Modding Nehrim

Post » Sat Sep 04, 2010 10:24 am

I think we should start projects that start to mod Nehrim because I believe it is allowed.

Possibly when the english version comes out we could start, any ideas?
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Mariaa EM.
 
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Post » Sat Sep 04, 2010 12:49 am

maybe we should play it through first and see what we want to change :P
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Clea Jamerson
 
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Post » Sat Sep 04, 2010 3:14 am

maybe we should play it through first and see what we want to change :P


I agree, but people don't need a legit reason to add skimpy armors! :angel:

From what I've played so far, Nehrim is very well thought out. Torches are rare for example, while the dungeons are to dark to crawl without one. But I'm sure some Oblivion mods would do very well in Nehrim as well.
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sara OMAR
 
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Post » Sat Sep 04, 2010 12:26 am

I agree, but people don't need a legit reason to add skimpy armors! :angel:

So annoyingly true.

I haven't played Nehrim yet, but I'd imagine there'll always be space for some new areas or houses or something.
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Shiarra Curtis
 
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Post » Sat Sep 04, 2010 12:13 am

I do agree it seems very well made but becasue of this is what makes it so moddable, Oblivion and Morrowind in them selves are well worth the money payed for it and alone soo many hours can be spent in them I assume the same for Nehrim, but what is great is we can mod it, which brings a whole new "game" to mod just as easily as we did and still continue to do for Morrowind and of course Oblivion, now I just wish I knew german enough to understand my dialog options but using google trainslate and common knowledge I have figured out that.

Weiter - next
Beenden - probably means "exit"
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Juan Cerda
 
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