Will add a few optional additions, settings and enhancements to Nehrim. Expect more features to come than the sprint function which is currently in it...
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File credits
Thanks to AltDunmer for training me on Gamebryo. Even though Oblivion's Gamebryo is a joke compared to what New Vegas is capable of with JIP LN NVSE plugin. :P Thanks to Tealor Arantheal for creating "Nehrim Expanded" with my old mentor. I'll try and add some of its "quality of life" features into this mod too. :) Thanks to JOG for this awesome alternate attribute level system for Nehrim! Thanks to PushTheWinButton for making me aware of "IncrementPlayerSkillUse"! Thanks to SureAI for this outstanding game, which tops Oblivion at least for me. :P Thanks to Hoxyd for making me a Steam community moderator. oO Thanks to troybayliss for an outstanding example of how spell deletion would work.
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Changelogs
Version 5.2a
Only contains missing translations for the german version
As soon as you opened up an account and deposited gold to it, you'll receive an immense interested out of the optional bank interest system if activated, as a value of 0 wasn't taken into account. oO Fixed!
Sobald man ein Konto eröffnet, bekommt man durch das optionale Bankguthabenverzinsungssystem einen immensen Bonus, da ein Wert von 0 nicht berücksichtigt wurde. Gefixt!
Version 5.1
The most recent change is something for mages. The Magicka Multiplier (Oblivion and Nehrim default ist 10) can be raised through level ups. You can freely set how much you want to raise it and how many level ups are required for one activation. A multiplier 10 = 100% of your actual Magicka. 9 would be 90% of your actual Magicka. So 11 are 110% of your actual Magicka and 20% would be 200% (double amount) of your actual Magicka. You'll find that new option in the menu for the alternate level system. BE AWARE, that Nehrim has already a baked in system to raise Magicka. 1/10 of your intelligence above 40 will be used to directly alter the value of your Magicka. Which means you need at least 45 intelligence to get 1 point of Magicka. 45-40=5*0.1=0.5. Rounded up it's 1. So your current Magicka will be raised by 1 point. If you have intelligence on 100 it would be 100-40=60*0.1=6 points per level up. Determine on your own if you want to active my optional system too. It surely can mess up the balance especially on higher values than default.
Die neuste Änderung ist spezielle für Magier. Der Magicka-Multiplikator (in Oblivion und Nehrim standardmäßig auf 10) kann durch Stufenaufstiege erhöht werden. Ihr könnt frei auswählen wie hoch die Erhöhung ist und wieviele Stufenaufstiege für eine Aktivierung nötig sind. Ein Multiplikator von 10 sind 100% euer verfügbaren Magicka. 9 wären 90% und 11 sind 110% ihrer verfügbaren Magicka. 20 sind 200% und dann das Doppelte. Bitte bedenkt, dass Nehrim bereits ein System zur Erhöhung der Magicka implementiert hat. 1/10 eurer Intelligenz über 40 hat direkten Einfluss auf euren Magiewert. Das bedeutet es wird zumindest eine Intelligenz von 45 benötigt um einen Zusatzpunkt Magicka pro Levelaufstieg zu bekommen. 45-40=5*0.1=0.5. Aufgerunded ergibt das 1, was dann direkt auf den Magicka-Wert gutgeschrieben wird. Bei einer Intelligenz von 100 wären es: 100-40=60*0.1=6 Puinkte pro Stufenaufstieg. Ermittelt selbst, ob ihr mein optionales System ebenfalls aktivieren wollt. Die Balance kann durchaus zerstört werden, speziell auf höheren Werten als der Standard.
Version 5.0
This is rather a bigger update. I've added a new UDF and changed the mercantile leveling quest script again. As in the Mercantile Leveling Menu in your message box menu (ugh XD), you'll find a new setting with which you have dynamic merchant prizes similar as Enhanced or Living Economy does. Just that it is fully scripted and dynamically works with any new merchant which gets added. If the merchant gold is lower than default, it will reset every 3 days.
Das ist ein etwas größeres Update. Ich habe eine neue UDF hinzugefügt und das Handelsgeschick-Leveling Script nochmals geändert. Im Messagebox Menü (bäh XD) für das verbesserte Handelsgeschickleveling, findet sich nun eine neue Option, mit der sich das Händlergold dynamisch je nach Ein- und Verkauf ändert. Sollte ein Händler einmal weniger als sein Basisgold haben, so resetiert sich dessen Vermögen auf den Standardwert alle 3 Tage.
Die deutsche V4.8 habe ich entfernt, da sie nicht heruntergeladen wurde und somit keinerlei Auswirkung auf die Statistik hat.
Version 4.8
As of reading reports about issues when the skill gets raised 2 times or more during one transaction, I've added a loop which will raise the skill one by one for each item of one transaction.
As of that, I've either added an exception that checks if during the loop the skill gets raised to 100. If that's the case the loop will be exited immediately.
This got enhanced for both, the selling and the optional buying increase.
Da ich Berichte über Probleme bei einer Fertigkeitserhöhung von 2 oder mehr, während einer Transaktion habe ich eine Schleife eingebaut, die den Skill für jedes Item einer Transaktion einzeln erhöht.
Dadurch musste ich ebenfalls eine Ausnahme hinzufügen, die überprüft ob während dieses Prozesses der Skill auf 100 angehoben wurde. Trifft das zu wird die Schleife sofort verlassen.
Dies wurde für beides, das Verkaufen und optionale Kaufen eingefügt.
Version 4.7
Found a bug during the translation which prevented to give Mysticism Intelligence as the governing attribute. A wrong index was adressed.
Enhanced the explanation of how the "Nehrim Expanded"-inspired level system works.
ERSTER RELEASE DER DEUTSCHEN ÜBERSETZUNG. Sämtliche Funktionen und Fixes von V4.7 sind enthalten.
Version 4.5
There is an engine bug, which will completely destroy the way you see your player. Riding on a horse and getting hit by a paralysis spell will cause the bug. Even though you may resolve it simply by reloading the game, it should not happen in the first place. So as long as you are riding you and your horse are immune against paralysis. There is no horse combat (at least not without OR), so that was fair enough for Nehrim Expanded and should be fair enough for this.
This fix will either be added into the Unofficial Nehrim Fixes, so I had to add a function which checks if that mod is loaded so the fix won't get applied two times. Works fine. :)
Version 4.4
You can now remove the NOA diary again if you are fine with the settings and don't want to bother with the book further. If you update, you'll experience some things will be set to default as I had to remove some variables from the control script and make them quest variables for global use to work only once. As removing and adding the book, will set all variables in the Control script to 0, simply as a new instance uses it.
Previously I used if (eval ActorValueToStringC >codeVar< == ActorValueToString Athletics) to determine which value was saved in the code var which will be sent from the training topic. Yet that's pretty heavy to turn something into a string and compare it with another string. I came up with the solution as if >codeVar< == ActorValueToCode Athletics didn't work. However, if eval(>codeVar< == ActorValueToCode Athletics) works and is far more resource friendly than using 2 functions to turn a value into a string and then compare the string. oO
Version 4.2
I've added the proper voice over for training also to the optional conjuration trainer. So he isn't silent when you choose to train conjuration.
Version 4.1
I've again increased compatibility of other mods by calculating the speed bonus of horses including their current speed, which can be altered by different plugins. As horses have no fancy OBSE functionality to enhance the speed without altering skills or attributes like for the player, changing the speed is the best bet for a sprint function.
I've checked which kind of horse (or donkey) the player has and added different speeds for each. However, I had no ELSE-block, so any other horse than the ones the player can buy won't be able to sprint. This condition is now added and all regular horses just get +50 on their speed.
Version 4.0
I've added horse sprinting as an addition to the regular sprint function. You need to turn the sprint function on to have access to horse sprinting of course. ;)
Version 3.9
The alternate level system showed wrong values for all current attribute levels as of having copied a wrong variable name for all attributes. This is fixed now!
Version 3.8
I've added an additional system with which the base values of some game settings which get changed through some scripts here, are saved. If you start with this mod it should work flawlessly. If you activate it later, the Nehrim default values might be applied in various "load previous savegame, from an older savegame"-cases where these variables that hold the base game values are not set.
Version 3.7
I've added an alternate level system as requested by a user. Thanks again for the link, this is really a welcome addition. The original author is added into the file credits.
Version 3.6
As of giving the player the option to add a Conjuration trainer, I just looked into the regular method of training on Conjuration. The Alamanc of Conjuration had a few flaws in its script. For example you were able to exceeed the skill level of 100 by far, which has no use. Now you're not able to exceed 100 anymore and I either included an optional block for my setting to get attribute point multipliers by training. This setting now also affects the Almanac of Conjuration. Otherwise the regular system is in charge, but either without the possibility to exceed 100.
Version 3.5
I've completely changed the function how skill training works. It was previously a pretty big function but it got cleaned for good. Was an additional change as of having skill-based training costs now.
I've had to enhance the way the skill requirements are checked and drastically changed the conditions of the training topics and the function to check condition changes.
I've fixed a few missing translations that got taken over from Nehrim.esm.
I've added a new option to switch between the regular training costs, or training costs that are either based on the current skill level. The better you get the harder and more expensive the training, ya know? ;)
Outside of the village Furtsanden is a "Dark Figure" which can now also train Conjuration as long as you allow it (default is OFF). The Nehrim-standard requires you to train with Almanacs of Conjuration and it's your choice if you actually want a conjuration trainer in the game.
Version 3.0
PURE BUGFIXING!
The system to turn off Learning by Doing had its flaws, which are now fixed.
You are only allowed to train to 90 in any skill if Learning by Doing is active (like Nehrim-standard). You cannot exceed 90 even if you have 89 Sneak and train +2. You will still end up with 90 as that's the maximum a trainer can get you to when Learning By Doing is still available (the rest has to be done by the player).
Turning Learning by Doing off allows all trainers to train you til 100 in their respective skills. So you don't get stuck on 90. XD
I had to completely revamp the way the dialogue topics work condition-wise. Nehrim Expanded was a good example, but I still wrote my own solution for all these troubles.
A new function is added which determines if a skill training of the respective skill with +1, +5 or +2, +10 is possible. To add skill changes into that system it will be run once when you enter the dialogue menu. Otherwise these will be evaluated directly after taking a training session to update the available topics (via Result Script in the respective Dialogue sections)..
In addition to that, the conditions for the gold cost works properly now. So you should not able to train a skill when you don't have the proper amount of gold.
Version 2.10
Added a "Next page" button into the main menu.
Added a "Previous page" button into the main menu. Currently not really different, as there are just two pages.
Added a new page into the main menu, as there are only 10 buttons allowed per page.
Added a new function to COMPLETELY turn off the Learning by Doing system. This is a permanent change as of having an option to get bonus learning points.
Added an option to allow the player getting bonus learning points because of turning off Learning by Doing.
Version 2.5
If you invest your learning points at trainers, you now get either an attribute multiplier for the respective governing attribute of the trained skill.
Version 2.4
I've added a system from Nehrim Expanded with which the Hand to Hand damage cap gets raised upon each level up instead of being stuck on 35. Theoretically if you reach level 50 and have 100 Hand to Hand skill and 100 strength you should deal 100 damage.
Also from Nehrim Expanded. Kahldor in the inn of the Tirin Abbey, got added as trainer for the Hand to Hand skill.
Version 2.2
I've completely change the way the mercantile leveling works, by rather using the OBSE function "IncrementPlayerSkillUse" which works like a real skill incrementation.
I've added the option that the player can also get experience by buying items.
If the different mercantile leveling is on, the skill incrementation is 0.5 (1 is default). If the additional option to get experience for buying items is either on, selling items just grants 0.25 skill incrementation and buying stuff will grant 0.5.
I've used affixed values instead of variables for the skill incrementation values to ensure that ZERO skill incrementation is avoided. oO Which should have fixed previous nasty isses with that function.
Version 2.1
I just added a spell deletion with a similar functionality as the one written by troybayliss for Oblivion.
Version 2.0
I've completely ripped apart the main functional script, which costed me A LOT headache. However, everything is running again and I still have a bit more room for new functions.
Aside of that, there is the function to change the governing attribute for any skill added.
Version 1.3
This update can be considered as a cheat and is therefore off by default. Even though it calculates the remaining days for which you either should get your interest from the bank, it is a completely new script that works aside of the regular one. So... If you get your bonus from the new script (minus the one you would have got for the regular one), you can go to your bank account in the back and activate the chest. By doing so, the regular bonus will pick up the newly changed value of the new script and give you the missing bonus accoring the NEW value. So you get much more out of it as you actually deserve. There is nothing I can do about currently, as I don't want to touch the original bank script (changes may be possible which would break my own script for). Especially, you can exploit it by doint the waiting game... Which actually worked already in the original game though.
Version 1.2a
So the previous ghost fix actually wasn't working properly. I'ved removed that block from the GetGameLoaded function. If GetGameRestarted if GetQuestRunning NOAmercantileLevelingQuest Let fNOAbDisplay := (NOAinitQuest.fNOAmercantileInitIncrement / 2) SetSkillUseIncrement fNOAbDisplay Mercantile 0 endif endif In GetGameRestarted it will only be run once per restart which is exactly required. Running it every "GetGameLoaded" the skill increment of the mercantile skill will be halfed over and over again everytime a game is loaded, until the player barely gets any experience points.
Another ghost fix. This time I removed the "GetGameRestarted" solution, as I totally forgot about thinking what happens if the player loads between savegames that don't have the mercantile leveling active. So I had to get even more specific. This code is again in the "GetGameLoaded" block: if GetQuestRunning NOAmercantileLevelingQuest if GetSkillUseIncrement Mercantile 0 != (NOAinitQuest.fNOAmercantileInitIncrement / 2) Let fNOAbDisplay := (NOAinitQuest.fNOAmercantileInitIncrement / 2) SetSkillUseIncrement fNOAbDisplay Mercantile 0 endif else if GetSkillUseIncrement Mercantile 0 != NOAinitQuest.fNOAmercantileInitIncrement Let fNOAbDisplay := NOAinitQuest.fNOAmercantileInitIncrement SetSkillUseIncrement fNOAbDisplay Mercantile 0 endif endif So if the quest is running, the player has activated the different mercantile leveling and the value should be halfed. If the current value is not the halfed value of the original value, it will be changed. When the quest is not running, the player has default mercantile leveling. In that case the original value should be re-applied. If the current value is not the original one, it will be changed.
Hopefully this should take care about any possible exception.
Version 1.2
Added menu hotkeys as a quality of life addition. The mouse isn't that needed anymore to perform various menu actions (like taking the whole inventory of a container).
Added a new leveling system for the mercantile skill. You can now sell a stack of items and all of them will contribute to the skill progress.
Ghost fix: I've quickly added a new version, as I forgot about the skill incrementation value reseting everytime. if GetQuestRunning NOAmercantileLevelingQuest Let fNOAbDisplay := (NOAinitQuest.fNOAmercantileInitIncrement / 2) SetSkillUseIncrement fNOAbDisplay Mercantile 0 endif This will be run in the GetGameLoaded block and ensures that the value is halfed, when the different mercantile leveling system is active upon restart or reload.
This mod was specially made for the Steam-version.
Story: With V1.0 this mod contains just a properly working sprint function based on my code for the mod Oblivion Subtle Sprint. Unfortunately I used "ModAV2" in that mod to decrease the fatigue upon sprint usage. It worked as I capped my frames when I tested the mod, but with uncapped frames it's a hell of a mess as the fatigue is depleting too fast. I've fixed that now by using 5 different diseases that drain the fatigue over time. :)
I am looking forward to add additional features mostly from the (in?)famous mod "Nehrim Expanded" which my old mentor AltDunmer and Tealor Arantheal wrote together...
So feel free to watch this mod evolving and don't hesitate to try it out. :)
Compatibility: This mod currently overwrites following base game entries: Topic entry 20882B and 2268B3 of the GREETING topic. The topics LehrerSchwert01, LehrerSchwert05, LehrerBlocken01, LehrerBlocken05, LehrerStumpfeWaffe01, LehrerStumpfeWaffe05, LehrerSchuetze01, LehrerSchuetze05, LehrerHandwerkskunst01, LehrerHandwerkskunst05, LehrerSicherheit01, LehrerSicherheit05, LehrerWiederherstellung01, LehrerWiederherstellung05, LehrerIllusion01, LehrerIllusion05, LehrerVeraenderung01, LehrerVeraenderung05, LehrerSchwereRuestung01, LehrerSchwereRuestung05, LehrerZerstoerung01, LehrerZerstoerung05, LehrerMystik01, LehrerMystik05, LehrerLeichteRuestung01, LehrerLeichteRuestung05, LehrerBeschwoerung01, LehrerBeschwoerung05, LehrerAlchemie01, LehrerAlchemie05, LehrerFeilschen01, LehrerFeilschen05, LehrerWortgewandheit01, LehrerWortgewandheit05, LehrerSchleichen01, LehrerSchleichen05, LehrerAthletik01, LehrerAthletik05, LehrerAkrobatik01, LehrerAkrobatik05 got either changed for the new training costs and learning by doing switch. The script 1AlmanachDerBeschwoerungSCN got changed either. Mods which either change these content should be loaded before this mod or maybe they are actually not compatible.
If you use the Nehrim Gameplay Overhaul, be aware that it changes the governing attribute for following skills: Athletics = Speed (previously agility) Acrobatics = Speed (previously endurance) Illusion = Personality (previously intelligence) Destruction = Willpower (previously intelligence) For that, I have not implemented a "takeover"-function as you can set all governing attributes for all skills by yourself. So be sure to change the skills to the here mentioned settings to fit the idea of IxionXVII's mod.
Features:
A message box menu. Yes, I write that as feature even though I hate message menus but Oblivion had no Mod Configuration Menu, so that's the best bet. :P And as I wrote this before I was aware about LINK, I'll stick to it now as programming the MCM menu for New Vegas was already horrible enough to do a new version of this with LINK support. :P
An additional diary which has "NOA" written on it. Click on it to open up the message box menu. It will be added upon start, so you have to wait a few seconds until you get it.
A Sprint function that uses a stupidly complicated formula for determining the speed bonus, also allowing the player to add an additional offset of -100 to 300.
A Re-assignable sprint key.
A toggle-able handicap when sprinting backwards. Lesser than 25 athletics will give the player a 25% chance to fall down when sprinting backwards. That chance decreases according to the player's athletics level, but I don't need to note down any more as everything is explained in the message box menu.
A menu hotkey system where the player can set up two hotkeys to make the usage of the mouse not mandatory for various actions.
A new leveling system for the mercantile skill. Explanation can be found in the uploaded pictures or the ingame menu itself. This function is OFF by default! The function got now updated to use "IncrementPlayerSkillUse" like in this example.
A new setting to calculate your bank account accoring the correct amount of days of your absence is added. However, this can either be considered as cheat, as the regular script to pay you your bank interest, is still working and builts upon the value sitting in your bank which will be increased already by my script. There was no cleaner method to do this, as I did want to touch as least of the base records as possible. Aside of that, I had to touch the bank cell, as I've added a new object which has the script for the new forumla running. This function is OFF by default!
New function to change the governing attribute for ANY skill. I haven't built in any restrictions and you can use it at any time you want. So I recommend you use it once per playthrough, otherwise you might just end up misusing it. :P The settings are NOT saved into the savegame. The reason why I can recover these settings is an array variable which stores the player choices. But nothing from the real attribute changes and renames are saved, as these will be written by the Nehrim.esm (and other plugins like the Translation.esp) itself. I am not sure if the array variable unloads when you deactivate the mod, but even if not then it just has 21 different actor value codes stored which cannot be used by anything else.
New spell deletion added, which is based on the example of troybayliss' Oblivion mod. The spell deletion includes an exception for quest spells so you won't be able to accidently delete these.
A new OPTIONAL level system for Hand to Hand damage cap was transfered from Nehrim Expanded. Normally you are stuck with 35 damage on Hand to Hand. Now if you are level 50 and have 100 Hand to Hand and 100 strength, you should be able to deal 100 damage.
Kahldor in the inn of the Abbey Tirin trains also Hand to Hand now.
You can choose if you want to get an attribute multiplier, when visiting trainers. Normally you cannot get an attribute bonus by training units, which is the default setting of this new function.
You can COMPLETELY AND PERMANENTLY turn off the Learning by Doing system. So you can only train your skills at trainers but not by yourself.
When having Learning by Doing TURNED OFF, you'll get the option to get an self-set amount of bonus learning points, everytime you fully fill the XP progress bar.
Added the option to switch between the regular training costs or a new training cost system also based on the respective skill level. Default is Nehrim-standard.
Added an option to make the "Dark Figure" a guy outside of the village Furtsanden nearby a signpost a Conjuration trainer. Normally you train Conjuration by finding Almanacs of Conjuration and use your learning points on them. So you have now the choice to add a trainer. Compared to the Almanacs it surely costs money to train, like for every other skill training.
As of having the possibility to add a Conjuration trainer, I checked the "Alamanc of Conjuration" which is the regular training method for. Aside of fixing some unhandled exceptions, I either added support for my attribute multiplier bonus by training system into the script (which is surely optional and corresponds with the setting you made in the NOA book).
Alternative level system added per user request based on JOG's original. Thank you very much for the tip. This is a welcome addition. :D
Horse sprinting got added. Horses use the same stamina bar as the player, so it was just a good compensation to add a bonus value adding up in the background as long as you use the sprint function on a horse. So chances are good that you player will get a full stamina bar when getting off the horse. You can exploit the horse sprinting a bit, as with that you actively reload the stamina for the horse either. XD I was too lazy to add a different value for, but I guess that functionality should do it. At least these creatures can now (almost) match the player's speed. If you use the sprint function with ridiculous settings, you'll be probably faster than horses anyways. :P So this is just a gimmick, but one I liked to add. :)
You can now remove the book from your inventory. So if you set up all your preferences and don't want to be tempted to change anything further when you are struggling with something, simply use the function and you won't be able to use the book as some sort of cheat. However... If you really need the book back, you can use following console entry: Set NOAaddDiaryBack to 1 and you'll get the book back.