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brother123

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  1. New features:* The anvil hole is fixed, I tired it on both non-moded anvil and better cities 6.08. * All npc dialogues are fixed. I tried csm, recruiting npc from nehrim to morrowind and another way around. * All main and side quests saved in the Nehrim world. * unlocked all fast travel. * Includes nehrimdata.esp and en/cn language pack. ------------------------------------------------------------------------------------------------------------------------------------------ 1. Installation:Install with obmm. Load order: nehrim.espnehrimdata.espnehrimenglish.esp Put is as front as you can.If you installed morroblivion, can put it after all morrowind_ob xxx mods. 2. VERY IMPORTANT- first entering nehrim world(activation) 1) the first load in obmm shouldn't include nehrimdata.esp and language pack.2) you need a save that your character located outdoor.3) load the save and start nehrim quest.4) after you start the nehrim quest, you can include nehrimdata.esp and language pack and no more activation needed in the later saves. 3. How to get to Nehrim World:Type in "coc xxxx" in console.( xxxx=nehrim location id ) coc erothinhafen-Nehrim,If return to oblivion world,use "coc xxxx" (xxxx=oblivion location id) coc anvilmagesguild-Oblivion ------------------------------------------------------------------------------------------------------------------------------------------ Link: https://www.nexusmods.com/oblivion/mods/47410?tab=description ------------------------------------------------------------------------------------------------------------------------------------------ Note: This mod is fully compatible with Morroblivion. It is a new land mod of oblivion, it also compatible with all other oblivion mods. I am fixing the voice and the cross_world transport of this mod. About cross_world transport, I am planning to add a secret room in arcane university which has a doorway connects both. Firstly, player reads a book in arch mage quarter...... Still planning. ------------------------------------------------------------------------------------------------------------------------------------------
  2. You mean upper body 3rd person view with horizontal cuts......well, they still have this in M&B 2.
  3. For years, I am always thinking if some mod group make another total conversation in Skyrim base on the Mount and Blade setting. Note: what I am saying is a total conversion roleplay of Skyrim ! It is base on the Skyrim system, not Mount and Blade system ! The mod team can start from the land of Calradia, which has much less cities than the Rome/Medieval world. http://ameron.altervista.org/data/uploads/aar/starting.png Everyone plays M&B should know it is not a good action game, even Skyrim has better combat system than it. If there is a total conversion mod, though skyrim might not support large battles like M&B, but smaller battles in different stage with more detailed fight is also attractive ! And the only problem is to have a mod to npc AI that attack the same faction will not result unnecessary fighting. The horse fight should be noticed as well. Open cities is preferred, civilians can't escape war. About npc interaction, Skyrim is certainly better than M&B. Marriage system, xlovers... no need to mention! And about the world-space landscape and exploration of new location, M&B can't match at all. All cities in M&B has only the stores and castle hall to entry, it is too poor compare to Skyrim. Personally, I accept there is some similarities among the castles, but I can't accept each castle has only one hall to visit. I don't think they has improved this in the new M&B 2. Some dungeons can be kept as well, maybe the homes of bandits. In this case, even reproduce the whole Calradia, the size will be just the same as a clear Skyrim without DLCs. Everyone says M&B has a sort of strategy, Skyrim just can't copy this. True in some points, but aren't you just able to control yourself in M&B? It's not total war, you can't have god view in the game. But I believe the npc AI will make up for this point. Also a constructing of dozens of factories, army camps, public facilities can be introduced here. I mean taking to certain npcs to purchase the construction which then you can see and visit later. Then these construction will improve the economy, health and people's relationship, a bit like total war. For instance, if bad economy, bad relationship, there will be more bandits gangs in your territory and higher rebelling rate. If bad health, the army's ability will decrease. Maybe that's how you call macro- strategy? Why not produce a mod base on Mount and blade 2? First, I don't M&B2 has large improvement than M&B warband, maybe just the graphics. Second, the world explosion in Skyrim system will never be challenged by M&B2, even there might be less commands in battlefields. Well, you don't fight in different maps in Skyrim, the whole world is connected. Navy battles is not impossible. Third, Skyrim has born for 6 years, there are already thousands resource to use and itself is a rich world. P.s; I am a M&B fan as well, I want both games to improve. But the preview of M&B2 made me a little disappointed, just like a re-make of the first one.
  4. For years, I am always thinking if some mod group make another total conversation in Skyrim base on the Mount and Blade setting. Note: what I am saying is a total conversion roleplay of Skyrim ! It is base on the Skyrim system, not Mount and Blade system ! The mod team can start from the land of Calradia, which has much less cities than the Rome/Medieval world. http://ameron.altervista.org/data/uploads/aar/starting.png Everyone plays M&B should know it is not a good action game, even Skyrim has better combat system than it. If there is a total conversion mod, though skyrim might not support large battles like M&B, but smaller battles in different stage with more detailed fight is also attractive ! And the only problem is to have a mod to npc AI that attack the same faction will not result unnecessary fighting. The horse fight should be noticed as well. Open cities is preferred, civilians can't escape war. About npc interaction, Skyrim is certainly better than M&B. Marriage system, xlovers... no need to mention! And about the world-space landscape and exploration of new location, M&B can't match at all. All cities in M&B has only the stores and castle hall to entry, it is too poor compare to Skyrim. Personally, I accept there is some similarities among the castles, but I can't accept each castle has only one hall to visit. I don't think they has improved this in the new M&B 2. Some dungeons can be kept as well, maybe the homes of bandits. In this case, even reproduce the whole Calradia, the size will be just the same as a clear Skyrim without DLCs. Everyone says M&B has a sort of strategy, Skyrim just can't copy this. True in some points, but aren't you just able to control yourself in M&B? It's not total war, you can't have god view in the game. But I believe the npc AI will make up for this point. Also a constructing of dozens of factories, army camps, public facilities can be introduced here. I mean taking to certain npcs to purchase the construction which then you can see and visit later. Then these construction will improve the economy, health and people's relationship, a bit like total war. For instance, if bad economy, bad relationship, there will be more bandits gangs in your territory and higher rebelling rate. If bad health, the army's ability will decrease. Maybe that's how you call macro- strategy? Why not produce a mod base on Mount and blade 2? First, I don't M&B2 has large improvement than M&B warband, maybe just the graphics. Second, the world explosion in Skyrim system will never be challenged by M&B2, even there might be less commands in battlefields. Well, you don't fight in different maps in Skyrim, the whole world is connected. Navy battles is not impossible. Third, Skyrim has born for 6 years, there are already thousands resource to use and itself is a rich world. P.s; I am a M&B fan as well, I want both games to improve. But the preview of M&B2 made me a little disappointed, just like a re-make of the first one.
  5. Nehrimblivion _beta 1.0 is released today!! Fully compatible with Mobrroblivion and other oblivion mods. download link : Nehrimblivion http://www.nexusmods.com/oblivion/mods/47410/?
  6. I have an ambition to merge nehrim and cyrodiil in one world called nehrimbilvion. Even with Morroblivion. But I think I should start with cyrodiil, the principle is the same. Now, I have three ways to run nehrim in the oblivion folder. approach 1: delete data, src file and all conflict obod in obmm mod file. copy and paste data and src of nehrim to the oblivion file. (interface look like nehrim) approach 2: move all nehrim's bsa and esm, esp to oblivion:/data (interface look like oblivion) approach 3: move nehrim's meshes & texture files and all bsa, esm and esp to one folder, and install with obmm like a mod of oblivion (interface look like oblivion) (I prefer this) To slove the land missing problem( seems to be the only problem for me, and the most difficult one. I use TES4EDIT to load nehrim.esm, and go to "worldspace" and delete the "MQ08SankumWorld". The the Tamriel world back to work, no more missing lands. But the lands in Nehrim still missing. I believe it is the worldspace and cell problem, ad have to use tes construction set to solve. But I am not so good for CS, that's why I stuck here.
  7. I have an ambition to merge nehrim and cyrodiil in one world called nehrimbilvion. Even with Morroblivion. But I think I should start with cyrodiil, the principle is the same. Now, I have three ways to run nehrim in the oblivion folder. approach 1: delete data, src file and all conflict obod in obmm mod file. copy and paste data and src of nehrim to the oblivion file. (interface look like nehrim) approach 2: move all nehrim's bsa and esm, esp to oblivion:/data (interface look like oblivion) approach 3: move nehrim's meshes & texture files and all bsa, esm and esp to one folder, and install with obmm like a mod of oblivion (interface look like oblivion) (I prefer this) To slove the land missing problem( seems to be the only problem for me, and the most difficult one. I use TES4EDIT to load nehrim.esm, and go to "worldspace" and delete the "MQ08SankumWorld". The the Tamriel world back to work, no more missing lands. But the lands in Nehrim still missing. I believe it is the worldspace and cell problem, ad have to use tes construction set to solve. But I am not so good for CS, that's why I stuck here.
  8. I have an ambition to merge nehrim and cyrodiil in one world called nehrimbilvion. Even with Morroblivion. But I think I should start with cyrodiil, the principle is the same. Now, I have three ways to run nehrim in the oblivion folder. approach 1: delete data, src file and all conflict obod in obmm mod file. copy and paste data and src of nehrim to the oblivion file. (interface look like nehrim) approach 2: move all nehrim's bsa and esm, esp to oblivion:/data (interface look like oblivion) approach 3: move nehrim's meshes & texture files and all bsa, esm and esp to one folder, and install with obmm like a mod of oblivion (interface look like oblivion) (I prefer this) To slove the land missing problem( seems to be the only problem for me, and the most difficult one. I use TES4EDIT to load nehrim.esm, and go to "worldspace" and delete the "MQ08SankumWorld". The the Tamriel world back to work, no more missing lands. But the lands in Nehrim still missing. I believe it is the worldspace and cell problem, ad have to use tes construction set to solve. But I am not so good for CS, that's why I stuck here.
  9. Hey Man, I also have a idea to merge the world of nehrim and cyrodiil. This is my post: https://forums.nexusmods.com/index.php?/topic/5049805-conflicts-worldspace-cyrodiil-and-nehrim-i-try-to-merge-them/ And here is the original forum: http://bbs.3dmgame.com/forum.php?mod=viewthread&tid=3626718 http://att.3dmgame.com/att/forum/201301/05/134354k0tr69tk1qk9fowr.jpg http://att.3dmgame.com/att/forum/201301/05/134518922c218esazis3xs.jpg http://att.3dmgame.com/att/forum/201301/05/134916fm6l7yeftv4leoeo.jpg videos about go to nehrim from cyrodiil: http://v.youku.com/v_show/id_XNDk4NDM0OTI0.html http://v.youku.com/v_show/id_XNDk4NDY3NTMy.html
  10. I use TES4edit to edit the nehrim.esm, nehrimdata.esp and nehrimeglish.esp. I also have Tes contruction set and TES4edit. What other utilities should I used to slove my problem??
  11. I just found a post on 3dm.com about how to merge the world of oblivion and nehrim. Unfortunately, the patch link is years ago, now is dead. I am not able to get it anymore. http://att.3dmgame.com/att/forum/201301/05/134425i2r226qimw2hc8rq.jpg http://att.3dmgame.com/att/forum/201301/05/134518922c218esazis3xs.jpg http://att.3dmgame.com/att/forum/201301/05/134916fm6l7yeftv4leoeo.jpg The way they did is 1. deleted all quest and dialogue 2. get nehrim's bsa, esm and esp and move them into oblivion/data/ NehrimData - MeshData.bsa NehrimData - TexturesData.bsa NehrimData - SoundsData.bsa 3. add patch---- set a portal in IC waterfornt which connects the nehrim world and the oblivion world (in the approach, fast travel is available in nehrim even no mod adds) Load order: Oblivion.esm Nehrim.esm NehrimData.esp Nehrim Tower.esp Here are some videos the player travel from tamriel to nehrim: http://v.youku.com/v...k4NDM0OTI0.html http://v.youku.com/v...k4NDY3NTMy.html original forum: http://bbs.3dmgame.c...626718-1-1.html ------------------------------------------------------------------------------------------------------------------------- Now I am able to run nehrim in oblivion folder with obse and mod it with obmm. I try the method they did but when I get into the game I found both world's (cyrodiil and nehrim ) world space are missing, all lands floating and character fall into water. Everyone is swimming. But all else are fine. plzzzzzzzzzzzzzzzzzzz, Any one show me how to solve the worldspace conflicts????ï¼
  12. Hello,guys. I am a Oblivion lover from China. I just found a post on 3dm.com about how to merge the world of oblivion and nehrim. http://att.3dmgame.com/att/forum/201301/05/134425i2r226qimw2hc8rq.jpg http://att.3dmgame.com/att/forum/201301/05/134518922c218esazis3xs.jpg http://att.3dmgame.com/att/forum/201301/05/134916fm6l7yeftv4leoeo.jpg âoriginal forum: http://bbs.3dmgame.com/thread-3626718-1-1.html The way they did is 1. deleted all quest and dialogue 2. get nehrim's bsa, esm and esp and move them into oblivion/data/ NehrimData - MeshData.bsa NehrimData - TexturesData.bsa NehrimData - SoundsData.bsa 3. add patch---- set a portal in IC waterfornt which connects the nehrim world and the oblivion world (in the approach, fast travel is available in nehrim even no mod adds) Load order: Oblivion.esm Nehrim.esm NehrimData.esp Nehrim Tower.esp âUnfortunately, the patch link is dead. I am not able to get it anymore. So I wish somebody can turn Nehrim to be a mod for the Oblivion world. That will be a fantasy job for a modder ever did. Here are some videos the player travel from tamriel to nehrim: http://v.youku.com/v_show/id_XNDk4NDM0OTI0.html http://v.youku.com/v_show/id_XNDk4NDY3NTMy.html
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