Nehrim and Mods

Post » Mon Jan 24, 2011 2:20 am

Wow that is strange ... and unfortunately I've no answer for you.

With Companion Master it is all activated through the spell - that does not work if you recruit via TSS or Minionize?
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Robert DeLarosa
 
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Post » Sun Jan 23, 2011 7:22 pm

Wow that is strange ... and unfortunately I've no answer for you.

With Companion Master it is all activated through the spell - that does not work if you recruit via TSS or Minionize?


In Oblivion yes, they work quite fine together. However in Nehrim, I have no idea. I would assume yes, but for some reason when one of these three is activated, the other two don't want to run like I said, even if they're checked.

However, when I try using MInionz and Companion Master, only one of those loads. Example, if I load both and I put minionz at the bottom of the list, only minionz works. If I disable minionz though Companion master works.

I'm using OBMM to sort things if that's of any help.

and actually I haven't gotten out of the mines yet on my test save to actually confirm weither or not TSS actually works. I'm just theorizing it does due to the nature of the other two.

PS: I also have this same exact problem with a.... rather obscure and very risque mod probably shoudn't mention *coughxloverscough* but strangely enough I can run that and the three things together.

And yes I did update.

On more positive news: Desuchan's Kawi Kahjiits works with only a master change.

maybe its the ORR project that's doing this?

If you're interested in testing for yourself, Psy, I've put the ESPs and ESMs in question in http://www.mediafire.com/?6dc1d0ah3ymka. Note you'll still need the other files for those mods (the sounds meshes textures etc) and its getting too late in the morning to upload those. so bear with me here.

ORR should go right after the Nehrim.esm ideally. its meant to be a ghost resource for the Oblivion records that are missing from Nehrim that cause a lot of mods to complain and not work. The DLCShiveringisles (Again not piracy... the DLCshiveringisles.esp is useless without its BSAs which aren't there) should go after the nehrim esps. The others... use your best judgement.

There's also a spreadsheet there that details all of the English Oblvivion esm records into the ones that are in german in the nehrim.esm (IE Apple -> Afel, Daedraheart to herz, RepairHammer -> WerkzeugHammer01, etc. but It might have been done better (I only did the ones that showed up in tes4, I made no changes to other things like Apparatuses and stuff)
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Elisha KIng
 
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Post » Sun Jan 23, 2011 10:47 pm

In Oblivion yes, they work quite fine together. However in Nehrim, I have no idea. I would assume yes, but for some reason when one of these three is activated, the other two don't want to run like I said, even if they're checked.

I'm using OBMM to sort things if that's of any help.

and actually I haven't gotten out of the mines yet on my test save to actually confirm weither or not TSS actually works. I'm just theorizing it does due to the nature of the other two.
Well like the oblivion tutorial I wouldn't start testing mods until you are at the Abbey that is about when the heavily scripted starting events end and the more usual game play starts. You could power through it in a few hours if you try. I'd recommend that. Thinking of the tutorial - I hope your not recruiting others you find there because
Spoiler
they are not supposed to live
Otherwise I'm not sure what you mean by not work - not work in game or not load.

PS: I also have this same exact problem with a.... rather obscure and very risque mod probably shoudn't mention *coughxloverscough* but strangely enough I can run that and the three things together.

And yes I did update.

On more positive news: Desuchan's Kawi Kahjiits works with only a master change.
If you have recommendations for the masterlist and can't link them PM me.

There is an update?

maybe its the ORR project that's doing this?

If you're interested in testing for yourself, Psy, I've put the ESPs and ESMs in question in http://www.mediafire.com/?6dc1d0ah3ymka. Note you'll still need the other files for those mods (the sounds meshes textures etc) and its getting too late in the morning to upload those. so bear with me here.

ORR should go right after the Nehrim.esm ideally. its meant to be a ghost resource for the Oblivion records that are missing from Nehrim that cause a lot of mods to complain and not work. The DLCShiveringisles (Again not piracy... the DLCshiveringisles.esp is useless without its BSAs which aren't there) should go after the nehrim esps. The others... use your best judgement.

There's also a spreadsheet there that details all of the English Oblvivion esm records into the ones that are in german in the nehrim.esm (IE Apple -> Afel, Daedraheart to herz, RepairHammer -> WerkzeugHammer01, etc. but It might have been done better (I only did the ones that showed up in tes4, I made no changes to other things like Apparatuses and stuff)
I'll check it out but I'm very much trying to drag my FCOM install through the main quest maybe I can test things out in a week or so.

With these gimped plugins - does this mean that master reassignment is not necessary? If it is then do you have to add these as extra masters? sounds like that could get complicated.
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Chase McAbee
 
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Post » Mon Jan 24, 2011 3:44 am

Well like the oblivion tutorial I wouldn't start testing mods until you are at the Abbey that is about when the heavily scripted starting events end and the more usual game play starts. You could power through it in a few hours if you try. I'd recommend that. Thinking of the tutorial - I hope your not recruiting others you find there because
Spoiler
they are not supposed to live TVtropes sort of spoiled that one for me already.
Otherwise I'm not sure what you mean by not work - not work in game or not load.

Kinda hard to explain. it ACTS like its not loaded. It basicly does nothing in the game at all.

If you have recommendations for the masterlist and can't link them PM me.

There is an update?

The main Nehrim update. thats what I meant.

I'll check it out but I'm very much trying to drag my FCOM install through the main quest maybe I can test things out in a week or so.

um ... wow? You got FCOM working in nehrim?! good lord!

With these gimped plugins - does this mean that master reassignment is not necessary? If it is then do you have to add these as extra masters? sounds like that could get complicated.


update: No, TSS does not work at all.... for some reason.

Maybe I should try these without the ORR and see if they work.

in fact i'm not even sure if Minionz and/or companion master even needs it.

Master reassignment is not necessary, otherwise I wouldn't even be supplying them.
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x_JeNnY_x
 
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Post » Sun Jan 23, 2011 5:02 pm

Again you should try getting out of the tutorial dungeon - even the makers recommended this - that outright stated that many things are supposed to happen and that it is highly scripted in there.

Just do the story till you get to the abbey then mod away.

No I did not get FCOM installed with this - huh? Read my first post - bottom section ... the tool called mTES4 Manager. I now have 5 Oblivion installs I can switch between in seconds.
1. Main FCOM
2. Alternate load with TIE-WAC as core.
3. Nehhrim
4. For modding and editing
5. Pristine install for further clones if wanted.

The first three I play and mod - each modded differently.


[edit]
I know of one issue with companion Master and Nehrim - when in the menu to access inventory or other options for a companion and you accidentally click on an unassigned slot - it damn near breaks the mod - I had to reinstall it.

Then even with Oblivion - if you have a character that is supposed to follow you - they won't fast travel if you companionize them with CM. Also if they are supposed to initiate dialogue or other events CM can override that. It is a mixed bag with that mod.

Also with TSS - you do know an NPC has to have the rumor option to be recruited? If they don't have that dialog option then the friend option will not be there.

Minionz can be kind of vague in setting up.
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rae.x
 
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Post » Sun Jan 23, 2011 3:09 pm

Can I ask if Nehrim use the vanilla textures or modified ones? If the textures used are from Qarl can I use the QPT3 reduced textures?
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Rachel Tyson
 
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Post » Sun Jan 23, 2011 9:34 pm

Mostly Vanilla resources - but there are a lot of extras and so QTPIII may not cover all.

See 3rd post for alternate QTP cave textures and some landscape textures by Vurt.

short answer - yes you can.
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M!KkI
 
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Post » Mon Jan 24, 2011 3:25 am

yeah I should probably do that. If my hard drive hadn't conked out a month or two ago, this wouldn't be a problem at all. Then I made it as far as
Spoiler
that part where the chancellor commits suicide by jumping off the tower
Hell then I even had a working copy of RBP set an all ready to go! but now.... ugh.


And now that i'm back i'm ready to jump right back into the Nehrim modding action/Oblivion conversion action yet again. I know, Nehrim is a notoriously difficult platform to mod on and an even harder one to converts oblivion mods for, which is a shame because from what I saw of nehrim last time I played, it has everything going for it. Excellent plot, superb landscaping and detail, likable characters (even if they did speak german), Hell even the german speech grows on you! Its an utter waste to pass it up because its not compatible with my favorite mods, and I am, and I think we should all AIM, to make this fact as much of a null fact as possible.
I admit, at first when I got my computer back and installed everything I kinda skipped out on Nehrim cause I wanted to see a few new oblivion mods. But no more!
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sally R
 
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Post » Sun Jan 23, 2011 3:31 pm

Has anyone managed to put together a good mix of mods that make the combat better? I'm using Kuertee, NoBackwardsRunning and DR but at level 9 I've just stumbled across a 24-damage sword that is tearing through creatures that are at level 20 with just a few hits. Even increasing the difficulty doesn't effect it, and it seems a tad excessive. Problem is with no level scaling the Nehrim combat is incredibly long and tedious.
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CArlos BArrera
 
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Post » Mon Jan 24, 2011 3:04 am

Has anyone managed to put together a good mix of mods that make the combat better? I'm using Kuertee, NoBackwardsRunning and DR...
:blink:

Deadly Reflex?! How the hell did you get THAT to work with Nehrim?! I've tried to get that to work with nehrim and it doesn't do jack!

But to answer your question. Kuertee's settings are rather high I find, which makes damage insane. So I would open up the ini file for it and reduce the set kISASDMQuest.newWeaponDamageMultiplier to something a bit lower. I find 4 works for me.
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Rodney C
 
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Post » Mon Jan 24, 2011 4:07 am

:blink:

Deadly Reflex?! How the hell did you get THAT to work with Nehrim?! I've tried to get that to work with nehrim and it doesn't do jack!

But to answer your question. Kuertee's settings are rather high I find, which makes damage insane. So I would open up the ini file for it and reduce the set kISASDMQuest.newWeaponDamageMultiplier to something a bit lower. I find 4 works for me.


PES has a Nehrim hotfix for DR. Thanks for the tip, will give it a go.
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lilmissparty
 
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Post » Mon Jan 24, 2011 2:33 am

1.This is working fine replacer for DR 5 http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6465

2.A few post above I was talking about AV uncupper (it can works as uncupper or not) - more options then "Attribute-based and skill-based damage modifiers"
3.Psymon's advice about "SM Encumbrance and Fatigue" is very good, but there is some problem with unlimited encumbrance with Nehrim for me

P.S.
to ForestDillinger
You can make working DR 6.0 ? How?
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Mark
 
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Post » Sun Jan 23, 2011 9:50 pm

Here is my Nehrim Load order:
Spoiler
Active Mod Files:00  Nehrim.esm01  HorseCombatMaster.esm02  NehrimData.esp03  NehrimEnglish.esp04  ASTnehrimHotfixes01(EN).esp  [Version 1.1]05  Nehrim Improvment.esp06  BookTrackerOBSE.esp07  whN-HHSOA.esp08  QZ Easy Menus.esp09  Quest Log Manager.esp  [Version 1.3.1]0A  Display Stats.esp  [Version 1.3]0B  Side's EAX Control.esp  [Version 1.0]0C  Oblivion Graphics Extender Support.esp  [Version 0.3]0D  ASTnehrimDonkeyFlute(EN).esp0E  Enhanced Hotkeys.esp  [Version 2.1.1]0F  FastEquippingNehrim.esp10  DropLitTorchOBSE.esp  [Version 2.4]11  Nehrim_Bigger_Bears_and_Smaller_Foxes.esp12  NehrimTEMP_ENGRISH_TEXT.esp13  NIE.esp14  Toggleable Quantity Prompt.esp  [Version 3.2.0]15  SM Encumbrance and Fatigue.esp  [Version 2.6]16  Nehrim - New Rune Spells.esp17  SM Combat Hide.esp  [Version 1.2]18  StealthOverhaul_Nehrim.esp19  Realistic Sneak for NPCs.esp  [Version 1.03]1A  ZumbsLockpickingMod - OBSE.esp1B  NehrimSneakFix.esp1C  BFG's Enhanced Armory.esp1D  BetterBlocking.esp  [Version 3]1E  Denock Arrows.esp1F  kuerteeAttributeAndSkillBasedDamageModifiers.esp20  marksman_challenge_alpha5.esp21  martial.esp22  Phitt's Phighting Phixes.esp23  DeadlyReflex 5 - Combat Moves.esp24  Attribute_linear.esp25  Intelligent Learning.esp26  CompanionMaster.esp27  Nehrim_Initial_Glow-Armor_only.esp28  Nehrim - Refractionless Chameleon.esp29  Nehrim Bash Tweaks.esp
very much focusing on combat enhancers.
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Charity Hughes
 
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Post » Sun Jan 23, 2011 9:46 pm

Companion Share and Recruit doesn't work. It will not initialize.

EDIT: FIXED!! got it working with some heavy modifications to the alchemy list, and had to remove the durian easter egg crap. But ultimately, it worked.

Unfortunately I don't have permissions from Toasty (haven't asked), so I can't release it. Only tell you what needs to be done.
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loste juliana
 
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Post » Mon Jan 24, 2011 1:50 am

to Psymon
What is it "Nehrim Bash Tweaks.esp" and "ASTnehrimHotfixes01(EN).esp" ? The last one is for last patch ?
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FABIAN RUIZ
 
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Post » Mon Jan 24, 2011 1:11 am

Nehrim Hotfixes is listed in the 3rd post.

The bash tweaks is just that a bashed patch with a few tweaks that do not reference anything from mods - mostly clothing (show jewelry, right hand rings) and camera (no camera mod matches what a bashed patch offers).

When making just make sure to uncheck everything but the tweaks.

If you find others that work please post.

Ahh and a link for the DR 5 replacement esp - good. I contacted the author and he told me he was not going to tackle DR6 and had moved on from Oblivion, so that is it unless someone else wants to give it a go.

[edit] just realized the hotfix was not listed on post 3 - it is now and so is the DR replacement plugins at PES).
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Luna Lovegood
 
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Post » Sun Jan 23, 2011 7:22 pm

1. Thank you
2. I use the last en. patch (1.0.9.1) and the hotfix is still needed.
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Manny(BAKE)
 
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Post » Sun Jan 23, 2011 4:05 pm

DR 6: http://www.mediafire.com/?8knerbanl941ynb Like my attempts with Companion Share and Recuit (untill just recently) It does not initiallize (when I say that, I mean the game loads, but the mod does nothing. It does not start, no features from the mod is present, etc) Perhaps someone can use the file I linked as a starting point however?


However, I have had success with SP1stpLegs. No changes other than a Master switch necessary.
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kiss my weasel
 
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Post » Mon Jan 24, 2011 7:30 am

Perhaps take a look at the DR5 replacement esp for clues?

look at what offkorn changed between DR5 and his version maybe.
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Louise
 
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Post » Sun Jan 23, 2011 11:23 pm

Hi Psymon, Have you got the obge support plugin to work with Nehrim? I noticed it in your plugin list & would love to add it to mine BB
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Dragonz Dancer
 
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Post » Mon Jan 24, 2011 12:41 am

No - believe me I would announce it if I had - but I try every now and again. Wish rylassasin would take a crack at it.

Probably going on a month since I actually played Nehrim - was focused on getting one of my other installs through the main quest (for the first time with mods really) so I could change the load order some and finally put to rest my theory that the gates and EDI were contributing to ctds.

We'll see.

But I expect to get back to Nehrin soonish after doing all the house cleaning on the other install both load order wise and in the game (wrapping up all kinds of small quests and refocusing the character for post champion status).
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Eduardo Rosas
 
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Post » Mon Jan 24, 2011 2:28 am

Iv'e just been reading through the current TIE thread. It's almost enough to start me playing Oblivion again. I would love something like this for Nehrim. I'm loving the game, but am finding it to easy.
My level 9 bare knuckle fighter mage, can handle just about anything she meets, " except Archers! 3 arrows & I'm gone" in level 27 to 30 maps.

I've been travelling down the death pass & loving it, the 2 black widow spiders were something else :hubbahubba: but need to find ways to up the difficulty.
Nehrim allows you to progress at your own pace, no Oblivion gates or burning cities, but if you take your time your level rises to fast & then the game gets to easy. I'm using all of the available difficulty raising mods, well all the ones I can find so far anyway .

The marksman bonuses in the stealth overhaul are great in the beginning but quickly become overpowered as your sneak & marksman skills rise .
I would like to take out the Marksman bonuses but keep the close quarters ones & the penalties.

I would take the Stealth overhaul out altogether except that I love the idea of sneaking slowly up really close to someone & killing them with one blow "oh the power".
Something that I have just thought of, that should be fairly simple to do, is to increase the points needed to raise my level. I will go look at that now, sorry for thinking out loud on here & hope I'm not to incoherent BB

PS It struck me that if I increased the points needed to level it would increase the game difficulty.

The approach I would like is to start out with the same stats in the beginning of the game but to have a steeper logarithmic progression, so that the number of points needed to raise a level would rise faster.

I thought about decreasing the number of skills I could raise at each level up but think this is a better approach, more subtle.

I would love a tool to do this but failing that at least how to go about changing the base rate in the ESP would be great.
Is there any mod out there that will do that for me already?

I know that most of the leveling mods must have a function like this, but is there any small stand alone mod that will make the necessary changes in the ESP for me. Or better still is there an INI setting I can change . thanks in advance for any help BB

I feel a little stupid to have just thought of this approach to game difficulty, but I think it should work well with Nehrim as the world does not level with you
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Portions
 
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Post » Mon Jan 24, 2011 4:16 am

Hi Psymon, Have you got the obge support plugin to work with Nehrim? I noticed it in your plugin list & would love to add it to mine BB


As I know, there are some problems with this plug at all. Maybe your problems are not concerning Nehrim. See several last posts tread 20 and the last one.
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Aliish Sheldonn
 
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Post » Sun Jan 23, 2011 9:09 pm


PS It struck me that if I increased the points needed to level it would increase the game difficulty.

The approach I would like is to start out with the same stats in the beginning of the game but to have a steeper logarithmic progression, so that the number of points needed to raise a level would rise faster.

I thought about decreasing the number of skills I could raise at each level up but think this is a better approach, more subtle.

I would love a tool to do this but failing that at least how to go about changing the base rate in the ESP would be great.
Is there any mod out there that will do that for me already?

I know that most of the leveling mods must have a function like this, but is there any small stand alone mod that will make the necessary changes in the ESP for me. Or better still is there an INI setting I can change . thanks in advance for any help BB
There is only one leveling mod that has a function like this and that is OblivionXP. Likely the scripts that adjust this is in the Nehrim.esm and that is what you would have to override/change.

As you may know OblivionXP stands apart from other oblivion mods by offering experience points to level kind of experience. Most Oblivion leveling mods do this by leveling after gaining skills. Wrye Leveling is also pretty unique in that you buy the level up.

The leveling mods that exist for Nehrim only effect what you gain from leveling - not what causes leveling. This would most certainly have to be script ran because it is not native to Oblivion.esm or how Oblivion handles leveling.

wkomarecki-
No OBGE plugin does not work. Likely due to the diagnostics that rylassasin has done with other mods in that its scripts reference either things that exist in the Oblivion.esm and not the Nehrim.esm or it is an issue of the Nehrim.esm not using English words for entries/items that OBGE esp would need to reference.

When we say it does not work we do not mean that it partially works - it does not work.
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Gen Daley
 
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Post » Sun Jan 23, 2011 9:12 pm

There is only one leveling mod that has a function like this and that is OblivionXP. Likely the scripts that adjust this is in the Nehrim.esm and that is what you would have to override/change.

As you may know OblivionXP stands apart from other oblivion mods by offering experience points to level kind of experience. Most Oblivion leveling mods do this by leveling after gaining skills. Wrye Leveling is also pretty unique in that you buy the level up.

The leveling mods that exist for Nehrim only effect what you gain from leveling - not what causes leveling. This would most certainly have to be script ran because it is not native to Oblivion.esm or how Oblivion handles leveling.

wkomarecki-
No OBGE plugin does not work. Likely due to the diagnostics that rylassasin has done with other mods in that its scripts reference either things that exist in the Oblivion.esm and not the Nehrim.esm or it is an issue of the Nehrim.esm not using English words for entries/items that OBGE esp would need to reference.

When we say it does not work we do not mean that it partially works - it does not work.

Thanks Psymon, well that looks like it's going to be harder than I thought it would be, so it's back to option 2, reducing the number of skills I can increase at level up.

A global change would be better as it would reduce the number of skill points one has available as well.
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James Potter
 
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