Damn I've been spotted.. why?

Post » Wed Mar 30, 2011 9:40 am

I break into the place trough the basemant and when I'm inside the living room I get spotted instantly.. or when that person returns back to his/her home runs to me like he/she knows I'm there.. Is there anything I can do about this? I don't like the fact that the NPC's know my every move when I'm inside their houses, the same goes for the NPC's when I'm inside a store
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Wed Mar 30, 2011 12:17 am

The place? What place? What is your character doing when you're noticed--sneaking, or just standing there? Are you in the shadows? What is your character wearing? Are there any spells in effect?

No offense, but you really haven't provided the background necessary to respond.
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Wed Mar 30, 2011 10:01 am

The place? What place? What is your character doing when you're noticed--sneaking, or just standing there? Are you in the shadows? What is your character wearing? Are there any spells in effect?

No offense, but you really haven't provided the background necessary to respond.

Sneaking... I broke into a basemant its Alberic Litte's house and I make my way up the stairs when I go trough the door his wife starts running down the stairs directly to me like she knew I was there and the living room was well lit. The other time was when I broke into someones house in Skingrad and I forgot who it was I was on the top floor of the house and when she walked into the house she ran all the way up the stairs to me.. like she knew I was there and that time I was in the shadows so being in the shadows or in a lighted area doesn't matter nor does it matter what I wear
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Wed Mar 30, 2011 2:54 am

You only tell what happens but not the information needed for people to try and help you. What is needed is information like your load order(So they know which mods you are using.), what kind of armor is your character wearing...what is your characters sneak level and agility, things like that.
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Wed Mar 30, 2011 1:22 am

You only tell what happens but not the information needed for people to try and help you. What is needed is information like your load order(So they know which mods you are using.), what kind of armor is your character wearing...what is your characters sneak level and agility, things like that.

This has nothing to do with mods... the armor im wearing would be leather boots and leather bracers.. .the rest of the stuff is cloth -_- the sneak and agility would be... oh well sneak is 64 and agility 57
This is something that should appear to most people that play this game i just want to know what did you people do about it.. do you just rob citizens and shopkeepers when they are asleep. I can't I got TIE which puts guards in most shops so that I can't rob them.
User avatar
Paula Rose
 
Posts: 3305
Joined: Fri Feb 16, 2007 8:12 am

Post » Wed Mar 30, 2011 2:47 am

It could have something to do with your mods, so post your load order unless you are using no mods. If that is the case, then you shouldn't be asking this in the mod section.
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Wed Mar 30, 2011 12:54 pm

It could have something to do with your mods, so post your load order unless you are using no mods. If that is the case, then you shouldn't be asking this in the mod section.

Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.72]05  AFC v2 Core.esm06  Toaster Says Share v3.esm07  VampireFaceBugFix.esm08  300_BlackJack.esp09  Unofficial Oblivion Patch.esp  [Version 3.2.10]0A  DLCShiveringIsles.esp0B  Natural_Habitat_by_Max_Tael.esp0C  EnhancedWeather.esp  [Version 1.3.5]0D  Enhanced Water v2.0 HD.esp0E  _Real_Lights.esp0F  AFC v2 Combo Chains.esp10  AFC v2 Combat Moves.esp11  AFC v2 Damage Text.esp12  AFC v2 Gauntlet Weaponry.esp13  AFC v2 Locational Damage.esp++  Item interchange - Extraction.esp  [Version 0.76]14  Security Rebalance-Traps and Bash Locks.esp15  Enhanced Economy.esp  [Version 5.0]16  Improved Hotkeys.esp  [Version 1.1]17  Adonnays Classical Weaponry.esp18  Cobl Glue.esp  [Version 1.72]19  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]1A  TIE.esp  [Version 1.40]1B  The Ayleid Steps.esp  [Version 3.4]1C  M.O.E. - Main Quest Delayer.esp  [Version 3]1D  xuldarkforest.esp  [Version 1.0.5]1E  xulTheHeath.esp1F  xulChorrolHinterland.esp  [Version 1.2.2]20  xulLushWoodlands.esp  [Version 1.3.1]21  xulAncientRedwoods.esp  [Version 1.6]22  xulCloudtopMountains.esp  [Version 1.0.3]23  xulArriusCreek.esp  [Version 1.1.3]24  xulRollingHills_EV.esp  [Version 1.3.3]25  xulPantherRiver.esp26  xulRiverEthe.esp  [Version 1.0.2]27  Natural_Vegetation_by_Max_Tael.esp28  Dungeon Actors Have Torches 1.6 DT.esp29  Exterior Actors Have Torches 1.3 DT.esp2A  M.O.E. - Travel Services.esp  [Version 3]2B  P1DkeyChain.esp  [Version 5.00]2C  PersuasionOverhaul.esp2D  ReneersTrainingMod.esp2E  Enhanced Economy - House prices.esp  [Version 1.0]2F  M.O.E. - Ethereal State Spell.esp  [Version 1]30  M.O.E. - Teleportation Magic and Icarian Flight.esp  [Version 2]31  SupremeMagicka.esp  [Version 0.90]32  SM_ShiveringIsles.esp  [Version 0.86]++  SM_COBL.esp++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]33  MidasSpells.esp34  sycHearNoEvil.esp  [Version 1.0]35  sycSHOUT.esp  [Version 1.02]36  Enhanced Grabbing.esp  [Version 0.5]37  Duke Patricks - Combat Archery.esp  [Version 3.7]38  RealisticLeveling.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.76]39  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]**  Shining Creatures_AtronachFlame.esp  [Version 1.2]**  Shining Creatures_AtronachFrost.esp  [Version 1.2]**  Shining Creatures_WillOWisp.esp  [Version 1.2]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]3A  Bashed Patch, 0.esp

I still haven't resolved the issue in balance between fran's items and TIE
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Wed Mar 30, 2011 12:26 pm

I still haven't resolved the issue in balance between fran's items and TIE


And you're not going to while still using version 1.40 of TIE. It's up to 1.45 now. There was also a detection fix that will probably take care of your issue with people zeroing in on you like you're a beacon.

So yes, it's probably mod related and that's why it helps to know which ones you're using and what versions they are :)
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Wed Mar 30, 2011 7:07 am

Arthmoor would certainly know better, being the Guardian of TIE, but I would assume this still applies, from the ReadMe:

***At present, T.I.E. is not compatible with any of the other overhauls (OOO, MMM, Frans, FCOM, etc). Version 1.25 of TIE4Mods caters to those seeking integration with other overhauls.***


So, yeah, conflicts.
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Wed Mar 30, 2011 11:01 am

There's that too. TIE and OOO are not 100% friendly with each other, but still, most of the described issues would be fixed by either updating TIE or removing one of the overhauls.
User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Wed Mar 30, 2011 1:11 pm

There's that too. TIE and OOO are not 100% friendly with each other, but still, most of the described issues would be fixed by either updating TIE or removing one of the overhauls.

I'm not using any other overhaul... if i were using i would simply put it before TIE to avoid conflicts... well the big problems but i would still be missing some stuff, but it doesnt matter since i don't use any overhaul
One more thing Arthmoor is there a scale value for weapons and armour used in TIE? I want to modify some values for weapons and armour that I made to balance them out
Thanks anyways I already know I'm outdated
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Wed Mar 30, 2011 11:02 am

TIE weapons are all (now) roughly 2x the damage of vanilla weapons, with a bit of overage for the heavy two-handed hammers. Shields are all roughly 3x the armor rating with an appropriate boost to the shield's health if it's lower than 2000 points. There's no set formula I used for that though, just picked values that seemed fitting. Armor for the most part isn't messed with except to make mithril items lighter.
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Wed Mar 30, 2011 10:16 am

TIE weapons are all (now) roughly 2x the damage of vanilla weapons, with a bit of overage for the heavy two-handed hammers. Shields are all roughly 3x the armor rating with an appropriate boost to the shield's health if it's lower than 2000 points. There's no set formula I used for that though, just picked values that seemed fitting. Armor for the most part isn't messed with except to make mithril items lighter.

I've downloaded the latest TIE version and it includes TIE + Frans , does this mean that the armour rating and damage has been balanced as well?
I also want to know more about Weapon and Armour filter where can i read for more info? I didn't notice it in the readme
Oh and will it conflict if i put Illegal looting on EE?
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Wed Mar 30, 2011 8:18 am

Didn't I already say that? :blink:

The filter could use some info in the readme, yes, but in Bash if you look at the master list that will tell you what mods it's able to support using the same rough formula. Most of those weapons and shields it supports were from mods that had been aligned around vanilla stats before and are adjusted to bring them into sync with what TIE expects. So you'll be in for an even bigger world of hurt in combat than before :)

TIE and EE go together well and don't interfere with each other at all.
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Wed Mar 30, 2011 10:52 am

Didn't I already say that? :blink:

The filter could use some info in the readme, yes, but in Bash if you look at the master list that will tell you what mods it's able to support using the same rough formula. Most of those weapons and shields it supports were from mods that had been aligned around vanilla stats before and are adjusted to bring them into sync with what TIE expects. So you'll be in for an even bigger world of hurt in combat than before :)

TIE and EE go together well and don't interfere with each other at all.

Updated and everything, seems to be working fine so far I'll keep you posted
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am


Return to IV - Oblivion