BOSS for Nehrim

Post » Tue May 03, 2011 6:12 am

BOSS for Nehrim
Masterlist development and load order rules for modded Nehrim


Nerhim is a total conversion of the Oblivion game that includes an entirely new world space, plot, quests, leveling, magic and other game mechanics and can basically be thought of as a new game which utilizes the existing Oblivion game. Since it is a modified version of the Oblivion game it uses most of the resources, models, meshes, textures, and so on from Oblivion. further, while many things about game play and mechanics have been altered there are still many areas that are not altered and play much like the vanilla Oblivion game. For some this is a call for mods. others may just want to mod the new facets of Nehrim.

http://www.tesnexus.com/downloads/file.php?id=20516 is a load ordering tool designed to automate the sorting of mods. This one click utlilty sorts some 10,000 plus mods at this time. Quote:
A simple "one-click" program for users to quickly optimize and avoid detrimental conflicts in their oblivion mod load-order.[/center]

Features:
  • Correctly positions over 10,000 mods and counting, including all the mod files found in such popular mods as FCOM, OOO, MMM, Better Cities, Open Cities, Race Balancing Project and many other large mods.
  • Checks all the mod files used in an 'FCOM Convergence' installation, including partial or complete installations of OOO, MMM, Fran's, Oblivion WarCry, Bob's Armory, Loth's Blunt Weapons for NPCs, Cobl, Tamriel Travellers, Exnem's Runeskulls and more.
  • Detects common FCOM installation mistakes and warns the user about them.
  • Differentiates between FCOM and non-FCOM setups.
  • Provides Wrye Bash Bash Tag suggestions that are automatically applied by Wrye Bash.
  • Provides useful load order notes for many mods.
  • Displays the version number of mods when it is available.
  • Sorts mod files ghosted by Wrye Bash.
  • Is mostly right (most of the time)!
  • Allows easy user customisation of mod positions and the messages provided.
  • Is under constant development and improvement by a team of modders and Oblivion experts.


Better Oblivion Sorting Software (BOSS) will reorder your mods to their correct positions (as listed in the masterlist.txt database file), putting any mods it doesn't recognise after them, in the same order as they were before BOSS was run.

BOSS is designed to assist in the installation and usage of mods, especially more complex mods such as FCOM and MMM, and help mod users avoid serious conflicts. It is not a complete solution to load ordering issues, as there are far more mods out there (estimated at about 30,000) than BOSS knows about. To properly place mods BOSS doesn't know about, a good working knowledge of Oblivion mod load ordering is still necessary, for which some research and documentation reading will go a long way.

The purpose of this thread includes:
  • Suggestions for mods to be included on the BOSS Nehrim masterlist.
  • Corrections to the exising masterlist.
  • Posting information about mods unrecognized by the current masterlist.
  • Discuss load order logic with Nehrim.
  • Discuss comments to be appended to mods.

Regarding this last point, Since Nehrim is a special case when it comes to mods. With Morrowind, Oblivion, fallout3 and soon New Vegas these games are official and established and most mods are designed to work with each game. While it is true that mods are being made specifically for Nehrim many of the mods used with Nehrim were originally designed for Oblivion and have been found to work with Nehrim either as is or after some altering. As such I'd prefer recommendations and commits to be about mods that are found to work with Nehrim and not mods that only partially work.

Before posting consider these other options rather if what you have to post is not within scope of this thread:
http://www.gamesas.com/index.php?/topic/1126021-relz-boss-better-oblivion-sorting-software/
If you have a question about the normal functioning of BOSS other than masterlist commits to Nehrim Master list please direct those questions to the BOSS thread. This includes questions about installation and use with Wrye Bash.

http://www.gamesas.com/index.php?/topic/1118493-release-nehrim-at-fates-edge-english-version/
If you have questions about Nehrim and its native (vanilla) functioning then please direct those questions to the Nehrim Release thread. This is the place to show them appreciation as well.

http://www.gamesas.com/index.php?/topic/1118767-nehrim-and-mods/
If you have questions about how to port mods over to Nehrim and other general concerns with trying to use mod tools or manage multiple installs then please direct those questions to that thread.

I'd really appreciate staying on topic with just focusing on mods that work with Nehrim and best practices for sorting mods for Nehrim. Thank you for understanding. After all is settled I may post on the SureAI forums for Nehrim mods about this aspect of BOSS. I am, however, concerned that German mod users will take to this and want to make commits and my not speaking German would be an obstacle.

If you would like to help contact Arthmoor, PacificMorrowind, or Wrinkly Ninja to get signed up.

My commitment level: While I check in for a while most days I cannot say that Nehrim is the kind of game that I'm absolutely bonkers over and will likely not play it twice. As such I'm not gungho to test every mod that comes out nor am I the sort that likes every mod that comes out. So please be patient with me if I don't get to the updates right away. Also many times I may not do anymore than take your word for it that a mod does indeed work.

BOSS Credits
Spoiler
CREDITS:

Sources for the mod list and its order include: Agiel's Annotated Load Order; Fivefries load order; dev_akm's official expanded FCOM load order (FCOM 0.9.9); suggestions and instructions from Mart's Monster Mod, Better Cities, Open Cities and Open Better Cities developers; suggestions and instructions from many other modders; lots of advice and information from users. Some people have gone out of their way and provided continuing, expert and detailed help - thank you very much!

Thanks go to Wrye for implementing the importing of BOSS's Bashed Patch tag suggestions into http://wrye.ufrealms.net/Wrye%20Bash.html.

Thanks also go to the Beta Testing & anolysis Guild at TESAlliance and Surazal for testing and giving feedback on v1.6 prior to release.


PROJECT MEMBERS

BOSS since the middle of 2009 been a collaborative project on Google Code using the SVN version tracking and editing engine.

Google Code Administrators:
  • Arthmoor
  • PacificMorrowind
  • Random007
  • WrinklyNinja


Oblivion Masterlist Developers:
  • Alithelord
  • Arthmoor
  • PacificMorrowind
  • Random007
  • Riddling Lynx
  • Tokc/Tokc.D.K.
  • Vacuity
  • WrinklyNinja
  • ZiggyX


FO3 Masterlist Developers:
  • Alithelord
  • Arthmoor
  • jacksonleist
  • Mosanger
  • PacificMorrowind
  • Valda


Source Code Developers:
  • Random007
  • Alithelord
  • Leandor
  • Leus
  • PacificMorrowind
  • WrinklyNinja



Most project members can be contacted on the Bethesda Game Studios Oblivion (and FO3) modding forum. Most can also be contacted on TesNexus.

LICENSE:

Better Oblivion Sorting Software and periodic updates are distributed under the http://creativecommons.org/licenses/by-nc-nd/3.0 copyright license, some rights reserved, 2009-2010. Copyright is owned wholly by the Better Oblivion Sorting Software development team (see list of project members).

  • BOSS may be copied and distributed freely as long as it is not changed and includes all the original files including this documentation.
  • Commercial use of this software or masterlist.txt file is not permitted without permission.
  • Publishing derivations and customizations of the program or masterlist.txt file is not permitted without permission. Ask first.


... Now manages about 100 plugins
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Mon May 02, 2011 9:35 pm

Making a commit (telling me what is unrecognized).

For fastest results when telling me about unrecognized mods please include a link to the mod that is unrecognized. This will help in recognition and inclusion of mods. Just posting the name of the mod could work but it is kind of rude. Thank you for understanding.
  • Please have correct spelling.
  • If you already have a pretty good idea of what order the mod should be in please let me know.
  • If the mod was meant to work on Nehrim, naturally works flawlessly, requires editing, or has issues working in Nehrim please post that information.
** I'm really undecided about whether to include mods that need more editing than reassigning masters as that seems more what the userlist is for.

Suggestions about tagging and comments to append to mod entries

At this time Wrye Bash does not really work fully with the Nehrim.esm. It does load and you can create a bashed patch that has basic tweaks (I use mostly camera tweaks) but I'm not aware that mod merging, leveled list merging, nor the importing of records into the bashed patch works at all at this time. Certainly the bashed patch tweaks are not designed to work specifically for Nehrim. Due to this bashed tags are probably not going to be necessary. If a mod has them though on the main masterlist then I will port them over if ever these functions are made workable.

The kinds of comments that I want to include are along these lines:
  • Reassigning the master to Nehrim.esm is required for this mod to work.
  • This mod requires a patch to work with Nehrim.
  • Make sure to use the Nehrim version.
  • Certain features of this mod have been problematic with Nehrim.
  • Whatever suggestions you may have for more!

Load order logic

At this time there is little reason not to assume that the normal load order division BOSS uses for Oblivion will not also work with Nehrim. These are the general headings of the BOSS for Oblivion sections (edited to not include very Oblivion centric sections). This list would most likely apply to Nehrim mods as things stand now:
Spoiler
\BeginGroup\: ESMs
\BeginGroup\: Earliest mods
\BeginGroup\: NPC face mods
\BeginGroup\: Vanilla fixes (most likely will be used for English version tweaks)
\BeginGroup\: BSA tricks
\BeginGroup\: Loading Screen Alternatives
\BeginGroup\: Base Mods (often includes following types)
\BeginGroup\: Weather mods and overhauls
\BeginGroup\: Water tweaks
\BeginGroup\: Sound mods
\BeginGroup\: Lighting
\BeginGroup\: General Base Mods (alphabetically)
\BeginGroup\: Base A -Z
\BeginGroup\: Base Late
\BeginGroup\: Load Order Independent Mods
\BeginGroup\: Map marker Tweaks
\BeginGroup\: Hotkeys
\BeginGroup\: Body replacers
\BeginGroup\: Items (armor and weapons)
\BeginGroup\: Body Replacer Armour & Clothing
\BeginGroup\: Not For Free Armor
\BeginGroup\: Horse Mods
\BeginGroup\: Only Name changing files
\BeginGroup\: Overhauls (most likely not for a long time)
\BeginGroup\: Quests and Locations (alphanumerical)
\BeginGroup\: Landscape and City overhauls
\BeginGroup\: Overrides
\BeginGroup\: Alternative starts
\BeginGroup\: Realism
\BeginGroup\: Magic
\BeginGroup\: Alchemy
\BeginGroup\: Enchantment
\BeginGroup\: Thievery, Sneaking and Crime
\BeginGroup\: Combat
\BeginGroup\: Skills, Attributes and Leveling
\BeginGroup\: Pose and Animation Mods
\BeginGroup\: Semi-final overrides
\BeginGroup\: Beauty Packs & Race Changes\Addons
\BeginGroup\: Companions
\BeginGroup\: Race Overrides
\BeginGroup\: Message suppression/changing overrides
\BeginGroup\: Respawn & day length overrides
\BeginGroup\: Shader mods
\BeginGroup\: Pre Bash
\BeginGroup\: Bashed Patch
\BeginGroup\: Post Bashed Patch


I plan to follow this guideline until it does not work and then add or change sections as needed. I doubt this will be the case. Again suggestions for sections and logic of load order is welcome.
User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Tue May 03, 2011 5:52 am

HI Psymon, I have been out of the loop for a few weeks moving house new ISP all that my first time on here the silence is deafening isn't it, Thanks for putting the work in here I will be downloading the new boss list post haste Beebee
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Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Tue May 03, 2011 9:42 am

"Attribute Independent Leveling" is currently unrecognized. The esps (choose one only) are named Attribute_linear.esp and Atrribute_steps.esp.
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Mon May 02, 2011 8:02 pm

"Attribute Independent Leveling" is currently unrecognized. The esps (choose one only) are named Attribute_linear.esp and Atrribute_steps.esp.

Ah it was updated and the plugin name was changed.

Added, notated, etc.

also added a few other armor/weapon mods I could find. Approximately 100 mods now.

Am attempting to create account on SureAI, but have not received email verification yet. Will then post in the mods section there about BOSS here.
User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Tue May 03, 2011 10:13 am

These 2 still haven't found their way onto the list

Unknown mod file: Immersive Combat Music.esp http://www.tesnexus.com/downloads/file.php?id=23545 this one seems to work fine & I would guess it would go near the top

Unknown mod file: Initial_Glow-all.esp http://www.tesnexus.com/downloads/file.php?id=5138 I'm not convinced that this one works at all & there are probably better ways to archive the same ends but I'd guess it would go up near the top to
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Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Tue May 03, 2011 5:52 am

OK added Immersive Combat Music, but for initial glow http://www.sureai.de/forum/viewtopic.php?f=86&t=3141 I linked to them on the Nehrim and Mods thread (post 3) and they are made for Nehrim - look carefully there are two to download in the second post.

I'm not wanting to get into adding regular mods only to redirect people to the correct one. There are a bunch of initial/no glow mods that would get ridiculous to add just to point to the right ones.

Please though in the future note if a mod needs the master reassigned.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Mon May 02, 2011 6:58 pm

OK added Immersive Combat Music, but for initial glow http://www.sureai.de/forum/viewtopic.php?f=86&t=3141 I linked to them on the Nehrim and Mods thread (post 3) and they are made for Nehrim - look carefully there are two to download in the second post.

I'm not wanting to get into adding regular mods only to redirect people to the correct one. There are a bunch of initial/no glow mods that would get ridiculous to add just to point to the right ones.

Please though in the future note if a mod needs the master reassigned.

Thanks Psyman I will try to do better next time <_<
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Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Mon May 02, 2011 9:51 pm

I finally got around to posting on the SureAI forums about BOSS supporting Nehrim and the threads here.

http://sureai.de/forum/viewtopic.php?f=86&t=4022
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Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Tue May 03, 2011 9:49 am

Hi Psymon, all of these are still showing up as unknown

unrecogised Mod Files
Reorder these by hand using your favourite mod ordering utility.

Unknown mod file: Side's EAX Control.esp http://www.tesnexus.com/downloads/file.php?id=17050
Requires: master reassigned to Nehrim.esm


Unknown mod file: ZumbsLockpickingMod - Hide Difficulty Addon.esp this is just an extra ESP with Zumbs I would guess it will load after the main Zumbs ESP
Requires: master reassigned to Nehrim.esm

Unknown mod file: Nehrim Bonegrinder.esp http://www.tesnexus.com/downloads/file.php?id=35847 Just a simple mod to allow bones to be ground to bone meal

Unknown mod file: Initial_Glow-all.esp is merged with bash patch so probably doesn't matter

Unknown mod file: Streamline 2.1.esp http://www.tesnexus.com/downloads/file.php?id=10400
Requires: master reassigned to Nehrim.esm

Unknown mod file: Spells Delete Only 3.2
Requires: master reassigned to Nehrim.esm & needs obse_0019 http://www.tesnexus.com/downloads/file.php?id=23069 I stayed away from Items remove as I'm not sure which items it would be safe to remove from the inventory
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Jessica Phoenix
 
Posts: 3420
Joined: Sat Jun 24, 2006 8:49 am

Post » Tue May 03, 2011 1:10 am

Added all
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Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Tue May 03, 2011 12:34 am

Added all

Thanks Psymon
PS This one is still showing up as unknown
Unknown mod file: Spell Delete.esp
http://www.tesnexus.com/downloads/file.php?id=23069
my fault didn't name it properly BB
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Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Mon May 02, 2011 6:59 pm

Hi Psymon, I'm still getting these ones showing up


Reorder these by hand using your favourite mod ordering utility.

Unknown mod file: HorseCombatMaster.esm Part of deadly reflex 5

Unknown mod file: Deadly Reflex 5 - Timed block and 150% damage.esp I would guess right after deadly reflex

Unknown mod file: Initial_Glow-all.esp

Unknown mod file: PTSneakPenalties.esp

http://www.tesnexus.com/downloads/file.php?id=35792

Unknown mod file: Spell Delete.esp
Spell Delete Only 3_1

http://www.tesnexus.com/downloads/file.php?id=23069

Unknown mod file: StealthOverhaul.esp

Stealth_Overhaul_Redux works with a change of master

http://www.tesnexus.com/downloads/search.php
thanks Beebee
User avatar
Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Mon May 02, 2011 8:24 pm

Heres one for ya Psymon, made by myself
Nehrim Fast Travel.esp
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celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Tue May 03, 2011 8:27 am

Ahh I see I missed the esm for Deadly reflex - so added that and the other optional esps.

Also I had misspelled the initial glow mod - sorry.

I know of four versions of stealth overhaul and the others put a space between the words but JOG's version does not. It is the latest update so was promoting it. Added the spaced version now so other should work (except for the cobl version - that won't).

John123 - thanks so much for this. Featured it on the other thread (3rd post too). I too have no issue with fast travel - I like to explore because I want to not because I have to.

I also found this: http://www.tesnexus.com/downloads/file.php?id=36437 - which not only allows for use of Roberts 5 (need the resources from it) but also provides choice - only the three races from Nehrim or any of the normal playable races for Oblivion (just the player). So it allows for all Oblivion races to be playable. I'm certain those who can't live without playing an orc or cat will be happy.

As for me - after getting Gothic 3 off steam for super cheap and finally plugging it in to play it - I see now very clearly that Nehrim is in essence a TC to make Oblivion like Gothic.

So my Nehrim game is a bit on hold till I get through more of Gothic 3 or even complete it. After installing its three main mods and a tweaked ini - the game is visually stunning and the landscape far superior to Oblivion in many ways. Game play and combat not as good as Oblivion even modded. But to each their own with that.
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Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Tue May 03, 2011 9:48 am

Updated the masterlist to include the handful of new mods on Nexus. Notably
http://www.tesnexus.com/downloads/file.php?id=36545
http://www.tesnexus.com/downloads/file.php?id=35941 (though I've not seen this issue).
and a few others.

I wish someone would translate this mod to English: http://www.tesnexus.com/downloads/file.php?id=36831 ... it has better map marker labels, but I'm not sure if it reveals them all at once or not from what Google translate says.

As for BeeBee's leveling mod. I do appreciate the effort put into it and the BAIN packaging, but man so many choices. So I'm making asking Mr. BeeBee if he plans to change their names again in the next alpha. I'm ready to add them if not. If so then consider naming them similar names and using he description field of the esp for specifiers. If not I understand and will add a way. So let me know if any versions are pending.
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Tue May 03, 2011 4:05 am

Updated the masterlist to include the handful of new mods on Nexus. Notably
http://www.tesnexus.com/downloads/file.php?id=36545
http://www.tesnexus.com/downloads/file.php?id=35941 (though I've not seen this issue).
and a few others.

I wish someone would translate this mod to English: http://www.tesnexus.com/downloads/file.php?id=36831 ... it has better map marker labels, but I'm not sure if it reveals them all at once or not from what Google translate says.

As for BeeBee's leveling mod. I do appreciate the effort put into it and the BAIN packaging, but man so many choices. So I'm making asking Mr. BeeBee if he plans to change their names again in the next alpha. I'm ready to add them if not. If so then consider naming them similar names and using he description field of the esp for specifiers. If not I understand and will add a way. So let me know if any versions are pending.

Hi Psymon there will be more changes to the Leveling ESP once we have the Learning points sorted out but as to name changes the only one I wanted to change was the Learning_Point_Cost one & only because the name is so unwieldy.



The Learning_Points_Cost_By X10.esp & X100 will be going anyway once we figure out how to make the changes in the global player script.

I think that you would be OK to go with whatever version of Exponential Levelling Nehrim you want to try out.

There will be small changes made to it but all it will need is to replace the ESP.

I would go with the Moderate or hard version of the ESP Those have been well tested, & either the Map_Lvl_Info_Begone.esp which i'm reasonably certain will cause no issues in game, or the more extreme one that removes the location info as well. removing all of the location information may cause issues in game. I don't think it will but .

I would probably leave out the Learning points ESP as it will only work in a new game & will almost certainly be superseded by an entry in the Exponential ESP.

It is quite usable now & from here on in any changes made will only mean replacing the ESP Beebee



Hi Psymon, It's gone up on nexus now http://www.tesnexus.com/downloads/file.php?id=37547 .

I'm wondering about where to put in in a boss list. My guess would be fairly early as it only makes changes to the GlobalPlayerScript 2 Player settings & 2 of the settings FskillUseExp & FskillUseFactor.

The map date ESP's could also load early I think, but I'm open to advice on any of this.

The only thing that could really mess this up would be another mod that made changes to the GlobalPlayerScript & so far I haven't found any Beebee
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Andrea Pratt
 
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Joined: Mon Jul 31, 2006 4:49 am


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