[relz] Nehrim-compatible mods by kuertee

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kuertee
Bettler
Bettler
Beiträge: 4
Registriert: 29.12.2011 12:59


Hey guys, I've started playing Nehrim. And of course, I had to get my mods running in it.
Here are the mods that are compatible with Nehrim "out-of-the-box".
I can't seem to add URLs properly, so I've left the domain out of the links.
  • Clothing matters (beta 0.62, 24 September 2011) http tesnexus dot com/downloads/file.php?id=22653
  • Crime has witnesses (beta 0.53, 22 May 2009) http tesnexus dot com/downloads/file.php?id=22894
  • No looting during combat (beta 0.52, 3 January 2011) http tesnexus dot com/downloads/file.php?id=21662
  • NPCs yield (beta 0.72, 26 December 2011) http tesnexus dot com/downloads/file.php?id=22392
  • Wandering encounters (beta 0.55, 26 December 2011) http tesnexus dot com/downloads/file.php?id=25449
  • Attribute-based and skill-based damage modifiers (beta 0.55, 5 December 2009) http tesnexus dot com/downloads/file.php?id=23062
  • Encumbering loot armour and weapons (beta 0.54, 8 June 2009) http tesnexus dot com/downloads/file.php?id=22193
  • Espy creatures (beta 0.5, 28 September 2009) http tesnexus dot com/downloads/file.php?id=40497
  • Gold is an inventory item (beta 0.60, 24 September 2009)http tesnexus dot com/downloads/file.php?id=21881
  • Inventory is a backpack (beta 0.73, 5 December 2011) http tesnexus dot com/downloads/file.php?id=21721
  • Auto 1st-3rd person view (beta 0.986, 28 September 2011) http tesnexus dot com/downloads/file.php?id=21834
  • Auto-save and time (beta 0.9968, 26 December 2011) http tesnexus dot com/downloads/file.php?id=22136
  • Clean up (0.56, 15 December 2010) http tesnexus dot com/downloads/file.php?id=24606
Note that, though they play without any apparent problems or crashes, I've not played the game enough to know if ALL the features of the mods do work. However, I'm confident enough to say that if any features do not actually work, they will not crash the game. The player will simply not see the effects of that feature - which is ok because those effects wouldn't be apparent without the mod, anyway. An example of this is Clothing matter's guard impersonation. Because the player will not find any armour with the names of the cities of Cyrodiil (e.g. Anvil, Bruma, Cheydinhal, etc.), the player will never get to temporarily join the Faction attached to those armours.

I'll be playing Nehrim, at least until the official Bethesda modding kit for Skyrim is released, so expect releases of my other mods.

Currently, I also have Horse commands v4 (4.992, 26 December 2011) http tesnexus dot com/downloads/file.php?id=8766 working. But since I don't have a horse in the game, I can't test it and so I left it out of the list. If anyone is willing to try, please do. And let me know how it goes.

Eat and Sleep is working, too. But I had to edit that to work in Nehrim. I'll release that in the next couple of days.

Also, I regularly update my [RELz] thread in Bethesda's official TES forum, so feel free to check that out also.

Cheers! And thanks to the Nehrim team for producing one of the BIG (if not the BIGGEST and more complete) Oblivion games.
kuertee
Bettler
Bettler
Beiträge: 4
Registriert: 29.12.2011 12:59


I've updated these mods with tweaks/bug-fixes but also to make them compatible with Nehrim:

Auto-save and Time http www tesnexus com/downloads/file.php?id=22136
0.9969, 17 January 2012:
[+]
  • Bug-fix: Reset the Timescale to timeScaleOutdoorsWhenStopped when interacting with a Menu Mode that would need the
    player be stopped (e.g. Dialogue, Repair). In previous versions, the player will need to have actually stopped
    moving (e.g. stopped walking) before entering in a Menu Mode (e.g. Dialogue), for the Timescale to reset to
    timeScaleOutdoorsWhenStopped.
  • Tweak: Added the number of hours the player has been in a dungeon (GetCellMusicType == 2) to the time messages.
    E.g.: It's less than half-an-hour before the rising of the sun, Turdas (Thu). This is your 3rd hour in from the
    wilderness.
  • Bug-fix: PCB and T-pose preventer were disabled for some reason.
    Re-enabled in this version.
Clothing matters http www tesnexus com/downloads/file.php?id=22653
0.63, 17 January 2012:
[+]
  • New feature: There is a Disposition penalty (-15 by default) when the player has a weapon out. Set this in the INI.
    Note that this is in addition to the non-modded's Disposition penalty of 10 when the player has his weapon out.
  • New feature: There is a Disposition penalty (-25 by default) when the player is sneaking. Set this in the INI.
  • Compatibility: Nehrim. Added Assassin's Gear and Thief's Dressing to the list of illegal apparel.
Horse commands http www tesnexus com/downloads/file.php?id=8766
4.993, 17 January 2012:
[+]
  • Bug-fix: When you have the Saddlebag item in your inventory and drop an arbitrary item into a container, the mod will move the items from the saddlebag into the container.
    Only when you drop the Saddlebag item into the container should the mod move items from the saddlebag into the container.
    Fixed now.
  • New feature: Filter the items that gets moved from the saddlebag into the container you drop it into.
    Set transferItemsFilterMode in the Saddlebags INI file to one of these:
    0 = Move all items as previous versions.
    1 = Move only items that are of the same type (e.g. weapons, armour) that are already in the container.
    2 = Move only the same items that are already in the container.
    Or hold down the T key when dropping the Saddlebag item into the container to get a menu of the above options.
Inventory is a backpack http www tesnexus com/downloads/file.php?id=21721
0.74, 17 January 2011:
[+]
  • New feature: When putting your backpack into another container, your backpack's content is put into that container.
    A filter can be applied to which items are put in the container:
    (1) Only move items that are of the same type (e.g. Weapons, Armour, etc.) that are already in the container
    (2) Only move items that are the same as those (e.g. Nirnroot, Nightshader, etc.) in the container
    (3) Get a menu with these options
NPCs yield http www tesnexus com/downloads/file.php?id=22392
0.73, 17 January 2012:
[+]
  • Bug-fix: Give me... and Get out of here topics removed from NPCs that yielded to others.
  • Compatibility: Nehrim XP awarded for sparing lives of creatures and NPCs.
  • Tweak: Creatures that give up the fight flee longer. Previously it was at set up to 5 seconds.
Sittable rocks http www tesnexus com/downloads/file.php?id=21966
0.55, 17 January 2012:
[+]
  • Compatibility: Removed the mod's reliance on Oblivion.esm.
  • Tweak: Moved the INI to the INI folder.
Wandering encounters http www tesnexus com/downloads/file.php?id=25449
0.56, 17 January 2012:
[+]
  • Compatibility: When playing in Worldspaces that are outside Oblivion.ESM's Tamriel Worldspace, preset in the INI is automatically set to 3
    The destinations for Presets 1 and 2 are cities in Cyrodiil which are invalid when not in Oblivion.ESM's Tamriel Worldspace.
  • Tweak: Creatures will now need an Intelligence of 30 (by default) AND an Aggression of 10 (by default) for them to travel.
    Set these in the INI.
  • Tweak: Increased the area to look for valid actors to apply the travel AI.
    Previously, this was 1 cell around the player's cell.
    In this version, it is 2 cells.
kuertee
Bettler
Bettler
Beiträge: 4
Registriert: 29.12.2011 12:59


I've released updates to these mods to be Nehrim compatible:
Battle fatigue and injuries: Battle fatigue (psychological damage from getting near death from combat) and injuries (physical damage of cuts, bruises, ligament sprains) are incurred in combat.
Eat and sleep: Requires the player to both eat and sleep. Has features that suit high Timescales.
Magicka-based magic jewelery limits: The player's Magicka determines the number of magic jewelery they can wear.

And a new mod:
Magicka-based enchantment limits: The player's Magicka determines the number of times they can enchant an item.

Also, I've updated my list of my mods in Bethesda's Official Forum with a "(N)" mark to all my mods that are Nehrim compatible.
http://forums.bethsoft.com/topic/123805 ... -thread-7/

Note that all my mods apply magical Drain Effects to the player. This, by default, has a persistent visual effect on the player.
To remove this persistence in Nehrim, use Nehrim No persistent Effect Drains mod - listed in my thread linked above.
kuertee
Bettler
Bettler
Beiträge: 4
Registriert: 29.12.2011 12:59


I've released updates to 3 mods that make them compatible with Nehrim:
Alternatives to death and reload: www tesnexus com downloads/file.php?id=23862
after dying in the wilderness, your next loaded game will add death penalties to your character and teleport you to a safe location

Console: www tesnexus com downloads/file.php?id=37826
Displays gameplay information on my mods that are active. The active mods are automatically detected.

Detect life effect and Night-eye shader: www tesnexus com downloads/file.php?id=36407
Unobtrusive on seen actors and non-revealing of type of unseen actors Detect life effect. Light-information retained (i.e. has shadow information) Night-eye shader.

I've also released updates to previously released mods.
Here is my [Relz] thread in Bethesda's official forum: http://forums.bethsoft.com/topic/123805 ... -thread-7/
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