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

Post » Tue Mar 29, 2011 3:49 am

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?


1. Yes, there are a number of new leveled lists for various things. All for stuff which Veritas has added himself, so they shouldn't matter in terms of other mods.

2. Color me ignorant, what does "divert leveled lists" mean?

3. Yes, nearly all of the vanilla leveled creature lists have been altered. Same with alterations to the leveled item lists.

4. Yes, some of his new NPCs/Items get added to the vanilla lists.

The encounters are unleveled because every last creature and NPC in every list is set to be available at level 1. So you stand as much chance of running into a high level baddie as you do a wimp, everywhere you go.

I defer to Rahu X on Integration, as I do not use it because I don't want RBP or LAME.
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P PoLlo
 
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Post » Tue Mar 29, 2011 2:45 pm

Hmm ok

As far as I understand a diverted leveled list a list that completely replaces a vanilla list. Such a mod diverts even access to the normal leveled list.

Really the only overhaul I know that does this is CUO Cyrodil Upgrade Overhaul (which claimed that it did so for compatibility but really it prevented it being used with other overhauls - there is a bit of the discussion about this preserved at the bottom of the http://www.uesp.net/wiki/Tes4Mod:FCOM#Unresolved_Non-CTD_Compatibility_Issues_for_FCOM.2FOOO.2FMMM under unresolved conflcits.

So as long as this does make use of the vanilla lists that is a starting point for now exploring how this was then addressed with various alternate versions of this mod. That is if my brain can actually grasp these ideas ...

thanks again.
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Franko AlVarado
 
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Post » Tue Mar 29, 2011 4:25 pm

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.


That's very encouraging news, thank you. I'll check that out.

Blimey, just a handful of quest mods to add now, then work out how to use wyre bash then it's actually time to create a character. At times it seems picking out mods and putting them together IS the game. Still, never mind, trying out so many great mods is quite an adventure in itself.
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abi
 
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Post » Tue Mar 29, 2011 4:15 am

I found my first TIE dungeon beneath IC sewers:
http://img251.imageshack.us/img251/8266/tiesewers.jpg
The box in the middle of the image is it normal?

If I can know who are the bosses in TIE we can make a plugin that distribute mosty of the good swords of The Arsenal to these bosses.
Spoiler
This sewers dungeon contain already one with a daedric sword.

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Lavender Brown
 
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Post » Tue Mar 29, 2011 3:14 pm

Anyone know if there are Tamriel Travelers also added to Shivering Isles?

I at least can tell that the ones from the updated Tamriel Travelers 139c is not used, but then the FormIDs and such could have been changed and the NPCs renamed.
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jesse villaneda
 
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Post » Tue Mar 29, 2011 11:20 am

Anyone know if there are Tamriel Travelers also added to Shivering Isles?

I at least can tell that the ones from the updated Tamriel Travelers 139c is not used, but then the FormIDs and such could have been changed and the NPCs renamed.

The traveler traders in TIE have all form ID: MMPRoamingTrader#
There are 63 Roaming Traders with 9 hired guards
they are all located in Tamriel (none in SI).
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Tiffany Holmes
 
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Post » Tue Mar 29, 2011 12:51 pm

I found my first TIE dungeon beneath IC sewers:
http://img251.imageshack.us/img251/8266/tiesewers.jpg
The box in the middle of the image is it normal?

If I can know who are the bosses in TIE we can make a plugin that distribute mosty of the good swords of The Arsenal to these bosses.
Spoiler
This sewers dungeon contain already one with a daedric sword.



That floating box wasn't added by me for sure. maybe a mod conflict? And good on you for being brave enough to find that ******* Sword handler ;)
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LADONA
 
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Post » Tue Mar 29, 2011 3:07 pm

I'd like to ask... Been using Deadly Reflex along with this mod the last few days. I found out blocking was totally useless since it resulted in a one hit kill anyway. So until now most fights are done exploiting game flaws (even for the poorest goblin...à like getting them stuck and hitting them from range. Which ain't exactly my idea of immersion. Does your mod affect blocking in any way ? Did you mean blocking as a useless skill with 30 points ? I can't see it very useful even at 100 considering it does nothing now !
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Tessa Mullins
 
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Post » Tue Mar 29, 2011 5:06 am

How does blocking with DR result in one-hit kills?
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Brad Johnson
 
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Post » Tue Mar 29, 2011 11:32 am

I'd like to ask... Been using Deadly Reflex along with this mod the last few days. I found out blocking was totally useless since it resulted in a one hit kill anyway. So until now most fights are done exploiting game flaws (even for the poorest goblin...à like getting them stuck and hitting them from range. Which ain't exactly my idea of immersion. Does your mod affect blocking in any way ? Did you mean blocking as a useless skill with 30 points ? I can't see it very useful even at 100 considering it does nothing now !

Huh. I'm using DR 5 along with T.I.E. and it works fine. If anything, blocking should actually benefit you more than in vanilla, seeing as shield values have been boosted quite a bit.

May I ask what level you are? More than likely, the reason why you're being killed in one hit is because you're probably battling enemies that are much above your level. Fighting higher leveled enemies is much more unforgiving in T.I.E than in vanilla and even in FCOM.
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Stace
 
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Post » Tue Mar 29, 2011 4:42 am

Goblins in the first level (where you create character) could one hit kill me already.

Oblivion.esmScreenEffects.esmEnhancedWeather.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espEnhancedWeather.espEnhancedWeather - Darker Nights, 80.espAkatosh Mount By Saiden Storm.espExpanded Hotkeys and Spell Delete V2.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espThieves Arsenal.espThieves_Arsenal_Patch_033010.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espTIE.espVaultsofCyrodiil.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espKnights.espKnights - Unofficial Patch.espP1DkeyChain.espRealisticForceMedium.espRealisticMagicForceLow.espDisenchant.espFearsomeMagicka.espStealthOverhaul.espRenGuardOverhaul.espCava Obscura - Cyrodiil.espCava Obscura - SI.espDeadly Reflex 5 - Timed Block and 250% damage.espDeadlyReflex 5 - Combat Moves.espStreamline 3.1.esp

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Gwen
 
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Post » Tue Mar 29, 2011 1:11 pm

Goblins in the first level (where you create character) could one hit kill me already.

Indeed. And this happened to me as well. T.I.E.'s approach to combat is different than vanilla's "run in and smash" tactics. Combat now requires some form of planning, care, and skill and not just mindless button mashing.

If you're having trouble in the starting dungeon, I recommend looking at thehttp://www.dreamingthepyramid.net/TNR-tie-faq.html for help. There's even a question regarding the tutorial dungeon and how to get past it.

http://www.youtube.com/watch?v=GS9aBuvoKfg made by Vertias_Secreto himself also provides a visual of said strategy while also explaining some of the core elements in T.I.E.

Also, a bit off topic, but I can see how you are definitely a great public speaker, Veritas. Your voice is very calm and informative, in my opinion, and I like it. :tops:
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Vickytoria Vasquez
 
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Post » Tue Mar 29, 2011 7:18 am

Don't forget that 50% difficulty slider in vanilla is different than 50% in TIE.

Viewing that video for the first time...I guess V changed the looting of rats as I never found gold or lockpicks on a rat.

The only problem with the 'tutorial' dungeon is the scripted attacks by the rats and that one berserker goblin that DOES kill you easy if you leave the difficulty slider at default. You can't sneak past that goblin as it is scripted to come rushing down the tunnel before it even sees/hears you.
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LuCY sCoTT
 
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Post » Tue Mar 29, 2011 3:34 pm

"Goblins in the first level (where you create character) could one hit kill me already."

:)

Yyyyyyuup.
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Flash
 
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Post » Tue Mar 29, 2011 8:29 am

Don't forget that 50% difficulty slider in vanilla is different than 50% in TIE.

Viewing that video for the first time...I guess V changed the looting of rats as I never found gold or lockpicks on a rat.

The only problem with the 'tutorial' dungeon is the scripted attacks by the rats and that one berserker goblin that DOES kill you easy if you leave the difficulty slider at default. You can't sneak past that goblin as it is scripted to come rushing down the tunnel before it even sees/hears you.


Only for ones found within Goblin caves - and the roasting rats themselves contain no lockpicks - just other stuff. Didn't think Goblins would be smart enough to know what to do with chests - plus I felt they would be attracted by other things not tradtionally valued by other baddies.
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Jade MacSpade
 
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Post » Tue Mar 29, 2011 2:37 pm

Only for ones found within Goblin caves - and the roasting rats themselves contain no lockpicks - just other stuff. Didn't think Goblins would be smart enough to know what to do with chests - plus I felt they would be attracted by other things not tradtionally valued by other baddies.


One of the reasons this is such a fantastic overhaul, completely despite the lack of new content, is your attention to detail like this. Keep up the good work :thumbsup:
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Racheal Robertson
 
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Post » Tue Mar 29, 2011 4:17 am

I'd like to ask... Been using Deadly Reflex along with this mod the last few days. I found out blocking was totally useless since it resulted in a one hit kill anyway. So until now most fights are done exploiting game flaws (even for the poorest goblin...à like getting them stuck and hitting them from range. Which ain't exactly my idea of immersion. Does your mod affect blocking in any way ? Did you mean blocking as a useless skill with 30 points ? I can't see it very useful even at 100 considering it does nothing now !


Hi,

I do not use DR or other combat tweaks finding TIE combat quite interesting as is. Anyway, I had your problem too. For me the solution is to be careful, sneak, use potions, weapons, stealth and magic, in combination whenever possible.
A battle ogre ale, a health potion and a magic blast just before melee starts will take down that problematic Berserker easy most any time on default difficulty. Now I very rarely die in the starting dungeon.
But changing playing style is difficult and takes time.

Regards, Haldir
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Mimi BC
 
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Post » Tue Mar 29, 2011 6:13 am

Hi Veritas,

AFAIR you`ve said that you resigned from having pickpocketing enabled within city walls. This could lead to depopulation in due time.
Anyway I saw Ambrose Canne pickpocket successfully in Skingrad. And I also saw his corpse once within city walls. Failed pickpocketing maybe...

What`s more interesting though, I saw Shameer fail at pickpocketing outside the walls, alarm was raised and he was apprehended by an Imperial Marksman.
I happened to overhear part of their conversation.
The Marksman said "seeing we are friends I`ll take care of that bounty for you" or something like it AND Shameer walks happily away.

Now if this means that coding allows for establishing disposition/bribe/corruption relations between NPC:s it is totally AWESOME.
And gives me an idea, namely:

- Player, if aware of shady relations between NPC:s should be able to use this knowledge to his advantage by blackmailing/threatening NPC:s involved.

Chance of succeedeing at such attempts could be governed by relative fame, personality, speechcraft, luck for example.

Regards, Haldir
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Lauren Denman
 
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Post » Tue Mar 29, 2011 7:21 am

Haldir, That's really interesting regarding Shameer. I'l have a look in the CS at how much gold he has on him and what his disposition is, etc. Might be a solution. Mind you...the real problems begin not when the law and the perpetrator engage one another - it's all the other NPCs that get thrown into the mix. With that many AI interacting and reacting to a crime or someone getting pummeled, that's when things start getting hairy.
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James Baldwin
 
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Post » Tue Mar 29, 2011 7:40 pm

I'd like to ask... Been using Deadly Reflex along with this mod the last few days. I found out blocking was totally useless since it resulted in a one hit kill anyway. So until now most fights are done exploiting game flaws (even for the poorest goblin...à like getting them stuck and hitting them from range. Which ain't exactly my idea of immersion. Does your mod affect blocking in any way ? Did you mean blocking as a useless skill with 30 points ? I can't see it very useful even at 100 considering it does nothing now !


I usually have block set to minimum level anyhow, and carry a BattleOgre Ale flask or two (or three if I PLAN to get into trouble (hee hee)). With Block sitting at around level five or ten, ingesting the three ales in succession brings it back up to level 55 or so for a short burst. The three ales, combined with a timed Restore Health - and perhaps a small ash Root to quickly treat any diseases the baddie might give me - usually see me through any trouble. If a person were to choose Block as a major skill AND use the Ales and Restore or Fortify health potions...they'd be trouble.
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NAtIVe GOddess
 
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Post » Tue Mar 29, 2011 1:28 pm

Still, I'm rather ok with dying in one hit, I don't mind. But I should be able to survive for a few seconds longer if I manage to block the goblin with a shield. Ok, I might get recoil and have no time to recover and riposte or dodge, but I would live a few seconds anyway. A goblin ! how can such a creature strike with such a force that I'm crushed behind shield ? Not even a strenghtful xivilai or a mighty wizard !
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{Richies Mommy}
 
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Post » Tue Mar 29, 2011 5:21 pm

Still, I'm rather ok with dying in one hit, I don't mind. But I should be able to survive for a few seconds longer if I manage to block the goblin with a shield. Ok, I might get recoil and have no time to recover and riposte or dodge, but I would live a few seconds anyway. A goblin ! how can such a creature strike with such a force that I'm crushed behind shield ? Not even a strenghtful xivilai or a mighty wizard !


What level are you when you're fighting that goblin?
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Alexis Estrada
 
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Post » Tue Mar 29, 2011 6:23 pm

Very nice mod, actually I didn`t expect such great level of immersion. Now I use everything, including traps to complete dungeons.
Btw is it still challenging when I’m for example reach lvl 30-40 ?
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vicki kitterman
 
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Post » Tue Mar 29, 2011 12:06 pm

Very nice mod, actually I didn`t expect such great level of immersion. Now I use everything, including traps to complete dungeons.
Btw is it still challenging when I’m for example reach lvl 30-40 ?


It'll remain challenging right on up to around level fifty or so. Around Level 18 or so you'll start winning more fights than losing - and licking your wounds rather than watching yourself die. The satisfaction will increase gradually, and you'll start taking more chances - and suffering for the lack of attention. Just look before engaging anything. Look for possible allies that might assist in battle. Approach from uphill rather than downhill in order to have the field advantage, scout the areas first before venturing in, use every possible resource and always ALWAYS keep your gear in TOP condition. Armorer is a very useful skill in TIE!
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Nuno Castro
 
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Post » Tue Mar 29, 2011 6:23 pm

absolutely great fun...especially when played together wit Oblivion XP and survival mods :tops:
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Charles Weber
 
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