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An Oblivion/Nehrim Crossover Quest?


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I've been giving some thought recently to the possibility of a quest in two parts: one part taking place in The Elder Scrolls IV: Oblivion, and the other taking place in Nehrim: At Fate's Edge. Ideally, the order in which the two parts are played should be reversible. That I can think of, there are two ways this could be done:

 

The Literal Crossover Method

The first possibility is to allow and, indeed, require the player to literally cross over from one game to the other using the same character. Currently, the only way to transfer one's character from Oblivion to Nehrim or vice-versa is to make each one's races, classes and birthsigns playable in the other, and then use Wrye Bash to paste one game's character over a save file from the other game. This is, however, a tedious and cumbersome process and does not carry the player's inventory over.

 

To make it part of an actual quest, a better way to go about it might be to create a master file containing a new cell which, used together with one of two different plugin files, can be used as a midway point between the two games, allowing the same save file to be used. This, however, comes with its own set of problems.

 

First, any elements missing from each game would have to be made available in the mod so that inventories and such remain usable. I don't know how many elements of Oblivion were removed in the making of Nehrim—races, classes, birthsigns, items, spells and the like—and importing Nehrim's exclusive races, classes, birthsigns, items and spells for use in Oblivion is probably forbidden under the terms of Nehrim's EULA.

 

Second, even assuming the above problems could be circumvented, all other quest progress would inevitably be lost, as well as any mod- or official DLC-added items, spells and whatnot. In the end, while still playable by itself, the quest would appeal only to a very small demographic with these issues unresolved.

 

The Literal Two-Part Method

In this case, the player wouldn't be crossing over, just certain NPCs and other story elements, and the order and specific events of the two parts would be determined by a "setstage" console command revealed to the player at the end of whichever part was played first, a la The Legend of Zelda: Oracle of Seasons and Oracle of Ages. This would be much more practical from a strictly technical standpoint, but not necessarily as enthralling.

 

Anyone else have any thoughts on this matter?

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  • 2 years later...

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

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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.

 

 

 

 

 

 

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