Need Some Help Or Idea...

Post » Tue Mar 15, 2011 5:17 am

ugh sorry I didnt know that.
next time I will use this method

I found some pretty intresting mods on TOTO that adds the world more diverse , depth, and atmosphere... especially I do like this mod: http://www.tesnexus.com/downloads/file.php?id=26625

looking from screenshots, it adds and bloodmon-ish atmosphere (of which I am big fan), and makes the game looks more reallistic by any means...
the only thing I didn't found, theres nothing has been said about the BS compability, don't really know if is will conflict since they are both change the one place...

Since it overhauls much of Bruma, it should not be compatible with BC's Bruma changes. If you still want to use BC, you would have to switch to the individual plugins, and choose all but the Bruma plugin. Have you seen the BC Bruma? Decide if you want to give that nice work up first. ;)
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Alexander Lee
 
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Post » Mon Mar 14, 2011 3:51 pm

Since it overhauls much of Bruma, it should not be compatible with BC's Bruma changes. If you still want to use BC, you would have to switch to the individual plugins, and choose all but the Bruma plugin. Have you seen the BC Bruma? Decide if you want to give that nice work up first. ;)


yeah, in that case I got to try BS first! thanks for the suggestion!
anyway I've installed qtp3 redimized-reduced, seems to have no impact on my system.
but somehow, vanilla seems to be... better? I know it sounds strange but... I just don't know.
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SHAWNNA-KAY
 
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Post » Tue Mar 15, 2011 3:31 am

yeah, in that case I got to try BS first! thanks for the suggestion!
anyway I've installed qtp3 redimized-reduced, seems to have no impact on my system.
but somehow, vanilla seems to be... better? I know it sounds strange but... I just don't know.

Well, it is reduced...That further reduced version is made for low-end graphics cards, so it should not hurt too badly. However, that also means that the texture quality is much lower. You may have to wait until you get a better rig to enjoy QTP3 in all its glory. Have you tried the Redimized version. That would be really pushing it, but it would give you a more accurate impression of QTP3. If you still do not like it or just want to try another world texture replacer that is more likely within the limits of your system, you can try http://www.tesnexus.com/downloads/file.php?id=18677.
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Kitana Lucas
 
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Post » Tue Mar 15, 2011 12:10 am

I noticed in some of your posts you were looking for perhaps a more static experience without the use of heavy mods; I suggest looking into http://tesnexus.com/downloads/file.php?id=23993 . Depending upon the leveling system you are using it may or may not be compatible but it is at least worth a look if you are using a compatible leveling system. Lightweight, works with or without the big overhaul mods (I am currently using it alongside Fran's + MMM) and if you look in the included .ini file I am fairly certain you will get at least part of what you wanted with the static nature of the game. Excellent mod that hardly gets the attention it deserves.

Best of luck with building your dream game =D

-Ex0dus
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Pants
 
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Post » Tue Mar 15, 2011 12:02 am

...


I've reinstalled QTP because it looks to crisp in my opinion. I don't know why, but after using some shader effects from OBGE, vanilla textures looks just right. The vibrant pack you suggestet looks very nice, but a bit bright, and I think I don't want to mess with all those textures, only certain things like better flora/better signs/better doors, which are looking very good without taking big impact on my system. I'll save heavy graphic mods for the later rig, like you said, I don't want to play eye-candy slideshow of nice pictures)

...


yeah looks like something I definaly should give a try, maybee it will reduce a bit chaotic MMM's nature and just delivers new creatures without being killed in every corner by some awesome but overpowered enemies (If I got it right, what it's supposed to do)

EDIT

Guys, I was a bit blind, and didn;t spot the TIE mod (you mentioned it earlier, but I didn't looked for it)
And you know what, It looks very impressive. I just think, what do you think, how big impact it will take on my system, because it looks very script-ai-ini active.
And I don't know much about BS and UL, if they will compatible with TIE...
And yeah, this mod, sir Ex0dus suggested, works like charm. amazing feelings of the game!
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Add Meeh
 
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Post » Mon Mar 14, 2011 8:22 pm

I've reinstalled QTP because it looks to crisp in my opinion. I don't know why, but after using some shader effects from OBGE, vanilla textures looks just right. The vibrant pack you suggestet looks very nice, but a bit bright, and I think I don't want to miss with all those textures, only certain things like better flora/better signs/better doors, which are looking very good without taking big impact on my system. I'll save heavy graphic mods for the later rig, like you said, I don't want to play eye-candy slideshow of nice pictures)



yeah looks like something I definaly should give a try, maybee it will reduce a bit chaotic MMM's nature and just delivers new creatures without being killed in every corner by some awesome but overpowered enemies (If I got it right, what it's supposed to do)


It can make the game harder or easier depending upon your settings in the ini. In my case, I wanted to make things harder the further i got away from cities regardless of my level. I was able to achieve just that probably a little too well in my case =p You can probably reduce (though probably not entirely eliminate) the chaos of MMM outdoors anyway (as this mod doesnt have fully functioning interior cell dynamic level scaling yet and merely puts the interior cell you enter at the same level as the nearest outdoor cell you last visited). I personally wanted a more dangerous game and that is what I got ^_^ Putting the settings a little more friendly (such as limiting the possible levels the enemy can be above you) will make the game easier and probably less chaotic.

It should all be fairly clear when you look in the ini ^_^

-Ex0dus
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kitten maciver
 
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Post » Mon Mar 14, 2011 2:43 pm

...


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 backs

In-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)))

EDIT
I 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 ...
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Natasha Callaghan
 
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Post » Mon Mar 14, 2011 4:58 pm

To bad, looks like the TIE4MODS adds hordes of bandits in tamriel along with other npc and secret entrances...

T.I.E4MODS is a modified version of T.I.E. for use with other overhaul mods such as Martigen's Monster Mod, Francesco's, Oscuro's Oblivion Overhaul and FCOM.

This version preserves T.I.E.'s NPCs along with secret entrances into all cities and towns. Removed are changes to stats, gameplay and global settings, sounds, ingredients, vanilla spawn points, CorePC's Tamriel Travelers, and any changes to the tutorial dungeon.

Find more details about T.I.E. here: http://www.stephanewuttunee.net/tnr_tie.html


and this is what folks on texnexus states:

Now there's a gazillion bandits everywhere. Is it suposed to be like this?


Nice work. I was wondering if you could make an esp that includes only the secret entrances? I find there are enough NPCs in my current game as it is.


thats sad.... I want at least those secret enterances because it's really stupid to invade to a houst through the main door.
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Heather Stewart
 
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Post » Tue Mar 15, 2011 4:41 am

MMM takes care of realistic wildlife. Enhanced Economy can take care of clutter prices. If you just want price changes, you could use instead Living Economy, just the "Items" component. In game goes by faster or whatever can be taken care of with a console command or the bashed patch ("set timescale to #.") I use ten as well. In that case type: "set timescale to 10." I would just stick with TIE if you want all of the stealth features. Almost all of those can be found in individual mods, however. You could probably find a most of them by searching the exact name or some part of the name on TESNexus or something. Yup, definitely.

Edit: You might be more of a Fran person than MMM, and there is already specific TIE + Fran support. Fran may have the version of http://www.gamesas.com/index.php?/topic/1082453-relz-tie-frans/ that you want. I mean, you called MMM "chaotic." I'm an FCOM fan here and love MMM, but it is not for everyone.
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Daddy Cool!
 
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Post » Tue Mar 15, 2011 2:27 am

...


Thank you for the notes on the mods above, sir, I am trying to re-create "immersion" of TIE (at least what was in the description, I didn't tried this mod),
and some mods I found on tesnexus are actually make it for me...

As for Frans+Tie, I like overal Frans Idea, and stuff, but I like MMM because (and mostly because) of new creatures diversity and old creatures and npc changes. I just trying to keep it's chaotic spawns and level diffrences by other mods (like the one suggested by Ex0dus... If I fail at it, I may try Fran, or maybee even stick to vanilla+some creatures leveling mods...

And here's a little request (because I can't find QTP official thread on gamesas because it's a keyword for a thousands of threads) -

I've saw this in the QTP description on TOTO: "...changes blood splatters, falling snowflakes, butterflies..."
While I still can't use the whole QTP in any form, I think blood splatters will be not much impact on my system, but will look better then Gorier Blood mod or vanilla blood. Same goes for snowflakes. Maybee someone can send me QTP3's textures just for blood and snow? Because if I have to download this epic size file my ISP will be mad about me :) You know internet in my country isn't good as Euorope anyway... Have to keep traffic a bit...
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Natasha Biss
 
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Post » Tue Mar 15, 2011 4:28 am

There are other downloads available for just blood and snowflakes. Search "snow" and "gorier blood" (or "blood") on TESNexus. Fran modifies creature behavior and add some new creatures too, so if you have to go a lighter route that sounds pretty good for you. As for MMM, maybe you should stay away from the "random" plugins and try reduce spawn rates and others of its add-ons that bring it closer to vanilla.
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BRIANNA
 
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Post » Tue Mar 15, 2011 3:59 am

There are other downloads available for just blood and snowflakes. Search "snow" and "gorier blood" (or "blood") on TESNexus. Fran modifies creature behavior and add some new creatures too, so if you have to go a lighter route that sounds pretty good for you. As for MMM, maybe you should stay away from the "random" plugins and try reduce spawn rates and others of its add-ons that bring it closer to vanilla.


hmph didn't known that Frans adds some creatures aswell...
I just remember how good MMM was in fallout and judging from screens for a new creatres, they are all looking amazing.

and for blood... there's no other than gorier blood mods for blood on TESNexus (and this mod looks a bit blurry which is a no-no), but I shall try to find some texture from redimized then... Didn't searched for a snow yet tho...
to have even more stability I rejected usage of HGEC and other body replacers ...
after all, if they don't apply to other npcs and I prefer to play in first person, why do I need to have them and also bother with all of those compability patches...
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Matt Terry
 
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Post » Tue Mar 15, 2011 2:34 am

yeah, the .ini file is very tweakable, but I wonder why don't you use TIE, because from the description 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:


Mostly because of many of the things you mentioned below your post, it changes some things I would rather left untouched (or leave in the hands of other mods). I personally use DPCS with Frans + MMM but since the premise of this thread was to avoid the big overhauls I didn't mention that (and TIE definitely counts as a big overhaul to me with all of the changes).

I am off to move now, hopefully by the time my net service returns; i find out that you have found your perfect balance in mods and are entirely happy with your oblivion experience ^_^

best of luck,

-Ex0dus
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Sophie Miller
 
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Post » Mon Mar 14, 2011 5:25 pm

There is a "stealth entrances" mod on TESNexus. If you check out "Delte's Immersion Mods" thread, you will find most, if not all, the immersion mods for which you are looking.
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LuCY sCoTT
 
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Post » Mon Mar 14, 2011 6:48 pm

There is a "stealth entrances" mod on TESNexus. If you check out "Delte's Immersion Mods" thread, you will find most, if not all, the immersion mods for which you are looking.


Thank you, sir! I've checked this thread and it was amazingly helpfull! I even haven't time to install all the stuff...))) Very nice mods!
And yay, thanks ex0dus!
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Emily Jeffs
 
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Post » Mon Mar 14, 2011 11:55 pm

Looking over this, you've got down all the bigger mods that are great, here's my suggestions for smaller ones.

Enchantment Enhanced
True Ayleid Armor ( or something like that)
Let there be darkness
Reneer's Guard Overhaul
Slof's Horses
Toggle Quantity Prompt
Arrow Effects
TNR One of the gang
Room of Enchantment (goes great with Enchantment Enhanced)
Super Hotkeys
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Josee Leach
 
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Post » Mon Mar 14, 2011 5:40 pm

Looking over this, you've got down all the bigger mods that are great, here's my suggestions for smaller ones.

Enchantment Enhanced
True Ayleid Armor ( or something like that)
Let there be darkness
Reneer's Guard Overhaul
Slof's Horses
Toggle Quantity Prompt
Arrow Effects
TNR One of the gang
Room of Enchantment (goes great with Enchantment Enhanced)
Super Hotkeys

Slof's Horses are already included in MMM.
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Maria Garcia
 
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