TIE + OblivionXP.. what else?

Post » Tue May 03, 2011 4:41 am

Played FCOM - Check
ROM - tried it for a while, moving on...
Nehrim - got bored at level 15

So, now TIE & OblivionXP ... what mods play nice and don't remove the main philosophy behind TIE?
RBP?
SM / LAME?
WAC?

Any other good content mods that play nicely? I am told TIE4MODS is too out of date to use it for OOO/MMM/Fran, so skipping that, I guess.

All help appreciated.
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Silvia Gil
 
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Post » Mon May 02, 2011 11:31 pm

WAC is, as most will tell you, a good addition to TIE. Very cohesive mods. I almost always use either RBP and LAME or SM, TRAP, and Birthsigns Expanded. Other than things like UL, village mods, and the sort, I don;t try to add too much to TIE. It was made with very specific tastes and most mod-added items don't match up with TIE very well.
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Céline Rémy
 
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Post » Mon May 02, 2011 11:48 pm

You can get a patch to use TIE with Frans (rather than with WAC). Also, Armentium goes nicely with TIE.
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Sandeep Khatkar
 
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Post » Tue May 03, 2011 12:49 am

WAC is, as most will tell you, a good addition to TIE. Very cohesive mods. I almost always use either RBP and LAME or SM, TRAP, and Birthsigns Expanded. Other than things like UL, village mods, and the sort, I don;t try to add too much to TIE. It was made with very specific tastes and most mod-added items don't match up with TIE very well.


TRAP? Unfamiliar with that acronym ...

You can get a patch to use TIE with Frans (rather than with WAC). Also, Armentium goes nicely with TIE.


Doesn't TIE change weapon values in a way different than MOB/OMOB? So wouldn't Armamentum's weapons be out of synch with TIE ones?
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Rebecca Clare Smith
 
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Post » Tue May 03, 2011 6:14 am

Yes, the Armamentarium weapons will be underpowered compared to TIE weapons. There's a lot of patchwork that would need doing to bridge that. A lot more than I tend to have time for, and not a huge priority considering even official DLC content hasn't got TIE balancing patches yet.
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Emma Pennington
 
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Post » Mon May 02, 2011 6:42 pm

Also, are you running the newer versions of Oblivion XP? I think you are, but if not, check my sig. I will be coming out with a major upgrade in a week or so.
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Naomi Ward
 
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Post » Tue May 03, 2011 3:10 am

Also, are you running the newer versions of Oblivion XP? I think you are, but if not, check my sig. I will be coming out with a major upgrade in a week or so.


Yes, I have been following your thread closely, and will be waiting for your patch to start.
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Noely Ulloa
 
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Post » Tue May 03, 2011 10:19 am

Trap, I think stands for Tejon's racial adjustment package. It is, obviously, one of tejon's mods and it just makes adjustments to the races. It's a very good mod when combined with his others.
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Laura Simmonds
 
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Post » Tue May 03, 2011 3:06 am

Ok, got access to the WAC site, and it sure seems to me that a lot of what is in WAC will completely smash TIE, especially TCOS.

Advice on which mods not to use to keep the philosophy of TIE intact would be appreciated.

======
The files:
======

Legend: Red= mandatory. Yellow= Optional files

If you want WAC to run, those files need to load:

- WAC.bsa contain all the files (textures, meshes, and sounds).

- Waalx Animals & Creatures.esm The master file, contain the data for (almost) everything. Must be loaded for anything else in the overhaul to work.

- WAC.esp Mandatory if you want WAC.bsa to load. This esp places new spawn points in the world. It also change some small parts of the world around the camps (goblins). Other than the landscape editing around the camps, WAC.esp is made so it shouldn't conflict with other things, or mostly not. Even with other overhauls as this esp only place new spawn points.



The other files in the archives are optional:

- WAC - Overspawn.esp This esp rework the vanilla creature lists, this one also add the goblins of WAC that aren't touched by the WAC.esp at all. Overspawn make a big difference and you will not see some stuff without it, for example, the new horses of WAC are managed here. This will conflict with anything else that modify Leveled lists (FCOM, MMM, FRAN, OOO, TIE, etc...). WAC Goblins, WAC zombies, skeletons, horses, and some others stuff are controlled here.

- WAC - TCOS.esp TCOS stand for The Chronicles of Steel. The sum of RealSwords, this esp is the thing in the overhaul that does NPC changes. Weapons, Mages Robes, Armors, Beards, clothes (later). This will conflict with anything that modify vanilla NPC. Yet it's one big part of WAC. TCOS is a very big part of WAC.

- WAC - TCOS Shops.esp This esp place the merchants of RealSwords in the world as in the RealSwords module. Khajiit have been updated to a Forge-Tower alike the one I made for RealSwords Nord. The Khajiit tower is still in Borderwatch. Started by dev_akm and destroyed by waalx. May ultimately be merge diretly to the TCOS.esp.

- WAC - Dead Knights.esp The base for the Dead Knights quest. For now all you can do is fight them in 7 differents forts around the map. Fort Chalman, Fort Wariel, Fort Facian, Fort Rayles, Fort Cedrian, Dasek Moor, Fort Horunn. Killing a dead lord and taking his sword make you a Lord, and while the sword is equiped the Dead will not attack you (this is temporary as the swords and Dead Knights are tied to a more complex plot that shall unravel later.).

- WAC - BlackBoot Dungeon.esp Extend the BlackBoot Dungeon to unknown areas. Made by StarX.

- WAC - Magic.esp Add new spells to some select creatures. Made by StarX.

- WAC - Player Summons.esp Add different merchants that can sell you different selections of spells to summon some of WAC creatures. Some are stationary, some are always on the move. Find them. Made By StarX.

- WAC Crowded Roads Revisited.esp waalx revisit the revisited and WACify the thing. WCRR spawn rate is very low here, and I made this primarly so the folks that walk the roads wear lots of my new gears and robes (and weapons). I will continnue to 'revisit' this as I create more clothes and armors.

- WAC - 8th Gate.esp the esp that add the hircine place to the random oblivion planes. It's unfinished, here for testing purpose only. Later-on, while you enter a random Oblivion gate and enter The Hunt plane, you will have to prove your worth to be able to get out. As of now The Hunt plane is already in the Random oblivion gates lists, however, you can close the gate without having to do The Hunt. That will change later so that each time you randomly enter The Hunt you will have to win your exit back to Tamriel.

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jeremey wisor
 
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Post » Tue May 03, 2011 10:11 am

What do you mean by completely smash TIE? Huh?

The weapon stats in TIE are very high while the stats in WAC are much more closer to MOBS of Vanilla. Check out the last few posts of the TIE thread.

The reason why people (me too ... I mean I am a person but me as well) recommend WAC is the design choice of each. TIE seeks to alter only vanilla content and while it does add some novel creatures and a lot of NPCs it is still using all vanilla resources and altering vanilla game settings and stats and so on.

WAC seeks only to add - creatures, NPCs, Goblins forts, many weapons and armor type stuff. Waalx communicated to me on his forum that he does not seek to alter stats and settings of vanilla content.

The area where there is conflict is with leveled lists. The good news is that there is still much of WAC that is unleveled like TIE is so that if you use Bash you will get a more congruent feel - of course that is a completely subjective thing and maybe you shouldn't listen to me as I think the argument about game balance is thin an untenable.

So with both tagged with what CorePC recommends for overhauls you will get most of what is in both overhauls. In scanning over TIE WAC and OWCND recently with all bashed I did see areas where TIE appeared to block some content from WAC and vice versa - but I'm no expert on leveled lists. But from personal experience I've played with both and have met on the roads rhinoceros from WAC then lunatics from TIE, merchants from WAC and giant spriggan from TIE, and so on. For me the full expression of all content is not as important as it may be for the people who make these mods and then want to make sure a patch presents all fully (biases played out in the patching too). Especially if waiting for a patch takes 1-2 years.

Read http://www.gamesas.com/index.php?/topic/1152670-wac-news/ for more on WAC and fixes (the official forum too).

BOSS already has all esp ready lined up the only thing further I'd recommend is if you want to have more WAC then place TIE before it.

[edit] I'm not sure if OblivionXP works with WAC or not though. I've actually never used it. Maybe should give it a try, but I dislike excessive patches.
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Alexx Peace
 
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Post » Tue May 03, 2011 1:52 am

What do you mean by completely smash TIE? Huh?

The weapon stats in TIE are very high while the stats in WAC are much more closer to MOBS of Vanilla. Check out the last few posts of the TIE thread.

The reason why people (me too ... I mean I am a person but me as well) recommend WAC is the design choice of each. TIE seeks to alter only vanilla content and while it does add some novel creatures and a lot of NPCs it is still using all vanilla resources and altering vanilla game settings and stats and so on.

WAC seeks only to add - creatures, NPCs, Goblins forts, many weapons and armor type stuff. Waalx communicated to me on his forum that he does not seek to alter stats and settings of vanilla content.

The area where there is conflict is with leveled lists. The good news is that there is still much of WAC that is unleveled like TIE is so that if you use Bash you will get a more congruent feel - of course that is a completely subjective thing and maybe you shouldn't listen to me as I think the argument about game balance is thin an untenable.

So with both tagged with what CorePC recommends for overhauls you will get most of what is in both overhauls. In scanning over TIE WAC and OWCND recently with all bashed I did see areas where TIE appeared to block some content from WAC and vice versa - but I'm no expert on leveled lists. But from personal experience I've played with both and have met on the roads rhinoceros from WAC then lunatics from TIE, merchants from WAC and giant spriggan from TIE, and so on. For me the full expression of all content is not as important as it may be for the people who make these mods and then want to make sure a patch presents all fully (biases played out in the patching too). Especially if waiting for a patch takes 1-2 years.

Read http://www.gamesas.com/index.php?/topic/1152670-wac-news/ for more on WAC and fixes (the official forum too).

BOSS already has all esp ready lined up the only thing further I'd recommend is if you want to have more WAC then place TIE before it.

[edit] I'm not sure if OblivionXP works with WAC or not though. I've actually never used it. Maybe should give it a try, but I dislike excessive patches.


So, it means that TIE weapons will always be 'better' than the Waalx weapons, no?

Regardless, thanks so much for that link since I am getting that 0Beastmaster bash error. I see the post suggesting a fix using TES4Edit... never used TES4Edit, so now is the time to try, I guess... which file needs editing? The Gladiator one?

EDIT: Also, do you use that patch from the same thread "WAC1betaFixedGnolls.rar"?
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Dona BlackHeart
 
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Post » Tue May 03, 2011 6:47 am

Well I have that fix installed after WAC in BAIN. Damn I just closed BAIN too. You will have to read back a few pages at WAC forums (116 onward) for exact details. The beast master is from the gladiator esp - change the eyes as per instructions ... er somewhere. I think people chose vampire. I forgot its in the threads though I swear.

By TIE weapons you mean all the vanilla content weapons changed to have higher stats? Because I'm not aware of TIE adding a lot of unique sets and such.
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Roddy
 
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Post » Mon May 02, 2011 7:17 pm


By TIE weapons you mean all the vanilla content weapons changed to have higher stats? Because I'm not aware of TIE adding a lot of unique sets and such.


Yes. Won't TIE Vanilla weapons be superior to anything the is more MOBS balanced?
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amhain
 
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Post » Mon May 02, 2011 7:59 pm

If those are the only two loaded then yes.

I use other mods that further adjust the damage formula and therefore reduce this effect. And as I stated this really isn't an issue with me - I'm not big on balance. I'm more of a content person.

Really though for best in-game comparisons you gotta get Display Stats, by TheNiceOne.
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Oceavision
 
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Post » Mon May 02, 2011 7:52 pm

Yes. Won't TIE Vanilla weapons be superior to anything the is more MOBS balanced?


If by superior you mean "will they do more damage" then yes, that's exactly right. As I found after a detailed look through all the altered weapons in TIE, they're all mostly 2x higher than vanilla in damage, while MOBS weapons don't seem to be anywhere close to that much except in a very few cases where MOBS sets some stuff to about 1.5x higher than vanilla. So even though I just notched several TIE weapons down in power for being TOO excessive, TIE will still be a lot higher in raw damage.

Also, I'm working up a big filter patch for TIE and whatever other mods might need to have their weapon and shield stats synced with it. So far that covers all of the official DLCs. I guess that ought to get mentioned in the TIE thread too but hey, I'm in this one right now :P Probably will need to poke at Frans too and see what all should get adjusted there. If I haven't mentioned it before, filter patches are one of the most awesome things Wrye Bash allows you to do.
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Connor Wing
 
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Post » Tue May 03, 2011 6:55 am

If those are the only two loaded then yes.

I use other mods that further adjust the damage formula and therefore reduce this effect. And as I stated this really isn't an issue with me - I'm not big on balance. I'm more of a content person.

Really though for best in-game comparisons you gotta get Display Stats, by TheNiceOne.


yes, I **LOVE** Display stats ... can't live without it
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Donatus Uwasomba
 
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