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DemonLord7654

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20 comments

  1. FireTehVahu
    FireTehVahu
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    Thanks for the mod! I enjoyed what I have played thus far! I ran into a few issues, though. I couldn't find Fey's trust at all without using xEdit and it led me to a spot in the snow near a crate and the ring was invisible (but obtainable). Also, Dockhand Erik (when he is at the docks sweeping) is not getting any dialog topics to advance the 'Salvage Diving' quest. I was able to finish the rest of the quests just fine though. I forgot to mention I'm using the non-steam version of Nehrim.
    1. MitchBurns09
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      How did you get it to run on the non-steam version mine instant crashes to desktop straight away without. I've been around since the original release and have used most of the mods I do for years.. So I am certain its this without a doubt. What did you do to get it to work...
    2. FireTehVahu
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      I didn't do anything particularly special. I only installed the mod through wrye bash and sorted manually and ran the bashed patch, although the bashed patch I think has problems with reading nehrim; but that is a different problem altogether. I'm running about a hundred mods or so for Nehrim; some of these haven't been converted to actually work with Nehrim but most of them don't harm anything.

      Other than that, it is important to note that this mod does have nehrimenglish.esp as a master(or at least, my version does; I may have manually changed the master to reflect the current translation that I used, This can be done with xEdit or TESIVGecko.), so it wouldn't work with the german version unless there's a translated version of this mod out there.
    3. ZayuRift
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      Also, Dockhand Erik (when he is at the docks sweeping) is not getting any dialog topics to advance the 'Salvage Diving' quest.
      Yes, have the same issue on the Steam version. I checked in the CS and there seems to be a bug in the dialog conditions. Not sure it can be fixed without a mod fix.
    4. Isewein
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      Here I go scouring the northern coast up and down for those rings and yet the only one I could find was the one on the woman's corpse inside the dungeon. Yet apparently Belian is an indefatigable optimist and won't accept the probable fate of his wards until he sees *all* the rings. Any hints as to where the other two might be? I'm not sure how I would use xEdit to find out...
    5. ZayuRift
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      You can find the other two rings here:
      Spoiler:  
      Show


      • There are two rings in the dungeon. I believe the woman was first, and there is one more towards the middle if I remember correctly, so check that again.
      • The third is outside. If you leave the dungeon to the right and walk for around a minute, you will find a corpse next to a crate. The ring is supposed to lie on the crate. Unfortunately, for me, the ring fell down and rolled a little towards the rocks in the direction of the lake, but UNDER the rocks. So I could only recover it with TCL and diving half a meter into the rock. I tried fumbling a bit in the CS, but no matter how I placed the ring, it always fell down.

    6. Isewein
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      I cannot for the life of me find a second ring in that dungeon, and I've been all over it twice. I got the one from the corpse next to the lava bridge, and there is another corpse in the room of the boss but without a ring. I've also checked the mod dungeon further down (Cogzolmith) again, but to no avail. Could it have fallen into the lava somewhere?
    7. FireTehVahu
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      The IDs for the rings are:
      xx00EC5A Belian's Trust
      xx00E5CF Fey's Trust
      xx00E5D0 Ondin's Trust
      xx00E5D1 Avelia's Trust

      where xx matches the number of the mod in your load order. Add the item(s) to yourself if need be by opening the console with tilde (`) and then type:prid 14
      additem (ring ID from the list)
       You could also type prid player but I use the ref ID for the player (which is 14) since it is shorter.

      Odin's ring is on a corpse of an adventurer (Ref ID: 002283F4) and Avila's ring is on her corpse (Ref ID: xx00F17C ) in the dungeon. Fey's ring is located at coordinates -47,33 in Nehrim. You can get to the general area by using the console but you will still need to search for it or use tcl to obtain it:
      cow Nehrimworldspace -47,33
  2. Isewein
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    This is hands down the best mod for Nehrim. Expanding the towns with side quests and flavour dialogue (even if unvoiced) is precisely what I thought the game needed most all throughout my playthrough. Until I got to Sarnor, that is, which in large part owing to this mod became my favourite location in the game (the cosy Icewind Dale atmosphere helped, too). I wish there was a similar expansion for every town in Nehrim. And even if you don't particularly care for flavour text or worry about the mod sticking out too much, you should definitely give it a chance - it also leads you down a side quest into an unexpectedly brilliant new dungeon which is up there with the best of the best of SureAI (and that's no faint praise!) in terms of creative design.

    The two small issues noted above (Helmut's missing teeth due to an incompatibility with UNF and the inaccessible diving quest due to Erik's missing dialogue option) do somewhat mar the experience, as do some typos. It would be great if you could return to fix them, but I understand that motivation must be hard to come by seeing as how this mod seems practically forgotten. A shame, really - I was very pleasantly surprised by it.

    Suggestions (Spoiler!):
    -“suspect list” conversation option is available before obtaining the quest from the Chief
    -“Helmut” doesn’t seem to fit through the entrance of his own lair making it all too easy to pick him off with fireballs
    -if you enter Damien’s room the quest should skip to the discovery stage - the evidence is all too obvious
    -Since the difficulty isn't too high and the tasks rather menial, it might be nice to add a small reason to travel to Sarnor earlier than during the main quest with Kim (who is more of a hindrance during the new side quests due to the classic Oblivion follower inaptitude). Even if it's just accompanying Roland the travelling merchant there as an escort. Alternatively, some dialogue from Kim would be nice as well, seeing as you're most likely to enter Sarnor at that stage together.

    Typos:
    -Sulai passed -> past
    -Mario “the this regions”
    -Damien “ripe for opportunity” -> “ripe with opportunity”; “posters opposed to” -> “posters as opposed to”
    -the building "Lodge" should maybe be more appropriately named "Larder" judging by its interior
    1. ZayuRift
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      I fixed most of these things in a mod - just waiting for the original author to approve uploading it.

      EDIT:
      Mod uploaded: https://www.nexusmods.com/nehrim/mods/73
    2. Isewein
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      That's great news - glad to know I'm not the only one enjoying this mod. Over at the SureAI forums, they unfortunately seem to be quite discouraging of third party mods, but I haven't run into any issues with them in my playthrough.
  3. James9436
    James9436
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    I killed the troll in Burrow of the Beast quest, but there are no teeth on him to bring back to the chief to end the quest. Quest marker is still over the troll but nothing is in his inventory and there is no prompt on what to do. Playing on Steam version with other mods so that might be why?
    1. ZayuRift
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      Had the same problem, tracked it down to probably being some interaction with Unofficial Nehrim Fixes.
      I had a troll fat in his inventory only.
      Easy fix would be to just manually add it to your inventory after killing him via the console: player.additem AAHelmutTeeth 1
  4. AllisterHenderson
    AllisterHenderson
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    Will this expansion work with the v1.5.0.8 Full - English Version found here or will it only work with the Steam version? Are there any benefits to using the Steam version? I am using the v1.5.0.8 from moddb because I am still using the original physical discs for Oblivion I brought when it came out BEFORE steam. Will I have to re-buy the steam version of Oblivion if I want to download the Steam version of Nehrim? 

    Edit: Interesting Discussion here about using the Steam version of Nehrim with a Non-steam version of Oblivion.... can anyone confirm if this works.
    1. FireTehVahu
      FireTehVahu
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      It does work for the non-steam version. It should work for both. In the non-steam version, you must edit the mod so that translation.esp as a master reflects your current translation of the game(which is likely nehrimenglish.esp). The steam version of Nehrim requires you to own the steam version of Oblivion, as it has an auto switcher in Nehrim's launcher to switch between both.

      I haven't really used the steam version of Nehrim much, but it does have updates and some mods added to it from the original, like Oblivion Character Overhaul, for instance.
    2. AllisterHenderson
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      FireTehVahu> Thanks for replying...
      It's a bit confusing working out what will and won't work with each version of Nehrim. Such as older mods like Disappearing Grass fix For Nehrim or Nehrim English Supplemental (NES) I know should work for the moddb version, but not sure if it will still work (or is needed) for the Steam version.
      The newer mods such as Unofficial Nehrim Fixes (UNF), Sanctum RebornNehrim Optional AdditionsNehrim Magic Overhaul, etc state they are made especially for the Steam version. UNF states that it's meant to perform direct fixes on the Nehrim.esm & Translation.esp.
      I saw in the posts of NGO - Nehrim Gameplay Overhaul (NGO), the author, IxionXVII stated, Quote: "You need the steam version of Nehrim. The old version is not compatible with NGO"... when a user posted about missing the required, translation.esp as a master... and then I saw the opposite problem mentioned in the posts of the older NES, that a steam user said they were missing the NehrimEnglish.ESP.

      So I guess from the above, I can conclude that the Steam version comes with a translation.esp, which the moddb version doesn't, and it appears the Steam translation.esp has replaced NehrimEnglish.ESP from the old version. Are you saying from your reply that, translation.esp [Steam] & nehrimenglish.esp [Moddb] are interchangeable and I can just rename 'nehrimenglish.esp' to 'translation.esp' as a workaround?

      If this is the case, I could try and edit the master requirement of NES to be translation.esp..... 
      or.......I will merge 'nehrimenglish.esp'  & 'NehrimEnglishUpdate.ESP' [from NES] into one plugin and name the merge, translation.esp... which I suspect is what Steam did! Looking at the Steam updates listed here, in particular, the listed mod additions in Steam version v2.0.0.0 : 
      Spoiler:  
      Show
      WalkBlessed OBSE Plugin (diagonal move)
      Harvest Flora for Nehrim
      Enhanced Music and Control 2 (EMC2)
      Vacuity
      Blockhead
      Nehrim Experience Progress Bar
      Menu Alt-Tab Crash Fix
      Denock Arrow
      Nehrim English Supplemental (NES)
      Oblivion Character Overhaul version 2 (OCOv2)
      Nehrim Landscape LOD Textures
      ENBoost  
      It can be seen that indeed NES is listed as one of the plugins added to the 'Steam version', which furthers my hypothesis that Translation.ESP = NehrimEnglish.ESP + NehrimEnglishUpdate.ESP [from NES]. The other mods I can merge or add to my load-order manually, I might give EMC2 a miss though as I heard it causes stuttering and in addition to OCOv2, I might also install Nehrim Character Overhaul (NCO) ..... so it looks like I can get away with not having to re-buy Oblivion again, just to play free Nehrim
  5. MitchBurns09
    MitchBurns09
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    After extensive checking I have found this mod immediately crashes when it tries to launch. I've seen the other posts is this because of the dependency noted below ... if so can we get a fix of some kind?
  6. paraque08
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    The .esp file has one dependency: Translation.esp. Could you explain what is this ESP? Thanks in advance
    1. DemonLord7654
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      Translation.esp is a file that I (probably) got from the Steam release of Nehrim. Basically, it translates the names of everything in the game from German to English (in my case). I needed to have the file running so that I could read the assets of the game and use the Construction Set to build the mod. I realize that it may cause problems for those who don't have the Steam version so I have plans to disintegrate it form the mod.

      Update: I am able to run the mod successfully without Translation.esp activated. Let me know if it is the same way for you.
    2. paraque08
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      Aha,
      Could be in traditional install this file: "NehrimEnglish.esp" ?
      with MD5: f22adab6c20500e8f48cfff373aa3191 *NehrimEnglish.esp

      I change the dependency name to "NehrimEnglish.esp". Aparently the game launch without problems. I have test the mod., but i have start a new game ...