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

Post » Wed Nov 17, 2010 2:45 pm

Hello everyone,

Yes, I am back - and perhaps a bit wiser, so no need to revisit the past. In any case, here is Version 1.36 of the Tamriel Immersion Experience. This lightweight and extremely easy to install overhaul utilizes solely vanilla resources directly from the construction set, thereby enabling you to be up and running within seconds. Here is the file:

http://www.dreamingthepyramid.net/TNR-TIE.html

WARNING: This overhaul is NOT for the faint of heart! Though it is far less action oriented than either FCOM, OOO, MMM, and other Oblivion classics, what may seem like a peaceful gaming world can suddenly explode with action in a split second and have you running for your life. It is strongly recommended that players take every precaution available to them prior to heading out into the wilderness. You WILL need every resource possible to survive this challenge!

PROMOTIONAL VIDEOS:

http://www.youtube.com/watch?v=Jo4RvqFzTTw&feature=player_embedded

http://www.youtube.com/watch?v=of1TlKIqlus&feature=player_embedded

NEW FEATURES IN VERSION 1.36:

1) Alchemical equipment is way too common throughout Cyrodiil in my opinion. I mean, all you have to do if you want high end apparatus is either steal it or buy it. So...now it's far less common. Some of the Mage guild shelves appear a little bare because of the removal of so many apparatus', but I'll replace them with other stuff soon. Many forts and ruins still have alchemy equipment however. Of course, based upon intelligent scoutng on player's part, apparatus' can also be found on various NPCs, so stealing is always an option.

2) Repair hammers are less common as well. To offset this, I've made the hammers break far less often, and made repairing armor and weapons less expensive. If you do find a hammer, STASH it!

3) A new type of NPC baddie has been introduced: the Hierophant. Superbly equipped and skilled, this roaming villain scours the land in search of easy targets (namely, you). Usual battle tactics will not work with these NPCs, and I consider them even harder to outwit than the Assassins. Beware...

4) Some animals have been made a little stronger, a litle more diffficult to approach, etc. Deer in particular, will provide hunters with even more challenges.

5) Due to player feedback, visual magic effects have been reinstated into TIE. Stealthier magic however, can still be used in conjunction with TIE with no problems or conflicts.

6) Certain Illusion spells have been tweaked to make them less forgiving. Command and charm, for example, work a little less frequently and are a little less surefire than before. They still make formidable additions to any mage's arsenal however.

7) Cyrodiil has seen the influx of a new type of amphibian within its borders: Salamanders. These small creatures are both elusive and quick, and may provide useful ingredients for players.

8) Gnarls from the Shivering Isles can now be found within Cyrodiil's rainforest and swampy areas. Wondering what that distand loud creaking of wood is? Investigate carefully.

TIE FEATURES:

Over 800 NPCs: Assassins, thieves, pickpockets, bards, pilgrims, alchemists, hunters, adventurers, varied Imperial Forces, barbarians, nightblades, commoners, hired guards, priests and healers, scavengers, tomb raiders, bandits & wizards, fences, infamous villains, heros - these are just some of the new and interesting types of characters you will encounter in TIE. Above all else, this feature is the singlemost visual addition to the vanilla game. All custom made NPCs feature vanilla content and items for their clothing, behaviour, items, and weaponry. Think of it as Morrowind Comes Alive - for Oblivion.

Tamriel Travelers: CorePC contributed and slightly modified his amazing mod to be included within TIE. Some of the NPCs can be traded with. These really add life and interest to the roads in general.

Spellmaking Altars within Chapels. In line with modified spells and potions suitable for thieving types, TIE now enables the player to create their own spells via altars - provided they're able to sneak in undetected...

Rarer Lockpicks and repair hammers: Gear up before heading out. If you run out of picks, try pickpocketing, thieving, the fences, and if you want a real challenge, you can try to approach Bandit Thieves in nearby camps as they will sell some. Just make sure you don't unsheath any weaponry around them. Most vendors still carry a hammer or two, so buy 'em up fast when you see them.

Owned Crates and Barrels: No - not "Pwned". Owned. It used to really irk me to see how easy the player can loot barrels and crates in plain sight and never get arrested. Now all town and city barrels and crates have ownership. The exceptions are ones found in forts, ruins, caves, and various wilderness areas.

Hunting Poisons: These mixtures help players ensure they get their game. Upon impact, deer and boar, sheep and a few other animals will fall down, get back up, and run away mortally wounded. If you're quick, you can get a second shot in and finish them off. Otherwise they'll run away and you'll have to track 'em down. If a second shot isn't put in to finish the kill, they'll usually run around two hundred yards or so and die.

Tougher Sneaking and Pickpocketing: The Sneaking/pickpocketing system has been revamped somewhat and follows a certain logic. Most commoners are easier to sneak up and pickpocket than other thieves, warriors and such. Imperial Forces are definitely tough to catch off their guard so if you have a bounty on your head, tread lightly.

Fences: There are several in the game, but getting to them safely can be tricky. First you have to find their location and what times they prefer to ply their trades, then you have to make sure Undercover Imperial Agents haven't set up ambushes to arrest you on sight. How do you find a Fence? The first clue is in one of the secret lairs - which in turn is accessible only by key (scour the dungeon tutorial to find this key - especially near the end in the sewers).

Pickpockets: You'll be pleasantly surprised to see thieves and other lowlifes actually stealing and running from the law in-game. And here is the best thing: you get to keep what they've stolen. Of course, you'll have to be able to keep up with them first.

Secret Entrances: Tired of waltzing through the front door to try to steal stuff? These entrances fix the problem in grand fashion. To find them, simply walk around the outskirts of every castle, town, and city in the game. Some are trapdoors, some are rope ladders thrown over pallisade walls. You'll definitely need to be somewhat of an acrobat to reach some of them.

Secret Lairs: No thief or assassin should be without some sort of home base. There are eight in total, ranging from lushly lit pads to worn out logs.

No more set Training Levels: Frustrated by the game telling you you can't train past a certain level? Well that's gone. Now, as long as you have the cash, trainers will train you to the maximum of their abilities in whatever skills they have.

Bounty and Infamy Payoff System: Morerunes is to thank for this cool feature. In vanilla Oblivion, one must be part of the Thieve's Guild in order to have bounties and infamy cleared up. No more. Now, as long as you ride a horse, swim, or run, you can set forth to have your good name cleared - until the next heist that is.

Diversified Imperial Forces: There you are in your favorite Inn, drinking some delicious mead served by the local Wench, and thinking you've safely outrun the local Watch. Think again...an officer might be right beside you. In TIE, thieves and assassins will have to watch not only for Imperial Guards, but also Bounty Hunters, Imperial Frogmen, Marksmen, and Battlemages. They can be anywhere, so be careful who you talk to...

Tougher Prison Escapes: Perhaps you are used to simply picking a lock, retrieving your stolen goods, safely sneaking past a sleeping Guard, and making your way outside to the exit. Heh heh...dream on. Expect a real challenge now to even be able to breath fresh air again. Now one must avoid traps and decoys as well as tougher and smarter Guards. Escapes can be so difficult that you might find yourself thinking about giving up and returning to jail to serve your sentence. Sure beats getting a sharp broadhead up the [censored].

Non Leveled Loot, Items, Creatures, and NPCs: This means exactly what it says. No more leveled anything anywhere in the game. In your first ten minutes, you can find Daedric armor as well as a cool sword - just as you can wander for ages and not find anything of great value.

This also applies to creatures. Oblivion realms can be filled with some real nasties or little scamp runts. It all depends.

Deadlier Traps: Watch your step in caves and ruins. Your next step might trigger a tripwire, sending a three to four hundred pound spiked log into your chest - OUCH!

Decreased Thieving Sounds: No more loud foot sneaking or opening doors or sacks. Now, just about every thieflike sound in the game has been lessened.

Gas Arrows: These tools are designed to help you safely infiltrate and scout restricted areas. NPCs knocked out by the reservoir's potent gases will remain unconscious for roughly five minutes - just enough to let you make that important grab and get out. However, sometimes they can backfire and alert nearby NPCs, so use them wisely. Purchase them from Fences.

Realistic Bandits: In vanilla Oblivion, leveling up in-game means becoming exposed to glass wearing Bandits and other baddies. Those days are history in TIE. Expect highly realistic and dangerous baddies to contend with - whether it's bandits, marauders, or conjurers.

Spiders: Named Dragonbacks, they come in two varieties: Eastern Dragonbacks and Western Dragonbacks. A single bite or sting will either kill or severely wound you within a four minute period unless promptly treated. And chances are unless your hearing is very good, you won't even hear the little bastards sneak up on you. The only indication you'll have that you've been bitten is that you'll feel a slight and temporary blurring of vision. Both kinds of Dragonbacks create very valid reasons for carrying Cure Poison potions or spells. If no Cure Poison potions are on hand, ingesting Restore Health potions can also help. Dragonbacks are normally docile creatures, attacking only when provoked or when they sense danger is near. Unsheathing weaponry in their midst is a surefire way to rile them up.

Realistic Wildlife: No mammoth sized bears or boars. Deer are much more fearful. Wolves usually flee on sight unless they're in packs. Mountain lions also usually flee on sight but will sometimes charge. Black bears usually flee but will sometimes attack. Packs of feral dogs now roam the wilderness. Rats are much smaller and faster and populate wilderness areas around farms and fields. You may also come across wild stallions that are bullyish and try to do you in. High, snowy regions now harbour rams, while small groups of sheep can be seen roaming the wilds below. There are also rumors of two or three gigantic Ogre and Minotaur Collosus beasts nearly fifty feet tall roaming the most remote regions of Tamriel. They may carry large amounts of gear and loot when felled. Some sewers now also contain a smaller form of Dreugh. Again, all creatures have been fully unlocked at game start, which means that if you want to stay relatively safe, then stick to the roads. As the Imperial guardsmen are often heard saying, ' the wilderness just isn't safe anymore'. And the best part is, all of these creatures have more developed predator/prey type relationships: wolves will actively hunt deer and many other creatures. So will bear, boars, and mountain lions.

Morrowind Ingredients: Remember Flin, Grief, and Matze? They're in here. Other nice ingredients and foods such as roobrush, marshmarrow, and even scrib jerky are in TIE as well.

Better and more lethal Archery: This applies not only to your own equipment, but that of baddies as well. Beware bow equipped Wood Elf bandits...

Fully interconnected Imperial City Underground: If you want a real adventure, try going underneath the Imperial City sewer system. There, you will encounter vampires, assassins, tomb raiders, scavengers, beggars, diseased rats and crabs, and much else. You may even survive long enough to catch fresh air again. Also, rumors exist of a mysterious visitor in the city's depths...

Fiercer Combat: In previous versions of TIE, players often complained of combat being too difficult (it is). However, version 1.26 now has shields becoming far greater assets for would-be warriors and brawlers. In most instances, Shields have had their ratings boosted up by over 400% and their health by over 1000% for longer lasting battles. If you can time your strikes right and protect your vitals, shield equipped fighters should not feel overly handicapped in TIE.

Another feature of combat in TIE is the chance of contracting various crippling diseases. And why not? After all, you are engaging dirty, roughed up individuals who have not washed in days or weeks.

Deadlier Vampires: TIE's 'denizens of the night' are no longer affected by normal weaponry, so take very good care of that shiny silver sword. Better yet, bring two. And don't skimp out on health potions either...

Fatigue and Health: In version 1.26, all health and fatigue potions and spells and enchantments have been modified to be much more realistic and less forgiving. However, they also tend to be more powerful. The way they work now is that instead of gulping a health potion and instantly gaining back health, health levels come back slowly over time. The same goes for fatigue. So if you've taken a few bad hits and are running away from bandits and expect to have your stats boosted miraculously, you just may end up dead. Calculate your battles...

Greater Underwater Argonians Population: See that funny looking head popping up occasionally in the waters of the misty swamp? Chances are it belongs to one of Black Marsh's citizens.

New and Useful Literature: If you've just found a safe haven within a cave and have a few minutes to spare, you might want to give a few new books a read. There is "Tactics and Maneuvers: The Field Tactician's Handbook", various recon reports for every town and city, a Mythic Dawn NOC (Non-Official Cover) list, and more. The handbook, in particular, has many dozens of tips on how to best survive the dangerous Tamrielic landscape.

Safer Roads: For those days when you just want to leave the quests alone and pick flowers and enjoy the great sunsets instead. Just don't step off the road...

Rideable Bandit Steeds: They may be a little jittery and not have saddles, but these make perfect (if not temporary) escape companions for when you've successfully stolen from dangerous baddies and need a quick getaway. Just make sure no bandits wake up or the steeds will take off.

More Restricted Areas: Duggedank worked his magic to give us increased risks in "going behind the counter" in stores, Inns, and in certain castle areas. Three warnings from the local Guards and you'll be either killed or arrested, so watch out...

Lower Encumbrance: You're just getting out of jail, so your encumbrance will have taken a direct hit. No more carrying everything you find from the tutorial. Now you have to pick and choose your items carefully otherwise you'll be too weighed down.

In-Game Time Goes by Less Quick. One minute of real time equals ten minutes in-game time instead of thirty minutes. This is great for thieving, since you no longer feel rushed in loot filled areas.

Better Clutter: Now everything you pick up has value - including cups, forks, tongs. Yay - finally a reason to loot crates and barrels! Now, where was that fence located?

Revamped weapons and armor system. What I played around with the most are the weights, damage points, and health. Also, all vendors only sell either iron or steel or fur and leather as well as some Elven. The fancier stuff has to be searched for in ruins, forts, caves, and elsewhere. Bring good adventurer's gear with you if you plan to hunt for it. Iron for instance, is nearly everywhere. It is dependable and very hard hitting though easily broken. It is also much heavier. Steel is both relatively light, slightly less hard hitting than iron, but much easier to maintain. Elven weaponry and armour is exquisitely light, very hard hitting, but also requires constant care and attention in order to keep in good condition. Silver is hard hitting and heavy, but very easy to maintain. Also quite a bit more valuable. Dwarven arms and armour are the workhorses of the lot; extremely tough and lethal, though they are as heavy as iron. Very easy to keep in top condition. Glass arms and armor is a bit wierd. It technically falls under the light category, but have you ever lifted a large solid glass item? It's a beast to lift! But in TES, it is classified as light so I kept it light. Extremely lethal, but also difficult to keep in top condition. Very valuable if you find it though. Bring lots of hammers. Ebony is heavy, tough, and valuable. It is also rarely come across. If you see it in-game somewhere, stash it. Daedric, as usual, is the rarest, heaviest, and most precious stuff of the lot.
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Wed Nov 17, 2010 7:44 pm

Nice to see a new version out going to download this one as well.
User avatar
e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Wed Nov 17, 2010 8:45 pm

Wow this version came as a bit of a surprise, I thought it would have been another three weeks at least. There seems to be a lot of quality updates recently.

Thank you Veritas, always look forward to updates to T.I.E, wonderful mod. Thank you also from the rest of the players at my abode for re-instating spell graphics... overall they like the mod, but that kind of tainted the idea for a while. Not going to tell them about the new wildlife, will leave a few surprises for them to find on walkabout ( including the Hierophant :evil: )
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Wed Nov 17, 2010 1:08 pm

Yeah - it's been a while since last update and I just wanted to make sure it was up to par with previous ones. Now I have to fix the Shivering Isles dialogue thing as well as one of the secret lairs. :)
User avatar
Louise Lowe
 
Posts: 3262
Joined: Fri Jul 28, 2006 9:08 am

Post » Wed Nov 17, 2010 5:10 pm

Congrats on this release!

I've always wanted to play TIE, but my current FCOM game is too good (and stability has been achieved *knocks on wood*), so it will have to wait for another day. Unless corepc works on TIE4MODs again...
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Thu Nov 18, 2010 4:20 am

I may want to try this some time. Is there a mod compatablity section somewhere in regards to mods like OOO, MMM, Alyeid Steps, Thievery, etc?

Or realism mods like realistic fatigue, sleep, hunger?
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Wed Nov 17, 2010 4:35 pm



1) Alchemical equipment is way too common throughout Cyrodiil in my opinion. I mean, all you have to do if you want high end apparatus is either steal it or buy it. So...now it's far less common. Some of the Mage guild shelves appear a little bare because of the removal of so many apparatus', but I'll replace them with other stuff soon. Many forts and ruins still have alchemy equipment however. Of course, based upon intelligent scoutng on player's part, apparatus' can also be found on various NPCs, so stealing is always an option. bleh so once I install this, at level 4 no more stealing for fence cash from stores.

2) Repair hammers are less common as well. To offset this, I've made the hammers break far less often, and made repairing armor and weapons less expensive. If you do find a hammer, STASH it! Uh I find them to be not common, but not rare either with 1.35


4) Some animals have been made a little stronger, a litle more diffficult to approach, etc. Deer in particular, will provide hunters with even more challenges. Deer are ALREADY hard to approach, unless they get stuck in a pathing circle or run into a cliff wall. Can we have a little less diseased boars, etc? I shouldn't find practically a 100% chance to get diseased from a boar. It is very annoying.



8) Gnarls from the Shivering Isles can now be found within Cyrodiil's rainforest and swampy areas. Wondering what that distand loud creaking of wood is? Investigate carefully. bleh spoiler alert. I have'nt played that far yet.

TIE FEATURES:


Rarer Lockpicks and repair hammers: Gear up before heading out. If you run out of picks, try pickpocketing, thieving, the fences, and if you want a real challenge, you can try to approach Bandit Thieves in nearby camps as they will sell some. Just make sure you don't unsheath any weaponry around them. Most vendors still carry a hammer or two, so buy 'em up fast when you see them. GP Lockpicks mod helps with this :) I still can only make 1 pick out of 4 attempts though so not unbalancing yet with my armorer skill. I waste more metal than create.

Owned Crates and Barrels: No - not "Pwned". Owned. It used to really irk me to see how easy the player can loot barrels and crates in plain sight and never get arrested. Now all town and city barrels and crates have ownership. The exceptions are ones found in forts, ruins, caves, and various wilderness areas. Someone still needs to set the crates and barrels on the IC waterfront to owned, unless they are abandoned. These down by the galleon are always free for the taking, with spells, gold nuggets, etc. I think IC RR author needs to handle the many crates/barrels around the isle that are not marked as well.

Hunting Poisons: These mixtures help players ensure they get their game. Upon impact, deer and boar, sheep and a few other animals will fall down, get back up, and run away mortally wounded. If you're quick, you can get a second shot in and finish them off. Otherwise they'll run away and you'll have to track 'em down. If a second shot isn't put in to finish the kill, they'll usually run around two hundred yards or so and die. I assume you can make these, as I have only seen them rarely on outside merchants (twice to be specific).

Tougher Sneaking and Pickpocketing: The Sneaking/pickpocketing system has been revamped somewhat and follows a certain logic. Most commoners are easier to sneak up and pickpocket than other thieves, warriors and such. Imperial Forces are definitely tough to catch off their guard so if you have a bounty on your head, tread lightly. See my thread in this forum for no psychic merchants. Four times now in the wee hours of the morning merchants have gotten up as I approach. I test over and over and they always get up at a specific threshold, like a line drawn across the room. I have Steath Overhaul, TA, Thievery in IC installed as well.


Bounty and Infamy Payoff System: Morerunes is to thank for this cool feature. In vanilla Oblivion, one must be part of the Thieve's Guild in order to have bounties and infamy cleared up. No more. Now, as long as you ride a horse, swim, or run, you can set forth to have your good name cleared - until the next heist that is. I never understood this, as honestly, your readme/description for this mod wasn't clear on some things. Do you mean just by doing good deeds it goes down?

Diversified Imperial Forces: There you are in your favorite Inn, drinking some delicious mead served by the local Wench, and thinking you've safely outrun the local Watch. Think again...an officer might be right beside you. In TIE, thieves and assassins will have to watch not only for Imperial Guards, but also Bounty Hunters, Imperial Frogmen, Marksmen, and Battlemages. They can be anywhere, so be careful who you talk to... After a while you can recognize some as they have distinctive clothing. I guess bounty hunters ignore you if bounty too low or they just have that name for show? I walk right past one with 100 bounty on. I guess my face hasn't been sketched and distributed.



Non Leveled Loot, Items, Creatures, and NPCs: This means exactly what it says. No more leveled anything anywhere in the game. In your first ten minutes, you can find Daedric armor as well as a cool sword - just as you can wander for ages and not find anything of great value. I found a helmet of the mind in an unlocked chest in the IC sewer system at level 3 (+will/luck/int...I assume luck helps with auto attempt lockpicking).


Spiders: Named Dragonbacks, they come in two varieties: Eastern Dragonbacks and Western Dragonbacks. A single bite or sting will either kill or severely wound you within a four minute period unless promptly treated. And chances are unless your hearing is very good, you won't even hear the little bastards sneak up on you. The only indication you'll have that you've been bitten is that you'll feel a slight and temporary blurring of vision. Both kinds of Dragonbacks create very valid reasons for carrying Cure Poison potions or spells. If no Cure Poison potions are on hand, ingesting Restore Health potions can also help. Dragonbacks are normally docile creatures, attacking only when provoked or when they sense danger is near. Unsheathing weaponry in their midst is a surefire way to rile them up. How does a spider know what weaponry is and when it is unsheathed?



Fully interconnected Imperial City Underground: If you want a real adventure, try going underneath the Imperial City sewer system. There, you will encounter vampires, assassins, tomb raiders (one of these bastards was fickle. I snuck up to him in the dark, popped up, spoke to him, then went about my business. Later he was still stalking about ignoring me, then as I walked past him he attacked me), scavengers, beggars, diseased rats and crabs, and much else. You may even survive long enough to catch fresh air again. Also, rumors exist of a mysterious visitor in the city's depths...

Fiercer Combat: In previous versions of TIE, players often complained of combat being too difficult (it is). However, version 1.26 (You probably want to update this "readme") now has shields becoming far greater assets for would-be warriors and brawlers. In most instances, Shields have had their ratings boosted up by over 400% and their health by over 1000% for longer lasting battles. If you can time your strikes right and protect your vitals, shield equipped fighters should not feel overly handicapped in TIE.

Another feature of combat in TIE is the chance of contracting various crippling diseases. And why not? After all, you are engaging dirty, roughed up individuals who have not washed in days or weeks. Uh not all of them are dirty, disease-ridden. See above. It shouldn't be that easy.


More Restricted Areas: Duggedank worked his magic to give us increased risks in "going behind the counter" in stores, Inns, and in certain castle areas. Three warnings from the local Guards and you'll be either killed or arrested, so watch out... See my comment in your other TIE thread where it seems some of these restricted areas are bugged, extending into the streets of IC marketplace.

User avatar
stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Thu Nov 18, 2010 3:35 am

nt
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Wed Nov 17, 2010 2:51 pm

Alright, I'll try to answer these points...



1) bleh so once I install this, at level 4 no more stealing for fence cash from stores: That's right. Too bad. You'll just have to work to get rich and make money.

2) Repair Hammers: Uh I find them to be not common, but not rare either with 1.35: Well, they're common enough so that anyone can visit a Smith and buy a hammer (1.35). Why would a Smith sell you or anyone a hammer? They're supposed to WANT your business, not make it harder for you to want their expertise.

3) Deer are ALREADY hard to approach, unless they get stuck in a pathing circle or run into a cliff wall. Can we have a little less diseased boars, etc? I shouldn't find practically a 100% chance to get diseased from a boar. It is very annoying: Deer are supposed to be mega hard to approach and kill. That's why there's so many of them (I'm a bowhunter in RL). Diseased creatures however, I can concede. 1.37.

4) Gnarls: bleh spoiler alert. I have'nt played that far yet. Yep - my bad.

5) GP Lockpicks mod helps with this I still can only make 1 pick out of 4 attempts though so not unbalancing yet with my armorer skill. I waste more metal than create: Not sure what you're saying here. Seems more like a statement than a complaint or suggestion. Be more clear and specific please.

6) Someone still needs to set the crates and barrels on the IC waterfront to owned, unless they are abandoned. These down by the galleon are always free for the taking, with spells, gold nuggets, etc. I think IC RR author needs to handle the many crates/barrels around the isle that are not marked as well: Thanks for the heads up. I'll make sure that issue is resolved in 1.37. Regarding wilderness crates, that will not work. Reason: Since crates are in the wilderness and away from Imperial forces' eyes, setting ownership to "Imperial" creates a situation where picking up something heavy in a villain's vicinity will make him say something dumb such as: "Go ahead! Not my concern!" And if I set ownership to "bad" factions, then nothing can be sold to honest merchants. I have taken the most clear and logical workaround for this, so it will not change for future TIE versions.

7) Hunting poisons:I assume you can make these, as I have only seen them rarely on outside merchants (twice to be specific).: You cannot make them. They can only be purchased. Reason: in-game potionmaking mechanics OUTSIDE of Mage Guild services do not allow the player to dictate the correct proportions of both Damage Health as well as Damage Fatigue required to give the struck prey the desired visual hit effects. They are found not only on various Fences, but also within some alchemical vendor's inventories. Walking out of a store with twenty or so potions of this type risks becoming highly game unbalancing.

8) See my thread in this forum for no psychic merchants. Four times now in the wee hours of the morning merchants have gotten up as I approach. I test over and over and they always get up at a specific threshold, like a line drawn across the room. I have Steath Overhaul, TA, Thievery in IC installed as well. Think logically. Out of all NPCs in he game, who should be the most alert ones? Reason dictates Elves (all races), Imperial Forces (they ARE Law Enforcement types after all), and Khajiit (Felines are always alert). All of these can still be snuck on as you progress (I've tried doing this at level ten and up, so I know).


9) Bounty/Infamy Payoff system - I never understood this, as honestly, your readme/description for this mod wasn't clear on some things. Do you mean just by doing good deeds it goes down?
: You have either not found the Anvil Lair (and therefore the key allowing you to open the door) or you failed to read the Anvil Recon Report. Go do dat.

10) Undercover Imperial Legion: After a while you can recognize some as they have distinctive clothing. I guess bounty hunters ignore you if bounty too low or they just have that name for show? I walk right past one with 100 bounty on. I guess my face hasn't been sketched and distributed: In vanilla Oblivion, ALL Imperial Forces arrest you on sight only from 500 and up. TIE has not changed that.

11) I found a helmet of the mind in an unlocked chest in the IC sewer system at level 3 (+will/luck/int...I assume luck helps with auto attempt lockpicking).
: You were...lucky.

12) How does a spider know what weaponry is and when it is unsheathed?: You possess a choice: Either have spiders that attack on sight, spiders that attack when visually provoked (not that I recommend it, but Black Widows, Brown Recluses, etc are infamous for rearing on their rear legs when they sense danger is near. In a virtual world, this threat must appear as unsheathed weaponry - unless a script runs in the background to randomly make them hostile (I can't script, so no go)).

13) Tomb Raiders - one of these bastards was fickle. I snuck up to him in the dark, popped up, spoke to him, then went about my business. Later he was still stalking about ignoring me, then as I walked past him he attacked me: According to jargon found in the criminal underground, fickle can also mean disloyal and backstabbing - which is what happened to you. The behavior therefore stays.

14) However, version 1.26 (You probably want to update this "readme"): Done.

15) Uh not all of them are dirty, disease-ridden. See above. It shouldn't be that easy: Agreed. I shall lower the diseases SLIGHTLY in future versions. In vanilla, you have to WORK to catch a disease save for Vampirism. TIE rectifies that.

16) See my comment in your other TIE thread where it seems some of these restricted areas are bugged, extending into the streets of IC marketplace: The areas you refer to are immediately in front of where two Imperial Forces stand by the water pools (a fine choice, since in RL you would not stand immediately in front of ANY armed personnel - especially when idle), and by the crates under the stone columns (a logical placement), again, having to do with owned crates.

So...I will consider modifying several of these grievances in future versions, but many will be not.
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Wed Nov 17, 2010 11:34 pm

I do think the chance of catching disease does need to come down some. Disease cures are somewhat rare in the game to begin with without alchemy. Also, battles in the real middle ages didn't result in loads of people getting sick and dying, otherwise we might not even be here now. The body can take quite the punishment before succumbing.

Maybe if there was a way to implement some form of immune system that could fight the disease off? The one thing I really dislike about the disease system in general is that once you catch one, you're screwed until you get it cured somehow. Which could take awhile if you happen to svck at potion making (like me).

The trigger zones around the legion posts in the IC do need to be narrowed because I've been warned before for simply walking by to get somewhere. I don't think they should be removed, but perhaps resized to actually fit with the "don't stand so close to the cop" idea.
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Thu Nov 18, 2010 12:03 am

Points well taken Arthmoor :) I'll modify the mod's parameters based upon this input, although in Medieval ages, it was considered standard practice to stick a clean blade in human feces to make the stricken die or be severely hit with gangrene. My reasoning with melee was similar - it would be logical for NPCs to stick their blades and blunt weapons in dirty, disease infested remains prior to battle. However, I will lower the diseases somewhat for 1.37.
User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Thu Nov 18, 2010 4:36 am

Version 1.37 has just been uploaded to http://www.dreamingthepyramid.net/TNR-TIE.html.

In this version:

1) Diseases are less easy to catch in melee. However, if you do catch one, nearly all of them do provide
at least one perk in terms of attribute boosts in addition to the negative effects. This is realistic
since when we fall ill, usually we're able to do at least something productive while healing (reading,
learning something, etc). Some diseases provide great strength while reducing in some other area for
example. Such was the case for Corprus in Morrowind - most of the player's stats were decreased except
for strength and a few others.

2) Resist Disease potions have been altered to make them much more potent for longer periods of time.

3) Spider bites will no longer kill the player (usually - unless your health levels are low to begin with).
Instead, health levels will decrease dramatically. Fatigue and a few other attributes will also be
affected - for a period of time - after which the player will simply get up and resume his tasks.

4) Crates at the Waterfront have ownership. They did before, but they were set to 'pirate', and the
pirates didn't seem to care if you rummaged through them. Now someone definitely cares...

5) Fences as well as Alchemists have more hunting poisons on them (not by much, but enough to make
deer hunting worthwhile).

6) The Imperial Marketplace has two small zones directly in front of the standing Imperial Guards that
if entered, they will warn the player to leave. These have been made smaller. However, the two water
pools on either side of the Watch can no longer be legally entered. You'll have to sneak in if you
want Lotus seeds...
User avatar
Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Post » Wed Nov 17, 2010 11:58 pm

I may want to try this some time. Is there a mod compatablity section somewhere in regards to mods like OOO, MMM, Alyeid Steps, Thievery, etc?

Or realism mods like realistic fatigue, sleep, hunger?


There might be. Not being familiar with too many other mods or WryeBash, I generally leave such questions to those able to answer them. I know that mods like Realistic Fatigue with TIE will have you laying down on the ground a LOT (TIE frequently puts you in circumstances where you are forced to utilize every physical and mental trick to escape unscathed).

For version 1.38, I plan on redecorating those empty Alchemy shelves with more "interesting" prospects. Specifically, custom made bags, sacks, and boxes containing a variety of alchemical goodies.
User avatar
Ron
 
Posts: 3408
Joined: Tue Jan 16, 2007 4:34 am

Post » Wed Nov 17, 2010 10:11 pm

There might be. Not being familiar with too many other mods or WryeBash, I generally leave such questions to those able to answer them. I know that mods like Realistic Fatigue with TIE will have you laying down on the ground a LOT (TIE frequently puts you in circumstances where you are forced to utilize every physical and mental trick to escape unscathed).

For version 1.38, I plan on redecorating those empty Alchemy shelves with more "interesting" prospects. Specifically, custom made bags, sacks, and boxes containing a variety of alchemical goodies.



first of all thx a lot for sharing this fantastic mod :- ...

my question...would it be possible to make the loot found in dungeons etc more dependent on the enemies...means more vampire related stuff in caves and ruins inhabited by vampires...maybe more jewels, silver plates, gold and other expansive goods in bandit hideouts...same for necromancers etc ... ?
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Thu Nov 18, 2010 2:53 am

first of all thx a lot for sharing this fantastic mod :- ...

my question...would it be possible to make the loot found in dungeons etc more dependent on the enemies...means more vampire related stuff in caves and ruins inhabited by vampires...maybe more jewels, silver plates, gold and other expansive goods in bandit hideouts...same for necromancers etc ... ?


Loot is already fairly specific to begin with - although not to the degree you're thinking of. Goblin loot is generally filled with useless trinkets and "shiny" stuff that attracts their attention. Mages and such have arcane materials such as scrolls, soul gems, alchemy stuff, etc. Marauders have more combat materials (hammers, weapons, etc). I guess you just want me to dial it up a notch and REALLY make it specific. Sounds interesting. We'll see...;)
User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Wed Nov 17, 2010 4:43 pm

Loot is already fairly specific to begin with - although not to the degree you're thinking of. Goblin loot is generally filled with useless trinkets and "shiny" stuff that attracts their attention. Mages and such have arcane materials such as scrolls, soul gems, alchemy stuff, etc. Marauders have more combat materials (hammers, weapons, etc). I guess you just want me to dial it up a notch and REALLY make it specific. Sounds interesting. We'll see...;)



yep...of course the vanilla levelled lists are doing the job ..but I think that can really be improved ...maybe combined with some nice background notes and a bit of decoration....an other idea to bring more life into the dungeons would be to improve the AI...would be cool to sneak into a mages cave and watch him making potions....see some bandits drinking ale...eating , sleeping or reading...whatever...this would mean if you are very lucky enemies in a dungeon could be sleeping or drinking ( whatever) instead of guarding their home....
just a thought..
User avatar
Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Thu Nov 18, 2010 4:35 am

yep...of course the vanilla levelled lists are doing the job ..but I think that can really be improved ...maybe combined with some nice background notes and a bit of decoration....an other idea to bring more life into the dungeons would be to improve the AI...would be cool to sneak into a mages cave and watch him making potions....see some bandits drinking ale...eating , sleeping or reading...whatever...this would mean if you are very lucky enemies in a dungeon could be sleeping or drinking ( whatever) instead of guarding their home....
just a thought..


I forget what version of TIE it was, but the leveled loot lists were modified some time ago by me, including baddie behavior. I suppose I could give all the baddies some drink and food schedules (right now all they have is sleep and wander), but we'll have to see. I thought the lists were an improvement over vanilla a while ago. I suppose we'll have to up that by a few degrees in future versions.
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Thu Nov 18, 2010 12:33 am

I was working on a 1.34 version compatibility thing in the vein of FCOM for TIE, OOO and MMM a few months ago. Various other mod issues that are unrelated caused me to become disheartened (short story is I spent literally days doing a reinstall on my new computer and it seems good at face value but a couple mods that I can't play without have since had some fundamentally broken mechanics thanks to various incompatibilities, esp. OBSE v18, and it's unlikely to be fixed anytime soon since the authors are MIA) so I'm unlikely to try and play Oblivion for at least several months to a year, and hopefully other things will keep me preoccupied (like TESV!) so I never have to install it again. Oblivion is annoying because it needs a ton of good mods to be good and it's such a headache, but then it's fantastic. Morrowind and FO3 are much less annoying to maintain overall and I'm likely to play them (and NV!) for years to come still but I'd like to just forget about Oblivion heh.

Anyway sorry about the rant but the point is if someone is willing and able to finish all the necessary changes and balance issues afterwards I'd be willing to throw it up on Mediafire or something. IIRC I finished most to all of the merging and rough balance issues going from Oblivion + OOO + MMM -> TIE (e.g. Frost Titans or whatever from MMM are balanced around TIE stats but retain OOO or MMM combat scripts and mechanics, all the containers were adjusted etc. etc.). I never got around to adding OOO/MMM combat scripts and whatnot to TIEs new additions (basically I don't think I touched new records from TIE, but I can't remember it might just be NPCs) and I can't recall if I balanced the new content from OOO and MMM to TIE (I think I did but don't hold me to it).

And lastly I didn't prune the world of all the excess and extra spawns OOO and MMM add (plus maybe vanilla?) that don't fit in with TIE and/or make it to hard.

So with that all said if someone feels they are up to the task of finishing it I can send you the file, just PM me. All I ask is that I am co-authored in the eventual release since by my estimation I've finished about 1/2 of what is needed (if memory serves - maybe more, maybe less).


Just gonna repost this one last time for the new thread as I'd hate to see all that work go to waste, though it seems likely and it wouldn't be the first time :)
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Thu Nov 18, 2010 12:54 am

I always thought this would be interesting, but never had interest in being a thiefish player. Now I am, and have reached level 8, and...I LOVE IT! So I am going to DL this mod as soon as I get home tonight!
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Thu Nov 18, 2010 12:58 am

Have you ever thought of doing a version for Nehrim?
User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Thu Nov 18, 2010 4:24 am

Nice to see you around Veritas_Secreto! Thanks again for your incredible overhaul. I've tried a lot of the overhauls out there, but yours has been the favorite so far. Even though it doesn't include the tons of new enemies, items and weapons like FCOM, it still manages to create a depth of gameplay that's incredible. Glad to see you're continuing to update it!
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Thu Nov 18, 2010 6:30 am

Congrats on this release!

I've always wanted to play TIE, but my current FCOM game is too good (and stability has been achieved *knocks on wood*), so it will have to wait for another day. Unless corepc works on TIE4MODs again...


Yes, a new working TIE4Mods would be great :)
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Wed Nov 17, 2010 6:15 pm

Version 1.37 has just been uploaded to http://www.dreamingthepyramid.net/TNR-TIE.html.

In this version:

1) Diseases are less easy to catch in melee. If it isn't too bad maybe I will try out that disease mod someone posted a few days ago that makes them harder to get rid of. However, if you do catch one, nearly all of them do provide
at least one perk in terms of attribute boosts in addition to the negative effects. This is realistic
since when we fall ill, usually we're able to do at least something productive while healing (reading,
learning something, etc). heh not me...in bed, watching tv, or playing games...Some diseases provide great strength while reducing in some other area for
example. Such was the case for Corprus in Morrowind - most of the player's stats were decreased except
for strength and a few others.

2) Resist Disease potions have been altered to make them much more potent for longer periods of time.

3) Spider bites will no longer kill the player (usually - unless your health levels are low to begin with).
Instead, health levels will decrease dramatically. Fatigue and a few other attributes will also be
affected - for a period of time - after which the player will simply get up and resume his tasks.

4) Crates at the Waterfront have ownership. They did before, but they were set to 'pirate', and the
pirates didn't seem to care if you rummaged through them. Now someone definitely cares... I found last night that everything inside the mill near Chorrol looks to be unowned, unless it just isn't shown to be owned, like Fuse's snail race mod that I picked up some lettuce without red hand, and was given a 1 bounty.

5) Fences as well as Alchemists have more hunting poisons on them (not by much, but enough to make
deer hunting worthwhile). If you can even get close to them :)

6) The Imperial Marketplace has two small zones directly in front of the standing Imperial Guards that
if entered, they will warn the player to leave. These have been made smaller. However, the two water
pools on either side of the Watch can no longer be legally entered. You'll have to sneak in if you
want Lotus seeds...
a mechanics issue I presume?

User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Wed Nov 17, 2010 8:21 pm

Your quoting habits leave much to be desired.... but...

That mill next to Chorrol is added by UL Chorrol Hinterland and thus outside of TIE's control. Ownership flags on its stuff would be impossible for TIE to set.
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Wed Nov 17, 2010 11:49 pm

What Arthmoor said (slips $50 in Arthmoor's back pocket). :whistling:

Anyhow, glad to hear that TIE still has some fans. Many people have greatly contributed to its success, and I'm highly thankful to all of them for their hard work. 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!
User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Next

Return to IV - Oblivion