TIE - Tamriel Immersion Experience

Post » Wed Mar 09, 2011 12:57 pm

Nothing planned for the immediate future, no. What exactly are you seeing that seems wrong?
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Ashley Campos
 
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Post » Wed Mar 09, 2011 10:06 am

Cool beans, thanks.

This is what I've accumulated so far:

A couple of the clutter deletions look like they should be reverted (e.g. the display case in Rosethorn Hall, Ocato's potion stash)

There's a few emptied leveled creature/item lists (LL1BanditWizard25, SELL1GnarlDementia100, LL0LootArmorLight5Elven100, and LL0LootWeapon5Elven100 are actually used by T.I.E. and need replacing, the others I'm just going to snip for better compatability/less whining from Bash).

DANamira quest has been unleveled but the stage 10 messagebox hasn't been updated to reflect that.

DAHircineStatueScript, DANocturnalStatueScript have not been unleveled despite the quest messageboxs thinking so. DAVaerminaStatueScript wants the UOP's fixes incorporated with the new next.

There seems to be some confusion about how drain health and damage health work: Dire Enervation drains one whole point of fatigue now, and it's even assigned to the hapless AI in places :( . Contrarily, Magicka Manifold is giving a modest magicka buff at the low, low price of 3,600 points of attribute damage. All of the StandardDrainHealth, StandardDrainFatigue, and Doomstone powers look kind of sketchy.

The low tier material claymores have had their damage increased to match warhammers (which are slower and shorter ranged), making Blunt once again a totally pointless skill. The high tier materials still have their old damage values (no 2H-specific weapon boost) and are trash. I think I'll be setting these to match the battle axes.The SEEnchantClaymores have lost their enchantments (but only the claymores?). Amber and Madness weapons did not receive any 2-H bonus and in any case compare unfavorably to the stock non-SI materials.

Here's the part that might be mere rumpchat - please bear in mind I've not touched the construction set before. It looks like there's a lot of creatures which have lost their PCLevelOffset flag, have had their health and damage updated, but have had no update to their fatigue and magicka values? Unless I'm utterly misreading things, some of those Xivilai are going to have eight whole magicka points and a lot of the trolls and ogres are going to fall to an Apprentice damage fatigue spell. I do hope I'm wrong about this, as there's a few hundred creature records to sift through.

I'll probably be putting some more Alchemy gear back and unlevelling a few more creatures and quest rewards, but those aren't bugs.
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tegan fiamengo
 
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Post » Wed Mar 09, 2011 6:04 am

Ah, forgot to mention with regard to critters: some of the unleveled creatures have had their level dropped to one (e.g. Daedroth) which is going to mess with leveled loot lists (which T.I.E. still has lots of).
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An Lor
 
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Post » Wed Mar 09, 2011 6:32 am

I may have found the half-naked lady that one mate was talking about. I'm a thousand percent sure her name is "Doreena", is a redguard, and she's wearing one of those fancy/expernsive green shirts. At least in my game.

Also, the entrance to the sewer thing (in front of Red Diamond) is hidden under the ground. That's been pestering me for several versions, and I'm not sure if it's my fault or not. :EDIT: (Clarification - only happens with Better Cities on, for reference.)
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Saul C
 
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Post » Wed Mar 09, 2011 8:56 am

I'm a thousand percent sure her name is "Doreena"


Dorseena: VsixtraTourist71 "Dorseena" [NPC_:XX00627E]
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Luis Reyma
 
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Post » Wed Mar 09, 2011 2:19 am

Dorseena: VsixtraTourist71 "Dorseena" [NPC_:XX00627E]


What'd you call me!?

*goes for dagger*

(I was REALLY close. I have a hard enough time remembering names so it's a wonder I was that close at all)
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JUan Martinez
 
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Post » Wed Mar 09, 2011 12:45 am

Want to experience real challange in TIE? Read on...

By chance I happened to create for myself very amusing (and extremely hard) challange with TIE! I used tejon's GotNoClass and SupremeMagicka's (flare/heal starting spells disabled). In this combination (for the record I used also RBP) tutorial became real hell - but fun! One is completely power-less (every skill at 5, sometimes 10 or 15 tops). That cave full of goblins seemed pretty much impossible since they are faster, kill you in one hit... but I have beaten it. :-) How? I used tactics!! Yeah you heard right, tactics in Oblivion and it actually worked. It felt so epic when I finally got out of the sewers barely alive! (no cheats, difficulty at 50% constantly). Should anyone be interested in what was the trick I'll share but I wouldn't want to spoil the fun for whomever would wish to give it a shot. I praise you Arthmoor for TIE - it's the best!

Anyway, generally speaking if TIE is by far the hardest overhaul it feels [censored] impossible when playing without a class however it is NOT impossible and overcoming this challange feels really aweseom. One has to work to improve and does not get some miraculous boost to skills and attributes. I really recommend it for anyone wishing for even more immersive experience as it does not apply only to tutorial although there you have no choice than go forward - outside it's somewhat easier but just a little bit. :-)
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hannaH
 
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Post » Wed Mar 09, 2011 9:57 am

sorry if this has been asked before...are there any plans to make tie mobs compatible ?...I mean Tie changes a lot of weapon and armor stats which is ok, but doesn't work nice with stuff added by other mods...since most weapon mods like the fantastic " arsenal " using mobs stats it would be mabye better to make tie compatible...

cheers
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Emma
 
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Post » Wed Mar 09, 2011 10:39 am

Since http://www.tesnexus.com/downloads/file.php?id=28537can be merged into bash all one has to do to make this mobs compatible is load it after this probably add stats (or whatever BOSS recommends) and voila TIE is MOBSified.

That is as I understand it - and unless TIE adds unique weapons (that use vanilla resources) that should be all there is to it.
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Lizs
 
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Post » Wed Mar 09, 2011 8:36 am

Keep in mind that in doing so you're going to take some of the bite out of TIE because MOBS weapons are considerably less powerful.
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Kerri Lee
 
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Post » Wed Mar 09, 2011 1:10 am

@ psymon

thx..that should do it for the weapons :foodndrink:

@ Arthmoor

good point about the weapon stats.....


however ....probably it would be good to have a reference mod (like mobs) for armor and shields as well...
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Lakyn Ellery
 
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Post » Wed Mar 09, 2011 10:45 am

I needed to uninstall TIE for my current Oblivion. Great mod and works exactly as stated. But, just a little too much for my playing time (3 hours a week if I'm lucky).

I uninstalled the mod but it seems as if I'm still getting some related game effects. So, thought I'd see if I forgot to do something during the un-installation (although I don't see any special instructions other than just deactivating the mod).

What I'm seeing is that all the containers in the IC Market area are still showing up as "owned". So, the hand is red and if you open them up and take something, you get called out as a thief and the items taken away from you. Interesting that the NPC that did so was a beggar and that a soldier did not throw me in jail. I'm pretty sure that TIE does that to the containers (and it does add a lot to the game).

Anyway, I waited a couple of days to see if something had to reset, but the containers still show up as "owned". I'm pretty sure that the Vanilla Oblivion had such containers (not inside a building) as "non-owned" and you could take from them without repercussions (so, the hand was not red).

I don't think I have any other mod added that would cause this to occur. I did note that repair hammers were again available from all the vendors. So, I know that removing TIE did influence the game in that fashion. I've included my list of mods in case I've missed something. I think the only one that may be having an effect would be Oblivion Alive (but, this is the first time I've used that particular mod and I have no experience with it).

Anyway, appreciate if you could at least let me know if I need to do something special when I un-installed TIE that I forgot to do.

I'll try and "hide" the mod list.

Spoiler

00 Oblivion.esm
01 EnhancedWeather.esm [Version 1.4.4]
02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
03 Cobl Main.esm [Version 1.72]
04 Armamentarium.esm [Version 1.35]
05 Better Cities Resources.esm [Version 4.8.3]
06 Progress.esm [Version 2.2]
07 CM Partners.esm
08 TNR ALL RACES FINAL.esp [Version 1.06]
09 TNR - ShiveringIsles.esp [Version 1.00]
0A Younger Hotter NPC's v1.0.esp [Version 1.0]
0B Unofficial Oblivion Patch.esp [Version 3.2.4]
0C UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
0D Oblivion Citadel Door Fix.esp
0E DLCShiveringIsles.esp
0F Unofficial Shivering Isles Patch.esp [Version 1.4.0]
10 Natural_Habitat_by_Max_Tael.esp
11 EnhancedWeather.esp [Version 1.4.4]
12 EnhancedWeather - Darker Nights, 50.esp [Version Final]
13 Enhanced Weather - Across-The-Borders Mods Patch.esp [Version Final]
14 Natural_Water_by_Max_Tael.esp
15 AmbientTownSounds.esp
16 MIS Low Wind.esp
17 WindowLightingSystem.esp
18 ChaseCameraMod.esp
19 Enhanced Economy.esp [Version 5.1]
1A Oblivion Alive.esp
1B Shivering Isles Alive.esp
1C Enhanced Seasons.esp [Version 1.3.1]
1D MaleBodyReplacerV4.esp
1E EVE_StockEquipmentReplacer.esp
1F Slof's Horses Base.esp
20 Command Mount.esp
21 HorseSpeedEqualsPlayerSpeed.esp
22 Francesco's More Wilderness Life.esp
23 Francesco's Optional New Adventurers.esp
24 Francesco's 7 days respawn time.esp
25 Cobl Glue.esp [Version 1.72]
26 Cobl Si.esp [Version 1.63]
27 Cobl Tweaks.esp [Version 1.44]
28 ArmamentariumLL.esp [Version 1.35]
29 ArmamentariumLLMagic.esp [Version 1.35]
2A Creatures Alive v1.3.esp
2B EM_CompInnsleeping.esp [Version 0.9]
2C Better Dark Brotherhood Sanctuary.esp
2D NovaBrumaHouseCobl.esp
2E FishermansCottage.esp
2F Skingrad Home.esp
30 Halcyon House.esp
31 PrincessImperialCityApartment.esp
32 CarahsCaravan.esp
33 Feldscar.esp [Version 1.0.5]
34 Vergayun.esp [Version 1.0.6]
35 Faregyl.esp [Version 1.0.10]
36 Molapi.esp [Version 1.0.1]
37 PTMudwater.esp
38 Natural_Vegetation_by_Max_Tael.esp
39 Ls More Butterflies and Fireflies Without Fairies 5.0.esp
3A EVE_ShiveringIslesEasterEggs.esp
3B GP_Lockpicks.esp [Version 1.5]
3C Oblivifall - Ambiant Dungeon SFX.esp [Version 1.2]
3D SkycaptainsBloodTime.esp
3E RealSleepExtended.esp [Version 2.5]
3F ZumbsLockpickingMod - OBSE.esp
40 BountyReductionOverTime_standard.esp [Version 1.1]
41 sycHearNoEvil.esp [Version 1.0]
42 nGCD.esp
43 EVE_KhajiitFix.esp
44 CM Partners.esp
45 CM Partners NPC.esp
46 1em_Vilja.esp [Version 3.1]
47 1em_Vilja_as_Custom_by_Xtudo.esp
48 [GFX]_Initial_Glow-self.esp
49 Better Cities .esp
4A Better Cities Full.esp [Version 4.8.3]
4B Better Imperial City.esp [Version 4.8.1]


Again, TIE is a great MOD for an immersive experience. I just need more time to be able to appreciate it : )

Thanks,

Tarl
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christelle047
 
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Post » Wed Mar 09, 2011 1:26 am

Actually you do, Enhanced Economy has a feature where it will make containers illegal to loot. It effectively overrides TIE since it's doing it by script. All you need to do in order to remove TIE is remove the ESP and rebuild your bashed patch, which you don't appear to have.

BTW, it's spoiler, not hide.
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Eve(G)
 
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Post » Wed Mar 09, 2011 12:16 pm

Hey Arthmoor would you happen to know what values were used for placing damage on weapons? I have put in the game Fran's items with Item Interchange and I also added Adonnay's Classical Weapons. I just wanna know if there were used some rates you know ( 1x/1.5x/2x )
I ran into a bandit wood elf with a bearded war axe and he barely did any damage to me, but I got destroyed by a bandit who had a rusty iron shortsword do you understand what I'm talking about? Were any factions altered? Are there fights amongst the creatures themselves like in lets say OOO? I managed to track a minotaur party that was going for a ayleid ruin infested with ogre's and they ran into some bandits along the way which was exciting to watch. Are there those kind of activities in my game with TIE?
I also plan on changing the stats with TES4Edit.
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Tiff Clark
 
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Post » Wed Mar 09, 2011 7:18 am

Actually you do, Enhanced Economy has a feature where it will make containers illegal to loot. It effectively overrides TIE since it's doing it by script. All you need to do in order to remove TIE is remove the ESP and rebuild your bashed patch, which you don't appear to have.

BTW, it's spoiler, not hide.

Arthmoor,

Thanks for the correction about "spoiler". I fixed my entry.

And, yeah, based on your reply, I went and read the EE readme and went in to make some changes on the ini to see if that will make the changes I want. So, appreciate the heads up on that issue.

Again, appreciate your hard work on TIE (and your villages, etc.). Because it does so much of what I like to see in a game, I'm going to keep my eye on it. If it gets to the point where it has a configurable ini file to adjust certain settings, then I'll more than likely use it. TIE provides 95% of what I want in a very small package (which is a critical issue for computer challenged people such as myself). I just need to be able to adjust certain aspects of it's environment due to the amount/type of gaming I am able to do.

That said, I perfectly understand if you just decide to keep TIE configured as you now have it. If you had to satisfy everyone, you'd go crazy : )

Thanks,

Tarl
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Ladymorphine
 
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Post » Wed Mar 09, 2011 8:57 am

Since T.I.E. changes many items and spells, does it conflict with the Quest Award Leveler?
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Johanna Van Drunick
 
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Post » Tue Mar 08, 2011 9:57 pm

Since T.I.E. changes many items and spells, does it conflict with the Quest Award Leveler?

It will probably conflict with TIE if you put it before TIE in the load order, however I would recommend not to use QAL at all because TIE focuses on making the game leveled and using QAL you are doing the opposite, however I'm not sure if TIE alters quests that much however I believe that TIE does alter the stats of almost every single item in the game.
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xx_Jess_xx
 
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Post » Wed Mar 09, 2011 1:20 pm

It will probably conflict with TIE if you put it before TIE in the load order, however I would recommend not to use QAL at all because TIE focuses on making the game leveled and using QAL you are doing the opposite, [...]

Yep, I see. On the other hand I would postpone quests about leveled items and spells without QAL. I am going to think about it...

As far as I have checked some of them by CS, TIE does not seem to change leveled quest awards. And QAL does not change spells or items directly, it just removes and adds IDs via scripts. So technically there should not be an issue.
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Dylan Markese
 
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Post » Wed Mar 09, 2011 2:31 am

I've tried out TIE in a past build, and I'm coming back to OB after not having played for a while.. (new graphics card = trying it in 3D :) )

I'm seriously considering TIE being my overhaul of choice, since even perfect installs of FCOM can get bugs and doesn't unlevel the world.

However, though I loved almost everything I saw in the TIE build I had once upon I time, I uninstalled it after the following:

I commited a crime just outside BRUMA. I had a quite athletic character, around 70 athletics. I ran from the guards... I ran ALL THE WAY PAST ALESWELL using potions and spells to keep my fatigue from falling, and the guard was still on my tail, directly behind me, AND POWER ATTACKING WHILE RUNNING but not falling behind in his pursuit AT ALL despite swinging his sword around in circles...

I thought, maybe this is just this guard, and that is kind of cool, that this particular guard is just incredible... but no. As I ran, other guards joined the chase and kept up just as well as he did.

This is NOT immersive. I had to do a no-no and check the cs of the file to "cheat" my knowledge of what was happening, and most guards have nearly 100 athletics and/or speed... they can run as fast as horses, never get tired, and never stop chasing you. Its ridiculous. Is there anything short of me having to go in and edit all these characters myself in the CS that will fix this problem?

Cartoonish running ruins everything for me, no matter how good the rest of the overhaul is, which is a shame because the rest of the overhaul is amazing and easy to install.
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Frank Firefly
 
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Post » Wed Mar 09, 2011 4:33 am

Sratch my last post, sorry to double post but it wouldn't let me edit it away... too long a post and probably unanswerable or irritating question.

I'm not above using the console to de-unimmerisionize a situation, so I'll just do that next time.

Better, more answerable questions below:

I can't find any reference to if TIE has changed KoTN. Has it? If not, is my game experience better off to just leave that expansion out of my build?

Is TIE compatible with COBL?

Is TIE compatible with Reneer's Guard Overhaul?

Is Deadly Reflex basically suicide with TIE? Would it even be fun to have such a thing on a sneak or a mage with how hard-hitting TIE already is?

Is Enhanced Daedric Invasion compatible with TIE?

Is Choices and Consequences compatible with TIE?
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Stephy Beck
 
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Post » Wed Mar 09, 2011 12:11 am

Guards, etc: I'll have a look. I don't think it's intended that they be so blisteringly fast that they could catch you on horseback, but it is intended that they be able to chase you down on foot if you try and run that way. There is a point though at which you're fighting the game engine implementation of the concepts and it becomes frustrating or even futile to try to correct for it.

TIE does not do anything with any of the DLCs, except for the obvious edits in Shivering Isles. There should be no reason to worry about it since most DLCs use vanilla weapons and armors in some way, but it wouldn't be out of the question to have patches which TIE-ify the DLCs to make sure the NPCs and creatures match up. It's probably only important with the ones involving a lot of combat with new NPCs/creatures.

So far as I've seen, TIE is compatible with COBL, though all I use of COBL is the master file and mesh/texture resources.

TIE is compatible with RGO, and the two probably complements each other nicely.

No idea on Deadly Reflex, because I don't care for that sort of thing in the game.

Couldn't say about EDI either as I've never used it and nobody has ever said anything about it one way or the other when used with TIE.

Same with C&C. It depends on just what that's doing. TIE doesn't make a lot of quest related changes so there shouldn't be a lot of conflicts.
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RObert loVes MOmmy
 
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Post » Wed Mar 09, 2011 11:47 am

I remember that ROM had a script that let you run away from combat without being chased half way around cyrodiil. Underground even pointed out a situation as described by evilmog.

TIE and ROM worked pretty well for me and I could ignore most of the quirks. Since Underground left and gave permission for ROM to be modified by anyone, I wonder if some modder (hint hint) may in their free time, look at some of the ROM features and implement in TIE. My favorites were the magic overhaul, combat and evasion, sneaking, potion weights, and swimming/drowning features (like paper material being destroyed when in water).

Anyway, I just started a TIE+WAC game and man, it is something else.
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sam smith
 
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Post » Wed Mar 09, 2011 3:27 am

Hm, not to hijack the thread but you'd think there was a stand alone mod someone had made by now that set a maximum chase distance that wasn't tied to other changes to the game.

BTW... what is WAC stand for?

Thanks for replying Arthmoor, you and everyone else that's done anything with TIE has done an awesome job, honestly the speed of guards being the only thing I didn't like after playing to level 8 is a testament to how good this mod really is. I'm very picky and may have overreacted lol :whistling:

Other folks might have other opinions but I've tried a few overhauls and besides this cartoon running thing, TIE will give you the biggest bang for your buck... even perfect installs of the other popular overhauls will probably give you CTDs for corrupt spawn points... seriously, even if installed PERFECTLY, no arguing it, they do! Especially if installed along environment overhauls like UL and Better Cities. And TIE is just one file, one small file :) and all your stock armor and weapon replacers will work right along it because it doesn't have any outside resources.

But to go back to one question at least... has anyone else tried Deadly Reflex with TIE? That just sounds brutal beyond belief, but I like the finishing moves for immersion (gore is a part of real fighting after all). But the difficulty factor with the two together... :ahhh: anyone tried it?
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Beast Attire
 
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Post » Tue Mar 08, 2011 9:33 pm

Hm, not to hijack the thread but you'd think there was a stand alone mod someone had made by now that set a maximum chase distance that wasn't tied to other changes to the game.

BTW... what is WAC stand for?

Thanks for replying Arthmoor, you and everyone else that's done anything with TIE has done an awesome job, honestly the speed of guards being the only thing I didn't like after playing to level 8 is a testament to how good this mod really is. I'm very picky and may have overreacted lol :whistling:

Other folks might have other opinions but I've tried a few overhauls and besides this cartoon running thing, TIE will give you the biggest bang for your buck... even perfect installs of the other popular overhauls will probably give you CTDs for corrupt spawn points... seriously, even if installed PERFECTLY, no arguing it, they do! Especially if installed along environment overhauls like UL and Better Cities. And TIE is just one file, one small file :) and all your stock armor and weapon replacers will work right along it because it doesn't have any outside resources.

But to go back to one question at least... has anyone else tried Deadly Reflex with TIE? That just sounds brutal beyond belief, but I like the finishing moves for immersion (gore is a part of real fighting after all). But the difficulty factor with the two together... :ahhh: anyone tried it?


I am playing with TIe and deadly reflex 5.0 and it′s an awsome experience! perfect. Tie is the best option to play oblivion with, in my humble opinion of course. It doesn′t matter if you roleplay a mage, a thief a knight or a merchant....it′s very very well integrated in the game. God bless TIE.
Excuse my english please.
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Tiffany Holmes
 
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Post » Wed Mar 09, 2011 8:09 am

BTW... what is WAC stand for?

Waalx' Animals and Creatures: http://www.gamesas.com/index.php?/topic/1152670-wac-news/

ROM? :shrug:
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Kat Ives
 
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