avianmosquito Posted December 17, 2011 Share Posted December 17, 2011 I have two verisimilitude mods on the Nexus, one for Nehrim and one for Oblivion. I'm looking for feedback, particularly where the differences between the mods are concerned. Link to comment Share on other sites More sharing options...
Hoptic Posted December 17, 2011 Share Posted December 17, 2011 I haven't tried them yet and I didn't even know of Nehrim (!) But I probably will. Two things bother me however: first, you don't deal with levelling at all, I think it's a big issue; second, you don't say anything about compability, and I'm concerned as I'm an extensive mod user.So maybe I'll try your mod because I'm super pumped about the realistic damage handling :) but I'm concerned about compability (OOO mainly). Link to comment Share on other sites More sharing options...
avianmosquito Posted December 17, 2011 Author Share Posted December 17, 2011 I haven't tried them yet and I didn't even know of Nehrim (!) But I probably will. Two things bother me however: first, you don't deal with levelling at all, I think it's a big issue; second, you don't say anything about compability, and I'm concerned as I'm an extensive mod user.So maybe I'll try your mod because I'm super pumped about the realistic damage handling :) but I'm concerned about compability (OOO mainly). If my mod is last in load order it should work. I don't use OOO, so I'm not sure. I don't work with levelling much, but if it works with OOO that should be covered. I will say this: in my own opinion, my Oblivion mod is better by far than my Nehrim mod, due to fundamental differences between the two games. Also, the mods are HARD, and the battle music can be annoying with the longer outdoor detection range, so it's best to turn that off and listen for the sounds of enemies instead. Link to comment Share on other sites More sharing options...
BeeBee Posted December 31, 2011 Share Posted December 31, 2011 I like the changes this mod makes, some of them I am already using variants of, with "Phitts Phighting Phixes" & "kuertee Attribute and skill based damage modifiers" between them they handle weapons & Actors but with INI files that allow you to set your own thresholds. Real Sleep Extended Allows for many different day lengths I would like to incorporate many of the other changes you make into my game but I can see some issues with being able to kill all NPC's. This could easily lead to not being able to finish quests. I could be careful, but essential NPC's could easily die in battle & break the game, so I would like to be able to change or turn features on or off. An INI would be great as well. I can probably make the changes I would like in the CSE, Not so sure about that now, I can't find any scripts at all for your mod. Do you make all of your changes at the individual record level ? I'm guessing this would make in INI file rather difficult to implement Regards Beebee Link to comment Share on other sites More sharing options...
avianmosquito Posted December 31, 2011 Author Share Posted December 31, 2011 I like the changes this mod makes, some of them I am already using variants of, with "Phitts Phighting Phixes" & "kuertee Attribute and skill based damage modifiers" between them they handle weapons & Actors but with INI files that allow you to set your own thresholds. Real Sleep Extended Allows for many different day lengths I would like to incorporate many of the other changes you make into my game but I can see some issues with being able to kill all NPC's. This could easily lead to not being able to finish quests. I could be careful, but essential NPC's could easily die in battle & break the game, so I would like to be able to change or turn features on or off. An INI would be great as well. I can probably make the changes I would like in the CSE, Not so sure about that now, I can't find any scripts at all for your mod. Do you make all of your changes at the individual record level ? I'm guessing this would make in INI file rather difficult to implement Regards Beebee The Nehrim Verisimilitude mod makes all NPCs non-essential, the Oblivion mod does not. It does it at the individual level, and that would make it hard to alter. The Oblivion mod doesn't do this, and there's no way to turn off any content you don't like, but that said you don't have to use the new content if you don't want to. Link to comment Share on other sites More sharing options...
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