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Topic title - Mod conversion requests

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Re: Mod conversion requests - by ibbeebee
Posted: 22.01.2011 12:27
If anyone has noticed I have been posting on many threads here, looking for a way to slow down levelling in Nehrim & I think I have found a plug in to do the job, tejon's Progress http://www.tesnexus.com/downloads/file.php?id=14304
I would only use the ESM & not the ESP's but I will need to find where Nehrim stores it's settings & modify the Progress INI accordingly.
My preferred option would be for someone who knows what they are doing to create a Nehrim specific ini & or ESP for progress, but some help with where I might find the the Nehrim settings would help Beebee
Re: Mod conversion requests - by TheHawk
Posted: 24.01.2011 22:00
Hi.

Not been attempting modding for long, but just took a quick look at tejon's Progress http://www.tesnexus.com/downloads/file.php?id=14304. Quite honestly could not get anywhere with it (only tried for about 30 mins). But, if all you want to do is slow down how fast you level up. This is a quick and easy plugin for anyone who might have CS editor installed.

1) Start editor, file, data and tick Nehrim.
2)Ignore any warnings - click yes to all
3)Goto Gameplay, Settings.
4) Find fSkillUseMajorMult and/or fSkillUseMinorMult and alter value. i.e change Major to 1.00 instead of 0.75 and Minor to 1.5 from 1.25
5)File,save - give plugin a name.

Your levelling should now take about 30% longer.
Re: Mod conversion requests - by ibbeebee
Posted: 25.01.2011 03:32
TheHawk wrote:
Hi.

Not been attempting modding for long, but just took a quick look at tejon's Progress http://www.tesnexus.com/downloads/file.php?id=14304. Quite honestly could not get anywhere with it (only tried for about 30 mins). But, if all you want to do is slow down how fast you level up. This is a quick and easy plugin for anyone who might have CS editor installed.

1) Start editor, file, data and tick Nehrim.
2)Ignore any warnings - click yes to all
3)Goto Gameplay, Settings.
4) Find fSkillUseMajorMult and/or fSkillUseMinorMult and alter value. i.e change Major to 1.00 instead of 0.75 and Minor to 1.5 from 1.25
5)File,save - give plugin a name.


Your levelling should now take about 30% longer.
Thanks a lot for that. Iv'e been trying to find a way to do it for weeks :D.
I curious about Major & Minor Multipliers. I didn't think there were major or minor skills in Nehrim & why does the major multiplier go up & the minor go down ?

Now while I'm on a roll 2 other requests
I would like to drastically reduce the value of potions & increase the multiplier for alchemy.
I would like to increase the multiplier for all skills, but give Alchemy special attention.I would also like to reduce the points needed to raise Hand to hand as there are no trainers for that skill in game .
I guessing that reduceing fhandDamageSkillMulti from 1.5 to 1.25 would do the trick,but I'm probably wrong ? Beebee

PS is there any way to search the Game settings in the CS?
PPS is there any hand holding available as to what changing the various Multipliers will archive ?
Re: Mod conversion requests - by Psymon
Posted: 25.01.2011 14:10
ibbeebee wrote:
TheHawk wrote:
Hi.

1) Start editor, file, data and tick Nehrim.
2)Ignore any warnings - click yes to all
3)Goto Gameplay, Settings.
4) Find fSkillUseMajorMult and/or fSkillUseMinorMult and alter value. i.e change Major to 1.00 instead of 0.75 and Minor to 1.5 from 1.25
5)File,save - give plugin a name.
Wait a second here - I thought that Nehrim was an experience point based leveling scheme. Meaning that skill use was not a factor in leveling.

Is this advice for vanilla Oblivion leveling alteration or Nehrim leveling alteration?

If Nehrim leveling then please explain how this would do this in a world where leveling is done by gaining experience and not skill use.

What am I missing here.
Re: Mod conversion requests - by Shenanigans
Posted: 25.01.2011 19:20
I tried following the instructions posted on these forums to convert mods myself, but things didn't go so well. (I got stumped inside the Tool Set :()

Would anyone be willing to convert the following mods:

http://www.tesnexus.com/downloads/file.php?id=22794, the Tyrael Armour mod.
http://www.tesnexus.com/downloads/file.php?id=27530, the "Acolyte of Kynaeth" mod.
http://www.tesnexus.com/downloads/file. ... 0980&tab=3, Kirin armour.
http://www.tesnexus.com/downloads/file.php?id=25734, Underworld armour.

I know how to change a .esp's master file from Oblivion.esm to Nehrim.esm, but I can't work the Construction Set and place the armour, etc, into Nehrim. I think these mods are all easy to convert, for someone who knows what they're doing. Unfortunately, I don't have a clue.
Re: Mod conversion requests - by TheHawk
Posted: 25.01.2011 20:45
Hi.
I thought that Nehrim was an experience point based leveling scheme.
I did say I have not been modding long. So, you are correct Psymon, that scenario was based on Oblivion levelling (which is also why (I guess) the Progress mod does not work)).
At the same time, since this thread is here, maybe someone would like to tell which gameplay settings they have used. Then as you can see it would be very easy to alter them to slow down levelling. Anyone know?

@Shenanigans - Underworld armour I believe is already on Tesnexus for Nehrim and Kirins there is no need to place, as I beleive it adds directly to your inventory (well it did on mine). So if you have allready converted to Nehrim, you are good to go with Kirins.
Re: Mod conversion requests - by ibbeebee
Posted: 26.01.2011 00:59
TheHawk wrote:
Hi.
I thought that Nehrim was an experience point based leveling scheme.
I did say I have not been modding long. So, you are correct Psymon, that scenario was based on Oblivion levelling (which is also why (I guess) the Progress mod does not work)).
At the same time, since this thread is here, maybe someone would like to tell which gameplay settings they have used. Then as you can see it would be very easy to alter them to slow down levelling. Anyone know?

@Shenanigans - Underworld armour I believe is already on Tesnexus for Nehrim and Kirins there is no need to place, as I beleive it adds directly to your inventory (well it did on mine). So if you have allready converted to Nehrim, you are good to go with Kirins.
Yes as I found out for myself that approach won't work in Nehrim at all, but you are right it shouldn't be that difficult to do, all that is needed is some way to increase the base points needed to raise a level & then have it continue to go up exponentially as it does now.
At level 3 1200 points are needed to raise a level, I would like to increase that by half Beebee
Re: Mod conversion requests - by Shenanigans
Posted: 26.01.2011 15:48
TheHawk wrote:
Hi.
I thought that Nehrim was an experience point based leveling scheme.
I did say I have not been modding long. So, you are correct Psymon, that scenario was based on Oblivion levelling (which is also why (I guess) the Progress mod does not work)).
At the same time, since this thread is here, maybe someone would like to tell which gameplay settings they have used. Then as you can see it would be very easy to alter them to slow down levelling. Anyone know?

@Shenanigans - Underworld armour I believe is already on Tesnexus for Nehrim and Kirins there is no need to place, as I beleive it adds directly to your inventory (well it did on mine). So if you have allready converted to Nehrim, you are good to go with Kirins.
Thanks, I'll take a look for the Underworld one, but according to the Kirin's file description it's placed in a chest. :(
Re: Mod conversion requests - by TheHawk
Posted: 26.01.2011 19:19
Hi

@Shenanigans http://www.tesnexus.com/downloads/file.php?id=35259 Nehrim Armour collection was uploaded by someone a little time ago - contains Kirin
Re: Mod conversion requests - by ibbeebee
Posted: 28.01.2011 14:00
ibbeebee wrote:
TheHawk wrote:
Hi.
I thought that Nehrim was an experience point based leveling scheme.
I did say I have not been modding long. So, you are correct Psymon, that scenario was based on Oblivion levelling (which is also why (I guess) the Progress mod does not work)).
At the same time, since this thread is here, maybe someone would like to tell which gameplay settings they have used. Then as you can see it would be very easy to alter them to slow down levelling. Anyone know?

@Shenanigans - Underworld armour I believe is already on Tesnexus for Nehrim and Kirins there is no need to place, as I beleive it adds directly to your inventory (well it did on mine). So if you have allready converted to Nehrim, you are good to go with Kirins.
Yes as I found out for myself that approach won't work in Nehrim at all, but you are right it shouldn't be that difficult to do, all that is needed is some way to increase the base points needed to raise a level & then have it continue to go up exponentially as it does now.
At level 3 1200 points are needed to raise a level, I would like to increase that by half Beebee
For anyone else who is interested I have had an answer on the Nehrim & Mods Forum on Bethsoft http://forums.bethsoft.com/index.php?/t ... ry17063803
which will probably work. I haven't had a chance to test it out in game yet but here are the changes I made.

You want to level up less often? Set the global EPMultiplikator higher, and also change the following three if-clauses in GlobalplayerScript accordinglly:

if Player.GetLevel == 20
Set EPMultiplikator to 740
endif

if Player.GetLevel == 25
Set EPMultiplikator to 840
endif

if Player.GetLevel == 30
Set EPMultiplikator to 1080
endif

I went with increasing the base multiplier by 200 & changed the other 3 settings by the same amount.

To create the ESP open the construction Set & load the Nehrim ESM, go to Gameplay scroll down to Globals then scroll down to EPMultiplikator & raise it by ? well I tried raising it be 200 you can go higher or lower. Close that window & open edit scripts click on the folder icon & scroll down to GlobalPlayer & edit the other 3 settings by the same amount Then save & create the ESP.

This is a use at own risk procedure! But it's not much of a risk, if it doesn't work it is only a matter of deleting the ESP. I haven't tried it in game yet but It's looks like it should work Beebee
Ths is a use at own
Re: Mod conversion requests - by TheHawk
Posted: 28.01.2011 18:29
Hi.

@ ibbeebee - Be sure to let us know if it works.
Carried on trying different things until I checked some scripts (creatures) and ep gained from killing them are in the scripts. Do not know much German, but scripts seemed to point to other scripts?!!! epwent and epfinal.
Re: Mod conversion requests - by einnashe
Posted: 28.01.2011 19:12
EPWert and EPFinal are both variables defined in the EXP scripts denoting the base EXP and given EXP, respectively.
Re: Mod conversion requests - by ibbeebee
Posted: 29.01.2011 13:22
TheHawk wrote:
Hi.

@ ibbeebee - Be sure to let us know if it works.
Carried on trying different things until I checked some scripts (creatures) and ep gained from killing them are in the scripts. Do not know much German, but scripts seemed to point to other scripts?!!! epwent and epfinal.
Well so far no. I may be doing something wrong when building the ESP. It is my first attempt & my first exploration of the CS so I could easily be doing something wrong.

This is the Procedure I followed, I Started the CS & loaded the Nehrim ESM, went to Gameplay\Globals\EPMultiplikator & increased the multiplier 600 to 800 & closed that window, opened Gameplay\Edit Scripts, clicked on the folder Icon, scrolled down to GlobalplayerScript & raised all 3 settings by 200, closed the window,& saved the plugin as SlowerLeveling.esp, & activated it.

If I am doing anything wrong with my script edits, could someone please tell me?

I can't see any changes in game, I loaded a level 2 save & there was no change in the number of points needed to level up, it was still 600 & I would guess, that if this was working I would have needed more .
I just tried going to a save just before a level up thinking that the mod might kick in after a level up but it's still the same 600 points. Hopefully someone on the Nehrim team will notice all this activity & come on with some advice Beebee
So so far I don't think it's working, but I think the answer is in the Scripts somewhere Beebee

PS I have had a further communication from arvythrend
The changes I proposed come into effect only if you start a new character, or reach level 20, 25 or 30. You would have to do them manually (per console) if you want them to affect your already-started character.
What I have done now is double the base points & doubled each of the other settings.
I will let you know how it goes but it's going to be awhile before I test this out, as I am busily building my first complete bain install at the moment.

I figured that Nehrim is a good place to start with Bain as there are relatively few for Nehrim and most have a simple file structure Beebee

PS has anyone made a mod to delete the Level Information from the Map? I think that being severely beaten or killed by a rat is enough to tell you that you shouldn't be in that area, & that its time to beat a hasty retreat .
Re: Removing level information from the map - by ibbeebee
Posted: 30.01.2011 03:23
I just added this a a PS to another post of mine but thought it was worthy of it's own post.

I think I have seen something like this on the forum somewhere but I can't find it

Has anyone made a mod to delete the Level Information from the Map?

I think that being severely beaten, or killed by a rat is enough to tell you that you shouldn't be in that area, & that its time to beat a hasty retreat .
Re: Slower leveling - by ibbeebee
Posted: 30.01.2011 03:56
Hi all well the latest version works maybe a little to well,
Zornac A modder on the Bethsoft Forums "He is developing a mod called Nehrim Improvements that you can find on Nexus thats really worth a look" has sent me these settings

Here you go I have attached the esp and this is the script edit that I did to it and the global setting is I believe 1200 what that will do is set the exp requirment to double what it was up until 5th lvl then it will go up from there as you can see below. If you have any questions just ask to this Email address it is the main one that I check almost everyday. Sorry for any confussion earlier as I have had about 2 hours of sleep in 30 hours I think I will go back to bed again. Good Luck.


if Player.GetLevel == 5
Set EPMultiplikator to 1540
endif
if Player.GetLevel == 10
Set EPMultiplikator to 1840
endif
if Player.GetLevel == 15
Set EPMultiplikator to 2040
endif
if Player.GetLevel == 20
Set EPMultiplikator to 2440
endif
if Player.GetLevel == 25
Set EPMultiplikator to 2740
endif
if Player.GetLevel == 30
Set EPMultiplikator to 3040
endif
if Player.GetLevel == 35
Set EPMultiplikator to 3740
endif
if Player.GetLevel == 40
Set EPMultiplikator to 4540
& an ESP .

With this ESP installed I need 6160 Points to get from level 5 to 6, before it was 2400.

I think thats probably a bit to much, but When I have my new game setup I will definitely give it a go. If anyone wants to try it , you can build your own script in the CS & I will ask Zornac's permission to send the ESP to anyone who wants it Beebee
Re: Mod conversion requests - by TheHawk
Posted: 30.01.2011 16:30
Hi.

@ibbeebee - useful information there. Glad you've got something going.
Also, you think it is a little high! What if (I'm taking it from your posts, you enjoy investigating/adventuring in between the MQ), you enable the esp when not following MQ and disable when you "carry on" with the quest. This way you would stay quite close to the levels the developers intended. :?: :roll:
Re: Mod conversion requests - by ibbeebee
Posted: 31.01.2011 01:43
TheHawk wrote:
Hi.

@ibbeebee - useful information there. Glad you've got something going.
Also, you think it is a little high! What if (I'm taking it from your posts, you enjoy investigating/adventuring in between the MQ), you enable the esp when not following MQ and disable when you "carry on" with the quest. This way you would stay quite close to the levels the developers intended. :?: :roll:
I don't think that would be possible I'm afraid.

The reason I have been chasing this for so long is that I find the Levels the developers intended lead to serious overpowering of your character, or the need to progress through the world way to fast.
If you use the default settings in this ESP, you will need to explore every nook & cranny in the world, & even then you will be struggling :twisted: .

If you want the global changes, you need to start a new game, & I suspect that if the "if player.GetLevel" setting were tampered with in game they might cause you problems as well. If you want to lower the ifPlayer settings I would do it before level 5

If 6160 points for level 5 is to much for you,try lowering all of these by the same amount maybe 940 or 1240 & then up from there. I'm planning to experiment with this in my existing game.
f Player.GetLevel == 5
Set EPMultiplikator to 1540
endif
if Player.GetLevel == 10
Set EPMultiplikator to 1840
endif
if Player.GetLevel == 15
Set EPMultiplikator to 2040
endif
if Player.GetLevel == 20
Set EPMultiplikator to 2440
endif
if Player.GetLevel == 25
Set EPMultiplikator to 2740
endif
if Player.GetLevel == 30
Set EP

If anyone wants the ESP I can send it if you PM me

Or maybe I can add here. Is it possible to upload an esp in here?
Re: Mod conversion requests - by ibbeebee
Posted: 03.02.2011 12:09
Hi all if anyone is interested I now have a working Leveling mod for Nehrim.Exponential Leveling Nehrim this was built on top of the work done by Zornac but operates quite differently .

It runs a script each time you level which adds 20, 30 or 50 points to the total points needed to level. This is only a small increase in the beginning but it accumulates really quickly.

It took me a few weeks to realize what my issue was with the standard Nehrim leveling system was . Nehrim's system adds 600 points each time you level 600 1200 1800 2400 3000 & so on.

This is fine for the first few levels but becomes less & less effective as you level up. In the early versions of the plugin the start value was doubled or more than doubled making it 1200, 2400, 3600, 4800 5000, with step ups at 5 15 & 20 .

This made life much more difficult for characters starting out .

Then Zornac created scripts for each level up increasing the points needed to level up every few levels but still with very high points in the beginning of the Game. I decided to try a different approach starting out with standard values & incrementing them by a small amount at each level up with +20 you get 600 1240 1920 2640 3400. In the beginning it's a very slow increase but the slope gets steeper & steeper as you progress I only have Characters up to level 19. I wasn't sure it would work, as all of the sample changes we had seen all ended in 40 but so far Iv'e had no problems.

at level 19 the standard points are 10800 with +20 they are 16920 with +30 19980 & with +50 26100 .

I'm not ready to put it up on Nexus yet I would like to talk to Zornac first but if anyone wants to test it in their game, PM me & I will send you the Zip of all 3 variants + an excel file of all the settings & their effects in game Beebee
Re: Mod conversion requests - by roflmpso
Posted: 12.02.2011 17:01
Unrelated to the levelling, I was looking at the list of German mods for Nehrim which is much longer than the English version, and even has sections like quest mods, houses, etc. that you can't get from just bringing oblivion mods over... I google-translated it and many of the titles look interesting. Would anyone who speaks some German or who is willing to auto-translate and convert some of the mods into english be interested in doing that?
Re: Mod conversion requests - by TheHawk
Posted: 13.02.2011 00:43
Hi.
Do believe some have already been done. Not sure which ones etc.

This is a nice mod translated from the German if your looking for a floating mage castle home

http://www.tesnexus.com/downloads/file.php?id=34838

Agree with you hope they see fit to translate some more. :)
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