Nehrim and Mods

Post » Sun Jan 23, 2011 3:24 am

At times when I reach what would be vanilla encumbrance max (where the settings for this mod override by increasing encumbrance) The character will freeze even though the settings I are only supposed to slow the character down. If I drop one small item then he can move again as if nothing happened.
That happens in Oblivion, too, if I remember correctly. No idea why, though.
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Sat Jan 22, 2011 8:47 pm

That happens in Oblivion, too, if I remember correctly. No idea why, though.

I've used fatigue mods - especially RF for so long I forget.

This never happens with them but I've never used SM fatigue mod before so maybe he never addressed it. I know he likes his mods simple.

I searched the SureAI forums a few times and could not find anything about fatigue other than it affecting magic effectiveness. Some http://sureai.de/forum/viewtopic.php?f=83&t=3229&p=28765&.
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Sat Jan 22, 2011 11:00 pm

Well more testing - I forgot I installed OBSE 19 so I reverted back to 18 to see if I could a few mods to function.

Still cannot get Book tracker to work. Ah well. Would have been handy.

I have ShadeMe's ConScribe OBSE plugin installed and it tells me console spam and most mods that are ini give read out that they initialized - but not all, so not sure about combat hide (or even if I'm able to tell the functions of one from the other).


Ok ConScribe just did an update it is now 9.0
I am using OBSE 19 beta 4. On the book tracker are you using the one that I put a link to I tried I think 3 others before I tried that one and it worked. I will have to look at the Fatigue in the vanilla vs Nehrim to see if there is any differance between them, it will take a little time to see if they are the same or what differance. The only change you need to make with that one is the Master plug in.
Also I will have to install Dark UI'd DarN into Oblivion and then unpack the Menues to see if they can be adapted I am not very good though with XML's so I will have to see what I can figure out.
User avatar
Janeth Valenzuela Castelo
 
Posts: 3411
Joined: Wed Jun 21, 2006 3:03 am

Post » Sat Jan 22, 2011 4:50 pm

Not sure if it's been mentioned or not but Better Music System sort of works after changing the master. I say sort of because I'm 80% sure it's the cause of increased instability with my set-up, I think some of the required .dll's need obscure game-settings or something like that somewhere and occasionally cause the game to crash, but I have no solid proof and it doesn't crash that much more often; I think the fix for the jarring music switches in Nehrim is well worth the cost.
User avatar
Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Sun Jan 23, 2011 2:46 am

Not sure if it's been mentioned or not but Better Music System sort of works after changing the master. I say sort of because I'm 80% sure it's the cause of increased instability with my set-up, I think some of the required .dll's need obscure game-settings or something like that somewhere and occasionally cause the game to crash, but I have no solid proof and it doesn't crash that much more often; I think the fix for the jarring music switches in Nehrim is well worth the cost.

Well if addressing the psychic aspects of music changes are all you want I would recommend trying http://www.tesnexus.com/downloads/file.php?id=23545 - much lighter and none of the various bugs or invisible creatures that BMS implements.
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Sat Jan 22, 2011 6:59 pm

Tested ANB Toggle Grab and it seems to work good I have not had any adverse or failed actions from it. I would like also to get PIIIP (Put it in its Place) to work Will have to see about that on as well. Dang the To Do list just keeps getting longer.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Sat Jan 22, 2011 5:57 pm

Tested ANB Toggle Grab and it seems to work good I have not had any adverse or failed actions from it. I would like also to get PIIIP (Put it in its Place) to work Will have to see about that on as well. Dang the To Do list just keeps getting longer.

I'm finding some of the tools that one needs to use now an interesting challange. I thought Wrye was interesting but installing Tes4Gecko was a new experience :sadvaultboy:

It took me about an hour to get the shortcut to work. I felt like a real dolt but found that I wasn't the only one having problems with it, when I went to it's download site on Nexus. Anyway it's working now & all I have to do is figure out how to use it.

I did have my first minor success changed the master in Zumbs lockpicking mod & it works, ah baby steps!

Next one Pyffi & the alpha & now I feel really out of my depth :o These little programs assume you know exactly what you are doing! I'm not ever sure where I'm meant to install the contents of the Pyffi script alpha file although looking at the contents of the file I'd guess it probably belongs in the Pyffi folder somewhere.
We need a handholding beginners guide to all these tools for all us total neubs.

I also now have sitting on my desktop a shortcut called QSkope when I tentively clicked on it I get a message that it cant find PyQt-Py3 so I do a google search for this & now have an exe in my nehrim tools folder called PyQt-Py3.1 & I know it has some relationship tp Pyffi boy am I floundering about here. Then when I try to install PyQt I'm told that I need Python 3.1 :toughninja: Will it ever end !!!
Ah well I think all this challange is good for my brain .
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Sat Jan 22, 2011 11:07 pm

Tested ANB Toggle Grab and it seems to work good I have not had any adverse or failed actions from it. I would like also to get PIIIP (Put it in its Place) to work Will have to see about that on as well. Dang the To Do list just keeps getting longer.

I'm finding some of the tools that one needs to use now an interesting challange. I thought Wrye was interesting but installing Tes4Gecko was a new experience :sadvaultboy:

It took me about an hour to get the shortcut to work. I felt like a real dolt but found that I wasn't the only one having problems with it, when I went to it's download site on Nexus. Anyway it's working now & all I have to do is figure out how to use it.

I did have my first minor success changed the master in Zumbs lockpicking mod & it works, ah baby steps!

Next one Pyffi & the alpha now I feel really out of my depth :o These little huge programs assume you know exactly what you are doing! I'm not ever sure where I'm meant to install the contents of the Pyffi script alpha file although looking at the contents of the file I'd guess it probably belongs in the Pyffi folder somewhere.
We need a handholding beginners guide to all these tools for all us total neubs.

I also now have sitting on my desktop a shortcut called QSkope when I tentively clicked on it I get a message that it cant find PyQt-Py3 so I do a google search for this & now have an exe in my nehrim tools folder called PyQt-Py3.1 & I know it has some relationship tp Pyffi, boy am I floundering about here. Then when I try to install PyQt I'm told that I need Python 3.1 :toughninja: Will it ever end !!!
Ah well I think all this challange is good for my brain .
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Sun Jan 23, 2011 1:39 am

When I get a chance (prolly tomorrow) I will add the RELZ threads for the tools that I can find.

http://www.gamesas.com/index.php?/topic/898653-a-guide-to-merging-with-tesivgecko/
http://www.gamesas.com/index.php?/topic/1068317-a-guide-to-merging-with-tesivgecko-second-thread/

But all you really need to know is edit master list button then choose the esp to change and then choose the master to change it too. At this point I just keep an extra copy of Nehrim.esm in my Oblivion/data folder for just this purpose. Then hide it with Wrye Bash when done.

Yeah that shortcut took me a long while to get right too.

.. as for PyFFI the thread I linked is the best, but maybe also look here: http://tesivpositive.animolious.com/?page=pyffi
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Sun Jan 23, 2011 1:01 am

When I get a chance (prolly tomorrow) I will add the RELZ threads for the tools that I can find.

http://www.gamesas.com/index.php?/topic/898653-a-guide-to-merging-with-tesivgecko/
http://www.gamesas.com/index.php?/topic/1068317-a-guide-to-merging-with-tesivgecko-second-thread/

But all you really need to know is edit master list button then choose the esp to change and then choose the master to change it too. At this point I just keep an extra copy of Nehrim.esm in my Oblivion/data folder for just this purpose. Then hide it with Wrye Bash when done.

Yeah that shortcut took me a long while to get right too.

.. as for PyFFI the thread I linked is the best, but maybe also look here: http://tesivpositive.animolious.com/?page=pyffi


Thanks Psyman I'm glad I'm not the only one Beebee
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Sun Jan 23, 2011 5:10 am

Just out of curiosity, is there anyone attempting or willing to do an English dub of Nehrim?
Or if there is one out there already?
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Sat Jan 22, 2011 8:47 pm

Just out of curiosity, is there anyone attempting or willing to do an English dub of Nehrim?
Or if there is one out there already?

Uhh that is what this is all about - mods for the English version.
http://www.gamesas.com/index.php?/topic/1118493-release-nehrim-at-fates-edge-english-version/

... or do you mean as in actually doing English spoken parts? then no I'm not aware.
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Sun Jan 23, 2011 12:21 am

There is a version of the immersive interface available on the german language Nehrim mod site Oblivion Interface Overhaul 3 für Nehrim
http://www.sureai.de/forum/viewtopic.php?f=79&t=2525

looks like a good start for a hud improvment , but quite a bit of german text as yet hope it gets ported soon.

On another topic how do I change the default path in OBMM? if I click on any omod in the Obmm folder in my Nehrim install I get taken to OBMM in my Oblivion install rather that the copy in my Nehrim install. Or if this isn't possable how do I add existing OMOD's to my game from within OBMM. I'm sure its possible but i'm buggered if i can figure it out .
Ive got Wrye Nash working thanks everyone for all the help, and I now have pyffi more or less working thanks to Psymon
User avatar
Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Sat Jan 22, 2011 10:40 pm

Uhh that is what this is all about - mods for the English version.
http://www.gamesas.com/index.php?/topic/1118493-release-nehrim-at-fates-edge-english-version/

... or do you mean as in actually doing English spoken parts? then no I'm not aware.

yeah, I mean English dub. I would like to know if anyone is doing a voice acted translation of the game.
:)
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Sat Jan 22, 2011 11:32 pm

Well there is a new feature of Wrye Bash I'm waiting for answers on that will be better than Wrye Nash - if I understand things correctly.

Then also mTES4 Manager. But was waiting till I got it all sorted out before updating the first post.

as for OBMM - it still is that if I click on a BSA it will open the BSA with the original Oblivion version of OBMM. As for creating OMODs I just make sure that you have the Nehrim version open.

Actually come to think of it what I normally have been doing is repackaging omods with esp having new masters or using omod scripts not porting omods themselves.

Maybe try actually putting the omod in the omod folder for Nehrim while having both versions of OBMM closed then opening the Nehrim OBMM ... let me know if that works.
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Sun Jan 23, 2011 2:29 am

Well there is a new feature of Wrye Bash I'm waiting for answers on that will be better than Wrye Nash - if I understand things correctly.

Then also mTES4 Manager. But was waiting till I got it all sorted out before updating the first post.

as for OBMM - it still is that if I click on a BSA it will open the BSA with the original Oblivion version of OBMM. As for creating OMODs I just make sure that you have the Nehrim version open.

Actually come to think of it what I normally have been doing is repackaging omods with esp having new masters or using omod scripts not porting omods themselves.

Maybe try actually putting the omod in the omod folder for Nehrim while having both versions of OBMM closed then opening the Nehrim OBMM ... let me know if that works.

Thanks Psymon that works. I knew there was a way of doing that. Now all I need is a new magic system :rolleyes: . I'm starting to find the existing one a little repetitive.

I have no problem creating OMODs it works as well for me in the Nehrim folder as it did in Oblivion

Wrye is another matter! I am still a complete novice with Wrye, I have been using mash in morrowind a fair bit in the last couple of months so that helps a bit.


Has anyone tried RAEVWD? I think with the lod generater it should work & make those distant mountains look a lot better allthough my understanding of these things is so basic that I could be completely misunderstanding how it works
User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Sat Jan 22, 2011 10:34 pm

Thanks Psymon that works. I knew there was a way of doing that. Now all I need is a new magic system :rolleyes: . I'm starting to find the existing one a little repetitive.

I have no problem creating OMODs it works as well for me in the Nehrim folder as it did in Oblivion

Has anyone tried RAEVWD? I think with the lod generater it should work & make those distant mountains look a lot better although my understanding of these things is so basic that I could be completely misunderstanding how it works

RAEVWD - is not about land meshes. It is about rocks and structures and things on the land meshes. In theory yes it could work partially, but how to get TESLODGEN to work is another story.

You could try to get TESLODGEN to work by using the trick on the first post to reassign the directory with Gecko to get TES4edit to work (look under TES4edit section).

As for magic - as simple as it is I'm kinda getting the point of it - it is still a very rudimentary variant of vanilla, but I get the balance they are using and think it could be very easily unbalanced.

Very doubtful anything like LAME or Supreme Magicka would work, but maybe mods that alter small things. I'm leaving it alone as I think to get it right would require making mods for Nehrim not porting them.

[edit] on RAEVWD I say partially because the mod added structures would not be addressed, but then again you can see them from the distance. Actually having the LOD BSA overwritten with loose files is probably a very bad idea. Again it would need to be Nerhim specific mod.
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Sun Jan 23, 2011 3:59 am

RAEVWD - is not about land meshes. It is about rocks and structures and things on the land meshes. In theory yes it could work partially, but how to get TESLODGEN to work is another story.

You could try to get TESLODGEN to work by using the trick on the first post to reassign the directory with Gecko to get TES4edit to work (look under TES4edit section).

As for magic - as simple as it is I'm kinda getting the point of it - it is still a very rudimentary variant of vanilla, but I get the balance they are using and think it could be very easily unbalanced.

Very doubtful anything like LAME or Supreme Magicka would work, but maybe mods that alter small things. I'm leaving it alone as I think to get it right would require making mods for Nehrim not porting them.

[edit] partially because the mod added structures would not be addressed, but then again you can see them from the distance. Actually having the LOD BSA overwritten with loose files is probably a very bad idea. Again it would need to be Nerhim specific mod.

Yes I thought it might prove to be a bit more complicated I will leave well enough alone

Ok, Still early days in my game anyway, I havn't got out of the folds valley yet ! but I do tend to explore every nook & cranny so any game can take me a long time .
I saw a message from someone on one of the forums here, He had been playing for 4 hours & was at the Sanctum ! I was probably still in the mine after 4 hours :rolleyes:
I'm now at level 9 & feeling a little overpowered so might have to move on soon .

I noticed I have somehow double posted a little while back how do I delete a post ?
User avatar
Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Sat Jan 22, 2011 5:13 pm

Double posts stay - most just edit and say 'double post' - gltiches in posting we live with.

I think when you were hoping for RAEVWD you were hoping for improved land meshes - because without distant blur they do look pretty bad - ugly in some parts. What is needed is better distant land meshes or maybe even better distant land normal texture maps. But those would all be Nerhim specific.

But turn distant blur off and you can also see more of the building in the distance, so I think that most of the major structures are VWD. With so much canopy as well much of the dungeons and fort like areas would probably be just as invisible.

Well skill matter - I was not feeling overpowered till I got skills up over 60 (lvl 13 now). But I'm also using a fatigue mod (link on 3rd post) and in Nehrim low fatigue means lousy spells and damage from weapons. I had for a while some stringent settings on that and was stumbling a lot which shot my fatigue way down then my attacks and spells were wimpy and I'd get killed over and over.

So I leveled some skills and reduced the fatigue settings and things are better. Balancing with mods is going to be interesting. Not quite like Oblivion. Plus the map is pace centric scaling - and reports are that if you do every dungeon in the fold valley before advancing to chapter 2 where you then go north then most of that will be unchallenging because you're too strong.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Sat Jan 22, 2011 11:07 pm

Yes I'm beginning to suspect thats true I have just sent Isela & his brothers to thier eternal rest & i was a little difficult but doable so I 'd better get on my way soon but I like to explore everything so tricky .

Iv'e had success with OBGEv2 from this site http://modsreloaded.com/obge

I also downloaded the Oblvion Graphics Extender v2 Support Plugin from TES just changed it's master to Nehrim in gecko & it has loaded shaders 2,3,4&5 all on auto.

I'm now at level 10 with a lot of unused skill points. I'm using JOGs NEHRIM Skill-independant Attributes which changes the way atributes are increased it's more like diablo you just get points that you can choose to use how you like. I'm using the steps version but i will ask him to do a reduced version, or figure out how to do it myself really glad I didn't use the linear version ! I will have to try the fatigue mod .
I put most points into intel, willpower & Endurance I don't wear much armor robes mostly with a pair of boots although I couldnt resist Isala's robe & greaves :hubbahubba: I had worked hard for them
User avatar
Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Sat Jan 22, 2011 8:06 pm

Yes I'm beginning to suspect thats true I have just sent Isela & his brothers to thier eternal rest & i was a little difficult but doable so I 'd better get on my way soon but I like to explore everything so tricky .

Iv'e had success with OBGEv2 from this site http://modsreloaded.com/obge

I also downloaded the Oblvion Graphics Extender v2 Support Plugin from TES just changed it's master to Nehrim in gecko & it has loaded shaders 2,3,4&5 all on auto


Unless explicitly stated, assume everything on that site has been uploaded without permission. This is the third time now that I've heard of mods being hosted there without any knowledge of the author(s), and I think it's highly irresponsible at least. :stare: Anyway, I don't know what version of OBGEv2 is uploaded, but you can get the latest stuff through the links in the OP of the forum thread, and that's what I'd recommend, and not some random fansite with loose morals.
User avatar
LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Sun Jan 23, 2011 12:21 am

Unless explicitly stated, assume everything on that site has been uploaded without permission. This is the third time now that I've heard of mods being hosted there without any knowledge of the author(s), and I think it's highly irresponsible at least. :stare: Anyway, I don't know what version of OBGEv2 is uploaded, but you can get the latest stuff through the links in the OP of the forum thread, and that's what I'd recommend, and not some random fansite with loose morals.

Ok I will leave it alone in future
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Sun Jan 23, 2011 2:54 am

Unless explicitly stated, assume everything on that site has been uploaded without permission. This is the third time now that I've heard of mods being hosted there without any knowledge of the author(s), and I think it's highly irresponsible at least. :stare: Anyway, I don't know what version of OBGEv2 is uploaded, but you can get the latest stuff through the links in the OP of the forum thread, and that's what I'd recommend, and not some random fansite with loose morals.

The uploader there is someone called Scanti & he give a link to your thread so all looks quite legit & he lists himself as one of the people working on this version but I will be more careful in future BB
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Sun Jan 23, 2011 3:21 am

The uploader there is someone called Scanti & he give a link to your thread so all looks quite legit & he lists himself as one of the people working on this version but I will be more careful in future BB


Scanti is the author - not necessarily the uploader. Sure, it looks legit, but nobody mentioned anything in the official thread about uploading it there, so I'll continue to treat it as not legit until notified otherwise.

EDIT: On an unrelated note, the new version of BOSS (1.6) supports Nehrim mod sorting. Instructions are in the readme, but it's basically a case of extracting BOSS to your Nehrim\Data folder and running it there. It's got its own masterlist, so if you've got any mods that definitely work with Nehrim and are unrecognised by BOSS, report them and I'll add them as best as I can. You can report the unknowns here (if Psymon doesn't mind) or on the BOSS thread (make sure to clearly state that they're Nehrim unknowns though).
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Sun Jan 23, 2011 9:29 am

Scanti is the author - not necessarily the uploader. Sure, it looks legit, but nobody mentioned anything in the official thread about uploading it there, so I'll continue to treat it as not legit until notified otherwise.

EDIT: On an unrelated note, the new version of BOSS (1.6) supports Nehrim mod sorting. Instructions are in the readme, but it's basically a case of extracting BOSS to your Nehrim\Data folder and running it there. It's got its own masterlist, so if you've got any mods that definitely work with Nehrim and are unrecognised by BOSS, report them and I'll add them as best as I can. You can report the unknowns here (if Psymon doesn't mind) or on the BOSS thread (make sure to clearly state that they're Nehrim unknowns though).

Hi Iv'e loaded the fully legit & latest shaders & have them more or less working I have left a long post on the shader forum, so wont repeat any of it here, but for anyone reading this thread the shaders look wonderfull.The plugin dosen't quite work, but its no worse than playing with shaders in Morrowind just open & shut the game till you have a setup you are happy with he result. It's well worth the effort Beebee
& I will now go to download Boss
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

PreviousNext

Return to IV - Oblivion