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Nehrim: At Fate's Edge mod review
Get the ELDER SCROLLS IV: OBLIVION - NEHRIM AT FATE'S EDGE MOD. FATE'S EDGE MOD (ENGLISH) V1.5.0.8 MOD is available for immediate download. Jun 2, 2017 - 'Nehrim - At Fate's Edge' is a finished Total Conversion for the RPG The Elder Scrolls IV: Oblivion and at the same time one of the biggest. Nehrim At Fates Edge Full PC Game Overview. Nehrim At Fates Edge Download Free Full Game is a total conversion mod of Bethesda Softworks' The Elder Scrolls IV: Oblivion developed by the German team SureAI over the span of four years. Picktorrent: nehrim at fate edge - Free Search and Download Torrents at search engine. Download Music, TV Shows, Movies, Anime, Software and more. Running around Stonefield at about ~18FPS on average even with a lowish res of 1280x900 and everything either off or on it's lowest in both Nehrim's Launcher and Oblivion's own settings (including adjusting the pre-rendered frames up and down incase it was either too little or too much).with absolutely no change if I return to Nehrim's.
Introduction:
Greetings and salutations, people. As some of you hopefully may know, I am L0st-D4md and I so happen to be that piece of shit comedian who makes comics, and that's already enough about me because instead of critiquing some random aspect about Oblivion, I am going to review the total conversion mod, Nehrim: At Fate's Edge.
Background:*
Nehrim was developed by a non-commercial company called SureAI based in Germany. Their name which seemingly refers to surrealism and artificial intelligence. After four years of ongoing development, the total conversion mod was finally released in 2010 to an anxiously awaiting crowd. The setting and underlying lore of Nehrim is completely independent of that of The Elder Scrolls series creating an entirely new gaming universe using the Elder Scrolls Construction Set as the development environment and Oblivion itself as the template.
Nehrim was by no means, SureAI's first total conversion project. Although Nehrim is the only one I have played so far, I am aware that the group has also developed two TCs for Morrowind which were released during 2005-06, both of which serve as prequels to Nehrim. Aside that, the group has also developed Cube Experimental for Fallout 3 and has recently announced a total conversion for Skyrim called Enderal: The Shards of Order, which I will keep a passing glance upon, especially if it is a squeal to what we have here now. By 2009, SureAI has clearly established itself in the modding community which would have given the then-announced Nehrim a wide exposure.
SureAI has developed this mod to the point of almost being able to pass off Nehrim as a game of its own and not just a total conversion. However, do not be fooled when people say Nehrim is a new game, as they are only speaking half-truths at best. Nehrim does plainly use a lot of assets from the original Oblivion game such as the environmental set pieces, a few items here and there and the core gameplay remains the same but these would only be obvious to those who have actually played Oblivion. If one went into Nehrim only knowing it was a mod for a game they never played, they would surely be convinced that Nehrim is a well and truly complete game of its own. I also must mention that Nehrim also utilizes or at least takes cues from a number of existing Oblivion mods. These include but by no means limit to Ren's Beauty Pack, DarnifiedUI and Equipable Beards
Before I go further, I just want to remind that this total conversion was developed by Germans, meaning that the voice acting is in German. Most of the text has been translated into English but the voice acting itself is in German. Much to my surprise, the translation is of a high quality and has little to no broken English. However, some of the less note-worthy text and the in-game posters are left untranslated so just try to ignore them.
The Outline of Nehrim:
This total conversion mod takes place in the war-torn continent of Nehrim, which the game is named for, where the Chancellor of the Middlerealm has outlawed all forms of Magic as well as declaring war on the Northrealm. In Nehrim, you as the Player starts out in a small town Priory before receiving a strange letter from a talented Mage by the name of Mehzul who drafts your character into the local resistance against the Mage prejudice in Chancellor Baretheon's reign. Although the revolution story may seem a little old to you now and going by other RPGs I have played, I can tell you now that Mages have been getting a lot of flak lately. However, the story you will find here is a little more than what it seems on the surface. Thus far, I am around 1/4th into the Main Quest and already, I have experienced some plot twists that depart Nehrim from the cliche fantasy resistance storyline. I am willing to bet that this is intentional on part of the developers and I give them a lot of credit for that.
In saying that the core gameplay remains the same, there are a few aspects that have been changed up. For example, direct fast travel to every pitiful landmark is no longer possible, being replaced with teleportation spells to major settlements. Quest markers have been reduced down to a reasonable and diegetic level which can mean anywhere from the exact location, the general area in the overworld or simply no quest marker at all with only diary entries and vague directions to go on. This requires you to do a little exploring and figuring out things for yourself, as some points of interest are well hidden. From what I have played so far, I can tell you that extra initiative is worth the effort.
From what I have played so far, Nehrim's gameplay goes far beyond the simplicity of killing as many monsters as possible. Although there is plenty of time for that as well, Nehrim also involves puzzles, parkour sequences and situations that require manipulating the environment around you in order to achieve a result. As someone who plays on a higher difficulty, I can say that if you don't know how to kite, maybe you should consider learning before playing Nehrim on any difficulty. There is no shame in exploiting the A.I in order to make an otherwise curb stomp battle easier on yourself.
Character Creation:
The character creation is largely the same as Oblivion but it is very minimized, allowing only three playable races instead of ten. First are the Alemanne, the dominant race of Nehrim, similar to the Imperials. Second are the Normanne, a minority but widespread race, similar to the Nords. And finally, the Half-Aeterna which are more or less the equivalent of half-Elves. Thought your adventures, you will also encounter the full Aeterna, which are comparable to the Mystic Elves from any fangirl's mod collection, as well as the Star People, which are technologically advanced Dwarves with their own underground Labyrinth of a society to rival The Deep Roads of the Dragon Age series.
Birthsigns have been cut down significantly too as well as formal classes abolished entirely, similar to Skyrim. Out of the four birthsigns, each one has a different set of advantages and disadvantages along with each of them providing some minor spells as well as stances which are sustained powers that buff relevant skills at the expense of others. Upon the stars, you can choose to be born under The Paladin, The Warrior, The Mage, or The Villain. Although the storyline does encourage and mold your otherwise Normanne Barbarian into a fierce Battlemage, there is nothing to physically stop you from defying the story, as according to the developers themselves, your actual class depends on your weapon choice.
After being stuck for at least 20 minutes at the initial character creation screen, I have decided to take a gamble and roll as a Half-Aeterna Mage named Ritumil, which I pulled off a random name generator. I decided to give him pale, Purple, almost Dark Elf like skin because I felt the Caucasian face was too conventional for the moment. I also made his face gaunt, but not too bony. Ritumil has Jade Green eyes, round and large almost like a Japanese cartoon. I thought this looked good on the menu, but when I actually got a chance to look at the character, I cringed with disgust. I was not about to go back on this decision and re-roll the character based on looks alone. I have decided stick with the Half-Elf Mage draft and after completing the Prologue Quests, I knew this was the right decision.
New Mechanics:
Nehrim's story focuses a lot on the peril of Mages so therefore, you can expect that the Magic system has been revamped beyond what Oblivion had. The spells are largely the same but Magic is a lot stronger now and much more fun to utilize early on in the game. For example, a Frost spell may have a chance to freeze the enemy solid for several seconds in addition to the base damage. Enchanted items now carry a lot more relative charge. Custom-made potions can now be just as powerful as pre-brewed potions instead of just vials of liquid Gold. However, Restore Fatigue potions are still largely useless and can still be made and sold in bulk for a massive Return-On-Investment which makes money an almost trivial matter.
Nehrim's leveling system is both familiar and strange. Nehrim retains all of the skills and attributes from Oblivion but it eliminates the Major skill leveling system in favour for a global XP system which is gained for slaying monsters and completing quests. Sadly, the attribute leveling problem remains the same as it was in Oblivion. The amount you can raise an attribute by depends on how many skill points you have gained in skills governed by this attribute. This has not proven a major problem for me so far as I have decided to level my character naturally but those of us who prefer to get as much out of a character as possible will have a very rough time in making sure every attribute modifier is a +5.
Nehrim does introduce some new gameplay mechanics from crafting items at a Blacksmith's forge to hunting wild animals for their skins, This is backed by a general tool system including Pickaxes for mining ore deposits and shovels for graverobbing. These mechanics give the farmyard clutter a piece of functionality and provide a little immersion as in order to skin an animal, you first have to buy a manual from a relevant trainer, usually a Hunter of some variety. It is unfortunate that for a game so centered around magic, the enchanting and spellmaking features of Oblivion have been removed but I am guessing this is to force the player to rely on the Spells taught by your fellow mages instead of overpowered munchkin spells you make yourself.
The spells in Oblivion each have their own unique names, but it is difficult to tell based on name how two destruction spells compare. Luckily, in Nehrim, Spells are divided into seven tiers which are unlocked overtime as the player advances in level. What makes Nehrim different from Oblivion is that there is no direct leveling system rather that the map is divided into zones. These zones are by no means sequential as in order to reach a location for the main quest, I ended traversing a level 30-40 region as a level 12. This could have been my poor navigational skills but the fact remains that stumbling into the wrong region at the wrong time can put you in a very awkward position. Sometimes it is better to simply run than to kill everything you encounter. Obviously my word means nothing but it is something you will learn during the starting dungeon. Trust me on that. Some leveling still exists, but it appears to only apply to spell tiers and merchants. Beyond that, the dungeons themselves and the inhabiting monsters are at a fixed level.
Setting and Environment:
The setting of Nehrim identifies itself as an entire continent rather than a single country, however the technical size of the game world is only around 40 square kilometers which is around the same size as Oblivion's Cyrodiil. However, these specifications mean little as Nehrim comes to feel more vast, alive and various than Cyrodiil. Occasionally when traveling along the roads, you'll find traveling merchants, commoners going from place to place and lots of interesting landmarks. The NPCs however, are no more exciting and personalized than those of Oblivion, usually only having one or two lines each, usually about what criminal scum the Aeterna are and what barbaric savages the Northmen are.
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As for graphics, Nehrim aims to push the capabilities of Oblivion's engine to the mere limits. Most, if not all of the recycled assets from Oblivion have been retextured with love and care which almost amounts to a full high resolution texture pack, painting the world with a different, perhaps more vibrant palette. However, while I do admire the graphical effort put into this project, I found it to be overall unnecessary in that the game would be just as amazing even if it had used Oblivion's vanilla textures alone.
I'm not just pointing that out because it lags. It really does lag. Nehrim's own high-res texture pack will really make your Graphics Card contemplate suicide if you're not careful. However, the lag present in Nehrim is also due to the amount of individual objects in the world and not just their textures. Some of the scripted fights that take place during the Main Quest are rather spectacular. Unfortunately, this also causes lagging due to the number of participants involved in the carnage. While my PC is rather mid-high end, I can assure you that this lagging is of personal experience and has even gave me a headache the other night. I find that turning off the LOD (Distant things) improves your frame rate without impacting on the aesthetics tooooo much, but it would be difficult to eliminate the lagging entirely, as it sometimes get particularly bad in the city of Erothin, the sprawling capital of The Southrealm.
In regards to stability beyond the graphics, Nehrim is a very stable mod of its size and does not crash as often as you like to think. However, the game is not without its crashes but that is more to do with the fact of modding itself rather than any fault of the developers. Nehrim is a mod like any other hence, it crashes like any other mod. There is no way to avoid it and we just have to deal with it. That being said, save often and save especially before teleporting or loading screens. Also, be careful with ALT-TABbing because it just tends to encourage the problem.
Audio and Soundtrack:
Near the start, I mentioned that all of the voice acting in this game is German. Despite having German ancestry and being an occasional listener of Rammstein, I know only a small handful of German words and I did not choose to study a language in High School so I don't understand much of the dialog, but I will not deny its quality as Nehrim's characters were voiced by a pool of over 50 professional voice actors, which is a lot more than Oblivion as some of us know. That being said, there are some cases of recycled voice acting among the generic NPCs, However, this is all compensated by that most major characters of the storyline each have their very own, professional voice actor which is again, a step above Oblivion.
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In Nehrim's soundtrack, the songs themselves can compare to Jeremy Soule's compositions of The Elder Scrolls series but as a whole, Nehrim's soundtrack is only mediocre. It does have several memorable songs in the lineup but it falls short due to the lack of variety in comparison to Oblivion's score and while the music sounds amazing when you hear it for the first time, it begins to wear out after about 8 hours of gameplay. At that point, I started listening to other music instead like Radio Rivendell or Adrian Von Ziegler. Nehrim's soundtrack simply consists of .mp3 files which you can add, remove or replace as you please. If you have a copy of Oblivion's soundtrack, you can simply drop the files in the folder and carry on with it.
Requirements:
Of course, Nehrim does require Oblivion to be installed and patched to the latest version, however no additional mods or official DLC are required. It is a little tricky to get both Nehrim and Oblivion to run side by side seamlessly without mTES4 but it does save a lot of time in the future.
TL;DR:
In a much needed summary, Nehrim: At Fate's Edge is a total conversion mod for Oblivion. It aspires not just to be a common mod but a game of its own using Oblivion as a basis which is then revamped into something which has been described as a combination of Morrowind and The Gothic series. While Oblivion featured a fast travel system, Nehrim removed fast travel for a spell-based teleportation system, as well as removing leveled enemies to provide a sense of progression in power overtime. Other departures from Oblivion include a traditional XP-based leveling system, instead of Oblivion's skill-based leveling. Nehrim is also set in a completely different universe than The Elder Scrolls entirely, complete with its own races, stories, lore, and so on. The game was developed by SureAI with a core team of 12 people, supported by over 50 professional voice actors, and several volunteers for testing and various tasks.
My Baseless Verdict:
While I am by no means any form of authority within the PC master race. In fact, I despise the whole subculture, or any other subculture for that matter, so do with my opinions as you please. I'm not exactly a journalist either so I don't know why I'm writing this review for any real gain. Nonetheless, I am going to give my ratings out of 10 for the following: Gameplay, Story, Environment, Stability and Audio
- Gameplay: 8/10 - Although Nehrim does retain a lot of Oblivion's core mechanics, it introduces a lot of all new mechanics likewise, including crafting, hunting and the usage of common tools. Its a shame that custom Spells and Enchantments were removed, however.
- Story: 9/10 - As last I played, I have only finished Act II of the Main Quest, but it has nonetheless held my attention the whole way through even with its cliche framework compensated by its plot twists with hopefully many more to come.
- Environment: 9/10 - The continent of Nehrim is similar to Cyrodiil but also very different at the same time. Qarl's Texture Pack has been utilized in order to paint the landscape in vibrant, high resolution palettes. Not to say it goes without toil on your system.
- Stability: 7/10 - For a mod of this size and a mod in general, Nehrim does hold up very well in stability but it does crash occasionally and very annoyingly. It is rather prone to lagging episodes as well due to the high resolution textures and the amount of objects in the world.
- Audio: 6/10 - As Nehrim's voice acting is in German, I find it understandably difficult to immerse myself into the long monologues you encounter into the Main Quest but the voice acting is still high quality and professionally made regardless of the language barriers I face. The songs in the soundtrack are just as well-composed as Oblivion's but however, they tend to wear out quicker due to the lack of variety.
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That would be an average of 7.8 / 10. If I were to give it an overall rating, it would be 8/10 so my preliminary estimation is not too far off. It rounds to the nearest whole number I guess.
Additional Information:
I cannot cover every single aspect of the game and I may have left a few plot holes in this review. In any case, I encourage you to do more research and play it yourself rather than take me for some prophet. Here, I will list some important links.
Nehrim At Fate's Edge Download Youtube
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