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Many try to open the Nehrim Files with the TES-CS from the Oblivion-Directory. But this is false!
The two files NehrimData.esp + Nehrim.esm are just placeholders with zero content. You have to proceed differently to modding Nehrim.

You need these two files from your Oblivion-Directory (I'm assuming, that you have the latest "TES-CS_vers.1.2.404" installed):
  • TESConstructionSet.exe
    ssce5432.dll
Copy this into the Nehrim Directory:
  • Nehrim\TESConstructionSet.exe
    Nehrim\ssce5432.dll
Now you can modding Nehrim with the TESConstructionSet.exe from the Nehrim-Directory.
Attention! The file NehrimData.esp should not to be loaded. It is not needed for modding and may later cause unnecessary troubles. Please only upload Nehrim.esm!

Original Post from Hoxyd:TES-Construction Set mit Nehrim nutzen
Oh, I just make a copy of my nehrim.esm and place it in the oblivion data folder, then when I launch the CS I just check nehrim.esm. Obviously this means I'm using a lot more space on my hard drive than is necessary, but I didn't know any other way to do it.

It also means I have to have the same textures and meshes(if the mod requires it) in both directories, so that it works when I stick the esp back into the Nehrim data directory. it's a long winded journey, but at least it works.
I don't know if it's been mentioned anywhere or how it was when this topic was created, but NehrimData.esp now contains the translations for magic effects.
Question - are those working in the English version supposed to load the English one too? (Especially if they are modding things later modified by the English version, such as books, descriptions, etc)

Trying to modify a race with new meshes is proving very difficult. Loading the textures and meshes causes TES:CS to be unable to 'find' them (even though browsing shows them there). Placing them instead in Oblivion's directory, TES will load them into the values, but FaceGen Data shows that the meshes are not loaded. :cry:
...these are Oblivion's original meshes, extracted long ago and then copy/paste in the relative folder. Should I re-extract ones from the Nehrim Meshes BSA...? It hardly seems viable.

NB: When loading the esps in the Construction Set, some files cannot be read. The word 'bash' is mentioned. I presume this may refer to Wyre Bash, which I could not use because the instructions were so strange and convoluted I figured it would be safer merely to not touch it.
Hi.

If you want an easy Wrye bash install go here: http://www.tesnexus.com/downloads/file.php?id=22368
Need both bash and python installers. No need for configuration or anything else. Straight forward installers.

edit: you mention Tes_cs but not Tes4Edit. Have you altered master to be Nehrim?

edit/edit: actually I'm confused now!!!
Question/tip - when firing up cs editor are you putting your x next to Nehrim or oblivion? Should be Nehrim.
Question - When you have started your new race i.e clicked create new or duplicate one thats already there and then clicked on body types etc to find meshes/textures. Where exactly have you put you meshes/textures? Mine always go into meshes/characters/mynewrace folder and textures/characters/mynewrace.
I copied the TES:CS *.exe and the repective *.dll file into Nehrim's folder. As for storage of textures and meshes - yes, I do exactly what you have done.
Further tweaking has shown the it can load TEXTURES, but NOT THE MESHES. Have no idea why.

Thanks for the link; I am looking at it now. (Wyre bash also apparently fixes my 'broken' magic, by which casting a spell gives my character a long-term GLOWING NIMBUS. I have found no mod to fix this, so hopefully WB can help.)

Have heard the phrase 'TES4Edit" but do not know what it means. Having googled it, it looks like some sort of add-on for the Construction Set...? Was never needed to use standard meshes with custom races before, but then again I was usually duplicating a race that had those meshes already rather than modifying one race to adopt another's. Should T4E be necessary for this?
Hi.

Tes4edit - use for such things as adding/changing master i.e from oblivion to Nehrim.
Or for helping you at the moment, load your race esp. Make sure Nehrim is the master. If not add Nehrim as master then use wrye bash to alter Oblivion master to Nehrim.
Tes4Edit will show which nifs and textures your race is actually using. Can see what is faulty or might need changing. Can manually edit locations from within Tes4Edit.

P.S only been teaching myself this stuff for the last 6 to 8 weeks.

Check the guide on this forum for converting mods to see how to install Tes4Edit correctly. I actually have 2 reg files on my desktop so I can swap it between Oblivion and Nehrim.

As for meshes, only meshes (nifs) you will see, will be for the head/eyes/hair etc. Not any body meshes, they come from the _male folder.
see Tes4edit below. Race I have half created, pinching bits from everywhere else.
[+]
TES4Edit
TES4Edit
I can't open the file with TES4Edit... the file is in Nehrim's folder, not Oblivions, and it read up neither Nehrim's esps nor mine.
Hi.

When you start TES4EDIT,what esm's and Esps is it showing you can load.

Enlarge screenshot below, shows what my TES4EDIT looks like at the start for my Nehrim install.
[+]
Tes4edit begin
Tes4edit begin
If Nehrim esm and esps are not there, you must check the guide on this forum for converting mods to see how to install Tes4Edit correctly. Tes4Edit needs a registry modification to work. Otherwise it looks in the Oblivion folder and not Nehrims.

edit: These meshes they do not happen to be hair/eye meshes by any chance? As these are added to the cs editor differently than body meshes.
If you want to, pm me with a detailed list of what you are trying to do. The meshes etc you are using and I can try it on my pc. Offering to help because I know how frustrating it was when I started a couple of months ago.
You can use TESGECKO to change MASTER FILE from Oblivion. esm to Nehrim.esm while you are in gecko Move Worldspace does come in handy at times Check which races you puting in under TES4EDIT example (00000907 = imperial race) under Nehrim is a ( Sound ) there are others that are Rocks check under Nehrim.esm BEFORE you put inany races.
Hello Nehrim fans and SureAI staff. First of all thanks for producing a fantastic game! I am currently on my third playthrough, and would like to share my story with you.
I was traveling over the frozen foothills, after cleansing a mist filled cave of its dangerous denizens, when I was waylaid by a duo of angry Hill Giants. Oh noes! Thankfully, I had my martial prowess and weapons to defend myself with, including the Staff of Nature from Sentinals' Legendary Armory which lets you command creatures. Now I had a duo of Hill Giants under my control! Pretty sweet buddy.
This got me thinking; was there a way to have a companion in Nehrim? I did a search, and found some pet mods like Maigrets' Satu Ra kitty cat, but he's no Hill Giant...so I looked up some of the mods for Oldblivion but there seems to be none for Nehrim.
The next step was to get the Construction Set and try making and placing a companion NPC in the environment. It worked in Oldblivion, but not Nehrim. SO! These are my questions.

1) Is there any kind of glitch, cheat or way to make a permanent command spell? Or can one be made in TESC and put in the game?

2) Can a NPC creature be controlled by the console use commands like placeatme, etc, and have their disposition modified by console?

3) Can someone please make a Nehrim version of Companion Share and Recruit or a similar mod? I have been reading a lot of forums about porting mods over from Oldblivion to Newrim but some of it can be hard to follow, and it seems like they can have a lot of scripts, locations, etc that seem to make them hard to port over. (CM Partners has all of their companions in bars etc that don't exist in the Nehrim world.) I can follow things if they are set out simply and thoroughly...TESC was fairly easy to suss but I'm no hacker and I don't want to mess anything up. I've had to re-install a couple of times and it is a bitch to have to put all the mods and animation nifs back. I don't like begging people to do stuff so it would be cool to learn how to do it myself, but you guys are the pros, si if anyone knows it's you.

4) Could someone tell me what programs to use (do I need wryebash or tes4edit? I have wryebash but it needs some python thing and I don't know which one to get. Recommendations?) or what steps to I should follow to create a companion in the Construction Set and place it in the Nehrim worldspace. Can I reprogram a Hill Giant as a companion character by opening him up in TESC and writing some script for him using what I know?

If anyone knows any other ways to get a team together to explore the beautifully planned and executed environments of Nehrim I know that I wouldn't be the only one to be grateful.
HELP ME SURE A.I KENOBI! I NEEDS ME A HILL GIANT ARMY!

P.S: I know this might not be the right forum but it won't let me make a topic without post replies a few times. Anyway, I want to learn more about TESC so it kind of fits.

P.P.S: I've got Wrye Bash 291 Installer Version from the link; do I get Wrye Python 03a as well? I get the same messages regarding 'bash' when I try to load things up in TESC. I also can't tick the box next to the Nehrim.esm, and like Karsciyin asked, do we also tick the box for the english version? It seems to make sense. I downloaded TES4gecko and will get TESedit if I have to, are they both fairly essential? So many questions, sheesh. Thanks for your patience!
I'm trying to get the CS to work with Nehrim, but the CS comes with the same message at startup saying it can't load the CTL file. When Oblivion is active I can start the CS without any problem without a CTL file, assuming that's the file extension. I have tried all of the above and the Nehrim ConstructionSet.ini file from NexusMods.

To my regret, nothing works!
The Construction Set seems to work only from the Oblivion directory. Moving the Nehrim files to the Oblivion directory and launching the Construction set from here is the way to go.
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13 posts • Page 1 of 1