https://sureai.net/forum/viewtopic.php?t=1543
jibbered wrote:would it be possible to convert the quietfeet mod for Nehrim? I get some serious stuttering when I get attacked by animals
Roland Deschain wrote:This is a translated guide how to convert oblivion-mods to Nehrim.
<<Original poster is Arandor, so all credits have to go to him>>
<<If anything is wrong with the description it probably is my fault, his works fine.>>
You can find the original thread here,
http://www.sureai.net/forum/viewtopic.p ... 0&start=30
if you want to thank him or understand german good enough to read the original text.
(In this case I recommend his text, because my English certainly is not as good as his german)
It's quite long, so I put it in a spoiler:
Please correct me if I got anything wrong.
@someone who really knows what he' s doing when using the CS:
In the english version there is a file for the localization that you have to load when starting the game, do you need that file loaded in Tes4Edit when editing oblivion mods for Nehrim? If that's the case please tell me so I can correct the guide.
Roland
cryoknight wrote:I used Tes4Edit to change the Toggleable Quantity Prompt's master file, to Nehrim.esm, instead of Oblivion.esm
Alas, the TQP mod would not do anything, even if I run Nehrim using OBSE 18 (TQP requires OBSE).
Since this is a mod that, once you've used it, it is so difficult to play without it, could somebody actually properly
convert it?
I've looked through the .esp file, and it says that it uses the GenericLore routine to handle the disabling of the
quantity prompt. I don't know much about Oblivion Modding yet, so I'm not sure what to do with that. Does Nehrim
use GenericLore at all, or does it do other stuff with it?