Nehrim: At Fate's Edge

Nehrim: At Fate's Edge

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Wehrwolfmann Jun 12, 2020 @ 10:27am
What about of Steam Workshop?
And as soon? Could I upload Oblivion mods too?
Last edited by Wehrwolfmann; Jun 12, 2020 @ 10:34am
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Showing 1-15 of 26 comments
PorcusGrunzus Jun 12, 2020 @ 10:30am 
The Steam workshop is bad for Bethesda games. No reason to use it, go Nexus Mods. Some mods work with Nehrim.
Erenussocrates Jun 12, 2020 @ 11:23am 
I like being subbed to my mods and not having to use a 3rd party site though. Everything is one click away.
Originally posted by Erenussocrates:
I like being subbed to my mods and not having to use a 3rd party site though. Everything is one click away.
This doesn't change that the workshop sucks. If you cant be bothered to use the nexus dont complain.
Erenussocrates Jun 12, 2020 @ 12:00pm 
I can still wish for a workshop. If you don't like workshop, don't use it. No need to be an elitist virgin.
Originally posted by Erenussocrates:
I can still wish for a workshop. If you don't like workshop, don't use it. No need to be an elitist virgin.
If you think being able to use a website is elitist then you are retarded.
Erenussocrates Jun 12, 2020 @ 12:19pm 
You are able to use a website, wow such an outstanding genius. That's really great for you. Go bake yourself a medal out of a cookie.
Originally posted by Erenussocrates:
You are able to use a website, wow such an outstanding genius. That's really great for you. Go bake yourself a medal out of a cookie.
Shouldn't I bake a cookie out of a medal and not the other way round?
PorcusGrunzus Jun 12, 2020 @ 12:47pm 
Originally posted by Erenussocrates:
You are able to use a website, wow such an outstanding genius. That's really great for you. Go bake yourself a medal out of a cookie.

Wait... Didn't you just say you cant? Uhm. You successfully played yourself.

The reason why workshop mods with Bethesda games are bad, is because they arent set up properly and without a proper launcher and other tools, they just wont run properly. Sadly modding stuff doesn't just work plug and play and you need to learn a lot of things, just like using Nexus (which is imho the easiest thing out of everything). I would look up guides first for modding basics and then go from there. I also learned a lot about it in several years of modding almost all Bethesda games.
Jouchebag Jun 18, 2020 @ 9:38am 
Originally posted by Xenophobe:
the workshop is fine with Enderal, why wouldn't it be with Nehrim? I also use nexus and find the workshop a bit more convenient. just personal preference.

It's not about Nehrim or Enderal. There's a massive difference between Skyrim and Oblivion in terms of stability and mod compatibility. Skyrim allows for a lot more plug-n-play mods and it's engine sorts out some problems on it's own. Oblivion is significantly more likely to blow a gasket and shoot fire out from under the hood.

Morrowind is an even more ornery old horse, likely to ♥♥♥♥ on your boots and leave you stranded in a desert.

The Nexus also goes out of it's way to make available resources like mod-specific forums, compatibility check lists, and detailed descriptions that workshop mods rarely bother with.
Last edited by Jouchebag; Jun 18, 2020 @ 9:41am
Zsrai Jun 18, 2020 @ 11:38am 
The reason that the Workshop sucks for TES games is that you can't manage updates, and if you get an unlucky update your save is ♥♥♥♥♥♥. It's also tougher to manage your load order. The Workshop is fine for other games (I use it for a few I play), but it is ATROCIOUS for TES/Bethesda games.
Just Chill Jun 18, 2020 @ 11:51am 
Originally posted by Xenophobe:
fair point, the earlier game engines are far less forgiving.


I would say the other way around.

Skyrim's Creation Engine is very unforgiving when it comes to mods.
You have to stick to the mods you use as if you remove them, you actively damage your game / savegame as mod content is saved into it.

In Oblivion / Fallout 3 / Fallout New Vegas, modding is very forgiving.

You can add mods and remove them, as they don't get actively saved into the savegame.


Yet that brings different problems. Like you have to initialize a few things over and over when you reload a savegame or restart the game.

I am not sure if Oblivion already had Form Lists, but in New Vegas there were some.
And it was a pitty to add specific items to specific form lists as they didn't stick when saving.
So basically it was necessary to add these items again and again everytime you started a game.

Even though there were commands that add stuff to form lists so they sticked to them even in savegames, but these commands were considered as "dirty".



If I could choose I would prefer Gamebryo over Creation Engine at any time.
And here we are with Nehrim... :icarussmile:

It feels like back these days when I started to dive into New Vegas. ^^
Jouchebag Jun 18, 2020 @ 12:02pm 
Originally posted by Just Chill:
Originally posted by Xenophobe:
fair point, the earlier game engines are far less forgiving.


I would say the other way around.

In Oblivion / Fallout 3 / Fallout New Vegas, modding is very forgiving.

You can add mods and remove them, as they don't get actively saved into the savegame.

That is not true at all.
Just Chill Jun 18, 2020 @ 12:07pm 
Prove me wrong. ^^

If the modder knows what he / she does, then you are far better with Gamebryo.
You can even remove a whole house mod. Oblivion clears content that points into nowhere itself.

I haven't said that savegames cannot get corrupt, but that doesn't necessarily has anything to do with mods.



If you still have doubt, check out Arthmoor about Creation Engine:
3. There is no such thing as a clean save. It does not matter who tells you there is, it doesn't exist in Skyrim. You cannot remove any mod, not even the patch, without there being some data that's been permanently changed. Doing this repeatedly WILL damage your save and WILL eventually lead to it becoming corrupt and unusable. Bethesda's own developers have confirmed the only way to properly remove a mod is to load a save made BEFORE that mod was introduced into the game. If you started a new game with 10 mods installed, you're going to be stuck with those 10 forever.
From the Unofficial Skyrim Legendary Patch
https://www.nexusmods.com/skyrim/mods/71214?tab=posts

3. Removal of mods is not supported by Bethesda. DO NOT deactivate this patch even if you suspect it of causing some kind of problem. You WILL fubar your game and in doing so, you forfeit any support from us.

5. There is no such thing as a clean save. See #3. Do not follow advice from others claiming this to be true, because it is not, and never will be.
From the Unofficial Fallout 4 Patch
https://www.nexusmods.com/fallout4/mods/4598?tab=posts



You will never ever find such a notification on any mod for a Gamebryo game.
Simply as there modding was far easier since you couldn't destroy your savegame.

Testing mods is also easier, as if you make a mod in Creation Engine and save your game with your changes and realise that there is a bug, you won't see the fix even if you fixed the bug.
As you need to check your fixes with a savegame BEFORE any of your changes.


This is so ♥♥♥♥♥♥' annoying and I really cannot tell why Bethesda thought that this would be a good move.

Therefore I personally feel that modding is far more enjoyable on the older engines.
Last edited by Just Chill; Jun 18, 2020 @ 12:20pm
Jouchebag Jun 18, 2020 @ 12:41pm 
I meant it's not true that Morrowind and Oblivion don't bake scripts into your save and that you can freely remove mods without consequence.

All TES games and FO games have that problem. It wasn't unique to Skyrim/Creation Engine.

The Creation Engine is just a modified and updated Gamebryo engine.
Last edited by Jouchebag; Jun 18, 2020 @ 12:43pm
Just Chill Jun 18, 2020 @ 12:46pm 
My post clearly shows evidence that it isn't like that.

Furthermore have you actually invest some time in modding Gamebryo and Creation Engine games?

Didn't you notice a difference?

Not only is the script language completely different the whole system is different.



Creation Engine:
Papyrus scripts are external and need an own PSC file for the code in text form and a PEX file for the compiled code.
The PEX files get baked into your savegame.


Gamebryo:
There are no stupid script files.
Every script you write is baked into your ESP.
Only external files are meshes, textures, sound files, awkward menu XMLs, etc.
But no script files.
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Date Posted: Jun 12, 2020 @ 10:27am
Posts: 26