TIE vs FCOM

Post » Fri May 13, 2011 10:26 pm

So apparently they can't be used together so I'm forced to choose. I guess it's mostly a matter of opinion so I should test them myself.... only problem is that if I spend too much time 'working' in game, it ruins my ability to immerse myself.
I'm leaning toward TIE, but the uber doober difficulty it described in its description kinda turned me off. Exactly how difficult is this mod? I tend to play a stealth character so TIE should work fine, I just want to make sure before I start playing.


Tx in advance.
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jodie
 
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Post » Sat May 14, 2011 1:00 pm

There was a overhaul comparison thread somewhere which describes them quite good. Do a search maybe you will find it. :)
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Davorah Katz
 
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Post » Sat May 14, 2011 10:58 am

There was a overhaul comparison thread somewhere which describes them quite good. Do a search maybe you will find it. :)



I did a title search for TIE vs FCOM. Guess I was too specific. I'll search harder next time. TY for the info.
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Jessica Lloyd
 
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Post » Sat May 14, 2011 6:42 am

I did a title search for TIE vs FCOM. Guess I was too specific. I'll search harder next time. TY for the info.


Just found it:
http://www.gamesas.com/index.php?/topic/820948-scaling-overhaul-comparison/
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Nikki Lawrence
 
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Post » Sat May 14, 2011 6:27 am

I would say FCOM is more about fighting with the extra enemies and items. TIE is mostly vanilla with new NPCs. You can use TIE's secret entrances and new NPCs by using TIE4Mods with FCOM. You just miss out the unleveling, combat tweaks, weapon tweaks, etc. Look into it.
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Jason Rice
 
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Post » Sat May 14, 2011 9:07 am

Can't compare as I've never played TIE separately but with FCOM you get:

OOO - Which overhauls much of everything, generally making the vanilla quest lines more challenging, adding several quest lines, new enemy factions, many new bosses. making the world more static (so harder at low levels and easier as the chars levels up), lots of new items, lots of handplaced items making dungeon diving more rewarding plus lots of more.

MMM - Adding lots of new creatures and variations, but also transforming the world from a rather robotic and uneventful one to a much more "living" and dynamic one, with interfighting and random stats making each creature "unique", a wounding system making hurt creatures/NPCs slower, weaker etc.

Fran's, WarCry - Basically lots of new items and new creatures from WarCry.

And then you can add several other item mods that will be integrated into FCOM - plus some other goodies as well.
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Milagros Osorio
 
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Post » Sat May 14, 2011 4:31 am

You can use TIE's secret entrances and new NPCs by using TIE4Mods with FCOM.


Bad Advice

1) has the all the Older TIE4MODS or TIE Intergration Mods contain all the old bugs that where Present in older TIE, there are not any current version of these mods available that have the Fixes from the current TIE once again. EVEN SM version has bugs and does not work with fcom correctly either.

2) those mods are not up to date with FCOM in particular the MMM 3.7b3 and UFCOM Changes

3) FCOM and TIE are totally different in how they do things and they should not be used together until a properly made version can be made available once again. Built around the 1.4 Version of TIE etc and redesigned to work with FCOM has well.
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{Richies Mommy}
 
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Post » Sat May 14, 2011 12:30 am

So.. FCOM+Deadly Reflexes+Reneer's Guard Overhaul would be different from TIE how?
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Symone Velez
 
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Post » Sat May 14, 2011 1:19 am

So.. FCOM+Deadly Reflexes+Reneer's Guard Overhaul would be different from TIE how?


That′s like asking how candy differs from pizza - both are good but in a totally different way. ;)

Asking that question, you really should read what the mods actually add to the game, the readme′s. Read OOO′s readme for FCOM, to start with, cause that′s the part of FCOM you can actually compare with TIE to some extent, cause both change the gameplay mechanics, and FCOM uses the mechanics from OOO - then check what MMM or the other included mods add to the mix. Then read what TIE is all about. It should become pretty obvious how they are fundamentally different approach to overhauling the game, and you should get an idea which one′s for you. :)


EDIT: Deadly Reflex has nothing to do with this - you can totally use it with either one.
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Bedford White
 
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Post » Sat May 14, 2011 2:20 am

Bad Advice

1) has the all the Older TIE4MODS or TIE Intergration Mods contain all the old bugs that where Present in older TIE, there are not any current version of these mods available that have the Fixes from the current TIE once again. EVEN SM version has bugs and does not work with fcom correctly either.

2) those mods are not up to date with FCOM in particular the MMM 3.7b3 and UFCOM Changes

3) FCOM and TIE are totally different in how they do things and they should not be used together until a properly made version can be made available once again. Built around the 1.4 Version of TIE etc and redesigned to work with FCOM has well.


I stand corrected as to Tie4mods. Thanks for the update Corpec.
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Madison Poo
 
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Post » Sat May 14, 2011 7:03 am

Having played both I vote honestly: MMM + OOO as base overhaul.
I don't like all the additional stuffs from FCOM (they are not essential), but ArmamentariumArtifacts + Tamriel Travelers are welcome.

The only overhaul I haven't fully tested is Francesco, I hope to have a time to try it.
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OTTO
 
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