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New resources
Post by tauntedflail »
First up, I decided not to make this post in the english section (even though I am speaking english) because it was more fitting for here, hope thats okay!

For a while I have been wondering how the team makes use of new modders resources (and other mods) that are released while making Nehrim.
The most obvious example is Mr_Siika who releases many beautiful boats, ships, birds, castles, and many other things for other modders to use in their projects. (But, of course, many other modders make great things which will be free to the community after release aswell) These things are continuously released and would be perfect for Nehrim - as with every new mesh and texture it would look more different and better than Oblivion. However, as I understand it - nearly all Nehrim world building is now complete, so does this mean it will miss out on all the new beautifull things other modders have made in the meantime?

I also wonder about whether you will inco-perate all the new breakthroughs in combat like dual-wielding that is seen in UV and DR into Nehrim. The modding community now knows how to do dual wielding combat, or how to create weapons that have their own special animations (such as the new spear mod being developed that requires no 'hotkey' for use). Will Nehrim miss out on these new things?

Not only this, but what about other modding breakthroughs such as how we can now create new Skills? (and replace existing ones that appear in the UI) and many many other things. There is lots that is new and enhancing modding.

I guess what I ask is: Do you developers currently watch the modding community and include the many discoveries and resources into Nehrim? Or do you ignore it, meaning Nehrim will be left out?

Thankyou. I still eagrely watch the project two years on.
Re: New resources
Post by Hoxyd »
Hi Tauntedflail,

of course we are looking constantly for good stuff which could be used in Nehrim. And yes, we really want create an different experience for the players as best as we can, so we use many new resources. At the moment, our mesh folder is 600 megs big and we have not stopped build stuff in. But most of our changes are architecture wise like you said. We have not really experienced the new combat systems. I personal never heard of it. Maybe you could send us some links. But I have to say, that we are not using OBSE in the development process of Nehrim, cause we want make it as easy as possible for new players get into the game.
Re: New resources
Post by tauntedflail »
Hoxyd wrote:
Hi Tauntedflail,

of course we are looking constantly for good stuff which could be used in Nehrim. And yes, we really want create an different experience for the players as best as we can, so we use many new resources. At the moment, our mesh folder is 600 megs big and we have not stopped build stuff in. But most of our changes are architecture wise like you said. We have not really experienced the new combat systems. I personal never heard of it. Maybe you could send us some links. But I have to say, that we are not using OBSE in the development process of Nehrim, cause we want make it as easy as possible for new players get into the game.
Hello Hoxyd. Thanks for the swift reply!
It is good news to hear that you at Nehrim still seek to use all the new recourses that come out in the modding community. Thats just what I wanted to hear!

But could you explain to me why you do not use OBSE? Nehrim is going to have its own installation. The files for OBSE could easily be included into this, without any issue. The players would have no more trouble when installing than ever. I do, however, understand that the makers of OBSE do not like their modification to be packaged with other mods - But they know of Nehrim. They know what such a grand project is, and i'm sure would happily let you package it with Nehrim.
Unfortunatly many of the things now achievable that were once thought impossible (such as dual wielding, animations tied to specific weapons, complete UI customisation and so on) have only been made possible with the use of OBSE. Without it, i'm afraid Nehrim cannot do much that other modifications now can.

You mention links. Here are just a few (that I have already mentioned above)

Unecessary Viloence: http://www.bethsoft.com/bgsforums/index ... l=violence (Deadly reflex also does many things like this but there is no current thread, But I'm sure you've heard of that one)

X-Skills http://www.bethsoft.com/bgsforums/index ... l=violence (This is the mod which allows all the skills in the UI to be changed.

Mr Siikas resources - http://www.bethsoft.com/bgsforums/index ... 867695&hl= (He has just released a beautifull set of boats. Also there are his castles and an entire city set that looks like venice, among other things)

I will not post anymore links for now. But if you would like, and if this was helpful - I would be glad to continue updating this thread with new and interesting links to resources that modders release. Things that would be nice for Nehrim to include. I have no problem with doing this, I am on the forums often and could ask many modders building new quests what resources they have to offer and so on. It is up to you.
Hi Peoples

I think that would be a good idea
These resources would be the game even more unique and the discovery would be twice as much fun.

SG

Sry,i can only speak a little english x)
Re: New resources
Post by tauntedflail »
Schlechtes Gewissen wrote:
Hi Peoples

Sry,i can only speak a little english x)
It was good enough for me. :)

Just to expand on what I said above, if you're interested in having me gather resources I can set up threads, search the nexus, ask private people - whatever.
It doesnt matter if I bring you inapropriate resources you can just pick whichever it is that you like.
Perhaps this will save you some time?
Re: New resources
Post by Hoxyd »
Hi!
Mr Siikas resources - http://www.bethsoft.com/bgsforums/index ... 867695&hl= (He has just released a beautifull set of boats. Also there are his castles and an entire city set that looks like venice, among other things)
Yes, we are using all of them, except the elven boats, they do not really suit to nehrim.

Unecessary Viloence: http://www.bethsoft.com/bgsforums/index ... l=violence (Deadly reflex also does many things like this but there is no current thread, But I'm sure you've heard of that one)

X-Skills http://www.bethsoft.com/bgsforums/index ... l=violence (This is the mod which allows all the skills in the UI to be changed.
But I don't think, we can use OBSE in the Nehrim main file. To much work for us to get into the new script language. And we do not have that much time to try all the new functions out. After the release for sure. You know, we plan some addons for Nehrim, then we can use it.

Yeah, if you know some more cool stuff that can be build in without extra script language, let us know :wink:

We have an medieval band performing in Nehrim, and I am currently searching for an violin, like this: http://www.youtube.com/watch?v=Uegcb9OYOfQ I have found the animation, but not the instrument to download elsewhere. Maybe you could figure out what you can do: http://www.bethsoft.com/bgsforums/index ... pic=705546
Re: New resources
Post by tauntedflail »
Hey guys. I found an interesting new animated staff thats just been released. The modder grants you permission to use it if you like.
http://www.tesnexus.com/downloads/file.php?id=25642

I will look more into the minstrels mod soon.

Lots of new custom book jackets have been released.
http://www.tesnexus.com/downloads/file.php?id=25782

Still no luck on finding that fiddle model... But i'm still checking!

A bunch of varied, high quality new models have been released.

http://tesnexus.com/downloads/file.php?id=25817

Still no fiddle news -.-
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7 posts • Page 1 of 1