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

Post » Fri Feb 18, 2011 11:18 pm

How is this compared to OOO? Looks like something I'd like to use!
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benjamin corsini
 
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Post » Sat Feb 19, 2011 9:31 am

How is this compared to OOO? Looks like something I'd like to use!


Much harder on low levels...I don't know about higher levels. But IMHO, this makes TIE a great mod for companions.
The encumberanse changes add a lot of immersion. Archery is powerful. Illusion will save your butt. Not as many items or creatures. Stealth is more necessary, but more realistic too at the same time. Can be played as fighter / thief or thief, but need something to help outrun or vanish from the sights of high-level creatures. Generally compatable with mods which don't change weapon stats or creatures... and even then its not a big deal. But you will not use any leveled weapons soon after playing.

Only drawback IMHO is that the quantity of creatures is low (no MMM) and sometimes the mass MOB of creaps MMM adds is more immersive. On the other hand, often 1 warrior can kill 5 goblins in a room in OOO... But if there were more creatures / NPC hostiles, it would probably be too hard (again, unless you have some companion mods)
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FITTAS
 
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Post » Sat Feb 19, 2011 2:22 am

Well, I redid my bash patch and the oddity with the weight on that sword is still there, must be a conflict somewhere I'll check into it later. A few oddities I've noticed, I've been arrested a couple of times for stealing but I have not stolen anything. This might be related to the change with all the crates and barrels where you can't take things from them. I was in Anvil when this happened on the Waterfront and not all are flagged in my game. Also I know you made the repair hammers more scarce, but I think they are a little too scarce. I had to go to 3 different cities to find just four hammers and ended up only repairing my equipment to half. My character is a Spellsword so I wear heavy equipment and just after a few fights the equipment is broken (wearing iron atm).

Other than those things, I'm actually liking the combat alot. I know this is tailored more to thieves but for the first time in I can't remember when I'm using potions, spells, scrolls, 1h and shield or a 2h (dependinging on the fight) and sometimes the booze if I want to up a stat for a particular fight. I'm loving it! Also all the people you meet all over the place, perfect.

Anyway, thanks again, and like I said I'm not sure if its a mod interfering with the stuff I've noticed or a bug.

:foodndrink:
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Jack Moves
 
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Post » Sat Feb 19, 2011 8:37 am

nevermind.
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Darren
 
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Post » Sat Feb 19, 2011 12:38 am

First, let me mention that TIE is one of my favorite Oblivion modules. Likewise, I am an avid fan of TNR.

To get to the point, I am encountering an issue with TIE in the path of dawn quest line. When I attempt to follow Baurus into the sewers, he leads me on a long path out the main gates of the IC and around the IC to the northwest corner where there is a well entrance to beneth the bloodworks (instead of traveling to the elven gardens district and, hence, into the sewers). When I follow Baurus into this sewer entrance, after navigating a few tunnels, he eventually gets stuck because he is unable to find a usable path to navigate.

I am assuming that Baurus's inability to pathfind is due to the revisions made to the sewer system in TIE; however, I was wondering anyone else has had this issue and if there are any solutions available at this moment.

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joseluis perez
 
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Post » Sat Feb 19, 2011 9:09 am

I am assuming that Baurus's inability to pathfind is due to the revisions made to the sewer system in TIE; however, I was wondering anyone else has had this issue and if there are any solutions available at this moment. [/font]


Are you using the 1.26 or 1.27 Update,

that sounds like a old issue that 1.24 or 1.25 had..
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Marguerite Dabrin
 
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Post » Sat Feb 19, 2011 6:34 am

Are you using the 1.26 or 1.27 Update,

that sounds like a old issue that 1.24 or 1.25 had..



I am currently using version 1.26; however, my save file is from a character that I have had in play for a while. It is possible that I originally created the character pre-1.26. Do you believe that I would be experiencing this issue if I started the game with version 1.24 or 1.25 and I continued to play with the updated version 1.26?

Thank you for your time.
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Erin S
 
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Post » Sat Feb 19, 2011 6:57 am

I am currently using version 1.26; however, my save file is from a character that I have had in play for a while. It is possible that I originally created the character pre-1.26. Do you believe that I would be experiencing this issue if I started the game with version 1.24 or 1.25 and I continued to play with the updated version 1.26?

Thank you for your time.

i don't think so. i can imagine one thing only that cause this: if you upgraded versions when baurus already 'found' his way in a savegame...but it's not likely, is it? :)

it 'was' a known bug in (i guess) v1.24 but it still seems to exist...

i've never reach that main quest level with TIE :)
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ImmaTakeYour
 
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Post » Fri Feb 18, 2011 11:21 pm

i don't think so. i can imagine one thing only that cause this: if you upgraded versions when baurus already 'found' his way in a savegame...but it's not likely, is it? :)

it 'was' a known bug in (i guess) v1.24 but it still seems to exist...

i've never reach that main quest level with TIE :)


To test this issue, I attempted to return to a save file prior to meeting Baurus for the adventure into the sewers (prior to the commencement of this quest). The result was the same... Baurus walks out the main entrance of the IC and walks the outside circumference of the city to find the entrance outside the northeast portion of the IC. Once again, he is unable to path-find through the sewer.
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Enny Labinjo
 
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Post » Fri Feb 18, 2011 9:50 pm

To test this issue, I attempted to return to a save file prior to meeting Baurus for the adventure into the sewers (prior to the commencement of this quest). The result was the same... Baurus walks out the main entrance of the IC and walks the outside circumference of the city to find the entrance outside the northeast portion of the IC. Once again, he is unable to path-find through the sewer.


Have not tested it myself yet or looked..

Post your load order, so that we can see what other mods you are using if any?
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Niisha
 
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Post » Sat Feb 19, 2011 8:09 am

Have not tested it myself yet or looked..

Post your load order, so that we can see what other mods you are using if any?



Sure...

Oblivion.esm
nVidia Black Screen Fix.esp
DLCShiveringIsles.esp
Knights.esp
DLCBattlehornCastle.esp
DLCOrrery.esp
DLCHorseArmor.esp
DLCFrostcrag.esp
DLCThievesDen.esp
DLCMehrunesRazor.esp
Reznod_Mannequin.esp
DLCVileLair.esp
DLCSpellTomes.esp
Q - Playable Palace Guard Armor v1.0.esp
ImpeREAL City Unique Districts - The Arcane University Towers Visible From Outside.esp
ArcaneVelocity200.esp
LowRechargeCost.esp
de-nerfed staff of worms.esp
HouseMapMarkers.esp
No psychic guards v1.2.esp
kal_legiondragon_fcuirass.esp
NoGuildmasterKick.esp
SkingradBridgeLights.esp
Cities Alive At Night.esp
1016-Short Grass V2-TESSource.esp
1630-1.0-Bloodworm Helm + Necro helm for ArchMage-TESSource.esp
LifeDetect Shader HQ.esp
IWR-Windows.esp
IWR-Shutters.esp
IWR-Lights.esp
Less Creepy Guild Porters.esp
Cliff_BetterLetters.esp
Book Jackets Oblivion.esp
974-Faster Turning Horses-TESSource.esp
Visually Enchanted Fire 3.esp
Visually Enchanted Shock 1.esp
Visually Enchanted Frost 1.esp
Visually Enchanted SoulTrap 1.esp
Better Hrormir's Ice Staff.esp
Better Scrolls.esp
Leviathan Soulgems.esp
Harvest [Flora].esp
Harvest [Flora] - DLCFrostcrag.esp
Harvest [Flora] - Shivering Isles.esp
Harvest [Flora] - DLCVileLair.esp
Improved Water.esp
Quest Award Leveller.esp
Quest Award Leveller - Mehrunes Razor.esp
Quest Award Leveller - Vile Lair.esp
Quest Award Leveller - Knights Of The Nine.esp
Quest Award Leveller - Battlehorn Castle.esp
SM_EnchantStaff.esp
BrumaMGRestored.esp
BrumaMGRestored-Frostcrag.esp
Book Jackets DLC.esp
BattlehornCastleEnhanced.esp
TNR ALL RACES FINAL.esp
TNR - ShiveringIsles.esp
TIE.esp
Safe_Archmage_Storage-2135.esp
DLCSpellTomes MM Patch.esp
Mighty Magick - Spells and Creatures.esp
Mighty Magick - Shivering Isles.esp
Magicka_Fortification.esp
Bow_Reach_Fix.esp
Bow Crash Fix.esp


I appreciate your input.
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Alex [AK]
 
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Post » Fri Feb 18, 2011 6:20 pm

Sure...

ImpeREAL City Unique Districts - The Arcane University Towers Visible From Outside.esp

TNR ALL RACES FINAL.esp
TNR - ShiveringIsles.esp

I appreciate your input.


Did you run your load order through boss?

Where are the unofficial patches those could help alot

ImpeREAL City Unique Districtis - disable and see if help any

you do not need tnr all races final or tnr si with tie already included..

Installing Bash and using bashed patched could help some compatibiity problmems has well, but try the above first..
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Astargoth Rockin' Design
 
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Post » Fri Feb 18, 2011 7:28 pm

Good news!

"February 8th, 2010: TIE Version 1.28 is up! Changes include increased spawns for creatures in the Leyawiin wilderness region, Smugglers that sell illicit substances, and to make TIE gain in frame rates, slightly lessened spawn rates for NPCs. Enjoy :)"
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Andrea P
 
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Post » Sat Feb 19, 2011 8:56 am

Did you run your load order through boss?

Where are the unofficial patches those could help alot

ImpeREAL City Unique Districtis - disable and see if help any

you do not need tnr all races final or tnr si with tie already included..

Installing Bash and using bashed patched could help some compatibiity problmems has well, but try the above first..


I am not familiar with boss (do you have a link?); however, I disabled ImpeREAL City Unique Disctricts, I diabled tnr all races final and tnr si, and I installed the unoffical patches (1 for oblivion, 1 for SI, and 1 for DLCs). I also upgraded TIE to v1.27 (from v1.26). Baurus still appears to be having the same issue. I do not have time to do further testing today, but either tomorrow or Thursday I am going to try starting at a earlier save point to re-test the issue.
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Nany Smith
 
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Post » Sat Feb 19, 2011 7:08 am

Someone beat me to it, but yes, version 1.28 is up. :)

Changes made to Version 1.28

- Pop quiz: did you know that in the vanilla game, less than a dozen spawn points are dedicated to
the entire Leyawiin wilderness region for creatures and such? No? Neither did I. FIXED. Over 40 new spawn
areas populate the swamps around Leyawiin now. Marshes rustle with life now. :)

- I went ahead and created a new type of NPC: Smugglers. These neutral NPCs act somewhat as Fences
and specialize in selling/buying illegal substances such as Skooma and other unmentionables. You'll
find them near the water in town and wilderness areas - especially near or on docks.

- A poster on the official ES forums mentioned that in his game, a certain iron claymore was making
him heavily overburdened. That...was my fault. Claymore fixed. Sorry.

Now for the biggest change: In all previous versions of TIE, the new NPCs were the main feature - both
because of their new looks and the sheer number. One could literally not go anywhere without being
exposed to a number of characters talking and walking around. While this creates atmosphere. it
also makes frame rates drop for certain older systems (ahem - like mine). So, taking Arthmoor's advice,
I lessened the percentage of NPCs at any given time. In other words, where players might have seen
five to ten TIE NPCs milling about before, they will more likely see around two or three at a time -
along with regular NPCs from the vanilla game. While some may not enjoy this change, the gain in
frame rates and immersion (Venturing into guild halls after hours for example is much more immersive
when almost everyone is asleep) will be heightened. Having played the new build for the last two days
now, I have to admit that the game seems more real and lifelike. I wouldn't want to raise the spawning
frequency again.


I wasn't aware of the pending changes for Leyawiin, so for users of Open Cities Leyawiin Reborn, there may be some spawns in places they don't belong. I'll have a look in a bit here myself but keep it in mind if you run into beasties in the east side of the city.

The reduction in spawn rates will help more than just lower end systems btw. As we all know, Oblivion's AI engine is terribly inefficient. So a reduction in the number of NPCs wandering about will be very helpful even for those of us on high end rigs. Feedback on this is welcome as it may still be necessary to bring these rates down even more to balance against engine performance.
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stevie critchley
 
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Post » Sat Feb 19, 2011 4:08 am

Thanks for the weapon fix! And a big thank you for the decreased spawns. While I absolutely love all the different characters I come across, alas my computer didn't. So this should help alot. Thanks again.

:foodndrink:

oh yeah i forgot, i'm a her ^_^
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Kelvin
 
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Post » Sat Feb 19, 2011 5:39 am

Yes, decreased spawn rates are highly appreciated, as with OCClassic it was quite heavy for my rig.
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joseluis perez
 
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Post » Sat Feb 19, 2011 9:05 am

Does T.I.E. have built in leveling for leveled quest rewards? Or, if it doesn't and I used Quest Award Leveling, is it going to give me vanilla versions of those items, or will it call up the T.I.E. modified version of those items?
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Add Meeh
 
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Post » Sat Feb 19, 2011 3:31 am

Can't believe I didn't try this mod before. Does exactly what I wanted in an overhaul, but unlike FCOM doesn't crash my game every other cell load. And I'm amazed how you did it with nothing but vanilla resources. Nice work!

If you can integrate the changes into SI as well I don't see myself using any other overhaul again.
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carley moss
 
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Post » Sat Feb 19, 2011 2:59 am

The zip file is 2.7mb and contains an overhaul.
As said before the gain in stability with a small .esp would be great, and also not having many GB in your data folder helps.
Didn't try yet but I was just looking for a light overhaul with no stability problems.
I hope it will be fun as posted before
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Stat Wrecker
 
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Post » Fri Feb 18, 2011 8:33 pm

I hope it will be fun

It is fun, no question about that, but it's also much harder especially at the beginning. If you're not used to it, it may even seem impossible to play but with some familiarity and a few levels, it gets easier so don't give up if you decide to try it.
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Shelby McDonald
 
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Post » Fri Feb 18, 2011 10:18 pm

I think that I'll give this a shot and when core's TIE for mods is done I'll install OOO and MMM and have even more fun. I'm a svcker for difficulty as I believe the more difficult something is, the better the rewards both in game and out.

Quick question, is this compatible with better cities and unique landscapes? for the wilderness spawns and such.
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Kelvin
 
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Post » Fri Feb 18, 2011 9:17 pm

If you use TIE for mods and OOO, you will lose the extra difficulty because it will follow OOO levels and gamesettings. TIE alone is much harder than OOO in the first 5 or even 10 levels.
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Mr. Allen
 
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Post » Sat Feb 19, 2011 7:34 am

It is fun, no question about that, but it's also much harder especially at the beginning. If you're not used to it, it may even seem impossible to play but with some familiarity and a few levels, it gets easier so don't give up if you decide to try it.


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?
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Isabella X
 
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Post » Sat Feb 19, 2011 1:32 am

Well, I'm new to T.I.E. and still asking my own quesitons about T.I.E., but as for if it "unlocks" things, yes. I encountered a lich at level 5 and ran like hell out of that ruin! :ahhh:

I don't think there is anything that can be done about being overpowered at high levels in T.I.E. or any overhaul without scaling the world or making low levels actually impossible as opposed to seemingly impossible. You just get too many powerful enchanted/custom enchanted items and custom spells and health increases by the time you are extremely high level for the game to stand a chance. You can basically eventually become invincible to all but archery in any build of OB.
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Stacy Hope
 
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