I'm uninstalling Nehrim

Post » Wed Sep 01, 2010 12:58 pm

I'm uninstalling Nehrim and Oblivion so that I can start all over with a clean install and load my last save. Here I'm listing the mods and mod locations I intend to use to make Nehrim the best experience it can be for me. Please tell me if anything important is missing, something won't work, or mention something that would improve it greatly. My priorities are in this order: 1. Smooth gameplay / no stuttering 2. Combat 3. Graphics. Here is the list:

Oblivion Graphics Extender v2
This mod must be changed to list Nehrim.esm as the master file. When this is done it will not run with Nehrim but will load shaders ( I want SSAO )
http://www.tesnexus.com/downloads/file.php?id=30054

OBSE v0019b
Needed for Oblivion Graphics Extender and Deadly Reflex v5_0
http://obse.silverlock.org/

Official Patch v1.2.0416
Nehrim specifically needs this patch. If you only have Oblivion then use the Oblivion patch. If you have Shivering Isles also then use the Shivering Isles patch.
http://www.gamesas.com/eng/downloads_01.html

PyFFI v1.0.5 for Python 2.5.2
This is for removing unnecessary data from meshes that cause Oblivion to stutter as they are loaded. You will find it in the files section of this that page.
http://www.tesnexus.com/downloads/file.php?id=19911

Python 2.5.2
This is an older version of Python but it is needed to run PyFFI v1.0.5 and for the PyFFI automator coming up next.
http://www.python.org/download/releases/2.5.2/

PyFFI Optimized QTP3 Meshes - Fixed
An automated system for PyFFI'ing meshes for Quarl's Texture Pack III.
http://www.tesnexus.com/downloads/file.php?id=26756

................Quarl's Texture Pack III
................http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=2363
................Needed for PyFFI Optimized QTP3 Meshes - Fixed. You also need Quarl's Texture Pack III 1.3 patch found in the files section.

................Unofficial Oblivion Patch 3.2.0
................http://www.tesnexus.com/downloads/file.php?id=5296
................Needed for PyFFI Optimized QTP3 Meshes - Fixed. Does not do anything else for Nehrim.

................QTP3 UOP32 Compatibility Patch
................http://www.tesnexus.com/downloads/file.php?id=11261
................Needed for PyFFI Optimized QTP3 Meshes - Fixed.

Deadly Reflex v5_0
http://www.tesnexus.com/downloads/file.php?id=8273
For combat. Don't forget the Hotfix for Deadly Reflex v5_0 in the files section. Needs OBSE v0019b.

Nehrim - Deadly Reflex Patch
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=49323&id=6465
Allows Deadly Reflex v5_0 to work with Nehrim. This does not include the "Timed Block" .esp's. They need to be edited to change their master file to Nehrim.esm.

Nehrim [English Version], and the Nehrim 1.0.9.1 Patch
http://www.nehrim.de/dataEV.html
Prefers a clean install of Oblivion updated with the Official Patch v1.2.0416. Creates a separate directory for Nehrim.
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Kelly Osbourne Kelly
 
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Post » Wed Sep 01, 2010 11:23 pm

Why not use a newer version of Python and use PyFFI 2.1.7 instead? The optimizations are night and day there.
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JERMAINE VIDAURRI
 
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Post » Wed Sep 01, 2010 7:34 pm

Well, I use a ton of mods, but the only ones other than those listed I'd consider essential are http://www.tesnexus.com/downloads/file.php?id=23062 to make combat better and http://www.tesnexus.com/downloads/file.php?id=35454 to make the QTP better suited for the caves. Thankfully Nehrim doesn't need 240 different mods to be a good game. Oblivion Stutter Remover works with Nehrim too, you should get that.
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Doniesha World
 
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Post » Wed Sep 01, 2010 3:35 pm

Why not use a newer version of Python and use PyFFI 2.1.7 instead? The optimizations are night and day there.

The Python site says that the newer Python versions are not backward compatible, and the PyFFI automater wants a specific version of PyFFI. I haven't looked at the PyFFI readme yet, but it sounds intimidating and I don't want to do something that could ruin meshes. Is PyFFI easy to use? If so, then I am up to trying it to optimize meshes on my own.

Edit:
I'm also very stupid. In school I went as far a a B+ in Advanced Algebra and some Logic, but never ventured into Calculus or Trigonometry. Very frightening material imo.

Well, I use a ton of mods, but the only ones other than those listed I'd consider essential are Attribute-based and skill-based damage modifiers to make combat better and QTP3 Dark Cave Textures for Nehrim to make the QTP better suited for the caves. Thankfully Nehrim doesn't need 240 different mods to be a good game. Oblivion Stutter Remover works with Nehrim too, you should get that.

Ah, thanks for that. Yes, Nehrim does stutter when distant land is enabled. The real killers are the advanced options such as Water Reflects Everything. I will get the Oblivion Stutter Remover as you said.

Question:
I haven't gone far into Nehrim, just mission with Kim. Would you say that a converted Dungeon Actors Have Torches would be good for Nehrim? Or do evil actors already come with torches. I've seen one instance of a guard with a torch.
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Liv Staff
 
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Post » Wed Sep 01, 2010 5:10 pm

PyFFI has come a long way since you last used it, and that automator you're talking about has been obsolete for several versions. It's a very straightforward process no matter how you want to go about it. As simple as right clicking a folder and telling it to optimize. The last few versions skip all of the unsafe files so there's no need to worry about that either.
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claire ley
 
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Post » Wed Sep 01, 2010 9:43 pm

Oh, thank you. I had no idea! It's a bad habit I have to assume that everything is out of reach.

Okay, to add to the original topic:

Oblivion Stutter Remover 4.1
http://www.tesnexus.com/downloads/file.php?id=23208
Lessens the likelyhood of stuttering in Oblivion and works with Nehrim.

Python 2.7.1
http://www.python.org/download/
The latest version of Python as of this post. Needed for PyFFI. Disregard the older version in my first post.

PyFFI 2.1.7
https://github.com/amorilia/pyffi/downloads
Latest version of PyFFI as of this post. Disregard the older version in my first post.

Because I will be using the new PyFFI I no longer need PYFFI Optimized QTP3 Meshes - Fixed. So, does Nehrim need a Dungeon Actors Have Torches conversion?
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Emma Copeland
 
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Post » Wed Sep 01, 2010 6:17 pm

If you intend to be able to use Wrye Bash, you'd best stick with Python 2.6.x instead of 2.7.x.

I don't know if Nehrim needs a torch conversion or not. I haven't gotten around to trying to play it yet :)
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Lew.p
 
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Post » Wed Sep 01, 2010 8:57 pm

Okay. I'm going to do the installation process now. What am I going to do about the Nehrim Archive Invalidation problem? I'll just have to add things to the list manually for those mods then? I imagine that Deadly Reflex v5_0 has many meshes, but I'll see.
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Mrs shelly Sugarplum
 
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Post » Wed Sep 01, 2010 6:45 pm

Again please do check my thread on http://www.gamesas.com/index.php?/topic/1118767-nehrim-and-mods/ (I recall linking to it for you before) it covers archive invalidation as well.

archive invalidation invalidated is now natively available with Wrye Bash and if you prefer OBMM then use its BSA redirection - they both do the same thing and no need for lists. If not clear please ask and I'd be glad to help in more detail.
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Melung Chan
 
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Post » Thu Sep 02, 2010 1:46 am

Question:
I haven't gone far into Nehrim, just mission with Kim. Would you say that a converted Dungeon Actors Have Torches would be good for Nehrim? Or do evil actors already come with torches. I've seen one instance of a guard with a torch.


Not really necessary since most of the dungeons aren't dark enough. The ones that are don't tend to have normal bandits lurking around. It would probably just drop your frame rate with no real gameplay gain to be had.
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Jay Baby
 
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Post » Wed Sep 01, 2010 2:24 pm

Ah, but if someone, say I want to, were to make a Darker Nehrim Dungeons to compliment a Nehrim Dungeoners Have Torches, as well as increase the radius of the standard wander package and the frequency of it...

These are just thoughts for now, but AFTER a full playthrough and no new RPGs coming in the near future...
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Chloe :)
 
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Post » Wed Sep 01, 2010 3:22 pm

Ah, but if someone, say I want to, were to make a Darker Nehrim Dungeons to compliment a Nehrim Dungeoners Have Torches, as well as increase the radius of the standard wander package and the frequency of it...

These are just thoughts for now, but AFTER a full playthrough and no new RPGs coming in the near future...


Apart from, you know, the Elder Scrolls 5. 11 months isn't THAT long.

Would kill for that though. Some of the dungeons are already pitch black, and a http://www.tesnexus.com/downloads/file.php?id=35702 mod is already in beta release which, amongst other things, edits the wander packages of the NPCs in the game, so steps are already being taken. Albeit slowly.
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ijohnnny
 
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Post » Wed Sep 01, 2010 5:44 pm

11 months is an entire Winter quarter, Spring quarter, Summer, and Fall quarter for me at El Flunko University, with only a brief Dragon Age 2 to get me by until 11-11-11.

A side effect of Nehrim: So I have just installed a clean Oblivion, KotK, and SI and have forgotten to replace the Oblivion CD when I tried to run the game to generate a settings file. The following Windows XP prompt appeared:

Oblivion-CD wurde nicht gefunden.
Oblivion-CD einlegen.
[Retry] [Cancel]

Something that Nehrim [English Version] Uninstall does not clean up. So when you want to uninstall Nehrim, consider using a third party uninstaller such as Revo Uninstaller Pro.



Is there no fix to the Nehrim archiveinvalidation problem, or will I be adding everything manually to that file from now on? What will happen if I mistakenly reference a mesh that doesn't need invalidation because it is not replacing anything, only adding to?
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Georgia Fullalove
 
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Post » Wed Sep 01, 2010 6:54 pm

I must be on your ignore list.
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Amysaurusrex
 
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Post » Thu Sep 02, 2010 12:35 am

Sorry about that, Psymon. Your not on ignore, I'm a fast, impatient page scroller and missed your post. I'll check that topic now. I just finished PyFFI'ing the Oblivion - Meshes.bsa and here are the results:

659 MB Original File
629 MB PyFFI'd
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victoria gillis
 
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Post » Wed Sep 01, 2010 3:31 pm

Well I think I must have done something wrong .
I pyffi'd my Oblivion meshes with Pyffi 2.15 & my BSA went from 675,355 KB to 1,342,613.

I used toaster & I think I followed the instructions properly , but I am fairly certain that I stuffed up somewhere. The in folder in toaster is 1.33 GB & the out folder is 969 MG. Am I supposed to use compression when I rebuild the BSA ? I'm about to replace 2.15 with 2.17 .
I will then have another go & see if things come out differently, Beebee
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Lisha Boo
 
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Post » Wed Sep 01, 2010 2:07 pm

I forget if the Nehrim BSA is compressed. But no you do not need to compress it.

Test it first before starting over. Why not?
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Rachel Hall
 
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Post » Wed Sep 01, 2010 5:45 pm

I forget if the Nehrim BSA is compressed. But no you do not need to compress it.

Test it first before starting over. Why not?

Thanks Psymon my Question was off topic, I was pyffiing the Oblivion Meshes but I'd guess the same thing would apply there anyway Beebee
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Ellie English
 
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