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

Post » Thu Nov 18, 2010 4:04 am

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.


Oh - sorry. My bad. Well, no. I've never had any other mods or patches in my load order other than the official Oblivion ESM, my Bashed Patch from WryeBash, Shivering Isles ESP, and my own mods. Again, I refrain from using other mods so the strictest care can be applied to TIE's development and bug squashing.

By the way...heh heh...the hunting video is now public. It can be seen http://www.youtube.com/watch?v=uN-Vpg4vY64.
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El Khatiri
 
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Post » Thu Nov 18, 2010 1:57 pm

yeah you are using the toned down verion...no bow sway (was using DR bow sway but disabled it now trying out DP Archery) and sneak eye. I have eye off, not to mention the fatigue mod.
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Kit Marsden
 
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Post » Thu Nov 18, 2010 10:00 am

yeah you are using the toned down verion...no bow sway (was using DR bow sway but disabled it now trying out DP Archery) and sneak eye. I have eye off, not to mention the fatigue mod.


Wow...you must be scaring a lot of game away... :D
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{Richies Mommy}
 
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Post » Thu Nov 18, 2010 12:32 pm

I was just going over the Realistic Fatigue ini again and this entry made a question come up:

; This sets the encumbrance limit in feathers per unit strength. Note that
; for clutter 1Kg ~= 2feathers, but for weapons and armour 1Kg ~= 4feathers.
; I recommend setting this to 5.0 x encumbMult unless you are using a mod that
; changes weapon and armour weights significantly
.
setGS fActorStrengthEncumbranceMult ; vanilla = 5.0



Does TIE do this and if so what would you recommend as the setting based on the change?
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Scarlet Devil
 
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Post » Thu Nov 18, 2010 4:52 pm

I was just going over the Realistic Fatigue ini again and this entry made a question come up:




Does TIE do this and if so what would you recommend as the setting based on the change?


TIE changes encumbrance significantly in order to bring it closer to reality. I calculated roughly a factor of four, and even this may not be high enough as it still seems too light. This will not change in future versions as having tinkered with it almost incessantly during the past two years, a balance between realism and enjoyability seems to have been struck.
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Shirley BEltran
 
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Post » Thu Nov 18, 2010 9:59 am

TIE changes encumbrance significantly in order to bring it closer to reality. I calculated roughly a factor of four, and even this may not be high enough as it still seems too light. This will not change in future versions as having tinkered with it almost incessantly during the past two years, a balance between realism and enjoyability seems to have been struck.



I just realized that ini line doesn't say "to".

Do you think it should? It seems like all "set" lines have "to" in them.

I wonder if so, and it is a "bug", has anyone else ever noticed this using his mod?

(edit...changing it to 4.0, and 5.0, I see no difference in encumbrance limits, strength, or weight of items. My cuirass weighs 7 on both settings, my encumbrance stays at 136 max, my str stays at 33. This is with including "to 4.0/5.0".
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Emily Martell
 
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Post » Thu Nov 18, 2010 3:50 am

What ini are you talking about?
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JR Cash
 
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Post » Thu Nov 18, 2010 6:46 pm

What ini are you talking about?



Go back one page.

Ver: Something I noticed I don't know if you can tweak is how freakin easy it is for the Countess in Chorrol to give you a key to the castle. What? No trust quests?
I'm a stranger off the street and she sizes me up and thinks I'm trusting? Ok...so I steal stuff from each tower storeroom, steal from the jewelry boxes in one of the staff person's room during
the daytime, with the door open, while guards/staff are roaming outside...

All under the pretense (?) of investigating her stolen painting...
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Stacy Hope
 
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Post » Thu Nov 18, 2010 4:45 pm

Ah. No, the command in the case of the ini is "setGS" which is not the same as "set". It probably doesn't require the "to" syntax and it might not recognize it if you do.

Also, yes, Valga is a bit overly trusting with her keys. Not even so much as a prod toward needing more disposition.
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Trey Johnson
 
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Post » Thu Nov 18, 2010 6:05 pm

Ok I will try again just changing the 4.0 and 5.0.
That castle quest just breaks the reality of common sense.
My fame is 1, while my infamy is 2.


update...setting to 4 made my encumbrance max go up. I don't know if this should be "right" or not, considering TIE. I'm a newb of course.
I don't think I have any other mods that influence encumbrance directly. The Cobl races balance thing I have lowered my strength.
I'm not sure how I feel about that. I suppose more punching target boards/bags with my Setsuna Dummy Training mod is in order.


second edit...Vert can you tell me if there is some console command for me to get back my laminated woodland bow? The other day when I was troubleshooting my crash-on-saving issue I uninstalled TIE not knowing it was linked to TIE. Now I have no bow and they cost ~930 when I do see them on a merchant. I got lucky clearing out ~4 shops in IC one night (having Basso the Boxer from TA made that VERY convenient) and I got lots of gold so was able to purchase it then.

Another side comment -

I noticed while changing all these thief and archery mods in and out while I stood behind the NPCs that shoot at the targets behind the fighters' guild in Chorrol that before the addition, they hit more center, less miss and off-center.

Now they miss more (actors can miss, maybe bow sway given to them too?) and hit less dead-center. They also get their bows worn out and drop them to the ground then just stand their with their melee weapon or hands. The marksman guy wound up standing there punching air, while the orc stood there with his 2h hammer out.

Before adding these mods they seem to have an endless supply of arrows (which you can pluck from the targets either way and practice with them) and invulnerable bows.
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Hope Greenhaw
 
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Post » Thu Nov 18, 2010 6:05 pm

Not sure what the Console Command is for retrieving lost items, but it should be doable if you open up the CS (I've disinstalled Oblivion from my computer because I'm cleaning and preparing for a huge HD format later this week).

Regarding unlimited arrows and unbreakable bows in either TIE or Vanilla, it seems that way, but NPCs will fire roughly 100 times or so with regular arrows even if their inventory only has one arrow. And the bows in Vanilla (Iron and Steel for sure) do break down after a certain period.
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Claire Jackson
 
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Post » Thu Nov 18, 2010 8:23 pm

bleh nevermind then. I'm just a player, not a modder.
I will have to do it the hard way...


edit...opened up CS knowing nothing. Clicked some mod check boxes, looked at the object window, weapons (have TIE checked) and don't see a "laminated" word in there.

Don't know what to do anyway.

second edit...found entry in tes4edit:

FormID - VSyewBow "Laminated Woodland Bow" [WEAP:1A000FC7]

After some Google searches I found the console command player.AddItem

but when I substitute that formid and 1 it says ....not found for parameter id....compiled script not found.


edit...found help in cheats /spoilers forum...missing info on having to change first two characters.

Now I have the bow but damn DP Archery + 33 str @ level 4 = can't hold it tight for long.
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Aaron Clark
 
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Post » Thu Nov 18, 2010 8:20 pm

Hi all,

should I clean "identical to master" records and then "undelete and disable" in T.I.E. 1.37?

Or are these "dirties" intentional?

Regards, Haldir
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Jessica White
 
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Post » Thu Nov 18, 2010 4:53 am

Hi all,

should I clean "identical to master" records and then "undelete and disable" in T.I.E. 1.37?

Or are these "dirties" intentional?

Regards, Haldir


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.
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Emilie M
 
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Post » Thu Nov 18, 2010 7:20 pm

Is the laminated woodland bow supposed to weigh only 1?
That is as light as clothing.
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Jesus Sanchez
 
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Post » Thu Nov 18, 2010 5:22 pm

You happen to know what kind of FPS hit this wonderful mod will cause in the game when used?
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Dan Stevens
 
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Post » Thu Nov 18, 2010 10:55 am

Not sure what the Console Command is for retrieving lost items, but it should be doable if you open up the CS (I've disinstalled Oblivion from my computer because I'm cleaning and preparing for a huge HD format later this week).

Regarding unlimited arrows and unbreakable bows in either TIE or Vanilla, it seems that way, but NPCs will fire roughly 100 times or so with regular arrows even if their inventory only has one arrow. And the bows in Vanilla (Iron and Steel for sure) do break down after a certain period.


Hi Veritas,

it would be really nice if you could decrease number of available shots across the board to say max 24( with some randomising from 1 to 24) before replenishing is necessary.
Or maybe recommend a compatible mod that does just that.

Regards, Haldir
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Scott
 
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Post » Thu Nov 18, 2010 8:20 pm

Is the laminated woodland bow supposed to weigh only 1?
That is as light as clothing.


My custom made laminated yew longbow in real life weighs less than one pound - but the draw weight is 65 lbs. Definitely viable.
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Your Mum
 
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Post » Thu Nov 18, 2010 7:34 am

You happen to know what kind of FPS hit this wonderful mod will cause in the game when used?


On average (my machine is 4 1/2 years old with single core processor, 2 gigs Ram, 7600 GT video card), I'm running around 18 frames per second in high action/intensity scenes with multiple foes and up to 29 frames per second in normal/low action scenes. It is a low impact mod in terms of frame hit.
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ShOrty
 
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Post » Thu Nov 18, 2010 9:37 am

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.
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Batricia Alele
 
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Post » Thu Nov 18, 2010 9:48 pm

I like some of the things about this mod...most in fact. But the lack of alchemical ingredients from other mods really BLOWS...
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carrie roche
 
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Post » Thu Nov 18, 2010 2:25 pm

Has anyone found this heirophant or is it as rare as bigfoot in the wilderness.
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Gaelle Courant
 
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Post » Thu Nov 18, 2010 4:07 pm

I like some of the things about this mod...most in fact. But the lack of alchemical ingredients from other mods really BLOWS...



What lack? Do you use Cobl or Tamrielic Ingredients?
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Ronald
 
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Post » Thu Nov 18, 2010 2:00 pm

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? :icecream:
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Spencey!
 
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Post » Thu Nov 18, 2010 7:57 pm

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... :)
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Abel Vazquez
 
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