts the clone in the same place as Oblivion. So file path would remain the same.

I think you mean edit shader list - again I explored that and use that. I don't get the VN reference though.


to resume:
You have two adding by hand things on right side of Alchemy panel : Nehrim and second - oblivion. Both has made using HD path not registry key.
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Multi Multi
 
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Post » Sun Jan 23, 2011 8:49 am

I'm using Immersive Inteface and it works fine.

Another mod:
http://tesnexus.com/downloads/file.php?id=23069
Works fine after renaming Oblivion.esm master to Nehrim.esm with TES4Gecko.


"I'm using Immersive Inteface and it works fine."
And have you any compas ikons?
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Juan Suarez
 
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Post » Sun Jan 23, 2011 6:20 pm

"I'm using Immersive Inteface and it works fine."
And have you any compas ikons?

Ah no I just noticed this, because I just finnished the first starting mine.
Better then to keep what it comes with the mod.
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Nicole Mark
 
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Post » Sun Jan 23, 2011 9:34 am

to resume:
You have two adding by hand things on right side of Alchemy panel : Nehrim and second - oblivion. Both has made using HD path not registry key.

Nope you still don't understand.

Both will be using the same exe and the same file path because it is mTES4 Manager that swaps the games out and places other installs in the Oblivion file path.

Please read up on mTES4 Manager.

Yes your suggestion would work (most likely) if I kept the install location of Nehrim separate from Oblivion but then that creates a whole other set of issues such as massive difficulty having an oblivion install that is modded and separate from Nehrim.

mTES4 Manager is the most thorough solution to this.
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Kanaoka
 
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Post » Sun Jan 23, 2011 3:19 pm

to Psymon
OK. As you see three times repeating is enough and I get it. Maybe in very complicates cases... But the prefix "times" value will be always less then ten. I promise.

1. for very future, but interesting. About the last Reneers child http://www.tesnexus.com/downloads/file.php?id=35897. Author said :
"It would be quite possible to port this mod over to Nehrim... so long as OBSE works well with it."

2. "AV uncapper" http://www.tesnexus.com/downloads/file.php?id=34841 with "AV Uncapper Settings" http://www.tesnexus.com/downloads/file.php?id=35675.
Very powerful and configurable tool for these who wants get Nehrim more difficult on higher levels.
configuration ability (it is not example for Nehrim)
Spoiler
; ===============================================
; ====== Actor Value Uncapper Settings Ini ======
; ====== This file belongs in "Data\Ini" ========
; ====== AVUncapper by JRoush, ini by JCN =======
; ============== Ini version 1.01 ===============
; ===============================================

; NOTE: Refer to the AVUncapper manual (AV Uncapper Features v1_beta1.pdf) for in depth descriptions of all functions.

; ===== PRESETS =======================
; Note: The rest of the INI will be ignored if using a preset.
set JCNAVUncapQuest.iavuUsePreset to 0 ; 0: Do NOT use presets.
; 1: Uncaps all stats and skills, allowing them to level past 100.
; 2: Uncaps all stats and skills as well as enabling diminishing returns for Chameleon, Reflect Damage, Resist Normal Damage, Spell Resist, Spell Reflect, and Spell Absorb. (Decay rate of 1.12, growth rate of 0.83)
; =====================================

; ===== STAT UNCAPPING ================
; These settings control your maximum skills and attributes gained through leveling. Maximum possible setting is 255. To prevent skills and attributes from going too high (via Fortify, etc) and being reset to 1, don't use values over 200.
set JCNAVUncapQuest.iavuMaxAttributeBase to 200 ; Vanilla: 100, Recommended uncapped: 200
set JCNAVUncapQuest.iavuMaxSkillBase to 200 ; Vanilla: 100, Recommended uncapped: 200
; These settings set the max effective levels for skills and attributes. Vanilla is 100, set to 0 to uncap.
set JCNAVUncapQuest.favuMaxAlchemyEffectiveSkill to 0
set JCNAVUncapQuest.favuMaxCasterSkillCostSkill to 0
set JCNAVUncapQuest.favuMaxDetectionSneakSkill to 0
set JCNAVUncapQuest.favuMaxHandDamageAttribute to 0
set JCNAVUncapQuest.favuMaxHandDamageSkill to 0
set JCNAVUncapQuest.favuMaxWeaponDamageAttribute to 0
set JCNAVUncapQuest.favuMaxWeaponDamageSkill to 0
set JCNAVUncapQuest.favuMaxWornArmorSkill to 0
; =====================================

; ===== DIMINISHING RETURNS ===========
; These settings control the use of diminishing returns (DR). Set to 1 to enable, 0 to disable.
set JCNAVUncapQuest.iavuBlindnessUseDR to 1
set JCNAVUncapQuest.iavuBlockDamageReductionUseDR to 1
set JCNAVUncapQuest.iavuChameleonUseDR to 1
set JCNAVUncapQuest.iavuDefendBonusUseDR to 1
set JCNAVUncapQuest.iavuMagicCasterSkillCostUseDR to 1
set JCNAVUncapQuest.iavuMagicEffectResistUseDR to 1
set JCNAVUncapQuest.iavuMagicItemResistUseDR to 1
set JCNAVUncapQuest.iavuReflectDamageUseDR to 0
set JCNAVUncapQuest.iavuResistNormalWeaponsUseDR to 1
set JCNAVUncapQuest.iavuSpellAbsorbUseDR to 1
set JCNAVUncapQuest.iavuSpellReflectUseDR to 1
; These settings control how strong the diminishing returns (DR) are.
; For example DR rates and charts, refer to Data\Docs\AVUncapper - DR Example Rates.txt
set JCNAVUncapQuest.favuBlindnessDecayRate to 1.12 ; Default 1.12
set JCNAVUncapQuest.favuBlindnessGrowthRate to 0.83 ; Default 0.83
set JCNAVUncapQuest.favuBlockDamageReductionDecayRate to 0.54
set JCNAVUncapQuest.favuBlockDamageReductionGrowthRate to 0.83
set JCNAVUncapQuest.favuChameleonDecayRate to 0.54
set JCNAVUncapQuest.favuChameleonGrowthRate to 0.83
set JCNAVUncapQuest.favuDefendBonusDecayRate to 0.54
set JCNAVUncapQuest.favuDefendBonusGrowthRate to 0.83
set JCNAVUncapQuest.favuMagicEffectResistDecayRate to 0.54
set JCNAVUncapQuest.favuMagicEffectResistGrowthRate to 0.83
set JCNAVUncapQuest.favuMagicItemResistDecayRate to 0.54
set JCNAVUncapQuest.favuMagicItemResistGrowthRate to 0.83
set JCNAVUncapQuest.favuReflectDamageDecayRate to 0.54
set JCNAVUncapQuest.favuReflectDamageGrowthRate to 0.83
set JCNAVUncapQuest.favuResistNormalWeaponsDecayRate to 0.54
set JCNAVUncapQuest.favuResistNormalWeaponsGrowthRate to 0.83
set JCNAVUncapQuest.favuSpellAbsorbDecayRate to 0.54
set JCNAVUncapQuest.favuSpellAbsorbGrowthRate to 0.83
set JCNAVUncapQuest.favuSpellReflectDecayRate to 0.54
set JCNAVUncapQuest.favuSpellReflectGrowthRate to 0.83

set JCNAVUncapQuest.favuMagicCasterSkillCostSkillOffset to 33.299999
set JCNAVUncapQuest.fActorLuckSkillMult to 0 ; Vanilla: 0.4, For DR: 0
set JCNAVUncapQuest.favuActorLuckSkillDecayRate to 1.02 ; Vanilla: 0, For DR: 1.02
set JCNAVUncapQuest.favuActorLuckSkillGrowthRate to 0.831 ; Vanilla: 0, For DR: 0.831
set JCNAVUncapQuest.favuActorLuckSkillOffset to 50.0 ; Default: 50
; =====================================

; ===== OTHER STUFF ===================
; Controls whether to use only your base Alchemy, your current Alchemy, or some combination of the two. (Example: 0.5 and 0.5 would use the average of the two.)
set JCNAVUncapQuest.favuAlchemyEffectiveSkillBaseMult to 0.5 ; Vanilla: 1
set JCNAVUncapQuest.favuAlchemyEffectiveSkillCurrentMult to 0.5 ; Vanilla: 0

; This setting allows Reflect Damage to also reflect a portion of ranged damage when set above 0. (Example: 0.5 would reflect ranged damage at half the normal rate.)
set JCNAVUncapQuest.favuReflectDamageProjectileMult to 0 ; Vanilla: 0

; Controls how effective blocking is (0.75 = 75% max damage reduction from blocking).
set JCNAVUncapQuest.fBlockMax to 0.75 ; Vanilla: 0.75
; Controls the maximum armor rating.
set JCNAVUncapQuest.fMaxArmorRating to 85 ; Vanilla: 85
; =====================================


"AV Uncapper Settings" plug has no master. Very important is good knowledge about Nehrim, so not for me now.

3. "Crime has witnesses" http://www.tesnexus.com/downloads/file.php?id=22894 has no master.
4. Ayleid_people said about "Immersive Inteface " . It's the best because doesn't touch menu at all. The best except this compass icons problem. So if someone knows resolving...
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Sierra Ritsuka
 
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Post » Sun Jan 23, 2011 10:04 am

Well Reneer's mod needs a lot of bugs squashed, but we will see. I'm not sure if it hand;es having clear windows though.

Next the uncappers - not sure Nahrim has content to remain challenging at uber levels. I think the challenges kind of stop around level 40 or so, but I could be wholly wrong as I'm not there yet. [edit] oh wait thee are different kinds of uncappers - need to read up on them.
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mollypop
 
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Post » Sun Jan 23, 2011 10:04 am

Just figured I'd make a few notes here about a couple of mods in regards to Nehrim.

Firstly, http://www.tesnexus.com/downloads/file.php?id=10400 works pretty well at dynamically adjusting the game's options, as opposed to 3.1 - which doesn't work at all.

I've noted that there are a few mods that are kinda odd about working reliably - http://www.tesnexus.com/downloads/file.php?id=25012, for instance, recently started working after I cleaned out my load order. In order to get the sounds working properly, though, I had to make a small patch (if anyone wants it, tell me).

Finally, if you want the magic effects present in LAME's bgShaderStandAloneEV.esp, do NOT activate the mod. There are some conflicts in it that can cause whole sections of the landscape to disappear. In addition, such conflicts are present in other mods as well. More investigation is probably needed.

Hopefully, this information is of use to somebody. It seems to me that there should be a bigger effort in regards to "porting" mods over to Nehrim - hell, I'm surprised nobody has tried to add the Nehrim UI's features into DarNified UI yet.

Hi Roxahris, Do you know where I can download the rest of the Streamline Ver 2 package ? Or is it OK to use the rest of the streamline 3.1 package with the 2.1 ESP ? I guess I could just try it out Couldn't I :unsure: Beebee

PS Went back to have another look at the Nexus page downloaded version 1 which is really Ver.2 but it has no INI file. I have Streamline itself working in game but only the Stream smooth part, the ring works fine , but I have none of the other functions working. I will try the INI from 3 to see if that helps Beebee
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Jade Muggeridge
 
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Post » Sun Jan 23, 2011 11:06 pm

Please use proper spelling and grammar. Your post makes me cringe.
Furthermore, your inability to read is quite astounding. Streamline 2.1 is just "Streampurge" and "Streamsmooth" - no "Streamsave" or whatever else. Why you'd even think that using the INI from 3.1 would help is beyond me.
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Tyrel
 
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Post » Sun Jan 23, 2011 3:11 pm

I need someone to test a little thing out for me.


If you may recall, I submitted an idea for a "mod" (or more specifically, a resource for nehrim modders,) that contained all the unique/missing Oblivion Records so people didn't have to add them in themselves

Well I finally got around to making it.


http://www.mediafire.com/?6fcey5x8h9glvl3

I need someone to test this in their game to a very high degree. If done right, there should be no noticeable changes or effects on the game whatsover. By itself its not meant to do anything, and SHOULDN"T do anything. Its simply a platform for modders to use so they can convert mods without having to copy over missing oblivion records.


Basically its a copy of Oblivion.esm with nehrim.esm dependency with a lot of things took out of it. In other words:

- Any record which has an identical editor ID or an equivalent editorID (see spreadsheet)
- All Dailogues
- All quests
- All GMSTs
- All magic effects
- All worldspaces/interiors/subspaces/etc.

I also mentioned an issue where certain IDs had to be changed in scripts. well, I took a tally and jotted those down in http://www.mediafire.com/?w1qv6z98p5zz99p
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Kate Schofield
 
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Post » Sun Jan 23, 2011 10:53 am

I'm having a wee bit of a trouble here. maybe its been addressed before, but I don't really have time to go and look.

Okay here's the deal: in an experiment with Toasty Says share, Minionz, and Companion Master. All three work in nehrim (after some very light tinkering and using my newfound ORR module), but there's a catch.

They only work SEPARATELY.

in normal oblivion I would be able to run all 3 together just fine. However, in Nehrim, I can only run one for some reason. Example, If I try to run Minionz, TSS, and CM all together, only minionz will work. On the other hand, if I disable Minionz, CM will work but not TSS. Haven't tried TSS yet but I have the feeling its the same story there.
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Andrea Pratt
 
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