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

Post » Fri Feb 18, 2011 9:28 pm

Poking around to fix it myself, I see that Fountainhead uses two leveled lists per area:

SE12LL1Gnarl01
SE12LL1Gnarl01Ordered

and Gnarl02-Gnarl04. The 04 list is, I believe a test list.

The following creatures are used:

SECreatureGnarlMania1
SECreatureGnarlMania2
SECreatureGnarlMania3
SECreatureGnarlMania4
SECreatureGnarlMania5
SECreatureGnarlDementia1
SECreatureGnarlDementia2
SECreatureGnarlDementia3
SECreatureGnarlDementia4
SECreatureGnarlDementia5

Gnarls Mania 4 and 5 and Dementia 5 are both scaled above 2.0. I'll scale them down to 2 and report whether this solves the problem. After investigating some, I so far don't see gnarl leveled lists used in tight, enclosed spaces. So changing these three may do the trick.
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Nikki Morse
 
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Post » Sat Feb 19, 2011 12:03 am

Belay that.

I forgot these leveled lists that spawn via the Chrysalis:

SE12LL1Gnarl01Follower

and 02, 03, 04.

These use the following creatures:

SE12GnarlFollowerDementiaTemplate
SE12GnarlFollowerManiaTemplate

There is also a manually placed creature:

SE12GnarlFollowerRef using SE12Gnarl01Follower

All three are scaled 1.9. Their chests come up to the bottom of the Chrysalis, so probably not larger than 1.2 scaling.

I'll test it.
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Chris Duncan
 
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Post » Fri Feb 18, 2011 8:45 pm

Oh **** it. 1.2 and they still get stuck. My advice is that no Gnarl should be above 1.0 unless it's absolutely certain they won't appear underground. As nice as it would be to have big, huge, scary root monsters, being unable to complete a main quest line is a big big problem.
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Julie Ann
 
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Post » Sat Feb 19, 2011 1:38 am

Hi

Is it possible to use the realswords mods with TIE? I mean without making very dirty things, like uber weapons that feels completely out of place or new weapons never/always showing, etc...

If yes, should I use the Lo or HI version of the mods (normal or powerful stats)?

I really don't know what to expect from leveled lists conflicts, and weapon stats compared to TIE...


Other questions about quest mods compatibility: Are these OK to use with TIE?
Blood and Mud
Tear of the Fiend
Integration: The stranded light
Heart of the Dead
The Lost Spires


Thank you very much for your help, keep up the good work, I appreciate it :)
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Lavender Brown
 
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Post » Sat Feb 19, 2011 3:44 am

Is it possible to modularly use the feature that makes all crates and barrels a crime to remove items from?
Does a separate mod exist with this feature, or is it exclusive to TIE right now?

If so, is it possible to use TIE along side MMM and Frans?


Thanks
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Hussnein Amin
 
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Post » Sat Feb 19, 2011 12:28 am

Is it possible to modularly use the feature that makes all crates and barrels a crime to remove items from?
Does a separate mod exist with this feature, or is it exclusive to TIE right now?

If so, is it possible to use TIE along side MMM and Frans?


Thanks


You will have to wait for TIE4MODS once again..
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Janette Segura
 
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Post » Fri Feb 18, 2011 9:34 pm

Anyone notice a problem with the Bruma Mage quest? I just got to that quest with 1.30 and I cannot steal Jeanne's book without getting arrested. I've tried everything I can think of but no luck. I've done this quest several times with previous versions of TIE without problem. Has there been a change of Guard AI in 1.30?
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Lynne Hinton
 
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Post » Sat Feb 19, 2011 9:05 am

this compatible with fcom or ooo?
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SEXY QUEEN
 
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Post » Sat Feb 19, 2011 7:24 am

this compatible with fcom or ooo?

No. There will be a TIE4mods version soon that will be. (but, of course, it won't have any of the gameplay changes because they directly conflict with OOO)
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Shelby McDonald
 
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Post » Sat Feb 19, 2011 6:37 am

hey guys! check this:

March 3rd, 2010: Version 1.31 of the Tamriel Immersion Experience is up! This version fixes quite a few of the bugs encountered in TIE in regards to the Shivering Isles
- along with a few stragglers in Cyrodiil. Here are the specific changes/corrections made:

1) Gnarl sizes for interior spaces are fixed. They're small enough that they no longer get
stuck.
2) Grummite Shamans now have crystal staffs enabling them to activate the portals.
3) Updated set of Bash Tags in the mod description. :)
4) Heal and flare spells for the player within the tutorial have been reinstated (However, if I
had my way, beginning players using magic wouldn't have any spells at all - just upped
stats. They would have to learn or buy their spells like any good arcane practicioner
would).
5) The stuck arrow within the custom loot display case in Bravil (Bruma?) has been fixed.

PS. I've recently plowed through the Shivering Isles for hours on end taking notes and created a detailed list of scheduled changes. Expect the next few updates to Sheogorath's Realm to be rather severe. The Shivering Isles WILL be worked upon heavily in the next few months. Probably looking at May or June for the next full TIE release. :)
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Dustin Brown
 
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Post » Fri Feb 18, 2011 7:46 pm

Quick question. I started a new game with TIE, and went to Fire and Steel in Chorrol. Rasheda, the vender, was selling Elven weapons at level 1. Is this working correctly? The TIE website says

Also, all vendors only sell either iron or steel or fur and leather.


But I looked at the level list the game is drawing her inventory from, and nothing was overriding TIE. So is that working correctly then?

Thanks!
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CHangohh BOyy
 
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Post » Sat Feb 19, 2011 5:35 am

Being impatient, and also in an experimental mood, I downloaded TIE 1.31 and installed it to load all at the top of my .esp LO.

I have MMM and FRANS also loaded below it. I didn't bash patch TIE.
So far it seems to like my game. The barrels and crates are now illegal to loot (which is all I really wanted to begin with)
But other functions of TIE seem to be working as well. I see new patrol soldiers etc... I will have to take a close look
at the readme in order to know where to look for other changes.

Question... I'm sure I'm breaking or overwriting other important changes from my load order. Anyone have any clues as to what
may be changed based on the way I have TIE loaded? I'd think it should be fine since all other mods are loading after it and it isn't bashed.
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Natasha Callaghan
 
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Post » Sat Feb 19, 2011 8:28 am

Leveled list encounters from FRANs and MMM. But not having it bashed - I'm not sure, but that is the main sticking point.

Even if you bashed it with them that would be the case.

The only two workable solutions to that is http://www.tesnexus.com/downloads/file.php?id=18071 (which still has issues) or the http://www.gamesas.com/bgsforums/index.php?showtopic=854466&view=findpost&p=13256319. Read the older tie4mods for all the gory details - far as I know I'm the only one who really gave SM version a shot.

This question belongs more in the Tie4mods thread.

I think Tie is up to 1.33 now for those following.
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Natalie Harvey
 
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Post » Sat Feb 19, 2011 1:49 am

Quick and dirty, this is how I Bash TIE+Frans together, which works fine so far using Bash 279:

Francesco's Leveled Creatures-Items Mod.esm: {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actor
s.Stats,Delev,Invent,NpcFaces,Relev,Scripts,Stats}}

Francesco's Optional New Items Add-On.esm: {{BASH:Delev,Relev}}
Francesco's Optional New Creatures Add-On.esm: {{BASH:Actors.AIPackages,Delev,Factions,Invent,Relations,Relev,Scripts}}

TIE.esp: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.DeathItem,Actors.Stats
,C.RecordFlags,Delev,Invent,NpcFaces,Relations,Relev,Scripts}}

The only thing it isn't pulling forward that I noticed are the illuminated staves many of the mages and bandit wizards should be carrying. I had to whip up a small patch file for that but everything else certainly seems to be working. Keeping in mind my Frans install is SI-aware too.
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Claudia Cook
 
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Post » Sat Feb 19, 2011 8:02 am

Quick and dirty, this is how I Bash TIE+Frans together, which works fine so far using Bash 279:

The only thing it isn't pulling forward that I noticed are the illuminated staves many of the mages and bandit wizards should be carrying. I had to whip up a small patch file for that but everything else certainly seems to be working. Keeping in mind my Frans install is SI-aware too.


I will confirm this has well..Using Bash 2.79 and All the new Tags and importing everything that is tagged in tie works..

With a MMM Config you choose not to import it stuff but instead choose TIE when and where possible in bash patch options and it will overwrite MMM with TIE has needed for All Vanilla Npcs and Creatures..All Other MMM Creatures and Npcs remain unchanged by TIE..Load TIE before any of Main MMM.esp ..

Maybe that Frans Patch should be made available since that is only things that is not getting imported..
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Hayley O'Gara
 
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Post » Sat Feb 19, 2011 7:49 am

Wow very interesting!

I'd like the game settings of TIE but the encounters of MMM and possibly Frans or OOO, heck even FCOM.

In short I like the idea of TIE4Mods but would prefer TIE to be more dominant.
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Aman Bhattal
 
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Post » Sat Feb 19, 2011 6:56 am

Quick and dirty, this is how I Bash TIE+Frans together, which works fine so far using Bash 279:

Francesco's Leveled Creatures-Items Mod.esm: {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actor
s.Stats,Delev,Invent,NpcFaces,Relev,Scripts,Stats}}

Francesco's Optional New Items Add-On.esm: {{BASH:Delev,Relev}}
Francesco's Optional New Creatures Add-On.esm: {{BASH:Actors.AIPackages,Delev,Factions,Invent,Relations,Relev,Scripts}}

TIE.esp: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.DeathItem,Actors.Stats
,C.RecordFlags,Delev,Invent,NpcFaces,Relations,Relev,Scripts}}

The only thing it isn't pulling forward that I noticed are the illuminated staves many of the mages and bandit wizards should be carrying. I had to whip up a small patch file for that but everything else certainly seems to be working. Keeping in mind my Frans install is SI-aware too.


Apologies Arthmoor for this big ask, but I'm intrigued by this combination. Would you mind giving your general impression of the gameplay with this combination. For example does it generally give the feeling of the quick brutal combat of TIE, but with the additional content of Frans? What made you pick this particular combination?
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Rachyroo
 
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Post » Sat Feb 19, 2011 2:45 am

Cool, so I guess I'm not the only one experimenting with this. :) Will have to play with the bashing portion next. Arthmoor and Corepc gave some excellent bashing tips. Wyre Bash 279 is pretty awesome! Sorta of funny because I expected some back lash for even attempting this... LOL!
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KU Fint
 
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Post » Sat Feb 19, 2011 1:01 am

Apologies Arthmoor for this big ask, but I'm intrigued by this combination. Would you mind giving your general impression of the gameplay with this combination. For example does it generally give the feeling of the quick brutal combat of TIE, but with the additional content of Frans? What made you pick this particular combination?


Yes, you get the more visceral experience of TIE combat with the way this is setup. The Frans creatures and items make for better variety, and with the Frans combat styles carrying forward it adds a little more tactical punch now too.

I went with this combination because Frans by itself didn't have enough of a challenge to go with the variety. It was nice seeing the new stuff but they were all pushovers. TIE also satisfies my more stealth oriented style. So when I started experimenting with bash tags to find the right balance I ended up with the best of both worlds. The new tags in 279 take that even further, while also allowing bugfixes from the UOP to filter in where needed.

Tagging mods for the right balance is almost a game unto itself :)
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Sweets Sweets
 
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Post » Fri Feb 18, 2011 11:07 pm

Yes, you get the more visceral experience of TIE combat with the way this is setup. The Frans creatures and items make for better variety, and with the Frans combat styles carrying forward it adds a little more tactical punch now too.

I went with this combination because Frans by itself didn't have enough of a challenge to go with the variety. It was nice seeing the new stuff but they were all pushovers. TIE also satisfies my more stealth oriented style. So when I started experimenting with bash tags to find the right balance I ended up with the best of both worlds. The new tags in 279 take that even further, while also allowing bugfixes from the UOP to filter in where needed.

Tagging mods for the right balance is almost a game unto itself :)


sorry if this is a stupid question, but wouldn't the added Fran's items be unbalanced compared to T.I.E.? Specifically the weapon stats? Or am I missing something...?
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Katharine Newton
 
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Post » Sat Feb 19, 2011 2:48 am

They'll probably be a bit out of line, yes, but it hasn't been an issue so far.
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Love iz not
 
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Post » Sat Feb 19, 2011 9:25 am

How about an OOO only installation?
Do you have any bash tags suggestions for mixing TIE and OOO? Or would it be just about the same as for frans?
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Sarah Knight
 
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Post » Sat Feb 19, 2011 8:05 am

Yes, you get the more visceral experience of TIE combat with the way this is setup. The Frans creatures and items make for better variety, and with the Frans combat styles carrying forward it adds a little more tactical punch now too.

I went with this combination because Frans by itself didn't have enough of a challenge to go with the variety. It was nice seeing the new stuff but they were all pushovers. TIE also satisfies my more stealth oriented style. So when I started experimenting with bash tags to find the right balance I ended up with the best of both worlds. The new tags in 279 take that even further, while also allowing bugfixes from the UOP to filter in where needed.

Tagging mods for the right balance is almost a game unto itself :)


Thank you very much for the feedback. This looks like a very interesting way to go, and I'll try it for my next install. At the moment I'm trying to resist rebuilding my game because I (finally) want to deal with some of the higher level content in OOO.
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Dan Wright
 
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Post » Fri Feb 18, 2011 8:09 pm

How about an OOO only installation?
Do you have any bash tags suggestions for mixing TIE and OOO? Or would it be just about the same as for frans?


OOO is a little more tricky, since it touches more stuff than Frans and MMM .. you just do the same has you would with MMM Config. TIE must load before OOO.esp and In bash patch you do not select OOO stuff, but import TIE stuff when and where possible in bash patch once again. So that is overwrite vanilla stuff with TIE stuff once again.

2.79 Bash already has all the overhaul tagged has needed so you just select the option in bash patch and build. Good luck has it is trial and error a tie / OOO config..
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JD FROM HELL
 
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Post » Fri Feb 18, 2011 8:03 pm

Maybe that Frans Patch should be made available since that is only things that is not getting imported..


@Arthmoor - What do you say Arthmoor? Are you able to share that staves fix you created for FRANS/TIE compatibility?
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Kanaoka
 
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