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

Post » Sat Dec 11, 2010 5:45 am

This is WIP thread and eventual beta release of New TIE4MODS based of New TIE 1.26 with SI Content

The New Version of TIE4MODS will have some new modular plugins aka how TIE IN and SM Version was..

And So far here is what it looks like

TIE4MODS - Main.esp - This Main File like how the orginal tie4mods is , Contain all new stuff that tie added, npc, creatures, secert entrances, worldspace and cell changes.. Most people will only be using this if they use Frans, OOO, MMM< FCOM etc..

======The Modular Plugins=========

These Plugin will require TIE4MODS - Main.esp -

TIE4MODS - Npcs and Creatures Stats - this is Npc and Creatures stats, inventory, changes, TNR Face Changes etc.

TIE4MODS - Npcs Creatures Leveledlist - this is npc and creature leveledlist adjustments

TIE4MODS - Item Leveledlist - this is TIE item, creature, loot leveledlist changes for how items show up in game.

=====The Bash Mergeable Plugins=======

These do not require TIE4MODS - Main.esp and can be seperatly to add TIE Elements into your gamplay

TIE4MODS - Weapons Armor Ammo.esp
TIE4MODS - Clothing.esp
TIE4MODS - Clutter Misc Items.esp
TIE4MODS - Ingriedents Potions.esp
TIE4MODS - Magic Enchantment Leveled Spells.esp
TIE4MODS - Chest Barrel Coffin Loot.esp (only those chest that did not contain tie items, all the ones that did contain tie object in tie4mods itself)

These will be faction plugin support has needed

TIE4MODS - Factions4MMM
TIE4MODS - Factions4OOO
TIE4MODS - FActions4FCOM

=======

I am sorry I do not have much more info yet, has I am still building the plugins above and trying to provide everyone with modular TIE option. Once I get it all built and then I will update the info has needed.

=======

But this give you something to talk about and place to talk about tie4mods or intergration of tie features into mods..

=======

Corepc

Spoiler
PS: I am actually done with whole layout of things, stripping of data that is not needed or moved to modular option , I just have all the tedious little leveledlist work to do..removing all vanilla stuff and leaving only tie added stuff in tie4mods - main.esp..so that it work with overhaul correctly once again..tedious..

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teeny
 
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Post » Sat Dec 11, 2010 2:04 am

Has anyone told you that you are awesome lately?
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Unstoppable Judge
 
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Post » Sat Dec 11, 2010 1:12 am

Amazing stuff.

So then if one did want to incorporate TIE into FCOM and use the leveled list additions - this is going to be possible?

I see the faction support, but am curious about whether both the leveled list plugins are advised?
Then wouldn't the faction support plugins have the leveled list (at least the creature leveled list) as a master?

Seems you are not advising the use of more than the main esp but making it possible nonetheless.
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Vicki Blondie
 
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Post » Sat Dec 11, 2010 4:27 am

I'm presuming the faction support is, if you just have MMM you use that, if you have MMM and OOO you can use the OOO and MMM ones right? Just want to make sure i understand the terms, and that its not factions as in the "factions" of npc's in game. like blades, DB, mage guild ect ect
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Josh Sabatini
 
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Post » Sat Dec 11, 2010 5:11 am

So then if one did want to incorporate TIE into FCOM and use the leveled list additions - this is going to be possible?

I see the faction support, but am curious about whether both the leveled list plugins are advised?

Then wouldn't the faction support plugins have the leveled list (at least the creature leveled list) as a master?

Seems you are not advising the use of more than the main esp but making it possible nonetheless.


To answer the first question, I am still not at that point yet, so really can't answer it just yet.

The Faction Plugin will intergrated tie faction and mods faction together it will need tie4mods - main.esp has it master and esm from those mods in order to work right, these have to be kept seperate so that it work correctly. Does not have to be with Npc/Creature Leveledlist plugin once again. This would add tie faction relationship with those from MMM or OOO or FCOM has needed..

Leveledlist - One is Npc and Creatures Leveledlist And the Other is Item Loot Leveledlist, They need to be seperate so that for example

you would not want to use the npc and creatures stats, or npc creature leveledlist with say MMM for example, has MMM touches that stuff already..

but you could use Item Loot Leveledlist plugin since MMM does not touch Item Leveledlist. Using that would highly reduce the chances of finding high end armor on almost all MMM npcs leaving all the good stuff to be found on bosses or via chest or laying round..

TIE4MODS - Main.esp will be just like how the original tie4mods was most people only needed this and faction plugins in order for it work with Frans, OOO, MMM, FCOM, etc..

I am providing the modular option has they where requested and those should be used depending on how you want your gameplay to be once again. So that people can enhance their other mods with TIE Elements..

There is still alot of work to be done see the spoiler above for what is left for me to work on before a beta can be released..

Corepc
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Danny Warner
 
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Post » Sat Dec 11, 2010 4:58 am

Awesome was hoping this would happen eventually. Loved TIE's added stuff like the NPCS, etc just didn't care for the gameplay changes. Great to be able to add TIE to the FCOM load order.
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City Swagga
 
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Post » Fri Dec 10, 2010 9:02 pm

I think the one thing that TIE showed was so many things that applied to stealth type characters. Like, I want to play a thief of sorts and it be challenging. And also for there to actually be things in castles and such WORTH stealing. I mean, I could steal everything in vanilla tamriel(thats handplaced) and sell it all and probably buy a nice house. but the world would be empty. Pickpocketing/snatching things that respawn regularly makes it feel more real.. as someone's going to replace that stolen alembic.
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Iain Lamb
 
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Post » Fri Dec 10, 2010 11:37 pm

Cool :goodjob:



just a thought to make things even more modular ...people who want the TNR faces but not the other npc stat changes can use the TNR esp's instead of the TIE4MODS - Npcs and Creatures Stats esp...

where do the "hear me not" changes go ?...however the original " hear me not" esp can be used as a seperate addition as well..

keep up the good work

onra
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Marina Leigh
 
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Post » Sat Dec 11, 2010 5:56 am

you, sir, are as awesome as it can conceivably get :D
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Chris Duncan
 
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Post » Sat Dec 11, 2010 12:55 am

Thank you for working on this :foodndrink:
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Yung Prince
 
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Post » Sat Dec 11, 2010 11:05 am

Looking forward to this. Thanks for all your work Corepc.

VOTE COREPC FOR PRESIDENT :D
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how solid
 
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Post » Sat Dec 11, 2010 4:43 am

just a thought to make things even more modular ...people who want the TNR faces but not the other npc stat changes can use the TNR esp's instead of the TIE4MODS - Npcs and Creatures Stats esp...

where do the "hear me not" changes go ?...however the original " hear me not" esp can be used as a seperate addition as well..

keep up the good work

onra


Or you could tag TIE4MODS - Npcs and Creatures with npc faces and import would be the same has TNR Faces would be..

hear me not changes, what are you referring to..the mod itself or some part of TIE that I do not know about?

VOTE COREPC FOR PRESIDENT :D


No, do not want to be president, too much of a stress related job, having to look over the world in all and the forum..I can only do one job at a time and I would much rather stick to modding then taking care of the world after all..
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Izzy Coleman
 
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Post » Sat Dec 11, 2010 8:18 am

TIE includes two old mods by Veritas Secreto:

Hear me not which lowers volume of the sounds you make while sneaking

and Stealthier Magic which does... I can't remember honestly, you should ask him :lol:
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helliehexx
 
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Post » Sat Dec 11, 2010 6:47 am

Hear me not which lowers volume of the sounds you make while sneaking

and Stealthier Magic which does... I can't remember honestly, you should ask him :lol:


Sounds changes are stripped out but it can be made modular once again..

Stealtheir Magic those changes are in the TIE4MODS - Magic Module..
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Ashley Hill
 
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Post » Sat Dec 11, 2010 10:04 am

TIE includes two old mods by Veritas Secreto:

Hear me not which lowers volume of the sounds you make while sneaking

and Stealthier Magic which does... I can't remember honestly, you should ask him :lol:



yep.."hear me not" is lowering as well the sounds when opening chests etc etc...in other words it changes or lowers all thief related sounds...if these edits do not conflict with other mods you can leave them in the basic esp....

cheers

ahhhh...too slow..sorry :snoring:
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Javier Borjas
 
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Post » Sat Dec 11, 2010 3:01 am

Oh god it's modular :foodndrink:

Thanks for another great mod man.
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Jonathan Windmon
 
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Post » Sat Dec 11, 2010 12:05 pm

TIE In Sounds does more than that - it lowers the sound levels for the clicks, menu slider (that annoying metal-clinking sound when you switch between inventory, spells, map, etc.), the sounds when you take items from containers, and some other things. Fortunately, it's a standalone mod, AND it's mergeable. I love it. The only problem is, it disables the main menu music. :(
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Alberto Aguilera
 
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Post » Sat Dec 11, 2010 5:40 am

Sounds changes are stripped out but it can be made modular once again..



TIE In Sounds does more than that -


Has I stated above the sound changes where stripped out but they can be made modular option once again..Has some people do not like the sound changes but other do..not a problem to include the module for that once again.
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Lauren Dale
 
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Post » Sat Dec 11, 2010 10:21 am

I have a question...

How compatible will be the new TIE4MODS with Bananasplit's Better Cities?
Will it be possible to play them together?

Can there be a version of TIE4MODS adding the new stuff and NPCs and NOT conflicting with BBC because of cities changes?

I realize it is greedy to ask for ''it all'' but still can't help myself...

So, is a version of TIE4MODS not in conflict with BBC possible?
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Elea Rossi
 
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Post » Sat Dec 11, 2010 10:59 am

afaik TIE does not conflict with better cities or open cities, so hopefully it should be a non-issue here as well.
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KiiSsez jdgaf Benzler
 
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Post » Sat Dec 11, 2010 12:46 am

I have a question...

How compatible will be the new TIE4MODS with Bananasplit's Better Cities?
Will it be possible to play them together?


With all the recent changes in BBC not sure? If full version TIE 1.26 works then so should TIE4MODS has well has..

Ask the BBC thread about full TIE, there maybe something in the readme about it..
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The Time Car
 
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Post » Fri Dec 10, 2010 9:55 pm

Don't ask me to wait, it just won't happen, I's way to excited. :ahhh: :ahhh:
No such thing as excessive emoticon use when it comes to corepc. (well, the forum disagrees, it actually wouldn't let me post the original version)

Any chance of an OMOD release? Like the kind that you can teach a 6 month old, quadruple amputee, deaf, dumb, and blind dog to use?
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Scared humanity
 
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Post » Sat Dec 11, 2010 12:23 pm

Status Upddate

Creature and Npc LeveledList are Done ..removed all vanilla reference in most lvl list, had to re add a few vanilla ones back and adjust the % chance of showing up. I left all New TIE Npcs, Bandits, Maruaders, Various Creatures so that leveledlist would bash correctly across Overhaul once again in TIE4MODS.esp -

for those wanting the unscaled creature and npc leveledlist there will be a module for that once again. Which is not meant to be used with Overhaul once again.

Now onto Item and Loot Leveledlist and then Containers

Then Script and Quest and Dialogue is all that left to check over..and perhaps a few more things..

But getting closer to getting the TIE4MODS Reborn Beta Done and all it's modules.

Corepc
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koumba
 
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Post » Sat Dec 11, 2010 12:22 pm

One question: Are repair hammers still 4 pounds each, or did you reset them to 1 pound? I love TIE, but that annoys me to no end, because there's no reason for it.
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xemmybx
 
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Post » Sat Dec 11, 2010 7:47 am

One question: Are repair hammers still 4 pounds each, or did you reset them to 1 pound? I love TIE, but that annoys me to no end, because there's no reason for it.


TIE4MODS - Clutter Misc Items.esp


Vanilla Item so it get put into this Module for Bash importing if you want that feature or not once again..
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Emzy Baby!
 
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