Search found 24 matches
It was nice, playing Nehrim and hearing a language I don't speak. If there's English voice acting I'd play with that, but what I'd rather see as a priority over English voices is a full translation of in-game texts.
Okay, I was just wondering. I'm not currently playing Nehrim but when I go back to it that tells me that it's safe to mod in areas I previously thought might be expanded on in the future.
Will we see more updates for Nehrim, or should we see it as no longer being worked on?
It's really cool of you to release that. Hopefully others can get some good use out of it!
I'm really glad someone translated this; Google translate just wasn't cutting it the three times I tried to make sense of it.
As far as what's being said, the main plot sounds really interesting. As fin as the main plot in Nehrim was to follow, the best part about Nehrim was all of the places to ...
As far as what's being said, the main plot sounds really interesting. As fin as the main plot in Nehrim was to follow, the best part about Nehrim was all of the places to ...
Yeah, I've already played through the main quest once, I've just decided to replay and was wondering if I'd missed something. Thanks. Too bad I can't just go back and look around sometimes, though. What I suppose I really ought to do is go play Arktwend and see it in it's prime, eh?
Oh, thanks. 
But, your answer implies not after that? And do you leave from Waverock or Ostian?
But, your answer implies not after that? And do you leave from Waverock or Ostian?
I was wondering, is there any way to go back after you go there during the main quest? The route leading from Ostian says to Arktwend, but I never found anyone willing to take me.
So, I stopped playing Nehrim for a few months, but when I came back I noticed a reoccuring problem there the sounds of rain didn't play. It's because that esp overwrites some changes made by Nehrim. Anyways, I've put the fixed file up here. It's under the sky and weather section of graphics mods.
You're welcome, though I must admit, it was just as much for me and I would probably have done it anyways at some point.
Have you attempted to change the master of a darker nights mod for Oblivion to see if it works? I might look into it, because nights are pretty bright, however I don't promise anything as I'm working on my own mod right now.
Edit: I went on ahead and changed the master for Original Color Darker ...
Edit: I went on ahead and changed the master for Original Color Darker ...
In the statistics menu of your journal, there is a statistic for how many rare plants are found. Does this mean there is a way to track how many are eaten? Or any other attribute increases through the game, for that matter. They would need to be tracked and added on top of the formula I'm using. I ...
This is a mod I'd love to see done. It's my only real gripe with Nehrim, barring the fact that I can't read every single in game text. I would attempt it, however I have no idea how it could be done and have no idea on how to script anything. I make no promises that I will do it, however I'm going ...
Oh, thanks a lot. Now I feel kind of bad, though-- I could have found this myself had I been a bit more paitent.
I'll be sure to try that out. If it works, could I release my house mod with it?
Edit: No dice, man. When I try to activate the chest nothing happens, the name of the chest just fades out for a second like sometimes happens when you try to activate named objects that don't actually do anything ...
Edit: No dice, man. When I try to activate the chest nothing happens, the name of the chest just fades out for a second like sometimes happens when you try to activate named objects that don't actually do anything ...
Can it be done? I'm making a player home, and it would be nice if I could do that.
I looked at the script, though, and it looks like changes would have to be made to the scripts of each of the chests, but that would make it incompatible to other mods that messed with the chests; it would just become ...
I looked at the script, though, and it looks like changes would have to be made to the scripts of each of the chests, but that would make it incompatible to other mods that messed with the chests; it would just become ...
by evercharmer
30.11.2010 19:06
Forum: Modifications
Topic: Lighting settings
Replies: 1
Views: 1925
Northmarkers aren't essential, all they do is tell the game where north is in a particular interior. Without them, the compass doesn't always match when you enter the interior with when you leave it. I never noticed, because I'm using a HUD without a compass.
by evercharmer
30.11.2010 17:33
Forum: Modifications
Topic: TES IV files for Nehrim
Replies: 4
Views: 3215
I'm not entirely sure what you're asking. Do you mean unpacking the BSAs? There's a utility called BSA Unpacker that does that.
by evercharmer
30.11.2010 17:31
Forum: Modifications
Topic: Mod conversion requests
Replies: 105
Views: 89464
yes it would be very good & we might be able to use the shader plugin as well I think it needs COBL to work BB
Not likely without it being redone, though I don't know anything about this plugin. If we were to try to bring COBL to Nehrim, it would lose and gain features, some things like Tamrielic ...
Not likely without it being redone, though I don't know anything about this plugin. If we were to try to bring COBL to Nehrim, it would lose and gain features, some things like Tamrielic ...
Thanks, man. I must have missed that when downloading things for my vault.
Thought I'd post a picture, to see if anyone wanted the simple statusbars: http://imgh.us/109_hud.png
Thought I'd post a picture, to see if anyone wanted the simple statusbars: http://imgh.us/109_hud.png
