[RELZ] Tamriel Immersion Experience (T.I.E.) V1.27

Post » Sat Feb 19, 2011 9:55 am

Thanks for the advice.
I used to play OOO 1.32 before switching to FRAN 4.xx (less stress!), what I wonder is if TIE unleashes all the creatures from the frist level, would it be even more difficult than OOO? I mean, if I enter an Oblivion Gate, will I find the most powerful daedra at level 1?

EDIT: OOO adds content up until level 40 if I'm correct, while this mods uses Vanilla cap. Will the character become overpowered at higher levels (like Morrowind) or the improved weapn settings will balance?


If I remember the "level scaling" in a sense still pertains, I maybe wrong. As in with each level you gain, things get stronger, if that is the case then you'll still be facing some nasty foes.
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Trista Jim
 
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Post » Sat Feb 19, 2011 5:07 am

It makes sense, level scaling was implented to avoid you become powerful at high levels, while overhauls are meant to restore things back.

Yes, I mean I want to meet some dangerous foe even in high levels. Not every single monster but only some that still pose a threat.
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benjamin corsini
 
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Post » Sat Feb 19, 2011 1:12 am

There is some level scaling but mostly it's capped so at high levels you'll still be very powerful. For example, i believe the marauders in fort Blueblood are between level 12 and 15 regardless of when you do the mage rec quests. Therefore if you do it at the normal level 5 or 6, you will face a serious challenge but if you wait it will eventually become easy.
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Paula Rose
 
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Post » Sat Feb 19, 2011 3:54 am

The vast majority of things in TIE are static levels, but there's plenty left that remains on the sliding scale. It would take too long to try and break down exactly which is which, and I think it's logical to assume this was done to provide variety and unpredictability.
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Dean
 
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Post » Fri Feb 18, 2011 5:56 pm

Well, it can take some getting used to TIE, but once I did, I've liked it more than any other overhaul. So far I only have one complaint... it was an issue that bothered me so much I had to check some numbers in the construction set. Why do so many Imperial guard types (espeically Battlemages, who shouldn't be quite as physically fit on average if you ask me) have athletics AND speed at or near 100? Cartoonish running is not immersive and basically this means that the guard will chase you for miles and miles and miles and try to do power attacks at you while running faster than a horse. There is no way to outrun the guard because of this either... ever.

I don't want to edit the mod myself, I'm not sure I could find a balance. But, a mod that would balance this would be one that gives a percent chance to fall down (for npcs too) if attacking or casting a spell while running. Anyway...
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Adam Baumgartner
 
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Post » Sat Feb 19, 2011 10:21 am

I don't want to edit the mod myself

Why not? If there are a few things that really bother you, change them. The author used his own vision of things and like any human that will include some arbitrary choices. One or two adjustments will not screw things up and you might feel better about your game. I have made just one change in my game: raising the encumbrance factor to 4.5. It's a small change but it makes me feel better; that 3.6 choice annoyed me to no end and I can't accept it - simple as that. It's your game.
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Ronald
 
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Post » Sat Feb 19, 2011 12:35 am

Update available at Veritas's site.

Looks like 1.29 will be out tonight or tomorrow with a fix for the Baurus bug.
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Vahpie
 
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Post » Sat Feb 19, 2011 3:40 am

Update available at Veritas's site.

Looks like 1.29 will be out tonight or tomorrow with a fix for the Baurus bug.


That is excellent... TIE is the only overhaul module that I use and I am excited to hear that this bug will be fixed.
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Ludivine Poussineau
 
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Post » Sat Feb 19, 2011 12:20 am

Just an FYI - anyone who was/is using "TNR - ShiveringIsles.esp" should be aware that this information has all been absorbed into TIE as of version 1.26. If you are still building your bashed patch by importing faces from that mod, you no longer need to do that and should instead be importing NPC face data directly from TIE.esp. Once it's been built out of your patch, you can delete that file.
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Joe Alvarado
 
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Post » Fri Feb 18, 2011 8:19 pm

Sorry if this has been covered elsewhere, but how well does Armamentarium blend with TIE? Will it's items ruin the balance that TIE has set up? And will TIE's enemies become significantly changed by bashing it with Armamentarium's new armor and weapons? Or is there a plug-in that balances these items for TIE?

Thanks!

CK
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brandon frier
 
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Post » Sat Feb 19, 2011 5:41 am

Is there a version of T.I.E. that adds the game changing effects without all the NPCs?

Thanks
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Teghan Harris
 
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Post » Sat Feb 19, 2011 12:49 am

I'd wait for what options CorePC creates with TIE4Mods.

Strategy Master did some work with the 1.25 (so it has the Baurus fix in it) version.

Last available http://www.gamesas.com/bgsforums/index.php?showtopic=854466&view=findpost&p=13256319.

Reading the rest of that thread and the dialogue between myself and SM may clue you in.
I believe there is a way you can do it to not have the leveled lists active.

but again might be worth waiting for the new and improved T4M.
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Mandy Muir
 
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Post » Fri Feb 18, 2011 7:48 pm

I'd wait for what options CorePC creates with TIE4Mods.


Thanks, I think I will wait.
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Hussnein Amin
 
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Post » Fri Feb 18, 2011 8:21 pm

Thanks, I think I will wait.

Actually, TIE4mods is pretty much the opposite; it keeps the npc's but removes the gamechanges so it works with OOO, etc.
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Tinkerbells
 
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Post » Fri Feb 18, 2011 11:51 pm

I notice some unbalanced stats (damage/gold/weight) between Rusty/Fine - Iron/Stell weapons.
example: a rusty iron war axe is more better and make much more damage than normal/fine iron quality war axe...
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mollypop
 
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Post » Fri Feb 18, 2011 7:23 pm

I notice some unbalanced stats (damage/gold/weight) between Rusty/Fine - Iron/Stell weapons.
example: a rusty iron war axe is more better and make much more damage than normal/fine iron quality war axe...

Not necessarily. The theory here is that a crude weapon like an iron axe will do a lot of damage but will be very heavy and require frequent repair. This is how the weapon types are balanced.
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Miss K
 
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Post » Fri Feb 18, 2011 9:00 pm

Couple Bugs (still have 1.26)

Hi,

First, I would just like to say we Love (love!!) TIE. This has to be of all the Mods my husband and I have downloaded one of our favorites. So please, take these notes with the love that they are meant. You do fantastic work, but with all great works there are some wrinkles. Apologies if any of this has been brought up already.

We were wondering if it were possible to regain the heal and flare spells that you lose if you pick Destruction and Restoration as class skills? Seems funny that you wouln't have Heal Minor Wounds as an apprentice caster, same with flare.

The SI Main Quest - The creature spawns in the Main Quest Xidillian needs to be fixed so that Grummite Shammans appear in the correct rooms. They have the crystal staffs that are needed to move further into the ruin. My latest PC got stuck down the pit with no way on or back because of the new random creature spawn.

Argonian Merchant - he no longer seems to be buying or selling at any hour.

The old display cases have been eliminated from all of the mage's guilds (not a huge deal, just a note).

Not a game breaker, but a suggestions - The keys for the new, cool display chests: Just wondering if a couple could be placed around as clutter instead of all needing to be pick pocked. Picking pockets remains fickle. One of the arrows in the display cases cannot be interacted with by the player. Bit of a let down after pick pocketing someone from halfway across tamriel ;).

All that being said, we love the new combat system. Really love the tweaks to the alchemy and marksmen. And we look forward to your future work. Thank you so much for creating these Mods. You've made this a whole new game.
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lillian luna
 
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Post » Sat Feb 19, 2011 10:26 am

Looks like 1.29 is up now:

Changes made to Version 1.29

- Baurus now proceeds to the intended Rendez-vous point with Camoran in the Main Quest. I took the easy way out
by deleting the entry point to the Sewers in the Imperial City Market place. With so many entry pints
available, Baurus has no trouble finding his way down there to the meeting.

- That's about it. Some smaller, cosmetic changes to some creature stats and such. Hunting deer, goblins, boar,
and sheep is really fun now since the hunting poisons available from both Fences and Hunters work great.
Makes observation and careful tracking viable activities.

There's also a Nexus download now: http://www.tesnexus.com/downloads/file.php?id=29988
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Jade Muggeridge
 
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Post » Fri Feb 18, 2011 11:45 pm

Looks like 1.29 is up now:

Changes made to Version 1.29

- Baurus now proceeds to the intended Rendez-vous point with Camoran in the Main Quest. I took the easy way out
by deleting the entry point to the Sewers in the Imperial City Market place. With so many entry pints
available, Baurus has no trouble finding his way down there to the meeting.

- That's about it. Some smaller, cosmetic changes to some creature stats and such. Hunting deer, goblins, boar,
and sheep is really fun now since the hunting poisons available from both Fences and Hunters work great.
Makes observation and careful tracking viable activities.

There's also a Nexus download now: http://www.tesnexus.com/downloads/file.php?id=29988

:intergalactic: :obliviongate:
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sw1ss
 
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Post » Sat Feb 19, 2011 4:00 am

i really hope i'm wrong and that maybe it's not this mod but one of the many other mods i have, but baurus is stuck. i have the latest 1.29 and a little ways into the temple sewers he just starts pacing back and forth. i was trying to bring fights in to get him to move it works for a little bit but then he gets stuck again.
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Leonie Connor
 
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Post » Sat Feb 19, 2011 3:55 am

1.30 is up. thank you
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Amy Gibson
 
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Post » Sat Feb 19, 2011 5:15 am

Hello!
I only need to replace the .esp to upgrade the mod, isn?t?
Thnak you
Excuse my english
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Bereket Fekadu
 
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Post » Sat Feb 19, 2011 5:22 am

Since the mod only has an ESP, yes, that's all you need to do :)

And maybe rebuild your bashed patch just to be thorough.
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.X chantelle .x Smith
 
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Post » Sat Feb 19, 2011 10:01 am

Bug: Gnarls are too large to maneuver inside the Fountainhead caverns. They get stuck on doorways frequently and new gnarls cannot escape their chrysalis because their heads are stuck inside. I could not progress on the main quest because the gnarl could not open the crystal sealed doorway at the beginning.

Recommendation: Either gnarls should be split into two groups, one for interior encounters and one for exterior encounters or simply reduce the size of all gnarls to no more than (guessing) 1.2 times their original size.
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Alex Vincent
 
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Post » Fri Feb 18, 2011 11:55 pm

I have a question. TIE seems to affect the character generation lighting at the beginning of a game; perhaps giving a more difficult time in creating characters due to the lesser lighting. Is there some way the lighting could be changed just at the start point?
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Taylor Thompson
 
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