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

Post » Fri May 27, 2011 6:15 am

Adding "pay bounty" without Thief Guild is a good thing. I would suggest others feature to implement this mod:

- Adding "Bandits", "Marauders", "Necromancers" factions abilities in the Character Generation.
- When your bounty is too high (say 25000+ gold) you pass automatically to enemies factions of "Guards faction". The guards will try to kill you instead of arresting you.

I know there is something like that in "Modular Oblivion Enhanced" called "Realistic Law Enforcement - Part Two (version 2)". I didn't get the courage to test it because the modder has left the scene and I feel some of his mods can be quite buggy.
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Amie Mccubbing
 
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Post » Fri May 27, 2011 8:15 am

i really hope this is gonna come out soon, been putting off starting a new character after my OOO game died (level 26, 160hrs, started crashing :( )
Never used TIE before, must say I'm a little worried I will miss all the things added by OOO but hopefully this is really good...One thing I'm wondering, does the world still scale with the player? I hope not. I've read that all weapons and enemies are unlocked from the start of the game on the official webpage, but that doesn't necessarily mean there isn't still some scaling right? Also I plan on using Ren's guard overhaul with TIE, are they compatible? All I want is the effect where if you rob/murder in cheydinal, the guys in chorrol won't automatically know you're a bad dude...
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Tiffany Carter
 
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Post » Fri May 27, 2011 10:59 am

There's no scaling anymore, I've turned a thief into a warrior because he got an insanely lucky streak and hit several pieces of sweet armor like ebony within two levels of the beginning of the game:D (and had dread zombies attempt to make me change my mind) Unsure about Ren's overhaul, I've been wondering about that as well. I havn't checked to see how that works in TIE, but I think the bounty is still universal. I remember sneaking into all the towns and not getting caught on a previous character, but wow I'd feel stupid if it ended up I didn't need to do that, since I never figured out how to get into a couple of them. (I think Leyawin and Chorral)
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Stryke Force
 
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Post » Fri May 27, 2011 2:40 pm

HE'S STILL ALIVE! HURRAH!!!!!!!!!!!!!!!!!!!!
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Jack
 
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Post » Fri May 27, 2011 5:25 pm

Just found out about this a minute ago, and since it looks like no one has mentioned this, I'll take this off of his web page.

October 26th, 2009: Well, after a slight "altercation" with Dogsbody from the official forums (Heh - I strongly suspect I'm not the only one), I doubt I will be allowed to post there anymore. However, I will continue to provide news and reports of TIE's progress in here. In fact, because I know so many people are looking forward to its release, I'll make more frequent updates - like once a week or so. Please feel free to suscribe to the RSS feed above to get all the latest news and information.


The page for his Oblivion stuff is http://www.dreamingthepyramid.net/TNR-home.html for those who don't know.
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StunnaLiike FiiFii
 
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Post » Fri May 27, 2011 5:40 pm

Thanks, Teron. I'm keeping a sharp eye on his site. Im anxiously awaiting the update.
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Laura Samson
 
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Post » Fri May 27, 2011 12:02 pm

I just started a game. Not sure if I like this more or less than OOO. In truth, I can't tell a difference yet. Beginning in OOO, everything can kill be pretty quickly too. But it seems that I just can't kill most creatures, so I'm not sure how / where can I get stronger. I'm going to stick with it though.

OK. Some questions...

1. If a quest mod is added in, are the items in that mod leveled or now? I guess I'm asking...how does this work with other mods?

2. I thought Tamriel Travellers was included in this mod, no? But there seems to be far fewer people on the road than when I had TT working in OOO(+MMM)

3. As a starting character, where should I go? (besides general thief-ing and scavenging things off of bodies which were killed by other creatures?

4. Is it advisable to use a character leveling mod with TIE?

Thanks.
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Leticia Hernandez
 
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Post » Fri May 27, 2011 11:18 am

I just started a game. Not sure if I like this more or less than OOO. In truth, I can't tell a difference yet. Beginning in OOO, everything can kill be pretty quickly too. But it seems that I just can't kill most creatures, so I'm not sure how / where can I get stronger. I'm going to stick with it though.

OK. Some questions...

1. If a quest mod is added in, are the items in that mod leveled or now? I guess I'm asking...how does this work with other mods?

2. I thought Tamriel Travellers was included in this mod, no? But there seems to be far fewer people on the road than when I had TT working in OOO(+MMM)

3. As a starting character, where should I go? (besides general thief-ing and scavenging things off of bodies which were killed by other creatures?

4. Is it advisable to use a character leveling mod with TIE?

Thanks.


1. it only depends on that mod. TIE changes items only from vanilla. if a mod uses vanilla items, and you load TIE after that mod, probably those items will be "TIE-ish". a unique item from a mod won't be changed for sure.

2. a special ("stripped") version of TT is included in TIE. no guars for example. i think there is a way using original TT with TIE but i'm not sure how.

3. as a starting character i'd always looked for goblin dungeons. they can be beaten. even simple bandits are kick-ass m*****f****rs in TIE :). and STAY ON THE ROADS!

4. if you like. not necessary.


differences between OOO and TIE as a beginner? with a just-free char i can easily clear out vilverin with OOO (except for the deepest chamber). in TIE i can't kill even those bandits at the outside camp of vilverin...

as i said search goblins first and some lonely bandit or those creatures along the rivers (i'm not able to recall the name, but not mudcrab - a smaller version of a deadric creature type) can be defeated.

another big difference is you won't find too much loot in TIE, you will appreciate every arrow while in OOO you come out full loaded from every dungeon.

marksman and sneak skill is very useful in TIE.
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Glu Glu
 
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Post » Fri May 27, 2011 5:53 am

If you want even more npc's on the roads, use http://www.tesnexus.com/downloads/file.php?id=20575. I use this with TIE

I used to use Realistic Leveling...now I use Wrye Leveling.

I use lots of mods with TIE. Yes you do have to watch what you use and read the ReadMes! But just like any other overhaul, you just avoid directly conflicting mods. I havent had much trouble. Use BOSS (and read the little notes in the list!) and OBMM. I wish Veritas had a more comprehensive list of compatible mods (actually a list of conflicting mods would be more useful), but I found using common sense to work.
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Sabrina garzotto
 
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Post » Fri May 27, 2011 8:24 pm

Hey. I really like the look of this overhaul, but I'm using FCOM (OOO,MMM,Etc.)

I know that they arnt compatible, but could someone tell me to what extent they clash? (Big clash?/small clash?) Because there are aspects of this that look fantastic but I dont want to get rid of FCOM.

Thanks
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Robert Jr
 
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Post » Fri May 27, 2011 9:55 pm

Hey. I really like the look of this overhaul, but I'm using FCOM (OOO,MMM,Etc.)

I know that they arnt compatible, but could someone tell me to what extent they clash? (Big clash?/small clash?) Because there are aspects of this that look fantastic but I dont want to get rid of FCOM.

Thanks


If you don't want to delete FCOM use http://tesnexus.com/downloads/file.php?id=18071. It will add everything TIE has with exception of weapon stats, spells and the bandits (as far as I know)
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katsomaya Sanchez
 
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Post » Fri May 27, 2011 9:19 pm

I use lots of mods with TIE. Yes you do have to watch what you use and read the ReadMes! But just like any other overhaul, you just avoid directly conflicting mods. I havent had much trouble. Use BOSS (and read the little notes in the list!) and OBMM. I wish Veritas had a more comprehensive list of compatible mods (actually a list of conflicting mods would be more useful), but I found using common sense to work.


I second this. It would be great to start adding to the list. I would add my experiece...but as I just started, and I'm a noob to TES4 in general, I'm not sure about where there are incompatibilities.

I already use most of the mods listed on the website except open cities (cause I heard that may have a fps hit on slower computers).

I use that "better guards" mod (I forgot the exact name...but its well known). I would think would be great to combine the "looting imperial soldiers / guards is stealing" mod, as that would make sense (currently that is incompatible with "better guards" according to BOSS).

I also use Race Balance Project... it seems to work fine, although sometimes I get problems with the hair. So Project Integration seems to work fine too as far as I can tell.

What I'm interested in is...does the mod get rid of levelled lists, or just vanilla lists. What I mean is...if a mod adds special weapons (Real Swords for example), and it loads before TIE, will TIE then remove the level restrictions? And/or will TIE remove the levelled list for that mod if the mod loads after TIE? I personally would like weapon / item mods to behave like TIE weapons, but I would like quest mods to preserve the monster level which the mod creator intented... unless the mod-creator intended the mod to be a leveled "playable at any level" mod, in which case it would be great for it to follow the TIE level rules.

I'm also interested in expanding the land of Tamrail. Anyone know if TIE is compatible with Elsweyr the Deserts of Anequina?

[edited to correct some of my more embarrassing punctuation problems]
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FirDaus LOVe farhana
 
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Post » Fri May 27, 2011 3:56 pm

If you don't want to delete FCOM use http://tesnexus.com/downloads/file.php?id=18071. It will add everything TIE has with exception of weapon stats, spells and the bandits (as far as I know)


Thanks alot mate
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Kristian Perez
 
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Post » Fri May 27, 2011 12:49 pm

What I'm interested in is...does the mod get rid of levelled lists, or just vanilla lists. What I mean is...if a mod adds special weapons (Real Swords for example), and it loads before TIE, will TIE then remove the level restrictions? And/or will TIE remove the levelled list for that mod if the mod loads after TIE? I personally would like weapon / item mods to behave like TIE weapons, but I would like quest mods to preserve the monster level which the mod creator intented... unless the mod-creator intended the mod to be a leveled "playable at any level" mod, in which case it would be great for it to follow the TIE level rules.


Sorry... I know its cheezy to quote one's self. But I really am hoping for an answer to this.

I went from TIE to OOO last night. And then I realized that in OOO there is no need to be a thief. After playing TIE for a week, I figured out how to avoid trouble and how to time attacks. In OOO I cleared out several dungeons (Fort Ash) in a matter of minutes. Not sure what I like better to tell the truth. One thing though... I found more unique weapons and loot in OOO. So...

Question:
1. How does TIE handle mods which add leveled weapons, and does load order affect this?
2. How does TIE handle mods which add leveled mobs, and does load order affect this?
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John N
 
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Post » Fri May 27, 2011 2:03 pm

For anyone who wants to know if Reneers Guard Overhaul is compatible with TIE, here is the answer, found in the TIE FAQ:

Q) What mods are compatible with T.I.E.?
A) T.I.E. definitely conflicts with other overhauls, but CorePC's excellent TIE4MODS leaves just the extra NPCs and secret entrances. However, other mods such as Thieves' Arsenal (ScruggsieWuggsie the Ferret), Reneer's Guard Overhaul, L.A.M.E (Less Annoying Magic Experience) and many other mods do not conflict.


Hope this helps.
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Sweet Blighty
 
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Post » Fri May 27, 2011 8:14 pm

I dont know the exact relationship that TIE has with added weapons and items. i only have a couple armor mods that seem to work as advertised. Im not sure if Veritas comes by here that much...maybe try http://www.dreamingthepyramid.net/TNR-home.html and emailing him the specific question. (and then share the answer with us when ya get back! ;-)
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Rowena
 
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Post » Fri May 27, 2011 4:50 pm

what's the differences between "TIE Integration Revised" and "TIE4MODs"?
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Danielle Brown
 
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Post » Fri May 27, 2011 4:16 pm

what's the differences between "TIE Integration Revised" and "TIE4MODs"?


Tie Integration Revised is only for an FCOM system

TIE4MODS is a more generic system that allows any other overhaul to take charge, and just adds more details.
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Betsy Humpledink
 
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Post » Fri May 27, 2011 8:13 pm

And they each have their own threads (seems people always ask about those two in this thread when Veritas had no part in making those watered down versions.

Well TIE4mods is watered down: http://www.gamesas.com/bgsforums/index.php?showtopic=854466&st=0
TIE integration Revised: http://www.gamesas.com/bgsforums/index.php?showtopic=854467 which has passed through several modders hands and last revised by Ulrim (or Ulrim's horses) is an attempt to fully integrate as much of TIE into FCOM. People (myself included have found issues with running it - it can be cumbersome).

TIE4Mods on NEXUS is based on TIE 1.23 and the Current TIE is 1.25 with 1.26 around the corner. Unfortunately TIE 1.23 has main quest breaking issues, so that TIE4MODS is not recommended if you are playing the main quest (if not then no worries). TIE intergration is revised to TIE 1.25.

There is the little known Strategy Master version of TIE4Mods where he split the main TIE esp into 6 different parts - found here: http://www.gamesas.com/bgsforums/index.php?showtopic=854466&view=findpost&p=13256319
Download: http://www.4shared.com/file/72076001/2cec2...STTIE4MODS.html

Right here is an example of what i was thinking of after splitting up the 1.25 version of TIE. Note i havn't tested these yet so they might not actually work but (cross fingers)

TIE4MODS.esm - Resource file on its own dosn't do anything but required by all the esps.
TIE4MODSMain.esp - This turns on Secret entrances and lairs, NPCs (except tamriel travellers), and hand placed loot
TIE4MODSMagicSettings.esp - This implements ties modifications to magic, spells and enchantments (likely incompatible with magic mods)
TIE4MODSActorStats.esp - This plugin will set npcs and creatures to there respected TIE stats and changes to their inventories (likely incompatible with overhauls)
TIE4MODSActorLists.esp - This plugin implements TIE's changes to creature levelled lists (likely incompatible with overhauls)
TIE4MODSItemStats.esp - THis plugin will set all items to there respected TIE stats (likely incompatible with weapon mods)
TIE4MODSItemLists.esp - This plugin will implement TIE's changes to item levelled lists and container inventories (likely incompatible with overhauls)
TIE4MODSGameplaySettings.esp - This plugin activates the remaining settings of TIE including modifications to Quests, Sounds, Dungeon Traps, Gameplay settings etc

Obviously the TIE4MODSMain would be the closest to the original TIE4MODS but I still want to split this one esp into at least 3 more esps but havn't done that yet because that looks like it will take a long time and i might not have the time to do that myself. Technically activating all the esps you would just have full TIE again.

Also needs the FCOM+OOO faction fix done as well but those using wrye bash can probrably import factions from OOO for time being.

Edit- Did a quick test in a new game and the new npcs and expanded sewer entrances were there so thats good news (IMG:http://static.gamesas.com/bgs/style_emoticons/default/biggrin.gif)
I've used this version and it does work, but there are issues about it too and you'd have to read the rest of the TIE4Mods thread and the dialogue between myself, CorePC, and Strategy Master to get at that.

And maybe then as a favor to Veritas and those who want just TIE discussed here - post in those threads instead.
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Nathan Hunter
 
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Post » Fri May 27, 2011 8:34 am

I'm still having a lot of issues of mobs killing off NPCs outside of all the towns. Any fix for this? Could this be caused by other mod interactions, like crouded roads?
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Oyuki Manson Lavey
 
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Post » Fri May 27, 2011 7:32 pm

I'm still having a lot of issues of mobs killing off NPCs outside of all the towns. Any fix for this? Could this be caused by other mod interactions, like crouded roads?


That would be because their is no faction protection or faction settings to stop mobs from killing npc's that are added by mods like Crowded Roads or Tamriel Travellers.

IT is considered normal once again for this kinda stuff to happen once again under TIE.

http://www.gamesas.com/bgsforums/index.php?showtopic=1054342&hl=
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Stephanie Kemp
 
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Post » Fri May 27, 2011 10:27 am

That would be because their is no faction protection or faction settings to stop mobs from killing npc's that are added by mods like Crowded Roads or Tamriel Travellers.

IT is considered normal once again for this kinda stuff to happen once again under TIE.

http://www.gamesas.com/bgsforums/index.php?showtopic=1054342&hl=


Dude I somehow thought no one responded to that thread. Sorry for bringing it up again. You rock. Thanks for answering my questions.
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Sam Parker
 
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Post » Fri May 27, 2011 1:50 pm

I gave up on TIE because a) I'm don't hear many people talking about it, B) I don't know how it will affect mods that are level based, and c) because NPCs were dying left and right.

And today I finally figured out how to get FCOM working. (my problem was in the batch process). Then I played FCOM. It seems I can go anywhere and really deal well with many NPCs. So I hoped on a horse to Bravil, accidentally started to do that "hunters" quest where-in I'm stuck in an island fort with 3 sadistic "man-hunters" after me (well, maybe they were Khajiit-Hunters because my toon is a Khajiit). And I found that with simple fighting techniques I learned in TIE, I can kill all the NPCs. BUT, some stupid@ss mouse called "Entropic Mouse", which was immune to everthing... killed me. A damn mouse.

So, is the appeal of FCOM the items and mobs? Because, the problem with FCOM, as I see it, is the whole leveling thing. I can go anywhere and my world will basically scale up with some variation. OK. Probably a lot of places I cannot go at level 1. And the other problem is...for me...I don't need things like "entropic mice" to keep me busy.

Whats the point of this cool sounding MOBS weapon system when, ultimately, the world levels with the player?

I'm not sure which I want to play now. TIE seems too difficult. Maybe that changes once get to level 10 or so...I don't know. I think I will go back to TIE though, as I'm not interested in crafting system, don't need 1000 types of monsters, etc.
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Antonio Gigliotta
 
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Post » Fri May 27, 2011 11:50 am

FCOM questions should probably be asked in the FCOM thread.

TIE can make the game really tough until your character is tough. If you want to wade into battle and kills multiple enemies with your giant sword this is not what you are looking for. If you want to practice tactics and preparing for each encounter then this may be it.

If you really read the 1st post here you may get some of your questions answered: http://www.gamesas.com/bgsforums/index.php?showtopic=790175&hl read the section called level scaling.
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Tamara Primo
 
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Post » Fri May 27, 2011 9:57 am

I gave up on TIE because a) I'm don't hear many people talking about it


That seems like an awfully narrow view of things IMO.
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Kelly John
 
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