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

Post » Wed Sep 01, 2010 3:33 pm

I've been following TIE for a while - one of my favorite mods.
I have to say, however, I wish there was a way to turn the spell effects back on. I like my spell effect eye candy :hehe:


Edit - is there an easy way for me to turn the effects back on (TES4Edit)?



I wonder the same, how easy it is to revert it.

I'm not sure whether the creators are keen to suggestions, but what about creating a stealthy version of certain spells, perhaps sold at fences, instead of altering the effects of the existing ones? So then the player can be a flashy and noisy mage, if he so wishes, while still enjoying all the other features from your mod.

Glad I'm not the only one who doesn'e want the visual spell effects removed/toned down. Now if only the creator/caretaker of TIE would take heed!

I like the second suggestion of having stealthy spells available for purchase (maybe Thieves Guild Illusionists/Nightblades would sell these) outside of the regular Mages Guild spells. I don't know if it's possible to alter the graphics for some spells and not others with OB's engine, though.

If nothing else, I'd like an alternate esp for this.

Atm, I'm using the previous version of TIE (1.34 I believe) because I didn't want to lose my pretty spell graphics. The version I'm using has the normal spell effects, but I don't know if rolling back to a previous version would mess up your game. You could try cleaning your save first, etc. Seems like the new version would replace the spell graphics files, maybe just by deleting those files, it would restore them, but I don't know for sure.

Just make a save point before you try anything crazy!
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lexy
 
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Post » Wed Sep 01, 2010 7:10 pm

I just wanna say. For my latest character, I got rid of OOO+MMM and am using TIE instead. The game is HARD, and it's refreshing, and I like it a lot.
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Alycia Leann grace
 
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Post » Wed Sep 01, 2010 8:48 pm

I just wanna say. For my latest character, I got rid of OOO+MMM and am using TIE instead. The game is HARD, and it's refreshing, and I like it a lot.


One quick question. Do you guys consider that TIE is harder than OOO?
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Eduardo Rosas
 
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Post » Wed Sep 01, 2010 1:40 pm

To go along with my MMM question, how do COBL and TIE work together? Do they play nicely or do they need coaxing like Frans and TIE?
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Nathan Barker
 
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Post » Wed Sep 01, 2010 4:01 pm

If nothing else, I'd like an alternate esp for this.

Yes, that would also be a great solution.

Another such change that I believe could be modular is the downright removal of the foot sounds from some of the smaller animals. :<
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Lindsay Dunn
 
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Post » Wed Sep 01, 2010 9:05 pm

Re: Magic stuff, I've fired off an email to Veritas to draw his attention here.

As far as COBL, I don't think it would have any issues needing coaxing the way Frans did. It depends on what you're expecting to see.
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alicia hillier
 
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Post » Wed Sep 01, 2010 1:43 pm

Well if theres a chance the magic effects can be re-instated or a choice given... Add myself to the list. I gave it a go, still using 1.35 and could not do without T.I.E, but the change is more endured than it is welcome.

Having stealth spells fits with the idea of introducing Thief ideas to the oblivion world, but it still feels wrong to change the effects. The above suggestion of having new spells buyable for those that want them seems like the ideal.

IMHO Garret would not be throwing around fireballs. Hiding in the shadows, using a bludgeon, secret entrances, variations of arrows which can be used in devious ways... everything else about T.I.E is all good. But the change to spell effects was a bit of a shock to be honest.

Edit: Or, another idea for this, could T.I.E have an ini file, so that it is configureable with regards spell effects, and also possibly how it affects archery mechanics (for those of us using Duke Patricks mods, whereby disabling elements of Combat Archery in its ini file is more detrimental to the game)
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Jason King
 
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Post » Wed Sep 01, 2010 8:32 pm

One quick question. Do you guys consider that TIE is harder than OOO?

Up to level 15 or so, TIE is much harder than OOO IMHO. At higher levels, they're about even in my experience.
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FABIAN RUIZ
 
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Post » Wed Sep 01, 2010 9:44 am

For the spell effects, wouldn't it be possible to use something like L.A.M.E. (which I think is fairly balanced in it's changes) to overhaul the spell system and restore the spell effects?
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Nikki Morse
 
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Post » Thu Sep 02, 2010 12:33 am

Yes, anything that modifies the same spell effects as TIE would override the changes as long as it loads after TIE.
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Enie van Bied
 
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Post » Wed Sep 01, 2010 4:33 pm

Hi all,

I′d like to test T.I.E. on a new clean Oblivion install.

I would appreciate some advice on how to proceed. AFAIU T.I.E. is more or less self contained and will not work well with most of the other mods.
I lack a current install guide. Taking up issues like:

- compatibilty of original DLC:s. Are they needed or not? Will they play normally if installed or not?

- unofficial patches. Needed or not? Problematic if not needed by T.I.E. but beneficial with other mods?

- utilities like OBSE, OBGE, Pluggy, OSR and more. Needed or not? Beneficial or problematic? I mean some T.I.E. compatible mods need them.

- which additional races are usable(TNR conflicts)?

- realism mods(sleep, eat, drink). Which ones are compatible?

- quest mods. Many include weapons/items. Which in most cases are levelled. Any way to unlevel them?
Which quest mods are totally compatible?

- texture/retexture mods. Compatibilty?

I have been looking through the forums and found some info floating around but for a noob like me a walkthrough hold hand installation gude inclusive of WRYE Bashing would be a boon indeed.

I know I`m asking for much but anyway...

Regards, Haldir
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naana
 
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Post » Wed Sep 01, 2010 12:17 pm

Hi all,

I′d like to test T.I.E. on a new clean Oblivion install.

I would appreciate some advice on how to proceed. AFAIU T.I.E. is more or less self contained and will not work well with most of the other mods.
I lack a current install guide. Taking up issues like:

- compatibilty of original DLC:s. Are they needed or not? Will they play normally if installed or not?

- unofficial patches. Needed or not? Problematic if not needed by T.I.E. but beneficial with other mods?

- utilities like OBSE, OBGE, Pluggy, OSR and more. Needed or not? Beneficial or problematic? I mean some T.I.E. compatible mods need them.

- which additional races are usable(TNR conflicts)?

- realism mods(sleep, eat, drink). Which ones are compatible?

- quest mods. Many include weapons/items. Which in most cases are levelled. Any way to unlevel them?
Which quest mods are totally compatible?

- texture/retexture mods. Compatibilty?

I have been looking through the forums and found some info floating around but for a noob like me a walkthrough hold hand installation gude inclusive of WRYE Bashing would be a boon indeed.

I know I`m asking for much but anyway...

Regards, Haldir

-dlcs are not needed and compatible. but some TIE changes (mainly weapon stats) doesn't effect dlc unique items.
-unofficial patches are not needed and compatible. load them right after oblivion esm.
-those tools are not needed. veritas uses only oblivion, shivering isles and CS.
-don't know
-realism mods generally are compatible. TIE changes encumbrance. load them after TIE.
-quest mods problem = above mentioned dlc problem. you have to use CS and modify quest mods if you want those items un-level and modify their stats in order to make them match to TIE stats.
-all texture mod will be comaptible. TIE doesn't touch textures at all.
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Julie Serebrekoff
 
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Post » Wed Sep 01, 2010 1:20 pm

It dawned on me that it would be helpful to have some kind of guide for starting out in TIE for adventuring types as far as what types of dungeons to start out in or some starter locations, etc., especially for a mage. I love a good challenge, but it becomes immersion breaking when I prepare, preapare, prepare, go into random cave, get a$$ kicked, restart, try again, eventually move on to another cave, etc.

I have noticed that Command and Pacification spells that are supposed to work on up to level 13 are not working on the bandits and marauders, etc. that I'm finding in these caves and I am thinking that I'm waaay off the mark. If I can avoid being knocked out by the fatigue drain stuff, then I am getting one-hit armor and weapon disintegration effects! I mean, one hit and all my stuff is useless - since I play a mage, this is usually just some boots, a weapon and sometimes a shield (lately I've been using a physical shield as well to survive the hard hitting guys).

I had a pretty epic battle yesterday that I survived (by the skin of my teeth) involving about 5 bandit NPCs, but my companion died, so I still had to reload. :( Not to spoil the fun, but this was near Leyawiin - the last part of the Mage Guild Recommendation quest that I have to complete in order to have all my recommendations. Nothing else in this quest series was anywhere near this tough, and I almost found it out of place. Now I'm 7th level, but still having to wait to complete the Mages guild starting questline... so I'm wondering; where are the starter dungeons anyway? are they near IC? Should I try some Aylied ruins, forts, etc.? The caves seem overpowered compared to what I was expecting.

I have an Alternate start mod, so I didn't start in the tutorial dungeon, and I haven't seen any of the in-game books? Are they just strategy guides on playstyle, or do they give any guide on starting areas to adventure at low levels? Obviously, I am not going around picking pockets to make money. ;)

I even tried outfitting my companion with knockout gas arrows and she wont use them for some reason. I guess I could try it, but it doesn't feel right as a mage to have to shoot a bow... :shrug:

soon my mod will come out (i expect within 1-2 weeks) that would "help" a mage in TIE. if you don't mind i put my readme here...i'd like to hear (read) youir opinion and suggestions. the mod idea is inspired by TIE since i'm also a huge TIE fan so this is why i dare to spoil this topic :) . and it may solve the "spells without visual and sound effect" problem too (i like this eye candy too). my mod may "help" in one way but make the gameplay harder in another way.

Making it clear right now: my main principle is NOT to make cheat spells, i even try to make the game harder. I think Oblivion NEEDS to be harder, the vanilla system is for that lazy casual gamers who play with a controller in their hands…Ok, i know there are several magic system mod (Mighty Magic, Supreme Magicka, etc.) and i raise my hat, but honestly i never ever was really impressed by them. I think they are heavy, change too much, not always lore friendly, full of scripts, overpowered, making your character a half god. And i'm a mod purist, I like simple mods (I prefer only esps) and I don't like to use too much and too heavy mods, only if it's absolutely necessary (for my taste). And i don't want to create new (not lore friendly) "uber-killer-cheater-half god" spells...so:

Spell and Enchantment Tweaks...for Un-leveled Oblivion

Do you play with overhauls that un-level creatures and NPCs, enemies and friendlies like TIE, CUO or RIBO? If yes, you know you can bump into any level opponent with these overhauls.

It’s hard to be a spellcaster in a world like this…and the player should always know what level enemy he/she is up against. There is a bunch of spells that depends on the level of the opponent. Namely: Demoralize, Turn Undead, Calm, Command, Frenzy. So, partly inspired by TIE, i’ve been creating a spell and enchantment tweak or "overhaul" to make spells and enchanment useful for mages or any character in a non-leveled world where you can face random level opponents.

So i removed the magnitude of those spells that depend on the level of the enemy and they only have duration. This means they always work no matter the what level enemy you face but due to your skill level they last different length of time. If spell effectiveness drops below 100% only the duration will decrease. As your skills grow you can access longer duration spells.

Don't expect 60 sec Demoralize spells...at novice level you can get a spell with 2-4 sec. With low skills these spells will provide only breathing space and and you gain only a short time for escape or plan your next move. If you want longer duration spells you need to be a skilled mage with high magicka and you may benefit from these spells more then just running away. But even the highest level spells won't last more than 30 sec. But you know...it always will work. Note that touch spells last longer than targeted spells.

At least this is my goal. These changes are possible because of a great new Oblivion Script Extender (OBSE) based tool: Oblivion Magic Extender (OBME). So my mod needs OBSE and OBME.

No more easy 100% chameleon or custom drain health with 500 magnitude for 1 sec, you know…so this is the second part of my mod. There are spells easy to exploit. So Chameleon, Invisibility, Paralyze, Drain Health, Charm, Elemental Shields are harder to cast, they need more magicka, provide lower magnitude. Drain Health is replaced by ?kill” spells (inspired by OOO), it takes away a certain amount of health for 1 second and you can not make custom spell. You can use these to end a fight in short time…or, if the enemy’s health points are under the threshold of your kill spell, he/she/it will die instantly. You have to be skilled in Destruction to get higher magnitude kill spells.

100% Chameleon…destroys the gameplay (i know the player can choose not to use it but…you know how it is…). Charm: it’s easy to create a 100 magnitude spell for 1 sec duration at a low magicka cost – you can easily skip persuasion and can steal anything from a charmed NPC without consequences (not mentioned the fact that one of the greater powers of the Imperial race or vampires is worth nothing...). Elemental Shieds make plain Shields useless so now they need more magicka and provide smaller magnitude and duration compared to plain Shield.

I try to make useful a couple of before useless spells and tweak some other spell for the sake of reason. Burden will make your target encumber much more. Bounding armor and weapon lasts longer (uniformly 45 sec). I left alone creature summons as they won’t be alive for long anyway…Absorb spells go in Mysticism school. I put Turn Undead in there too. I know it was Conjuration spell even in Morrowind but i've never understood why…demoralizing undead creatures is a mystical thing for me, nothing to do with bounding or conjuring anything (even if it’s not lore friendly, sorry) and i think Mysticism school needs an improvement anyway. Shields (both plain and elemental) lasts longer so you don’t have to cast it and cast it and cast it and cast it…and than gain multiple skill-increasing after a small dungeon.

Other tweaks:
- 2x faster spell speed: you need more tactics. Before it was easy to dodge enemy spells, now you have to be faster. Of course your spells will be 2x faster.
- Acquiring water walking and water breathing spells basically needs to be journeyman level in Alteration. They are easy and great help to the player so why do i left them untouched? (Or you can get these in other ways, like making a Mages Guild Recommendation Quest or to be an Argonian.)
- Enchanting cost raised to 13 x of the original value, because in TIE or RIBO you hardly find any enchanted item, they are rare and not only another piece of junk to sell, so why should i let it easy to create enchanted weapons?
- All Restore Health and Fatigue spells are changed. Now you need time for the full effect, no more instant regeneration. Be more tactical during fights. Potions are changed too.
- Starting spells (Heal Minor Wounds and Flare) are made a bit more useful. They have duration but they heal/damage more than default.
- When choosing a magic school as a major skill you will get one apprentice level spell. I'm not able to make possible choosing the starting spells, sorry, so i set them, but if you are familiar with CS you may want change them (starting spells are apprentice level Shield, Summon Skeleton, Weakness to Fire, Calm, Detect Life, Fortify Speed). This will work only starting a new character!!!
- A fighter in full armor still have to bear the consequences... spell effectiveness will suffer much more by wearing armor and weapon. A mage should be mage, a warrior should be warrior.
- There is 2 magical stone changed too: Jone Stone (it gives Invisibility...duration is halved but still very long), Shadow Stone (it gives Chameleon...duration lowered but still very long).

Next bigger part of my mod is tweaking the enchanments, sigil stones and potion effects so they will correspond with the tweaked spells. Enchanted weapons, scrolls, apparel, potions and anything can be found will have the similar effect (magnitude, duration) of the default spells. That’s it.

I know there are greater powers, lesser powers, birthsigns, abilities, etc. could be changed like the above mentioned stock spells but i intentionally left some of them alone because i think these special ?knowledges” should be really special. Although some of them is changed, generally i lowered the duration of some effect.

Note that i didn’t want to uniform everything. Ther is some potion, sigil stone, enchanted apparel i won't change.

for example: i changed the elemental shield spells (generally lower magnitude, longer duration). when i checked e.g. frost shield apparels (rings, shields, etc.) i noticed that their magnitudes basically correspond the new values of the spells. since in TIE, RIBO or else similar overhauls these enchanted items are extremely rare (besides tough enemies maybe this is what i like the most in these overhauls, i hated when in OOO i found something valuable every corner of a dungeon) i think i can leave them alone, they probably won't unbalance the hardcoe gameplay (but if mod user players or i experience else i will tweak them too).

...or frost shield potions: i will let their values intact because in this way diversified tools will be at the players' disposal. in this case, potions will have generally stronger magnitude but shorter duration, compared with the modified stock spells.

so some potion, apparel, maybe some scroll values stay untouched, these things don't always have to be standard and have the same values as the spells. i think this diversity will give more tactics and variety to the gamplay.

Final thoughts:

Please tell me your opinion and suggestions. This mod is not a big thing, i only changed values in CS, so no scripts (i don’t know anything about them, although OBSE and OBME needed), no anything fancy in this, although it is a tedious work to edit and edit and edit...

Once i totally finished the basic parts of the mod (Oblivion and Shivering Isles - but i think it won't be a problem if you don't have SI) i immediatelly start expanding it to all other official DLC, mainly the Spell Tomes, but i will include other DLCs if necessary.
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Sammygirl
 
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Post » Wed Sep 01, 2010 12:55 pm

i forgot something. the latest version of TIE itself also try to make "enemy level dependent" spells always work but since veritas never uses any other modding tool but CS he tried to achieve this goal by setting the magnitude of these spells to the maximum possible level. however the magnitudes of these spells is not in "level", they are in "numbers" that need to be converted (formula: magnitude = 4 x level).

so if spell effectiveness drops below 100%, the magnitude decreasing (in most cases) won't be a "problem" for a warrior type PC who is in full armor because even in TIE you don't encounter often really high (40-50) level enemies. so these TIE-modified spells probably will work. ok, only problem with this (i think) is that full armored warrior will be as strong illusionist as a pure mage which is kinda unfair i think.

as i wrote above, in my mod these spells has NO magnitude at all, only duration, and this way spell effectiveness effects only duration. so a warrior with 70% spell effectiveness can use these spells (with low level illusion skill) only a very very short time, even it can be only 1 sec.
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JaNnatul Naimah
 
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Post » Wed Sep 01, 2010 12:36 pm

Hi Koschwartz,

thx for your attention.

After I`ve saved up for a new graphics card I think I will be so bold as to post what other mods I want to use with T.I.E. and ask for opinions.

Regards, Haldir
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Raymond J. Ramirez
 
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Post » Wed Sep 01, 2010 10:17 pm

...oh and, just to clarify, I'd like the visual and audible spell effects put back - not just the visual.
An alternate esp sounds like the best option so far (or at least the easiest). I totally understand why Veritas did it. But, for me, it takes away some of the pizazz of being a mage.
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Causon-Chambers
 
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Post » Wed Sep 01, 2010 10:10 am

Hi, just one quick question. Does anybody else have problems with yellow ! marks showing up in the latest ver 1.35 ? I just bought this off steam and on a fresh install I downloaded tie and started to notice them in the tututorial. thanks ...
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michael danso
 
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Post » Wed Sep 01, 2010 7:31 pm

Just tie? I'd make sure you got all the texture and mesh files. If your using vista, I have seen some issues with installers. For example OOO exe installer and vista do not play nice together, and randomly forgets to add mesh files. Not sure if this applies to tie tho :P
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Alexander Horton
 
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Post » Wed Sep 01, 2010 6:33 pm

Hi, just one quick question. Does anybody else have problems with yellow ! marks showing up in the latest ver 1.35 ? I just bought this off steam and on a fresh install I downloaded tie and started to notice them in the tututorial. thanks ...


Just tie? I'd make sure you got all the texture and mesh files. If your using vista, I have seen some issues with installers. For example OOO exe installer and vista do not play nice together, and randomly forgets to add mesh files. Not sure if this applies to tie tho :P


I thought TIE only used vanilla resources?
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Liii BLATES
 
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Post » Wed Sep 01, 2010 5:10 pm

It does. TIE has no custom resources of any kind. That doesn't mean it might not have used something from the vanilla game that's actually broken, but I seriously doubt Veritas could miss those big yellow monsters.
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Chelsea Head
 
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Post » Wed Sep 01, 2010 4:54 pm

It does. TIE has no custom resources of any kind. That doesn't mean it might not have used something from the vanilla game that's actually broken, but I seriously doubt Veritas could miss those big yellow monsters.


Nevermind, stoopid me ! SI wasn't clicked. All good. edit .. 4:13 pm ... Dont know if its just me or not but near old mill farm, I was talking to grina and her mouth moves but no voice over.
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Kitana Lucas
 
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Post » Wed Sep 01, 2010 11:01 am

By the way - Bug report.Its nothing major but in the Imperial City Library mod the map room is for some reason out of bounds.You go inside and there is a mob from which appears to be T.I.E in there.Its not game-breaking,but its a bit wierd seeing a bandit in a library.

That's not a bug - check the bandit - he has a note and a good reason to be in the library map room... and it has nothing to do with TIE either. I don't have TIE, but use FCOM and Better Cities - I met that bandit the other day... :)
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Avril Louise
 
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Post » Wed Sep 01, 2010 5:44 pm

Edit - is there an easy way for me to turn the effects back on (TES4Edit)?

If you're still wondering how to do it: compare TIE with Stealthier Magic, also on Veritas' website, using TES4Edit. It seems he integrated it into TIE, so by reverting the entries present on both, which is trivial, you would turn the effects back on.
It's mostly the Magic Effect entries and a couple of Sound entries. Not on Stealthier Magic, there's a single Magic Effect entry that got silenced by TIE, and a single Sound entry with the SPL prefix that got toned down very slightly (so much so that I wouldn't bother with it).

By doing this you would keep his changes to the spell effects, however, such as Flare being DoT.

Do note that there was a change that I did not quite understand; namely the turning of a "Summon Flesh Atronach" magic effect into a "Summon 04 Extra" effect. It is, however, also on Stealthier Magic, so I wonder if it relates to anything else on TIE. At any rate, try it at your own risk.

An alternate esp sounds like the best option so far (or at least the easiest). I totally understand why Veritas did it. But, for me, it takes away some of the pizazz of being a mage.

Seeing as it was already a separate .esp and he decided to integrate it, I wonder how he feels about separating it again.


EDIT: By the way, it looks like the last version's increase to imperial horses sizes also affects its current rider. Was it known? I do like the idea, but it kind of ruins it when the imperial soldier dismounts and shrinks.
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Cathrine Jack
 
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Post » Wed Sep 01, 2010 1:36 pm

If you're still wondering how to do it: compare TIE with Stealthier Magic, also on Veritas' website, using TES4Edit. It seems he integrated it into TIE, so by reverting the entries present on both, which is trivial, you would turn the effects back on.
It's mostly the Magic Effect entries and a couple of Sound entries. Not on Stealthier Magic, there's a single Magic Effect entry that got silenced by TIE, and a single Sound entry with the SPL prefix that got toned down very slightly (so much so that I wouldn't bother with it).

By doing this you would keep his changes to the spell effects, however, such as Flare being DoT.

Do note that there was a change that I did not quite understand; namely the turning of a "Summon Flesh Atronach" magic effect into a "Summon 04 Extra" effect. It is, however, also on Stealthier Magic, so I wonder if it relates to anything else on TIE. At any rate, try it at your own risk.


Seeing as it was already a separate .esp and he decided to integrate it, I wonder how he feels about separating it again.


EDIT: By the way, it looks like the last version's increase to imperial horses sizes also affects its current rider. Was it known? I do like the idea, but it kind of ruins it when the imperial soldier dismounts and shrinks.



Okay, thanks. I actually like all the sound (and visual) effects, including all the animal scurrying sounds and the menu and environmental sounds that were silenced/turned way down. I'll use TES4Edit to turn them back on. You had mentioned 2 entries that were changed that didn't match between Stealthier Magic and TIE. Do you know what they are by chance? I don't mind all the DoT and HoT changes he made - it actually made mages a little better at...uh...surviving :)

EDIT - I also like the idea about the imperial horse being slightly larger but I think even 20% is a little too drastic. I think this is one of those changes where the more subtle it is, the better.
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Lauren Dale
 
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Post » Wed Sep 01, 2010 4:52 pm

Okay, thanks. I actually like all the sound (and visual) effects, including all the animal scurrying sounds and the menu and environmental sounds that were silenced/turned way down. I'll use TES4Edit to turn them back on. You had mentioned 2 entries that were changed that didn't match between Stealthier Magic and TIE. Do you know what they are by chance? I don't mind all the DoT and HoT changes he made - it actually made mages a little better at...uh...surviving :)

EDIT - I also like the idea about the imperial horse being slightly larger but I think even 20% is a little too drastic. I think this is one of those changes where the more subtle it is, the better.

One is Script Effect, used by two spells from TIE: DDRestrictArrestSpell and DDRestrictWarnSpell. If I were to guess, I'd say that DD stands for Duggedank and that they're used on the mechanic to restrict you from "going behind the counter" and such. So it's probably best to leave it as is.

The other, SPLIllusionCast is, as far as I can tell, no longer being used after the integration of Stealthier Magic, so perhaps a leftover? It will, however, be used if you revert the Magic Effects, for, unsurprisingly, the casting of Illusion spells. But the change to it is very slight; unless I misunderstand.

Also, since you like his changes to magic: the Magic Effect entries affect the projectile speed too, and perhaps he had the new speeds (which are quite higher) in mind when he came up with the changes, so you may want to leave them alone.
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Tina Tupou
 
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