Nehrim: At Fate's Edge

About this mod

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...

Permissions and credits
Changelogs
Updates:
Please check the changelog in the changelog tab or simply click here.

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.