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

Post » Wed Nov 17, 2010 11:46 pm

I left pm for that mod's author. Hopefully he will set it.
It takes away from the immersion when I see all of those non-red hands and must pretend it isn't ok to take them. :)
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Lady Shocka
 
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Post » Wed Nov 17, 2010 11:55 pm

Hi Veritas

TIE RULES and grow up even more nicely ! :)

But ... i see a sort of "malus" : NPCs are just too fast.
I mean ... it's not really a "malus" (because TIE is mainly dedicated for stealthy characters = high speed attribute, of course) BTW they are too much fast ... sometime the game look like a http://www.youtube.com/watch?v=-MyT6d4FWpw :blush:
f.e. : See a heavy armored npc with a huge iron warhammer run like hell with the same speed of a high speed train, it's made a strange effect :rofl:

Any chance to just lowering a bit they're speed ?
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Grace Francis
 
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Post » Wed Nov 17, 2010 7:48 pm

Hi Veritas

TIE RULES and grow up even more nicely ! :)

But ... i see a sort of "malus" : NPCs are just too fast.
I mean ... it's not really a "malus" (because TIE is mainly dedicated for stealthy characters = high speed attribute, of course) BTW they are too much fast ... sometime the game look like a http://www.youtube.com/watch?v=-MyT6d4FWpw :blush:
f.e. : See a heavy armored npc with a huge iron warhammer run like hell with the same speed of a high speed train, it's made a strange effect :rofl:

Any chance to just lowering a bit they're speed ?


Sorry, but no go on this one. I've often thought about lowering the speeds myself, but again...game mechanics dictate that the AI is ruled by the game itself - while human players are not. Therefore, even if an NPC's speed is set to 200, there are still ways to evade them while running. One can dodge, use cover, jump on rocks, close fences and doors behind them, etc. Lowering their speed at this point would simply make them way too easy to evade (even the assassins), and currently I cannot foresee any other means of keeping the difficulty up high the way I like it.

Well, on second thought, I can lower the speed of the iron warhammer dudes - you're right on that one. Perhaps some of the Boss NPCs as well. Next version :)
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Paula Rose
 
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Post » Thu Nov 18, 2010 7:26 am

Sorry, but no go on this one. I've often thought about lowering the speeds myself, but again...game mechanics dictate that the AI is ruled by the game itself - while human players are not. Therefore, even if an NPC's speed is set to 200, there are still ways to evade them while running. One can dodge, use cover, jump on rocks, close fences and doors behind them, etc. Lowering their speed at this point would simply make them way too easy to evade (even the assassins), and currently I cannot foresee any other means of keeping the difficulty up high the way I like it.


I understand. I havn't considered the AI, so your consideration is right :)
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Logan Greenwood
 
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Post » Wed Nov 17, 2010 8:55 pm

I'm sure with all the great Oblivion mods released to date the developers will have some fantastic ideas to implement in the next followup in this series. Long live Bethesda!

Didnt morrowind have great mods as well? yet we still ended up with vanilla OB. :hehe: But I'll second you on the "long live bethesda" just because mod support made the OB it is now. Besides, i think FO3 and the coming FO:NV shows they can "learn" from the community.
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Ruben Bernal
 
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Post » Thu Nov 18, 2010 1:16 am

I understand. I havn't considered the AI, so your consideration is right :)


I've often thought about how to lower their speed while still keeping game difficulty high, trust me. I just don't want to cop out by upping their health levels or some other lame means like that. Maintaining TIE game balance elements enjoyable but hard is a very thin tightrope to walk...
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Gill Mackin
 
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Post » Wed Nov 17, 2010 11:04 pm

Too bad NPCs can't handle jumping over things. I ran from a black robed guy near Chorrol by jumping over one of those outlying walls.
I saw him run waaaaay down the line and around the corner. Sorry bud there is no open gate that way.

I also came across one of your imperial archer guys or something all riled up over a boar that was riled up over him. The problem was the boar was on one side of the gate. Those two would have been screaming and grunting at each other for days if I hadn't simply gone over and opened the gate.

I felt like I was releasing a bull to the matador.
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Ilona Neumann
 
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Post » Wed Nov 17, 2010 5:54 pm

Well I just got home...INSTANTDOWNLOAD
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Yonah
 
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Post » Wed Nov 17, 2010 9:53 pm

Does anyone have a link for T.I.E 1.23 which Tie4Mods was written for? I would like to try it with ROM but do not want something coming over from the new T.I.E version which may break the ROM experience. Thanks.
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Hazel Sian ogden
 
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Post » Wed Nov 17, 2010 9:51 pm

1.23...whoohiieeee....haven't had that one on my HD for ages. Doesn't hurt to ask around though - you might find it. Good luck.
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jason worrell
 
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Post » Thu Nov 18, 2010 5:47 am

Hi Veritas,

just dl:ed ver 1.37. Still in the starting dungeon but I have some questions/suggestions based on my comprehensive playing of modded Oblivion.

- have you changed birthsigns and racial powers from vanilla? I`m interested to know if installing RBP would change T.I.E balance and "feel" away from what you intended.

- is NPC ammo limited? If not, it should be.

A goody-two-shoes like me may have trouble with changing career path. Ever thought of making it possible for player to join the law enforcement and become say imperial marksman? To be attractive I fear this would require quests but for starters perhaps just bounties for diverse baddies and maybe keeping their stuff as a perk?

And maybe more focus on hunting for a living for those who are not thieves at heart but still like a challenge and want to roleplay?

In your vid you say there is no need to fight this zombie you meet in the beginning. I tried to run past him when he confronted the rats but after he was done with them he sure came after me. I won first try but it was a really close shave. How to avoid him completely?
FYI my playing style has always been ranger with heavy reliance on stealth.

BTW, really great mod this. Keep up the good work.

Regards, Haldir
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Caroline flitcroft
 
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Post » Thu Nov 18, 2010 8:49 am

The title of this thread is misleading since the actual dreaming website and the readme say it isn't just for
thieves anymore.
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leni
 
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Post » Thu Nov 18, 2010 2:15 am

1.23...whoohiieeee....haven't had that one on my HD for ages. Doesn't hurt to ask around though - you might find it. Good luck.


Luck I would need when playing the mod anyway. By chance, do you know of anythig that Tie4Mods does not strip from 1.37 that may conflict with other mods unlike version 1.23? I do not know how to use the construction set so can't really tell myself. Figure I post here before making a general post.
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Jarrett Willis
 
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Post » Thu Nov 18, 2010 6:17 am

I love this...it is so WICKED REALISTIC!
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Rusty Billiot
 
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Post » Wed Nov 17, 2010 11:37 pm

"have you changed birthsigns and racial powers from vanilla? I`m interested to know if installing RBP would change T.I.E balance and "feel" away from what you intended."

Nope. AFAIK, I haven't touched the race abilities and stats. If I have, they've since been reverted.

"Is NPC ammo limited? If not, it should be."

Ammo is limited. You'll hunt a great deal for good arrows, I assure you.

"A goody-two-shoes like me may have trouble with changing career path. Ever thought of making it possible for player to join the law enforcement and become say imperial marksman? To be attractive I fear this would require quests but for starters perhaps just bounties for diverse baddies and maybe keeping their stuff as a perk?"

An Imperial Legion mod already exists. If one ever becomes integrated or developed as part of TIE in future versions, we'll see.

"And maybe more focus on hunting for a living for those who are not thieves at heart but still like a challenge and want to roleplay?"

Hunting is definitely viable, with nearly all creatures possessing a wide variety of both behaviors and ingredients.

"In your vid you say there is no need to fight this zombie you meet in the beginning. I tried to run past him when he confronted the rats but after he was done with them he sure came after me. I won first try but it was a really close shave. How to avoid him completely?
FYI my playing style has always been ranger with heavy reliance on stealth."

Duck into the opening on the side wall on the right in the hallway. Crouch and don't move. Depending on what race you chose, the zombie should waltz right past you. If you have a low agilty/sneak race such as Orcs or Nords, it might see you.

***********************************************

The title of this thread is misleading since the actual dreaming website and the readme say it isn't just for
thieves anymore.

I'm sorry could you quote me again please? ;)
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stephanie eastwood
 
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Post » Thu Nov 18, 2010 2:31 am



***********************************************

The title of this thread is misleading since the actual dreaming website and the readme say it isn't just for
thieves anymore.

I'm sorry could you quote me again please? ;)


I wasn't talking to you but your readme / website does say that after a certain version it is no longer just catering to thieves.
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Dan Stevens
 
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Post » Thu Nov 18, 2010 10:15 am

I wasn't talking to you but your readme / website does say that after a certain version it is no longer just catering to thieves.


That's correct. I'll make changes to the website and the ReadMe in the future.
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(G-yen)
 
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Post » Thu Nov 18, 2010 9:55 am

Howdy Veritas,

I've been playing TIE and loving it; it's definitely one of the top three most crucial mods in my setup right now. I do have a bug to report, though: When I attempt to buy arrows from traveling merchants out-of-doors on the roads, and attempt to buy all eight or so available, I get charged for the price for all eight but receive only one arrow. This has happened multiple times, and fortunately can be worked around by only buying one arrow at a time, but it seems like something you would want to know about. I have checked that this doesn't happen with other merchants, including other TIE-added merchants such as the new Fences, so it seems unlikely that this is a bad mod interaction. I have not checked this with other items. I believe that the version I have been playing with is 1.35.

Thank you for an awesome mod!

Asterai
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Chrissie Pillinger
 
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Post » Wed Nov 17, 2010 8:43 pm

Howdy Veritas,

I've been playing TIE and loving it; it's definitely one of the top three most crucial mods in my setup right now. I do have a bug to report, though: When I attempt to buy arrows from traveling merchants out-of-doors on the roads, and attempt to buy all eight or so available, I get charged for the price for all eight but receive only one arrow. This has happened multiple times, and fortunately can be worked around by only buying one arrow at a time, but it seems like something you would want to know about. I have checked that this doesn't happen with other merchants, including other TIE-added merchants such as the new Fences, so it seems unlikely that this is a bad mod interaction. I have not checked this with other items. I believe that the version I have been playing with is 1.35.

Thank you for an awesome mod!

Asterai


Heh - getting screwed over by Merchants - I kinds like that. :) I think that happened to me once with one of his Bosmer merchants (little Elf bastard). Joking aside, I think that might fall in CorePC's territory - but is CorePC even active in these forums anymore?
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Gen Daley
 
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Post » Thu Nov 18, 2010 7:45 am

but is CorePC even active in these forums anymore?

Pretty much everyday.

Check the FCOM, UOP, Armamentarium, Vibrant textures threads - not hard to find.

Are you going to release a version without the travelers?
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Isabell Hoffmann
 
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Post » Thu Nov 18, 2010 4:56 am

Ran into an Imperial Bounty Hunter on the bridge between the prison and market district. Was in the middle of the bridge stuck walking in a small circle. Reloade game and he just stood there. I use NRB so maybe that messed with him.

Like the archers, nice clothes, but the same color and type. Is this T.I.E or possibly another mod making them that way?

Oh, an this mod is DEADLY! Gotta love it, especially when I teamed it with ROM.
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Angelina Mayo
 
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Post » Thu Nov 18, 2010 8:37 am


Are you going to release a version without the travelers?


Nope. Not ever.
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GLOW...
 
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Post » Wed Nov 17, 2010 9:22 pm

Hi Veritas,

thx for your clarifications. I`m aware of the Legion mod, I just think that integrating an alternative career path into TIE would be kinda logical.

Also, as yet I`ve not seen NPC:s trying to dodge arrows like in DP:s archery mods. Ability to dodge would be a very immersive addition to your most excellent mod.

Regards, Haldir
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Nathan Maughan
 
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Post » Thu Nov 18, 2010 8:19 am

I think they dodge with DR, which I have loaded. I think I had DR loaded before loading DP's Archery mod and remember seeing a duck/dodge.
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Liv Brown
 
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Post » Thu Nov 18, 2010 3:17 am

I think they dodge with DR, which I have loaded. I think I had DR loaded before loading DP's Archery mod and remember seeing a duck/dodge.


Dodging sounds cool. Does the mod depend upon OBSE?
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Kira! :)))
 
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