T.I.E. Version 1.36 (Tamriel Immersion Experience)

Post » Thu Nov 18, 2010 8:58 pm

...
I may consider it, but due to the relatively small number of people having KOTN as DLC, it may need to stand on its own rather than be incorporated into TIE. We'll see... :)

Yes please, a TIE-zied version for KOTN it'll be a must-have for TIE + KOTN users.
I beg you ... :sad: ( <-- little hamster eyes :D )
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Thu Nov 18, 2010 12:16 pm

I am currently trying the TIE n Frans patch that Arthmoor has on Nexus.

So far so good I guess. I still crash anywhere 10 - 1 hour so can't tell what is doing it yet.

I have seen a daeroth wanding just a short distance from the farm south of Chorrol, a troll chasing a traveling adventurer down a hill on a road, etc. That crowded roads revisited should be nicer to npcs; not make some run so much especially in the steep terrain up there - funny/sad to see them and guards tripping over themselves with fatigue - using Realistic Fatigue.

Everyone getting the Steam Oblivion is most likely going to have all DLCs.
User avatar
SUck MYdIck
 
Posts: 3378
Joined: Fri Nov 30, 2007 6:43 am

Post » Thu Nov 18, 2010 2:14 pm

Whether they might have all the DLCs or not isn't the issue. A lot of people either don't have KOTN or don't use it even if they do. Any support to "TIE-ize" it would logically need to be done as a patch with KOTN and TIE as masters.
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Thu Nov 18, 2010 10:07 pm

Fixed. Rather than remove the Hired Guard, I simply placed another available bed in the room so that all three can sleep cozily and cheat on one another ;) I'll reupload the file this evening in around an hour.


Thanks for the fix :sleep2:

I have a little suggestion for You:

1. Place more guards to the cities outer gates, because I've been numerous times walking into the city and I found whole garrison of guards slaughtered by monsters. Maybe they're high level but even three guards don't stand a chance against pack of minotaurs.
2. Give the guards outside of the city helmets :lol: This way they will get more protection against raids of monsters :). Maybe give them like 80% chance of wearing a helmet. You could leave them without helmets before Oblivion crisis, but when it starts they will be more cautious and will want to wear helmets.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Thu Nov 18, 2010 11:02 pm

Is this version 1.37a now?
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Thu Nov 18, 2010 12:08 pm

Is this version 1.37a now?


Everyone's a comedian...
User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Thu Nov 18, 2010 9:43 am

Has anyone used TIE with Ayleid Steps or Kragenirs Death? Is there any balance issues?
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Thu Nov 18, 2010 11:20 am

Everyone's a comedian...


I don't see where a joke was in it.
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Thu Nov 18, 2010 8:26 pm

I don't see where a joke was in it.


LOL - no worries. No harm meant by it. Typically, when minor changes are made to the file, I don't bother creating a new version. I just update the file and reupload. For instance, more Heroes are near city and town gates now to help with any threats.
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Thu Nov 18, 2010 3:42 pm

I had a thought (one that wouldn't require separate patches or DLC!! :twirl:): Throughout the Elder Scrolls series, we've heard references to the "wild elves" that populate Cyrodiil's jungles forests. It'd be interesting to see wild elven camps strewn throughout the mountains and forests of Cyrodiil. Different camps/tribes would be friendly or hostile (possibly depending on how close they are to civilization), but all of them very obscure and difficult to reach, and the elves themselves would be bedecked in fur or leather armor, with elven pieces being regarded as a status symbol and left to the camp chieftain/spiritual leaders/most renowned fighters. Even two or three of these camps would be cool. Or hell, even just one :P Just a thought.

EDIT: http://uesp.net/wiki/Lore:The_Wild_Elves
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Thu Nov 18, 2010 5:26 pm

Veritas, welcome back!!! Thanks for putting the spell effects back. My 'Monty' Mage really appreciates it.
Will SIE be gracing us with its presence anytime soon? I don't have much free time but I'd be happy to beta test if you need more fodder for your baddies :rock:

This is, hands down, the best overhaul mod for Oblivion! If you aint got it - get it.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Thu Nov 18, 2010 8:57 pm

Veritas, welcome back!!! Thanks for putting the spell effects back. My 'Monty' Mage really appreciates it.
Will SIE be gracing us with its presence anytime soon? I don't have much free time but I'd be happy to beta test if you need more fodder for your baddies :rock:

This is, hands down, the best overhaul mod for Oblivion! If you aint got it - get it.


SIE is out my friend :) It's incorporated within TIE, so happy gaming away - and beware of what you find in the Shivering Isles! ;) Also, I'll be adding more updates to the Shivering Isles as time marches onwards.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Thu Nov 18, 2010 1:12 pm

This seems great, im gonna dl it. But i have a couple of concerns:

1). Is it MMM compatible?
2). The more realistic wildlife: Bears like grizzlys are mammoth
( http://www.montanawildlife.com/images/Aug2007advltMaleGrizzlyFWP427.jpg), a kid once shot a 300LB boar ( or something like that, it was the famed Hogzilla I don't keep a pic on my computer so i googled it, and i think it was this one: http://www.pegasusnews.com/photos/2009/may/28/30602/).

But this first concern is the only major one.
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Thu Nov 18, 2010 10:52 pm

This seems great, im gonna dl it. But i have a couple of concerns:

1). Is it MMM compatible?
2). The more realistic wildlife: Bears like grizzlys are mammoth
( http://www.montanawildlife.com/images/Aug2007advltMaleGrizzlyFWP427.jpg), a kid once shot a 300LB boar ( or something like that, it was the famed Hogzilla I don't keep a pic on my computer so i googled it, and i think it was this one: http://www.pegasusnews.com/photos/2009/may/28/30602/).

But this first concern is the only major one.


Heavy conflict with MMM, me thinks. Regarding bears, Oblivion's brown bears are exactly that - brown. They're not Grizzlies. Still, I like your thinking. I'll shrink them a bit and make them meaner. :)
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Thu Nov 18, 2010 8:16 pm

Neither of those links work.

Ver: Does Klepto Suman belong to you in the Grey Mare?

For some reason now he is panting heavily for a day like he is very fatigued (he never sleeps or leaves the inn so I can imagine...).

I wonder if he is missing some kind of setting to keep him from being fatigued by Realistic Fatigue, like maybe his inventory I am selling to him is adding to his weight?
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Thu Nov 18, 2010 5:21 pm

Neither of those links work.

Ver: Does Klepto Suman belong to you in the Grey Mare?

For some reason now he is panting heavily for a day like he is very fatigued (he never sleeps or leaves the inn so I can imagine...).

I wonder if he is missing some kind of setting to keep him from being fatigued by Realistic Fatigue, like maybe his inventory I am selling to him is adding to his weight?


Klepto Suman belongs to no man. He is a free, independent spirit who frequently travels to other inns and taverns throughout the game (play long enough and you shall find out). He is also in supreme shape due to his profession, meaning he tires little and is exceptionally alert. I would not try to tackle him unless your level is sufficiently high.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Thu Nov 18, 2010 5:50 pm

Klepto Suman belongs to no man. He is a free, independent spirit who frequently travels to other inns and taverns throughout the game (play long enough and you shall find out). He is also in supreme shape due to his profession, meaning he tires little and is exceptionally alert. I would not try to tackle him unless your level is sufficiently high.


bleh you didn't answer the question though.

He only started panting heavily recently so it makes me wonder if all the stuff I have been selling to him is somehow affecting his encumbrance in error. When I first sold to him he had a handful of items.
Now his list is quite long from all the silverware from Chorrol (especially the poorly guarded castle).
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Thu Nov 18, 2010 4:55 pm

bleh you didn't answer the question though.

He only started panting heavily recently so it makes me wonder if all the stuff I have been selling to him is somehow affecting his encumbrance in error. When I first sold to him he had a handful of items.
Now his list is quite long from all the silverware from Chorrol (especially the poorly guarded castle).

How is that a question about TIE? You already stated that you knew Realistic Fatigue was causing the panting and as Veritas stated above he really only has his mods installed.
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Thu Nov 18, 2010 6:21 pm

Neither of those links work.

Ver: Does Klepto Suman belong to you in the Grey Mare?

For some reason now he is panting heavily for a day like he is very fatigued (he never sleeps or leaves the inn so I can imagine...).

I wonder if he is missing some kind of setting to keep him from being fatigued by Realistic Fatigue, like maybe his inventory I am selling to him is adding to his weight?



How is that a question about TIE? You already stated that you knew Realistic Fatigue was causing the panting and as Veritas stated above he really only has his mods installed.


because as Ver confirmed, this NPC is part of TIE.
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Thu Nov 18, 2010 5:27 pm

because as Ver confirmed, this NPC is part of TIE.


Well, I'm completely unaware of what sort of panting you're referring to (since I've never seen an NPC or creature "pant" in the game period (aside from when they take a severe hit and appear to gather their composure for a second attack). So, in order to answer your query, I request that you create a short video of the phenomenon, and post it on YouTube.
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Thu Nov 18, 2010 5:40 pm

Will do later when I am up and back in the game after downloading free fraps I guess.
He has been the only NPC I have come across that seems to be affected by fatigue without running.
I see a few running road travelers (poor npcs) struggling to go up the steep roads around Chorrol, tripping on their way up the hills. They have an excuse to pant but this fence stands in the room without
exertion now when before I started selling to him he wasn't which may or may not be a coincidence.
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Thu Nov 18, 2010 2:30 pm

This is part of Realistic Fatigue by design and as I pointed out.

Everytime I go to the inn of Ill Omen in my game the bartender is panting - you just need to explore more and read the readme's of the very many mods you are adding. You can also ask in ABO's thread and it can be turned off in the ini.

When I ask questions of a mod maker I try and think if what the issue I'm concerned about is actually covered by the mod. TIE does reduce Encumbrance, but usually RF increases it depending on ini settings. As far as I know RF is the only fatigue mod that affects NPCs as well.
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Fri Nov 19, 2010 4:13 am

Not sure. I think it's because I use TES Plugin Utility to get rid of unwanted entries. Doesn't affect my game at all, but not sure how it might do so with others - especially all moddded up.


Along these same lines...
Does anyone know if it's safe to to take all the conflicts that TIE has with UOP and incorporate them into UOP? I haven't looked all the way through but they seem to just be Veritas' stat changes and such. For those of us that use UOP we are missing some of the goodness in TIE by having UOP load last.

Or should I just have TIE load last? :shrug:
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Thu Nov 18, 2010 8:46 pm

I have started a new game in my new PC with exclusively this overhaul.
Here is my list of mods:
Spoiler
Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.73]04  Unofficial Oblivion Patch.esp  [Version 3.3.1]05  DLCShiveringIsles.esp06  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]07  NaturalHabitat.esp08  All Natural - Real Lights.esp  [Version 1.0]09  All Natural.esp  [Version 1.0]0A  All Natural - SI.esp  [Version 1.0]0B  Enhanced Water v2.0 ND.esp0C  Distant Chapel Bells.esp0D  WindowLightingSystem.esp0E  Book Jackets Oblivion.esp0F  FlyingCameraMod.esp  [Version 1.3]10  Spell Delete And Item Remove.esp11  Tamriel VWD v0.5.esp12  PTRoamingNPCs.esp13  Landmarks, w Wells.esp  [Version 1.11]14  sr_super_hotkeys.esp  [Version 0.54]**  Book Jackets DLC.esp++  MaleBodyReplacerV5Beta.esp**  EVE_StockEquipmentReplacer.esp15  PTArtifacts.esp16  Cobl Glue.esp  [Version 1.73]17  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]18  TIE.esp  [Version 1.37]19  Ancient_Goblin_City.esp  [Version 2.5]1A  BladeOfTheHaunted.esp  [Version 2.2.1]1B  Blackrock_Mountain.esp  [Version 2.7]1C  BrotherhoodRenewed.esp  [Version 1.0.5]1D  Kragenir's Death Quest.esp1E  KDQ - Rural Line Additions.esp1F  Lair_of_the_Hydra.esp  [Version 2.5]20  Skingrad Market 1.0.esp  [Version 1.00]21  The_Dragon_Citadel.esp  [Version 1.5]22  The_Tower_of_the_Lich_King.esp  [Version 2.5]23  Cyrodiil Travel Services.esp  [Version 2.0.4]24  Ungarion1TheWelkyndSword.esp  [Version 1.4]25  Feldscar.esp  [Version 1.0.4]26  Vergayun.esp  [Version 1.0.4]27  Faregyl.esp  [Version 1.0.10]28  Molapi.esp  [Version 1.0]29  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]2A  BlackScreenSneakFix.esp2B  EVE_ShiveringIslesEasterEggs.esp2C  GP_Lockpicks.esp  [Version 1.5]2D  Kyoma's Journal Mod.esp  [Version 3.2.1]2E  P1DkeyChain.esp  [Version 5.00]2F  PersuasionOverhaul.esp  [Version 1.43]30  Salmo the Baker, Cobl.esp  [Version 3.08]++  ScriptIcon_Replacer.esp++  Enhanced Vegetation [100%].esp31  Toggleable Quantity Prompt.esp  [Version 3.2.0]32  RealisticForceMedium.esp33  DS Summon Luggage.esp34  RefScope.esp  [Version 2.0.2]35  SupremeMagicka.esp  [Version 0.89]36  SM_ShiveringIsles.esp  [Version 0.86]++  SM_COBL.esp  [Version 0.86]37  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]38  FearsomeMagicka.esp39  RshAlchemy.esp3A  RshAlchemyRecipes.esp3B  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp3C  Enhanced Grabbing.esp  [Version 0.5]3D  RealisticLeveling.esp3E  Wrye Leveling.esp  [Version 07]3F  Wrye Leveling No Free Skill Boosts.esp++  Wrye Leveling No Skill Books.esp++  EVE_KhajiitFix.esp40  TheOubliette.esp41  No More Annoying Comments.esp**  [GFX]_Initial_Glow-all.esp++  Real Lava 1.3.esp42  ScreenControls.esp++  X-Ray Detect.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]43  Bashed Patch, 0.esp44  kuerteeCleanUp.esp


I feel it's a time to experience others systems in Oblivion, lightly modded and focused in gameplay setting changes.
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm

Post » Fri Nov 19, 2010 5:11 am

I have started a new game in my new PC with exclusively this overhaul.
Here is my list of mods:


My...you are in for a treat. :)
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

PreviousNext

Return to IV - Oblivion