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

Post » Sat Feb 19, 2011 1:13 am

Does TIE have a ReadMe online somewhere?
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W E I R D
 
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Post » Sat Feb 19, 2011 2:27 am

I meet them a lot.
I like them a lot.
Why don't they train any skill?
I know that one needs skills to survive out there. And they buy, sell...
So, what is the reason them travelling merchants not to teach basic blade, blunt, mercantile, hand-to-hand and so on?
It seems only logical to me if the big Ork trader teaches me some blunt and the wood elf some archery.
Corepc, can you allow them to teach me what they already know?
Edit: oops! Wrong tread... sorry.
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Lucy
 
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Post » Sat Feb 19, 2011 9:14 am

Does TIE have a ReadMe online somewhere?


There's http://www.dreamingthepyramid.net/TNR-TIE.html and http://www.dreamingthepyramid.net/TNR-tie-faq.html. There's also a "review" http://sites.google.com/site/oblivionmodreviews/gameplayreview01.
They document some of the changes, but not all of them (as far as I can tell). I'd vote for a more comprehensive one as well.

Strangely, there hasn't been any word on this mod for a while so I'm uncertain where it stands. That is, Veritas hasn't been around the forums, but there are some news on his homepage...

Edit: found an "official" readme http://www.dreamingthepyramid.net/TIEReadMe.html. It still seems to be a work in progress, but we shall see.

I meet them a lot.
I like them a lot.
Why don't they train any skill?
I know that one needs skills to survive out there. And they buy, sell...
So, what is the reason them travelling merchants not to teach basic blade, blunt, mercantile, hand-to-hand and so on?
It seems only logical to me if the big Ork trader teaches me some blunt and the wood elf some archery.
Corepc, can you allow them to teach me what they already know?
Edit: oops! Wrong tread... sorry.


lol

Cheers!

cc
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Dan Scott
 
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Post » Sat Feb 19, 2011 2:20 am

Oh, it only moved...? Thank you.
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Iain Lamb
 
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Post » Sat Feb 19, 2011 4:07 am

I'm (slowly) working on making a patch for OOO and MMM for TIE, essentially the opposite of TIE4Mods; but I've only just recently started using TIE and I'm not 100% on all the various aspects of TIE (lack of any detailed sort of information is very frustrating in regards to TIE), so would any other entrepreneurial fellow feel like listing out all of the "problems" with merging them? I'll eventually get it all covered regardless (hopefully...) but if I had a list to work through it would be much faster.
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April
 
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Post » Fri Feb 18, 2011 7:19 pm

@ Arthmoor, Just installed v1.34 of T.I.E - Very impressive mod. Question particularly for you - I remember reading a conversation you had with spooky reference Combat Archery mod but cant find using any search methods - What was the conclusion of using Combat archery combined with TIE, were there any recommended Combat Archery ini settings which made the two mesh more realistically. I think one of the issues was related to damage multiplication IIRC.
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Kirsty Wood
 
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Post » Fri Feb 18, 2011 10:20 pm

@ Arthmoor, Just installed v1.34 of T.I.E - Very impressive mod. Question particularly for you - I remember reading a conversation you had with spooky reference Combat Archery mod but cant find using any search methods - What was the conclusion of using Combat archery combined with TIE, were there any recommended Combat Archery ini settings which made the two mesh more realistically. I think one of the issues was related to damage multiplication IIRC.


Are you sure it was me you talked to about that? I've never used any of the stuff Spooky made.
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Steven Nicholson
 
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Post » Sat Feb 19, 2011 10:33 am

Possible evidence of senile, maybe it was theniceone, aaargh cant remember ... nurse! wheres my pills! :facepalm:

Oh well someone may recall.

Anyway a problem - You are over encumbered - Every time we load a game.

Resolved by dropping one item on the floor, any item, then pick it up again. Values go back to what they were at time of saving and we can carry on.

Slightly annoying and consistently happens for three users here with different games.

Spoiler
Active Mod Files:
00 Oblivion.esm
01 All Natural Base.esm [Version 0.9.9]
02 Cobl Main.esm [Version 1.72]
03 Unofficial Oblivion Patch.esp [Version 3.2.5]
04 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
05 Oblivion Citadel Door Fix.esp
06 DLCShiveringIsles.esp
07 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
** Oblivion Vwalk UOS.esp
** DLCShiveringIsles Vwalk UOS.esp
** DLCShiveringIsles Vwalk DG_DS UOS.esp
08 All Natural.esp [Version 0.9.9]
09 All Natural - SI.esp [Version 0.9.9]
++ All Natural - EW + NW + AWS.esp [Version Final]
0A Enhanced Water v2.0 ND.esp
++ ln.esp
0B WindowLightingSystem.esp
0C AliveWaters.esp
0D AliveWaters - Koi Addon.esp
0E AliveWaters - Slaughterfish Addon.esp
0F Akatosh Mount By Saiden Storm.esp
10 ImprovedSigns.esp
11 Luchaire's Neck Seam Concealer.esp
12 RAEVWD Cities.esp [Version 1.7]
13 RAEVWD New Sheoth.esp [Version 1.5]
14 RAEVWD Imperial City.esp [Version 1.7]
15 Slof's Oblivion Pillow Book.esp
16 VAs Better Gold with no Menu Icon.esp
17 Duke Patricks - Friendship Ring For Companion Detection.esp
18 DLCHorseArmor.esp
** DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
19 DLCOrrery.esp
** DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
** DLCOrrery Vwalk.esp
1A DLCVileLair.esp
1B DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
1C DLCMehrunesRazor.esp
1D DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
** DLCMehrunesRazor Vwalk UOP.esp
1E DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
++ MaleBodyReplacerV4.esp
1F alllll61-Saint Silver armor.esp
++ Blade Of Woe Replacer.esp
20 GizmodianSothaDagger.esp
21 Crystal Weapons and Armor.esp
22 HGEC Witch Queen Ritual Robe.esp
23 KDDwemerSpectacles.esp
24 ShadowWatcher_HGEC_v2_b.esp
25 Sister_of_Eisen_HGEC.esp
26 Underworld Armor.esp
27 HGEC Glass Replacement.esp
28 TGND.esp
29 TGND_SI.esp
2A TGND Accompt of the Delitescent.esp
2B TGND - Kogane's Ranger Armor.esp
2C TGND_LeatherHunterArmour.esp
2D TGND Exnem Rogue Outfits.esp
2E TGND - Sinblood's Fantasy Mage.esp
2F TGND Warrior Skin.esp
30 Underwear TGND.esp
31 ExnemEC_Warrior01.esp
32 Ryk_AtholBrose.esp
33 TGND Fantabulous Formal Dresses.esp
34 TGND_SwordDancer.esp
35 TGND Brigand's Gear.esp
36 Slof's Horses Base.esp
37 Slof's Extra Horses.esp
38 DLCThievesDen.esp
39 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
** DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
** DLCThievesDen Vwalk UOP.esp
3A Cobl Glue.esp [Version 1.72]
3B Cobl Si.esp [Version 1.63]
++ Cobl Tweaks.esp [Version 1.44]
3C TIE.esp [Version 1.34]
3D AleswellHomeQuest.esp
3E Dwemer_Skyship_1_1_0.esp
3F Hentai Mania.esp
** Hentai Mania Vwalk.esp
40 mrSiikas_DwemerTechnology_DwemerSubway.esp
41 The Ayleid Steps.esp [Version 3.3.1]
** The Ayleid Steps Vwalk.esp
42 Tona's_ModsStore.esp
43 Apachii_Goddess_Store.esp
44 Apachii_Heroes_Store.esp
45 DLCBattlehornCastle.esp
46 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
47 DLCFrostcrag.esp
** DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
** DLCFrostcrag Vwalk.esp
48 Knights.esp
49 Knights - Unofficial Patch.esp [Version 1.0.9]
** Knights Vwalk UOP.esp
4A HoarfrostCastle.esp
4B Feldscar.esp [Version 1.0.1]
** Feldscar Vwalk.esp
4C Faregyl.esp [Version 1.0.10]
** Faregyl Vwalk.esp
++ Leviathan Soul Gems Abridged.esp
++ No Glow Grass - Shorter.esp
4D Oblivifall - Ambiant Dungeon SFX.esp [Version 1.1]
4E Oblivifall - Something's Not Right.esp [Version 1.0]
4F Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp
50 Duke Patricks - Actors Can Miss Now.esp
51 Corean_hair_for_Original_race.esp
52 Ahtata_Khabaxi.esp
53 1em_Vilja.esp
** 1em_Vilja Vwalk.esp
54 TheOubliette.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
** All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]
55 Bashed Patch, 0.esp
56 Duke Patricks - Combat Archery.esp [Version 2]
57 Streamline 3.1.esp


Using obse v0018 stable
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Blackdrak
 
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Post » Sat Feb 19, 2011 4:24 am

Nothing other than what you did will correct it. That's a known engine glitch when item weights are changed. Or in the case of TIE, when your encumbrance limit is lowered as well.
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Harry-James Payne
 
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Post » Sat Feb 19, 2011 10:34 am

So something we have installed is changing weights or PC encumbrance at game start every time, TIE intercepts the adjustment, and dropping one object/picking it up enables TIE to see that in fact we are now not encumbered again. Hmm, I think the only thing that makes game start adjustments all the time is Combat archery, will have a look through the ini and see if theres anything can be turned off to stop this trigger.
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Conor Byrne
 
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Post » Sat Feb 19, 2011 1:29 am

One more question - What does....
"Better and more lethal Archery: This applies not only to your own equipment, but that of baddies as well. Beware bow equipped Wood Elf bandits..."
Do exactly?
I think this is probably the bit that has concequences using Combat Archery aswell (reference damage that is, not encumbrance), can it be turned off in TIE?

Edit: think I have found the bit I was talking about earlier, it was theniceone talking about FCOM and OOO v Combat Archery (Not TIE O_o, I am sure I have seen a similar conversation ref TIE, maybe an earlier Combat Archery thread, this forum makes things awkward sometimes) - Going to try and see if theniceone's idea of turning off those features affect the encumbrance...
http://www.gamesas.com/index.php?/topic/1074534-relz-duke-patricks-combat-archery-mod/page__view__findpost__p__15722969

Edit2: I think ideally I need to turn off anything TIE does to arrow flight physics and damage multipliers (if thats possible), which will impact on Combat Archery bow sway effects and accuracy and damage multipliers. But turn off whatever is triggering TIE encumbrance in Combat Archery ini.

But would any of that impact on TIE Thief experience (I have fond memories of the game too, especially like the addition of things like gas arrows)

Edit3: Showler has suggested a fix with regards the encumbrance, http://www.gamesas.com/index.php?/topic/1074534-relz-duke-patricks-combat-archery-mod/page__view__findpost__p__15882416
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Adriana Lenzo
 
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Post » Sat Feb 19, 2011 7:51 am

TIE isn't using scripts to change the limits though, so there's nothing in a script to fix.

For encumbrance, TIE changes the fActorStrengthEncumbranceMult from its default of 5.0 to 3.6. This reduces the weight you're allowed to carry.

fArrowOptimalDistance is set to 1000. Don't know what effect this has on Combat Archery.

fArrowSpeedMult is set to 2600. No idea what the default is because it doesn't show up with an Oblivion.esm FormID.

fArrowMaxDistance is set to 2000. Again, no idea what the default is.

The best way to see what overlaps with Combat Archery is to load it and TIE into TES4Edit and check the Game Settings tree. Then you can make adjustments from there. Some of which can be done with Wrye Bash tweaks, like arrow speed.
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Amie Mccubbing
 
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Post » Sat Feb 19, 2011 2:05 am

http://www.dreamingthepyramid.net/TNR-home.html :obliviongate:
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Heather Dawson
 
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Post » Fri Feb 18, 2011 10:13 pm

Howdy folks,

Is there an "exquisitly mounted eye" associated with this mod, and if so, is it just loot or related to a quest? If the latter, may I have the quest name and start location?

The folks up in spoilers couldn't help me, nor did I find anything in UESP nor the TIE homepage.

Grazzi,
rumbly
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Jimmie Allen
 
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Post » Sat Feb 19, 2011 2:01 am

If you mean "Exquisitely Jeweled Eye" then yes, it's a loot item added by TIE which can sometimes be found in bandit camp loot. It serves no other purpose than to look cool and be sold for cash. Or put on display like I did when I found one.
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Karine laverre
 
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Post » Fri Feb 18, 2011 6:12 pm

If you mean "Exquisitely Jeweled Eye" then yes, it's a loot item added by TIE which can sometimes be found in bandit camp loot. It serves no other purpose than to look cool and be sold for cash. Or put on display like I did when I found one.

That's the one.

Thanks :foodndrink:
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Julie Serebrekoff
 
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Post » Fri Feb 18, 2011 9:09 pm

I didn't see anything in the introduction about this, but is TIE configurable? There are some parts of the mod I don't really want to use.
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RaeAnne
 
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Post » Sat Feb 19, 2011 8:16 am

I didn't see anything in the introduction about this, but is TIE configurable? There are some parts of the mod I don't really want to use.

no, it is not. you have only one single esp file so you should use CS to get rid of things. although you can overwrite TIE with other mods. for example if you don't like the weapon overhaul of TIE you can use MOBS.
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Yvonne Gruening
 
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Post » Fri Feb 18, 2011 11:58 pm

no, it is not. you have only one single esp file so you should use CS to get rid of things. although you can overwrite TIE with other mods. for example if you don't like the weapon overhaul of TIE you can use MOBS.

Oh that's too bad. I really like most of the things in this mod, but weapon overhaul is one of the things I don't like using at all.
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Mylizards Dot com
 
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Post » Sat Feb 19, 2011 2:57 am

Give this a try: http://www.tesnexus.com/downloads/file.php?id=28537

It's a standalone version of the MOBS data.

If you're looking to revert back to vanilla weapon stats, no such reversion patch exists for that as there's never been a demand for it.
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Laura Simmonds
 
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Post » Sat Feb 19, 2011 6:17 am

Give this a try: http://www.tesnexus.com/downloads/file.php?id=28537

It's a standalone version of the MOBS data.

If you're looking to revert back to vanilla weapon stats, no such reversion patch exists for that as there's never been a demand for it.

I might jsut go ahead and bite the bullet for the weapon overhauls. Several mods that I want to use have some sort of feature like that.
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No Name
 
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Post » Sat Feb 19, 2011 7:23 am

Tried TIE was very impressed with the fun that I could have, but I still missed all the extra stuff from OOO and MMM. the challenge in the tut dungeon is indeed that a challenge, makes you think and use strategies, something you never had to do before.
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Dylan Markese
 
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Post » Fri Feb 18, 2011 7:18 pm

Tried TIE was very impressed with the fun that I could have, but I still missed all the extra stuff from OOO and MMM. the challenge in the tut dungeon is indeed that a challenge, makes you think and use strategies, something you never had to do before.

IMHO this kind of smart gameplay and the real challange worth much much more than the 100th shiny blade or some new impossible monster :D
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Robert Bindley
 
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Post » Sat Feb 19, 2011 12:46 am

Tried TIE was very impressed with the fun that I could have, but I still missed all the extra stuff from OOO and MMM. the challenge in the tut dungeon is indeed that a challenge, makes you think and use strategies, something you never had to do before.


I think there is a version of TIE that works with MMM, but I'm not sure about OOO. It's TIE4mods or something like that.
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Da Missz
 
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Post » Fri Feb 18, 2011 8:10 pm

I know there's an old TIE4MODS out but I know Core's working on a new version of it, which I'm waiting for.
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^~LIL B0NE5~^
 
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