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

Post » Wed Sep 01, 2010 9:24 am

Keyword: BEHOLDER.


Keyword: Mart's Monster Mod - No Beholdens.esp if disliking them. You can remove all Lore unfriendly MMM additions via No X plugins.

EDIT: Also, it's proven that Luck has nothing to do with loot, so that shouldn't be a factor either way.
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Lil'.KiiDD
 
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Post » Wed Sep 01, 2010 8:28 pm

Keyword: Mart's Monster Mod - No Beholdens.esp if disliking them. You can remove all Lore unfriendly MMM additions via No X plugins.

EDIT: Also, it's proven that Luck has nothing to do with loot, so that shouldn't be a factor either way.


I know that. I played with FCOM (I discovered TIE through it).
I dont dislike some Monsters of MMM because they are lore unfriendly, its because they dont fit into oblivion and its mood. OMG....The animation....
I just have the feeling they are not hand choose (missing quality?).

I just mentioned Luck because it could be taken into loot calculations in TIE. I dont know, do you?
As i said befor, im a cs noob.

Ah and i discovered an other bugs: With a sneekingskill of 100 and a chameleon spell of 100%*60s the hierd guards are able to spot and chase you when you are tresspassing (f.e. Castle Leyawiin). When on of them stands outside of your prisoncell and you are arrested they will start attacking/chasing you because of tresspassing (happened while "Two Sides of the Coin" Quest in Bruma.
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Ria dell
 
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Post » Wed Sep 01, 2010 11:50 pm

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... .

I haven't noticed any TIE-related problems and I am currently using all the ULs (omod ver 1.5.6) and a few of the compatibility patches for Kvatch Rebuilt and Forgotten Tomb and whatnot. I've found several of the secret entrances so far, but admittedly not all of them, prolly b/c I haven't looked for all of them. I recall finding the one in Anvil and Chorrol for certain. I saw an entrance to a sewer system in another town I can't recall right now.

I know that. I played with FCOM (I discovered TIE through it).
I dont dislike some Monsters of MMM because they are lore unfriendly, its because they dont fit into oblivion and its mood. OMG....The animation....
I just have the feeling they are not hand choose (missing quality?).

I just mentioned Luck because it could be taken into loot calculations in TIE. I dont know, do you?
As i said befor, im a cs noob.

Ah and i discovered an other bugs: With a sneekingskill of 100 and a chameleon spell of 100%*60s the hierd guards are able to spot and chase you when you are tresspassing (f.e. Castle Leyawiin). When on of them stands outside of your prisoncell and you are arrested they will start attacking/chasing you because of tresspassing (happened while "Two Sides of the Coin" Quest in Bruma.

I agree, that TIE and it's monsters (and non-monsters) are great! It's got just the right mix of aggressive and non-agressive creatures. I love seeing feral cats and dogs int he wild (sometimes the feral dogs still attack my horse, which makes sense) little rats that scatter when you approach; boars that you can hunt (and give you quite a chase and sometimes decent reward for a kill) b/c they usually run, but not always...

The point is, the monsters in TIE act and appear realistic (within the fantasy context of Oblivion) It feels much better to be able to travel through the wilderness with a low level char, sticking to the roads for safety and still worrying about bandits and Highway men (though the increased Imperial Guards help) but not seeing a troll or wolf at the same place every time you pass there. I also like seeing creatures attack each other and other travelers on the road (sometimes running from or fighting monsters).

Also, the domestic cats and dogs in or near cities and towns are nice too. Once, though, in a moment of complete irony, I saw a Khajiit beggar attack and kill a cat in Imperial city (Talos Pl) then loot him - I guess he was hungry for some cat meat? :eek:

I have also enjoyed (in some masochistic way) having my rear handed to my several times when I decided to explore a random cave or ruin. Even goblins are tough! And never underestimate the bandit hideouts! :ninja:

Well, that was my random TIE praise blurb for the day. I do have a question though - does TIE add "Lucky Coin"s? If not, it must come from Realistic Leveling. I was just wondering if they actually work.

Oh Yeah - forgot to add, I'm still using version 1.34 because the newest version apparently added more stealthy magic effects that I wasn't sure I wanted. I like my fireballs and lightning bolts to stay flashy. ;)
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Hannah Whitlock
 
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Post » Wed Sep 01, 2010 9:02 pm

hmm. post above peaked my interest .. Does creature in TIE have diverse aggression level? Does wolves always chase deer for example, or do some chase, some wont? One of the reason I love MMM is that I wanted that feature in my game.

If that feature are indeed in TIE as well, I could drop MMM from my list.
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Jeffrey Lawson
 
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Post » Wed Sep 01, 2010 9:59 pm

Wow I just installed this mod and it really gives me a hard time.
I'm used to OOO/FCOM making things harder in some places, but I don't even know where to start here, everywhere I go I get killed in one or two hits :P

Any hints for newcomers?
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Cameron Garrod
 
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Post » Wed Sep 01, 2010 11:35 am

I noticed that TNR doesn't seem to work with any mod which changes something with NPC's - does that go with clothes too?
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Bethany Watkin
 
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Post » Wed Sep 01, 2010 4:22 pm

^ Wyre Bash is your best friend!
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Jennifer Munroe
 
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Post » Wed Sep 01, 2010 9:16 pm

Wow I just installed this mod and it really gives me a hard time.
I'm used to OOO/FCOM making things harder in some places, but I don't even know where to start here, everywhere I go I get killed in one or two hits :P

Any hints for newcomers?

Yeah: Stay away from those places! j/k TIE "De-Levels" all the dungeons, cave, ruins, etc. well, pretty much everything so that you don't really know what to expect until you try. One dungeon could have level 10 monsters and another, level 20+, just using that as an example/guess, as I don't work on TIE and haven't opened it up in CS to see exactly what it does. But as a player, I carefully test the waters of prospective dungeons, using stealth and scouting to see if it seems doable. And yeah, there's probably still gonna be lots of re-loads. ;)

If I have too much trouble with a certain dungeon or cave, I just leave it alone until I have gotten some better equipment and spells and/or leveled a bit or just use better strategy, if possible. Unlike vanilla Oblivion, you don't have to worry about the dungeon leveling with you or leveling inefficiently, etc. (well, having something like Realistic Leveling helps too) so when you come back to the same place later, you should feel like you've gotten stronger.

As a mage, I don't go near a ruin/fort/cave/whatever without multiple shield effects, a couple of summoned critters, a companion (recommend at least 1 or 2) and some pretty mean damage spells and I am still dying sometimes!

Also, I find myself using all my resources (potions, spells, summons) to get an edge, and frequently have to stop to repair broken equip, etc., unlike vanilla, where I barely use potions of healing/sorcery and end up selling my excess ones.

I just bought some knockout arrows for my companion to use, and can't wait to try it! I just hope she doesn't hit me accidentally! :unsure:
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Nitol Ahmed
 
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Post » Wed Sep 01, 2010 7:29 pm

^ Just deny her strawberries if she does that >D

My favourite trick is get rage spell from illusion.. sneak around, night eye and life detect if possible, and if you see the groups, shoot rage and hide usually, if they are far away, they wont see you and kill each other for you.

My character (using nGCD) are pure mage (so really really weak - 15 strength at start), except I trade alchemy slot for sneak, so I have all the magic schools. Its pretty hard, if they are in exterior cells, then kiting them to the patrolmen works.. if they are in a cave/dungeon... sneak and rage, invisiblity are often unusuable yet at lower levels. If your cover blown, summon meat shields and run!
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Vincent Joe
 
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Post » Wed Sep 01, 2010 12:35 pm

How well would TIE work with MMM? Would i need one of the TIE compatibility mods?
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Holli Dillon
 
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Post » Wed Sep 01, 2010 10:28 am

How well would TIE work with MMM? Would i need one of the TIE compatibility mods?


Pretty sure you wouldn't need a compatability mod beyond just using wyre bash, but the balance for the monsters added by MMM would be somewhat off, and those monsters would still be leveled.
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Janeth Valenzuela Castelo
 
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Post » Wed Sep 01, 2010 2:42 pm

Pretty sure you wouldn't need a compatability mod beyond just using wyre bash, but the balance for the monsters added by MMM would be somewhat off, and those monsters would still be leveled.

You mean just making a bashed patch? Ok, i'll see how it works out.

Thanks.
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!beef
 
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Post » Wed Sep 01, 2010 6:31 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:
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jessica sonny
 
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Post » Wed Sep 01, 2010 11:29 pm

If you start in Anvil like me .. Fort Strand(inside) should be doable with a bit of luck, outside requires some anvil guards help.. Crowhaven and a bandit cave inbetween Anvil and Brina Cross are also doable.. I usually runs around there hunting deer/boar//rats/wolves there for their meat and pelt and also training my destruction skills up.

For IC,there's a cave northwest of IC which usually have some bandits outside which requires kiting to the patrol .. around 4-6 bandits usually, inside cave should be fun with rage spell especially with that damn high level conjurer >.< Vilverin is almost impossible tho, patrols are rare .. and there's another bandit camp nearby and you almost sure to attract both while jumping and shooting fireball. Not to mention one of them are expert conjurer who always call upon 2 liches to his aid >.< .. and 1 bandit are armed with the damn iron warhammer >.<
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C.L.U.T.C.H
 
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Post » Wed Sep 01, 2010 10:48 pm

If you start in Anvil like me .. Fort Strand(inside) should be doable with a bit of luck, outside requires some anvil guards help.. Crowhaven and a bandit cave inbetween Anvil and Brina Cross are also doable.. I usually runs around there hunting deer/boar//rats/wolves there for their meat and pelt and also training my destruction skills up.

For IC,there's a cave northwest of IC which usually have some bandits outside which requires kiting to the patrol .. around 4-6 bandits usually, inside cave should be fun with rage spell especially with that damn high level conjurer >.< Vilverin is almost impossible tho, patrols are rare .. and there's another bandit camp nearby and you almost sure to attract both while jumping and shooting fireball. Not to mention one of them are expert conjurer who always call upon 2 liches to his aid >.< .. and 1 bandit are armed with the damn iron warhammer >.<

Thanks, the one NW of IC, I think I raided that one last night. I was going through it thinking "where have you been all my Warlock life!?!" I'm not saying it was easy, but in a refreshing change from the other dungeon I was trying, it was survivable. That said, there was a pretty mean sledge-swinging dude that got me once. That's what's great about TIE, though; you let your guard down or underestimate an opponent, and BAM - one little slip-up can kill you!

So yeah, I guess it's set up so that you begin your adventuring career near IC and work your way out from there, always carefully testing the waters in each place. I have also taken a new approach to dungeon-delving; hit and run and scout tactics. Sometimes, I go in, creep around, take out one or 2 guys, see more enemies or a dangerous area ahead, and just grab what loot I can and get out while the gettin's good. Sell stuff off to get rid of weight and maybe come back later with more supplies or reinforcement or whatever I think I'll need. This is actually more fun than going through a whole fort at one sitting!

I do want to add, for the maker of TIE, I think you should check on that fort SE of Leyawiin that is involved in the Mages guild starting quest. It is supposed to be done as an Associate and there are enemies that are easily over 13th level. I'm not sure how strong; I didn't go into CS or console or whatever ("pay no attention to the man behind the curtain, etc.") but I suspect they are very strong or have some really nice buffs/poisons or something that disintegrates armor/weapons with one hit and can one-or-two-hit kill a 5-6th level fighter companion. I don't know if you realized this dungeon was used in the starting Mages quest or not, or if you intended it to be this tough, but thought I'd mention it.

I am 8th level now, but don't think I'll be ready for it for a while yet... wait till I get some paralysis spells and it's on like Donkey Kong! :hubbahubba:

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Krystal Wilson
 
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Post » Wed Sep 01, 2010 6:03 pm

I swear.. Illusion are the most important spell school for dungeon delving in TIE.. seriously.

Rage, calm and demoralize save me more time then any destruction spells i can cast in early levels .. :D Spells that I never bought or use in Morrowind :P

Cant wait till I actually managed to get hold and cast paralysis and invisibility >D
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Mylizards Dot com
 
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Post » Wed Sep 01, 2010 7:08 pm

*snip*Not to mention one of them are expert conjurer who always call upon 2 liches to his aid >.< .. and 1 bandit are armed with the damn iron warhammer >.<


Is TIE really that predictable? I mean, I love the more static approach to the mod, but I would like a little surprise every now and then.
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Tanya Parra
 
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Post » Wed Sep 01, 2010 10:56 am

Is TIE really that predictable? I mean, I love the more static approach to the mod, but I would like a little surprise every now and then.

Uh, well, I wouldn't call it predictable! Maybe after repeating the same area (with re-loads) several times, you would kinda know what to expect, but you're not generally gonna be playing the same part of the game over and over, right? It shouldn't be more predictable that vanilla oblivion - In my old game, I could pretty much predict where and when a bandit with shiny green glass armor was gonna show up along the road! (and their body got stripped of armor and piled up next to the last idiot bandit) :rolleyes:

Seriously though, in TIE, the NPCs fight alot 'smarter'. A few of the bandit groups I've run into do employ a guy with a heavy warhammer, but there is nothing predictable about them, sometimes they ignore my summons and run straight for me (every mage's nightmare) and other times (maybe they don't see me) they will focus on fighting my companions or my summons and I can get a Damage spell or 2 in before they decide they need to pay more attention to the mage! ;)

As for the guy that summons the liches - I haven't run into anyone like that yet, and I hope I don't for awhile yet! A mage that can summon Liches to do his bidding, can't be a good thing! (unless he's on your side!) ;)
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Jessie Rae Brouillette
 
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Post » Wed Sep 01, 2010 8:01 pm

Sweet, I'm gonna try this out then. How well does ti work with http://www.tesnexus.com/downloads/file.php?id=16137 I want to try it out since Reneer's is a little buggy and I love how SM's has the region system. However, SM's has a feature where bounties decrease over time, much like TIE. I just wanted to check here first before I run into any big bugs.
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lauren cleaves
 
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Post » Wed Sep 01, 2010 2:38 pm

What level are the quest mobs in TIE?Im asking because im level 3 (I guess thats the main reason why im failing,but meh I like adventure) I went into the Kvatch oblivion gate,managed to get some shirtless elf to kill a few storm atronachs,sneaked past the rest of the high level daedra/dremora but im unable to get the sigil key as the keeper detects me everytime and so far my combat skills haven't worked on him :P
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Sun of Sammy
 
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Post » Wed Sep 01, 2010 9:18 pm

What level are the quest mobs in TIE?Im asking because im level 3 (I guess thats the main reason why im failing,but meh I like adventure) I went into the Kvatch oblivion gate,managed to get some shirtless elf to kill a few storm atronachs,sneaked past the rest of the high level daedra/dremora but im unable to get the sigil key as the keeper detects me everytime and so far my combat skills haven't worked on him :P

Whoa, you actually tried Kvatch at level 3 with T.I.E.?!? - I hear that's not recommended. In the vanilla game you could probably beat the game at level 3, but with TIE, you should probably wait until more like I dunno - lvl 10 or so, maybe. I don't know what to tell you if you're already there... maybe leave and come back if you can? Try and lure the keeper into a trap or something? Not sure about that one.
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Neliel Kudoh
 
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Post » Wed Sep 01, 2010 8:18 am

Whoa, you actually tried Kvatch at level 3 with T.I.E.?!? - I hear that's not recommended. In the vanilla game you could probably beat the game at level 3, but with TIE, you should probably wait until more like I dunno - lvl 10 or so, maybe. I don't know what to tell you if you're already there... maybe leave and come back if you can? Try and lure the keeper into a trap or something? Not sure about that one.


I actualy managed to do it,the sigil keeper fight involved a heck of alot of jumping about and fireballing him - it took about 10 minutes.To get the sigil stone you need to avoid the mobs,get the stone,hide and wait until you're out of there.

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.
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Peter lopez
 
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Post » Wed Sep 01, 2010 6:49 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)?
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Laura Wilson
 
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Post » Wed Sep 01, 2010 9:06 pm

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.
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ONLY ME!!!!
 
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Post » Wed Sep 01, 2010 8:23 am

Just curious, is it possible to use MMM with TIE? I'd like to have TIE be the dominant overhaul, but I'd also like to have the variety of creatures that MMM offers.
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ImmaTakeYour
 
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