[RELZ] Tamriel Immersion Experience (T.I.E.)

Post » Wed Sep 01, 2010 8:45 pm

Im guessing this is part of tie?

http://img409.imageshack.us/img409/4548/screenshot8p.jpg
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Kerri Lee
 
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Post » Wed Sep 01, 2010 10:08 am

I'd like to hear your experiences using TIE with quest mods like Kragenirs Death and Ayleid Steps. Do they work nicely together or is there any problems with game balance?
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Jenna Fields
 
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Post » Wed Sep 01, 2010 11:37 am

There's a particular sound effect I'm hearing that, I think, is connected to the 'going behind the counter' part of TIE. Does anyone know how I can remove it? It gets annoying when I'm in areas like the upper stories of the mages guild (after becoming an associate). Usually, you get warnings from others in the room that you aren't supposed to be there so I'd just like to just remove it completely.
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Mrs shelly Sugarplum
 
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Post » Wed Sep 01, 2010 10:03 am

There's a particular sound effect I'm hearing that, I think, is connected to the 'going behind the counter' part of TIE. Does anyone know how I can remove it? It gets annoying when I'm in areas like the upper stories of the mages guild (after becoming an associate). Usually, you get warnings from others in the room that you aren't supposed to be there so I'd just like to just remove it completely.

Did you revert the changes TIE made to the "Script Effect" magic effect?

One is Script Effect, used by two spells from TIE: DDRestrictArrestSpell and DDRestrictWarnSpell. If I were to guess, I'd say that DD stands for Duggedank and that they're used on the mechanic to restrict you from "going behind the counter" and such. So it's probably best to leave it as is.

If that's what's causing it, you would just have to silence it again.
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celebrity
 
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Post » Wed Sep 01, 2010 3:22 pm

Did you revert the changes TIE made to the "Script Effect" magic effect?


If that's what's causing it, you would just have to silence it again.



Will that remove the going 'behind the counter' effect? I want to keep that. all I want to do is silence the sound it makes - sorry, I'm not very good with TES4Edit. Could you point out what needs to be changed?
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Schel[Anne]FTL
 
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Post » Wed Sep 01, 2010 12:26 pm

Any word on a 1.35 version that will work with the major overhauls?

I have seen old patched versions like 1.2x.
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LijLuva
 
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Post » Wed Sep 01, 2010 11:11 am

Any word on a 1.35 version that will work with the major overhauls?

I have seen old patched versions like 1.2x.


I was working on a 1.34 version compatibility thing in the vein of FCOM for TIE, OOO and MMM a few months ago. Various other mod issues that are unrelated caused me to become disheartened (short story is I spent literally days doing a reinstall on my new computer and it seems good at face value but a couple mods that I can't play without have since had some fundamentally broken mechanics thanks to various incompatibilities, esp. OBSE v18, and it's unlikely to be fixed anytime soon since the authors are MIA) so I'm unlikely to try and play Oblivion for at least several months to a year, and hopefully other things will keep me preoccupied (like TESV!) so I never have to install it again. Oblivion is annoying because it needs a ton of good mods to be good and it's such a headache, but then it's fantastic. Morrowind and FO3 are much less annoying to maintain overall and I'm likely to play them (and NV!) for years to come still but I'd like to just forget about Oblivion heh.

Anyway sorry about the rant but the point is if someone is willing and able to finish all the necessary changes and balance issues afterwards I'd be willing to throw it up on Mediafire or something. IIRC I finished most to all of the merging and rough balance issues going from Oblivion + OOO + MMM -> TIE (e.g. Frost Titans or whatever from MMM are balanced around TIE stats but retain OOO or MMM combat scripts and mechanics, all the containers were adjusted etc. etc.). I never got around to adding OOO/MMM combat scripts and whatnot to TIEs new additions (basically I don't think I touched new records from TIE, but I can't remember it might just be NPCs) and I can't recall if I balanced the new content from OOO and MMM to TIE (I think I did but don't hold me to it).

And lastly I didn't prune the world of all the excess and extra spawns OOO and MMM add (plus maybe vanilla?) that don't fit in with TIE and/or make it to hard.

So with that all said if someone feels they are up to the task of finishing it I can send you the file, just PM me and I'll get back to whoever I pick (assuming more then one person wants to) after a week - month to give a chance for people to see this. All I ask is that I am co-authored in the eventual release since by my estimation I've finished about 1/2 of what is needed (if memory serves - maybe more, maybe less).
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Amy Gibson
 
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Post » Wed Sep 01, 2010 1:08 pm

I suppose I will just have to install vanilla without the major overhauls with just audio / visual stuff, then TIE, then all the thief stuff since that is what I want.
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Ross Thomas
 
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Post » Wed Sep 01, 2010 11:33 am

I was working on a 1.34 version compatibility thing in the vein of FCOM for TIE, OOO and MMM a few months ago. Various other mod issues that are unrelated caused me to become disheartened (short story is I spent literally days doing a reinstall on my new computer and it seems good at face value but a couple mods that I can't play without have since had some fundamentally broken mechanics thanks to various incompatibilities, esp. OBSE v18, and it's unlikely to be fixed anytime soon since the authors are MIA) so I'm unlikely to try and play Oblivion for at least several months to a year, and hopefully other things will keep me preoccupied (like TESV!) so I never have to install it again. Oblivion is annoying because it needs a ton of good mods to be good and it's such a headache, but then it's fantastic. Morrowind and FO3 are much less annoying to maintain overall and I'm likely to play them (and NV!) for years to come still but I'd like to just forget about Oblivion heh.



hmmm, interesting. although IMO modding oblivion resembles the consumer society of our days. i DO think it's really superb that thousends of mods have been already created for oblivion which is a great game even without them (even one thing...i'd fire that person(s) whose mind the leveling system came to...).

You see these mods and you think "I've never thought this is an issue or this and that needs to be changed, but oh yes, i want this mod". And you end up using more then 250 mods, running out of load order space, experiencing incompatibilities, spending hunderds of hours to merge, clean, fix, bash, make or search for compatibility patches, worrying about if the mod creator is willing to fix the bugs or leave the modding scene forever leaving a useless mod behind him/her (i think releasing a mod creates responsibility not to abbandon and fix if needed)...and suddenly you realize you don't ACTUALLY play an hour per week...

...you see, consumer society, we believe what advertisemants say "you need this". See, for example veritas secreto uses ONLY his mod (even it changes a lot, but modding is also a hobby for him, i guess).

so do i, i use very few mods, maybe 15-20 altogether. i even made one for myself (which i released if maybe anyone is interested in). but i don't want to spend my valuable time to NOT play.

sorry, i don't mean to brief you or others, it's just the way i see it.
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Emmie Cate
 
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Post » Thu Sep 02, 2010 12:38 am

hmmm, interesting. although IMO modding oblivion resembles the consumer society of our days. i DO think it's really superb that thousends of mods have been already created for oblivion which is a great game even without them (even one thing...i'd fire that person(s) whose mind the leveling system came to...).

You see these mods and you think "I've never thought this is an issue or this and that needs to be changed, but oh yes, i want this mod". And you end up using more then 250 mods, running out of load order space, experiencing incompatibilities, spending hunderds of hours to merge, clean, fix, bash, make or search for compatibility patches, worrying about if the mod creator is willing to fix the bugs or leave the modding scene forever leaving a useless mod behind him/her (i think releasing a mod creates responsibility not to abbandon and fix if needed)...and suddenly you realize you don't ACTUALLY play an hour per week...

...you see, consumer society, we believe what advertisemants say "you need this". See, for example veritas secreto uses ONLY his mod (even it changes a lot, but modding is also a hobby for him, i guess).

so do i, i use very few mods, maybe 15-20 altogether. i even made one for myself (which i released if maybe anyone is interested in). but i don't want to spend my valuable time to NOT play.

sorry, i don't mean to brief you or others, it's just the way i see it.


Eh, I personally at least don't agree with that. I don't look at a mod and think "I need this" I play the game and think "this is horrible" and find the mod that fixes it. There is far to much generic fantasy land everywhere and so much lost potential that modders have obviously capitalized on.
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Darlene DIllow
 
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Post » Wed Sep 01, 2010 12:19 pm

Eh, I personally at least don't agree with that. I don't look at a mod and think "I need this" I play the game and think "this is horrible" and find the mod that fixes it. There is far to much generic fantasy land everywhere and so much lost potential that modders have obviously capitalized on.

of course i did not mean to be personal. as for myself, i know i easily can be satisfied with the things as they are. i just remember the hysteria when the excellent Cyrodill Upgrade Overhaul came out with some very unique idea and people who already used FCOM (which IMO is a "brave" attempt itself to make notoriously incompatible mods compatible with each other) wanted CUO to be made somehow work with FCOM.

and i asked myself why people want always everything.
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brandon frier
 
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Post » Wed Sep 01, 2010 9:27 am

Guys you have already discussed the magic effects
How would Item Interchange work? CorePC said that Armamentarium with Artifacts would work fine, but what if I just merged OOO or Fran's Items into the item interogation plugin?
Alsodoes TIE affect will-o-wisps or fire atronatch or frost because i want to use that mod shining creatures, it gives more realism please respond !
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Matt Terry
 
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Post » Wed Sep 01, 2010 9:18 am

Will that remove the going 'behind the counter' effect? I want to keep that. all I want to do is silence the sound it makes - sorry, I'm not very good with TES4Edit. Could you point out what needs to be changed?

It would not remove the mechanic, just return it to it's intended state. If that's what's causing it, that is.

Anyway, I understand that you compared Stealthier Magic.esp to TIE.esp, and removed the entries present on both? If so, there should be one last Magic Effect entry on TIE.esp, called "Script Effect". If there isn't, you must have removed it along with the others.

That being the case, if you still want your magic flashy and noisy, I suggest that you get a clean copy of TIE.esp and Stealthier Magic.esp, compare them and remove the overlapping entries, but this time taking care to leave the Script Effect entry from TIE intact. I figure that would be the easiest solution, if not the quickest, considering that in this case, having deleted it in the first place, you would know how to do it again.
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kelly thomson
 
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Post » Wed Sep 01, 2010 1:24 pm

@Dark Hound:

I am using Item Interchange and TIE and they work fine together. This does, of course, require use of BOSS and Bash. I'm not sure what you're implying re: OOO and Fran's - you aren't trying to use multiple overhauls at once, are you? Naughty, naughty. You may have a little luck if you roll TIE4mods instead of TIE, but generally using two or more overhauls at the same time (two or more of any kind of mod that affects the same things) just results in mod soup.

TIE affects will-o'-the-wisps (I've noticed they're much more shy), and very likely affects Frost Atronachs too. However, it makes no graphical changes to them that I have noticed. If you use Wrye Bash appropriately, you can very likely play both mods without wonkiness.
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gandalf
 
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Post » Wed Sep 01, 2010 3:00 pm

It would not remove the mechanic, just return it to it's intended state. If that's what's causing it, that is.

Anyway, I understand that you compared Stealthier Magic.esp to TIE.esp, and removed the entries present on both? If so, there should be one last Magic Effect entry on TIE.esp, called "Script Effect". If there isn't, you must have removed it along with the others.

That being the case, if you still want your magic flashy and noisy, I suggest that you get a clean copy of TIE.esp and Stealthier Magic.esp, compare them and remove the overlapping entries, but this time taking care to leave the Script Effect entry from TIE intact. I figure that would be the easiest solution, if not the quickest, considering that in this case, having deleted it in the first place, you would know how to do it again.


Okay, I've got back all the spell sound effects and the going behind the counter sound is now gone as well. But all the visual effects for the spells are still missing. Still no fireball projectile or light ball that travels from elbow up to palm for healing spells, for example. Any ideas?

TIA.
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Daramis McGee
 
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Post » Wed Sep 01, 2010 3:40 pm

@Dark Hound:

I am using Item Interchange and TIE and they work fine together. This does, of course, require use of BOSS and Bash. I'm not sure what you're implying re: OOO and Fran's - you aren't trying to use multiple overhauls at once, are you? Naughty, naughty. You may have a little luck if you roll TIE4mods instead of TIE, but generally using two or more overhauls at the same time (two or more of any kind of mod that affects the same things) just results in mod soup.

TIE affects will-o'-the-wisps (I've noticed they're much more shy), and very likely affects Frost Atronachs too. However, it makes no graphical changes to them that I have noticed. If you use Wrye Bash appropriately, you can very likely play both mods without wonkiness.

Hahahaha but is there a update TIE4Mods? If there is you linkey me likey
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Lynne Hinton
 
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Post » Wed Sep 01, 2010 8:36 am

It looks like the audio/visual magic effects and creature footfall sounds may become modular for v1.36.
Thanks a million Veritas!!!

:celebration:

Edit - Hopefully ALL sounds like the menu browsing and such come back too...
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TWITTER.COM
 
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Post » Wed Sep 01, 2010 12:04 pm

@Dark Hound: Just make sure the shining creatures mod loads after TIE and you'll be fine.
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Roberto Gaeta
 
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Post » Wed Sep 01, 2010 7:16 pm

reporting a trespassing bug that is around the backside corner of the First Edition, near the walkway and gate.

I have noticed twice now walking on the walkway around that area a voice saying I'm not supposed to be there. This time I turned around and stood there in the open and waited.
Sure enough I was accosted for trespassing on the sidewalk.
Perhaps this is extending from inside the First Edition?
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Ellie English
 
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Post » Wed Sep 01, 2010 3:06 pm

@Arthmoor: I've just tried the download link, but it's not working please update that link in the readme. :)
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SWagg KId
 
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Post » Wed Sep 01, 2010 9:28 am

@Arthmoor: I've just tried the download link, but it's not working please update that link in the readme. :)


Ah you missed some stuff, wrong forum topic here, new one http://www.gamesas.com/index.php?/topic/1123328-tie-tamriel-immersion-experience/
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Verity Hurding
 
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