TIE

Post » Tue May 17, 2011 6:14 am

Hi, in the past I have mostly tried playing FCOM (whenever I could get it to work right) and for the most part, while I enjoyed the TONS of new items and monsters, it all didnt feel smooth like it all fit together. I absoultely love the variety of items but as hard as the people who worked to get FCOM feeling like all the mods blended together, it still seemed off to me. So I considered going for TIE instead. TIE sounds like a nice mod that I would enjoy as it turns mindless hack n slash into a more logical thinking kind of fighting from what I have read. However, I am not sure exactly how it would be affected with mods such as FCOM or even FRANs that adds both monsters and items, as well as OOO and MMM. One other thing I loved about FCOM was the damage was much higher for both ranged and melee so I am thinking I would need atleast a few of the mods included with TIE but not sure exactly what ones would best suit without problems such as item stats not matching with TIE standards.

Thanks!
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Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Tue May 17, 2011 6:31 am

http://www.gamesas.com/index.php?/topic/1123328-tie-tamriel-immersion-experience/
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Tue May 17, 2011 6:06 pm

thx for the reply, yeah that is where i first read and decided to download TIE. my question however, is I cant seem to find any details about what kind of mods I could use with TIE in accordance to adding new monster/item content. I saw there is a FRAN patch that I also downloaded but some have noted its a bit iffy. TIE4MODS seems to be way outdated as well. I simply just want to add more monsters and items to die without the stats being drastically off. FCOM every bandit had different pieces of armor for example because it mixed all the OOO MMM FRAN and Aramentarium. I fear with TIE it will be back to the far too small item library and casual seeing the exact item every fight every time even with magical items that seem to appear far too often in vanilla.

Thanks
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Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Tue May 17, 2011 1:23 pm

Hi,

the thing is, with TIE being built with vanilla resources only it can be said to be compatible with most anything. Meaning it will not break quests except maybe when another mod places landscape details where a TIE detail is already present(like TIE added new trapdoors or lairs). And it`s not very probable.

OTOH seeing that TIE recalculates vanilla weapon stats making TIE vanilla weapons very powerful(more powerful then most if not all mod added rewards and new weapons in general) and unlevels everything it is in my opinion not compatible with most mods gameplay and vision wise.
Also, it will make you change your playing style if you want to be successful, a somewhat lengthy and painful process but well worth it.

I enclose my LO from WB, maybe it can help you some. It`s fairly stable.

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  MD_Saddle_Master.esm03  BathingMod_Base.esm04  Unofficial Oblivion Patch.esp  [Version 3.3.1]05  DLCShiveringIsles.esp06  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]07  All Natural.esp  [Version 1.0]08  All Natural - SI.esp  [Version 1.0]09  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp0A  AmbientTownSounds.esp0B  MIS Low Wind.esp0C  MIS New Sounds Optional Part.esp0D  Atmospheric Oblivion.esp0E  PCSoundCernd.esp  [Version 2.6]0F  Rainbows.esp10  All Natural - Real Lights.esp  [Version 1.0]11  Cities Alive At Night.esp12  WindowLightingSystem.esp13  Ayleid Loot EXtension.esp  [Version 1.1]14  CDM-Duel.esp15  Chapel Tithe.esp16  EasySpellRemovalv1.esp17  kuerteeSittableRocks.esp++  Oscars_Nicer_Grass-3346.esp18  SoT_Holiday.esp19  Enhanced Economy.esp  [Version 4.3.1]1A  FF_Real_Thirst.esp1B  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]1C  Streamline 3.1.esp1D  DLCHorseArmor.esp1E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1F  DLCOrrery.esp20  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]21  DLCVileLair.esp22  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]23  DLCMehrunesRazor.esp24  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]25  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]26  Darkgreen Glass Armour.esp27  VampireCurePotions 1.0.esp28  XSPipeMod.esp  [Version 1.2]29  Dude Wheres My Horse.esp2A  MD Saddlebags v3.0.esp2B  MD Saddlebags v3.0 Alternative Trader Script.esp2C  DLCThievesDen.esp2D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2F  kuerteeWanderingEncounters.esp30  TIE.esp  [Version 1.37]31  A's Elven Swords.esp32  EM_CompInnsleeping.esp  [Version 0.9]33  BogwaterDowns.esp34  JolardHome.esp35  000lute.esp36  za_bankmod.esp37  DLCFrostcrag.esp38  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]39  Knights.esp3A  Knights - Unofficial Patch.esp  [Version 1.0.9]3B  Enemy Actors Use Powers 0.1.1.esp3C  Birthsigns Expanded.esp  [Version 3.11.]3D  DS Less Predictable Respawn.esp  [Version 1.1]3E  HelmetFOV.esp3F  kuerteeInventoryIsABackpack.esp40  Oblivion - Soulgems.esp41  kuerteeGoldIsAnInventoryItem.esp42  SRJIrresponsibleHorses.esp43  Roleplaying Dialogues.esp44  RH 1.4 [non-MMM] with Grumble Sounds.esp45  BathingMod.esp46  BathingMod_Bathrooms.esp47  RealSleepExtended.esp  [Version 2.5]48  RenGuardOverhaul.esp49  Duke Patricks Basic Denock Arrows.esp4A  nGCD.esp4B  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp4C  Immediate Character Generation.esp4D  Moonshadow Elves - Sc.esp4E  CuteElf11.esp  [Version 1.2]4F  1em_Vilja.esp  [Version 2.3.2]50  Rabies Dire Wolf Companion.esp51  NoLoad.esp52  [GFX]_Initial_Glow-all.esp53  PracticeTargets_OBSE.esp54  Beast Tongue  Evolved.esp55  Duke Patricks - Magic you can believe in.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]++  LEM Retextured Glass Weapons.esp56  Bashed Patch, 0.esp


Regards, Haldir
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Tue May 17, 2011 6:24 am

thx for the reply, yeah that is where i first read and decided to download TIE. my question however, is I cant seem to find any details about what kind of mods I could use with TIE in accordance to adding new monster/item content. I saw there is a FRAN patch that I also downloaded but some have noted its a bit iffy. TIE4MODS seems to be way outdated as well. I simply just want to add more monsters and items to die without the stats being drastically off. FCOM every bandit had different pieces of armor for example because it mixed all the OOO MMM FRAN and Aramentarium. I fear with TIE it will be back to the far too small item library and casual seeing the exact item every fight every time even with magical items that seem to appear far too often in vanilla.

Thanks

How is the Frans patch iffy?

The various versions of TIE4Mods and TIE In are not necessarily bad just missing latest tweaks of past 15 versions - no SI in them. I recommend the SM version I linked early in the TIE thread.

You can use Johns Leveled List overhaul (due for another update pretty soon)
Armamentarium (use vanilla variant).

... here is what I'm doing. Warning this is experimental. I'm mixing TIE and http://waalx.com/RealSwordsForum/viewforum.php?f=13 aka as WAC. Now WAc is in alpha stage and you have to sign up there to get it. But it has some aspects that fit with TIE. Its leveled lists are unleveled as well. It is rightly an overhaul of its own. But as you know FCOM is all about using more than one overhaul.

It does require some editing, but so far I'm not seeing the types of encounters from each mod get blocked or serious crashing or anything like that.

If I do and as time goes on I plan to look more at how these two can work better together. Here is the load order right now:
Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Windfall.esm03  Jog_X_Mod.esm04  ScreenEffects.esm05  All Natural Base.esm  [Version 1.0]06  Cobl Main.esm  [Version 1.73]07  TamRes.esm08  Harvest[Containers].esm09  Waalx Animals & Creatures.esm0A  VASE - core.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  Armamentarium.esm  [Version 1.35]0D  Artifacts.esm  [Version 1.1]0E  Better Cities Resources.esm  [Version 4.8.0]0F  Progress.esm  [Version 2.2]10  NNWAEMaster.esm11  CLS-Craftybits.esm12  PMSneakySummons.esm  [Version 1]13  MALO - MAIN.esm14  Oblivifall Master File.esm  [Version 1.0]15  Unofficial Oblivion Patch.esp  [Version 3.3.2]16  DLCShiveringIsles.esp17  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]18  SM Plugin Refurbish - SI.esp  [Version 1.30]19  Better Cities .esp1A  TamRes.esp1B  Natural Selection.esp  [Version 1.0]1C  Natural Habitat - merger.esp1D  All Natural.esp  [Version 1.0]1E  All Natural - SI.esp  [Version 1.0]++  All Natural - Bravil Mages Fix.esp++  All Natural - SI Settlements NIW Support.esp1F  Immersive Interiors.esp  [Version 0.7]20  Immersive Interiors - Lights Addon.esp  [Version 0.7]21  Enhanced Water v2.0 HDMI.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp22  All Natural - Real Lights.esp  [Version 1.0]23  WindowLightingSystem.esp24  Display Stats.esp  [Version 1.3]++  Item interchange - Extraction.esp  [Version 0.78]25  QZ Easy Menus.esp26  My Voice Extender.esp27  Q - More and Moldy Ingredients v1.1.esp28  Quest Log Manager.esp  [Version 1.3.1]29  Willful Resistance.esp  [Version 4.0]++  Harvest[Containers] - Vanilla.esp++  Harvest[Containers] - SI.esp++  Harvest[Containers] - SI - Ore Respawn.esp2A  WAC - Crowded Roads Revisited.esp  [Version 1.1]2B  PTRoamingNPCs.esp2C  Choices and Consequences.esp2D  C&C - The Blackwood Company.esp2E  DropLitTorchOBSE.esp  [Version 2.4]2F  Oblivion Graphics Extender Support.esp  [Version 0.2]30  Streamline 3.1.esp31  Map Marker Overhaul.esp  [Version 3.7.1]32  Map Marker Overhaul - SI additions.esp  [Version 3.5]33  Enhanced Hotkeys.esp  [Version 1.4]34  Home Care Mods Merged.esp35  DLCHorseArmor.esp36  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]37  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]38  DLCOrrery.esp39  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]3A  SM Plugin Refurbish - Orrery.esp  [Version 1.11]3B  DLCMehrunesRazor.esp3C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]3D  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]3E  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp**  EVE_StockEquipmentReplacer.esp3F  ClassyClothingCompendium.esp  [Version 1.2]40  SentientWeapon.esp  [Version 3]41  Mage Equipment.esp42  DLCThievesDen.esp43  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.6]44  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]45  MALO - Guild Tweaks.esp46  Cobl Glue.esp  [Version 1.73]47  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]48  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]49  John's Leveled List Overhaul.esp++  John's Leveled List Overhaul - Vanilla Armours.esp4A  John's Leveled List Overhaul - Vanilla Weapons.esp4B  John's Leveled List Overhaul - Bandits in Glass Begone.esp4C  OBSE-Storms & Sound SI.esp4D  MALO - Clutter Replacer.esp4E  MALO - Vendor Additions.esp4F  MALO - Loot Tweaks.esp++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp50  WAC.esp51  WAC - OverSpawn.esp52  WAC - TCOS.esp53  WAC - TCOS Shops.esp  [Version 03]54  WAC - BlackBootDungeon.esp55  WAC - Magic.esp++  WAC - QuietFeet.esp56  TamrielTravellersItemsUnscaled.esp  [Version 1.39c]57  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp  [Version 2]58  kuerteeWanderingEncounters.esp59  TIE.esp  [Version 1.37]++  TIE Cats.esp5A  DBSQR.esp  [Version 1.03]5B  DBSQR - MehrunesRazor.esp  [Version 1.03]5C  DBSQR - Orrery.esp  [Version 1.03]5D  Enhanced Quest Roleplaying.esp  [Version 2.03]5E  A Sorceress Love 1_1.esp5F  Artefacts of the Ancestors.esp60  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]61  BHC_Expanded.esp  [Version 1.2]62  BrotherhoodRenewed.esp  [Version 1.0.8]63  FiveBlindMiceBeta.esp  [Version 1.3]64  GTAesgaard.esp65  GTAesgaard_2.esp++  GTAesgaard I-II Delayer.esp  [Version 2.1]66  OldCrowInn.esp  [Version 1.5]67  LostSwordOfTheAylied.esp++  LostSwordOfTheAylied_delayer.esp68  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]69  NNWAEDungeons-Series2EV.esp6A  NNWARE06-RhyeliaEmeroEV.esp6B  ThePaleAdventurer.esp6C  Return Of Shadows.esp  [Version 1.1]6D  RS - Gladiator.esp6E  Shezrie's Villages.esp6F  Shivering Isles Root System.esp70  The Ayleid Steps.esp  [Version 3.4]71  Aylied Steps - AN Real Lights patch.esp  [Version 1.00]72  The Lost Tomb.esp73  thievery.esp74  VOILA.esp75  VOILA - Soldiers of Empire.esp76  Windfall.esp77  Wretched Pit and Witherstone Caverns.esp78  DLCfrostcrag.esp79  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]7A  Consequences.esp  [Version 3.0]7B  GuardsofCyrodiilRedux.esp  [Version 1.10]7C  MannimarcoComplete.esp7D  MannimarcoRevisited.esp7E  Wellspring Vale.esp7F  ElsweyrAnequina.esp++  ElsweyrAnequina - Races HGEC-Robert.esp  [Version 1.1]80  Tales from Elsweyr Anequina.esp81  Walkabout.esp82  road+bridges.esp  [Version 4.5.8]83  Feldscar.esp  [Version 1.0.4]84  Vergayun.esp  [Version 1.0.5]85  Faregyl.esp  [Version 1.0.10]86  Faregyl+Anequina Patch.esp87  Molapi.esp  [Version 1.0]88  Daedric Shrine Ruins.esp89  Oblivifall - Losing My Religion.esp  [Version 1.3]8A  All Natural - Losing My Religion Interior Patch.esp8B  Oblivifall - Losing My Religion CATH CHANGES.esp8C  xuldarkforest.esp  [Version 1.0.5]8D  xulStendarrValley.esp  [Version 1.2.2]8E  xulTheHeath.esp8F  XulEntiusGorge.esp90  xulFallenleafEverglade.esp  [Version 1.3.1]91  Anequina-Fallenleaf-Patch.esp92  xulColovianHighlands_EV.esp  [Version 1.2.1]93  xulChorrolHinterland.esp  [Version 1.2.2]94  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]95  WAC - xulBCLostCoast.esp96  xulBravilBarrowfields.esp  [Version 1.3.2]97  Tales Elsweyr Anq Bravil Barrowfields Patch.esp98  xulLushWoodlands.esp  [Version 1.3.1]99  xulAncientYews.esp  [Version 1.4.3]9A  SentientWeaponII-AncientYews patch.esp9B  xulAncientRedwoods.esp  [Version 1.6]9C  xulCloudtopMountains.esp  [Version 1.0.3]9D  Ravenview-Cloudtop-Patch.esp  [Version 1.0.5]9E  xulArriusCreek.esp  [Version 1.1.3]9F  xulPatch_AY_AC.esp  [Version 1.1]A0  LostSwordoftheAyleids-ArriusCreek patch.espA1  xulRollingHills_EV.esp  [Version 1.3.2]A2  xulPantherRiver.espA3  xulRiverEthe.esp  [Version 1.0.2]A4  xulBrenaRiverRavine.esp  [Version 1.1]A5  Brena River Ravine Daedric Shrine Ruins Patch.espA6  xulImperialIsle.esp  [Version 1.6.6]A7  xulBlackwoodForest.esp  [Version 1.1.0]A8  xulCheydinhalFalls.esp  [Version 1.0.1]A9  Villages-CheydinhalFalls patch.espAA  xulAspenWood.esp  [Version 1.0.2]AB  Lakewood+AspenWood Patch.esp  [Version 1.0]AC  xulSkingradOutskirts.esp  [Version 1.0.1]AD  xulSnowdale.esp  [Version 1.0]AE  Feldscar+Snowdale Patch.esp  [Version 1.0]AF  FrostcragReborn-Snowdale patch.espB0  The Ruins of Miscarcand.espB1  Fort Akatosh Redux.espB2  FortAkatoshRedux-NewRoads&Bridges patch.esp++  Cyrodiil Legion Addon.esp  [Version 1.3]B3  Legion Ranger Addon.espB4  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]B5  ImprovedSoulgems.esp  [Version 1.11]B6  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]B7  Oblivifall - Closing Time.esp  [Version 1.0]B8  Potable Pastiche.espB9  Enhanced Vegetation [125%].espBA  Dialogue and Messages Merged.espBB  Game Tweaks Merged.espBC  Stealth Mods Merged.espBD  Toggleable Quantity Prompt.esp  [Version 3.2.0]BE  CLS-Craftybits.espBF  Alternative Start by Robert Evrae.espC0  RealisticFatigue.espC1  RealisticHealth.espC2  SupremeMagicka.esp  [Version 0.90]C3  MidasSpells.espC4  FearsomeMagicka.espC5  StealthOverhaul.espC6  Morrowind Lockpicking.esp++  GuildBetrayal.espC7  HTHAdvanced - Sinkpoint.espC8  SM Hand Combat.esp  [Version 1.0]C9  RealisticLeveling.espCA  Progress Plugins Merged.espCB  immersive_caves_auto.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]++  EVE_KhajiitFix.espCC  bgBalancingEVCore.esp  [Version 10.52EV-D]++  TamrielTravellers Cosmetics Cobl or RBP.espCD  ZUAmberMadnessOverhaul.espCE  ZUSIO-Map MarkerOverhaul SI-patch.esp++  ZUSIO-SM Plugin Refurbish SI-patch.espCF  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]D0  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]D1  bgMagicEVPaperChase.esp  [Version 1.68EV]++  PMSneakySummonCompatibility.esp  [Version 1]D2  Soulgem Magic.esp  [Version 1.0]D3  AlternativeOblivionMagicSystem.esp++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalBetterRedguards.esp**  bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp  [Version 10.0EV-D]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]D4  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]D5  bgIntegrationEV.esp  [Version 0.993]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.99]++  bgIntegrationEV - Unique Clothes.espD6  Appler's Passive Birthsigns.espD7  Class Advantages.esp  [Version 0.25.02]D8  Better Cities Full.esp  [Version 4.8.0]D9  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]DA  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]DB  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.0]DC  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.7.0]DD  Better Cities - Thievery.esp  [Version 4.8.0]++  Better Cities - TIE Restricted Area.espDE  Better Cities - VWD of the IC.esp  [Version 4.7.0]DF  Better Imperial City.esp  [Version 4.8.0]E0  Better Cities - Old Crow Inn.esp  [Version 4.7.0]E1  Better Cities - COBL.esp  [Version 2.1]E2  Better Cities Full FPS Patch.esp  [Version 4.8.0]E3  SPAWN.esp  [Version 0.3]**  bgMagicEVShader.esp  [Version 1.7EV]E4  bgMagicLightningbolt.espE5  DS Flaming Arrows.esp  [Version 1.2]++  Life Detected - Aura - Medium - 2.esp++  Visually Realistic Deadly Lava.espE6  Shining Creatures.esp++  Shining Creatures_DLCFrostcrag.espE7  Vacuity.esp  [Version 0.2]**  NRB4 Standard Road Record.esp++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  Harvest Containers Filter patch for mods.esp  [Version 1.00]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]E8  Bashed Patch, 0.espE9  Duke Patricks - SCA Melee Combat with NO RECOIL.esp  [Version 4.6]EA  Duke Patricks - Combat Archery.esp  [Version 3.4.1]EB  Duke Patricks - BASIC Script Effect Silencer.esp
so that can also give you an idea of mods to use with TIE. It definitely has a lot of overlap with my normal FCOM game, but some big differences in the overhaul department.

Really mod recommendation threads are so subjective anyway. TIE covers so much - so much so that it is better to ask what you want to change with TIE or add then go from there.
User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Tue May 17, 2011 7:35 pm

How is the Frans patch iffy?

The various versions of TIE4Mods and TIE In are not necessarily bad just missing latest tweaks of past 15 versions - no SI in them. I recommend the SM version I linked early in the TIE thread.

You can use Johns Leveled List overhaul (due for another update pretty soon)
Armamentarium (use vanilla variant).

... here is what I'm doing. Warning this is experimental. I'm mixing TIE and http://waalx.com/RealSwordsForum/viewforum.php?f=13 aka as WAC. Now WAc is in alpha stage and you have to sign up there to get it. But it has some aspects that fit with TIE. Its leveled lists are unleveled as well. It is rightly an overhaul of its own. But as you know FCOM is all about using more than one overhaul.

It does require some editing, but so far I'm not seeing the types of encounters from each mod get blocked or serious crashing or anything like that.

If I do and as time goes on I plan to look more at how these two can work better together. Here is the load order right now:
Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Windfall.esm03  Jog_X_Mod.esm04  ScreenEffects.esm05  All Natural Base.esm  [Version 1.0]06  Cobl Main.esm  [Version 1.73]07  TamRes.esm08  Harvest[Containers].esm09  Waalx Animals & Creatures.esm0A  VASE - core.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  Armamentarium.esm  [Version 1.35]0D  Artifacts.esm  [Version 1.1]0E  Better Cities Resources.esm  [Version 4.8.0]0F  Progress.esm  [Version 2.2]10  NNWAEMaster.esm11  CLS-Craftybits.esm12  PMSneakySummons.esm  [Version 1]13  MALO - MAIN.esm14  Oblivifall Master File.esm  [Version 1.0]15  Unofficial Oblivion Patch.esp  [Version 3.3.2]16  DLCShiveringIsles.esp17  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]18  SM Plugin Refurbish - SI.esp  [Version 1.30]19  Better Cities .esp1A  TamRes.esp1B  Natural Selection.esp  [Version 1.0]1C  Natural Habitat - merger.esp1D  All Natural.esp  [Version 1.0]1E  All Natural - SI.esp  [Version 1.0]++  All Natural - Bravil Mages Fix.esp++  All Natural - 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so that can also give you an idea of mods to use with TIE. It definitely has a lot of overlap with my normal FCOM game, but some big differences in the overhaul department.

Really mod recommendation threads are so subjective anyway. TIE covers so much - so much so that it is better to ask what you want to change with TIE or add then go from there.


Geez, I did not see the kitchen sink in your load order, do you not like that mod for some reason? :)

I would have never attempted that configuration but if it works for you I will have to give it a try. Looks like it would be a heck of a good game.
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Tue May 17, 2011 5:07 pm

I have a similar question, is there any way to increase the damage dealt overall in T.I.E? through editing some global variable in CS or through the console? I want to make the damge dealt close to mount and blade levels (3-5 slashes with sword is enough to kill/get killed), After having played warband for a long time, fighting long battles with a single opponent has become boring.
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Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Tue May 17, 2011 9:08 pm

Geez, I did not see the kitchen sink in your load order, do you not like that mod for some reason? :)

I would have never attempted that configuration but if it works for you I will have to give it a try. Looks like it would be a heck of a good game.

Expect to do editing and a lot of bug hunting at first. WAC has edits that need to be done and I posted about those on that forum. I've actually had more issues with other beta mods regarding birthsign and magic and a few quests. Also note I may yet find extensive issues that I've just not stumbled on yet (hence my warning). There is also an issue of Bash messing with a few of the creatures meshes - reported http://www.gamesas.com/index.php?/topic/1120997-relz-wrye-bash-thread-52/page__view__findpost__p__16547764.

Basically if you want a stable game and none of the hassles of game debugging - I wouldn't do this. If you like debugging it is fun.

This is still not as extensive as my main FCOM game.

For upping overall damage http://tesnexus.com/downloads/file.php?id=32651 or the roleplayer variant http://tesnexus.com/downloads/file.php?id=23062

Warband rules!! 1257 rules!!
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Tue May 17, 2011 12:27 pm

Thanks for that link to phitts mod, that does it perfectly.
PS : 1257 rules :intergalactic: !!! Pre11 is coming next weekend. Yeah! :celebration:
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Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Tue May 17, 2011 1:30 pm

hey! thank you all alot you have been very helpful! aside form cosmetic mods and things that just add new landscapes, I have scanned through both your loads for specific mods that work and have arranged quite a few of mine but first before I install them I noticed with just TIE installed, all the weapons do like 1 damage. Is this how it is supposed to be? Aside from me dying in 2 hits from a rat, the only difference i see is that weapon damage has been more than halved. Bows do 1 damage, and arrows do 2 damage. I think something may have gone wrong? This doesnt seem quite right, lol.

Thanks
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Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Tue May 17, 2011 9:41 pm

I'm uncertain of that too - and would like to know. Maybe ask in TIE thread.

I use Display Stats which gives the actual stats of a weapon and I can tell you with mods that adjust weapons Display Stats shows the higher damage even though TIE appears to be reporting the low stats.

Also remember you can use MOBS and/or OMOBS with TIE just load them later. Since TIE only covers vanilla weapons and so do these then no harm no foul just preference.
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Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Post » Tue May 17, 2011 9:23 am

ah, well i honestly havent gotten far... but to me it just seems like melee weapons have been upped in damage by 1-2pts and bows now do 1pt and arrows 1pt as well as mobs kill me in 3 hits but it takes me 5-10 hits to kill them (not hack n slashing). to my understanding I thought this mod made health lower for both you and all the npc's and made all damage output much higher. but at the moment it seems like all thats being done is the difficulty slider has been moved to the right all the way. is it suppose to be like this at first? i have no problem with the game being difficult a while, but if stats on items are wrong for some unknown reason, then id like to fix them beforehand.

thanks
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Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Tue May 17, 2011 7:19 am

argh... well im jus letting yall know ive been messing around with TIE together with frans mod, ardemenatirum mod, and johns overhaul mod trying to get all the weapons balanced out. i also have MOB2.2 so i am jus trying to figure all these things out. like at one point just exiting the sewer I may have a rusty dagger from vanilla that does 5 damage, but i have a 2 handed katana from another such as fran or ardaamanetarium that does 5 damage as well... wouldnt quite make sense for a dagger to do the same damage would it? so i am trying to load things differently until i can come up with something.

if anyone might have any suggestions let me know.

also, thanks for the phitts mod, it wont be of much use at the moment but it WILL come in use later after I have all the item mods damage evened out.

thanks
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Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Tue May 17, 2011 9:18 pm

Yeah - not worry about it.

Did you see the last few posts in the TIE thread about Display Stats? What your likely seeing is not the weapon damage but your total damage from skills and level and then weapon. Get Display Stats for real stats.

Besides it is not like at higher levels you are going to really get such small differences between a dagger and sword anyway. Sweating 2 points versus 5 points at level one is a waste of time. If you see these stats at level 10 then yeah I can see the issue - all weapons are the same.

If using MOBS though you must realize that Armamentarium and Johns LLO will need patching too. There are MOBS patches for Arma but not Johns - only an OOO variant but I think it requires OOO - just checked - it does.

Certainly from my own perspective the way I see it is that my level one dark elf wannabe assassin may just as likely be unable to use a sword as well as a dagger.

Also you can export weapon stats using Wrye Bash and make your own patch.

Or try Kuertee Attribute and skill damage mod.
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SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Tue May 17, 2011 3:04 pm

ah, after installing the Display stats things are looking higher now... although there are some strange ones like vanilla 1h axe doing more damage than 2h axe of the same material. ex: 1h iron axe 46dmg, 2h iron axe 38dmg... or something like that. but then u got the 2h warhammer and claymore doing 70+.

anyway, i have the latest MOBS patches for Frans but the weapons/armor need to be almost doubled, arma isnt quite as bad but it still needs quite the increase. JLLO is the worst one of them all but i understand since theres no patches for it.

i honestly dont quite understand all the MOBS patches, I downloaded MOBS installed it, and use the frans patch for it. MOBS seems to do a good job tweaking the realism of the weapons but the damage is far too low for TIE.

how exactly can i export weapon stats and edit them myself?

thanks
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no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Tue May 17, 2011 11:27 am

i suppose if i figure out how to correctly make my own patch, I have plenty of time to sit here and modify the damage for all the items. its just figuring out how in TESedit that im googling now. lol

i just know theres got to be a way to make a TIE patch that i can amplify the stats of all items for FRAN JLLO ARMA. with or without MOBS.
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Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Wed May 18, 2011 12:22 am

how exactly can i export weapon stats and edit them myself?

thanks

I think you do it by right clicking on the esp in Wrye Bash then choose export then choose stats.

It will give an excel spread sheet. Compare and change in tes4edit. Probably better to do so by adding changes to a new esp.

Again As your character levels theses differences are not going to be as much as the http://www.uesp.net/wiki/Oblivion:Base_Damage is what will be a greater factor. The weapon stats are only a part of that.

I use an older mod (no longer available) to adjust the forumula and other factors - but mods like Kuertee and Phitts do similar things.
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Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Tue May 17, 2011 9:40 am

hey thx for the reply... yeah i figured out the whole editing stats but realized how incredibly time consuming it is with thousands of items lol.

basically, I removed the stat addition in TIE by just not importing it in stats and let MOBS do that so everything except Arma and JLLO items are mob-afied. Since I have all the item mods added for vanilla, there isnt a huge different in damage now at all, just slight differences in weights and speeds where some are logical and others not so much. without the extreme damage bonus from TIE I decuded to use Phitts and set the damage multiplier to 1.5 to 2.0... still trying to get a feel for what seems right.

your right about later on base weapon damage isnt so important... i may try kuertees mod too.
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Connie Thomas
 
Posts: 3362
Joined: Sun Nov 19, 2006 9:58 am

Post » Tue May 17, 2011 2:32 pm

Keep in mind using both Phitts and Kuertee will likely be exponential - Kuertee documented how that works in the readme.

I don't use Phitts for the damage multiplier (just other effects) - with Nehrim I use Kuertee but mainly because I can't use my first choice which is always Duke Patrick.

Also I think if you alter the excel spreadsheet that is exported you can also import it - but I never got around to how to do that. If it is only to the bashed patch or if Wrye Bash will do that to any esp.

and as I said I'm ok with things a bit off - takes into account quality and individual preferences your character may have. Perhaps a sword was more for show you know.

I like this quote by the author of http://www.fallout3nexus.com/downloads/file.php?id=14974:
"Weapons balance can best be defined as half the people whining about weak-ass guns and the other half muttering God Weapon."

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Hannah Whitlock
 
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