Post Reply
58 posts • Page 2 of 3
Toggleable Quantity Prompt has been updated for Nehrim!
http://tesnexus.com/downloads/file.php?id=12859

W00t!
Re: Mods for Nehrim
Post by TheHawk »
[quote="GKalian"]Well, Nehrim is made on Oblivion's platform so, we can make mods. I just did convertion for Nehrim - Xenius Race Compilation.

Image Image Image

Main files
Nehrim .esp

Hope, you'd like it.

P.S. Maybe someone else did something?
I can try to make some smalll requests, by the way. Only clothes/armor/weapon.[/quote

Enjoyed playing some of these when tried out the German version of Nehrim. Unfortunateley because of their starting stats and extras it made the game far too easy. It would be great if someone could work out how to balance them for Nehrim.
Re: Mods for Nehrim
Post by scott100 »
jibbered wrote:
would it be possible to convert the quietfeet mod for Nehrim? I get some serious stuttering when I get attacked by animals
Just turn the footsteps distance down in the ini, that's what I did and it works fine. :wink:
Re: Mods for Nehrim
Post by Vendayn »
Since I don't want to make a new thread just for this...


how do I get the high rez skin textures to work?

Here is what I did, maybe I did something wrong.

Downloaded the regular HGEC mod. Moved one of the lower body mesh folders into Nehrim data folder. Moved the normal upper body mesh folder into Nehrim's data folder.

I then put part 1 and 2 of the default package folder into one thing. I then moved ren's mystic elf files into the default package folder. Afterwards I used the install tool. I only selected Ren's Mystic Elf (tattooed) option. I then set the file to go to: E:\Games\SureAI\Nehrim\Data

I go to make my character, and it "almost" works...I get the unclothed body. BUT, I don't get any of the high resolution textures (the textures are low res), or the tattoos.

Did I miss a step somewhere? One thing I noticed was there was no default character folder in any of the data folders. No race folders or anything, but maybe thats just the mod and all thats in the .esm or something?

In any case, I almost got it working, but only like 75% of it.
Re: Mods for Nehrim
Post by micalov »
The mystic elf charactor the player can use does not use the tatooed mystic elf, it uses the non tatooed which is a different folder.

The elf folder for textures is Data\Textures\characters\Ren\ren_mysticElf\female and the tatoed would proberly be installed to \Data\Textures\characters\Ren\ren_mysticelf_tt01
Re: Mods for Nehrim
Post by Vendayn »
I can use the tattooed version though, right? Saw a screenshot of one being used.

This is where the tattooed version is installed to.

E:\Games\SureAI\Nehrim\Data\Textures\Characters\Ren\Ren_MysticElf_tt01\Female

I also have files it appears in \Ren\Ren_MysticElf_tt01

Maybe I moved some files over wrong? But it doesn't appear to work fully. I tried installing the non-tattooed version too, and I get the same problem.

The face textures that came with the mod don't work either.

So I must be doing something wrong. Hmm...
Re: Mods for Nehrim
Post by micalov »
Copy the files from "Ren_MysticElf_tt01" folder to "Ren_MysticElf"

if its still not working try updating your archive invalidation txt file with
textures/characters/ren/ren_mysticelf/female/renfootfemale.dds
textures/characters/ren/ren_mysticelf/female/renfootfemale_n.dds
textures/characters/ren/ren_mysticelf/female/renhandfemale.dds
textures/characters/ren/ren_mysticelf/female/renhandfemale_n.dds
textures/characters/ren/ren_mysticelf/female/renlegfemale.dds
textures/characters/ren/ren_mysticelf/female/renlegfemale_n.dds
textures/characters/ren/ren_mysticelf/female/renupperbodyfemale.dds
textures/characters/ren/ren_mysticelf/female/renupperbodyfemale_n.dds
Re: Mods for Nehrim
Post by micalov »
actualy i know the problem, the high res skinset just uses one complete footfemale file forgot so you need to go into CS and set the other parts to use it, what i did. Give me 5 ill make you an ESP to do it if you want.
Re: Mods for Nehrim
Post by Vendayn »
I would be very grateful if you did that. :) I know nothing about modding or anything, or how I would go about doing that.
Re: Mods for Nehrim
Post by micalov »
K just install the tatooed elve highres skin set add the ESP to nehrim datafile, activate it AFTER nehrim english in the nehrim launcher and should work, set the half elves to use tatooed skin but it will make the half elve female npcs the same.
Attachments
skinset.jpg
Tatooed Elves.esp
(3.23 KiB) Downloaded 376 times
Re: Mods for Nehrim
Post by Vendayn »
I added that stuff to the archive text file.

The .esp didn't seem to work. But, after adding the lines to the archive file, I got the non-tattooed version to work on my character. Though with the .esp active, it reverted back to the low-res. So I must be missing something for the tattoos.

I'm actually fine with non-tattooed version, I kind of like it better after seeing it in-game.

Thanks for the help. :)
Re: Mods for Nehrim
Post by micalov »
hmm maybe your using a different high res skin set then the one i was thinking then, least you got it fixed though :D
Re: Mods for Nehrim
Post by Vendayn »
Well, actually...not totally fixed.

Without clothes=normal
With clothes=I get a big purple texture that covers the body (excluding the hands/legs/feet/head)
With your .esp active=with clothes it isn't bugged, but body isn't fully right

This is in my archive file:
textures/characters/ren/ren_mysticelf/female/renfootfemale.dds
textures/characters/ren/ren_mysticelf/female/renfootfemale_n.dds
textures/characters/ren/ren_mysticelf/female/renhandfemale.dds
textures/characters/ren/ren_mysticelf/female/renhandfemale_n.dds
textures/characters/ren/ren_mysticelf/female/renlegfemale.dds
textures/characters/ren/ren_mysticelf/female/renlegfemale_n.dds
textures/characters/ren/ren_mysticelf/female/renupperbodyfemale.dds
textures/characters/ren/ren_mysticelf/female/renupperbodyfemale_n.dds

I think it has to do with the

footfemale0-4

Because I don't have any upperbodyfemale.dds files. And they are not anywhere in the .zip file either, only the foot.dds files. I've used the installer too, but heh.

Strange it works without clothes though...but with clothes it doesn't.

(edit)

Could you make an .esp version out of the non-tattooed one? I think I have better luck with that. Since it works without clothes, maybe I'm missing something for it to work with clothes on.
Re: Mods for Nehrim
Post by micalov »
Non tatooed version
Attachments
HR Elfs.esp
Elves using default n tattoed with all parts assigned to footfemale.dds
(3.21 KiB) Downloaded 352 times
Re: Mods for Nehrim
Post by Vendayn »
thanks :) that worked :)
Re: Mods for Nehrim
Post by micalov »
Kool, glad you finaly got it sorted this time :D
Re: Mods for Nehrim
Post by Scooby_Doo »
einnashe wrote:
Maigrets wrote:
I'll also more than likely be making some animal companions like I did for Oblivion if anyone is interested. Otherwise I'll have my own critter companions as I don't use any others. :)
I might try to make a CM Partners-esque companion framework. The wilderness in Nehrim feels remote and isolating enough that it might be fun to have somebody to get lost with.
Please do! I feel so along without a few companions. BTW CM Partners does come with an esm file so that should help. Also there's a obse mod that allows you to hotkey partners actions (wait, harvet, follow...etc) that should be converted to (I think that one doesn't use any oblivion stuff).
Re: Mods for Nehrim
Post by einnashe »
Scooby_Doo wrote:
einnashe wrote:
Maigrets wrote:
I'll also more than likely be making some animal companions like I did for Oblivion if anyone is interested. Otherwise I'll have my own critter companions as I don't use any others. :)
I might try to make a CM Partners-esque companion framework. The wilderness in Nehrim feels remote and isolating enough that it might be fun to have somebody to get lost with.
Please do! I feel so along without a few companions. BTW CM Partners does come with an esm file so that should help. Also there's a obse mod that allows you to hotkey partners actions (wait, harvet, follow...etc) that should be converted to (I think that one doesn't use any oblivion stuff).
The CM Partners esm is dependent on Oblivion.esm. I tried converting it but I'd still need to mess with the scripts and if I'm messing with the scripts I might as well do it from the ground up so I know where any errors are coming from.
Re: Mods for Nehrim
Post by Scooby_Doo »
einnashe wrote:
Scooby_Doo wrote:
Please do! I feel so along without a few companions. BTW CM Partners does come with an esm file so that should help. Also there's a obse mod that allows you to hotkey partners actions (wait, harvet, follow...etc) that should be converted to (I think that one doesn't use any oblivion stuff).
The CM Partners esm is dependent on Oblivion.esm. I tried converting it but I'd still need to mess with the scripts and if I'm messing with the scripts I might as well do it from the ground up so I know where any errors are coming from.
I was looking through it to, and yes I see it uses oblivion.esm (looks like it uses some rings or something like that). If we could extract the scripts and dialog and provide the extras through nehrim.esm instead...
Re: Mods for Nehrim
Post by einnashe »
Scooby_Doo wrote:
einnashe wrote:
Scooby_Doo wrote:
Please do! I feel so along without a few companions. BTW CM Partners does come with an esm file so that should help. Also there's a obse mod that allows you to hotkey partners actions (wait, harvet, follow...etc) that should be converted to (I think that one doesn't use any oblivion stuff).
The CM Partners esm is dependent on Oblivion.esm. I tried converting it but I'd still need to mess with the scripts and if I'm messing with the scripts I might as well do it from the ground up so I know where any errors are coming from.
I was looking through it to, and yes I see it uses oblivion.esm (looks like it uses some rings or something like that). If we could extract the scripts and dialog and provide the extras through nehrim.esm instead...
Most of the rings are just tokens, those are fine. The scripts are the bigger problem because many of them are deeply integrated into Oblivion or function in ways that just won't work in Nehrim. That's why I'm saying it might be simpler to redo it from the ground up, with an interface mirroring that of CM Partners so companion esps can be converted easily, and if Cutthroat Mods decides to do a proper CM Partners conversion then someday then that's their prerogative.
Post Reply
58 posts • Page 2 of 3