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

Post » Sat Feb 19, 2011 5:09 am

Hey!

Just a heads up. I can't seem to be able to access the file at TesNexus. It wasn't working yesterday either.

Cheers!

cc
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Chloe Yarnall
 
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Post » Fri Feb 18, 2011 7:52 pm

Go to the homepage:
http://www.dreamingthepyramid.net/TNR-TIE.html
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Trevi
 
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Post » Fri Feb 18, 2011 10:55 pm

Go to the homepage:
http://www.dreamingthepyramid.net/TNR-TIE.html


Well, yeah, that's where I got it from. Thanks for the link tho!

I merely wanted to let you guys know :)

Cheers!

cc
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Kahli St Dennis
 
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Post » Sat Feb 19, 2011 3:22 am

I'm really interested in trying TIE out, since I am reinstalling Oblivion for the 3rd time and installing FCOM again is not something I look forward to. Anyway, one of the main things I am wary of is the loot. FCOM adds a complete truckload of unique and new armors/weapons, which really spices up dungeon delving. However from what I have read, TIE only uses vanilla resources, meaning that there are no new unique items/loot (i.e. new textures and models, not just different enchantments), correct?

If that is true, which would you recommend, using TIE + Frans or TIE + MMM?


Another thing I have a question about is compatibility. There are tons of really nice weapon/armor mods (Armamentarium and Realswords comes to mind), but will they be balanced in TIE? Will they even work correctly?


Thanks in advance,
Allstar
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Jodie Bardgett
 
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Post » Sat Feb 19, 2011 6:36 am

I would like to know if TIE is compatible with Armamentarium aswell, because I also thinks TIE needs some more difference in the weapons and armours that can be found.
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no_excuse
 
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Post » Fri Feb 18, 2011 9:43 pm

Armamentairum and TIE are really not compatibile with each other. It will work, but, you end up losing TIE Item leveledlist balance.

Has tie follow it own item scaling aka remove much of high level weapons and armor from leveledlist and make you earn them by finding them or taking down high lvls npcs that use them.

While Armamentairum keep all that stuff in play and adds even more types of that stuff.

It will work once agian, but, will not follow tie balance once again.
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mishionary
 
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Post » Sat Feb 19, 2011 7:24 am

Those of you who wanted that patch I mentioned before for TIE+Frans: http://www.gamesas.com/index.php?showtopic=1082453
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Sierra Ritsuka
 
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Post » Sat Feb 19, 2011 8:04 am

Armamentairum and TIE are really not compatibile with each other. It will work, but, you end up losing TIE Item leveledlist balance.

Has tie follow it own item scaling aka remove much of high level weapons and armor from leveledlist and make you earn them by finding them or taking down high lvls npcs that use them.

While Armamentairum keep all that stuff in play and adds even more types of that stuff.

It will work once agian, but, will not follow tie balance once again.


OK, thanks for clearing that up.

Two questions though - first, on a TIE MMM setup wouldn't a similar thing happen as far as balance is concerned?

And secondly (this one is targeted more towards Arthmoor) what would be the best way to add variety to TIE without messing up the balance? Is it Frans?

Ah, about Armamentarium - it's not just a question of balancing the stats as per TIE's method but also about removing the respective items from the leveled lists, right? (I'm trying to think how hard it would be to make a patch for these two).

Cheers!

cc
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Laurenn Doylee
 
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Post » Fri Feb 18, 2011 9:08 pm

OK, thanks for clearing that up.

Two questions though - first, on a TIE MMM setup wouldn't a similar thing happen as far as balance is concerned?

Ah, about Armamentarium - it's not just a question of balancing the stats as per TIE's method but also about removing the respective items from the leveled lists, right? (I'm trying to think how hard it would be to make a patch for these two).

Cheers!

cc


TIE+MMM the short answer is yes, but, if you use bash correctly, you can import most of changes that tie make onto vanilla npc and overwrite MMM changes..

Armamentarium, better to just build a new TIE-Arma esp that adds armamentairum leveledlist to same leveledlist that tie is modifying..Then trying to fix it..
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Elea Rossi
 
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Post » Fri Feb 18, 2011 8:57 pm

Yeah, variety is the spice of life you know? If Arma and TIE could get working together perfectly, it would be awesome :)
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Teghan Harris
 
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Post » Sat Feb 19, 2011 4:57 am

An odd request for help.. very simplistic, but I'm new to doing small mods and figured that this is as good a place as any.

I'm making a mod to load after TIE that would add a small number of items to the loot pool. Currently, there is an Amulet of Axes and a Necklace of Blades that Fortify their respective skills (+25) and reflect damage (25%). However, there is no such parallel item for marksmanship, so I've created a new amulet called "The Sniper's Charm."

I'm also creating some odd arrows that both heal & paralyze the target and light the area around it for 15 seconds. :P

My question: do I have to do anything to load these items into the random loot pool of items, or will they automatically be thrown into TIE's random loot mix?

(thanks!)
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Sammie LM
 
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Post » Sat Feb 19, 2011 10:11 am

Hey!

This must have been asked before but it's a tricky search - is T.I.E. compatible with Reneer's Guard Overhaul?

Secondly, is T.I.E. compatible with COBL? I'm asking this because the changes log says it adds Morrowind Ingredients.

Thirdly - does it play nicely with Stealth Overhaul?

Forth - http://www.tesnexus.com/downloads/file.php?id=17894?

Fifth - http://www.tesnexus.com/downloads/file.php?id=21784?

Sixth - http://www.tesnexus.com/downloads/file.php?id=22653?

That's all I have for now. Thank you in advance!

Cheers!

cc
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Nice one
 
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Post » Sat Feb 19, 2011 10:03 am

I wood like to know if Alternate Start Revamped v1.5 by Dung Beetle is compatible with T.I.E ?
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Sunnii Bebiieh
 
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Post » Sat Feb 19, 2011 10:16 am

Don't know why any alternate start mods would be incompatible, I use Alternative Start by Robert Evrae.esp [Version 1.66] myself.
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Arrogant SId
 
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Post » Sat Feb 19, 2011 8:14 am

I wood like to know if Alternate Start Revamped v1.5 by Dung Beetle is compatible with T.I.E ?


Don't know why any alternate start mods would be incompatible, I use Alternative Start by Robert Evrae.esp [Version 1.66] myself.


Hey!

Good to know! I assumed it would be incompatible because it says in the description about a "key" you need to find the Fences that's supposedly in the starting sewers. But I guess it makes sense now that you can come back there later and retrieve it!

Nice one!

cc
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Matthew Warren
 
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Post » Sat Feb 19, 2011 9:41 am

Hey!

Good to know! I assumed it would be incompatible because it says in the description about a "key" you need to find the Fences that's supposedly in the starting sewers. But I guess it makes sense now that you can come back there later and retrieve it!

Nice one!

cc


Can you oh good thats all i need to know :D
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ZzZz
 
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Post » Fri Feb 18, 2011 7:21 pm

Hey!

This must have been asked before but it's a tricky search - is T.I.E. compatible with Reneer's Guard Overhaul?

Secondly, is T.I.E. compatible with COBL? I'm asking this because the changes log says it adds Morrowind Ingredients.

Thirdly - does it play nicely with Stealth Overhaul?

Forth - http://www.tesnexus.com/downloads/file.php?id=17894?

Fifth - http://www.tesnexus.com/downloads/file.php?id=21784?

Sixth - http://www.tesnexus.com/downloads/file.php?id=22653?

That's all I have for now. Thank you in advance!

Cheers!

cc


I'm pretty sure Reneer's guard overhaul is compatible, if not recommended, as it is mentionned on http://www.dreamingthepyramid.net/TNR-tie-faq.html.
I also used Stealth overhaul in the past without problems.
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stacy hamilton
 
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Post » Sat Feb 19, 2011 4:18 am

I'm pretty sure Reneer's guard overhaul is compatible, if not recommended, as it is mentionned on http://www.dreamingthepyramid.net/TNR-tie-faq.html.
I also used Stealth overhaul in the past without problems.

Thanks for that. I don't know how I missed it. That leaves just these then:

Is T.I.E. compatible with:

COBL? I'm asking this because the changes log says it adds Morrowind Ingredients.

http://www.tesnexus.com/downloads/file.php?id=17894?

http://www.tesnexus.com/downloads/file.php?id=21784?

http://www.tesnexus.com/downloads/file.php?id=22653?

Also, I've got some new questions.

I'm wondering how T.I.E. works at high levels. I mean, when you start off it's pretty clear that it is going to be challenging because everyone is going to be a higher level than you. However, the more you "grow", the less the chance to run into creatures or NPCs that are stronger. And that makes me wonder what happens when you hit level 30 or 40?

Next, I've read the available info (I think it got it all this time), but I'm still uncertain as to what some of the changes are. Is there a comprehensive list of this somewhere? For example, on the FAQ it says that you shouldn't play a Bosmer Warrior, but if no changes have been made to the vanilla races, then this wouldn't matter. That's the only thing that hints at this, though exactly how the races were changed isn't available anywhere.

This is more of a suggestion - I know that there are bandit camps around. There used to be a mod called "Bandit Hideouts" that added houses filled with evil people. I was thinking if something like this would fit nicely - as in having some more "robust" structures providing shelter to the poor outlaws.

Finally (for now) are you taking suggestions of mods to be added to T.I.E. (with the permission of the authors and your veto, of course). I'm not talking about big mods or content that falls outside the "vanilla" boundaries you've set but rather small changes. A few quick ones would be the "Actors Have Torches" mods, the "Looting Dead Guards is Stealing" or "Clothing Matters". I'm sure more could be found - if you're interested in that, of course.

Cheers!

cc
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Trevor Bostwick
 
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Post » Sat Feb 19, 2011 12:34 am

The races aren't changed and the character choices aren't as crucial as the FAQ might imply, at least after the first few levels. It's mostly common sense; you want to be as strong (or sneaky) as possible to start because you'll be dying a lot otherwise.

The majority of common enemies like marauders and bandits will be usually in the level 10-15 range so naturally when you're level 30 you won't have much problem with them but there are always very tough enemies possible who can knock you down with one arrow, to mention one example.
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Sabrina Schwarz
 
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Post » Sat Feb 19, 2011 6:35 am

Hey!

I was debating whether I should post this here or in the MMM thread. And then I made a decision :P

I was curious how the spawning would work in a MMM + TIE game, with TIE loading after MMM.
That is, the former completely removes level based spawning - I assume it does this by setting all the levelled lists to level 1.
Secondly, I assume MMM adds its own levelled lists while adding them to the same spawn points (and some new ones).

If both of those are correct, then MMM-added monsters would still spawn on a level-like fashion while vanilla variations would appear according to TIE's design. Or, if MMM changes some vanilla LLs (I don't think it does but I'm not 100% sure), then the new monsters in those lists would cease to spawn as they are overwritten by Veritas's mod.

Am I right so far? Can you help clarify this issue for me?

Thanks!

cc
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Project
 
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Post » Sat Feb 19, 2011 3:04 am

The majority of common enemies like marauders and bandits will be usually in the level 10-15 range so naturally when you're level 30 you won't have much problem with them but there are always very tough enemies possible who can knock you down with one arrow, to mention one example.


This is more or less true, but my level 40+ guys have all been surprised at times by the strength of attackers who come charging out of nowhere. So even with high level characters you're going to need to be mindful of your life, especially if you get jumped by more than one.
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lolli
 
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Post » Fri Feb 18, 2011 7:44 pm

I've played this mod through the starter dungeon and have to admit, it's very well done. It had quite unique features and the creature behaviour was awesome. The problem was, I also play with OOO and MMM and I really don't wanna abandon thoose two mods, just to get TIE working. So I agree T.I.E should be much more modular, so I can take the best parts of it, like NPC roaming the Cyrodill world, the overall atmosphere and creature behaviour.

Are the NPC's roaming the world related to Tamriel Travellers, or is this a unique feature of TIE?

Did you made it so, that the sound is more silent? And if so why?
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Jessica Stokes
 
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Post » Fri Feb 18, 2011 10:39 pm

I've played this mod through the starter dungeon and have to admit, it's very well done. It had quite unique features and the creature behaviour was awesome. The problem was, I also play with OOO and MMM and I really don't wanna abandon thoose two mods, just to get TIE working. So I agree T.I.E should be much more modular, so I can take the best parts of it, like NPC roaming the Cyrodill world, the overall atmosphere and creature behaviour.

Are the NPC's roaming the world related to Tamriel Travellers, or is this a unique feature of TIE?

Did you made it so, that the sound is more silent? And if so why?


Hey!

My guess is that if you're going to play TIE with OOO and MMM you're going to need http://www.gamesas.com/index.php?/topic/1071066-betawipz-tie4mods-reborn-betawipz/. Now, that mod is still in Beta and is, currently, based on an older version of TIE, but it does offer modularity.
I I couldn't find a complete change log, but http://www.dreamingthepyramid.net/TNR-home.html you can find some of them.

Tamriel Travellers was integrated with TIE, but I if you're seeing roaming NPCs that aren't merchants then I would say they're part of the latter.

The sounds while sneaking are reduced as TIE also integrates the Hear Me Not mod.

Hope that clears things up for you!

cc
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jeremey wisor
 
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Post » Sat Feb 19, 2011 12:53 am

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



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!


You will occasionally find elven items in the inventory. Buy 'em when you see 'em. They're rarer and more fragile, but cause a decent amount of damage. Good luck finding silver bows, though...
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Michelle Chau
 
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Post » Fri Feb 18, 2011 11:50 pm

i missed a few month due to some exam i had to be over and i see that TIE is developing nicely. great! those new spiders...i've always missed spiders from oblivion :)
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XPidgex Jefferson
 
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