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

Post » Thu Nov 18, 2010 2:40 am

Dodging sounds cool. Does the mod depend upon OBSE?


Oh oh, hope this is not another potential conflict in the making - I use a few of Duke Patricks mods along with T.I.E (there is already a combined effect of T.I.Es lowered encumbrance has a knock on effect with Combat archery, making the player encumbered at every game start if a slight allowance for the amount (and type) of arrows you are carrying is not taken into consideration by the player)

I think All Duke Patricks mods use OBSE in some in-genius and complicated ways, and some require others (Combat Archery goes hand in hand with Actors can miss now, and Near Miss Magic and Arrows alert the target) --- In that setup dodging is definately incorporated, and would likely cause more conflicts with T.I.E if T.I.E did the same.

Combat Archery - http://www.invision.tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery-31a/

Actors can miss - http://www.tesnexus.com/downloads/file.php?id=17706

Near Miss Magic and Arrows alert the target - http://www.tesnexus.com/downloads/file.php?id=16150

That last one also requires Friendship ring for companion detection, if you use companions (recently updated quite a few times for companion Vilja by Emma)

Friendship Ring - http://www.tesnexus.com/downloads/file.php?id=21594

Just a heads up if you decide to try and incorporate dodging.
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danni Marchant
 
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Post » Thu Nov 18, 2010 1:41 am

Well, I already decided a long time ago to NOT use or incorporate any mod with TIE that requires the use of third party plug-ins. I want TIE to stand on its own two feet now and in the future. I don't mind merging mods with author's permissions, but anything merged in with TIE must stand on its own too.
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Michael Russ
 
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Post » Thu Nov 18, 2010 4:05 am

If you ever get the time to look into those links and they take your fancy - Highly recommended with T.I.E, your assasins weaving towards you fast out of the bush are a nightmare :), best to hit them hard and sneaky before they sense you.

Edit: needs a fair amount of study though before you install them. Particularly regards clean saves too, if they get updated missing those steps is a pig to figure out what went wrong with your setup.
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N Only WhiTe girl
 
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Post » Thu Nov 18, 2010 5:07 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.


The elite Imperial Forces milling about (mages, swordsmen, and archers) in TIE have custom clothing apart from regular Forces.
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Rozlyn Robinson
 
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Post » Thu Nov 18, 2010 8:28 am

I love the increasing Shivering Isles integration. Please continue that aspect, as it helps to diversify Cyrodiil's environment.
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sharon
 
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Post » Thu Nov 18, 2010 9:27 am

I forgot I had actors can miss too.

See my current setup:

Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.72]04  Qarls_Harvest.esm05  CyrodiilUpgradeResourcePack.esm06  Better Cities Resources.esm07  BetterMusicSystem.esm08  BathingMod_Base.esm09  CURP_Controller.esm0A  AFC v2 Core.esm0B  Progress.esm  [Version 2.2]0C  A_Bloody_Mess.esm0D  HorseCombatMaster.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  Oblivion Citadel Door Fix.esp10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  All Natural - Real Lights.esp  [Version 1.0]13  All Natural.esp  [Version 1.0]14  All Natural - SI.esp  [Version 1.0]15  Immersive Interiors.esp16  Immersive Interiors - Lights Addon.esp++  Symphony of Violence.esp17  AmbientTownSounds.esp18  Distant Chapel Bells.esp19  Diverse Voices.esp  [Version 0.1a]1A  Rainbows.esp1B  LightsOut.esp1C  Cities Alive At Night.esp1D  IWR-Lights.esp1E  IWR-Windows.esp1F  IWR-Shutters.esp20  IWR - 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Symone Velez
 
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Post » Thu Nov 18, 2010 11:44 am

...Duke Patrick mods...

Why not just install the DP mods after TIE - they should work as is and not detract from TIE.
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Verity Hurding
 
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Post » Thu Nov 18, 2010 10:44 am

experimental and since you said elsewhere you installed your DP mods after the patch I was going to try it.
I am in PMs with him regarding Hypothermia and other mod(s) possibly affecting each other because of the disease settings (Realistic Health for one).

edit...just now noticed the reply was to alt...
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Johanna Van Drunick
 
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Post » Thu Nov 18, 2010 9:58 am

Everything about adding mods is experimental - it seems your looking for assurance. Most of the things that make up my mod list - heck even all of BOSS master list was the result of trial and error and know how mods function.

Veritas is probably not going to be able to answer questions about Duke's mods any more than Duke would probably not feel comfortable answer TIE questions. Not trying to speak for anyone here.

As for mod compatibility have you read the pinned http://www.gamesas.com/index.php?/topic/775917-compatibility-and-you/? About the rule of one. Most mod authors are not going to be able to tell you how other people's mods inner workings - time and again I've asked mod authors for their load order and it is often just their mods.

The last loaded mod should win. TIE does not use OBSE which means that likely scripts that do will win out especially if loaded later. Even if Duke Patrick was loaded before bash it would still load well after TIE as TIE is an overhaul and the general logic is that specific focused mods should load after.
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Miragel Ginza
 
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Post » Thu Nov 18, 2010 4:35 am

well OT but it was set that way for the realism mod testing, not TIE. This was only a side comment.
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Catherine Harte
 
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Post » Thu Nov 18, 2010 3:09 pm

time and again I've asked mod authors for their load order and it is often just their mods.


LOL - too true! :laugh: In the past two years, despite the absolutely staggering amount of wicked mods created and released, I've only ever had my own mods in my load order. Reason: makes for far more precise and quick error checks and repairs.

Sidenote: I'm about ready to upload a little video I made today on hunting in Cyrodiil with TIE. Gives some good pointers on how to get game easier.
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Juan Suarez
 
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Post » Thu Nov 18, 2010 3:36 am

LOL - too true! :laugh: In the past two years, despite the absolutely staggering amount of wicked mods created and released, I've only ever had my own mods in my load order. Reason: makes for far more precise and quick error checks and repairs.

Sidenote: I'm about ready to upload a little video I made today on hunting in Cyrodiil with TIE. Gives some good pointers on how to get game easier.



Good.

I probably svck at getting close to deer because of level 4 + TIE + Proximity Based Sneak Penalties (wondering if I should remove that) + Stealth Overhaul + Thieves Arsenal + Thievery in the Imperial City.

BTW those of you wondering about using TA + DP Archery note that for some reason, the TA special arrows are marked like quest items. You can't move them into the arrow case or drop them.
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mishionary
 
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Post » Thu Nov 18, 2010 6:50 am

Why not just install the DP mods after TIE - they should work as is and not detract from TIE.


Forgive me had a few beverages so cant answer very precisely - But, we dont have any real problems with the combination, in fact I recommended it above - I believe (without having done an anolysis or comparison with one without the other, then compare with both effects of an arrow hit for instance in a particular circumstance ... which would be very hard to achieve which is what keeps putting me off the idea of comparing despite my curiosity) that having BOSS sort Duke Patricks mod to take the lions share of what ends up in the game mechanics that is precisely what is happening anyway. I know that T.I.E makes adjustments to the effectiveness of bows for instance, but having studied DP's mods I think most of what could be conflicts in T.I.E are overridden by DP mods. So if a dodge was introduced, maybe due to the load order, and if they function in the same way, DP's mods would also override this. I highlighted the possibility as a heads up to Veritas for possible future questions from users who are similarly attracted to both mods.

The only snag so far wih the combination I have found isn't really a problem anyway, as mentioned above the encumbrance problem is a result of T.I.E lowering the capabilities of the Player character, then DP's scripts kick in at game load and add weight to the type of arrows you carry times how many you have... which if you have previously been playing un-encumbered comes as a surprise at the next game load - Easily solved by dropping one item then picking it up again. Or, getting a feel for how much percentage of encumbrabce you should leave at the end of a game when you save, to prevent the problem at the next game load. The other way to prevent this happening is to turn off a feature in Combat archery's ini - problem with that is you lose a lot more than you solve.

So anyway, no moans here, just sharing the experience of combining these two magnificent mods. I am willing to adapt and overcome any conflicts between the two because they both offer amazing immersion aspects, T.I.E reminds me very very much of Thief (minus the water arrows - I considered suggesting All Naturals Real lights and could they be extinguishable, but I think it would be too much to ask even if it was do-able, and probably only have a very minor audience anyway). And Combat Archery adds so much in the physics/realism of archery its hard to give up, I have sometimes wondered if DPs shield bash attack is working as advertised with this combination but its not a biggy for me.... aaaand, to be honest I dont feel its polite to suggest one mod creator should consider the other, as much as I would like 100% confidence that aspects of one are not constricting the other as intended its my fault for installing mods that could conflict anyway. Totally in agreement with Psymon on this aspect.

Overall experience - My game is playing as I think it should with tweaks to Combat Archery's options in the ini, and I think the two work quite well together.
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Shiarra Curtis
 
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Post » Thu Nov 18, 2010 3:29 am

Oh and before I succomb (sucombe? oh bugger it cant be bothered wikipaedia'ing) to the affluence of incohol and slip into unconciousness - @Veritas, who wrote those tactics books?, they are brilliant.
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Danny Warner
 
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Post » Thu Nov 18, 2010 1:55 pm

Oh and before I succomb (sucombe? oh bugger it cant be bothered wikipaedia'ing) to the affluence of incohol and slip into unconciousness - @Veritas, who wrote those tactics books?, they are brilliant.



The Field Tactician's Handbook was written by the community itself - for three months, I had members email me their most precious tricks and techniques when adventuring. These were then directly incorporated into the book - saved my hide a few times I tell ya. :) By the way.... now that my ears are pricked...mind telling me a little more about those "extinguishable lights"? :liplick:
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Ben sutton
 
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Post » Thu Nov 18, 2010 4:46 pm

The Field Tactician's Handbook was written by the community itself - for three months, I had members email me their most precious tricks and techniques when adventuring. These were then directly incorporated into the book - saved my hide a few times I tell ya. :) By the way.... now that my ears are pricked...mind telling me a little more about those "extinguishable lights"? :liplick:


:) Well I am fading fast here, but noticed you logged in so hung around... it was just a random thought a couple of days ago while re-installing All Natural. AN has an additional plugin called real lights which replaces every light throughout the game to give more realism, its a bit of a processor hog but very nice indeed. So even if it was do-able in a temporary way to extinguish one at a moment (scripted arrows?), the user would also have to have AN installed and be able to handle Real lights to enable whatever manipulation of these T.I.E could come up with... probably niche, dont know if its possible, but it just struck me as a potential for T.I.E.

http://www.gamesas.com/index.php?/topic/1116029-relz-weather-all-natural-thread-28/
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Laura-Lee Gerwing
 
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Post » Thu Nov 18, 2010 3:41 pm

Extinguishable lights - an idea ported from the Thief game. First made its appearance in Oblivion in 2006 when Scruggs (now of OBSE) made http://www.tesnexus.com/downloads/file.php?id=9655 (also featured the first child in oblivion). It made use of water arrows to extinguish the vanilla lights.

But the issue of the dungeons and other areas remained that lights did not behave as lights ought so Josef K created http://www.tesnexus.com/downloads/file.php?id=10891 - which made the lights behave as lights should and is great in combination with http://www.tesnexus.com/downloads/file.php?id=22819

In the mean time Ismelda created a mod called http://www.tesnexus.com/downloads/file.php?id=14761 that worked with Joesef K's version of Real Lights

Later it was found that Real Lights contained scripts/edits that lead to save game bloating. Arthmoor took over the real lights project and integrated it into http://www.tesnexus.com/downloads/file.php?id=18305 in doing this he did a lot of house keeping and the result was different file paths for the lights (iirc) the result was that neither Thieves Arsenal or Exntenguish the lights are compatible with the AN version of real lights.

[edit] for those wanting to play Thieves Arsenal without the extinguish the lights - there is http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5260 with the water arrows taken out.
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tiffany Royal
 
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Post » Thu Nov 18, 2010 5:58 am

I have AN Real Lights imported with Extinguish using TA, TIE, TIC. Some candles can be hand snuffed, others can't. Some torches/wall sconces can, some can't with water arrows.

I sometimes have to live with candles not appearing with meshes so I get the neon mesh sign.
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Ashley Tamen
 
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Post » Thu Nov 18, 2010 7:48 am

Aah cool, more sober and knowledgeable people are remembering things I cant at the moment - Time for bed said Zebedee. Thanks Psymon.
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Lory Da Costa
 
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Post » Thu Nov 18, 2010 4:39 pm

Can anything be done about the sound changes? I do not mind the doors so much but the sounds when moving through the menu were comforting (don't laugh) and they seem to be lowered along with what I assume are the thieving related sounds.
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brenden casey
 
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Post » Thu Nov 18, 2010 2:47 am

Sorry - I won't be releasing a version with Menu sounds reverted. The sounds jar my ears too much when I'm thieving. Others may create (renamed) TIE ESPs that have menu sounds reverted if they wish however.

By the way, the hunting video is being uploaded to YouTube as we speak. Should be up and running within ten minutes or so. I'll put up the URL once it's done. :)
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xx_Jess_xx
 
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Post » Thu Nov 18, 2010 11:32 am

I can live with it, or learn to, there are too many great things about T.I.E not to use it. Great job BTW.
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Mari martnez Martinez
 
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Post » Thu Nov 18, 2010 1:14 pm

LOL - too true! :laugh: In the past two years, despite the absolutely staggering amount of wicked mods created and released, I've only ever had my own mods in my load order. Reason: makes for far more precise and quick error checks and repairs.



Just out of curiousity, are you saying that you do not use the unoffical patches as well for actual gameplay.
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Emma Copeland
 
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Joined: Sat Jul 01, 2006 12:37 am

Post » Thu Nov 18, 2010 3:10 am

Just out of curiousity, are you saying that you do not use the unoffical patches as well for actual gameplay.


AFAIK, none of the official or community made patches have been integrated into TIE. I may have done so a while back however and simply don't recall. Any of the other earlier members here remember if any patches were incorporated into TIE? Arthmoor? CorePC?
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phillip crookes
 
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Joined: Wed Jun 27, 2007 1:39 pm

Post » Thu Nov 18, 2010 6:20 pm

AFAIK, none of the official or community made patches have been integrated into TIE. I may have done so a while back however and simply don't recall. Any of the other earlier members here remember if any patches were incorporated into TIE? Arthmoor? CorePC?


Well, I guess what I really meant to ask was if you use them (unoffical patches) in your own personal load order. Sorry for not being more clear.
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Heather Dawson
 
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