Nehrim and Mods II

Post » Wed Mar 30, 2011 4:24 am

Hello,

Has there been an update for Deadly Reflex 6 for Nehrim? I can only find DR 5.
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Ana Torrecilla Cabeza
 
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Post » Wed Mar 30, 2011 5:00 am

I'm looking at the settings in the Nehrim ESM looking at changes they have made.
Does anyone know what effect this setting would have in game FAIEscortWaitDistanceExterior ?
There is no information on it in the Construction Set Wiki & in the Nehrim ESM the Interior & Exterior setting are identical. It may not have any impact at all but I would like to know what effect this change might have in game Regards Beebee
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Sylvia Luciani
 
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Post » Wed Mar 30, 2011 11:33 am

Hi Psymon, I tried to load ELN "Exponential Levelling Nehrim" today, with Bain using the folder structure I had created :sadvaultboy:. It didn't work at all none of the ESP's Loaded :toughninja: . So much for my understanding of Bain. Although the Textures folder I had created works fine.

I went back into my File & created a series of Zips for each of the ESP's & changed my readme's to reflect this change. I am getting used to Bain & have about half my mods loaded now with minimal fuss.

But assembling mods for Bain is another matter! For the moment I'm going to put the Zipped version up on Nexus but if you could take a look at it & tell me what I need to change to make a proper Bain of it I would be most greatfull Beebee
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Darlene DIllow
 
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Post » Wed Mar 30, 2011 11:03 am

Yeah I've been meaning to point that out as well as add to BOSS masterlist.

Spent the last couple of days moving installations and uninstalling/reinstalling for my new set of hard drives. So distracted. Plus real life contains much less slack now.

Unfortunately I don't know why the latest version can't be read when the previous versions could.

I simply extracted and rezipped with a different name and it worked. I prefer updates to mods that are BAIN packaged to be named the same so Nehrim Exponential Leveling-BAIN is what I will repackage with anyway. It makes updating what is installed much simpler as you can then anneal in/out the differences.

I've had issue with previous versions of BAIN and archives that were marked read only, but that does not seem to be the case here.
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Madison Poo
 
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Post » Wed Mar 30, 2011 3:28 pm

Yeah I've been meaning to point that out as well as add to BOSS masterlist.

Spent the last couple of days moving installations and uninstalling/reinstalling for my new set of hard drives. So distracted. Plus real life contains much less slack now.

Unfortunately I don't know why the latest version can't be read when the previous versions could.

I simply extracted and rezipped with a different name and it worked. I prefer updates to mods that are BAIN packaged to be named the same so Nehrim Exponential Leveling-BAIN is what I will repackage with anyway. It makes updating what is installed much simpler as you can then anneal in/out the differences.

I've had issue with previous versions of BAIN and archives that were marked read only, but that does not seem to be the case here.

It seemed to extract it alright & gives me a list of what's in it, but doesn't list the Sub-Packages or install any of the ESP's.
You said that the earlier version worked so I will have a look to see if Ii can see any differences. Beebee

Iv'e run into another issue Jog's NIE "Nehrim Interface Extension" also makes changes to the Global Player Script & if loaded after mine overrides my changes & the reverse I would expect . I hadn't noticed any problems in game though the changes he has made to the levelling interface still seem to be in place. I have messaged him on the SureAI & will see what he has to say about the issue in the meantime I would recommend loading my mod after his Beebee
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Tai Scott
 
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Post » Wed Mar 30, 2011 11:46 am

Hi I have just uploaded A new version of Exponential Levelling Nehrim for use with Progress http://www.tesnexus.com/downloads/file.php?id=38191 & progress for Nehrim http://www.tesnexus.com/downloads/file.php?id=38189

Tejon's progress does a much better Job of addressing the Issue of skills & mercantile than my paltry efforts.
I have modified the Ini to remove all of the training & levelling References & the ProgressGSD.ESP to remove the training entries.

I have been using it in game & it seems to be working quite well so far .

I am about to upload The Nice Ones Real Sleep Extended for Nehrim I just need to get a final OK from Him. I think most of the kinks have been Ironed out & It is working well in my test game Regards Beebee

The Latest version of Progress for Nehrim is the final Version unless there are issues. Its working fine & has all settings not applicable in Nehrim removed from The ESM the ESP's & the INI files. I will leave the older versions up for a few days just in case but I think this one is finished unless Tejon decides to update it, Regards Beebee
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Franko AlVarado
 
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Post » Wed Mar 30, 2011 11:56 am

Zornac has asked me to see if I can find someone who would like to take over development of has mod Nehrim Improvement http://www.tesnexus.com/downloads/file.php?id=35702 as he no longer has time to work on it.

I have had a look & it's way beyond my abilities. I will ask Zornac to make an announcement himself as I have seen to many problems arise on here about authorship Beebee
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Liv Staff
 
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Post » Wed Mar 30, 2011 2:58 am

I have been asked by the Nehrim Devs If I would l like to help with the English Mod List I said yes, but recommended you Psymon as much better qualified for the job :wink_smile:.

I think it might already be to late in the day anyway. I'm not sure if there is anyone else interested in modded Nehrim other than you & me :sadvaultboy:

I often feel that I am just making mods for myself, but I don't play because I'm to busy Making or adapting mods to actually play the game :violin:.

On another note Oblivion modding is not quite dead witness the excitement about Liquid Water it's not over yet either :intergalactic: ..

A collection of mods most not on the list I have put together




Armourers advantage: http://www.tesnexus.com/downloads/file.php?id=26288 : Needs master reassigned to Nehrim : Loads OK but I haven't been playing enough to know if it's actually working

Better Timed Blocking : http://www.tesnexus.com/downloads/search.php : Needs master reassigned to Nehrim

Exponential Levelling Nehrim (ELN) : http://tesnexus.com/downloads/file.php?id=38191 : Ready to go : This version is for use with Progress & conflicts with NIE it overwrites the NIE level up messages but it not really reverent for users of the English version of Nehrim

Hand-to-Hand for Nehrim: http://tesnexus.com/downloads/file.php?id=34887 : Ready to go : Makes hand to hand a viable option in Nehrim as there are no hand to hand trainers

Kurtee Auto Save & time : http://www.tesnexus.com/downloads/file.php?id=22136 : Ready to go : Will work well with Streamline to give you at least some of the bells

Map Location & level Information Removal is packed with ELN : : ready to go but only use one of the ESP's : it removes the you are here & what level you should be to be Here messages from the hud

Nehrim Interface Extension : http://www.sureai.de/forum/viewtopic.php?f=86&t=3057 : Ready to go : an essential mod a great improvement to the interface Has Minor conflicts with ELN load ELN later in your mod list

Nehrim New rune spells : http://www.tesnexus.com/downloads/search.php : Ready to go : changes the runes you find to more interesting variants

Progress Nehrim : http://www.tesnexus.com/downloads/file.php?id=38189 : Ready to go final Version unless Tejon's does an update

Sneaking Detection Recalibrated : http://tesnexus.com/downloads/search.php : Needs master reassigned to Nehrim : Highly recommended works almost out of the box is highly configurable

Streamline 2.1 : http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2684 : Needs master reassigned to Nehrim : Download both files & replace the 2.0 esp with the 2.1 & reasign the Master to Nehrim it doesn't have all the bells & whistles of 3.1 but does a good job of controlling your frame rates, & with auto save & time will get you bye.

The Holy Hand Scythe of Antioch whN-HHSOA : http://tesnexus.com/downloads/search.php : Ready to go : Harvesting mod for Nehrim works well.



The Nice Ones real sleep extended is ready to go I just need permission to upload it. It is now up on the Nexus http://www.tesnexus.com/downloads/file.php?id=38266 & works as intended .


& i have a new version of ELN in the wings just waiting for JOG's OK & it loads into the Bash Patch !


Regards For now Beebee
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NO suckers In Here
 
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Post » Wed Mar 30, 2011 1:30 pm

Are you saying these mods will work with Nehrim or that you will be making them work? Certainly other than those listed in post three I've not kept up with anything other than your updates.

Would you like to be able to update the Nehrim BOSS list? If so contact the devs listed in the BOSS thread op.

I'd be happy to share that responsibility as I'm kinda flaky anymore.
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Helen Quill
 
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Post » Wed Mar 30, 2011 1:50 pm

Are you saying these mods will work with Nehrim or that you will be making them work? Certainly other than those listed in post three I've not kept up with anything other than your updates.

Would you like to be able to update the Nehrim BOSS list? If so contact the devs listed in the BOSS thread op.

I'd be happy to share that responsibility as I'm kinda flaky anymore.


Yes all of them a working with a few caveats that I have listed.
Maintaining the boss list :sadvaultboy: wow.

I was about to ask for your help to sort mine out, it's getting quite long now & I have no idea about load order & most of them aren't on the existing list.

I am almost finished with a version of Weapons Rebalanced Nehrim with enhanced Bows & arrows.

I have increased the bow damage to 50% and the arrow by 150% or worded another way as I get confused by maths. by Bows by 1/2 & arrows 3 times. I have also increased the speed & value of arrows iron & steel stays almost the same steel is a little faster though & from there on they go up in speed & value Daedric are now both really expensive & fearsome.

I had a look at a few other mods that people had made & most of them were way over the top. This with Marksman challenge, Phitts Phighting Phixes, kertee's & actors can miss will make for a more interesting & dangerous game. well at Least till some one successfully ports Dukes.

I grow more enamoured of Bain ever day. I love the way it handles changes you have made in ESP's INI files & such. I'm beginning to really enjoy the control it gives you.

I still haven't heard anything back from JOG about NIE. I am temped to just upload the file. I'm only using a few lines of his code & only to make my mod play better with his. I don't think he logs on very often any more either but I will wait another few days for an answer Regards Beebee

Christ I thought I had lost this just tuched something on my mouse & message disappeared I will post before anything else happens
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Lyndsey Bird
 
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Post » Wed Mar 30, 2011 3:58 pm

Yes all of them a working with a few caveats that I have listed.
Maintaining the boss list :sadvaultboy: wow.

Not sure how to interpret that sad little vault boy.

It is not that I don't like Nehrim anymore (or Fallout3 or Oblivion) - I just don't have as much time anymore. Logging on to here in the background while writing reports at home is one thing. Actually having time to play and wrangle mods is another.

That is why I've not been up on it.

But you seem to have that fire and time more than I do right now. It is actually not hard to do ... just install the tortoise thing and get an email permission from the devs. The overall load order logic has been really mapped out with the Oblivion masterlist over the last few years and I did my best to edit that down too. The sections tell you pretty much what the best locations are.

But also - if I didn't update - who would miss it? So far I'm guessing it would mostly be you.

Anyway - congrats on getting more mods working with Nehrim.

Wish the day had 6 extra hours to play all these mods.
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Emily Graham
 
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Post » Wed Mar 30, 2011 6:52 am

Not sure how to interpret that sad little vault boy.

It is not that I don't like Nehrim anymore (or Fallout3 or Oblivion) - I just don't have as much time anymore. Logging on to here in the background while writing reports at home is one thing. Actually having time to play and wrangle mods is another.

That is why I've not been up on it.

But you seem to have that fire and time more than I do right now. It is actually not hard to do ... just install the tortoise thing and get an email permission from the devs. The overall load order logic has been really mapped out with the Oblivion masterlist over the last few years and I did my best to edit that down too. The sections tell you pretty much what the best locations are.

But also - if I didn't update - who would miss it? So far I'm guessing it would mostly be you.

Anyway - congrats on getting more mods working with Nehrim.

Wish the day had 6 extra hours to play all these mods.

Yes I think your probably right about the number of users :cryvaultboy: & it looks like I will have to have a go at it. With Boss I have always been a user not a maker, but that was true for me not that long ago for modding as well, so I suppose I had better learn about load order as well, What exactly is the tortoise thing? Oh Real sleep extended for Nehrim is now up on the Nexus http://www.tesnexus.com/downloads/file.php?id=38266 & works as intended in game Beebee
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jenny goodwin
 
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Post » Wed Mar 30, 2011 3:11 pm

Contact WrinklyNinja - he got me started on it and set up my account. Gave me the links for the tortoise thing ... http://tortoisesvn.net/

Very helpful guy ... for a ninja.
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sophie
 
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Post » Wed Mar 30, 2011 11:14 am

@ Psymon
Quote: "But also - if I didn't update - who would miss it? So far I'm guessing it would mostly be you."
Please don't feel that way. I read on here a lot more than post. I have read a lot of your stuff. While I don't understand everything, I still learn from your discussions. There are probably many others just like me also.
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Hilm Music
 
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Post » Wed Mar 30, 2011 6:59 am

Nah - I was more commenting on the lack of any activity on the thread except for BeeBee.

It is a pretty nich interest for a specific section of mods for a game that is 5 years old, so not so bad.

Gosh with all this http://www.gamesas.com/index.php?/topic/1185197-a-public-thanks-to-psymon/ lately - that makes me feel uncomfortable. Need to start making inflexible proclamations and rants containing extraneous verbiage.

I'm slippin :lol: :chaos:
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mollypop
 
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Post » Wed Mar 30, 2011 6:05 am

Are there other people working on mods for Nehrim?
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Anna Beattie
 
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Post » Wed Mar 30, 2011 3:51 am

Hi all, It's been a couple of weeks sense my last post. I had a demoralizing stuff up in my Nehrim install & went away to do other things for a while .
I was almost at the point of sorting out load order & start playing, when this happened http://imageshack.us/photo/my-images/219/oblivion201105072039476.jpg/.
This was the mod list before it fell over & as I'm going to be using most of the mods that are on it any advice on load order will be appreciated
Spoiler
Active Mod Files:00  Nehrim.esm01  Progress.esm  [Version 01]02  NehrimData.esp03  NehrimEnglish.esp04  Nehrim Improvment.esp05  NehrimSneakFix.esp06  NWRMBAD.esp07  Duke Patricks - Who Goes There.esp  [Version 01]08  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 01]09  Duke Patricks - Actors Can Miss Now.esp0A  Immersive Combat Music.esp  [Version 01]0B  Rainbows.esp0C  PTFallingStars.esp0D  QZ Easy Menus.esp0E  Side's EAX Control.esp  [Version 01]0F  Display Stats.esp  [Version 01]10  whN-HHSOA.esp11  RefScope.esp  [Version 01]12  Streamline 2.1.esp13  FastEquippingNehrim.esp14  DropLitTorchOBSE.esp  [Version 01]15  FastRoasting(EN).esp16  kuerteeInventoryIsABackpack.esp++  Nehrim_Bigger_Bears_and_Smaller_Foxes.esp17  NIE.esp18  HUD Status Bars.esp  [Version 01]19  Toggleable Quantity Prompt.esp  [Version 01]1A  Spell Delete.esp1B  kuerteeAutoSaveAndTime.esp1C  kuerteeCleanUp.esp1D  CleanQuit.esp1E  Map_Lvl_Info_Begone.esp1F  Nehrim - New Rune Spells.esp20  Nehrim Bonegrinder.esp21  Lightweight Potions.esp  [Version 01]22  Realistic Sneak for NPCs.esp  [Version 01]23  ZumbsLockpickingMod - OBSE.esp24  Enhanced Grabbing.esp  [Version 01]25  BetterBlocking.esp  [Version 01]26  RealSleepExtended.esp  [Version 01]27  kuerteeAttributeAndSkillBasedDamageModifiers.esp28  marksman_challenge_alpha5.esp29  martial.esp2A  Phitt's Phighting Phixes.esp2B  Attribute_steps.esp++  Initial_Glow-all.esp2C  Nehrim - Refractionless Chameleon.esp2D  OBGE - Liquid Water Nehrim.esp2E  MIS Low Wind.esp2F  MIS New Sounds Optional Part.esp30  ClaimThatInterior.esp31  Armorer's Advantage.esp32  kuerteeDetectLifeEffectNightEyeShader.esp33  Enchanted Hands.esp34  Useful Houses.esp  [Version 01]35  ProgressMBSP.esp  [Version 01]36  ProgressArmorer.esp  [Version 01]37  ProgressRBSP.esp  [Version 01]38  ProgressGSD.esp  [Version 01]39  ProgressMercantile.esp  [Version 01]3A  ProgressSBSP.esp  [Version 01]3B  Sneaking Detection Recalibrated.esp3C  Creature Damage Fix.esp  [Version 01]++  ELN_M_D.esp3D  Bashed Patch, 0.esp


I uninstalled the last few mods I had added but it made no difference.

After that I started slowly removing mods 1 by 1 . I have deactivated almost half my mod list, & still have that great big hole in the ground.
Iv'e given up on that install for the moment, & " Thanks to mTes 4" started building a new one with bain only, no OBMM, as it seems that almost everything can be installed without OBMM now & this gives me one less thing to worry about.

This time I'm really taking my time & trying to sort out load order as I go. I have started with the tools & after that debacle' I'm going to leave out all Textures & meshes Mods & stick with game play stuff, well except for OBGE & liquid water that is.

PS Is there a proper way to uninstall OBMM? all I did was delete the exe the launcher & the OBMM folder. Is there a better way to uninstall it ? Beebee

Regards Beebee
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Isabella X
 
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Post » Wed Mar 30, 2011 3:56 am

I'd bet money it is OBGE water. That issue was reported with Nehrim already.

Don't forget that with such things as missing ground - saving in an isolated cell and at best prior to loading the cell with the missing land is best when deactivating/reactivating mods.

Also a cell respawn alone may fix it.

And since it is shader related - try removing the shaders too when testing.
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Kahli St Dennis
 
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Post » Wed Mar 30, 2011 1:38 am

I'd bet money it is OBGE water. That issue was reported with Nehrim already.

Don't forget that with such things as missing ground - saving in an isolated cell and at best prior to loading the cell with the missing land is best when deactivating/reactivating mods.

Also a cell respawn alone may fix it.

And since it is shader related - try removing the shaders too when testing.


Hi Psymon removing the shaders didn't work either. I think i will continue with my current path & do a new & more careful install & I will regretfully go back to the pre water shaders as well just in case, Beebee

How do I find an isolated cell in Nehrim? it all seems to be in one cell. Or is it enough to go into an interior ? Regards Beebee
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!beef
 
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Post » Wed Mar 30, 2011 12:36 am

Yes interior is fine - better to be alone in it just in case there is an off chance of what your adjusting effects the NPC your near.
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Jessica Nash
 
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Post » Wed Mar 30, 2011 12:49 pm

Hi Psymon, well it turns out to be something completely unexpected to me anyway ! More Immersive Sound Edited_v10 the optional ESP MIS New Sounds Optional Part.esp. It does have a script that is Tamriel specific & it has some butI can't see anything that should have this effect. I can easily do without it anyway Regards Beebee
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Chris Guerin
 
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