einnashe wrote: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.Scooby_Doo wrote: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...einnashe wrote: 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.
Hi.
Do not use companions myself, but saw your topic and thought I would add that there is another companion mod called CompanionShareRecruit (CSR).
This can force any NPC in the game to become a companion.
Same as other mod, the scripting crashes the mod. Just did a quick conversion,(no rings etc needed in this mod) and get as far as the recruit script and it crashes. In CS editor it shows about 30 unresolved scripts, but it comes with its own esm. So, if someone was good with the cs they might be able to find corresponding scripts and change it over. Just a thought. Hope it adds to your discussion.
Do not use companions myself, but saw your topic and thought I would add that there is another companion mod called CompanionShareRecruit (CSR).
This can force any NPC in the game to become a companion.
Same as other mod, the scripting crashes the mod. Just did a quick conversion,(no rings etc needed in this mod) and get as far as the recruit script and it crashes. In CS editor it shows about 30 unresolved scripts, but it comes with its own esm. So, if someone was good with the cs they might be able to find corresponding scripts and change it over. Just a thought. Hope it adds to your discussion.
Scooby_Doo wrote:I thought most of the scripting stuff was part of the oblivion.exe file (or in some cases obse).
Anyway, I've succeeded in copying the CM Partners.esm interface and converted a companion NPC to work with it with minimal difficulty. Now to add the back end.
einnashe wrote:The scripting engine itself is part of oblivion.exe and obse, but the scripts themselves contain references to objects in esm/esp files. So for example, a script might say, "if the player is wearing this helmet, display this message." But we can't just convert that because that helmet doesn't exist in Nehrim, right? So you have to replace it with a reference to an analogous object, but an analogous object doesn't necessarily exist. And then you scroll down and realize there are 30 or 40 such references for every helmet in Oblivion, and you realize you're going to need to change the script itself so much that you might as well do it from scratch.Scooby_Doo wrote:I thought most of the scripting stuff was part of the oblivion.exe file (or in some cases obse).
Anyway, I've succeeded in copying the CM Partners.esm interface and converted a companion NPC to work with it with minimal difficulty.
Now to add the back end.
BTW offtopic are they having troubles with the forum? I log in but then it automatically logs me back out. Took several minutes just to be able to post.
Scooby_Doo wrote:einnashe wrote:Scooby_Doo wrote:BTW offtopic are they having troubles with the forum? I log in but then it automatically logs me back out. Took several minutes just to be able to post.
I've got the basic functionality down. I've found that some of the scripts won't even compile in CM Partners itself and I have no idea why they worked in the first place, so I definitely have to fill stuff in as I go. I'll release something like an alpha/early beta onc the inventory and recovery scripts are working.
einnashe wrote:I've been having trouble connecting at all. Good to know it isn't just me.Scooby_Doo wrote:einnashe wrote:
I've got the basic functionality down. I've found that some of the scripts won't even compile in CM Partners itself and I have no idea why they worked in the first place, so I definitely have to fill stuff in as I go. I'll release something like an alpha/early beta onc the inventory and recovery scripts are working.
Oh ya a couple things to not forget, by default when you tell your companion to teleport, they will return to the market district of the imperial city, might want to change that. There was something else but I've forgotten now
Scooby_Doo wrote:Try using Internet explorer, of the three that seems to be the only one that remembers me. BTW hows progress going? I'm starting to build some companions for it. Is there a way to export and reimport faces from one mod to another (i.e. from an oblivion companion to a nerhim companion [assuming their both the basic human])?
Oh ya a couple things to not forget, by default when you tell your companion to teleport, they will return to the market district of the imperial city, might want to change that. There was something else but I've forgotten now
Converting mods should just be a matter of removing any Oblivion.esm dependencies from the esp and renaming the master entry to Nehrim.esm. Just make sure the race is a duplicate of the original so it'll be contained in the esp. I've made the partner interface itself identical to CM Partners (even though the scripting itself is different) so it shouldn't be a problem, though when I tested it myself the character face was screwed up so I might have to look at that.
It's almost ready for a beta release, but I still need to write a recovery script in case somebody does something stupid like leave the companion someplace inaccessible and I still need to test it with multiple companions.
Does "Actors in Charge" have to be converted?
I tried to do it myself, but I just can't get anything out of it. Could someone do it for me?
Edit: Ah, sorry! This was supposed to go into "mod conversion requests". If a moderator sees this post, please delete it.
I tried to do it myself, but I just can't get anything out of it. Could someone do it for me?
Edit: Ah, sorry! This was supposed to go into "mod conversion requests". If a moderator sees this post, please delete it.
einnashe wrote: It's almost ready for a beta release, but I still need to write a recovery script in case somebody does something stupid like leave the companion someplace inaccessible and I still need to test it with multiple companions.
Scooby_Doo wrote:Oh one thing I think you might want to know about, during act 2 there's a lot of running around "puzzle jumping". Having companions at that point would be very problematic and annoying. Perhaps have a "safe place" like the latest version of Advanced Teleport. Just use the interior of a small house or building, you teleport companions (probably via magic touch spell or use a conversation "Please go to the safe zone") and you can teleport yourself in there (remember the coords) then when your ready to retrieve them just teleport in, grab them, and exit via either spell or magic door that takes you back where you teleported from.einnashe wrote: It's almost ready for a beta release, but I still need to write a recovery script in case somebody does something stupid like leave the companion someplace inaccessible and I still need to test it with multiple companions.
The greater problem right now is that, for reasons I don't quite understand, the game hangs when a companion is KOed in combat. Not even a CTD, it just freezes up. I suspect it has something to do with the scripting used to force combat. So that's why there hasn't been a release.
My Gothic Breton Race has been converted for Nehrim if anyone's interested. The spells don't work at the moment, but I'll fix that at some point. It's just a Summoned Spriggan and a Companion Healing spell, so it's not a big deal if they aren't there. Everything else works as it should. It's male and female and supports most body replacers...HGEC and Robert's Male being default.
Link:
http://planetelderscrolls.gamespy.com/V ... il&id=4954
Screen Shots Edited for spelling.
Link:
http://planetelderscrolls.gamespy.com/V ... il&id=4954
Screen Shots Edited for spelling.
Last edited by Maigrets on 23.12.2010 01:59, edited 1 time in total.
Very nice. I like it : >
Just to be sure, did you change the starting attributes and skills to fit Nehrim slightly lower values than the original Oblivions?
Just to be sure, did you change the starting attributes and skills to fit Nehrim slightly lower values than the original Oblivions?
himmelslicht wrote:Very nice. I like it : >
Just to be sure, did you change the starting attributes and skills to fit Nehrim slightly lower values than the original Oblivions?
If I was a better fighter I'd probably use more of those skills, and believe me a wolf killed me in one hit at level one and rats were almost as lethal, so I don't really think the race is too strong. Now my present character is level seven and still has a battle with wolves since Oblivion's starting spells are absent.
That's not a complaint, but a compliment to Nehrim. I'm a Gothic 2:NOTR fan and that's how I like the game. The combat in G2 is more "real" than the in Oblivion and I can take on Orcs two at a time if I'm careful, but suicidal wolves and rats in OB...no!
Quick conversion ESP of Kafei's Armored Circlets. Buy from the light armor merchant in Erothin. Requires the meshes/textures from the original mod.
Attachments
NH KDCirclets.esp
(43.98 KiB) Downloaded 515 times
einnashe wrote:Quick conversion ESP of Kafei's Armored Circlets. Buy from the light armor merchant in Erothin. Requires the meshes/textures from the original mod.
Guys, somebody know a good mesh and texture optimizer to use for nehrim?
Especially for cities-buildings and trees.
Especially for cities-buildings and trees.
Hi!
First of all, let me do a very very little presentation:
I'm a member of the team which translates Nehrim into French. So I'm a member of the French Translator Brotherhood (maybe some of you know us).
That all ^^.
I come here to share some of my work.
I've planned to convert some mod for Oblivion to Nehrim in order to fill our future Nehrim's section, and this is the first one I've done:
http://www.tesnexus.com/downloads/file.php?id=41492
It will be also available in French (I already did it anyway) when the translated version of Nehrim will be released. But I think you don't care about that ^^.
It adds a lantern which is more powerful than the others torches. It's a very little work, but with that I understand how to proceed to convert mod
.
I hope this message is in the right section... if it's not, "excusez-moi", and please tell me where it should be posted!
First of all, let me do a very very little presentation:
I'm a member of the team which translates Nehrim into French. So I'm a member of the French Translator Brotherhood (maybe some of you know us).
That all ^^.
I come here to share some of my work.
I've planned to convert some mod for Oblivion to Nehrim in order to fill our future Nehrim's section, and this is the first one I've done:
http://www.tesnexus.com/downloads/file.php?id=41492
It will be also available in French (I already did it anyway) when the translated version of Nehrim will be released. But I think you don't care about that ^^.
It adds a lantern which is more powerful than the others torches. It's a very little work, but with that I understand how to proceed to convert mod
I hope this message is in the right section... if it's not, "excusez-moi", and please tell me where it should be posted!
I uploaded a fix for the Helmet of the Mental Destroyer, your head would disappear when you wear it.
http://tesnexus.com/downloads/file.php?id=41519
http://tesnexus.com/downloads/file.php?id=41519








