[WIPz] T.I.E. Version 1.26. (Actually SIE in its infancy sta

Post » Fri May 27, 2011 7:06 pm

It's nice to know this is still being updated. :)

Can't wait for the release, man, keep up the good work.
User avatar
Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Fri May 27, 2011 5:00 pm

A quick idea I had, is it possible to make it so that there are more spawn points in the main quest areas, but an overall same chance of spawning enemies? As in, you have a 100% chance to have a spawn in one point, but instead make there be 5 places that a spawn could be with 20% chance? Or maybe make it so that enemies wander farther, or make more enemy travelers types? Possibly something like named dremora commanders, or goblins from other tribes scouting or stealing from tribes? One thing that gets to me every time I play the game is that in the main quest areas, especially in that first oblivion gate, I always know where the enemies are and more or less how many are there, even when I havn't seen an area. And oblivion gates in general seem to be kind of predictable to an extent.
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Fri May 27, 2011 3:50 pm

Really looking forward to you releasing this!! It'll give Oblivion a new lease of life for me as I have played this amazing gaming experience over and over again. Been back in Morrowind for the last month or so but keen to get back to Cyrodiil.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Fri May 27, 2011 10:46 am

You do great work, Veritas, keep it up!
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Fri May 27, 2011 8:00 pm

I'm looking forward to this eagerly. I played Morrowind and Fallout3.
I got Oblivion GOTY recently and have played it partway , vanilla. I'm totally new
to modding but have been seeing great things about Obliv mods.
OOO looked very interesting but complex, and I don't think I could figure out how
to install FCOM. Wrye website is defunct.

But TIE looks like it will satisfy what I want. I was a huge Thief fan back in the day
I think I would also like to try other enhancements that are compatible with TIE. Is there a list?
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Fri May 27, 2011 10:39 am

Really good news. I'll be using this when it's released, I want something different than OOO, and FCOM slows down my PC too much.
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Fri May 27, 2011 10:03 pm

Yeepee! Yay! Yahoo! Happy to see T.I.E. is still alive and thriving making the world of OBLIVION a brutally real place to survive in.
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Fri May 27, 2011 5:44 pm

Im wondering...is this a mod I should start the game over for? My character is at lvl 10 currently, and only partly done the main quest. I loaded up the current TIE mod and went to my last savegame. It worked fine except i was automatically over-burdened. Should i keep on or start over? Or maybe start over with this next version coming in a few days?
User avatar
michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Fri May 27, 2011 5:38 am

A small list of compatible mods is on the TIE page of my site (http://www.dreamingthepyramid.net/TNR-TIE.html). Also, for the person asking about whether they should start over at level 10, yeah - might be a good idea. Level 10 isn't very far in. Your choice. :)

Not too much longer now. :)
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Fri May 27, 2011 7:39 am

Im wondering...is this a mod I should start the game over for? My character is at lvl 10 currently, and only partly done the main quest. I loaded up the current TIE mod and went to my last savegame. It worked fine except i was automatically over-burdened. Should i keep on or start over? Or maybe start over with this next version coming in a few days?


nar start over now upgrading is eazy just over right the esp and you may miss out on stuff if u do not stat over. Not to give any think away but you should see this http://www.youtube.com/watch?v=GS9aBuvoKfg
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Fri May 27, 2011 6:28 pm

Im wondering...is this a mod I should start the game over for? My character is at lvl 10 currently, and only partly done the main quest. I loaded up the current TIE mod and went to my last savegame. It worked fine except i was automatically over-burdened. Should i keep on or start over? Or maybe start over with this next version coming in a few days?


The only thing you likely NEED to do by incorporating this into an existing game is to use Wrye Bash's "relevel NPCs" function on your save. Otherwise you just need to load it and go.
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Fri May 27, 2011 5:55 pm

The only thing you likely NEED to do by incorporating this into an existing game is to use Wrye Bash's "relevel NPCs" function on your save. Otherwise you just need to load it and go.


but if he does that
Spoiler
wont he miss out on the key in the Start Dungeon as seen in that video

User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Fri May 27, 2011 9:51 am

but if he does that
Spoiler
wont he miss out on the key in the Start Dungeon as seen in that video


Yes,
Spoiler
I suppose he would. Just like I missed out on it too, not having known to even go there to look. Perhaps a duplicate could be placed into the cloned dungeon you end up with later?

User avatar
Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Fri May 27, 2011 6:56 pm

Or maybe place it in shallow water underneath the dock right outside the prison?
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Fri May 27, 2011 6:07 pm

Ok, Im sold...I'll start afresh with new update coming.

So im making a new character...probably a wood elf. Want to sneak well and archery. Do I follow standard character creation? I read in FAQ that other creatures and npc's dont level up, but does player character level exactly the same as in vanilla oblivion? Does anyone here like any mods that tweak leveling, that wont conflict?
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Fri May 27, 2011 6:03 pm

Ok, Im sold...I'll start afresh with new update coming.

So im making a new character...probably a wood elf. Want to sneak well and archery. Do I follow standard character creation? I read in FAQ that other creatures and npc's dont level up, but does player character level exactly the same as in vanilla oblivion? Does anyone here like any mods that tweak leveling, that wont conflict?

Yes, the player levels as in vanilla oblivion. In fact I'm pretty sure Veritas didn't change the levelling system at all for the character, meaning that you will level up as fast as in vanilla oblivion. I'm also pretty confident you can use any levelling mods since T.I.E. / S.I.E. don't touch the system.
I used nGCD on a previous character but I found that my character to be weaker than his counterpart without nGCD if you see what I mean.
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Fri May 27, 2011 8:10 am

Oh I feel like that commercial waiting at the door, tapping on the glass, saying "open open open"
;-)

so now that I've discovered mods, I'm going crazy. I never knew there were so many great intelligent people out thre making the game world such an awesomely better place. Kudos to you All for what you are doing. Bethseda made a great game but you modders make it even better. If the creation stories in Genesis were true, you guys could one-up God and finish up this world. ;-)

quick question on TIE compatibility with Living Economy. I have LE loading first but still the prices default to LE prices. For example most cluttt is back to $0 . I liked that TIE made clutter worth something.

I realize it takes work on my pArt to get mods to work and that's ok because it's a drop in the bucket compared to the effort you put into making these great mods. Thank you!
User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Fri May 27, 2011 1:47 pm

Oh I feel like that commercial waiting at the door, tapping on the glass, saying "open open open"
;-)

so now that I've discovered mods, I'm going crazy. I never knew there were so many great intelligent people out thre making the game world such an awesomely better place. Kudos to you All for what you are doing. Bethseda made a great game but you modders make it even better. If the creation stories in Genesis were true, you guys could one-up God and finish up this world. ;-)

quick question on TIE compatibility with Living Economy. I have LE loading first but still the prices default to LE prices. For example most cluttt is back to $0 . I liked that TIE made clutter worth something.

I realize it takes work on my pArt to get mods to work and that's ok because it's a drop in the bucket compared to the effort you put into making these great mods. Thank you!


Here is the homepage of the MOD http://www.dreamingthepyramid.net/TNR-TIE.html

Scroll down to the bottom and there is a Compatable Mod section and see if your mod is listed there.

As far as load order, it depends on how many mods you are installing as to if you encounter conflicts. Thankfully Oblivion Mod Manager (OBMM) helps keep them in order but the sequence is a mod that is near the bottom of the list will overwrite any changes made by a mod higher up the list. In your Living Economy reference you may need to check out that readme to see if they make changes to prices of clutter. In TIE clutter does have a price so you would want TIE loading after LE and also check to make sure no other mod is loading after TIE that might change prices.
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Fri May 27, 2011 9:00 am

In my load order, LE loads way after TIE and my clutter still has prices on it. So it's likely to be something else?
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Fri May 27, 2011 4:36 pm

Interesting Mod.
Since I'm playing an Assassin character I'm interested in stealth Entrances to town; there is one mod at TESNEXUs but it's not fully satisfying.
Today I attempted to "tweak" TIE 1.25 main esp with TESEdit. I deleted all references and let only "WordSpace", "Activators", "Containers". Deleted WordSpaces related to "Imperial City". What I need is only a light version of TIE with only the stealth entrances to town (no NPCs, no items, ... nothing more).
User avatar
Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Fri May 27, 2011 5:48 pm

I've been a little sidetracked by work here lately. Just letting you all know that work is still being done on this and that I intend to put it out soon. No timeline yet sorry. Soon though.

Oh - by the way, Morerunes contributed a custom script allowing players to pay off bounties without having to join the Thieve's guild. I'll make sure it's both realistic and immersive in its implementation. :)
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Fri May 27, 2011 7:48 pm

Ayleid People-

might want to check this out: http://www.gamesas.com/bgsforums/index.php?showtopic=854466&view=findpost&p=13256319
the the rest of the thread for how to use it.
User avatar
Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Fri May 27, 2011 8:49 pm

Interesting Mod.
Since I'm playing an Assassin character I'm interested in stealth Entrances to town; there is one mod at TESNEXUs but it's not fully satisfying.
Today I attempted to "tweak" TIE 1.25 main esp with TESEdit. I deleted all references and let only "WordSpace", "Activators", "Containers". Deleted WordSpaces related to "Imperial City". What I need is only a light version of TIE with only the stealth entrances to town (no NPCs, no items, ... nothing more).

although i strongly recommend full TIE :) , there are more than one stealth entrance mod on tesnexus: this one is a good, simple mod: http://www.tesnexus.com/downloads/file.php?id=13651 . have you tried it already?
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Fri May 27, 2011 8:19 pm

I've been a little sidetracked by work here lately. Just letting you all know that work is still being done on this and that I intend to put it out soon. No timeline yet sorry. Soon though.


Eagerly awaiting getting ahold of it to put on the OC final touches :)
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Fri May 27, 2011 2:14 pm

Ayleid People-

might want to check this out: http://www.gamesas.com/bgsforums/index.php?showtopic=854466&view=findpost&p=13256319
the the rest of the thread for how to use it.

Thank you I will take a look at that.

although i strongly recommend full TIE :)

TIE is wonderful mod as design and idea, but the negative side I see on it is the special game settings he involve which make it incompatible with most others overhaul mods.

although i strongly recommend full TIE :) , there are more than one stealth entrance mod on tesnexus: this one is a good, simple mod: http://www.tesnexus.com/downloads/file.php?id=13651 . have you tried it already?

Oh didn't know that mod exists, sound interesting I will give it a try.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

PreviousNext

Return to IV - Oblivion