TIE - Tamriel Immersion Experience

Post » Wed Mar 09, 2011 1:10 pm

Haldir, I have looked at you load order for about the past 20 minutes and I can not see what would be causing the problem. You may want to ask Reneer in his thread, but I do not know. Sorry :(
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Dominic Vaughan
 
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Post » Wed Mar 09, 2011 8:34 am

I think there may be something funky going on with the weapon stats.

I'm seeing weapons that TIE normally has as 20+ as being only 1 or 2 in game. I look in edit and see only TIE and a duke Patrick mod (which I've used for well over a year and am very familiar with) affecting most weapon stats.

When using the mod display stats I get higher stats in the pop up window but not in the inventory menu.

anyone else seeing this?

Checking bashed patch only mod that imports stats after TIE is ZuSkunk SI overhaul - we'll see if that changes things.
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Gisela Amaya
 
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Post » Wed Mar 09, 2011 7:58 am

I noticed an item (don't remember after all my reloads today) that had like 240 health in inventory but showed differently in Display Stats.
I would expect to see 240 for a bow's health with CA but only when specifically viewing in the pop up, not in inventory.
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SWagg KId
 
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Post » Wed Mar 09, 2011 12:26 am

When using the mod display stats I get higher stats in the pop up window but not in the inventory menu.

anyone else seeing this?


Here is a quote from TNO explaining the above.
The reason for this, is that Display Stats shows the base armor rating (and base damage for weapons), but what you see ingame is the adjusted armor factor - reduced by damage and your stats (you need 100 in the relevant armor skill to get full benefit). So when a shield is shown ingame to have 3 armor, its base armor may be 5 or 6 (or something else) - a difference that is important, but not displayed ingame since the engine rounds the value to the nearest integer for display.

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Laura-Jayne Lee
 
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Post » Wed Mar 09, 2011 12:02 am

Ahh OK thanks.

With my other character I never added Display Stats until the character was at least level 15 or so - by then able to deal much more damage.
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Cathrin Hummel
 
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Post » Wed Mar 09, 2011 12:29 pm

Arthmoor do you know if T.I.E places any npcs or critters near Phitts Mudwater http://www.tesnexus.com/downloads/file.php?id=35434. I think you are using this too so wonder if you have had the same experiences....

I ask because the new version 1.2 of Mudwater is deconflicted with KotN, removing problem NPCs for the resident villagers in that area - so far I have had a conjuror running rampant through the village (managed to finish him off before he did anyone any damage, but also had a wild bore running around which wasn't pleasant ... a few deaths (I have Wrye Bash tweak As Intended Bores so randomly appearing wildlife are a bit more potent than vanilla too). Any spawns which are T.I.E powered are going to be a problem for this village if there are any.
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Ash
 
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Post » Wed Mar 09, 2011 1:52 am

There are some vanilla spawn points in the area. I was going to have some unused creatures placed nearby but those have since been moved and should be plenty far enough away to not be a problem.
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lacy lake
 
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Post » Wed Mar 09, 2011 7:14 am

There are some vanilla spawn points in the area. I was going to have some unused creatures placed nearby but those have since been moved and should be plenty far enough away to not be a problem.


Aah, so its vanilla spawned (but probably overpowered by my setup) that is causing the problems there. Hmm okay thanks.
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Alisha Clarke
 
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Post » Wed Mar 09, 2011 9:18 am

Version 1.41

Cleaned out a few stray unused records.
Default facial data that was missing (eyes, hair length) has been added to all those NPCs who needed it. Helps reduce the number of records in the Bashed Patch when race record imports is used.
The road bandit spawn points did not have any actual bandits hooked up to load through them. This has changed. The 30 unused bandit NPCs are now in the list those spawn points use.
Spriggans have been split up into two types - the normal sized ones and the large sized ones. Large ones will no longer show up indoors where their size caused numerous collision issues.
The unused Daedroth titans now have a home in Blackwood's swamps - beware.
All but one of the secret hideouts has been given an extra bed for companion use. Now you can go hide out together.
The entrance to the Cheydinhal secret hideout can now be properly accessed when using Open Cities.
Several SI weapons that lost their enchantments have had them restored. Be aware your enemies will benefit from this as well.
Witsplinter's damage stats have been boosted to fit other similar weapons.
Perdition's Wrath has been boosted to be in line with other Dwarven battle axes.
NPC spawners in Water's Edge will be disabled after the Infiltration quest.
Leveled list flags have all been checked and corrected to produce the proper randomization results, this should mix things up a bit more.
Leveled lists added by TIE have all been checked and their spawn rates set to reasonable levels depending on their content and placement to ease up on NPC overflow in some areas.

I have only one remaining thing left I really want to do with this before it reaches as close to perfection as I can see it getting, and that's splitting up the random NPC spawns by city area. To that end, I'd love to see any fresh new ideas for NPCs to include. The more fitting to their area the better, and the more unique they are the better. Try and avoid anything too ridiculously overpowered or too ridiculously generic, and please, no external resources. All NPCs must make use of vanilla or SI assets ONLY. Especially interested in some fitting SI folks since there are currently no NPC spawners in New Sheoth.
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Jodie Bardgett
 
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Post » Tue Mar 08, 2011 9:09 pm

Version 1.41

The unused Daedroth titans now have a home in Blackwood's swamps - beware.


I just have one thing to say ...... :ahhh:

All but one of the secret hideouts has been given an extra bed for companion use. Now you can go hide out together.


Vilja friendly T.I.E - Nice :)

Leveled lists added by TIE have all been checked and their spawn rates set to reasonable levels depending on their content and placement to ease up on NPC overflow in some areas.


Did Mudwater have any influence on this, if so thank you for any tweakage in the area, I found I had to be rather careful in the recent run through not to bring any fans along :D
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Victoria Vasileva
 
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Post » Wed Mar 09, 2011 1:30 am

No, Mudwater wasn't a factor there. The unused Daedroth titans however had to be moved to the other end of the swamp, otherwise it's dead villagers everywhere.

The reason for the spawn reduction is because after awhile, even at 20%, the areas where the spawners are start to flood with NPCs and it drags performance down. For whatever reason, at 15% it isn't anywhere near as bad for those lists, but going down to 10% they may as well not exist.
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BrEezy Baby
 
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Post » Wed Mar 09, 2011 11:25 am

No, Mudwater wasn't a factor there. The unused Daedroth titans however had to be moved to the other end of the swamp, otherwise it's dead villagers everywhere.

The reason for the spawn reduction is because after awhile, even at 20%, the areas where the spawners are start to flood with NPCs and it drags performance down. For whatever reason, at 15% it isn't anywhere near as bad for those lists, but going down to 10% they may as well not exist.


Well, I'm off Titan hunting (although at my current level 2 that will probably be followed swiftly by "RUN AWAY!")

I think that spawn rate reduction might help too a little, that group of boar near the local cave seemed to be at it like rabbits. Anyway thank you again, installing and see if I can get back towards SI in the near future for ideas.
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Justin Hankins
 
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Post » Wed Mar 09, 2011 7:38 am

I've some problem to find the SVHOBruma's entrance (hideout) with xUL Snowdale installed :hehe:
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ijohnnny
 
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Post » Wed Mar 09, 2011 12:32 pm

Arthmoor, could You exchange those grain sacks in secret hideouts for normal cloth sacks?
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Jessie Rae Brouillette
 
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Post » Wed Mar 09, 2011 6:52 am

Yeah, that shouldn't be difficult to do.
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R.I.p MOmmy
 
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Post » Wed Mar 09, 2011 1:00 pm

You know, let's assume that You'd like to take the sack to the city and sell the loot, but whoops- all grain and your stash slides out from that hole on the side once You pick up the sack :D This should be solved by using the cloth sacks :),
Anyways, thanks

Yes, and I forgot to thank You for the new release. so...

Thanks for the new release! :)

Cheers
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Annick Charron
 
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Post » Wed Mar 09, 2011 11:42 am

Arthmoor no biggie but I think one of T.I.E's Hunters is overstepping the mark a little, just on my way to pay a visit to old lady Draconis up at Applewatch (you know, just passing through :)), and found the local forestry commission are not taking kindly to poachers ...

http://www.bild.me/bild.php?file=5627407ScreenShot258.jpg

Not very kind with his aim either, then again he got as good as he gave, I think it will be a while before he can walk upright again :D

So thats one source of Hunter Poison down unfortunately.
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Becky Cox
 
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Post » Wed Mar 09, 2011 8:39 am

Ran check for circular leveled list using edit and found:
Circular Leveled List found: SE14GSEscortList [LVLC:00079C90] -> SE14GSEscortList [LVLC:00079C90]

Ran check for errors and found:
Spoiler
    LL0LootArmorLight5Elven100 [LVLI:00032D73] -> Missing required members: Leveled List Entries    LL0LootArmorHeavy4Orcish100 [LVLI:00032D5A] -> Missing required members: Leveled List Entries    LL0LootWeapon5Elven100 [LVLI:0002B5F9] -> Missing required members: Leveled List Entries    LL2LootStaff100 [LVLI:000979F7] -> Missing required members: Leveled List Entries  Above errors were found in :GRUP Top "LVLI"    SELL1GnarlManiaLvl100 [LVLC:00041006] -> Missing required members: Leveled List Entries    SELL1GnarlDementiaLvl100 [LVLC:00041005] -> Missing required members: Leveled List Entries    LL1BanditWizard25 [LVLC:0003DC5B] -> Missing required members: Leveled List Entries    LL1BanditWizard50 [LVLC:0003DC5A] -> Missing required members: Leveled List Entries    LL1BanditWizard75 [LVLC:0003DC59] -> Missing required members: Leveled List Entries    LL1BanditMissile25 [LVLC:00036004] -> Missing required members: Leveled List Entries    LL1BanditMissile50 [LVLC:00036002] -> Missing required members: Leveled List Entries    LL1BanditMissile75 [LVLC:00036001] -> Missing required members: Leveled List Entries    LL1BanditMelee25 [LVLC:00034089] -> Missing required members: Leveled List Entries    LL1BanditMelee50 [LVLC:00034088] -> Missing required members: Leveled List Entries    LL1BanditMelee75 [LVLC:00034087] -> Missing required members: Leveled List Entries    LL1BanditWizard100 [LVLC:0003407E] -> Missing required members: Leveled List Entries    LL1BanditMissile100 [LVLC:0003407C] -> Missing required members: Leveled List Entries    LL1BanditMelee100 [LVLC:0003407B] -> Missing required members: Leveled List Entries    SELL1GnarlManiaLvlBoss100 [LVLC:00012027] -> Missing required members: Leveled List Entries    SELL1GnarlDementiaLvlBoss100 [LVLC:00012026] -> Missing required members: Leveled List Entries    SELL1GnarlDementia100 [LVLC:00012021] -> Missing required members: Leveled List Entries    SELL1GnarlMania100 [LVLC:00012020] -> Missing required members: Leveled List Entries    VSGuests [LVLC:02016C26] -> Missing required members: Leveled List Entries    VSWildernessBandits10 [LVLC:02005C02] -> Missing required members: Leveled List Entries    VSWildernessBandits9 [LVLC:02005C01] -> Missing required members: Leveled List Entries    VSWildernessBandits8 [LVLC:02005C00] -> Missing required members: Leveled List Entries    VSWildernessBandits7 [LVLC:02005BFF] -> Missing required members: Leveled List Entries    VSWildernessBandits6 [LVLC:02005BFE] -> Missing required members: Leveled List Entries    VSWildernessBandits5 [LVLC:02005BFD] -> Missing required members: Leveled List Entries    VSWildernessBandits4 [LVLC:02005BFC] -> Missing required members: Leveled List Entries    VSWildernessBandits3 [LVLC:02005BFB] -> Missing required members: Leveled List Entries    VSWildernessBandits2 [LVLC:02005BFA] -> Missing required members: Leveled List Entries    VSWildernessBandits [LVLC:02005BF9] -> Missing required members: Leveled List Entries    VSDementiaWildCamps [LVLC:02005397] -> Missing required members: Leveled List Entries    VSDementiaRoadCamps [LVLC:02005396] -> Missing required members: Leveled List Entries    VSManiaWildCamps [LVLC:02005395] -> Missing required members: Leveled List Entries    VSManiaRoadCamps [LVLC:02005394] -> Missing required members: Leveled List Entries    LL2WildernessBanditCaves50 [LVLC:0011CAA1] -> Missing required members: Leveled List Entries    LL1BanditCampMagic [LVLC:0009404B] -> Missing required members: Leveled List Entries    LL1BanditCampMissile [LVLC:0009404A] -> Missing required members: Leveled List Entries    LL1BanditCampMelee [LVLC:00094049] -> Missing required members: Leveled List Entries  Above errors were found in :GRUP Top "LVLC"Above errors were found in :[02] TIE.esp
Are either of these things something to worry about?
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Johnny
 
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Post » Wed Mar 09, 2011 1:17 am

That circular leveled list is a stock list from SI, and the USIP fixes it. Or at least I thought it did. Circular lists are generally bad, but vanilla never actually uses that list so it shouldn't be an issue.

The rest of those empty lists are fine, they won't hurt anything.
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Chelsea Head
 
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Post » Wed Mar 09, 2011 11:59 am

OK just checking.

I didn't run with USIP active or anything.

thanks
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Chloe Mayo
 
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Post » Wed Mar 09, 2011 4:49 am

Version 1.42

The torn grain sack in the various hideouts that's used for inventory stash has been changed to use the normal cloth sack model.
Internal compatibility support for Open cities has been updated for OCR Chorrol.
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Beat freak
 
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Post » Wed Mar 09, 2011 2:10 am

I've some problem to find the SVHOBruma's entrance (hideout) with xUL Snowdale installed.
It's placed under the landmass. Unreachable unless using TCL console comand. A relocation for keep compatibility with xUL Snowdale ? :spotted owl:

Two other suggestions:
1) made the new containers of mage guilds (placed by Veritas, like "ingredient sack") with "respawn" stat ? It' s sound strange to check inside these containers after some days, and find these void... the first thought is "wtf the members guild are too tired for re-filling the supplies ?" :D
2) made the containers inside chapels (where you steal the money placed on the front door) with "respawn" stat also ? It' s sound strange to check inside these containers after some days, and find these void... the first thought is "wtf the people are too poor for made donations for the Nine Divines ?" :D

Thanx for the update :foodndrink:
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Victoria Vasileva
 
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Post » Wed Mar 09, 2011 1:27 am

Thanks for the update Arthmoor - And I found one of your pets :)

Dont try this at home kids ... http://www.bild.me/bild.php?file=2954375ScreenShot347.jpg

Not one of the wisest moves I have ever made, very soon after that screenshot it was time for billy big steps :D
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Baylea Isaacs
 
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Post » Wed Mar 09, 2011 8:22 am

Since we've been sitting on a Snowdale update for some time anyway, grab the update. I included a landscape adjustment to fix the inaccessible lair.

I'll look into getting those miscellaneous containers flagged for respawn.

Also, nice one with the Daedroth, although I'd have expected him to be a little bigger :P
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Angus Poole
 
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Post » Wed Mar 09, 2011 3:40 am

Hi all,

IIRC someone had a TIE added NPC lacking clothes on the lower body part. This happened also to me. A female Redguard in Castle Chorrol.

Also, I`d like to know if this is TIE related:

- encumbrance calculation goes crazy. Quite often but not always an action like picking up items, drinking or eating gives me the over-encumberd message.
I can see encumbrance go up in the inventory screen although it should decrease in the latter cases.
Encumbrance is then recalculated correctly if I unequip/reequip a weapon, swap weapons or sometimes just go to inventory screen.

Anyone else experiencing this?

I have a fairly long LO but will of course post it on request.

Regards, Haldir
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Rowena
 
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