Nehrim and Mods

Post » Sun Jan 23, 2011 5:35 am

How does BOSS handle mod conversions?

Several mods we use with Nehrim can only be used after changing the master, converting to an esm, or other more extreme editing.
does it add something along the lines of
  • will need altering before use with Nehrim


If BOSS sees Nehrim.esm does it then adjust differently than normal (I'm not aware of a different load ordering from Vanilla except for the very obvious Nehrim mods of which there are still very few).

What does BOSS do if it sees Nehrim.esm/esp and Oblivion.esm? Does it use a different masterlist?
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Dean Ashcroft
 
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Post » Sun Jan 23, 2011 2:06 am

How does BOSS handle mod conversions?

Several mods we use with Nehrim can only be used after changing the master, converting to an esm, or other more extreme editing.
does it add something along the lines of
  • will need altering before use with Nehrim


If BOSS sees Nehrim.esm does it then adjust differently than normal (I'm not aware of a different load ordering from Vanilla except for the very obvious Nehrim mods of which there are still very few).

What does BOSS do if it sees Nehrim.esm/esp and Oblivion.esm? Does it use a different masterlist?

BOSS doesn't currently have any special notes for Oblivion mods converted for Nehrim, I just assumed that if you've got them in your Nehrim install, you'll have already converted them. I can add a note saying they need to be converted though.

When BOSS sees Nehrim.esm, it will use a masterlist specific to Nehrim, separate from the Oblivion masterlist, to order the mods. The order of converted Oblivion mods is the same as they were in Oblivion, but using this separate masterlist to distinguish them from Oblivion mods that can't be converted, and to separate Nehrim mods from Oblivion mods.

If BOSS finds that both Oblivion.esm and Nehrim.esm are present, it will exit with an error message highlighting a Nehrim installation mistake so the user can make sure they installed Nehrim correctly.
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Matthew Aaron Evans
 
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Post » Sun Jan 23, 2011 6:17 am

Well I think the whole esm issue is moot anyway.

Upon further testing all results are failures. That means Realistic Fatigue as well.

It initialized as per console spam, but only in name - no real effects it was vanilla I was seeing after all.
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Fanny Rouyé
 
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Post » Sun Jan 23, 2011 1:02 am

Well I think the whole esm issue is moot anyway.

Upon further testing all results are failures. That means Realistic Fatigue as well.

It initialized as per console spam, but only in name - no real effects it was vanilla I was seeing after all.


Did you check the scripts as I decribed at the end of my rather long post?
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cheryl wright
 
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Post » Sun Jan 23, 2011 10:53 am

Well I think the whole esm issue is moot anyway.

Upon further testing all results are failures. That means Realistic Fatigue as well.

It initialized as per console spam, but only in name - no real effects it was vanilla I was seeing after all.

OK I agree with rylasasin I looked at the scripts and they are trying to change English terms. When in reality the mod wont find them because it is in German. I tried to do a backwords translation to make it into English but well I failed so the only thing left is to change the script into german not all of it just the parts that need to be. I think that this maybe why some of the other Mods are failing as well just as rylasasin was suggesting as well. The Referance points are wrong. I dont have much time to tinker with this stuff any more at the moment.

Good Luck. :flamed:
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Casey
 
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Post » Sun Jan 23, 2011 1:57 am

Someone somewhere commented that they missed nGCD with Nehrim. I have no idea what Nehrim does to advancement (if anything), but nGCD v2 should work fine with a master swap.

Previous versions are probably okay too, though they edit SEFF to silence it; if Nehrim does anything to SEFF, that will overwrite it. Can't think of a reason they'd make any changes beyond cosmetics, though. (v2 doesn't use any scripted spells, so SEFF is untouched.)
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Queen Bitch
 
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Post » Sun Jan 23, 2011 3:23 pm

Tejon-

No not that simple - Nehrim implements an experience point based system with attribute points distributed at level ups. There is one mod made by JOG called attribute that addresses this system and I've heard SPAM works. There is a lot of fanfare at level up and it is all integrated into an in-game journal. For the most part skill ups and experience points are not related.

Natural grow mods would need a lot more work to implement and I know I would not be the crashpilot on trying one out when the modder doesn't even have Nehrim installed.

wait what is SEFF - just to make sure I'm getting you right.
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Marine x
 
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Post » Sun Jan 23, 2011 12:39 am

using inizer but i cant find plugins.txt can some1 tell me where it is on a window vista 32 bit system
nvm C:\users\\AppData\Local found it there
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Daniel Brown
 
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Post » Sun Jan 23, 2011 3:34 pm

Bumping to announce http://www.gamesas.com/index.php?/topic/1132338-boss-for-nehrim/. Now recognizing 90+ mods!

I've agreed to take on updating the Nehrim masterlist.

Credits to WrinklyNinja for setting up the basic format of the masterlist and well - updating BOSS to its current amazing status. Mostly what I've done so far is add mods not yet on the list and implement notes about which mods need masters reassigned or other similar notes. Please let me know how it is working and if there are mods you are using that are not on the list.

Also let me know your thoughts on to what extent edited esp should be on the list. As it is now I'm thinking it is no a good idea to put mods on there that edit more than the master needed to load. Whaddya think? Take discussion of these topics to http://www.gamesas.com/index.php?/topic/1132338-boss-for-nehrim/.

I also updated first post with information on how to use the Construction Set with a Nehrim install.

Was considering rewriting the first post of this thread to lead with recommending mTES4 Manager instead of building up to it. I realize many are not using it though I don't know why not. Tell me what you think. With the next iteration of this thread if that ever happens I'm thinking of removing the list of mods that can work now that BOSS is implemented.
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Amy Gibson
 
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Post » Sun Jan 23, 2011 9:39 am

@Psymon
I did some quick checking this morning with Realistic Fatigue it loaded correctly and it initialized also I go a scripted spell in the active spell section but that was all I dont know what all this is supposed to do for you but I did notice that there was supposed to be a dizzy or blurr if low fatigue, this did not occure I am going to get some sleep and look at the original oblivion and see if I can figure out what spelling they used and try to addapt the scripts latter tonight.
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Dean Ashcroft
 
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Post » Sun Jan 23, 2011 7:20 am

@Psymon
I did some quick checking this morning with Realistic Fatigue it loaded correctly and it initialized also I go a scripted spell in the active spell section but that was all I dont know what all this is supposed to do for you but I did notice that there was supposed to be a dizzy or blurr if low fatigue, this did not occure I am going to get some sleep and look at the original oblivion and see if I can figure out what spelling they used and try to addapt the scripts latter tonight.

Can you get the dynamic encumbrance that exceeds what your character can normally carry?

Does it increment skills like in Oblivion?

I could not get these things to happen so concluded it was not working even though it initialized.

[edit] On another note ... after updating to the last OBSE 19 (from OBSE 19b3-4) the mod OBSE book tracker suddenly works. Strange.
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Anthony Diaz
 
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Post » Sun Jan 23, 2011 8:06 am

Can you get the dynamic encumbrance that exceeds what your character can normally carry?

Does it increment skills like in Oblivion?

I could not get these things to happen so concluded it was not working even though it initialized.

[edit] On another note ... after updating to the last OBSE 19 (from OBSE 19b3-4) the mod OBSE book tracker suddenly works. Strange.

Ok I think my main problem is that I just dont know this mod as I have never Used it before. I will tell you that I think that it is trying to work.
I used a program to translate the Nehrim English into nothing but english it changes alot of the areas like game settings which has fFatigueBlockBase from german to the english as well as several other areas so that we can try to get the mods hopefully to work better with less trouble http://www.egg-of-time.us/portal/index.php?option=com_content&view=article&id=1825:eggtranslator&catid=45:tools-und-utilities&Itemid=68 just make sure you down load the English database for oblivion as well as the main program and only use it on that one esp I dont know what effect it would have on the base ESM file. Oh and make a copy of the original esp just incase.

Edit ****** Ummm be very carefull with this as it will change the Quests to the Original Oblivion quests found out the hard way you can opt out of the translations by right clicking on them and clicking reset on then original you want to keep.

Now the reason that I believe it is working is that I did the following steps for 2 tests first with fatigue enabled second with out.
1. Run and jump while swinging a sword
2. after fatigue is down at base around 0 Load up weight to 2 Lbs. above max
3. tried to move but could not move in both instances.

Now as I said I think it was trying to work reason is on step 3 that in the first instance My fatigue kept going down, but when the mod was deactivated it did not. I hope that this helps you narrow down the problem also almost forgot I changed the master to NehrimEnglish after I ran the translator on it. Let me know if you get it to work. I will try to get on here in a couple of days
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christelle047
 
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Post » Sun Jan 23, 2011 3:06 am

Regarding point 3 - I don't think default settings of RF prevent movement - you'd just be falling a lot.

RF should be preventing the fatigue bar from fully topping off and you should be able to lift more than with vanilla (provided at least basic settings). Also features include panting if fatigued (NPCs too) and skill ups to related skills (again if set).

I'm not going to crack open the egg translator (get it) and make another translation and such - there will be more Nehrim updates and probably it is better to report issues or make new esp than alter the existing ones. I don't find minor texts and posters in German making the game unplayable.

In the mean time I'm sticking with Strategy Masters Fatigue mod, which mostly works.
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Rob Smith
 
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Post » Sun Jan 23, 2011 8:29 am

Regarding point 3 - I don't think default settings of RF prevent movement - you'd just be falling a lot.

RF should be preventing the fatigue bar from fully topping off and you should be able to lift more than with vanilla (provided at least basic settings). Also features include panting if fatigued (NPCs too) and skill ups to related skills (again if set).

I'm not going to crack open the egg translator (get it) and make another translation and such - there will be more Nehrim updates and probably it is better to report issues or make new esp than alter the existing ones. I don't find minor texts and posters in German making the game unplayable.
In the mean time I'm sticking with Strategy Masters Fatigue mod, which mostly works.

From what I read of the INI it slows the player down I did have my fatigue fluctuate when near the top and standing still. As far as cracking open the Egg I think that I may revert since you are using SM fatigue, I am going to stop until I can figure out why it is only running bits and pieces of a mod but not the whole thing.

I have been working on a MOD of my own to fix several problems that I have seen with Nehrim and HATE. The largest being that the bandits and Pickpockets don’t move or see you until you are on top of them even when you are not sneaking.

I have found that the smugglers don’t have any AI packages. So this is what I am currently working on.
Now I will ask this, do you know of any changes that you know that need to be made with NPC's and creatures. Or any other simple changes. I can always try to fix the problems if I cannot fix them I can always ask for help here.

I wonder if Map Marker Overhaul could be adapted for Nehrim I know already that it has references to Tamriel I kinda miss TNO's Mods I am tired of endless money from merchants. I know that the barter slider to change the amount for selling and buying items does not do anything.
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GPMG
 
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Post » Sun Jan 23, 2011 3:24 pm

NiceOne did threaten once to make a stripped down version of EE, not sure if MMO would benefit as much, but then why not.

Rylasasin's posts above really get at the heart of why certain mods only partially work (translation issues in the plugins themselves) - well worth reading.

Your mod sounds interesting. Let us know.
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CxvIII
 
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Post » Sun Jan 23, 2011 6:39 am

Yes It would be great to meet some smarter bandits & the economy svcks as badly as Oblivions does. I would like to see the mini game go , much tougher merchants, less clutter & ownership of what is there, maybe a little better loot in caves to balance it out
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Penny Wills
 
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Post » Sun Jan 23, 2011 6:47 am

Well I don't know if I'd call Nehrim bandits dumb - I recently ran into a bandit who casually walked up and asked for tax money then when I refused his gang jumped out from behind a rock (3-4 of them).

That is a much more realistic than Oblivion. Also at least the bandits and other baddies you encounter have a realistic reason for being where they are and doing what they do in Nehrim. Well more realistic anyway. My lvl 15 character did not face bandits that were in steel armor either - sack pants and maces, so the scaling was not an issue.
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Danny Warner
 
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Post » Sun Jan 23, 2011 3:13 pm

Well I don't know if I'd call Nehrim bandits dumb - I recently ran into a bandit who casually walked up and asked for tax money then when I refused his gang jumped out from behind a rock (3-4 of them).

That is a much more realistic than Oblivion. Also at least the bandits and other baddies you encounter have a realistic reason for being where they are and doing what they do in Nehrim. Well more realistic anyway. My lvl 15 character did not face bandits that were in steel armor either - sack pants and maces, so the scaling was not an issue.

I think the process that I am going to be taking is, based upon what I saw in the contruction set is initially batching say the pickpockets with the bandits under one ESP and so on. Most of the NPC's have scripts attached to them for exp determination. So initially I dont what to have too larg of an esp with edited data so rework is simple and easy I will be having One with all of the changes in it for the Future. I will have a little time Tomorrow to work on this so maybe on Monday I may have an initial Esp ready I will try to work on ownership of City Items But that May take a little Time some are Required to be left with No Ownership I have actually completed the main quest, and IIRC there is at least one that Need to be left alone.

Things that I have already done is Pick pockets for the most part is done AI and they will Respawn.
I need to Next ID the Bosses and Attach the AI to them as well I think I will look at the combat styles for them just to make sure they are set up correctly. HMMM I think I will shamelessly look at and steal Ideas from OOO. I may try to look at the scripts for EXP to see what is there I saw I think 3 different versions for exp levels. Time to get some sleep I have work in 7 hours :snoring:
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Blaine
 
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Post » Sun Jan 23, 2011 6:27 am

Ok I am very frustrated!! I have been trying to tweek the Pickpockets BUT if they are set up between two pathways or underground they will not move, above ground they do up to a point.
Example is near the Abby on the way north there is a old tower that is broken down.
The Pickpocket inbetween the entry archway will not move but the two behind him do.
Also the pickpockets inside would not move unless they see you, I have upped the aggression to 90 on them they were at 50 IIRC I have been looking at the OOO for examples but to no avail. I think I will try something and create a dummy mod next and place them down in the middle of nowhere and see what happens from a distance.
The AI's I am trying to use are Wander 12 Eat 4 and Sleep 8. I have 2 groups for that so there should alway be someone on watch.
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Erich Lendermon
 
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Post » Sun Jan 23, 2011 1:14 pm

I'd be looking more at how TIE implements thief and pickpocket behavior moreso than OOO.

TIE has creeps that actually assume the sneaking position and lurk. I've not seen that in OOO.

Otherwise sorry all that is over my head.
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kevin ball
 
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Post » Sun Jan 23, 2011 10:05 am

I'd be looking more at how TIE implements thief and pickpocket behavior moreso than OOO.

TIE has creeps that actually assume the sneaking position and lurk. I've not seen that in OOO.

Otherwise sorry all that is over my head.

That is very simple to do just a simple click. My problem is just getting them to move 1 inch I think if in can manage that then i could get them to go further! I have the Radius set at 800 for some so they should move but they don't. I am just wondering if the patways are not set up correctly if they are not then I don't know how to fix them I am just sharpening my teeth on this AI bussiness. I can make Items from stuff in the game already but or modifing some things some minor scripting by that is as far as I have dug into the CS.
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Paul Rice
 
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Post » Sun Jan 23, 2011 1:11 pm

That is very simple to do just a simple click. My problem is just getting them to move 1 inch I think if in can manage that then i could get them to go further! I have the Radius set at 800 for some so they should move but they don't. I am just wondering if the patways are not set up correctly if they are not then I don't know how to fix them I am just sharpening my teeth on this AI bussiness. I can make Items from stuff in the game already but or modifing some things some minor scripting by that is as far as I have dug into the CS.

Aren't pathgrids easy to do. I can't imagine they are not. In game the area you are concerned about toggle path grids ~tpg - they should be everywhere.

Wasn't one of the things that caused so much chaos and killing of bandits and the motivation to make them steal - to make them hungry and give them no food?

I'm not certain I've seen an actual pick pocket - where would I find one?
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Rhi Edwards
 
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Post » Sun Jan 23, 2011 1:38 pm

I wonder if Map Marker Overhaul could be adapted for Nehrim I know already that it has references to Tamriel I kinda miss TNO's Mods I am tired of endless money from merchants. I know that the barter slider to change the amount for selling and buying items does not do anything.
I'm looking at doing it right now, and it should probably be quite painless. There will not be any use of new map marker types (single houses, farms, castles, etc.), simply because I don't know about any such markers in Nehrim, but with MMO 3.8's new markers ini file, any such marker type changes can be manually added there afterwards.

But if you know about anyone, please post (preferably in the MMO thread where I am sure to notice), and I can add them now. One question for those of you who have played Nehrim: The new marker symbol that replaces the Oblivion gate, does it make sense to have Entered and/or Completed states for it?
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sam smith
 
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Post » Sun Jan 23, 2011 10:55 am

I'm not certain I've yet seen the gate marker used at all, but perhaps http://www.tesnexus.com/downloads/file.php?id=34890 is the person to ask. They may be included by default.
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Carlos Rojas
 
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Post » Sun Jan 23, 2011 12:52 pm

Aren't pathgrids easy to do. I can't imagine they are not. In game the area you are concerned about toggle path grids ~tpg - they should be everywhere.
Wasn't one of the things that caused so much chaos and killing of bandits and the motivation to make them steal - to make them hungry and give them no food?
I'm not certain I've seen an actual pick pocket - where would I find one?

Does the Term Doooohhhh! Mean anything. I did say that I was just learning the indepth side of the CS. Thank you for pointing out the area. I did have to Crack open the WIKI to find out the way of it, also I needed to delete path ways over traps so they would not kill themselves. I have one done several keeps to go.

No PickPockets and Bandits are stealing to avoid work Not Hunger. Besides I will leave food out for them.

Also the place to find a Pickpocket would either be Los Angles and or New York. In game you can find them in several places Aldlefd is one of them.

once the Pickpockets are done do you want me to put up the Initial file or wait I am asking because I only have the pickpockets done and I am thinking that it will take just a little bit done and out so people can use. And Releasing once I get a group done.

Now on a Side note I will ask you Several Questions.
1. I have the Pickpockets on Respawn Do you want this? Original is that it is not on respawn.
2. What about the Bosses Respawn, I would like to find a way to get the game to change the bosses so they are not always the same for each keep.
3. There are NO archers for them I am thinking of adding some to each group.
4. Also some sort of minor Mages also some Thief types so they are in Sneek mode.
Now an example of the load out for the keep that I am working on is 10 NPC's I am thinking of putting in one cleric minor mage type and 2 archers and 3 Thief types.
So the question is What do you think. Also can you think of anything else that needs to be changed in that reguard.
I would love to get some traps to work like they do in Oblivion example is the Darts.
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Jon O
 
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