TIE - Tamriel Immersion Experience

Post » Wed Mar 09, 2011 3:18 am

TAMRIEL IMMERSION EXPERIENCE (T.I.E.)

An overhaul catering to roleplayers. Now also including the Shivering Isles!

Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on hack and slash players while favoring stealth gamers in general - although with the release of 1.26 onwards, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay? By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having real consequences for engaging in melee combat unprepared (for starters). High level loot and armor and weapons are also much rarer, far more TNRish NPCs now populate Cyrodiil (800 in this release), diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across secret entrances to all cities and castles. Some are underground, some require swimming, climbing, or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates.

So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud.

* TIE no longer caters exclusively to the stealth type gamer. Previous versions of TIE used to be tailor made for Thief types (RIP Looking Glass Studios), but Mages can now enjoy a greater thief-like environment blended in with the arcane. Fighters will also find their path in TIE - especially with the prolific use of shields and certain potions available from merchants and bartenders.

* TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with more than 800 added TNR NPCs, and with a file size of just 5 megabytes, T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurers).

http://www.tesnexus.com/downloads/file.php?id=35265

System Requirements

Oblivion 1.2.0416.
Shivering Isles with the latest official SI patch.

Installation

Unpack TIE.esp, copy to your Oblivion Data folder. Favor loading it early, or use BOSS to set the proper position. Activate and enjoy. That's it!

Youtube Videos:

http://www.youtube.com/watch?v=-tBpt6Mlnac - Life of Crime
http://www.youtube.com/watch?v=0YprIxupGlE - Prison Breaks
http://www.youtube.com/watch?v=bdbEPwqP8ts - Oblivion Deer Hunting
http://www.youtube.com/watch?v=0wpJdC_h2Kw - Cyrodiilean Dragonback Spider
http://www.youtube.com/watch?v=d5_So8QYgQM - The TNR NPCs

WARNING: This overhaul is NOT for the faint of heart! Until level ten or so, it has been reported to be much tougher and unforgiving than FCOM, OOO, MMM, and other Oblivion classics, after which they even out. Rather than focusing upon combat, TIE deceives the player into believing they are part of a peaceful gaming world - until all hell breaks loose in a split second and has them running for their lives. It is strongly recommended that players take every precaution available to them prior to heading out into the wilderness. There are reasons now to employ virtually all types of potions and resources in the game. You WILL need every tactic available to survive this challenge!

***At present, T.I.E. is not compatible with any of the other overhauls (OOO, MMM, Frans, FCOM, etc). Version 1.25 of TIE4Mods caters to those seeking integration with other overhauls.***

***

TIE FEATURES:

Over 800 NPCs: Assassins, thieves, pickpockets, bards, pilgrims, alchemists, hunters, adventurers, varied Imperial Forces, barbarians, nightblades, commoners, hired guards, priests and healers, scavengers, tomb raiders, bandits & wizards, fences, infamous villains, heroes - these are just some of the new and interesting types of characters you will encounter in TIE. Above all else, this feature is the singlemost visual addition to the vanilla game. All custom made NPCs feature vanilla content and items for their clothing, behavior, items, and weaponry. Think of it as Morrowind Comes Alive - for Oblivion.

Tamriel Travelers: CorePC contributed and slightly modified his amazing mod to be included within TIE. Some of the NPCs can be traded with. These really add life and interest to the roads in general.

Spellmaking Altars within Chapels. In line with modified spells and potions suitable for thieving types, TIE now enables the player to create their own spells via altars - provided they're able to sneak in undetected...

Rarer Lockpicks and repair hammers: Gear up before heading out. If you run out of picks, try pickpocketing, thieving, the fences, and if you want a real challenge, you can try to approach Bandit Thieves in nearby camps as they will sell some. Just make sure you don't unsheathe any weaponry around them. Most vendors still carry a hammer or two, so buy 'em up fast when you see them.

Owned Crates and Barrels: No - not "Pwned". Owned. It used to really irk me to see how easy the player can loot barrels and crates in plain sight and never get arrested. Now all town and city barrels and crates have ownership. The exceptions are ones found in forts, ruins, caves, and various wilderness areas.

Hunting Poisons: These mixtures help players ensure they get their game. Upon impact, deer and boar, sheep and a few other animals will fall down, get back up, and run away mortally wounded. If you're quick, you can get a second shot in and finish them off. Otherwise they'll run away and you'll have to track 'em down. If a second shot isn't put in to finish the kill, they'll usually run around two hundred yards or so and die.

Tougher Sneaking and Pickpocketing: The Sneaking/pickpocketing system has been revamped somewhat and follows a certain logic. Most commoners are easier to sneak up and pickpocket than other thieves, warriors and such. Imperial Forces are definitely tough to catch off their guard so if you have a bounty on your head, tread lightly.

Fences: There are several in the game, but getting to them safely can be tricky. First you have to find their location and what times they prefer to ply their trades, then you have to make sure Undercover Imperial Agents haven't set up ambushes to arrest you on sight. 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).

Pickpockets: You'll be pleasantly surprised to see thieves and other lowlifes actually stealing and running from the law in-game. And here is the best thing: you get to keep what they've stolen. Of course, you'll have to be able to keep up with them first.

Secret Entrances: Tired of waltzing through the front door to try to steal stuff? These entrances fix the problem in grand fashion. To find them, simply walk around the outskirts of every castle, town, and city in the game. Some are trapdoors, some are rope ladders thrown over palisade walls. You'll definitely need to be somewhat of an acrobat to reach some of them.

Secret Lairs: No thief or assassin should be without some sort of home base. There are eight in total, ranging from lushly lit pads to worn out logs.

No more set Training Levels: Frustrated by the game telling you you can't train past a certain level? Well that's gone. Now, as long as you have the cash, trainers will train you to the maximum of their abilities in whatever skills they have.

Bounty and Infamy Payoff System: Morerunes is to thank for this cool feature. In vanilla Oblivion, one must be part of the Thieves Guild in order to have bounties and infamy cleared up. No more. Now, as long as you ride a horse, swim, or run, you can set forth to have your good name cleared - until the next heist that is.

Diversified Imperial Forces: There you are in your favorite Inn, drinking some delicious mead served by the local Wench, and thinking you've safely outrun the local Watch. Think again...an officer might be right beside you. In TIE, thieves and assassins will have to watch not only for Imperial Guards, but also Bounty Hunters, Imperial Frogmen, Marksmen, and Battlemages. They can be anywhere, so be careful who you talk to...

Tougher Prison Escapes: Perhaps you are used to simply picking a lock, retrieving your stolen goods, safely sneaking past a sleeping Guard, and making your way outside to the exit. Heh heh...dream on. Expect a real challenge now to even be able to breath fresh air again. Now one must avoid traps and decoys as well as tougher and smarter Guards. Escapes can be so difficult that you might find yourself thinking about giving up and returning to jail to serve your sentence. Sure beats getting a sharp broadhead up the [censored].

Non Leveled Loot, Items, Creatures, and NPCs: This means exactly what it says. No more leveled anything anywhere in the game. In your first ten minutes, you can find Daedric armor as well as a cool sword - just as you can wander for ages and not find anything of great value.

This also applies to creatures. Oblivion realms can be filled with some real nasties or little scamp runts. It all depends.

Deadlier Traps: Watch your step in caves and ruins. Your next step might trigger a tripwire, sending a three to four hundred pound spiked log into your chest - OUCH!

Decreased Thieving Sounds: No more loud foot sneaking or opening doors or sacks. Now, just about every thief-like sound in the game has been lessened.

Gas Arrows: These tools are designed to help you safely infiltrate and scout restricted areas. NPCs knocked out by the reservoir's potent gases will remain unconscious for roughly five minutes - just enough to let you make that important grab and get out. However, sometimes they can backfire and alert nearby NPCs, so use them wisely. Purchase them from Fences.

Realistic Bandits: In vanilla Oblivion, leveling up in-game means becoming exposed to glass wearing Bandits and other baddies. Those days are history in TIE. Expect highly realistic and dangerous baddies to contend with - whether it's bandits, marauders, or conjurers.

Spiders: Named Dragonbacks, they come in two varieties: Eastern Dragonbacks and Western Dragonbacks. A single bite or sting will either kill or severely wound you unless promptly treated. And chances are unless your hearing is very good, you won't even hear the little bastards sneak up on you. The only indication you'll have that you've been bitten is that you'll feel a slight and temporary blurring of vision. Both kinds of Dragonbacks create very valid reasons for carrying potions or spells. Dragonbacks are normally docile creatures, attacking only when provoked or when they sense danger is near. Unsheathing weaponry in their midst is a surefire way to rile them up.

Realistic Wildlife: No mammoth sized bears or boars. Deer are much more fearful. Wolves usually flee on sight unless they're in packs. Mountain lions also usually flee on sight but will sometimes charge. Black bears usually flee but will sometimes attack. Packs of feral dogs now roam the wilderness. Rats are much smaller and faster and populate wilderness areas around farms and fields. You may also come across wild stallions that are bullish and try to do you in. High, snowy regions now harbor rams, while small groups of sheep can be seen roaming the wilds below. There are also rumors of two or three gigantic Ogre and Minotaur Collosus beasts nearly fifty feet tall roaming the most remote regions of Tamriel. They may carry large amounts of gear and loot when felled. Some sewers now also contain a smaller form of Dreugh. Again, all creatures have been fully unlocked at game start, which means that if you want to stay relatively safe, then stick to the roads. As the Imperial guardsmen are often heard saying, ' the wilderness just isn't safe anymore'. And the best part is, all of these creatures have more developed predator/prey type relationships: wolves will actively hunt deer and many other creatures. So will bear, boars, and mountain lions.

Morrowind Ingredients: Remember Flin, Grief, and Matze? They're in here. Other nice ingredients and foods such as roobrush, marshmarrow, and even scrib jerky are in TIE as well.

Better and more lethal Archery: This applies not only to your own equipment, but that of baddies as well. Beware bow equipped Wood Elf bandits...

Fully interconnected Imperial City Underground: If you want a real adventure, try going underneath the Imperial City sewer system. There, you will encounter vampires, assassins, tomb raiders, scavengers, beggars, diseased rats and crabs, and much else. You may even survive long enough to catch fresh air again. Also, rumors exist of a mysterious visitor in the city's depths...

Fiercer Combat: In previous versions of TIE, players often complained of combat being too difficult (it is). However, version 1.26 and up now has shields becoming far greater assets for would-be warriors and brawlers. In most instances, Shields have had their ratings boosted up by over 400% and their health by over 1000% for longer lasting battles. If you can time your strikes right and protect your vitals, shield equipped fighters should not feel overly handicapped in TIE.

Another feature of combat in TIE is the chance of contracting various crippling diseases. And why not? After all, you are engaging dirty, roughed up individuals who have not washed in days or weeks.

Deadlier Vampires: TIE's 'denizens of the night' are no longer affected by normal weaponry, so take very good care of that shiny silver sword. Better yet, bring two. And don't skimp out on health potions either...

Fatigue and Health: In version 1.26 and beyond, all health and fatigue potions and spells and enchantments have been modified to be much more realistic and less forgiving. However, they also tend to be more powerful. The way they work now is that instead of gulping a health potion and instantly gaining back health, health levels come back slowly over time. The same goes for fatigue. So if you've taken a few bad hits and are running away from bandits and expect to have your stats boosted miraculously, you just may end up dead. Calculate your battles...

Greater Underwater Argonians Population: See that funny looking head popping up occasionally in the waters of the misty swamp? Chances are it belongs to one of Black Marsh's citizens.

New and Useful Literature: If you've just found a safe haven within a cave and have a few minutes to spare, you might want to give a few new books a read. There is "Tactics and Maneuvers: The Field Tactician's Handbook", various recon reports for every town and city, a Mythic Dawn NOC (Non-Official Cover) list, and more. The handbook, in particular, has many dozens of tips on how to best survive the dangerous Tamrielic landscape.

Safer Roads: For those days when you just want to leave the quests alone and pick flowers and enjoy the great sunsets instead. Just don't step off the road...

Rideable Bandit Steeds: They may be a little jittery and not have saddles, but these make perfect (if not temporary) escape companions for when you've successfully stolen from dangerous baddies and need a quick getaway. Just make sure no bandits wake up or the steeds will take off.

More Restricted Areas: Duggedank worked his magic to give us increased risks in "going behind the counter" in stores, Inns, and in certain castle areas. Three warnings from the local Guards and you'll be either killed or arrested, so watch out...

Lower Encumbrance: You're just getting out of jail, so your encumbrance will have taken a direct hit. No more carrying everything you find from the tutorial. Now you have to pick and choose your items carefully otherwise you'll be too weighed down.

In-Game Time Goes by Less Quick: One minute of real time equals ten minutes in-game time instead of thirty minutes. This is great for thieving, since you no longer feel rushed in loot filled areas.

Better Clutter: Now everything you pick up has value - including cups, forks, tongs. Yay - finally a reason to loot crates and barrels! Now, where was that fence located?

Revamped weapons and armor system: What I played around with the most are the weights, damage points, and health. Also, all vendors only sell either iron or steel or fur and leather as well as some Elven. The fancier stuff has to be searched for in ruins, forts, caves, and elsewhere. Bring good adventurer's gear with you if you plan to hunt for it. Iron for instance, is nearly everywhere. It is dependable and very hard hitting though easily broken. It is also much heavier. Steel is both relatively light, slightly less hard hitting than iron, but much easier to maintain. Elven weaponry and armor is exquisitely light, very hard hitting, but also requires constant care and attention in order to keep in good condition. Silver is hard hitting and heavy, but very easy to maintain. Also quite a bit more valuable. Dwarven arms and armor are the workhorses of the lot; extremely tough and lethal, though they are as heavy as iron. Very easy to keep in top condition. Glass arms and armor is a bit weird. It technically falls under the light category, but have you ever lifted a large solid glass item? It's a beast to lift! But in TES, it is classified as light so I kept it light. Extremely lethal, but also difficult to keep in top condition. Very valuable if you find it though. Bring lots of hammers. Ebony is heavy, tough, and valuable. It is also rarely come across. If you see it in-game somewhere, stash it. Daedric, as usual, is the rarest, heaviest, and most precious stuff of the lot.

Compatibility

TIE works well with a great many mods. Since it uses strictly vanilla resources found only in Oblivion and Shivering Isles, it should fit in well with any mod.

Using TIE with other overhauls such as Frans, OOO, MMM, etc. is possible but due to the nature of how they all modify leveled lists, the results will be mixed at best. Wrye Bash can generally resolve most of these through the proper use of tags. You will likely need to make use of TIE4Mods to integrate things better, but be aware that has not been updated in quite some time.

A patch is available specifically to address inventory issues with some Frans NPCs who don't receive their illuminated staves, despite tag configuration.

Better Cities and Open Cities are both compatible with all features of TIE right out of the box. No patches necessary so long as TIE is loaded before them.

Care has been taken over time to avoid conflicts with the Unique Landscapes mods, at this time no known conflicts exist.

No known conflicts with any quest mods exist, unless they alter the vanilla Daedric quests or the Thieves Guild "Independent Thievery" quest.

Overlapping edits are synchronized with the UOP and USIP where necessary to preserve any bugfixes that would otherwise get wiped out.

Credits

TIE is originally created by Veritas_Secreto (aka "Nethawk") [stephanewuttunee@hotmail.com].

Versions 1.41 and onward are maintained by Arthmoor.

First and foremost, I would like to thank all those involved in TIE's development. CorePC, for example, was instrumental in making sure TIE's new features worked out. He really helped iron out the bugs. CorePC is the one to thank for all the fantastic NPCs you see traveling Tamriel's roads - many of which are merchants that can help you achieve your goals. Without CorePC, this initial release of T.I.E. would probably not have come to pass as quickly or be as fleshed out. Arkenor allowed me to incorporate his excellent "Tutorial Terminator" mod into T.I.E., thereby eliminating the ubiquitous message panels popping up and telling us how to use a bow - or how to make a potion. His mod effectively removes those prompts - forever.
User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Tue Mar 08, 2011 9:16 pm

:twirl: v1.4 AND on Nexus - Thank you

Edit: Aah whoops, maybe the twirl was a bit out of place considering, just seen the news and realised why TESNexus location happened, which colours that twirl slightly sad....
http://www.dreamingthepyramid.net/TNR-home.html

Fair thee well Veritas.
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trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Wed Mar 09, 2011 5:39 am

What about TNR? Could you put that up too, please? You also have to update your sig :)

Oh, and don't forget about TNR SI ;)
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Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Wed Mar 09, 2011 12:52 am

Is there some work continuing on TIE4Mods - I remember there was a thread by corepc, though he was having a hard time keeping up with the updates that TIE was undergoing by the time he caught up to one version of TIE!
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FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Tue Mar 08, 2011 8:57 pm

I'll get to the other stuff soon. I have the TNR files safely tucked away, along with the other little mods he had up there.

As far as TIE4Mods, for the moment 1.40 will be left as is. I do have some plans on the horizon though:

* Split up random spawning NPCs into city lists, so they aren't all using IC rumors everywhere. To that end, if anyone has some NPC ideas to toss in for that, it would help. I don't know if the random pool has enough to split up and still have enough variety.

* Separate spawners for interior vs exterior on spriggans - those big ones don't work well indoors.

* Disable the spawners in Water's Edge after Blackwood quest - because there's little point in random guys hanging out in a dead area.

* Reducing the spawn rates. Right now even with Vertias' last adjustments, they spit out NPCs far too often and those NPCs hang around for ages and can lead to bogging things down pretty badly. They're at 25% now for the most part and I've had good results in other situations with 15%.

I already took the random spawns out in Hackdirt, to keep in line with the lore of the place. They despise outsiders. I don't know when I'll be able to get to this as I have a few other things on the table to deal with first.
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Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Tue Mar 08, 2011 11:38 pm

* Reducing the spawn rates. Right now even with Vertias' last adjustments, they spit out NPCs far too often and those NPCs hang around for ages and can lead to bogging things down pretty badly. They're at 25% now for the most part and I've had good results in other situations with 15%.
I really like this one.

As for TIE4Mods ... if ever you do decide to tackle such a project please consider giving the older http://www.gamesas.com/index.php?/topic/854466-relz-tie4mods/page__view__findpost__p__13256319 (based on 1.25) a look over. Of the various TIE4Mods here is my take:
Ulrim's TIEIntegration - too FCOM centric and many report issues running it and having trouble even loading the game. It does inject a lot of the difficulty of TIE though.

CorePC TIE4Mods - again too FCOM centric and removes much of what makes TIE ... TIE. Basically an FCOM support plugin.

SM TIE4Mods - extremely modular (using all parts is getting all of TIE) and in that able to pick and choose what parts to use. In esm/esp format. I think that with the right attention this could be further tweaked to make SM TIE4mods usable with both leveled and unleveled game play and maximize compatibility. Probably by redoing the leveled lists plugins which would not be so difficult since they are separated out from the esm.

But not trying to hijack thread with with TIE for mods questions and requests. Just pointing out a little known version. I've used all the above and SM version the best in my opinion.

It looks like CorePC had similar ideas for http://www.gamesas.com/index.php?/topic/1071066-betawipz-tie4mods-reborn-betawipz/page__view__findpost__p__15568254 ... just that he is likely busy with other things.
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FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Wed Mar 09, 2011 6:20 am

good move to reduce the spawnpoints here and there....also some of the npc's are still a bit too static especially the imperial blades and bowmen...talked about to Secreto Veritas about this some time ago...improving the AI in general would be cool...seeing the npc's do more things like drinking,reading, making potions, sweeping, praying etc etc....as TIE requires SI all anims are there :-)

thx for supporting this from now on :foodndrink:
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gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Wed Mar 09, 2011 6:06 am

As I venture forth into the unleveled world I have assembled:
Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Windfall.esm03  Jog_X_Mod.esm04  ScreenEffects.esm05  All Natural Base.esm  [Version 1.0]06  Cobl Main.esm  [Version 1.73]07  TamRes.esm08  Harvest[Containers].esm09  Waalx Animals & Creatures.esm0A  VASE - core.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  Armamentarium.esm  [Version 1.35]0D  Artifacts.esm  [Version 1.1]0E  Kvatch Rebuilt.esm0F  Better Cities Resources.esm  [Version 4.7.1]10  Progress.esm  [Version 2.2]11  NNWAEMaster.esm12  CLS-Craftybits.esm13  PMSneakySummons.esm  [Version 1]14  MALO - MAIN.esm15  Oblivifall Master File.esm  [Version 1.0]16  Unofficial Oblivion Patch.esp  [Version 3.3.1]17  DLCShiveringIsles.esp18  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]19  SM Plugin Refurbish - SI.esp  [Version 1.30]1A  Better Cities .esp1B  TamRes.esp1C  Natural Selection.esp  [Version 1.0]1D  Natural Habitat - merger.esp1E  All Natural.esp  [Version 1.0]1F  All Natural - SI.esp  [Version 1.0]++  All Natural - Bravil Mages Fix.esp++  All Natural - SI Settlements NIW Support.esp20  Immersive Interiors.esp  [Version 0.7]21  Immersive Interiors - Lights Addon.esp  [Version 0.7]22  Enhanced Water v2.0 HDMI.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp23  All Natural - Real Lights.esp  [Version 1.0]24  WindowLightingSystem.esp25  Display Stats.esp  [Version 1.2]++  Item interchange - Extraction.esp  [Version 0.78]26  QZ Easy Menus.esp27  Q - More and Moldy Ingredients v1.1.esp28  Quest Log Manager.esp  [Version 1.3.1]29  Willful Resistance.esp  [Version 4.0]++  Harvest[Containers] - Vanilla.esp++  Harvest[Containers] - SI.esp++  Harvest[Containers] - SI - Ore Respawn.esp2A  WAC - Crowded Roads Revisited.esp  [Version 1.1]2B  PTRoamingNPCs.esp2C  Choices and Consequences.esp2D  C&C - The Blackwood Company.esp2E  DropLitTorchOBSE.esp  [Version 2.4]2F  Oblivion Graphics Extender Support.esp  [Version 0.2]30  Streamline 3.1.esp31  Map Marker Overhaul.esp  [Version 3.7.1]32  Map Marker Overhaul - 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Indoor Weather Filter For Mods.esp  [Version 1.0]E5  Bashed Patch, 0.esp
One of the first encounters was with a very large spriggan - FormID 001e64b not touched by any mod except UOP and TIE in the above load order.

It killed me and the bandit that was chasing me - very tough, but then my character is a snot nosed punk.

Anyway I thought it strange that all wildlife ran from this creature because it was attacking all animals. This could be because of WAC, but I thought I should ask whether these large spriggans are hostile to vanilla wildlife animals.

Now next question as though I've used all stripes of TIE4Mods this is my first outing with full TIE - does TIE do any faction relationships of decentralizing the player character from the world. Or is the player, like in vanilla, the constant center of attention? I've read the realistic wildlife section in the first post, but uncertain of the extent to which wildlife hunt or attack other wildlife. I've never seen a spriggan attack wildlife.
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james reed
 
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Post » Wed Mar 09, 2011 12:59 pm

I'm currently going commando as far as overhauls at the moment (aka using none :o) I got fed up with frans which I was using for years and would like to try TIE, but Id like the option to pick and choose parts of it. So here is a request that TIE be made more modular in the future,
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Pixie
 
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Post » Tue Mar 08, 2011 11:24 pm

There's nothing specific in the faction relations that would have caused the spriggan to attack the bandit, other than random "just because" reasons. Spriggans for the most part will just stand there and ignore everything. I've walked right up to them before and not been bothered. It's actually kind of intimidating to be standing under something that big.

TIE doesn't do anything with the factions that would make that much of a difference one way or the other as far as the player. I don't' think faction relationships alone would ever be enough to "decentralize" the player.

@X'tyfe: Before anyone could ever hope to begin on modularizing a mod, they'd need to know specifically WHAT to pull apart as modules :)

TIE is pretty tightly integrated and I'm not confident that splitting parts of it up would be feasible unless you mean distinct parts like the TNR faces.
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Matt Terry
 
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Post » Wed Mar 09, 2011 12:44 pm

There's nothing specific in the faction relations that would have caused the spriggan to attack the bandit, other than random "just because" reasons. Spriggans for the most part will just stand there and ignore everything. I've walked right up to them before and not been bothered. It's actually kind of intimidating to be standing under something that big.

TIE doesn't do anything with the factions that would make that much of a difference one way or the other as far as the player. I don't' think faction relationships alone would ever be enough to "decentralize" the player.

@X'tyfe: Before anyone could ever hope to begin on modularizing a mod, they'd need to know specifically WHAT to pull apart as modules :)

TIE is pretty tightly integrated and I'm not confident that splitting parts of it up would be feasible unless you mean distinct parts like the TNR faces.
As I understand it faction relationships are at the core of what decentralizes the player from the world. At least that is the line coming from the OOO camp. With the player centric that mean you come over a hill and all encounters react to you. Decentralized then react to each other an you, but you are not given priority. To get that means adjusting dispositions and relations between factions. ... that is as best as I understand it at this point.

As for modular I linked two approaches to modular in my post above. SM and CorePC versions of TIE4Mods.
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Kelli Wolfe
 
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Post » Wed Mar 09, 2011 8:43 am

Well. Specifically things that might conflict with other mods. Going down the list I see "Morrowind Ingredients" conflicting with COBL. "Revamped weapons and armor system" conflicting with MOBS (Or maybe it would replace it?) "In-Game Time Goes by Less Quick" this should certainly be optional and/or more configurable.

Other than stuff that should be modular, I would like to request some integration as well. Specifically the more wilderness life part of frans could be part of the "Realistic Wildlife" part of the mod.

I know that breaking the mod up may not be feasible, but maybe add in an optional OBSE ini of some sort to deal with configuring the mod in that way.
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Yung Prince
 
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Post » Wed Mar 09, 2011 1:25 am

The conflict with MOBS is probably unavoidable, and removing that would remove much of the soul of what makes TIE challenging. Part of the appeal is that you can't just rush into a fight foolishly because you'll get beat down pretty fast. MOBS damage levels don't come anywhere close to what TIE offers, and it's easy to pick out which ones don't match when you're in a fight with something non-vanilla that's been affected by it.

I don't remember all of the stuff from Morrowind as far as ingredients but TIE doesn't look to have a whole lot. I see scrib jelly, kwama cuttle, and moon sugar that stand out, but much else I can't really remember without spending some time looking it up at UESP.

"In-Game Time Goes by Less Quick" is just the timescale setting, which is set to 12 by default instead of 30. Not much really to be done there unless you want that changed, and in order to do so you'd need to use the console or find a way to update that via script once the game was started. It won't change at all if you add TIE after you're already going.

Modularization isn't necessarily bad, but at some point if you pull enough parts out, you're just not playing TIE anymore. You're playing instead with a dash of TIE's features.

I'm certainly not going to start picking pieces from other overhauls out to add to TIE's core either. TIE already spreads a great many additional spawn points throughout the game world.
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Eileen Müller
 
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Post » Wed Mar 09, 2011 1:14 pm

Yes the 10 minute rule of TIE may be something that others would wish to have optional. I set my time to 15 min via Real Sleep Extended. My sneak down to about 2, riding is left alone at 15, running at 10, etc.
All that gets overridden by RSE so that can be something to leave out of the equation.
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joannARRGH
 
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Post » Wed Mar 09, 2011 8:12 am

If someone really wanted to change the timescale couldn't they just load up http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=696 after TIE? I used this mod for ages before using TIE, works great.

Personally, I do miss the extra variety of creatures from Frans, LCE or Diverse Wildlife but I guess maybe it's these mods that need adjusting to fit TIE rather than vice versa.
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saxon
 
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Post » Wed Mar 09, 2011 8:45 am

Timescale can be overridden with Bash these days anyway so it's largely moot on that.

Frans will mesh reasonably well with TIE on creature variety with just Bash mixing the leveled lists. Not sure how much would be needed to coax LCE or something else into doing the same.
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Grace Francis
 
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Post » Wed Mar 09, 2011 12:15 pm

If someone really wanted to change the timescale couldn't they just load up http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=696 after TIE? I used this mod for ages before using TIE, works great.

Personally, I do miss the extra variety of creatures from Frans, LCE or Diverse Wildlife but I guess maybe it's these mods that need adjusting to fit TIE rather than vice versa.

Since each list is set to unleveled (meaning that each entry in each list is set to be met at level 1 or higher) I'd have to agree that whatever else, in order to fit with TIE and as best case to not degrade TIE is to have them unleveled as well. Mostly though isn't it a load order issue. Whichever mod loads last (even if bashed) is going to have dominance unless special patches are made (a lot of what FCOM is about).

Bid changes for TIE here and I'm certain we could all get carried away with requests and wishes for what turn TIE will take next - I'd hope we don't get carried away.

That said, I for one vote that nothing much gets imported from other overhauls nor that TIE gets diluted. With all due respect to CorePC and Ulrim and others but previous attempts at integrating TIE into FCOM has resulted in lots of TIE getting removed. I'd hope for a time when other overhauls are patched to have TIE as a backbone with the goal of unleveled encounters and world. John123 has shown interest in this and I hope others do to. Currently I'm attempting to run WAC and TIE together (with TIE loading later) for that kind of experience.

If it is to be pulled apart - only enough so that others can be made to play with it not dismantle it - TIE has been dismantled enough I think. Stop bending TIE to fit them - make them bend to TIE.
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Claire Lynham
 
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Post » Wed Mar 09, 2011 7:47 am

have to throw in my two cents as well :P

I have changed my complete setup and now using TIE as the the one and only overhaul together with cobl, Oblivion XP, real sleep,hunger and thirst (cobl), DukePatricks Hypothermia.SM Bounty, SM CombatHide, a lot of Cliffworms immersion mods (better letters, lore dialogues, let us talk etc merged into one esp), Enhanced Economy and finally bg's L.A.M.E and R.B.P (not talking about quest,landscape, city and other immersion mods here)...
these are about 15 esp's only...and it is the best and most stable game I've ever had....

TIE should stay as it is...making some small improvents here and there..that's it..maybe we will even see a new series of small overhaul mods working together with TIE in the future..

cheers
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Melissa De Thomasis
 
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Post » Wed Mar 09, 2011 9:24 am

hey, i recently installed this mod. loaded it, walked around, CTD, loaded, walked around, CTD about 5 times.

does this happen to certain people?
is it because i used it on a old save?
it's at the end of my load list if that makes any difference?
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Kim Kay
 
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Joined: Fri Oct 13, 2006 10:45 am

Post » Wed Mar 09, 2011 6:10 am

Arth when you uploaded TIE+Frans did you update the bash tags in the readme? I remember you saying different tags from the last time I asked.
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Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Wed Mar 09, 2011 12:09 pm

hey, i recently installed this mod. loaded it, walked around, CTD, loaded, walked around, CTD about 5 times.

does this happen to certain people?
is it because i used it on a old save?
it's at the end of my load list if that makes any difference?

Very well could be the save your using - reports like this generally are best backed up by testing with new game.

Probably be a good idea to have your character wait in an isolated cell for all cells to respawn - that is 3 days vanilla, but mods, bash, and console commands can change that. This will reset all encounters and such so that changes will be reset to TIE standards.
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Jennifer Munroe
 
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Post » Tue Mar 08, 2011 11:44 pm

Hi all,

IMHO T.I.E. should remain a self contained, unmodular, unleveled vision of Cyrodiil. Otherwise it`s not T.I.E. anymore.
I would like to see many mods(quests mainly) made compatible with it, ie unleveled and with recalculated stats BUT not the other way round.

Regards, Haldir
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Anna S
 
Posts: 3408
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Post » Tue Mar 08, 2011 11:39 pm

Hi all,

IMHO T.I.E. should remain a self contained, unmodular, unleveled vision of Cyrodiil. Otherwise it`s not T.I.E. anymore.
I would like to see many mods(quests mainly) made compatible with it, ie unleveled and with recalculated stats BUT not the other way round.

Regards, Haldir


I second that opinion. If anything, make improvements as far as scripting and spawns, but leave as is. Leave modularity to TIE3mods.

Would be nice if work was on making other mods work with TIE (like some of the major Overhauls - just to get their content (Frans and MMM) and quests (OOO)). I wonder if it is possible to create a utility that goes through a mod and unlevels it (not that I truly understand leveled lists or modding so that idea may be idiotic).

Is there anyone who has the time and knowledge to put TIE in with an overhaul mod and be able to list how TIE would be changed with that combination? I think some incompatabilities can be lived with.
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Stacey Mason
 
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Post » Wed Mar 09, 2011 12:59 am

It really seems great from my tutorial experience, but there's 2 issues I ran into.

It's Extremely hard. The rats weren't a problem, but I had to run past most of the goblins. After the Emperor's death when I went into the sewers, I had to run. I died at least 5 times trying to run too.

It's impossible to sneak. It would take away some of the difficulty if I were able to sneak, but monsters that aren't even in the same room as me detect me. For an example, when I walking into the sewers I was immediately detected by a Rouge Mage in the next room.
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Camden Unglesbee
 
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Joined: Wed Aug 15, 2007 8:30 am

Post » Wed Mar 09, 2011 1:06 am

It really seems great from my tutorial experience, but there's 2 issues I ran into.
It's Extremely hard. The rats weren't a problem, but I had to run past most of the goblins. After the Emperor's death when I went into the sewers, I had to run. I died at least 5 times trying to run too.
It's impossible to sneak. It would take away some of the difficulty if I were able to sneak, but monsters that aren't even in the same room as me detect me. For an example, when I walking into the sewers I was immediately detected by a Rouge Mage in the next room.


Those are not issues, it's meant to be like that. It's supposed to be hard. And that's the best thing about it :) it's definitely challenging so not anyone can use it.
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Stephanie Valentine
 
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