I'd better start with some positives.
I love this game the first 15 levels gave me the most fun Iv'e had in a game sense Stalker. I really enjoyed exploring this world, having to run from enemies that were may to strong for me.
My trip up the death pass at way to low a level was one of my more memorable experiences in a game, but I levelled to fast & became to strong for the enemies I was meeting.
I stopped playing & started trying to find ways to increase game difficulty.
I added all the combat fixes & then spent some time trying to find a way to slow down levelling & the rate at which skills rose, with some success.
My first mod http://www.tesnexus.com/downloads/file.php?id=37547
It slows down Levelling & skill increases & increases the cost of learning points
I have given some thought to changes that would increase the level of in game immersion.
Well for a Start Magic is supposed to be forbidden in Nehrim, & right outside the church "Yes the one with the bell that rings if you perform any magic in the vicinity " is a priest selling spells in broad daylight :shakehead: you travel a little further up the hill & in an almost undefended camp another Merchant selling spells! the despot's spies can't be very effective can they?
Then you get to the Sanctum more of less undefended, supposedly under siege from the emperor.
A better option might have been more rune stones in the early levels & well hidden black market magic merchants that you need to search for. ( great potential for a mod there )
Don't get me wrong, I really like Nehrim otherwise I wouldn't have spent the last couple of months finding ways to increase the game difficulty

.
Other changes I would like to see in Nehrim
Reduced clutter in all settlements & ownership by the settlement.
Zornac is working on this http://www.tesnexus.com/downloads/file.php?id=35702
It shouldn't be possible to steal that bow in the first outpost ,this is a far flung outpost of empire they would not have hard to come by resources laying about like that, & there is a bow that you can buy .
To compensate more money & clutter on Corpses in the starter Dungeon & a slightly better starter weapon perhaps.
One possibility, on the corpses of the other invitees, why not a little more gold, a decent weapon & or a mortar & pestle, who would go out into this world without one?
More Loot in Caves & Outlaw bases, why wouldn’t the big criminal organisation have supplies of gold, food & weapons, & less in random boxes by the side of the road.
Why would there be gold in a box by the side of the road, is no one in this world curious?
Alchemy equipment & rare ingredients could be placed in the bases of renegade Mages. You would need to work for them then .
I would like that full set of expert alchemy equipment , that you can buy way to early either removed or made much more expensive.
Now that I know where it is a can't help myself :sadvaultboy: "don't ask"
It's on of the first places I go once I have a few levels up. I would love for it to be gone when I get there, or so expensive that I would need to go do some work to get it.
No stealing from farmers, or at least make it stealing, guard dogs on farms maybe, really formidable ones ," I would love this one" this is a dangerous world . ( A Mod perhaps, it would be great for both Nehrim & Oblivion)
Home made potions could have a really low value & be less effective than store brought ones, they are heavier now, maybe the weight could go up even more .
the nice ones mod useful houses http://www.tesnexus.com/downloads/file.php?id=32365 will go some way to fixing this up
After all, the store brought ones are made by professional Alchemists; to compensate the store brought ones could be really powerful, really expensive & possibly have more than 1 effect .
A cure disease potion costs over 200 gold & once you find a few ingredients that cure disease is totally worthless, it maybe worth removing player made cure disease potions from the world, maybe place them occasionally on corpses or in very well hidden trunks in the world .
Another option might be to make cure disease portions that only partly work , the disease keeps coming back until you get to someone or something that can completely cure it .
Maybe as this is a medieval world a pilgrimage would be another way to cure disease.
All spells that have a single value, like unlock or cure disease could become rare or non existent. Cure disease should be something that works slowly a little bit at a time getting a disease should have penalties attached, so that there is a point to resist disease potions. As it is now one plant root & it’s all over.
One other area I would like to see change is the economy It's still way to easy to get rich.
I have done something about this, only a fix, but anyone using my mod will need a lot of gold just to get their skills up.
I know that many of the things I complain about were there in Oblivion to, & even with all the changes that have been made to Oblivion, many of them still are.
But I would still love to see some of them in this game as there is so much that I love about Nehrim Beebee