yeah, the .ini file is very tweakable, but I wonder why don't you use TIE, because from the http://www.dreamingthepyramid.net/TNR-TIE.html it looks quite interesting in that way.
I just don't know If I shall download it since I don't know is it modular or not, because I only like few of the features it provides. this is what I like, really sounds good:
(
gray are just cool
red are very cool and
green are musthave)
Over 800 NPCs: Assassins, thieves, pickpockets, bards, pilgrims, alchemists, hunters, adventurers, varied Imperial Forces, barbarians, nightblades, commoners, hired guards, priests and healers, scavengers, tomb raiders, bandits & wizards, fences, infamous villains, heros - these are just some of the new and interesting types of characters you will encounter in TIE. Above all else, this feature is the singlemost visual addition to the vanilla game. All custom made NPCs feature vanilla content and items for their clothing, behaviour, items, and weaponry. Think of it as Morrowind Comes Alive - for Oblivion.
Tamriel Travelers: CorePC contributed and slightly modified his amazing mod to be included within TIE. Some of the NPCs can be traded with. These really add life and interest to the roads in general.
Owned Crates and Barrels: No - not "Pwned". Owned. It used to really irk me to see how easy the player can loot barrels and crates in plain sight and never get arrested. Now all town and city barrels and crates have ownership. The exceptions are ones found in forts, ruins, caves, and various wilderness areas.
Tougher Sneaking and Pickpocketing: The Sneaking/pickpocketing system has been revamped somewhat and follows a certain logic. Most commoners are easier to sneak up and pickpocket than other thieves, warriors and such. Imperial Forces are definitely tough to catch off their guard so if you have a bounty on your head, tread lightly.
Pickpockets: You'll be pleasantly surprised to see thieves and other lowlifes actually stealing and running from the law in-game. And here is the best thing: you get to keep what they've stolen. Of course, you'll have to be able to keep up with them first.
Secret Entrances: Tired of waltzing through the front door to try to steal stuff? These entrances fix the problem in grand fashion. To find them, simply walk around the outskirts of every castle, town, and city in the game. Some are trapdoors, some are rope ladders thrown over pallisade walls. You'll definitely need to be somewhat of an acrobat to reach some of them.
Decresed Thieving Sounds: No more loud foot sneaking or opening doors or sacks. Now, just about every thieflike sound in the game has been lessened.
Gas Arrows: These tools are designed to help you safely infiltrate and scout restricted areas. NPCs knocked out by the reservoir's potent gases will remain unconscious for roughly five minutes - just enough to let you make that important grab and get out. However, sometimes they can backfire and alert nearby NPCs, so use them wisely. Purchases them from Fences.
Realistic Bandits: In vanilla Oblivion, leveling up in-game means becoming exposed to glass wearing Bandits and other baddies. Those days are history in TIE. Expect highly realistic and dangerous baddies to contend with - whether it's bandits, marauders, or conjurers.
Realistic Wildlife: No mammoth sized bears or boars. Deer are much more fearful. Wolves usually flee on sight unless they're in packs. Mountain lions also usually flee on sight but will sometimes charge. Black bears usually flee but will sometimes attack. Packs of feral dogs now roam the wilderness. Rats are much smaller and faster and populate wilderness areas around farms and fields. You may also come across wild stallions that are bullyish and try to do you in. High, snowy regions now harbour rams, while small groups of sheep can be seen roaming the wilds below. There are also rumors of two or three gigantic Ogre and Minotaur Collosus beasts nearly fifty feet tall roaming the most remote regions of Tamriel. They may carry large amounts of gear and loot when felled. Some sewers now also contain a smaller form of Dreugh. Again, all creatures have been fully unlocked at game start, which means that if you want to stay relatively safe, then stick to the roads. As the Imperial guardsmen are often heard saying, ' the wilderness just isn't safe anymore'. And the best part is, all of these creatures have more developed predator/prey type relationships: wolves will actively hunt deer and many other creatures. So will bear, boars, and mountain lions.
Don't know if it is comaptible with MMM though...Fully interconnected Imperial City Underground: If you want a real adventure, try going underneath the Imperial City sewer system. There, you will encounter vampires, assassins, tomb raiders, scavengers, beggars, diseased rats and crabs, and much else. You may even survive long enough to catch fresh air again. Also, rumors exist of a mysterious visitor in the city's depths...
Amazing stuff - really want this)))More Restricted Areas: Duggedank worked his magic to give us increased risks in "going behind the counter" in stores, Inns, and in certain castle areas. Three warnings from the local Guards and you'll be either killed or arrested, so watch out...
Sick of mindless merchants watching me destroing their magazin and walking around their backsIn-Game Time Goes by Less Quick. One minute of real time equals ten minutes in-game time instead of thirty minutes. This is great for thieving, since you no longer feel rushed in loot filled areas.
Better Clutter: Now everything you pick up has value - including cups, forks, tongs. Yay - finally a reason to loot crates and barrels! Now, where was that fence located? -
A MUSTHAVE!just intresting, if it will be esp-modular, or omod-modular system to just tick-untick options, then it is almost the dream mod, and if it just allows a few tweaks, and installs all of this stuff altogether (i didnt mentioned lots of other features there because I didnt like them much) - then It is fail and I should try to find a replace for those features but standalone separate mods which would be pain in the *some* place)))
EDITI am such a dumb*ss...
Q) What mods are compatible with T.I.E.?
A) T.I.E. definitely conflicts with other overhauls, but CorePC's excellent TIE4MODS leaves just the extra NPCs and secret entrances. However, other mods such as Thieves' Arsenal (ScruggsieWuggsie the Ferret), Reneer's Guard Overhaul, L.A.M.E (Less Annoying Magic Experience) and many other mods do not conflict.
Q) Can you tell me what mods have been merged in with this?
A) Sure. They are: Hear-Me-Not (quietens thieving and certain menu sounds), Arkenor's Tutorial Terminator (eliminates the annoying message popups during the tutorial), and CorePC's excellent Tamriel Travelers (places traveling merchants along Tamriel's roads).
sorry for my stupid questions.
but after reading the FAQ I still want to somehow get the mods I mentioned above ... maybee theres similliar mods? have you know any of such?
sry again for my bad english ...