Nehrim and Mods

Post » Sun Jan 23, 2011 4:07 am

Already reported that OBGE works but not the plugin.

The only two shaders that do not that I can find is the:

RAWZ shader - turns the screen red.

Then I think one of the depth of field shaders that removed the loading screen and you could see the book behind it much more clearly. I think it was Depth of Field that did that.
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JESSE
 
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Post » Sat Jan 22, 2011 7:06 pm

Well, now that Nehrim has a BOSS version, here are my results:
Unknown mod file: http://www.tesnexus.com/downloads/file.php?id=25204
Unknown mod file: http://www.sureai.de/forum/viewtopic.php?f=86&t=3186
Unknown mod file: bgShaderStandAloneEV.esp
Unknown mod file: http://http://www.sureai.de/forum/viewtopic.php?f=86&t=3406
Unknown mod file: http://http://tesnexus.com/downloads/file.php?id=9544
Unknown mod file: http://tesnexus.com/downloads/file.php?id=24677
Unknown mod file: http://http://tesnexus.com/downloads/file.php?id=24677
Unknown mod file: http://http://tesnexus.com/downloads/file.php?id=23545
Unknown mod file: http://http://tesnexus.com/downloads/file.php?id=34576
Unknown mod file: http://http://tesnexus.com/downloads/file.php?id=20303
Unknown mod file: http://http://tesnexus.com/downloads/file.php?id=29095
Unknown mod file: http://http://tesnexus.com/downloads/file.php?id=18834
Unknown mod file: http://tesnexus.com/downloads/file.php?id=19847
Unknown mod file: http://http://tesnexus.com/downloads/file.php?id=25714
Unknown mod file: http://http://tesnexus.com/downloads/file.php?id=20046
Unknown mod file: http://http://www.sureai.de/forum/viewtopic.php?f=86&t=3057
Unknown mod file: http://http://tesnexus.com/downloads/file.php?id=29283
Unknown mod file: http://http://www.sureai.de/forum/viewtopic.php?f=86&t=3061
Unknown mod file: http://tesnexus.com/downloads/file.php?id=20377

Small question, though - if the mod is already covered by Oblivion's BOSS, (mods converted to Nehrim, as opposed to being made for it) should we post a link to the original anyway?
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Marcia Renton
 
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Post » Sat Jan 22, 2011 10:32 pm

Already reported that OBGE works but not the plugin.

The only two shaders that do not that I can find is the:

RAWZ shader - turns the screen red.

Then I think one of the depth of field shaders that removed the loading screen and you could see the book behind it much more clearly. I think it was Depth of Field that did that.


RAWZ is used internally only, so you shouldn't try to load it yourself. Not sure what you mean about DoF removing the loading screen. I still haven't managed to play Nehrim yet, but when I do I'll also test out all this stuff.

Well, now that Nehrim has a BOSS version, here are my results:
Small question, though - if the mod is already covered by Oblivion's BOSS, (mods converted to Nehrim, as opposed to being made for it) should we post a link to the original anyway?


Thanks, I'll try to add them sensibly. If a plugin is already sorted by Oblivion's masterlist, then it doesn't really need a link, no. I'm just moving them to equivalent positions in the Nehrim one. Do all those mods definitely work with Nehrim?
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Sammygirl500
 
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Post » Sun Jan 23, 2011 5:35 am

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.


Considering Nehrim has zero Magic/Melee balance as is, anything someone does can only help....seriously Melee DMG at 0 fatigue is 60% -> and Magic Dmg at 0 Fatigue is 20%(because of the Spell Effeciency system they implemented that went WAY overboard with its penalty) plus it eats a resource plus it does S**t dmg compaired to Melee even at 100% fatigue whats not to dislike about Nehrims magic... the Axe I have hits at 100% fat for 200 dmg(120 dmg at 0 fatigue) there is not a single Nehrim spell that does even remotely that much dmg and the Axe I have is no where near the best DMG they included... There entire Magic System needs to be scraqed and rethought.
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Arnold Wet
 
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Post » Sat Jan 22, 2011 11:03 pm

RAWZ is used internally only, so you shouldn't try to load it yourself. Not sure what you mean about DoF removing the loading screen. I still haven't managed to play Nehrim yet, but when I do I'll also test out all this stuff.

Thanks, I'll try to add them sensibly. If a plugin is already sorted by Oblivion's masterlist, then it doesn't really need a link, no. I'm just moving them to equivalent positions in the Nehrim one. Do all those mods definitely work with Nehrim?

Wrinkly not one shader is loading for me unless un-commented on the shader list. If the OBSE Plugins is supposed to load them then it doesn't and the esp does not work at all it is all about the shader list. Which I'm glad I followed OBGEv2 to even know about doing it that way.

as for missing load bar - hard to describe have to see it. Can't be used - will narrow down which one that is after I'm done with weekly updates and gearing out http://www.gamesas.com/index.php?/topic/1119357-wipz-mtes4-manager/ profiles.
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Rude_Bitch_420
 
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Post » Sun Jan 23, 2011 3:28 am

Do all those mods definitely work with Nehrim?
Not exactly.
These mods are ones I know work perfectly:
    ASTnehrimDonkeyFlute(EN).esp
    ASTnehrimKimUpgrade.esp
    SM Combat Hide.esp
    Enhanced Grabbing.esp
    Lightweight Potions.esp
    Motionblur.esp
    NIE.esp
    Attribute.esp
    tw1_fov_adjustor.esp

As to the rest...
    EnchantmentRestore.esp: I haven't really tested this one much, but it seems to work.
    DS Time Manager.esp: This doesn't seem to work properly. Don't know why, though.
    DS Less Predictable Respawn.esp: I haven't tested this one to see if it actually works. Might be like Time Manager, for all I know.
    Immersive Combat Music.esp: Same as Time Manager.
    Minionz.esp: I'd say it works, but it tends to crash when trying to open an NPC's inventory...
    SMCombatRegen.esp: As with Less Predictable Respawns, I haven't really tested this one out specifically.
    Vacuity.esp: Fails miserably with the default hud_recticle.xml. However, it seems to work with the one from DarNified UI (?).


Also, here are a few new ones.
Spoiler
Unknown mod file: Deadly Reflex - Breathing Motion & Head Bobbing.esp (works)
Unknown mod file: CombatFPSOptimizer.esp (???)
Unknown mod file: Fizzle.esp
Unknown mod file: AudaciousMagery.esp
Unknown mod file: Duke Patricks - Fresh Kills Now Alert The NPCs.esp
Unknown mod file: Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp (works)
Unknown mod file: Duke Patricks - Actors Can Miss Now.esp (works)
Unknown mod file: sycHearNoEvil.esp (???)
Unknown mod file: kuerteeCleanUp.esp (???)
I'll update this post with some more results (unless someone else posts after me).
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Kate Murrell
 
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Post » Sun Jan 23, 2011 1:37 am

Can you add links to the ones that work so that when I update the third post I can more easily include them.

I already have some of those linked like the stuff off of SureAI forums - I guess I mean the stuff I haven't linked.

Have you worked more with Wrye Nash? This http://www.gamesas.com/index.php?/topic/1119357-wipz-mtes4-manager/ works pretty well - will update first post about it in the next few days as the preferred answer to multiple installs. INIzer not needed with it.

[edit] doh!! you did link them above - got it. Nevermind.
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Baby K(:
 
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Post » Sun Jan 23, 2011 1:17 am

Well, I posted in the Wrye Bash topic as to what I think they should do in regards to Nehrim, but it seems my post got buried under a mound of posts. I'll probably make a new version of "Wrye Nash"/Wrye Bash for Nehrim soon.
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Carlos Rojas
 
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Post » Sun Jan 23, 2011 1:57 am

Well, I posted in the Wrye Bash topic as to what I think they should do in regards to Nehrim, but it seems my post got buried under a mound of posts. I'll probably make a new version of "Wrye Nash"/Wrye Bash for Nehrim soon.

I think they are swamped with bug reports and in the time they have are fielding those, or at least working behind closed doors on fixing them - in other words I'm keeping the faith.

I have a few other requests as well ... I'd like to request renumbering save games ... and storage of BAIN installations stored in the Mopy folder so that multiple bash copies can access the same Bash Installation folder thereby reducing the need to create more of those for each bash version.

At this point I cannot think of a more complete answer for managing multiple installs than the mTES4 Manager, so that part to me is solved. The next issue then is getting Wrye Bash to work with the Nehrim esm and all that implies - which could mean a lot.

Still whatever you come up with I'm all ears. As it is all the issues about Wrye Nash interfering with Wrye Bash are no more with the mTES4 Manager - I have your version of Bash in the Nehrim clone and 287 regular bash in the other two clones. They don't interfere with each other at all as long as game clone/versions are swapped with that tool.
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Alexander Lee
 
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Post » Sun Jan 23, 2011 11:27 am

I daresay - although I may be wrong - that adding in support for Nehrim's ESM isn't too hard a task. The mere fact that replacing Oblivion.esm with Nehrim.esm is enough to get Wrye Bash working rather well shows that it's quite possible. If I knew Python, I'd likely be able to attempt to add it in myself - but I don't, or at least I don't know enough to try.

Skimming through bosh.py, for instance, shows that;
* There are a number of things that specifically point to Oblivion.esm - as far as I know, the following solutions could be implemented;
    1) Make them check whether the main master is Oblivion.esm or Nehrim.esm, and have them operate accordingly
    2) Have Wrye Bash note what the main master file is, and pass that to the functions instead of Oblivion.esm

* There are also a few things specifically related to Oblivion.esm - version checking, for instance (i.e. "is this 1.0? 1.1? Is it the Shivering Isles version?") These could either, depending on the function;
    1) Check for Nehrim.esm and be skipped accordingly
    2) Adapted to Nehrim.esm - although that would likely be a load of work for nothing.

Of course, this is all meaningless if nothing is being done/can be done about it, but we'll have to see!
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Connie Thomas
 
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Post » Sat Jan 22, 2011 7:55 pm

Hi a tiny issue with OBGE Iv'e installed the godrays shader with the sky/ sunglare.dds in the textures folder but the Nihrem Sunglare is still showing up in game
http://img524.imageshack.us/g/oblivionwithoutgodrays2j.jpg/

2 screen shots one with the shader & 1 without & in both cases the blank sunglare.dds in the texture /sky/sunglare.dds folder. I had a similar problen in Morrowind but it was just another mod adding another sunglare dds but not this time there is only 1 sunglare dds in my texture folder & it's blank. If anyone else has had this problem I would love to hear how you solved it thanks in advance Beebee
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RObert loVes MOmmy
 
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Post » Sat Jan 22, 2011 8:29 pm

Have any of you tried to convert deadly reflexes it's a mod I believe a lot of people would like to use in nehrim. But there's not a single mention of it in this thread. I used TES4Edit for the first time to day so I might be wrong but it seems to me like there are only 6 references of the oblivion.esm being used in the deadly reflexes combat esp two dialog Topics, three Idle animations and one magic effect. Cant you remove these references to the oblivion esm with TES4Gecko swap the master and then add them in again if necessary. It surprises me that no one has asked about this very popular mod that I think of as a mostly script based mod which shouldn't have too many references to the oblivion.esm.
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Marcus Jordan
 
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Post » Sat Jan 22, 2011 7:59 pm

A mod I'd like to see converted over to Nehrim is http://tesnexus.com/downloads/file.php?id=13673 If I knew how to assign a vendor, I'd give it a go myself. This would be hugely useful in Nehrim due to the lack of fast travel. As they have existing teleport in Nehrim now, I would expect this wouldn't have a problem working. I've been using it for a long time, and it was particularly useful going between Cyrodiil and SI. I never had a problem with loading issues due to using it.
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dell
 
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Post » Sun Jan 23, 2011 2:15 am

Have any of you tried to convert deadly reflexes it's a mod I believe a lot of people would like to use in nehrim. But there's not a single mention of it in this thread. I used TES4Edit for the first time to day so I might be wrong but it seems to me like there are only 6 references of the oblivion.esm being used in the deadly reflexes combat esp two dialog Topics, three Idle animations and one magic effect. Cant you remove these references to the oblivion esm with TES4Gecko swap the master and then add them in again if necessary. It surprises me that no one has asked about this very popular mod that I think of as a mostly script based mod which shouldn't have too many references to the oblivion.esm.

There was discussion in the previous DR6 Wipz thread about Nehrim, but if I recall, no solution was found to make it work correctly, and skycaptain doesn't use Nehrim so he didn't know enough to fix it.
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David John Hunter
 
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Post » Sat Jan 22, 2011 10:03 pm

I was briefly doing some nehrim conversions for a... rather risque oblivion mod which I won't mention, but....

A few notes i've found Shivering Isles compatibilty.

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

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

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

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

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


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

These are the observations I was able to make before my computer broke down, so now i'm getting it fixed, so I might not remember everything I learned 100%. Nevertheless, I hope this helps your Nehrim modding/converting adventures some.
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Erin S
 
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Post » Sun Jan 23, 2011 7:51 am

In fact, I had an idea for a Nehrim modders resource someone could make if they're interested. (I would do this myself, but I'm still waiting for my PC to be fixed... if you do it though before I get to it at least give me credit for the idea)
It's called the "Oblivion/Shivering Records Resource"
WHAT IT DOES: essentially its a large collection of oblivion/Oblivion & Shivering isles (seperate mod for shivering isles mode) of all the non-overlapping simple records (IE ingredients, statics, NPCs, the three shivering races, etc. You might be able to get away with/have to add the generic dialogue quests as well, but none others.) so that nehrim modders don't need to copy these records over manually (as described above)

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


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

anyone willing to make this idea happen? Like I said I'd be willing to do this myself, but for the moment my pc is being repaired.
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Rusty Billiot
 
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Post » Sat Jan 22, 2011 9:52 pm

Hi everyone, I've made a patch for Nehrim to change the dialog and subtitles to DarN UI-style. This adds the groovy black fader box and white text to dialog and subtitles. It also changes the dialog list to use DarN's smaller list. Screenshots:

http://i275.photobucket.com/albums/jj317/Brumbek/Nehrim%20TC/Nehrim-04.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/Nehrim%20TC/Nehrim-01.jpg

It works perfectly for me, except for one minor bug where the black subtitles bar will compact and stay visible in the center of the screen a few times, but I actually think this is a Nehrim bug with their implementation of dialog. It only happens very rarely (the first time is after the very first dialog in the game).

My pack uses custom DarN fonts that I've also included. You'll need to edit your .ini file to use these versions, or you can use your current fonts as long as they are roughly the same size as mine.

I'd love some feedback on it. If it all works fine, I'll release it more widely. And huge thanks to DarN for permission to edit and for his awesome UI mod!

Here's the file:

http://www.megaupload.com/?d=9SYHXXP2
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Scott
 
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Post » Sun Jan 23, 2011 9:19 am

My pack uses custom DarN fonts that I've also included. You'll need to edit your .ini file to use these versions, or you can use your current fonts as long as they are roughly the same size as mine.

As a suggestions perhaps an ini tweak file so that Bash can add the font to the ini.

thanks for this.

... and note tom self I need to update the OP with mTES4 Manager info and port Rylasasin info above to second post.
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Sabrina Schwarz
 
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Post » Sun Jan 23, 2011 8:13 am

As a suggestions perhaps an ini tweak file so that Bash can add the font to the ini.

thanks for this.

... and note tom self I need to update the OP with mTES4 Manager info and port Rylasasin info above to second post.

I'm planning on installing this straight away.

One thing I'm still a little confused about in Nehrim which INI do I change settings in The Nehrim INI in the Nehrim folder, or the Oblivion INI in the My docs Games folder? . Iv'e taken to changing setting in both as I"m not sure which one holds sway
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Karl harris
 
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Post » Sun Jan 23, 2011 2:25 am

One thing I'm still a little confused about in Nehrim which INI do I change settings in The Nehrim INI in the Nehrim folder, or the Oblivion INI in the My docs Games folder? . Iv'e taken to changing setting in both as I"m not sure which one holds sway
Ahh I was just about to post here - thanks for bump

The only Nehrim ini is the default one in the Nehrim folder which if it is like the Oblivion_defualt one and only used as reference when regenerating he ini. Without the use of an INIzer Nehrim should be looking only for the Oblivion.ini in the profiles (My Games) folder (next to the save game) ... that is the one to alter. If you use the INIzer then whatever other ini you named as the Nehrim ini.

==============================================================

Brumbek ... or anyone else who wants to repackage Brumbek's tweak.

Look at the Darn package that Wrye created http://www.tesnexus.com/downloads/file.php?id=22170 - in it he included a bunch of Wrye Bash INI tweaks to be used in the INI tab of Wrye Bash. They can easily be cannibalized to make new ini tweaks such as for the font changes.

==============================================================

I just updated the first and second post. To the first I added the highest recommendation to use http://www.gamesas.com/index.php?/topic/1119357-wipz-mtes4-manager/ for resolving all the install issues of Nehrim and managing multiple installs (and a few other small edits) and tools that remain separate depending on install that is active. Thanks very much to Gaticus for this wonderful tool.

The second post I edited to cut and past Rylasasin's two posts above for higher profiling and because it is great info on porting mods.

==============================================================

Finally ... A SUCCESS!!!

I'd like to say that after pondering the virtues of Fallout 3 modding in relation to Oblivion I divined this workaround, but no it actually came from another person. That other mod conversion was a failure for now, but I applied this to a mod I really want to use and it worked!

http://www.tesnexus.com/downloads/file.php?id=10925 is my favorite fatigue mod for Oblivion, but it just does not port to Nehrim even after reassigning the master.

So I not only reassigned the master I also converted it to an esm. Realistic Fatigue.esm works on my game.
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Lisha Boo
 
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Post » Sun Jan 23, 2011 8:05 am

I daresay that font doesn't fit Nehrim at all. Too... gothic.
I've played around with Nehrim's UI/fonts myself, with some http://www.upload3r.com/serve/191010/1287490298.png http://www.upload3r.com/serve/191010/1287490318.png.
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My blood
 
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Post » Sat Jan 22, 2011 11:36 pm

I daresay that font doesn't fit Nehrim at all. Too... gothic.
I've played around with Nehrim's UI/fonts myself, with some http://www.upload3r.com/serve/191010/1287490298.png http://www.upload3r.com/serve/191010/1287490318.png.

Well, fonts are definitely a matter of personal taste. I believe Nehrim is a "gothic" game as much as the next. But I pick fonts mostly on readability, and the fonts I used are extremely readable, with excellent spacing and recognizable characters, which is essential for reading subtitles quickly.

Your first font I find to be too word-processor-like, but again, to each his own! Your second font has clipping issues with letters such as "g", which drives me totally mad, plus the spacing is so crunched that it's hard to read. The clipping issues of the default Nehrim font also drove me mad, plus the "f"s" and "t's" being nearly identical...

But anyway...we all have different tastes. To make this post relevant, I will update my DarN patch to include those .ini tweaks then post it on Nexus soon.
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MR.BIGG
 
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Post » Sun Jan 23, 2011 9:40 am

As a suggestions perhaps an ini tweak file so that Bash can add the font to the ini.

Here's the DarnUI Patch link for Tesnexus, and the new file includes an INI Tweaks file.

http://www.tesnexus.com/downloads/file.php?id=35261

Thanks!
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Scott Clemmons
 
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Post » Sun Jan 23, 2011 12:59 pm

Here's the DarnUI Patch link for Tesnexus, and the new file includes an INI Tweaks file.

http://www.tesnexus.com/downloads/file.php?id=35261

Thanks!

Thanks Iv'e installed it reduced the font sizes though these are my current fonts
sfontfile_1=Data\Fonts\Kingthings_Petrock_20.fnt
SFontFile_2=Data\Fonts\DarN_Kingthings_Petrock_16.fnt
SFontFile_3=Data\Fonts\DarN_LG_Kingthings_Petrock_18.fnt
I'm not getting the black background behind the text though. I installed all the textures so it should be happening, anyway it's not that important I can read it fine. now for the other elements of the HUD, I have to find a way to Shrink them as well thanks Beebee

PS I would love a dialog menu that looked like this http://www.tesnexus.com/downloads/file.php?id=9792


But Darns filmstrip modification would do just fine http://darnified.net/forums/index.php/topic,88.msg367.html#msg367 this link on darns forum has the code.
I got this working, feel a little stupid,it was dead simple once I found the code, now for the main menu, thats seems to be a little harder to crack but I will keep at it beebee
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Jake Easom
 
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Post » Sun Jan 23, 2011 9:02 am

I need someone to take over upkeep of the BOSS masterlist for Nehrim as:

1. I don't even have Nehrim installed, and can't see myself getting the time to make the installation worthwhile soon. Someone who can actually play Nehrim is much better suited to the masterlist upkeep than I am.

2. I'm downsizing my Oblivion workload. I've found myself in the position that I just can't maintain the amount of time and effort I put into Oblivion modding without negatively impacting my RL, so I'm trying to make what I do more manageable to avoid dropping it altogether. Upkeep of the Nehrim masterlist is one of the least prioritised things I do, so I'm going to stop doing it, but I don't want BOSS's Nehrim support to stagnate.

There isn't a lot of work involved in the upkeep, I currently just keep an eye on this thread for more reports, and for Oblivion mods found to work with Oblivion, I put them in positions equivalent to their Oblivion masterlist positions, and for new mods, often there are groups for each type, depending on what they do. Rarely is opening up mods in TES4Edit to look at them necessary nowadays. I also download or read the online readmes of new Nehrim mods uploaded to TES Nexus each day and add their plugins to the masterlist, but that isn't really necessary, it just helps you stay on top.

If anyone is interested in volunteering, send me a PM, and I'll see about getting you writing permission for the Google Code SVN and give you more instructions then. :)

Ideally, I'd like a couple of people involved in the upkeep, it spreads the workload and makes it easier for everyone. You will, of course, be added to the list of team members in the readme (as an incentive!). The more people involved, the less you're going to have to work like PacificMorrowind does. :P
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Deon Knight
 
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