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BOSS for Nehrim


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#1
Psymon

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BOSS for Nehrim
Masterlist development and load order rules for modded Nehrim


Nerhim is a total conversion of the Oblivion game that includes an entirely new world space, plot, quests, leveling, magic and other game mechanics and can basically be thought of as a new game which utilizes the existing Oblivion game. Since it is a modified version of the Oblivion game it uses most of the resources, models, meshes, textures, and so on from Oblivion. further, while many things about game play and mechanics have been altered there are still many areas that are not altered and play much like the vanilla Oblivion game. For some this is a call for mods. others may just want to mod the new facets of Nehrim.

BOSS is a load ordering tool designed to automate the sorting of mods. This one click utlilty sorts some 10,000 plus mods at this time. Quote:

A simple "one-click" program for users to quickly optimize and avoid detrimental conflicts in their oblivion mod load-order.[/center]

Features:

  • Correctly positions over 10,000 mods and counting, including all the mod files found in such popular mods as FCOM, OOO, MMM, Better Cities, Open Cities, Race Balancing Project and many other large mods.
  • Checks all the mod files used in an 'FCOM Convergence' installation, including partial or complete installations of OOO, MMM, Fran's, Oblivion WarCry, Bob's Armory, Loth's Blunt Weapons for NPCs, Cobl, Tamriel Travellers, Exnem's Runeskulls and more.
  • Detects common FCOM installation mistakes and warns the user about them.
  • Differentiates between FCOM and non-FCOM setups.
  • Provides Wrye Bash Bash Tag suggestions that are automatically applied by Wrye Bash.
  • Provides useful load order notes for many mods.
  • Displays the version number of mods when it is available.
  • Sorts mod files ghosted by Wrye Bash.
  • Is mostly right (most of the time)!
  • Allows easy user customisation of mod positions and the messages provided.
  • Is under constant development and improvement by a team of modders and Oblivion experts.


Better Oblivion Sorting Software (BOSS) will reorder your mods to their correct positions (as listed in the masterlist.txt database file), putting any mods it doesn't recognise after them, in the same order as they were before BOSS was run.

BOSS is designed to assist in the installation and usage of mods, especially more complex mods such as FCOM and MMM, and help mod users avoid serious conflicts. It is not a complete solution to load ordering issues, as there are far more mods out there (estimated at about 30,000) than BOSS knows about. To properly place mods BOSS doesn't know about, a good working knowledge of Oblivion mod load ordering is still necessary, for which some research and documentation reading will go a long way.

The purpose of this thread includes:
  • Suggestions for mods to be included on the BOSS Nehrim masterlist.
  • Corrections to the exising masterlist.
  • Posting information about mods unrecognized by the current masterlist.
  • Discuss load order logic with Nehrim.
  • Discuss comments to be appended to mods.
Regarding this last point, Since Nehrim is a special case when it comes to mods. With Morrowind, Oblivion, fallout3 and soon New Vegas these games are official and established and most mods are designed to work with each game. While it is true that mods are being made specifically for Nehrim many of the mods used with Nehrim were originally designed for Oblivion and have been found to work with Nehrim either as is or after some altering. As such I'd prefer recommendations and commits to be about mods that are found to work with Nehrim and not mods that only partially work.

Before posting consider these other options rather if what you have to post is not within scope of this thread:
BOSS forum thread
If you have a question about the normal functioning of BOSS other than masterlist commits to Nehrim Master list please direct those questions to the BOSS thread. This includes questions about installation and use with Wrye Bash.

Nehrim forum thread
If you have questions about Nehrim and its native (vanilla) functioning then please direct those questions to the Nehrim Release thread. This is the place to show them appreciation as well.

Nehrim for Mods
If you have questions about how to port mods over to Nehrim and other general concerns with trying to use mod tools or manage multiple installs then please direct those questions to that thread.

I'd really appreciate staying on topic with just focusing on mods that work with Nehrim and best practices for sorting mods for Nehrim. Thank you for understanding. After all is settled I may post on the SureAI forums for Nehrim mods about this aspect of BOSS. I am, however, concerned that German mod users will take to this and want to make commits and my not speaking German would be an obstacle.

If you would like to help contact Arthmoor, PacificMorrowind, or Wrinkly Ninja to get signed up.

My commitment level: While I check in for a while most days I cannot say that Nehrim is the kind of game that I'm absolutely bonkers over and will likely not play it twice. As such I'm not gungho to test every mod that comes out nor am I the sort that likes every mod that comes out. So please be patient with me if I don't get to the updates right away. Also many times I may not do anymore than take your word for it that a mod does indeed work.

BOSS Credits
Spoiler

... Now manages about 100 plugins

Edited by Psymon, 14 November 2010 - 03:37 AM.


#2
Psymon

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Making a commit (telling me what is unrecognized).

For fastest results when telling me about unrecognized mods please include a link to the mod that is unrecognized. This will help in recognition and inclusion of mods. Just posting the name of the mod could work but it is kind of rude. Thank you for understanding.
  • Please have correct spelling.
  • If you already have a pretty good idea of what order the mod should be in please let me know.
  • If the mod was meant to work on Nehrim, naturally works flawlessly, requires editing, or has issues working in Nehrim please post that information.
** I'm really undecided about whether to include mods that need more editing than reassigning masters as that seems more what the userlist is for.

Suggestions about tagging and comments to append to mod entries

At this time Wrye Bash does not really work fully with the Nehrim.esm. It does load and you can create a bashed patch that has basic tweaks (I use mostly camera tweaks) but I'm not aware that mod merging, leveled list merging, nor the importing of records into the bashed patch works at all at this time. Certainly the bashed patch tweaks are not designed to work specifically for Nehrim. Due to this bashed tags are probably not going to be necessary. If a mod has them though on the main masterlist then I will port them over if ever these functions are made workable.

The kinds of comments that I want to include are along these lines:
  • Reassigning the master to Nehrim.esm is required for this mod to work.
  • This mod requires a patch to work with Nehrim.
  • Make sure to use the Nehrim version.
  • Certain features of this mod have been problematic with Nehrim.
  • Whatever suggestions you may have for more!
Load order logic

At this time there is little reason not to assume that the normal load order division BOSS uses for Oblivion will not also work with Nehrim. These are the general headings of the BOSS for Oblivion sections (edited to not include very Oblivion centric sections). This list would most likely apply to Nehrim mods as things stand now:
Spoiler


I plan to follow this guideline until it does not work and then add or change sections as needed. I doubt this will be the case. Again suggestions for sections and logic of load order is welcome.

BOSS Userlist Manager If you would prefer to sort mods yourself then check this out - a tool for managing the userlist.

Edited by Psymon, 02 August 2011 - 05:03 AM.


#3
Beebee

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HI Psymon, I have been out of the loop for a few weeks moving house new ISP all that my first time on here the silence is deafening isn't it, Thanks for putting the work in here I will be downloading the new boss list post haste Beebee

Edited by Beebee, 13 November 2010 - 05:37 AM.


#4
Asterai

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"Attribute Independent Leveling" is currently unrecognized. The esps (choose one only) are named Attribute_linear.esp and Atrribute_steps.esp.

#5
Psymon

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"Attribute Independent Leveling" is currently unrecognized. The esps (choose one only) are named Attribute_linear.esp and Atrribute_steps.esp.

Ah it was updated and the plugin name was changed.

Added, notated, etc.

also added a few other armor/weapon mods I could find. Approximately 100 mods now.

Am attempting to create account on SureAI, but have not received email verification yet. Will then post in the mods section there about BOSS here.

#6
Beebee

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These 2 still haven't found their way onto the list

Unknown mod file: Immersive Combat Music.esp http://www.tesnexus....le.php?id=23545 this one seems to work fine & I would guess it would go near the top

Unknown mod file: Initial_Glow-all.esp http://www.tesnexus....ile.php?id=5138 I'm not convinced that this one works at all & there are probably better ways to archive the same ends but I'd guess it would go up near the top to

#7
Psymon

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OK added Immersive Combat Music, but for initial glow try these I linked to them on the Nehrim and Mods thread (post 3) and they are made for Nehrim - look carefully there are two to download in the second post.

I'm not wanting to get into adding regular mods only to redirect people to the correct one. There are a bunch of initial/no glow mods that would get ridiculous to add just to point to the right ones.

Please though in the future note if a mod needs the master reassigned.

Edited by Psymon, 16 November 2010 - 06:24 AM.


#8
Beebee

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OK added Immersive Combat Music, but for initial glow try these I linked to them on the Nehrim and Mods thread (post 3) and they are made for Nehrim - look carefully there are two to download in the second post.

I'm not wanting to get into adding regular mods only to redirect people to the correct one. There are a bunch of initial/no glow mods that would get ridiculous to add just to point to the right ones.

Please though in the future note if a mod needs the master reassigned.

Thanks Psyman I will try to do better next time <_<

#9
Psymon

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I finally got around to posting on the SureAI forums about BOSS supporting Nehrim and the threads here.

Link to the thread there

#10
Beebee

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Hi Psymon, all of these are still showing up as unknown

unrecogised Mod Files
Reorder these by hand using your favourite mod ordering utility.

Unknown mod file: Side's EAX Control.esp http://www.tesnexus....le.php?id=17050
Requires: master reassigned to Nehrim.esm


Unknown mod file: ZumbsLockpickingMod - Hide Difficulty Addon.esp this is just an extra ESP with Zumbs I would guess it will load after the main Zumbs ESP
Requires: master reassigned to Nehrim.esm

Unknown mod file: Nehrim Bonegrinder.esp http://www.tesnexus....le.php?id=35847 Just a simple mod to allow bones to be ground to bone meal

Unknown mod file: Initial_Glow-all.esp is merged with bash patch so probably doesn't matter

Unknown mod file: Streamline 2.1.esp http://www.tesnexus....le.php?id=10400
Requires: master reassigned to Nehrim.esm

Unknown mod file: Spells Delete Only 3.2
Requires: master reassigned to Nehrim.esm & needs obse_0019 http://www.tesnexus....le.php?id=23069 I stayed away from Items remove as I'm not sure which items it would be safe to remove from the inventory

#11
Psymon

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Added all

#12
Beebee

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Added all

Thanks Psymon
PS This one is still showing up as unknown
Unknown mod file: Spell Delete.esp
http://www.tesnexus....le.php?id=23069
my fault didn't name it properly BB

Edited by Beebee, 09 December 2010 - 06:34 PM.


#13
Beebee

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Hi Psymon, I'm still getting these ones showing up


Reorder these by hand using your favourite mod ordering utility.

Unknown mod file: HorseCombatMaster.esm Part of deadly reflex 5

Unknown mod file: Deadly Reflex 5 - Timed block and 150% damage.esp I would guess right after deadly reflex

Unknown mod file: Initial_Glow-all.esp

Unknown mod file: PTSneakPenalties.esp

http://www.tesnexus....le.php?id=35792

Unknown mod file: Spell Delete.esp
Spell Delete Only 3_1

http://www.tesnexus....le.php?id=23069

Unknown mod file: StealthOverhaul.esp

Stealth_Overhaul_Redux works with a change of master

http://www.tesnexus....oads/search.php
thanks Beebee

#14
Johnn123

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Heres one for ya Psymon, made by myself
Nehrim Fast Travel.esp

#15
Psymon

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Ahh I see I missed the esm for Deadly reflex - so added that and the other optional esps.

Also I had misspelled the initial glow mod - sorry.

I know of four versions of stealth overhaul and the others put a space between the words but JOG's version does not. It is the latest update so was promoting it. Added the spaced version now so other should work (except for the cobl version - that won't).

John123 - thanks so much for this. Featured it on the other thread (3rd post too). I too have no issue with fast travel - I like to explore because I want to not because I have to.

I also found this: Robert Male Body V5 for Nehrim - which not only allows for use of Roberts 5 (need the resources from it) but also provides choice - only the three races from Nehrim or any of the normal playable races for Oblivion (just the player). So it allows for all Oblivion races to be playable. I'm certain those who can't live without playing an orc or cat will be happy.

As for me - after getting Gothic 3 off steam for super cheap and finally plugging it in to play it - I see now very clearly that Nehrim is in essence a TC to make Oblivion like Gothic.

So my Nehrim game is a bit on hold till I get through more of Gothic 3 or even complete it. After installing its three main mods and a tweaked ini - the game is visually stunning and the landscape far superior to Oblivion in many ways. Game play and combat not as good as Oblivion even modded. But to each their own with that.

Edited by Psymon, 04 January 2011 - 02:10 AM.


#16
Psymon

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Updated the masterlist to include the handful of new mods on Nexus. Notably
Nehrim Water Mod
Nehrim Grass Fix (though I've not seen this issue).
and a few others.

I wish someone would translate this mod to English: Nehrim Karte aufgedeckt und beschriftet ... it has better map marker labels, but I'm not sure if it reveals them all at once or not from what Google translate says.

As for BeeBee's leveling mod. I do appreciate the effort put into it and the BAIN packaging, but man so many choices. So I'm making asking Mr. BeeBee if he plans to change their names again in the next alpha. I'm ready to add them if not. If so then consider naming them similar names and using he description field of the esp for specifiers. If not I understand and will add a way. So let me know if any versions are pending.

Edited by Psymon, 27 February 2011 - 05:59 PM.


#17
Beebee

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Updated the masterlist to include the handful of new mods on Nexus. Notably
Nehrim Water Mod
Nehrim Grass Fix (though I've not seen this issue).
and a few others.

I wish someone would translate this mod to English: Nehrim Karte aufgedeckt und beschriftet ... it has better map marker labels, but I'm not sure if it reveals them all at once or not from what Google translate says.

As for BeeBee's leveling mod. I do appreciate the effort put into it and the BAIN packaging, but man so many choices. So I'm making asking Mr. BeeBee if he plans to change their names again in the next alpha. I'm ready to add them if not. If so then consider naming them similar names and using he description field of the esp for specifiers. If not I understand and will add a way. So let me know if any versions are pending.

Hi Psymon there will be more changes to the Leveling ESP once we have the Learning points sorted out but as to name changes the only one I wanted to change was the Learning_Point_Cost one & only because the name is so unwieldy.



The Learning_Points_Cost_By X10.esp & X100 will be going anyway once we figure out how to make the changes in the global player script.

I think that you would be OK to go with whatever version of Exponential Levelling Nehrim you want to try out.

There will be small changes made to it but all it will need is to replace the ESP.

I would go with the Moderate or hard version of the ESP Those have been well tested, & either the Map_Lvl_Info_Begone.esp which i'm reasonably certain will cause no issues in game, or the more extreme one that removes the location info as well. removing all of the location information may cause issues in game. I don't think it will but .

I would probably leave out the Learning points ESP as it will only work in a new game & will almost certainly be superseded by an entry in the Exponential ESP.

It is quite usable now & from here on in any changes made will only mean replacing the ESP Beebee



Hi Psymon, It's gone up on nexus now http://www.tesnexus....le.php?id=37547 .

I'm wondering about where to put in in a boss list. My guess would be fairly early as it only makes changes to the GlobalPlayerScript 2 Player settings & 2 of the settings FskillUseExp & FskillUseFactor.

The map date ESP's could also load early I think, but I'm open to advice on any of this.

The only thing that could really mess this up would be another mod that made changes to the GlobalPlayerScript & so far I haven't found any Beebee

Edited by Beebee, 13 March 2011 - 05:03 AM.


#18
Beebee

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Hi Psymon, I don,t know if you still come round here but I'm having an issue with stability, I finally have a game up & running but I'm having constant crashes here is my current load order sorted as best I could.
Spoiler

This whole install was done with Wrye Installers & Boss . As almost everything can now be installed through the installers tab I didn't use OBMM at all. I have noticed one odd issue all of my mods are dated 1/05/2006 & I have no idea why. I didn't change them myself . Does it matter anyway? As boss sets up the load order or am I completely misunderstanding things again.

I have also been doing a Tes4Edit clean as well, god is that a slow process! but so far that hasn't helped either. After cleaning ELN & Weapons Rebalance have been merged into the bash patch so I'm reasonably certain that they aren't the source of my issues.

If you, or anyone else reading this, sees any obvious Issues in my load order can you please let me know, meanwhile it's back to the drawing board for me leaving this install intact & working on slowly removing mods from my other game till I find the culprit regards Beebee

PS. I still haven't started to learn to use SVN as I'm feeling a little to incompetent at the moment :sadvaultboy: beebee

Edited by Beebee, 31 May 2011 - 08:30 AM.


#19
Psymon

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What version of BOSS are you using?

It looks like a FOMM readout??

How can you be using Wrye Bash and have all mods with the same date? that doesn't make sense. that is how bash sorts mods (and changes load order) by altering mod date.

#20
Beebee

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What version of BOSS are you using?

It looks like a FOMM readout??

How can you be using Wrye Bash and have all mods with the same date? that doesn't make sense. that is how bash sorts mods (and changes load order) by altering mod date.


Boss is at 1.65 & I have no idea what is changing my file dates in my other game the dates are all the same as well only in this one they are all dated 22/09/2010 that is the ESP's & ESM
O & I did add my load order as code got confused meant just to simply hide it here it as as text
Spoiler


The only bash settings I have ticked are Lock Times, Boss disable Lock times & always update BOSS Masterlist

& the only extra Installers setting I have turned on is Enable installation of OBSE Plugins. I'm not using BSA redirection in Installers as the only time i ever turned it on it the install crashed on start up & in the end I dumped that install.

I tried changing the Date on the Nehrim Data & the Nehrim English ESP but after a day or so they had been changed to 22/09/2010 4:16:47 AM the Default dates for this game. I just opened Bash & got this message Modified Dates have been reset for some mod files;
RealSleepExtended.esp.
I had had RSE open in the CS & when I saved it would have had a new date set. It seems bash is setting the same date on every every ESP in the folder.

I am using Boss from within Bash & it all seems to work so well together & I have Quarns Archive invalidation invalidated installed as I no longer have OBMM to do that job.
I was feeling quite pleased with myself, I seemed to have gained some kind of handle on using the tools but now I seem to be back to square 1. Now to top it off it seems I have somehow changed the level up messages in ELN back to the German defaults ! I think only in my ESP not in the mod that is up on Nexus, although I'm going to have a look at that now as well regards Beebee

Edited by Beebee, 01 June 2011 - 05:41 AM.


#21
Psymon

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bash has archive invalidation invalidated incorporated so you don't need OBMM's version of BSA redirection. I have Archive Invalidation set on my bash and it does not crash.

I imagine it has to be some form of tool that is redating your mods? Are you sorting the mods with OBMM or opening them with anything? Mod cleaning?

Seems you are going to have to leave an explorer window open and after each interaction with a tool - recheck the dates.Are you using a new beta of Wrye Bash? Perhaps it is a legitimate bug with bash and should be reported to them.

My dates are not being changed that way and I use bash, edit, even obmm extended with Nehrim.

Sorry I don't know what else to suggest.

=========

Boss 165?? Hmm I'm still using 164 - wonder if that is it?

Edited by Psymon, 01 June 2011 - 05:59 AM.


#22
Beebee

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My Bash version is 291, 165 has been the stable version of Boss for quite a while, & I no longer have OBMM installed at all. The dates seem to be being changed when I load bash. I have just merged ELN & NIE for my personal use & it has yesterdays Date.
I'm will install it & see how long it takes to have it's date changed. Meanwhile I will ask on the Bash Forum if anyone else has any ideas on what is happening Regards Beebee

PS were there any obvious errors in my load order?

#23
Psymon

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PS were there any obvious errors in my load order?

Not that I can see, but then again most of those mods are script based and load order independent.

Most of the BOSS ordering was based on Oblivion's needs - fairly certain that most of it is not as important considering the kinds of mods that can be used with Nehrim. So far no mods that affect spawning of creatures or leveled lists that I'm aware of.

I will install BOSS 165 and see if I get that error.

======

well there is one thing that stands out - Kuertee Clean up. I never could get it stable in my Oblivion games - but Nehrim? How necessary is it really?

======

and wait a minute here when you say the esp all have the same date - do you mean the same day but the time of day is different? That is what matters. All my loaded esp are within a few days of each other, but the time of day is different.

As long as they are not red in bash it is not an issue - and that is BOSS that will handle that.

Edited by Psymon, 02 June 2011 - 04:33 AM.


#24
Beebee

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Not that I can see, but then again most of those mods are script based and load order independent.

Most of the BOSS ordering was based on Oblivion's needs - fairly certain that most of it is not as important considering the kinds of mods that can be used with Nehrim. So far no mods that affect spawning of creatures or leveled lists that I'm aware of.

I will install BOSS 165 and see if I get that error.

======

well there is one thing that stands out - Kuertee Clean up. I never could get it stable in my Oblivion games - but Nehrim? How necessary is it really?

======

and wait a minute here when you say the esp all have the same date - do you mean the same day but the time of day is different? That is what matters. All my loaded esp are within a few days of each other, but the time of day is different.

As long as they are not red in bash it is not an issue - and that is BOSS that will handle that.


Nothing is in red & the time of day is different just by a minute or so. I think my problems are somewhere else then I will start by removing clean up Regards Beebee

#25
Psymon

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After several months I've updated the BOSS masterlist for Nehrim.

Included all of BeeBee's work - and much thanks to him for pluging away at this even though no one was apparently playing this. He really made use of the Nehrim and Mods thread and the info there.

Also found some new mods that I will post about in the Nehrim and Mods thread.

#26
Psymon

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Added Nehrim English Supplemental

In second post linked to BOSS Userlist Manager

#27
Beebee

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After several months I've updated the BOSS masterlist for Nehrim.

Included all of BeeBee's work - and much thanks to him for pluging away at this even though no one was apparently playing this. He really made use of the Nehrim and Mods thread and the info there.

Also found some new mods that I will post about in the Nehrim and Mods thread.

Thanks Psymon I would never have got around to it. Iv'e been busy researching what parts to get to build a new computer & haven't been playing Nehrim or visiting here much in the last month or so. One other mod worth adding to the list is SDR it seems to work OK out of the box "Needs changed masters" , well at least I don't seem to be having any issues that are different than the one's that users have with it in Oblivion, & the level of support from saebel is amazing, Regards David

PS:

#28
forli

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Can you add this to the masterlist?
"AdvancedHealthRegen.esp" (TesNexus)
Works completely with scripts and works perfectly with Nehrim.

#29
Psymon

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Can you add this to the masterlist?
"AdvancedHealthRegen.esp" (TesNexus)
Works completely with scripts and works perfectly with Nehrim.

Done.

Also added:
Harvest Flora for Nehrim .... finally!
Nehrim Realistic Archery ... while not Duke's CA it is a step in that direction. I was using Marksman's Challenge and found it to harsh.
Basic Primary Needs Nehrim
Brighter Torches v1_2 for Nehrim ... which with All natural darker nights now working is more useful.

Edited by Psymon, 06 October 2011 - 11:17 PM.


#30
Beebee

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Hi Every day a new revelation ! When did BOSS move out of the Data Folder & gain all the new functionality? I am doing a new build of Nehrim with the aim of finally finishing the game, so that I can move on. I'm downloading new versions of any mods that I use if available & so far BOSS has been the biggest surprise. I have only had a glance at it so far but it looks like a major update :foodndrink: Regards Beebee


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