TIE - Tamriel Immersion Experience

Post » Wed Mar 09, 2011 9:45 am

Been reading over the features and this looks really promising. In the very beginning, I remember the first thread for it actually xD, I used FCOM because I had an image in my head of what the game should be. I liked it, mostly the OOO parts I think?, but it wasn't exactly what I had expected. I wanted true unleveled level list and npc's. Been planning on re-installing Oblivion (give me a little break from the new fallout and its mods) and looking around for what mods I would want without going over like 30 or so, had bad CTD problems on my last install due to like 180+ mods and improper LO. This seems like a winner for my overhaul. The only thing that depresses me a little is the fact there are no new resources in it (a lot of the weapons and armors in game are quite ugly and low-res tbh) but! that does not deter me from downloading this and using it. Not one bit, because thanks to the holy tool that is wrye bash I can download other mods for that.

But my issue arises here, I've been away from the OB modding forums for some time and don't have much knowledge about whats around any more. And I want to avoid downloading things that just place X godly item in the imperial city or Y godly armor in chorrol. I want things that require one to work towards them, or things that mesh in well with the overall feel of this mod, as I am going to use it as the main correction to the OB game. Just wondering if you or anyone else who plays this mod, has some good suggestions for adding in some new goodies for me to play with while using this mod? I figure the vault mod, Scruggsy's thieves tool mod (can't remember the name atm), and perhaps Waalx work, if its still around, might all work. But then again, I can't be sure yet. Hope to hear back soon ^.^
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Gavin Roberts
 
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Post » Wed Mar 09, 2011 7:20 am

Well the author of this thread created a TIE-Frans patch.

I use this with WAC (waalx overhaul) and very much like the combo. As for things to work for - quests are an obvious answer, but then also Artifacts and Armamentarium they work well with this. Keep an eye on John's Leveled List Overhaul ... actually I use all these with TIE.
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James Smart
 
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Post » Wed Mar 09, 2011 2:09 am

Dont think I've heard of Artifacts and Armamentarium before. Found a thread elsewhere on this forum with a bunch of good quest mods, Ivellon was my favorite for sure, and will definitely get them as well. Waalx stuff will be added as well, iirc, his were high damage weapons so they should mesh well with how this sounds, I think?

Never heard of Johns leveled list either, will go look it up as well. Thanks!
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Yama Pi
 
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Post » Wed Mar 09, 2011 8:15 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


I'd need more information to go on than just a random female Redguard in the castle. The lists that currently generate NPCs are pretty random and there's lots of them in there. A name for this mysterious pant-less NPC would help.

Encumbrance in TIE is handled by nothing more than an adjusted global setting. There aren't any ongoing scripts or other effects at work. If you're getting weird fluctuations like that it has to be coming from some other mod.
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Mr. Allen
 
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Post » Tue Mar 08, 2011 10:03 pm

Realistic Leveling is compatible with TIE. TIE doesn't really touch on PC skills and attributes so just about any leveling mod is compatible. Haldir, post your load order and I can probably tell you what the problem is. It seems that I had that same problem too but I don't remember exactly what was causing it.


Usually combing over a thread for ones answers isn't too successful. Luckily this time it was! Thanks for the info.




Edit! Double Edit:

Which magic overhaul would work best with this?
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Laura Elizabeth
 
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Post » Wed Mar 09, 2011 2:17 am

I've got a question.
In the readme it says about finding fences:
"How do you find a Fence? The first clue is in one of the secret lairs - which in turn is accessible only by key (scour the dungeon tutorial to find this key - especially near the end in the sewers)."

How would this be affected by using an alternate start mod? Would this clue be completely inaccessible without completing the tutorial dungeon?
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Jennifer May
 
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Post » Wed Mar 09, 2011 9:59 am

How would this be affected by using an alternate start mod? Would this clue be completely inaccessible without completing the tutorial dungeon?


Not a problem I dont think, just go back into that sewer exit, its not too far back from there.
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X(S.a.R.a.H)X
 
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Post » Wed Mar 09, 2011 1:54 am

^Ah, thanks. I haven't played in a long time and couldn't remember whether you can go back into the sewer or not.
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Julie Ann
 
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Post » Wed Mar 09, 2011 12:25 am

As long as you do so before the advancement of the game locks that entrance. I forget exactly when that happens but eventually you can't get in there. I'm trying to think of a suitable place for that first recon report, since that dungeon doesn't open up again after that, not even when doing the DB quest later on.
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Laura Hicks
 
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Post » Wed Mar 09, 2011 2:57 am

As long as you do so before the advancement of the game locks that entrance. I forget exactly when that happens but eventually you can't get in there. I'm trying to think of a suitable place for that first recon report, since that dungeon doesn't open up again after that, not even when doing the DB quest later on.

You can always ~tcl to go through that gate and back to the crate (or is it clam) where the note is stored. Necessary when using alternate starts.

If anything just move the container up near where the final exit is.
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Bigze Stacks
 
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Post » Tue Mar 08, 2011 10:33 pm

I couldn't believe it, but this mod does indeed delete Shady Sam from the gameworld!
I mean, its one thing to remove a rock or tree because its getting in the way, but to delete a persistent, hand placed vanilla NPC? :bonk:
I use at least two mods that deal with him at some point or another, WEPON and Kragenirs Death Quest, and I bet there are a few more that I'm not using. For the next update, would you be so kind to 'remove the removals' of Shady Sam and any other hand placed vanilla NPC? While Veritas surely had his reasons to remove them, such thing leads to more problems in the long run than it solves.
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teeny
 
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Post » Wed Mar 09, 2011 1:16 am

Ah yes, thanks for reminding me about that. I had always wondered what the deal was with Shady Sam being deleted and always meant to look into that.
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Jonathan Egan
 
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Post » Wed Mar 09, 2011 12:11 am

Well, it gets even worse:
I entered the Abandoned Mine as part of an Integration quest, and I found the only way in barred with some planks and a Dunmer in black sitting at the other side and looking at me, whom I couldn't reach.
It seems TIE places here an 'infamy service' to erase your infamy by putting gold to a special urn here, with the Dunmer representing that 'service'. But it also removes EVERYTHING in the mine minus the walls and doors and closes it to the public. I had to resort to using TCL to go through the planks (the Dunmer didn't have anything to say on the matter), and then proceeded to the second level where the chest I was looking for thankfully was there, since it was mod placed.
Again this is a bit too extreme, removing an entire vanilla dungeon to place one of the mod's features there. How about removing the changes there, then relocating this 'service' to a location added by the mod?

Also, after removing the edit to Shady Sam, I had to enable him through the console. Would he have been enabled at the next reset cycle, or that doesn't work with hand-placed and/or non respawning NPCs?
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Carlos Rojas
 
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Post » Wed Mar 09, 2011 9:21 am

The Abandoned Mine problem was reported already and has been fixed, I haven't uploaded it yet, but I suppose I should once I poke Shady Sam to see what's up.
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Dan Scott
 
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Post » Wed Mar 09, 2011 1:11 am

Version 1.43

Reversed most of the changes to Abandoned Mine due to compatibility issues caused by blocking it off.
Reversed the deletion of Shady Sam outside the IC, and corrected the stat changes that were made to his base NPC record. He's also been given an AI routine so he doesn't just stand there 24/7.
Changes to SI weather have been reverted.
Reverted the removal of the unique vendor items from the various shops.
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Ebou Suso
 
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Post » Wed Mar 09, 2011 6:22 am

Version 1.43

Reversed most of the changes to Abandoned Mine due to compatibility issues caused by blocking it off.
Reversed the deletion of Shady Sam outside the IC, and corrected the stat changes that were made to his base NPC record. He's also been given an AI routine so he doesn't just stand there 24/7.
Changes to SI weather have been reverted.
Reverted the removal of the unique vendor items from the various shops.

Thanks for the update Arthmoor. :celebration:
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x a million...
 
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Post » Tue Mar 08, 2011 9:21 pm

So far, I'm liking the experience with TIE. Definitely adds to the immersion of being careful (or being dead : )

However, one area I find a trifle confusing are the lack of repair hammers. I'll have to admit, vanilla Oblivion had too many repair hammers, but it seems as if TIE may go a little too far the other way. However, I'm only level 3, so maybe the availability of repair hammers change as you "grow"? So, as your mercantile skill grows (or, whatever), do repair hammers become easier to locate? Or, do you just have to spend a large amount of in-game time going to all the vendors and looking for repair hammers?

Another thing is that they appear to cost a lot more gold than what I remember in vanilla Oblivion. Since it doesn't appear that you can "haggle" to change the cost, does the price go down as your mercantile skill increases? I know that later on money is not such an issue, but it's a little tight right now with my new character.

Anyway, if anyone has any input on how to deal with lack of hammers, and repairs in general, I would greatly appreciate the help. Otherwise, I'll just continue and see if I can get along with the seeming lack of repair hammers (must have been a run on hammers by the army : ) Or, look for a companion that can provide them (or, maybe there is a mod that allows you to create repair hammers from shovels, etc., like the one I use to create lock picks).

Thanks,

Tarl
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Chris Cross Cabaret Man
 
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Post » Wed Mar 09, 2011 4:49 am

Well the idea is that repair hammers are a precious commodity and that most smiths aren't going to sell you a pile of the things. The game could probably use at least a couple of places to get some reliably though.

I think the main idea is that you should expect to have to pay an expert to give you a good result. Field repairs should be considered risky since you're not really doing the work under ideal conditions like being near a forge with an anvil and other proper tools. Well just ignore the matter of hammers being of much use on leather and fur armor :P
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matt white
 
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Post » Wed Mar 09, 2011 1:12 am

Sounds okay. I'll deal with it. Or, get Phitt's "Repair Kit's" off of Nexus : )

Thanks and happy holiday!

Tarl
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HARDHEAD
 
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Post » Wed Mar 09, 2011 12:32 am

The list of features seem rather impressive and complex and thus I wanted to ask if TIE works well with Supreme Magicka (Update)? Are there any major downside of using it with TIE like imbalancing some features too much? If it only makes things somewhat easier I guess it isn't as big an issue considering TIE is supposed to be the hardest overhaul out there. :-) Thanks!
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He got the
 
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Post » Wed Mar 09, 2011 8:34 am

The list of features seem rather impressive and complex and thus I wanted to ask if TIE works well with Supreme Magicka (Update)? Are there any major downside of using it with TIE like imbalancing some features too much? If it only makes things somewhat easier I guess it isn't as big an issue considering TIE is supposed to be the hardest overhaul out there. :-) Thanks!

I use SM with TIE myself it works quite fine. But just to let you know you need to set up some stuff in the bashed patch tags. You need to unmark the magic effects from TIE and thats about it.
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Paul Rice
 
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Post » Wed Mar 09, 2011 6:01 am

is Tie compatible with unique landscapes???
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Michelle Chau
 
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Post » Tue Mar 08, 2011 10:37 pm

Yes, as long as you're using the latest versions.
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Ana
 
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Post » Wed Mar 09, 2011 12:26 am

Yes, as long as you're using the latest versions.


Yes! 1.43 isn′t
Thank you friend!
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Davorah Katz
 
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Post » Wed Mar 09, 2011 12:31 am

Heya, Arthmoor. Quick question, if I may. Is there a new version of T.I.E. in the immediate offing? After snooping the .esp I've noticed a fair bit of stuff that looks somewhat incongruous or wrong; I'm planning on making my maiden voyage through the Construction Set a patch for T.I.E.. But I'd rather defer doing so if a new release is pending.

Thanks for maintaining this most disciplined and austere of overhauls.
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[Bounty][Ben]
 
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