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

Post » Mon Mar 28, 2011 8:07 pm

I'm not even sure what AC is - probably. Maybe not. Others surely know.
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Nitol Ahmed
 
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Post » Tue Mar 29, 2011 3:51 am

Any comment on my question?
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Nuno Castro
 
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Post » Mon Mar 28, 2011 6:38 pm

Any comment on my question?


Yup. No idea. Sorry.

I don't mean to be smarmy, but I honestly don't have a single clue about anything you mentioned in that post. I thought you were talking to someone else. I'm not really a modder in terms of having practical knowledge or being tech savvy. I just kind of feel my way through the modding scene and hope what i try out works. I rely upon the expertise of others like Arthmoor, CorePC and a few others to help me get out of tech jams.
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adame
 
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Post » Tue Mar 29, 2011 5:26 am

I'm not even sure what AC is - probably. Maybe not. Others surely know.


Ah it adds tons and tons of weapons and armor to leveled lists.

http://www.tesnexus.com/downloads/file.php?id=18417
http://www.tesnexus.com/downloads/file.php?id=25309

I find they add weapons and armor that fit in with Oblivion vanilla and keep the feel of the game intact.
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BRAD MONTGOMERY
 
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Post » Mon Mar 28, 2011 10:14 pm

Yup. No idea. Sorry.

I don't mean to be smarmy, but I honestly don't have a single clue about anything you mentioned in that post. I thought you were talking to someone else. I'm not really a modder in terms of having practical knowledge or being tech savvy. I just kind of feel my way through the modding scene and hope what i try out works. I rely upon the expertise of others like Arthmoor, CorePC and a few others to help me get out of tech jams.



It was simply a request to see if that creature adding mod would be of any significant conflict.
I guess I will have to run it before and after TIE a while to see then.
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Bethany Watkin
 
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Post » Tue Mar 29, 2011 10:03 am

Yup. No idea. Sorry.

I don't mean to be smarmy, but I honestly don't have a single clue about anything you mentioned in that post. I thought you were talking to someone else. I'm not really a modder in terms of having practical knowledge or being tech savvy. I just kind of feel my way through the modding scene and hope what i try out works. I rely upon the expertise of others like Arthmoor, CorePC and a few others to help me get out of tech jams.

Let me ask a similar question in a way that might help Mr. IT Paladin and maybe even myself (just to squash rumors of altruism).

I was thinking of using TIE with a different monster overhaul called WAC - which is still very alpha - pictures http://waalx.com/RealSwordsForum/viewforum.php?f=13 - in its current state the esm for it needs several edits and some work (no concern of yours - I get that), but what it does do is somewhat like TIE in that it unlevels the encounters so that who you meet is pretty random. I've not delved into how it does this yet, but I'm curious how you do it with TIE.

Do you:
1. Create new leveled lists?
2. Divert leveled lists?
3. Alter leveled lists?
4. Add to the leveled lists?

How are the encounters in this mod unleveled? Does their need to be settings on the encounters themselves?

I recall a post somewhere (forgot where) where CorePC gave all the bash tags necessary for using TIE with MMM ... gosh where was that? He also didn't like questions about combining mods with TIE stating we should take that query to the newer http://www.gamesas.com/index.php?/topic/1071066-betawipz-tie4mods-reborn-betawipz/ where he was supposed to be working on an update (which I doubt will happen as he seems really overworked with the other projects). That post may be in the older TIE4mods thread - gonna have to search it out.

So I'm not asking here for a patch but more for how things were altered so that I can make my own (or at least try and fail).

As for ITPaladin's query - when it comes to leveled lists bash is the tool to resolve most of them, but there are circumstance where certain tags are going to be more helpful. With conflicts whichever loads last will likely win but not necessarily drown out what loads before - it would more likely just dominate. But if leveled lists are diverted then it could very well replace. I don't think TIE uses any form of diverted leveled lists.
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Leticia Hernandez
 
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Post » Tue Mar 29, 2011 2:45 am

I used BOMM to put LCE before TIE in the mean time but for some reason I can't load them both in Edit like I could the other way around before. I was able to compare them together but now they will not load together. Odd.
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jessica sonny
 
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Post » Mon Mar 28, 2011 8:43 pm

Mr. IT Paladin - it is more than obvious that you have issues with your game and the use of the tools that are truly problematic beyond the scope of this mod. The forty some threads of problems that arise then go away you have under your belt serve to most likely protect you from thorough assistance. Why you don't use one thread for all your problems is something I will likely never understand. It certainly appears that the creation of many many threads for your issues seems the way to go for you. Perhaps you get antsy if you have a thread you made that slides off the first page and instead of bumping the thread you make a new one. I don't know. I just accept that I have no power over your actions and it is not my job. But would suggest that that if you notice that if a person uses one thread to resolve multiple issues - they tend to get more help plus (and this is a bonus for everyone) we don't have to see threads with a nearly inane topic, problem, and no replies cluttering the board.

Moving to being a bit more on topic - since that creature mod has been mostly absorbed into MMM - I would follow what BOSS suggests for MMM in relation to TIE. (big ol hint). Maybe even look at leveled lists tags that MMM has (maybe).

[edit]
After reading the reply below I moved http://www.gamesas.com/index.php?/topic/1120978-any-idea-how-to-change-quick-powerattack-in-afc-v2/page__view__findpost__p__16485899 to his thread.
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Matt Bee
 
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Post » Tue Mar 29, 2011 3:56 am

(bunch of crap)

Moving to being a bit more on topic - since that creature mod has been mostly absorbed into MMM - I would follow what BOSS suggests for MMM in relation to TIE. (big ol hint). Maybe even look at leveled lists tags that MMM has (maybe).



Uh maybe because multiple effects don't always happen at once? If I make one thread on one subject then something comes up hours later under a different topic, why should I add to that thread among possible replies another off-topic subject?
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Jade MacSpade
 
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Post » Tue Mar 29, 2011 11:25 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.


Hi Veritas,

master merchants and low disposition seems to explain alot although that indicates the dagger in question(lvl 1 enchanted iron dagger) had a base price of abt. 4000 gold. But anyway I buy at merchants very rarely and only in the beginning of a game so it`s not a serious problem.
And thx for your attention, I appreciate yours taking us forumites seriously.

Regards, Haldir
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Mariana
 
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Post » Mon Mar 28, 2011 9:43 pm

Looking through this thread and some earlier ones I have a question (probably already answered but I tend to miss things.) I see the problems associated with attempting to combine TIE with FCOM themed overhauls (which I am currently using.) What I am missing is how does TIE interact with quest mods? HOD, Aelyid Steps, Underdark sagas, etc. I assume there would be no conflicts with the official DLC's but am wondering about the more popular quest mods. Thanks in advance for any input.
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Sophie Louise Edge
 
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Post » Mon Mar 28, 2011 11:54 pm

Looking through this thread and some earlier ones I have a question (probably already answered but I tend to miss things.) I see the problems associated with attempting to combine TIE with FCOM themed overhauls (which I am currently using.) What I am missing is how does TIE interact with quest mods? HOD, Aelyid Steps, Underdark sagas, etc. I assume there would be no conflicts with the official DLC's but am wondering about the more popular quest mods. Thanks in advance for any input.


I'm curious about this too. Really want to use mods like blood and mud, Integration, Windfall, HOD, TOTF even Kevins treasure hunts but not if they conflict with TIE. Perhaps a more pertinent question would be: which quest mods shouldn't be added to the game? From what I've gathered tie is OK to use with BC and UL. Oh and would mods like hear no evil or reneers guard overhaul be a no no?

Thanks to all responsible for TIE btw, makes the game very exciting.
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Reanan-Marie Olsen
 
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Post » Mon Mar 28, 2011 8:34 pm

Man...I really have no answers to give for any of those questions. I really only play the game maybe two hours a week - and for testing purposes only. I think Reneer's is fine somewhat, but some of TIE's characteristics such as strength and stats may not be viable. Other than that, you'll have to experiment to see what goes well. I really only use my own mods when modding and playing - saves me loads of time when modding and testing.
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pinar
 
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Post » Tue Mar 29, 2011 8:03 am

Eeek, sorry Veritas. I know you don't use these mods, I should have made it clear the questions were to others who might use this other stuff in their games. Thanks for the feet back on Reneers though. I've been trying out Hear No Evil which does much the same thing - makes it so guards can't detect wrong doing if it's far enough away. Thing is I'm not sure if TIE does this anyway. Did you implement anything like that?
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My blood
 
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Post » Mon Mar 28, 2011 8:20 pm

No. I didn't touch long range guard behavior, so your mod usage should be fine. :)
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Sudah mati ini Keparat
 
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Post » Mon Mar 28, 2011 10:22 pm

@ITPaladin: LCE and TIE interaction depends heavily on what lists LCE modifies. If it modifies the same creature lists as TIE (and it probably does) then the results will depend on how Bash merges them together. Without Bash, one or the other will assert dominance.

Re: Quest mods. TIE works just fine with a large number of things. I've played TOTF with it installed, RTT, HOD, Winfall, Lost Spires, Malevolent, Cybiades, Ayleid Steps, VHB, the official DLCs, and others all work fine. The only issue will be with any new weapons these mods add as they won't be balanced in line with the changes TIE made to the vanilla weapons.

The same also holds true with imported weaponry from other overhauls. None of them are going to be balance matched with TIE. Armamentarium and Frans, even with MOBS support, don't rise to the same damage levels that the TIE weaponry has.
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Madeleine Rose Walsh
 
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Post » Tue Mar 29, 2011 9:34 am

"Armamentarium and Frans, even with MOBS support, don't rise to the same damage levels that the TIE weaponry has."

Really? TIE has the most damage with weaponry out there? Wow... I'll keep that in mind for future versions. :)
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Emmie Cate
 
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Post » Tue Mar 29, 2011 12:10 am

There are no bash tags for LCE. You are supposed to use the add-on instead if using the big overhauls (reading the boss comment). That esp only leaves the special encounters.
Not knowing the in-depth use of WB my only recourse is to leave it as it is, before TIE.
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x a million...
 
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Post » Mon Mar 28, 2011 10:47 pm

"Armamentarium and Frans, even with MOBS support, don't rise to the same damage levels that the TIE weaponry has."

Really? TIE has the most damage with weaponry out there? Wow... I'll keep that in mind for future versions. :)


Yep, TIE is without fail the overhaul with the highest vanilla weapons damage. At least for now. I have no doubt someone, somewhere, will see this as a challenge and attempt to take things even farther :)
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Lew.p
 
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Post » Tue Mar 29, 2011 9:06 am

There are no bash tags for LCE. You are supposed to use the add-on instead if using the big overhauls (reading the boss comment). That esp only leaves the special encounters.
Not knowing the in-depth use of WB my only recourse is to leave it as it is, before TIE.


That's what I did with LCE, seems to be OK. Thanks for the answers Veritas and Arthmoor. Hmm... I was thinking of using Armamentarium but it seems you'd come unstuck fighting npcs wielding TIE unlevelled weapons. Not good. How does mod added armour compare to TIE's values (in general, and esp. Armamentarians)?
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ONLY ME!!!!
 
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Post » Tue Mar 29, 2011 9:44 am

Yep, TIE is without fail the overhaul with the highest vanilla weapons damage. At least for now. I have no doubt someone, somewhere, will see this as a challenge and attempt to take things even farther :)


That's scary... :shocking:
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El Goose
 
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Post » Tue Mar 29, 2011 4:24 am

Question for Arthmoor: Just noticed that Integration: the stranded light requires both Race Balancing Project and Less Annoying Magic Experience - do these work ok with tie? Hope they do, that mod looks pretty good.
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Meghan Terry
 
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Post » Tue Mar 29, 2011 4:54 am

And one more umm maybe dumb question. What about using graphical enhancements? I realize TIE uses vanilla resources. Would using a mod such as QTP3 or Robert's cause any problems? Also I realize that items from say Armamentarium and Artifacts would not be up to the same "level" as in TIE and since TIE, as I understand it I think, removes the leveled lists from the game would they show up in loot at all?
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Bonnie Clyde
 
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Post » Tue Mar 29, 2011 3:05 pm

graphics don't touch the content of anything. You are concerned with creatures, stats, combat, etc.
Joan Rivers is still Joan Rivers no matter what texture pack you use. :P
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michael danso
 
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Post » Tue Mar 29, 2011 1:31 pm

Question for Arthmoor: Just noticed that Integration: the stranded light requires both Race Balancing Project and Less Annoying Magic Experience - do these work ok with tie? Hope they do, that mod looks pretty good.

This may be a question for Arthmoor, but I can answer this just as well for you, because I use both L.A.M.E. and Race Balancing Project with T.I.E.

From my experience, they work extremely well with T.I.E. In fact, if you're up for a more challenging and rewarding game with T.I.E., I fully recommend adding Race Balancing Project. Though I only recommend the http://www.theelderscrolls.info/?go=dlfile&fileid=318 unless you want all those other races and cosmetics. Or unless that mod of yours requires the full version.

L.A.M.E. works wonders too.
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HARDHEAD
 
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