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

Post » Fri Feb 18, 2011 6:14 pm

I have to say, this mod sounds absolutely awesome. What holds me back a little is the difficulty. I agree that vanilla Oblivion is too easy, and I like how this makes the game more challenging in complex. I am just afraid it might make the game too challenging as I haven't even played OOO at all. (Is it compatible, btw? It would be interesting to dowload this and OOO for a whole new gaming experience).

It is very difficult at first. Even common enemies can be level 12-15 right at the start; you have to pick your fights. Also, the enemies are more aware so that if you attack one in a cave, everyone in the area will be on top of you. You will get used to it though. The first time I played, I could not get through Fort Blueblood on medium difficulty but on my second game, it wasn't too bad. Overall, I'd say that the first 10 levels are harder than OOO but there aren't as many totally resistant creatures at higher levels so it gets a little easier.
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josie treuberg
 
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Post » Sat Feb 19, 2011 1:39 am

Thanks for working on this.
What will be interesting is to get a version that delete:
- Leveled loot
- Leveled enemies spawn
- TIE Game setting changes (particularly weapon stats)
- Roaming NPCs (keep it to minimal)


I'd like to just find a way to make this and MMM play nicely together.
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Genocidal Cry
 
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Post » Fri Feb 18, 2011 8:55 pm

A modular version would be cool. I'd love to try out the thieving changes, the NPCs, non leveled loot, better clutter, realistic bandits and wildlife, and not be dependent on SI, without the other stuff. But that's a big undertaking.
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Kelly Osbourne Kelly
 
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Post » Fri Feb 18, 2011 6:07 pm

As I was sitting here thinking about it, how hard would it be, to write the code to make the mods work together? One make it so there's a chance of stronger encounters like right outside the dungeon for example. Other sets up static areas, isn't there a way to have both? Or would the programming be impossible to make it happen?
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Kyra
 
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Post » Fri Feb 18, 2011 10:57 pm

I'm pretty sure that there isn't a T.I.E. spoilers thread, so I'll go ahead and ask here...

Is
Spoiler
Jean Francois in the Gray Mare in Chorrol
supposed to attack me on sight?

I walked in there immediately after escaping the starter dungeon, and I had to run back out and let the guards take him out.

I RP quite ruthlessly, so dumped everything outside the starter dungeon to start with nothing and right "from the bottom" in a little town
Spoiler
(Chorrol). Now I'm afraid that my only source of lockpicks and a fence in Chorrol has been whacked.


I was expecting to find someone
Spoiler
I can deal with in a dodgy Inn, and he seems to be the only guy that fits the bill!


I hope someone can help!

edit: Fixed it, not sure how, but going back to a previous save made things better
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Isaac Saetern
 
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Post » Sat Feb 19, 2011 8:50 am

I think its a little bit wrong to focus on how we would change this great mod throughout the thread. It seems a little disrespectful. Just a feeling. I mean... its meant to be one vision.

Anyway, the way I see it, the problem is not that it is not modular, but that it does not enforce its weapon vision on other mods, and there are not many TIE-optional mods.

TIE seems to have basically four elements:
"un-leveling" the loot and creatures
Weapon progression
Content (lairs, NPC faces)
Misc Gameplay tweeks (more alert monsters, etc)

I don't know what people want when they say they want integration. For me, I would just like other mods to follow TIE rules for equipment, but that's probably impossible. Furthermore, I suspect that TIE maybe does not change equipment as much as it changes the way stats affect damage. It seems that goblins wielding crap weapons do far more damage than I do with better weapons.

The un-leveling is cool, although I wish that certain things can be set to higher or lower level (ie. outside city guards set to very high level, etc)

Content is cool. But for those who just want that, you should just download and install the various thievery mods + Tameriel Traverlers + TNR

I got to say, if we knew the weapon progression rule and stat rules, it would be easier to create patches to things like arma to make more in-line with TIE. I think that those may be too weak unless they are converted.
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Joanne Crump
 
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Post » Fri Feb 18, 2011 8:10 pm

Fiercer Combat: In previous versions of TIE, players often complained of combat being too difficult (it is). However, version 1.26 now has shields becoming far greater assets for would-be warriors and brawlers. In most instances, Shields have had their ratings boosted up by over 400% and their health by over 1000% for longer lasting battles. If you can time your strikes right and protect your vitals, shield equipped fighters should not feel overly handicapped in TIE.


Ok: The combat aspect of T.I.E is improved with 1.26. The stealth aspect, obviously has even much advantage than combat and mage caracter :D . But how works the magic aspect anyway ? I mean ... improved magic damage ? Much powerful conjured weapons and creatures ? Is balanced ? If i play T.I.E with mods like supreme magicka, my mage oriented character become to powerful/useless/unbalanced ?

Second question: T.I.E leave "milions" of health points from the npc/creature, transform them from "stone statue" to "flesh statue" (exactly how should they be). This make a duel much more quickly and deadly. Have you modified the total amount of HP BAR of every single NPC/creature, or have you modified the total HP can we get by an endurance/strength point obtained ?
Sorry for my poor english :/ , i hope you understand my questions.
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Steph
 
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Post » Sat Feb 19, 2011 8:20 am

Nice release!
What was the bash tags for the MMM&TIE-mix? I remember seeing them somewhere, but I cant find them now.

Thanks in advance.
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Sasha Brown
 
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Post » Sat Feb 19, 2011 1:03 am

Nice release!
What was the bash tags for the MMM&TIE-mix? I remember seeing them somewhere, but I cant find them now.

Thanks in advance.


I'd like to know as well, I've been searching the forums but not with any luck... MMM and TIE (or T.I.E.) are not search friendly terms...
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Agnieszka Bak
 
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Post » Sat Feb 19, 2011 5:05 am

I was wondering if TIE is compatible with Armamentairum, or if it is possible to make the two mods work together?

Because sometimes I feel like I miss the new gear that the other overhauls bring :S
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Red Sauce
 
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Post » Sat Feb 19, 2011 9:28 am

Anyone know of a mod which adds a spell-crafting altar? I'm tempted to start thieving from the guild. I will be kicked out, but I need to be able to craft spells. Does not just relate to this TIE mod I know. But there are all these display items with keys, and helpfull placards which list street value.

EDIT: [idea] Is there any mod that can let a thief steal a spell altar?
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jasminε
 
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Post » Fri Feb 18, 2011 6:56 pm

There are many house mods that add an enchanting and spell making alter.

Looks like http://www.oblivionsrealestate.com/Find_A_Home/find_a_home.html is back up.

If you don't want an easy go of it you could try http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3684 - quest to get it and both alters included. (conflcits only with Glenvar castle that I know of).

Then there is also http://www.tesnexus.com/downloads/file.php?id=24859 where you pay to have those services. There is another mod that allows you to break into the arcane university and use the alters there.
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Dalley hussain
 
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Post » Sat Feb 19, 2011 12:34 am

Anyone know of a mod which adds a spell-crafting altar? I'm tempted to start thieving from the guild. I will be kicked out, but I need to be able to craft spells. Does not just relate to this TIE mod I know. But there are all these display items with keys, and helpfull placards which list street value.

EDIT: [idea] Is there any mod that can let a thief steal a spell altar?


This mod makes them available for purchase: http://tesnexus.com/downloads/file.php?id=25336

Consider them "black market" magic supplies- not a bad way for a thief to spend some of that ill-gotten wealth.
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Kortniie Dumont
 
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Post » Sat Feb 19, 2011 7:04 am

Even the lowly Frostcrag Spire has enchanting and spellmaking altars :)
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Anthony Diaz
 
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Post » Sat Feb 19, 2011 3:30 am

What kind of modifications are present in the SI world, in 1.26 version ?
Unleveled loot ? Modified SI equipment stats ? Fauna behavior improvement ? :D


ALL of the Above

Do we still have to use TNR Shivering Isles(or Helmets version) or did Veritas already integrated them in this new version of TIE?


Intergrated

Nice release!
What was the bash tags for the MMM&TIE-mix? I remember seeing them somewhere, but I cant find them now.

Thanks in advance.



I'd like to know as well, I've been searching the forums but not with any luck... MMM and TIE (or T.I.E.) are not search friendly terms...


All the bash tags you are need are already included,

C.Owner Delev Factions Invent NpcFaces Relations Relev Stats

Add these has well

NPC.Stats

Requires Bash 2.77..

=======

I should have TIE4MODS close to extremely beta release tonight hopefully..have everything stripped out and put into modules has needed. so hold off talk on that till then ..

Corepc
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Nathan Barker
 
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Post » Sat Feb 19, 2011 3:57 am

I should have TIE4MODS close to extremely beta release tonight hopefully..have everything stripped out and put into modules has needed. so hold off talk on that till then ..

Corepc


So, with all the talk about making it more modular... I have a question about affect.

What if we use MOBS instead of TIE system for weapons? What will be the affect? I basically have no problem with TIEs weapons, which do more damage and hence are more realistic. I have a problem that all the other weapons in in other mods don't use the same system. BUT, it seems that the change to the weapons is not the primary change to combat experience, correct? It seems that no matter what the listed damage of the weapon is, there is something else going on which makes the combat more intense... but I don't know what that is.

I know that I can load MOBS after TIE and the MOBS system will take precedence. Question is...will it break the TIE experience? I think it will decrease the damage of most weapons, correct? Or... will it not make such a difference because of changes to formulas that affect how damage is applied, or how stats affect the damage formula?
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Invasion's
 
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Post » Fri Feb 18, 2011 9:28 pm

That's not really holding off on talk ... I'm sorry I encouraged the topic of TIE4mods talk here. It really does drown out just TIE on it's own. Not all my fault though people do want it.

But MOBS plus TIE is just like anything else - the rule of one. The last loaded wins (unless using bash magic) and as far as ruining the experience that is so subjective.

Best thing to do is load them both in tes4edit and look at the entries for each - are they really that different? I play with Duke Patrick mods and they increase the damage on weapons so much (ultra lethal really) that even the difference between vanilla and MOBS is negligible.
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Jeff Tingler
 
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Post » Fri Feb 18, 2011 10:06 pm

I just got TIE Integration Revised 1.2 Beta 3 and noticed that the TIE In - SentientWeapon.esp was for the old version, but i cant find it. All I find is Sentient Weapon II.

Can I use Sentient Weapon II at all with this mod installed?

Thanks

Edit: just found Sentient Weapon v3. Its the oldest one i have found. Guessing its the right version

If so should i also use the OOO & MOBS Patch?

Thanks Again
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Sweets Sweets
 
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Post » Fri Feb 18, 2011 6:56 pm

Wow i cant believe am actually surviving the first dungeon in the Imperial Prison. The sense of accomplishment is astonishing! :D I am also finding myself drawing my weapon alot more in places where i usually have no fear or sense of caution. Now fear and caution are my friends as the T.I.E. enemies seem to want to survive as much as i do. Right now am going for the power house tank type Orc character with a warrior birth sign and all skills made for upfront confrontational melee with alchemy being my only non-combat skill (sort of) to create healing potions aswell as combat boosters and poisons for coating weapons with. It must have tooken forever and a day to get this kind of balance where the player can still survive while keeping things harsh.

The lighting is even better then in previous versions of T.I.E. Using a torch matters for something now and it casts a wonderful warm glow while not making things too bright. Perfect work there along with the godlike immersion of lighting throughout the Imperial Prison.

Hail Veritas_Secreto! He gives us challenge and its reward!
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latrina
 
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Post » Sat Feb 19, 2011 2:01 am

I finished the Mage quest line last night. Hardest part was lenolyn guild. ?[writing at work so can't spell things].?

My setup: I'm using realswords, and i already found a nice khergit blade which is totally non-balanced. ?However since NPCs can one-shot me with weapons that do less damage than mine, whereas it takes about 20 hits to bring down the same npc, I think unballanced realswords work out ok ( and I really would like to know what game formula has changed in TIE which causes this affect). ?I also use that chatty blond Nord girl companion. She is level one and goes down about as fast as my character. ?I brought her along on this quest cause I knew it was going to be tough. ?

So I entered the dungeon. ?Sneak- shot openned on the first Mauader. ?Blond Nord engages and gets oneshotted. I lead the brute outside, where I dance with him for a long time. He goes down. ?Went back in. ?Did the same with another brute (who was around the corner ), but he one-shotted me with his hammer. Wait... That's not what happened. ?[reload]. I shot that next brute with my one only gas arrow. ?Then walked up to him and beat him to death. ?

Further on was a room, with stairs down into the room. ?A maurader battlemage sat in the hallway to the next room, with an argonian archer as backup. For some reason my rage spell didn't work on either. ?So I snuck up. ?Blondy alerted the Mage and engaged. ? But that allowed me to get a sneak-shot with my sword. The Mage ran at half health. The archer went down easy. ?We followed the Mage into a big room with 5 mauraders. One rage spell on the maurauder warlord was all it took. ?

I get the key from the Warlord's corpse and go to the last room ( where-in I must find an amulet to bring back to the guild. ?Bunch of lazy ass mages). In that room was a minutaur , and a glowing ball-like creature which I assumed was like a ghost. I told blondy to wait in the doorway. Then I snuck in. ?The Ball saw me. ?I ran away Big Bull didn't see me. ?Two fireball spells took care of Ball. I new Big Bull would rip me and Blondy apart. ?I snuck around him and stole the amulet. ?Then some stupid old Mage comes charging in, picks up a long sword that was on the ground, and starts beating Big Bull. ?The Mage gets knocked out about 5 times. ?Then I sent blondy in while I plugged it full of 10 arrows. ?Sometimes Big Bull didn't know who to attack...thats why Big Bulls horn is now my trophy. The stupid Mage turned on me, but he was weakened by the fight... One hit of my Khajit blade too care of him. ?

We left the dungeon, made our way back to town to deliver the amulet to some crazy broad in the guild house. ?Next stop is The City, where I am going to make some usefull spells (like fortify lockpick skill, and invisibility )
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Shelby Huffman
 
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Post » Sat Feb 19, 2011 8:25 am

I shot that next brute with my one only gas arrow. ?Then walked up to him and beat him to death. ?



Ha ha :D Feeeel the frustration. Let it guide you and shape your fists into raging tools of venting blazing fiRES OF DESTRUCTION!!!
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Emilie M
 
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Post » Fri Feb 18, 2011 6:52 pm

I'm having that good time, myself. I do wish, in a certain kind of way that TIE would start adding new things like thief-type clothing and shoes and such. The stuff in the vanilla game doesn't cut it. Though, I must admit that I found that right look in some of the clothes from Better Cities. (I'm wearing canvas pants, black half boots, and a buckled vest - perfect!)

Without going into too much detail, I really love the secret entrances. Brilliant! Fences were fun to play with, too. Almost got nicked by an imposter, but I realized my almost-blunder just before I conversated with him.


TIE has got me in chains, people. This has better stuff than Snapple.
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Tyler F
 
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Post » Sat Feb 19, 2011 12:26 am

I found that I like to abuse the arcane archery mod... a bit too much... its like hey guys... umm yeah.. i'll just nuke you with an arrow that cool? Actually.... -goes off to try to make nuke arrows- Midas magic here i come...
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Celestine Stardust
 
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Post » Sat Feb 19, 2011 5:49 am

I'm having a CTD issue with this mod, generally occuring when I go south of IC. I loaded same save in OOO and didn't get this crash, but in TIE its happening every time. (note: as I go south FROM IC) I'm not saying its the fault of TIE though. Load is as follows:
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  Cobl Main.esm  [Version 1.71]03  Enhanced Daedric Invasion.esm04  HorseCombatMaster.esm05  Unofficial Oblivion Patch.esp  [Version 3.2.0]06  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]07  Oblivion Citadel Door Fix.esp08  DLCShiveringIsles.esp09  SM Plugin Refurbish - SI.esp  [Version 1.05]0A  Damsels In Distress.esp0B  DID3_DoubleTrouble.esp0C  DBSQR.esp  [Version 1.00]0D  DBSQR - Shivering Isles.esp  [Version 1.00]++  Item interchange - Extraction.esp  [Version 0.74]0E  Enhanced Economy.esp  [Version 3.0]0F  MaleBodyReplacerV4.esp10  EVE_StockEquipmentReplacer.esp11  c_dagcol.esp12  CSR - Fine Iron.esp13  CSR - Golden Saint.esp14  Growlfs Hot Clothes.esp15  Thieves Arsenal.esp16  RealSwords - Argonian HI-NPC.esp17  RealSwords - Bosmer HI-NPC.esp18  RealSwords - Breton HI-NPC.esp19  RealSwords - Goblin.esp1A  RealSwords - Khajiit HI-NPC v1.3.esp1B  RealSwords - Nord HI-NPC SI.esp1C  RealSwords - Nord HI-NPC.esp1D  RealSwords - Orc HI_NPC v1.0.esp1E  RealSwords - Redguard HI-NPC.esp1F  R18PN - Lingeries.esp20  Cobl Glue.esp  [Version 1.69]21  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]22  Bob's Armory Oblivion.esp23  TIE.esp24  Cyrodiil transportation network 1.3.esp25  Akaviri Imports.esp26  Akaviri_Imports_Fixed_esp-4277.esp27  hackdirtabyss.esp28  Naughty_Joana_01.esp29  thievery.esp2A  thievery - EE patch.esp  [Version 1.0]2B  Enhanced Daedric Invasion.esp2C  ElsweyrAnequina.esp2D  xuldarkforest.esp  [Version 1.0.3]2E  xulAncientRedwoods.esp  [Version 1.6]2F  Harvest [Flora].esp  [Version 3.0.0]30  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]31  Colourwheels sixy Imperial Legion.esp32  EVE_ShiveringIslesEasterEggs.esp33  P1DkeyChain.esp  [Version 5.00]34  sixdarkness_Eng_only_last.esp35  All+5AttributeModifiers.esp36  Level_Rates_Modified_x2.esp37  Dark Dungeons.esp38  Dark Dungeons -  SI.esp++  Item interchange - Placement.esp  [Version 0.74]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]39  Slof's Oblivion Better Beasts.esp3A  Slof's Clouded Leopard.esp3B  Slof's Snow Leopard Race.esp3C  1em_Vilja.esp3D  bgBalancingEVCore.esp  [Version 10.52EV-D]3E  bgMagicEV.esp  [Version 1.7EV]3F  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]40  bgMagicItemSigil.esp  [Version 1.68EV]41  bgMagicBonus.esp  [Version 1.7EV]42  bgMagicEVAddEnVar.esp  [Version 1.68EV]43  bgMagicEVPaperChase.esp  [Version 1.68EV]44  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]45  bgBalancingEVOptionalMoreEyes.esp  [Version 10]46  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]47  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]48  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]49  bgIntegrationEV.esp  [Version 0.993]4A  EVE_KhajiitFix.esp4B  [GFX]_Initial_Glow-all.esp4C  bgMagicEVShader.esp  [Version 1.7EV]4D  bgMagicShaderLifeDetect.esp  [Version 1.68]4E  bgMagicLightningbolt.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]4F  Cobl Silent Equip Misc.esp  [Version 01]50  DJ_Sewer_Hideout_01.esp51  TIE Batch.esp52  PortableAltars.esp53  Colored Map for Elsweyr 1.1.esp

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Charlotte Buckley
 
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Post » Sat Feb 19, 2011 12:07 am

I'm having a CTD issue with this mod, generally occuring when I go south of IC. I loaded same save in OOO and didn't get this crash, but in TIE its happening every time. (note: as I go south FROM IC) I'm not saying its the fault of TIE though. Load is as follows:


51 TIE Batch.esp


Does it happen with only UOP and TIE nd Race Balancing Project activated only..No other files..

Need more info cell in particular would be useful , has south of IC could be anywhere once again..

and what is TIE Batch?

Item Interchange has not been updated for TIE 1.26 so disable that see if help any has well..
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CxvIII
 
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