[BETA/WIPZ] TIE4MODS Reborn [BETA/WIPZ]

Post » Sat Dec 11, 2010 12:15 am

Just leting you all know that T.I.E Version 1.27 is out now :D
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Blaine
 
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Post » Fri Dec 10, 2010 11:36 pm

Just leting you all know that T.I.E Version 1.27 is out now :D


I saw that, and posted..

just a few small changes that are needed from 1.27 and few changes that not going to be used aka container owenership in TIE4MODS..
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Eric Hayes
 
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Post » Sat Dec 11, 2010 7:24 am

Any news ?
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Josee Leach
 
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Post » Sat Dec 11, 2010 12:10 am

Any news ?


Alot is done now at this point. And perhaps this week the Beta will be ready for testing. It will be based of the 1.26 Version not the 1.27 version in which came out after I started work on this. And I am far too close to be done with mine to restart the whole project over again.

Corepc
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JUDY FIGHTS
 
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Post » Sat Dec 11, 2010 12:49 pm

Not really a big deal, 1.27 doesn't look like it adds all that much worth restarting the mod for anyway.
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GLOW...
 
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Post » Sat Dec 11, 2010 5:18 am

Not really a big deal, 1.27 doesn't look like it adds all that much worth restarting the mod for anyway.


ya true but thats good news Core PC :bigsmile:
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Astargoth Rockin' Design
 
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Post » Sat Dec 11, 2010 12:26 pm

What would TIE Revised be then? I don't know what to use i just want to have those features from TIE working with FCOM can someone please explain?
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Jordan Moreno
 
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Post » Sat Dec 11, 2010 10:49 am

What would TIE Revised be then? I don't know what to use i just want to have those features from TIE working with FCOM can someone please explain?


All of the current tie intergration, tie-in, or orig tie4mods by me, EU, or Ulrim are all Outdated at this time with current UOP 3.2.4, MMM 3.7b3, UFCOM. So do not use any of those once again.

Wait for this one to get released once again. Which will be compatible with UOP 3.2.4, OOO 1.34, MMM 3.7b3, and UFCOM.

========

Status:

I am in the process of cleaning up all the interior cells and worldspace that are conflicting with Cobl, OOO cell and worldspace changes. Tedious Work. But it has to be done.

That is what I will be working on most of today on and off..

More later has I get closer to get thing done. On a plus side Item Interchange is working my T.I.E4Mods Reborn stuff. At least so far.
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Red Sauce
 
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Post » Sat Dec 11, 2010 1:58 am

Nice.

Thanks for making it modular too - I think that will end up being the best part about it!
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scorpion972
 
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Post » Sat Dec 11, 2010 12:23 pm

Hi guys, I thought you modular people might be able to assist. I've asked around and tried a few things, but have so far been unsuccessful at integrating the Harvest Containers mod with TIE. Played with load order and various settings in the bash patch including importing graphics and scripts, but to no avail. Is anyone successfully using both? If so, how are you doing it?

Thanks much.
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Annika Marziniak
 
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Post » Sat Dec 11, 2010 10:25 am

I don't think this is a direct answer - more of a suggestion.

You could check out http://www.tesnexus.com/downloads/file.php?id=28010 it is dependent upon the http://www.tesnexus.com/downloads/file.php?id=24279 esm (but no other Giskard or DC esp).

It has leveled versions and unleveled (like TIE is) and it has a regular and Harvest container version.

If I were in your shoes I'd try and see if that may be a work around ... well actually I think I'd use MALO regardless - I use it in my FCOM setup and like it a lot.

Your question brought this to mind ... TIE (unleveled) ...Harvest Containers ... MALO.

if chests are added by TIE though - that may not work, If HC is not working due to TIE altering them or loading after then this may work because it may alter the contents as well - just in a way you could live with.
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Jack Walker
 
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Post » Sat Dec 11, 2010 5:56 am

Thank you. Given the existence of an HC version of MALO and the addition of certain art resources, I would not be able to get TIE and HC to coexist. I'll have a look at MALO.
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Nitol Ahmed
 
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Post » Sat Dec 11, 2010 5:11 pm

version 1.28 out :lol:
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Jason White
 
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Post » Sat Dec 11, 2010 4:03 am

All of the current tie intergration, tie-in, or orig tie4mods by me, EU, or Ulrim are all Outdated at this time with current UOP 3.2.4, MMM 3.7b3, UFCOM. So do not use any of those once again.

Wait for this one to get released once again. Which will be compatible with UOP 3.2.4, OOO 1.34, MMM 3.7b3, and UFCOM.

========

Status:

I am in the process of cleaning up all the interior cells and worldspace that are conflicting with Cobl, OOO cell and worldspace changes. Tedious Work. But it has to be done.

That is what I will be working on most of today on and off..

More later has I get closer to get thing done. On a plus side Item Interchange is working my T.I.E4Mods Reborn stuff. At least so far.


I see however this mod is hardcoe and makes the game challenging to no end thats why i play still, i also use companion share & recruit with the mod and that makes it a "little" easier but i can't make them join me if i can't talk them into it HA!
Yesterday i kept getting killed by leopards and mountain lions hehe i mean i'm not angry or anything i really like the game now i am just wondering T.I.E. Revised or T.I.E.4Mods what is removed from them :( because if they remove most of the stuff that really svcks... i noticed that the guards don't say anything about me going into the "red zone" if you know what i mean i would like to not lose that feature but i keep thinking that:"What if Reeners guard overhaul is causing this?" :(
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Mariaa EM.
 
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Post » Sat Dec 11, 2010 6:02 pm

Looking forward to this Corepc! I was just looking into trying T.I.E. but why loose my FCOM if I don't have to, right?
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Solina971
 
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Post » Sat Dec 11, 2010 2:28 am

Hi guys, I thought you modular people might be able to assist. I've asked around and tried a few things, but have so far been unsuccessful at integrating the Harvest Containers mod with TIE. Played with load order and various settings in the bash patch including importing graphics and scripts, but to no avail. Is anyone successfully using both? If so, how are you doing it?

Thanks much.


Did you remember to select h&C under merge has well..There is trick to getting standalone H&C to work with TIE and it would only be vanilla chest, not the handplaced one that tie places those would have to be manually changed itself.


version 1.28 out :lol:


And I know, which has some features that We may actually want since there are alot of spawn points in 1.26 version, Addin OOO Spawn Points, add MMM More Wilderness Life, add in Diverse WaterLife, addin TamrielTravellers, That is Alof to ai once again. But I can reduce the level list % for the show up so I get around needing features of 1.28. Has that would require me to go through whole process once again.

i am just wondering T.I.E. Revised or T.I.E.4Mods what is removed from them :( because if they remove most of the stuff that really svcks... i noticed that the guards don't say anything about me going into the "red zone" if you know what i mean i would like to not lose that feature but i keep thinking that:"What if Reeners guard overhaul is causing this?" :(


And see here is where some people do not like tie the "red zone" feature not being able to go into areas that you need access to without causing a rucuss with guards once again. But this is also one of the elements in TIE that make it stand out, the "red zone" area's.

And well I have not made a decision to keep the feature or not has making it optionial is really not a choice after all. That is alot of cells, I can either keep it or change them back to public areas.

Looking forward to this Corepc! I was just looking into trying T.I.E. but why loose my FCOM if I don't have to, right?


Having a Mix of Leveled and UnLeveled stuff is quite fun actually you never know what you run into or will find.

Corepc
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ZANEY82
 
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Post » Sat Dec 11, 2010 8:50 am

Did you remember to select h&C under merge has well..There is trick to getting standalone H&C to work with TIE and it would only be vanilla chest, not the handplaced one that tie places those would have to be manually changed itself.


Apparently, Flora is mergeable but none of the H:C esp files are. Do correct me if I have this wrong, but Wrye complains that Harvest: Containers can't be marked mergeable because it depends on a bsa file and the addons because of a script entry. I'm not at all familiar with the limitations of Wrye, but that's what it says.

It's really no matter, I'm not that unhappy about it. While TIE contents would be nice, I can live with vanilla chest contents. Also, the vendor contents are correctly changed, so it's not as if I'll be suddenly running around in uber enchanted glass equipment (well, I will, but that's because of questing, which is "plot" material... so it's ok :hehe: ).
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FoReVeR_Me_N
 
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Post » Sat Dec 11, 2010 1:46 pm

Apparently, Flora is mergeable but none of the H:C esp files are. Do correct me if I have this wrong, but Wrye complains that Harvest: Containers can't be marked mergeable because it depends on a bsa file and the addons because of a script entry. I'm not at all familiar with the limitations of Wrye, but that's what it says.


unpack the bsa and bash will not complain..the addons cannot be merged but can be imported with graphics and script once again..I will have to check..since I need to make anyways if it get asked once again..
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Nathan Barker
 
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Post » Sat Dec 11, 2010 6:47 pm

Status

TIE4MODS is done and

posted for Alpha Members currently only.

It will be in closed testing for a few days (unset time period) has my team tears it aparts or a least a one or two of them. Has we still need to do some fine tuning once again with it.

Please do not ask for a advanced copy, if you desevere it you will receive a pm once again. Once the fine tuning is done and readme then it will become a open beta release..

Corepc
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kennedy
 
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Post » Sat Dec 11, 2010 5:09 pm

ooooh...I'm excited!! Quick question, has the baurus dilemma in the sewers been fixed?
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Lucie H
 
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Post » Sat Dec 11, 2010 10:22 am

ooooh...I'm excited!! Quick question, has the baurus dilemma in the sewers been fixed?


I have yet to apply the fix, but, I know what I need to change so it will get fixed once again before beta is released to public once again.
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Mark Hepworth
 
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Post » Sat Dec 11, 2010 8:23 am

Sounds good, I can't wait to have TIE goodness in my FCOM install.
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joeK
 
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Post » Sat Dec 11, 2010 12:45 pm

I have yet to apply the fix, but, I know what I need to change so it will get fixed once again before beta is released to public once again.


That is awesome! I've been wanting to use this mods for years but the baurus problem kept me from doing so. I'm gonna watch this thread like a hungry hippo......so to speak.
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Josh Dagreat
 
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Post » Sat Dec 11, 2010 4:42 pm

The Path of Dawn quest: You find Baurus, and he leads you down into the sewers to meet with the Mythic Dawn. At one point, he'll stop following you (it's a cell transition, but I can't recall exactly where) and there's nothing to do to get him to come along. You have to manually advance the quest stage to mark the quest complete, and then he'll go to Cloud Ruler Temple like he's supposed to and you can keep on. The only problem is, you won't get the key from the Mythic Dawn for the back door, so you'll either have to backtrack or console disable the door to leave the short way. You also miss out on Volume 4, but since there are plenty of other places to get it, that's not such a big deal.
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Ownie Zuliana
 
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Post » Sat Dec 11, 2010 5:07 am

All this makes me think that it would be nice to have a Modular OOO as well, to make it play nicer with other mods. In my view the most useful thing would be to move anything that edits vanilla placed objects (for instance making a respawning chest non-respawning or changing quest item flag) out of the main esp.
I don't know how many OOO quests and changes depend on that kind of edit, but having them separate would make it easier for other mods to attain a good level of compatibility with OOO.
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Taylah Illies
 
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