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

Post » Wed Sep 01, 2010 1:15 pm

i have a question about T.I.E., does it edit the leveled lists in a significant way?
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sarah taylor
 
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Post » Wed Sep 01, 2010 4:40 pm

Part (a very big part) of TIEs attraction for me is that it uses resources from the vanilla game and doesn't have a billion scripts running, so it doesn't conflict with much and doesn't have a ton of requirements.


It's not done via scripts. All he did was remove the sounds and visuals from the actual magic effects entries. Chances are good that if you load one of the others after TIE that most of the changes will be overridden by the other magic overhauls. Best to check in tes4edit to be sure though.

I personally like the magic visuals and sounds so I reverted all the changes in my personal miscellaneous mod. Besides, Tamrielic magic doesn't seem like the sort of thing you could wield silently anyway.

i have a question about T.I.E., does it edit the leveled lists in a significant way?


Yes, many leveled lists are edited.
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Amanda Furtado
 
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Post » Wed Sep 01, 2010 2:59 pm

Yes, many leveled lists are edited.


may i ask in what way? an OOO style or a vanilla leveling style?
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Miragel Ginza
 
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Post » Wed Sep 01, 2010 6:05 pm

The lack of a flare was deliberate - Veritas explained it as part of the stealth magic tweaks he's been doing. Many spells which give off visual cues and make loud noises have had them either reduced or eliminated so that you can use your magic effectively and not get detected as often for doing so.


Should have read this thread before desinstalling TIE thinking it was a bug of version 1.35. I was even going to report it here. Hum...


@ Johnn123
TIE unlevels all lists, so you can find monster of any level at any level of your character. It creates a random world and only uses vanilla content.

OOO creates a semi leveled world, with dungeons that are statics, and it changes many more things than TIE (new dungeons etc)
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Alexis Estrada
 
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Post » Wed Sep 01, 2010 10:52 am

ahh ok, merging in new lists that level in the vanilla way wouldnt go well with it? thx
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Ross
 
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Post » Wed Sep 01, 2010 7:53 pm

Depends on the list. Some things, like Armamentarium, work pretty well. But you could just as easily end up with something else that just turns things into chaos.
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Lizs
 
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Post » Wed Sep 01, 2010 1:23 pm

i myself like these magic effects too. as i mentioned earlier i create a spell (and enchantment) "overhaul" especially for TIE and i'll positively keep these effects.
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Davorah Katz
 
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Post » Wed Sep 01, 2010 5:55 pm

Doing another install, this time with T.I.E.

I have a question about some of the mods I usually use, and how they work with TIE:

http://www.gamesas.com/index.php?app=forums&module=post§ion=post&do=reply_post&f=25&t=1092981
http://www.tesnexus.com/downloads/file.php?id=9655
http://www.tesnexus.com/downloads/file.php?id=5156.

Not too worried about Thievery in the Imperial City or Thieves Arsenal conflicting, but what about Stealth Overhaul? It looks as though some some changes may overlap. Does anybody currently run both? I know I can just put one mod lower in the load order than another to effect ceratin changes, just trying to get some feed back to see what other people are doing. One of the things I'm wondering about is backstab damage, both mods change that. So for people who use both mods (if any exist) which one do you prefer for that?
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Nuno Castro
 
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Post » Wed Sep 01, 2010 6:23 pm

I noticed something odd in Skingrad. Possibly related to TIE, but not necessarily a bug... I noticed a dead Battlemage on the Bridge (on top, so he didn't fall) above the West gate, was surprised, but didn't really think too much of it, but then came across Ambroise Canne's body in front of the Chapel. What could be killing these guys?
The only mysterious things I found were a Night Goblin (or something along those lines) dead outside the West gate, and of course there was Glarthir, but he hadn't had his rampage triggered yet...? Though I did do the service of 'taking care of' Glarthir anyway, just in case... :ninja:

Ambroise has his uses (though normally his block training doesn't work without a patch) but is not super important to any quest lines, ifaik. Still, I hate an unsolved mystery; even walked around Skingrad trying to find the murderer! (but to no avail)

Sorry if this seems trivial, but thought I'd mention it. I know lots of weird things can happen just with the regular radiant AI, but Skingrad seems a bit busy lately and I am wondering if it is TIE related since it's the only mod I have that would likely mess with any of the NPCs there. (btw - I have started a new game, 2nd level and this is the first time I've been to Skingrad)

If this seems like normal TIE 'excitement' then that's fine. I hope no one important to any quests dies randomly like that, but I guess I can always bring them back with the console if it really bothers me. :shrug:

At least it will keep the game interesting. ;)
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George PUluse
 
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Post » Thu Sep 02, 2010 12:40 am

So far the new version is performing excellent for me. I am getting used to the more stealthy magic effects and have not encountered any problems yet, except for access to some of the hideouts. For example, I found the one in Chedinhal but cannot seem to find the activator. Is there a trick or only a certain spot to stand? I have a mid 30 acrobatics and can jump but just can't seem to find the activator to click and climb.

Spoiler
When standing outside the church at Akatosh's window I see the "stone steps" placed into the arch but even standing on the rock and jumping or moving all along the outside alcove I cannot seem to find the spot where the activator will appear so you can click and climb - like when climbing the walls into a city you find the rope and click on it but the stone does not seem to have one.

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Sanctum
 
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Post » Wed Sep 01, 2010 9:41 pm

Hey guys, looking to starting playing Oblivion again. This mod sounds great, but I have a question. It says Shivering Isles is required. Does this mean the leveled lists for SI have been tweaked also? What about Knights and the other DLCs?

Thank you in advance.
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Nymph
 
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Post » Wed Sep 01, 2010 7:18 pm

Just Shivering Isles. KOTN and other DLCs are not required.
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Epul Kedah
 
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Post » Wed Sep 01, 2010 7:07 pm

I just started a new game with only SI and TIE installed, completely vanilla otherwise and I still can't train more than 5 times per level. Is this supposed to be removed with this mod?

No more set Training Levels: Frustrated by the game telling you you can't train past a certain level? Well that's gone. Now, as long as you have the cash, trainers will train you to the maximum of their abilities in whatever skills they have.

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Christie Mitchell
 
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Post » Wed Sep 01, 2010 2:20 pm

That works. I know it does because I went to train and forgot about it then wondered why the guy was letting me spend my fortune endlessly training :)
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Ridhwan Hemsome
 
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Post » Wed Sep 01, 2010 11:12 pm

That works. I know it does because I went to train and forgot about it then wondered why the guy was letting me spend my fortune endlessly training :)


For me, it does not work with Pinarus Inventius in Anvil. He trains Marksman from is house from ~6am to maybe noon.

I have no other mods installed and this is a fresh install of Oblivion so it shouldn't be too hard to find the problem.

*edit
I just tried training with somebody else and the same thing happened. I also tried cleaning the save file but that didn't work.

Also there are at least two trap doors that don't open for me, one is in the sewer under the imperial city under the water. I assumed that wasn't supposed to open but after having this problem I wonder if its broken too.

Any suggestions? It has to be something simple since there are no possible conflicts.
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JUan Martinez
 
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Post » Wed Sep 01, 2010 10:16 pm

I reinstalled Oblivion and SI and TIE works properly now. I think it was because I installed oblivion then the oblivion patch and then SI the first time. This time I installed Oblivion then SI then SI patch. Whatever it was I'm just happy its working now.
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Danii Brown
 
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Post » Wed Sep 01, 2010 1:05 pm

I reinstalled Oblivion and SI and TIE works properly now. I think it was because I installed oblivion then the oblivion patch and then SI the first time. This time I installed Oblivion then SI then SI patch. Whatever it was I'm just happy its working now.

useful info, anyway.
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Terry
 
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Post » Wed Sep 01, 2010 10:14 pm

hi, veritas secreto! if you read would you answer this question somehow: only your stand-alone "stealthier magic" plugin is incorporated in TIE 1.35 or there are additional changes related to a stealthier magic gameplay in v1.35?
thx!
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Lillian Cawfield
 
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Post » Wed Sep 01, 2010 5:57 pm

Hi all,

Can anyone tell me whether TIE is compatible with Unique Landscapes? I ask because I'm having trouble finding some secret entrances and/or hideouts near UL edits. I'm new to both mods, and don't know where the entrances and hideouts should be. If anyone can confirm, I'll just go back to searching. Otherwise... .

Thanks!

Asterai
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Tikarma Vodicka-McPherson
 
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Post » Wed Sep 01, 2010 10:07 am

I am unaware of any conflicts with the secret lairs and UL edits, other than one that should be resolved with the current version of Bravil Barrowfields.
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Travis
 
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Post » Wed Sep 01, 2010 4:57 pm

Out of curiosity.. how do you actually lose the bounty on your head with TIE? The readme said about running and running and i ran from anvil to skingrad and still not losing any @.@ .. just 10 gold but wanted to see (know how) actually :P
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JERMAINE VIDAURRI
 
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Post » Wed Sep 01, 2010 3:02 pm

Out of curiosity.. how do you actually lose the bounty on your head with TIE? The readme said about running and running and i ran from anvil to skingrad and still not losing any @.@ .. just 10 gold but wanted to see (know how) actually :P

"Bounty and Infamy Payoff System: Morerunes is to thank for this cool feature. In vanilla Oblivion, one must be part of the Thieve's Guild in order to have bounties and infamy cleared up. No more. Now, as long as you ride a horse, swim, or run, you can set forth to have your good name cleared - until the next heist that is."

probably some days needed to clear yourself.

maybe you want to try Strategy Master's Regional Bounty mod.
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Tikarma Vodicka-McPherson
 
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Post » Wed Sep 01, 2010 10:36 pm

@KiNASuki:

A lot of useful TIE hints are given on its http://www.dreamingthepyramid.net/TNR-TIE.html. In particular, look at the caption on picture 75 of 76, along the left hand border...

I think some in game hints may be given as well, perhaps in the "Anvil Recon Report" and/or "Tactics and Maneuvers".
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Quick Draw
 
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Post » Wed Sep 01, 2010 4:11 pm

I hope it is allowed to report bugs in here!? xd Cant find an other thread.

First to say: I made a clean installation of Oblivion!

And I dont have any mods installed that change factions nor leveled loot (only UOP/USIP altogether with T.I.E. in a bashed patch).
If requested i can post my load order, but im not new to this topic.

I encountered 2 bugs. One of them quest crushing, the other one could be a falsepositiv.

1. Bug, critical, maybe factions related: At the end of the Quest "Lifting the Vale" you have the possibility to either give the Akaviri Commander (Mishaxhi) his orders or to kill him.
When you give him his orders he normaly would open the hidden room and then disappear. But, as i gave him his orders he wasnt opening the hidden room, he was constantly running against it with his sword drawn. As i tcled trought the wall i saw two skeletons, that were in battle with him. I just killed them and he opened the room. At this point i was able to complete the Quest. Something similar happened as some zombies were attacking a skeleton while the "Skingrad Recommendation" Quest in Bleak Flats Cave. And I saw a deadroth attacking some skeletons or zombies or whatever while the "Ambush the Necromancers" Quest inside of Silorn.

Everything happened unprovoked, of course.

2. Bug, loot related, maybe fals positiv: In 90% of the times i open a chest i find *one* arrow (steel/iron) some clutter, iron/steel armor, sometimes scrolls and some money, fluctuating between 50 and 500. My chars Luck is on 100 (KCAS; lvl 50).

Generally the pattern seems to be (even on boss chests) 90%>1 Arrow, 30%>iron/steel armor, 50%>Clutter, 30%>Scrolls, 50%>gold, more than 300.
I havent checked this by CS, im a CS noob.

Btw, is it supposed to be so that to loot boss chests is highly unrewarding?

But I also have to say that Oblivion with T.I.E. feels much more of a piece than with FCOM (bahh), OOO (BahBahBah) or even Francesco's. Keyword: BEHOLDER.
I really love T.I.E.! xd

Sry for my english, im just a german.

THX

w84m3
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Umpyre Records
 
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Post » Wed Sep 01, 2010 2:03 pm

I'm planning to start a new game based on TIE. My problem is that I want also use The Ayleid Steps but I can't stand the fact that those 2 mod have very different stats for weapons. I know it's odd but this really bothers me. So what I'm basicly asking is if TIE have some formula for converting weapon stats or should just compare TIEs and vanilla Oblivions weapons and just pull something from my hat?

EDIT: The weapons I'm talking about are ayleid weapons from The Ayleid Steps and my goal is to make their stats more like weapons from TIE.
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Kelli Wolfe
 
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