Just wanna say that I absolutely love this mode, for me it's the best overhaul ever and I cant imagine playing without it.
But.... I've discovered rather nasty bug.
I'm just doing the Thieves guild quest Ahdarji's heirloom, and I enter the count's private quarters to steal the ring, but it's not possible, because one of the hired guards is always sleeping in the count's bed, so the countess can't go to sleep, and she of course cannot take off her ring and so I can't steal it.
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.
Regarding alchemical ingredients, TIE already has a lot of custom ingredients, so you must be used to mods with a
gazillion ingredients. I'm quite careful however, to incorporate only those that make sense and don't disrupt the lore.
And regarding the Hierophants, they're there. In fact, they'll nail you when you least suspect it...
"I asked this in a previous thread, but to the best of my knowledge never got a response. Do you have any plans to TIE-ize Knights of the Nine? The mod is kind of a joke-- the Aurorans take next to no effort to demolish, not even Umaril himself, the characters (especially the Prophet) are ugly even by vanilla Oblivion's standards, and your reward for the quest is a free suit of armor that repairs itself and scales up in level for free (so by the end of the game, in terms of stats you're basically decked out in full Daedric). As a paladin, I love doing the storyline, but I don't want it to break the game. Pretty please?"
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...