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

Post » Thu Nov 18, 2010 3:26 pm

Thanks. The work done in this mod looks awesome and there are a lot of improvements from previous releases (the latest I have tested is 1.25).
I plan to play a super evil character with high constant infamy and bounty on his head. The only guild I plan to joint is DB (and even I'm not sure about that).

I always wanted a law crime implementation like the one given in "Modular Oblivion Enhanced" (Realistic Law Enforcement), so that a character with a very high crime will be executed instead of being arrested.
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Portions
 
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Post » Thu Nov 18, 2010 4:30 pm

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:


You should do neither. The UOP is meant to be the very first ESP you use with a VERY few exceptions. TIE should be somewhere not too far below that. It sounds like you should look into using http://www.tesnexus.com/downloads/file.php?id=20516 to get your load order sorted properly.
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josie treuberg
 
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Post » Fri Nov 19, 2010 3:42 am

Hi all,

will DarNified UI work compatibly with TIE ?

NOOB question but better safe than sorry.

Regards, Haldir
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Nicole Elocin
 
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Post » Thu Nov 18, 2010 7:19 pm

will DarNified UI work compatibly with TIE ?


Yes
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Amy Smith
 
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Post » Thu Nov 18, 2010 8:01 pm

Arthurlamer,

thx awfully.

Haldir
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trisha punch
 
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Post » Thu Nov 18, 2010 4:48 pm

Is this compatible with OOO and MMM?

And is it compatible with UD?
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Maria Leon
 
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Post » Thu Nov 18, 2010 9:36 pm

I have found a few horses off the roads wandering alone that are not ridable. Refscope says they belong to TIE.
Are they supposed to be just landscape cosmetics or are they bugged?
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Beth Belcher
 
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Post » Thu Nov 18, 2010 9:26 pm

I have found a few horses off the roads wandering alone that are not ridable. Refscope says they belong to TIE.
Are they supposed to be just landscape cosmetics or are they bugged?


They're wild horses. Not broken in. Don't like saddles or other unmentionables upon them. Kill them or leave them alone. ;)
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Chris Duncan
 
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Post » Fri Nov 19, 2010 4:15 am

I just looked TIE.esp with TES Edit and found that many enchanted weapons don't have their damage upped like all normal weapons have. What am I missing here?
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Avril Louise
 
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Post » Fri Nov 19, 2010 5:03 am

I just looked TIE.esp with TES Edit and found that many enchanted weapons don't have their damage upped like all normal weapons have. What am I missing here?


You're not missing anything. For sake of playability early on in TIE's development, enchanted weapons were purposely given lower stats because all enchantment spells and effects were upped substantially, thereby translating into more powerful weapons, ones which might have increased too much in hit stats had the enchanted weapons themselves had had their stats upped to the same levels as non enchanted weapons. However, in recent months, this is something I thought should be addressed in future TIE versions as enemies are now smarter and more difficult to tackle.
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Alina loves Alexandra
 
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Post » Thu Nov 18, 2010 7:07 pm

Is it normal that the weight of bone arrows is 0.1 while iron arrows have 1 weight?
http://img827.imageshack.us/img827/6770/invent.jpg

So far the mod is working very good, the roads and wilderness life is realistic (no animal or enemies attacks for every ten of feets like some others overhauls). For now I'm leveling using gold from thievery, I will start clearing dungeons when I reach level 10+ (I follow the construction set schema of a stealth character).
We need the changelog of all versions from 1.26 to 1.37.
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Ernesto Salinas
 
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Post » Thu Nov 18, 2010 6:47 pm

(I follow the construction set schema of a stealth character).

What is that?
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Greg Cavaliere
 
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Post » Thu Nov 18, 2010 11:26 pm

What is that?

Currently I have all skill usage deactivated, skill train set to zero.
I set Wrye Leveling gold by level to 250 after some tests.
My skills level in the same way of NPCs and my attributes are calculated by realistic leveling.
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tannis
 
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Post » Thu Nov 18, 2010 7:56 pm

Currently I have all skill usage deactivated, skill train set to zero.
I set Wrye Leveling gold by level to 250 after some tests.
My skills level in the same way of NPCs and my attributes are calculated by realistic leveling.

Huh? I guess when you wrote that before I imagined a scheme that people use to create a stealth character with existing mechanics. You are stripping out functions and hence the term CS scheme.

Skill usage deactivated? Why? How?

How do NPCs level skills?
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George PUluse
 
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Post » Thu Nov 18, 2010 8:14 pm

Is it normal that the weight of bone arrows is 0.1 while iron arrows have 1 weight?
http://img827.imageshack.us/img827/6770/invent.jpg

So far the mod is working very good, the roads and wilderness life is realistic (no animal or enemies attacks for every ten of feets like some others overhauls). For now I'm leveling using gold from thievery, I will start clearing dungeons when I reach level 10+ (I follow the construction set schema of a stealth character).
We need the changelog of all versions from 1.26 to 1.37.



Perfectly normal. I'm a bowhunter in RL and anything made of iron would be beastly heavy in comparison to virtually anything else save lead.
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Megan Stabler
 
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Post » Fri Nov 19, 2010 4:06 am

I think of just the arrow head being iron/steel/etc.
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Rachel Cafferty
 
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Post » Thu Nov 18, 2010 10:07 pm

Alright. I've just finished making a few changes - ones I've been wanting to make for a long time. They are:

1) All gardens are now considered private property. You can still go in them, but walk away from the crops. If you attempt to take anything from them you'll be warned. Stealing crops is now a crime. This is not something I will remove as I've always considered it atrocious to be able to walk into anyone else's garden and just casually [censored] it for its resources. You want to be an alchemist? Buy your ingredients or else sneak in at night.

2) Soul Gems that have souls in them are quite a bit more valuable now. Finding or making ones with souls can now be quite lucrative.

Comments, disagreements, and death threats may be emailed to me ;)

I'm going to test the file first then I'll release it this afternoon. (right now it's noon EST).
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Amie Mccubbing
 
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Post » Thu Nov 18, 2010 10:36 pm

I don't even know how to do anything on the spell side of the game.
The manual is sparse if even existent on the subject.
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+++CAZZY
 
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Post » Fri Nov 19, 2010 12:53 am

Changes cancelled. Too script heavy, and quick travel to these zones (gardens) was crashing the game. 1.37 remains. :(
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Ria dell
 
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Post » Fri Nov 19, 2010 8:36 am

You're not missing anything. For sake of playability early on in TIE's development, enchanted weapons were purposely given lower stats because all enchantment spells and effects were upped substantially, thereby translating into more powerful weapons, ones which might have increased too much in hit stats had the enchanted weapons themselves had had their stats upped to the same levels as non enchanted weapons. However, in recent months, this is something I thought should be addressed in future TIE versions as enemies are now smarter and more difficult to tackle.


So if I just up their base damage to the same level than the unenchanted ones it wont break the balance? How are the enchanted ones now when compared normal ones, better or worse?
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~Amy~
 
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Post » Fri Nov 19, 2010 12:23 am

Enchanted weapons are better weapons on average because the enchantments are more powerful, even though the raw hitting power of these weapons is somewhat lower. However, I will be making enchanted ones as powerful in the future.
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sarah simon-rogaume
 
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Post » Thu Nov 18, 2010 8:36 pm

Enchanted weapons are better weapons on average because the enchantments are more powerful, even though the raw hitting power of these weapons is somewhat lower. However, I will be making enchanted ones as powerful in the future.


So if I just raise their base damage to same level as the normal weapons and start a new game, I won't be in trouble when you make the change in future update?
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Kevin Jay
 
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Post » Fri Nov 19, 2010 9:10 am

So if I just raise their base damage to same level as the normal weapons and start a new game, I won't be in trouble when you make the change in future update?


Not sure. Don't think so, although keep in mind the changes you make may or may not be the same that I make. If you want to take that chance, go for it.
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hannah sillery
 
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Post » Fri Nov 19, 2010 8:23 am

Not sure. Don't think so, although keep in mind the changes you make may or may not be the same that I make. If you want to take that chance, go for it.


Any idea when you might release a version that "fixes" this. I don't want to do all that work if you gonna make a release like tomorrow.
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Danger Mouse
 
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Post » Fri Nov 19, 2010 6:16 am

It's always up in the air as to release dates. "Soon". Maybe tonight. Maybe next week.
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Kara Payne
 
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