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

Post » Fri May 27, 2011 7:21 pm

Hello all. Just a quick heads to let you all know that I've (more or less secretly) been hard at work with the latest version of TIE (which is actually SIE (Sheogorath Immersion Experience) and that it will soon be released. Why another version of TIE? It's simple. having creatred more than 200 extra NPCs for SIE and discovering that Oblivion didn't like importing Cyrodiil NPCs dialogue into the Shivering Isles, I decided to keep the blighters and put them to use for TIE 1.26. Therefore, what will be included within the latest build is as follows:

1) Over 200 new NPCs: Prisoners that share jail cells. Most can be bought or stolen from them in their cells. Things obtained from them might aid you in your escapes.
Visiting castle nobles and diplomats that show up in castles. Hint: Nearly all are worth trying to steal or pickpocket from.
Inn travelers that actually use rooms found at Inns. They'll carry goods on them, eat, sleep, check their goods, etc. Great thieving opportunities.

Now the good stuff...

Expect a pretty severely revamped prison escape system. Used to simply picking a lock, running past a guard, grabbing your confiscated gear, and making your way to the town or city gates? Heh heh - "thems days be gone, brother...". The reality is that not only are the guards a little more numerous, powerful, and smarter, you'll also be avoiding traps, decoys, and ambushes on your way TO the exit points. If you can just run your way outside of prison in various cities while taking numerous arrow hits and sword strikes, hats off to you. I couldn't. I like my escapes to be tough and methodical.

All Castles are veritable sources of wealth now. Not only are the NPCs carrying more loot, there is more loot to be found. And none of it is overly obvious. Bring torches. Castles now also have more dim and slightly more atmospheric lighting. I'm a veteran hardcoe Thief fanatic from the old LGS days, so expect the same type and amount of dedication to the series.

Lockpicks are rarer and must be used more intelligently. Fences sell a few and you'll still find some on NPCs if you're pickpocketing them, but bringing 40 picks is gone. if you really run hard up for lockpicks, you can always try approaching Bandit thieves within their caves, camps, and lairs. Though they'll sell you some (if they have them, that is), you'll have to reach them first without being seen by the other bandits. Yikes...

Making your way to Fences to pawn off loot is no longer just a matter of finding them outside city walls. They'll have to be hunted down and sought out. Again, the first hints can be found within one of the secret lairs. And even when you hit paydirt and make your way to them, how can you be so sure it's really them and not the Watch impersonating them and trying to nab you? TIE veterans will know what I'm talking about here.

All hired guards now have full AI routines. They sleep, eat, etc.

Secret lairs have been improved and rendered more realistic. I'll let you find out which ones are on your own. The "key" to finding the first lair can be found within the tutorial.

A few precious books and scrolls have been added. Namely, a Mythic Dawn NOC (Non Official Cover) list. Want to eliminate baddies before they strike? Find this document and that chance might be yours. Good hunting.

Chances of catching diseases have been lessened.

And far too many smaller, less drastic changes and additions have been made to mention. All I can say is that at first glance, it will appear as though nothing has changed from 1.25. The differences are subtly implemented yet striking when encountered. Like I said, later this week. Perhaps Sunday or Monday. :)

Sidenote: Shivering Isles expansion pack IS required for this version of TIE. I will not remove any SIE elements from this simply because it is too integrated and I want to feel as though I've made good progress with SIE in the Shivering Isles (I have and those differences will be noticed to adepts). As always in my mods, I strive for compactness and a fully fleshed design structure as much as possible. Now that this version of TIE is near completion, I can focus on the Shivering Isles and aim for a November or December release. Of course, this all means I'll be updating my site to reflect the news soon.

Thank you.
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Brooke Turner
 
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Post » Fri May 27, 2011 1:57 pm

OOOh this sounds like fun :bigsmile: to bad a use FCOM :banghead:
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Ashley Clifft
 
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Post » Fri May 27, 2011 1:02 pm

Hello, VS.

Allow me to thank you for your TNR modules. Great job and hardly anybody plays Modblivion without them.

I also use TIE4MODS - ATM it is Strategy Master's version although I tried them all - yours, Corepc's, Ulrim's...

I also am on FCOM. But I hope that you or someone else will do us the courtesy to update TIE4MODS for us poor FCOM children as we hate missing the action from TIE.

I've always thought no one can remake a mod better than its author. (Hint-hint :D) but am prepared to grab any version based on 1.26.

Hope you don't mind sharing... hint-hint-hint... :D
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Rich O'Brien
 
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Post » Fri May 27, 2011 10:15 am

Nice to see you back Veritas.

I've been playing with TIE for about a week now and I have to say this is the most immersive and enjoyable experience I ever had with Oblivion. Still there are a few things I want to bring to your attention, maybe you can have a look at them for 1.26.

Between IC and Chorrol, close to Fort Ash specifically I was attacked by a poison-using goblin which damaged my Strength and Endurance permanently. I tried drinking restoration potions, either bought or self-made but no luck. I am not using any other creature or overhaul mod (no TIE-in, TIE4MODS, MMM, OOO, FCOM or anything like that) so I believe this is from TIE.

Secondly, could you make the secret entrance to the IC sewers a little more secret?
Spoiler
Right now you are using the model of a REALLY large well which pretty much screams from a distance that the secret entrance is there. Maybe you could use some of the smaller well models and probably add a bit of foliage around it to actually make it seem that it is really hidden? As it is now it is very immersion breaking


Other than that, the mod is simply great and I can't wait to play the new version.
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Josephine Gowing
 
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Post » Fri May 27, 2011 1:32 pm

I'll see what I can do, Raf. Can't recall ever giving a goblin any special potions or attributes however. As for TIE updates for FCOM and other mods/overhauls, traditionally that lays in third party territory - meaning I have neither the time nor know-how to do such stuff. However, all my mods are completely open to others to modify and re-release (under slightly different names of course). Now, Arthmoor has since contacted me and wishes to integrate/modify TIE for Open and Better Cities integration. I welcome that and have always enjoyed working with him. So that means the release date might be a tad later than expected. Still, I think it's reasonable to say it'll be within a week or two at the most.
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Jack Walker
 
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Post » Fri May 27, 2011 5:23 pm

glad to see TIE still rolling on :)
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I love YOu
 
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Post » Fri May 27, 2011 4:15 pm

Nice to hear you are still working on TIE Veritas :D

I look forward to the release, so keep it going! :)
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Spaceman
 
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Post » Fri May 27, 2011 3:22 pm

damnit! why must you make me choose....FCOM, TIE..FCOM, TIE...FCOM, TIE....i can't do it :ahhh:

keep up the great work Veritas :goodjob:
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Kelvin
 
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Post » Fri May 27, 2011 8:11 pm

Really good news, keep up the good work. I too am a FCOM user, but before that I used TIE, and am looking to start using TIE4MODS as well.

Thanks for your hard work!
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Len swann
 
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Post » Fri May 27, 2011 10:46 am



Sounds Good Veritas

I also am on FCOM. But I hope that you or someone else will do us the courtesy to update TIE4MODS for us poor FCOM children as we hate missing the action from TIE.


And that would be me most likely. If I rebuilt TIE4MODS it will just like the current one is stripped down has needed. But updated of course. This take time to do because well I there is alot to strip out of TIE to make it work with fcom. Not going to use SM version or TIE In. Going to do it my way. Will add to list but it may be while with everything else that I have going on.
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lilmissparty
 
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Post » Fri May 27, 2011 3:31 pm

And that would be me most likely. If I rebuilt TIE4MODS it will just like the current one is stripped down has needed. But updated of course. This take time to do because well I there is alot to strip out of TIE to make it work with fcom. Not going to use SM version or TIE In. Going to do it my way. Will add to list but it may be while with everything else that I have going on.

Corepc, my friend, your way is good enough for me. As well as your word you'll try :D
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Jynx Anthropic
 
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Post » Fri May 27, 2011 7:33 am

Pure TIE user here. Enjoying it every time I play Oblivion. Bookmarked your TIE page a long time ago, so I was like "Whoa!" when I saw a new post there :D. Anyhow, I'm grateful you've managed to find some time to work on your mod. Have fun!

And yeah, I'm enjoying your other material on the web too. Keep it up.
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TWITTER.COM
 
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Post » Fri May 27, 2011 9:05 pm

And that would be me most likely. If I rebuilt TIE4MODS it will just like the current one is stripped down has needed. But updated of course. This take time to do because well I there is alot to strip out of TIE to make it work with fcom. Not going to use SM version or TIE In. Going to do it my way. Will add to list but it may be while with everything else that I have going on.


This is gonna be good!
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Kate Murrell
 
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Post » Fri May 27, 2011 11:16 am

Like a lot of folks, I hope TIE is integrated into FCOM, but for the time being does anyone know if you can run both TIE and MMM at the same time? TIE makes a lot of gameplay changes, but it seems to me that MMM adds mostly creatures.
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i grind hard
 
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Post » Fri May 27, 2011 9:48 pm

I do not want to bore anyone, but ...
I am a great estimator of this mod. I prefer it than other "overhaul" mods. I recently tried to install T.I.E. without having a complete FCOM configuration. I failed <_< . Anyway, T.I.E. it is a mod that plunges the player into a real environment as possible (and succeeds very well in this task, great work Veritas !! :thumbsup: ). Where others overhaul mods add stuff through customized contents and more other things (mainly: FCOM, OOO, MMM, Ob Warcry ), this mod is based only with the contents of vanilla, and despite this "shortcoming", it is even better than many "must have". Two weights and two measures: all three mentioned mods add TOO MUCH stuff, and who wants to play remaining in the "gameplay and philosophy" of T.I.E., without loss of immersion and "lore contest game", must choose whether to have a lot of stuff at the expense of lose the true potential of T.I.E. , or keep T.I.E. and avoid the other overhaul mods mentioned (and then use only the contents of the vanilla). For stuff I do not mean, gameplay or concept design, but I mean : weapons, armors, skins, and other similar things (i will like to see few new creature in T.I.E., like durzoghs, different new undeads types and spiders, for expample). My first post in this forum was about Armamentarium (a question about this could create conflict with T.I.E. installed) to add variety of equipment and loot. While for MMM, I find it a good mod (especially for Diverse skins, Diverse Imperial Armors and Safer Roads with regional guards), but add TOO many new creatures, and some (many) of these, do not fit well with T.I.E. "philosophy" (it's a my opinion). But my real question: after changing T.I.E. to make it compatible with FCOM/OOO, in future is there the possibility of creating an "expansion pack" with custom contents without drastically modifying the original structure of T.I.E. ?
Thanks in advance and sorry for my crap english :facepalm: . I can't wait the new version !
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Hella Beast
 
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Post » Fri May 27, 2011 4:30 pm

Glad to see this is coming along, definitely the best overhaul for stealth based characters, and maybe the best overhaul overall.

Urendi Maleldil Posted Yesterday, 10:37 PM
Like a lot of folks, I hope TIE is integrated into FCOM, but for the time being does anyone know if you can run both TIE and MMM at the same time? TIE makes a lot of gameplay changes, but it seems to me that MMM adds mostly creatures.


This will probably work with wyre bash, I'm not 100% sure, but I think so. The main problem I foresee is there might be balance issues with MMM creatures being stronger or weaker than TIE's additions. Also, I don't remember much in the way of armors and weapons added by MMM, except the crafted items, but they'll likely be off balance as well.

Oh, and to the people asking about FCOM and TIE being worked on, I'm not 100% sure about this since I'm not one of the makers of those mods, but most likely there won't be a mix of TIE and the other greats, since they follow entirely different styles for balancing, and it would be a ton of work. Then again, FCOM itself would took a ton of work, and just by trying to make a face for a character I know TNR took more effort than I can imagine. If there is, I'll probably have a joygasm, but most likely it would have to be a second FCOM because of those balancing issues, so I expect any attempts on this to be when Veritus Secreto feels his mod is "done" enough that he's grown bored with messing with it, and has had a chance to play through it himself:D
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Bellismydesi
 
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Post » Fri May 27, 2011 6:18 am

Please let's no clutter up the thread with talk of TIE and FCOM..http://www.gamesas.com/bgsforums/index.php?showtopic=854466

TIE and OOO/MMM/Frans/FCOM and other overhaul in general.

Veritas does not do other overhaul, Not interested in them either. I know has we have talked and He would rather leave that job for people who do know overhaul and how to make it work.

I would glady explain how to get TIE and MMM to work together. But If you check older TIE threads you will find that I have already posted this information and what wrye bash tags are needed in order to get it to work.
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Mizz.Jayy
 
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Post » Fri May 27, 2011 11:05 am

Sorry there. Forgot something - I'm creating unique display cases with keys for the castles, fighters and mage guilds with higher end loot and artifacts. Just a few more tweaks, and I should be ready to hand the file over to you, Arthmoor. :)

As for the comments, thanks. Much appreciated. Yeah - LOL - I'd definitely like to one day sit down and actually the entire game. Looks like fun. :touched:
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Robert DeLarosa
 
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Post » Fri May 27, 2011 9:01 pm

Any news on development Veritas ? :liplick:
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Brandon Wilson
 
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Post » Fri May 27, 2011 1:35 pm

Sure thing. I'm working overtime on creating unique loot and keys for the castles, mage guilds, and fighter's guilds. Then I have to create the scripts (they're already typed up - just have to import them and that's quick) and place the containers. Not very long now until my part is done. Then I hand the file over to Arthmoor and he does his magic on it. And then...release. :)

Sidenote: escaping from prison and guards is a whole lot more challenging now. :)
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neil slattery
 
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Post » Fri May 27, 2011 7:39 am

Cool deal, looking forward to performing my magic :)
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Tyrel
 
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Post » Fri May 27, 2011 10:45 am

I've a couple of quick questions. How's T.I.E coming along? And will it cause problems if I start up 1.25 now, and later replace it with 1.26 in the same save game? I've been holding off on starting a new game, and instead just looking up additional stuff for BMS and little add-ons to go along with TIE, but I've found about all I can and am missing the fun of getting clobbered at level one by clanfears because I charged into a conjurer ruin at level one:D
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Sammi Jones
 
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Post » Fri May 27, 2011 7:26 am

Should be fine, Teron. You'll run into major surprises down the road however, if you start walking on the wrong side of the law in cities and towns - or if you're used to hiding out in various wilderness Inns and such. Also if - whoops - don't want to give too much away. ;)

Not too much longer. Progress is coming along fine. Within two weeks or sooner.
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Natasha Biss
 
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Post » Fri May 27, 2011 11:47 am

Sweet, thanks for responding, and we'll see if I can survive those surprises or not:D
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David Chambers
 
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Post » Fri May 27, 2011 3:13 pm

Still working on the Display Chests and the unique loot. You know all those great looking display cases in the vanilla game that don't have anything in them? No more! Now almost display cases in the game will have not only unique items in them worth stealing, but detailed descriptions of them - just to whet your kleptomaniac appetites.
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Kortniie Dumont
 
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