T.I.E. VERSION 1.38 (Tamriel Immersion Experience)

Post » Tue Mar 29, 2011 3:44 am

I never had to have a silencer so I am guessing it comes from one of his mods. Remember Ondru that Jog is part of the thief mod esp you unselected.
Remember to use all available official/unofficial patches. You have SI DLC but not the patch there. It is best to find the reason of the problem instead of loading a mod to patch over it.
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Chloe Lou
 
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Post » Mon Mar 28, 2011 7:17 pm

I never had to have a silencer so I am guessing it comes from one of his mods. Remember Ondru that Jog is part of the thief mod esp you unselected.
Remember to use all available official/unofficial patches. You have SI DLC but not the patch there. It is best to find the reason of the problem instead of loading a mod to patch over it.

Ummm no.

That silencer and others like it solve compatibility issues in a simple and harmless manner. Basically what is happening is that one mod is using a game play vanilla effect but it is mostly invisible to the player but then another mod also uses the same effect but it is associated with an effect the player can see or hear (usually green gas or gunfire sounds) - so your options are to either fundamentally change how one or both mods work - or just load the script silencer.

It is not a bad thing - it is a legit patch.
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Jessie
 
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Post » Tue Mar 29, 2011 3:44 am

[German voice & accent] I have zeen ze problems mentioned een hier, und I vill rectify zem een time. Sank you! ;)
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Johnny
 
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Post » Mon Mar 28, 2011 3:02 pm

There's going to be another release of TIE soon. I'm currently filling some dead space in Mage and Alchemy shops with boxes, crates, and sacks of alchemy related materials. Good times a'thievin' for all of you soon. ;)
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Stephy Beck
 
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Post » Mon Mar 28, 2011 6:11 pm

Alright. File seems to be working fine. A lot of the shelves in Mage's Guilds now have crates, boxes, and sacks of precious alchemical stuff ripe for the taking. I'll be uploading soon. ;)
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cheryl wright
 
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Post » Mon Mar 28, 2011 3:51 pm

Alright. Version 1.39 of TIE is up and running. I've not run into any 15,000 gold worth enchanted weapons, so the only real changes has been that of making the shelves of Mages and Alchemy vendors less barren. Get the file http://www.dreamingthepyramid.net/TNR-TIE.html. :)
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Katharine Newton
 
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Post » Tue Mar 29, 2011 4:19 am

Alright. Version 1.39 of TIE is up and running. I've not run into any 15,000 gold worth enchanted weapons, so the only real changes has been that of making the shelves of Mages and Alchemy vendors less barren. Get the file http://www.dreamingthepyramid.net/TNR-TIE.html. :)


Thx man I love you ! Ehm.. :spotted owl:

:lmao:
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Heather Kush
 
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Post » Mon Mar 28, 2011 5:34 pm

Well since I joined the mage guild for transportation purposes at least for Cyrodiil Transportation Network, I guess this will not apply to me.

One thing I wish the game would do is have NPC AI like Thief NPCs that noticed if things where moved / missing and raise their alert level for a time.
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Kim Kay
 
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Post » Mon Mar 28, 2011 8:34 pm

Will this mod ever compatible with FCOM? I've seen TIE4MODS but it is way outdated.
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Louise Andrew
 
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Post » Mon Mar 28, 2011 3:58 pm

Out of my range of expertise. Sorry.
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Scarlet Devil
 
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Post » Tue Mar 29, 2011 12:07 am

Always nice to see, a new T.I.E (I'm a poet and didn't know it). Only one problem with T.I.E, theres never much to moan about with this mod :)

Edit: Didn't say thank you - thank you.
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R.I.p MOmmy
 
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Post » Mon Mar 28, 2011 11:38 pm

Sweet mother of biscuits...This looks amazing! I will install it immidiately...

This mod looks better than OOO....

Well done, my good sir. :foodndrink:

EDIT: Apparently...this mod wont start Oblivion. When I deactivate all mods and only turn on SI, Oblivion, and TIE, it still crashes.

Nevermind, got it working.
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Jah Allen
 
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Post » Mon Mar 28, 2011 6:09 pm

well done sir keep up the good work :ribbon:
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Baby K(:
 
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Post » Mon Mar 28, 2011 7:36 pm

Glad you seem to enjoy it. Just keep your eye on your health levels and for the love of Talos stay ON the roads unless you're very well equipped! :)

V.
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CYCO JO-NATE
 
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Post » Mon Mar 28, 2011 3:01 pm

And just FYI PPP doesn't change any core game mechanics so nothing can go wrong there anyway (no matter what the damage multiplier is set to).

Deadlier Creatures is just an animation replacer.

Great mod and addition to TIE. I have just endorsed it at TESNexus. Recommended realism combat experience mod to Oblivion.

The world of TIE is really static, so you can start it at any level. As I'm following the NPCs (construction set) leveling system I found level 31 is comfortable level to start with and even with that I have a lot of combat difficulties. I have started Dark Broderhood quest and I found that Shrouded Armor enchantment is toned down in comparison to Vanilla.

Edit.
Thanks for the new update 1.39 I just discovered this. Downloading...
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Haley Merkley
 
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Post » Mon Mar 28, 2011 4:30 pm

Hi all,

a few remarks, wishes, maybe even whining...

- "The Killing Field" quest. Admittedly I have played this with low lvl char(3-4) only as yet, but even on easiest difficulty with Vilja companion I can`t save the Odiil boys. They die after one hit mostly. Very weak they are.
This wouldn`t bother me much if Chillrend wasn`t my fav sword in the game. And it`s not in Pa Odiils inventory for pickpocketing or in their house for stealing. Could a change be made so you can somehow get Chillrend even if the boys are killed?
Or tips on how to save them?

- DLC:s. It would be swell if weapons from DLC:s were recalculated to TIE stats. I have got The Crimson Eviscarator(?) from Deepscorn Hollow however and it seems OK to me as is though.

- weapons in shops. IIRC only iron, steel and some elven should be found with merchants. But I seem to recall seeing orcish and dwarven too. Have seen an enchanted iron dagger too. Is this a WAD? I have no mods adding or changing weapons or armor stats except Bogwater Down adding a glass sword which seems a tad heavy, 40 feathers.

- it seems to me that prices on enchanted items in shops are illogical. The dagger above(+5 frost AFAIR) was well over 12000 septims. A steel dagger lvl 2(+5 shock) I looted is priced at abt. 300. There is of course no point to buy anything enchanted now. Sooner or later you will find/loot something useful.
If the idea with shop prices is to discourage the player from buying magical items, why not just remove them from merchants? Otherwise pricing needs to be rethought on logical terms.

- and lastly, have the prices and stats of gemstones and sigil stones been changed from vanilla?

Regards, Haldir


What mods are you running in conjunction with TIE that enchanted weapons would be worth that much? If prices seem unreasonable, then I suggest using some form of Mercantile based advantage to lessen the cost of purchase. Some "Loose Wench Mead" may aid in lubricating the deal...
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Tracy Byworth
 
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Post » Tue Mar 29, 2011 3:34 am

I was looking at usinghttp://tesnexus.com/downloads/file.php?id=7471.

Would you just recommend putting this before TIE as BOSS sorts it way after it.

My limited knowledge of TES4Edit seems to tell me with all the red in TIE and "grey" text of Lore Creatures loaded after it that LC would win out?

There are records listed in TIE I see that say "can't wait" while next to it LC says "Dangerous/Off Limits (Interior Cell)"...looks like a lighting conflict here listed below....0.000100 vs 0.000000.

I notice there is a record under NPC, Athragar, and Sneak...oblivion lists 16, TIE 80 and red(!), and LC 16 and grey.

There are, what seem to be, minor conflicts listed on hair.

Under "Leveled Creature" there is a large amount of pink/red backgrounds on the left pane.

If you could take a look at this and tell me your recommendation, thanks.
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Mimi BC
 
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Post » Tue Mar 29, 2011 2:54 am

What mods are you running in conjunction with TIE that enchanted weapons would be worth that much? If prices seem unreasonable, then I suggest using some form of Mercantile based advantage to lessen the cost of purchase. Some "Loose Wench Mead" may aid in lubricating the deal...

Hi Veritas,

please find below enclosed my current LO from OBMM.

Oblivion.esm
All Natural Base.esm
BathingMod_Base.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
All Natural.esp
All Natural - SI.esp
Enhanced Water v2.0 HD.esp
AmbientTownSounds.esp
MIS Low Wind.esp
MIS New Sounds Optional Part.esp
Atmospheric Oblivion.esp
All Natural - Real Lights.esp
Cities Alive At Night.esp
WindowLightingSystem.esp
CDM-Duel.esp
Chapel Tithe.esp
EasySpellRemovalv1.esp
kuerteeSittableRocks.esp
SoT_Holiday.esp
Enhanced Economy.esp
FF_Real_Thirst.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
VampireCurePotions 1.0.esp
XSPipeMod.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
kuerteeWanderingEncounters.esp
A's Elven Swords.esp
TIE.esp
BogwaterDowns.esp
000lute.esp
za_bankmod.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
Enemy Actors Use Powers 0.1.1.esp
Birthsigns Expanded.esp
DS Less Predictable Respawn.esp
HelmetFOV.esp
kuerteeInventoryIsABackpack.esp
Oblivion - Soulgems.esp
kuerteeGoldIsAnInventoryItem.esp
SRJIrresponsibleHorses.esp
Roleplaying Dialogues.esp
RealHungerv1.4_NO_MMM.esp
BathingMod.esp
BathingMod_Bathrooms.esp
RealSleepExtended.esp
RenGuardOverhaul.esp
Duke Patricks Basic Denock Arrows.esp
nGCD.esp
nGCD Oghma Infinium.esp
Immediate Character Generation.esp
CuteElf11.esp
1em_Vilja.esp
Sher Ja Lion Companion.esp
NoLoad.esp
[GFX]_Initial_Glow-all.esp
Duke Patricks - Magic you can believe in.esp
PracticeTargets_OBSE.esp
Beast Tongue Evolved.esp
Bashed Patch, 0.esp
Streamline 3.1.esp

This dagger pricing may have been a fluke. I have just seen an iron helmet giving constant waterbreathing(Argonian something?) effect at a merchants
priced at abt. 5500 septims which is acceptable IMO, constant waterbreathing being extremely useful.

Regards, Haldir
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Mariaa EM.
 
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Post » Mon Mar 28, 2011 6:06 pm

I'll have another look, but keep in mind that the less a merchant likes you, the higher his or her prices.
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Mylizards Dot com
 
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Post » Tue Mar 29, 2011 5:52 am

Alright. I've just finished looking through the entire weapons set for both Oblivion and Shivering Isles in the Construction Set. There is nothing worth more than 7,000 gold anywhere in the entire file for both the official game and the SI - anywhere. So you definitely have a mod conflict if you're seeing daggers worth 15,000 gold - unless you're attempting to buy it from one of the two master merchants in the game (which require you to use some "lubricant" for the deal such as Loose Wench Mead). The weapons worth 7,000 Gold are Daedric hammers - quite viable. Realistically, a dagger worth 1,500 gold in the Construction Set might be worth three times its worth in the game if you attempt to buy from a dealer with low disposition towards you. That's to be expected, since enchanted weapons are quite rare early on in the game and merchants holding such items might not wish to part with them with just anyone. As mentioned before though, a few simple Mead gulps might have you wheeling and dealing and haggling with such vendors in a flamboyant style.
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Lady Shocka
 
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Post » Mon Mar 28, 2011 3:58 pm

Can you provide us Veritas_Secreto withy the formula used by TIE to calculates Stats of Weapons? so that we can make patch for DLC plugins and some awesome weapons mods like The Arsenal and Adonney Weaponery.
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Jaylene Brower
 
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Post » Mon Mar 28, 2011 9:35 pm

Can you provide us Veritas_Secreto withy the formula used by TIE to calculates Stats of Weapons? so that we can make patch for DLC plugins and some awesome weapons mods like The Arsenal and Adonney Weaponery.


Sorry, but there really is no formula per se. I've done everything in the mod by "feel" rather than by a formula or numbers. I really can't specify any ratio or percentage to calculate things by. Sorry.
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Siidney
 
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Post » Mon Mar 28, 2011 4:59 pm

So, I am getting my install up and running when I remember oh yeah I never tried TIE...
I am unsure if its for me, I plain on playing a knightish character right now and while I enjoy combat I am not a master mind with hotkeys and strategy. I DO however love RPing my characters and I am trying to keep it lore friendly in my overhauls.
I have tried it some but really its hard to get a feel for the mod with a level 1 character, so is this mod prolly not for me?
I am impressed how you did so much with vanilla only, kudos on that.
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Dean Ashcroft
 
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Post » Tue Mar 29, 2011 6:44 am

So, I am getting my install up and running when I remember oh yeah I never tried TIE...
I am unsure if its for me, I plain on playing a knightish character right now and while I enjoy combat I am not a master mind with hotkeys and strategy. I DO however love RPing my characters and I am trying to keep it lore friendly in my overhauls.
I have tried it some but really its hard to get a feel for the mod with a level 1 character, so is this mod prolly not for me?
I am impressed how you did so much with vanilla only, kudos on that.


Depends. If you like being able to bash baddies off the bat right out of the dungeon I would suggest another overhaul. This one really forces you to pick your fights and to fight smart. Think "Ranger", where smarts and adaptability wins the day. If you behave like a purist, I'm afraid you'll be tailing it away from danger more often than not. On the other hand, if you ingest a few good restore health potions just before a fight and use something to boost your blocking stats and such I guarantee you'll have a great time - especially later on as you gain a few levels and start winning in combat like any noble warrior likes. It's all up to you.
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Yonah
 
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Post » Tue Mar 29, 2011 9:23 am

Depends. If you like being able to bash baddies off the bat right out of the dungeon I would suggest another overhaul. This one really forces you to pick your fights and to fight smart. Think "Ranger", where smarts and adaptability wins the day. If you behave like a purist, I'm afraid you'll be tailing it away from danger more often than not. On the other hand, if you ingest a few good restore health potions just before a fight and use something to boost your blocking stats and such I guarantee you'll have a great time - especially later on as you gain a few levels and start winning in combat like any noble warrior likes. It's all up to you.


Thanks for humoring my question XD
This does help me think it over a bit, while my character will focus on shield and sword (I had been think about makeing him twohanded...but if I use tie those seem a better idea at first) he will also have restore magic and high use of bows...and prolly alchemy. I have no issues with not being able to win fights all the time, picking my battles is not a problem (lol yeah for streamline saves).
I think I shall give it a try, my normal main character is a assassin so when I play him I think I am in for a treat.

Am I able to use mods like Armamentarium Complete with this?
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RaeAnne
 
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