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

Post » Mon Mar 28, 2011 7:53 am

1. I am not a modder so I would have no idea what I am looking at / for.

2. I didn't ask a question, only reported an annoyance that maybe you would be interested in given your reporting of annoyances you wanted to fix.


1. That's fine.
2. There's going to be a lot of annoyances having nothing to do with the mod, and some with the mod. I appreciate you reporting them.
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Skrapp Stephens
 
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Post » Mon Mar 28, 2011 6:18 am

a quick question, is there a compatibility list for TIE listing some of the compatibility problems with other popular mods?
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Ben sutton
 
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Post » Mon Mar 28, 2011 6:31 am

a quick question, is there a compatibility list for TIE listing some of the compatibility problems with other popular mods?


I'm sure there are, but I'm not the one to ask. I know that excellent resource persons such as CorePC, Arthmoor, and some others are highly informed. Other players may be able to comment as well.
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Guinevere Wood
 
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Post » Mon Mar 28, 2011 9:39 am

I'm sure there are, but I'm not the one to ask. I know that excellent resource persons such as CorePC, Arthmoor, and some others are highly informed. Other players may be able to comment as well.

well if anyone here knows anything about it, or has a list, or has some kind of link to a list, please post, thanks :D
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Rhysa Hughes
 
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Post » Mon Mar 28, 2011 1:52 am

Hey Veritas, great work on the latest version, just installed it but will play Oblivion later. I play a stealth character and have had no issues with TIE, at least that I can think of. Keep it up :)
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Nicole Elocin
 
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Post » Mon Mar 28, 2011 9:52 am

well if anyone here knows anything about it, or has a list, or has some kind of link to a list, please post, thanks :D

Think about it this way - the advantages of TIE is that it uses only vanilla resources - not one extra mesh or texture. So right there it will not conflict with any of those.

Like all overhauls it is recommended to load fairly early with the logic that later loading mods will win in conflict. So if you want to add a combat overhaul or magic overhaul - have at. Read the http://www.gamesas.com/index.php?/topic/775917-compatibility-and-you/ pinned at the top.

It is light in scripts and processing is mostly heavy with regard to added NPCs. It is a lot of game balance tweaks and settings ... so if you'd rather have different settings it is all about load order. Check BOSS.

To my knowledge it does not affect quests or place things that can conflict with mods that do.

There is one area of concern: Leveled Lists. Other mods that also alter leveled lists will conflict and if it is another overhaul then you will need special patches and Wrye Bash. If it is just adding items or enemies then probably just bash is ok but don't quote me on that. Without patches then whichever mod is loaded last will win with the earlier mod peaking through at times or where and when the later loading mod does not cover certain things.

in short other than overhauls and you use bash you should be ok with most things. Not all conflicts are bad - in fact all mods are nothing but conflicts with the vanilla game that are winning conflicts.
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Fiori Pra
 
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Post » Mon Mar 28, 2011 6:27 am

Think about it this way - the advantages of TIE is that it uses only vanilla resources - not one extra mesh or texture. So right there it will not conflict with any of those.

Like all overhauls it is recommended to load fairly early with the logic that later loading mods will win in conflict. So if you want to add a combat overhaul or magic overhaul - have at. Read the http://www.gamesas.com/index.php?/topic/775917-compatibility-and-you/ pinned at the top.

It is light in scripts and processing is mostly heavy with regard to added NPCs. It is a lot of game balance tweaks and settings ... so if you'd rather have different settings it is all about load order. Check BOSS.

To my knowledge it does not affect quests or place things that can conflict with mods that do.

There is one area of concern: Leveled Lists. Other mods that also alter leveled lists will conflict and if it is another overhaul then you will need special patches and Wrye Bash. If it is just adding items or enemies then probably just bash is ok but don't quote me on that. Without patches then whichever mod is loaded last will win with the earlier mod peaking through at times or where and when the later loading mod does not cover certain things.

in short other than overhauls and you use bash you should be ok with most things. Not all conflicts are bad - in fact all mods are nothing but conflicts with the vanilla game that are winning conflicts.

ahh ty for that, tbh i'm just amazed how 1 esp can achieve such an overhaul to the game, just wow :D
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vicki kitterman
 
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Post » Mon Mar 28, 2011 3:38 am

Using TES4Edit I remarked that TIE do not touch vanilla horses at all! so it's safe to use Slof's Horses. Maybe it's a good idea to add "kuertee Horse commands" too.
Is there any plan to do some tweaks to horses in TIE in the future?
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Darlene DIllow
 
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Post » Mon Mar 28, 2011 4:08 pm

Using TES4Edit I remarked that TIE do not touch vanilla horses at all! so it's safe to use Slof's Horses. Maybe it's a good idea to add "kuertee Horse commands" too.
Is there any plan to do some tweaks to horses in TIE in the future?


TES4Edit lied to you. Most Horses within TIE HAVE been revamped. Not in looks, but in behavior, size, speed, and "content".
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Austin England
 
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Post » Mon Mar 28, 2011 2:15 pm

ahh ty for that, tbh i'm just amazed how 1 esp can achieve such an overhaul to the game, just wow :D


It amazes us too. When this project first started a year and a half ago, my collaborators and I probably didn't realize to what extent the Vanilla game would be changed. I know I didn't. I'm extremely grateful for all the help and support given and shown for this little gem. The fact that it contains TNR and also that the changes keep on coming makes it even more valuable to me. :)
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meg knight
 
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Post » Mon Mar 28, 2011 9:59 am

TES4Edit lied to you. Most Horses within TIE HAVE been revamped. Not in looks, but in behavior, size, speed, and "content".

so i would assume that slof's horses would be incompatible with TIE?
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Emerald Dreams
 
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Post » Mon Mar 28, 2011 6:59 am

so i would assume that slof's horses would be incompatible with TIE?


Not sure. Like Psymon elaborated upon earlier, using third party conflict detection plugins or experimenting with load orders may be the ticket. AFAIK, Slof's work changes looks of NPCs and creatures, not behavior. I may be wrong.
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Kaylee Campbell
 
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Post » Mon Mar 28, 2011 5:15 pm

TES4Edit lied to you. Most Horses within TIE HAVE been revamped. Not in looks, but in behavior, size, speed, and "content".

Exact. There are http://img299.imageshack.us/img299/8052/horsesa.jpg in stats.
I have to edit manually Slofs Horses.esp to adjust horses to TIE settings, or maybe think about using http://tesnexus.com/downloads/file.php?id=27675.
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Mylizards Dot com
 
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Post » Mon Mar 28, 2011 9:41 am

Exact. There are http://img299.imageshack.us/img299/8052/horsesa.jpg in stats.
I have to edit manually Slofs Horses.esp to adjust horses to TIE settings, or maybe think about using http://tesnexus.com/downloads/file.php?id=27675.

espless all the way here.

Or you could load slof earlier and tag it.
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Claire Vaux
 
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Post » Mon Mar 28, 2011 5:06 pm

I'm opting to espless version because I want to stick as much I can to vanilla content (less conflicts with others mods) and save an ESP slot.
What I have to do is to pack Textures folder from Slof's Horses and Meshes folder from the espless version in one omods which I call Slof's Horses Sources.
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marie breen
 
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Post » Mon Mar 28, 2011 5:39 am

I am embarrassed to ask this question and hope you do not mock me for it too much.

When saying TIE is not compatible with other overhauls like OOO and MMM, does that mean I should expect crashes? Or does it mean not compatible in the terms that game balance will not be what either mod intended?

I am currently testing TIE, ROM, OOO, and MMM and in the few hours of playing I had no crashes. Depending on my load order, the statistics for weapons and player character change, but it looks like I am getting close to a balance (by changing load order) that I find acceptable and believable.

I played with Tie4mods but can't find any documents fully listing what each mod changes (doubt if any exisit) so to get as much TIE as I can into my game I am playing with the full version.

My brain capacity is limited so modifying these mods myself is not something I am capable of learning (unless I delete 4 years of memories from my brain, already lost the first 3 years when I needed to learn FCOM, Wrye Bash, and mod cleaning) :)

So if anyone has successfuly run TIE with OOO and MMM please chime in with comments.
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TASTY TRACY
 
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Post » Mon Mar 28, 2011 5:21 am

1.38 grabbed - Thank you, making me dizzy with all these fast updates (wheres me zimmer frame) :twirl:

NEW FEATURES IN VERSION 1.38:

3) The chance of retrieving arrows from corpses and kills has been increased, and vendors sell a few more arrows.

Pretty sure I know this but just checking - If using the Wrye Bash tweak to increase arrow retrieval, the bashed patch tweak being load ordered last should override T.I.E percentage tweak for arrow retrieval? - Unsure because there are a lot of imports from T.I.E these days so wondering if an import would win over a Wrye bash tweak, in which case I would prefer the Wrye bash tweak for this aspect for some of the other users at my abode.


Edit: Forget the above question going to ask in Wrye bash thread.
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MR.BIGG
 
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Post » Mon Mar 28, 2011 3:12 am

I am embarrassed to ask this question and hope you do not mock me for it too much.

When saying TIE is not compatible with other overhauls like OOO and MMM, does that mean I should expect crashes? Or does it mean not compatible in the terms that game balance will not be what either mod intended?

I am currently testing TIE, ROM, OOO, and MMM and in the few hours of playing I had no crashes. Depending on my load order, the statistics for weapons and player character change, but it looks like I am getting close to a balance (by changing load order) that I find acceptable and believable.

I played with Tie4mods but can't find any documents fully listing what each mod changes (doubt if any exisit) so to get as much TIE as I can into my game I am playing with the full version.

My brain capacity is limited so modifying these mods myself is not something I am capable of learning (unless I delete 4 years of memories from my brain, already lost the first 3 years when I needed to learn FCOM, Wrye Bash, and mod cleaning) :)

So if anyone has successfuly run TIE with OOO and MMM please chime in with comments.

As I posted above it is all about the leveled list issue, which is why TIE4Mods or TIEin was ever created to begin with. These versions resolve issues with using TIE with other overhauls but most of them also strip out what TIE does well in other regards.

There is no perfect solution and currently without updates to those alternate versions there is no answer. Midway through http://www.gamesas.com/index.php?/topic/854466-relz-tie4mods/ Strategy Master released a little known alternate version for TIE4Mods - Like TIEin and TIE4Mods I tested it out and posted about it there.

My wish for the next game is that overahaul makers will do what strategy master did and make the leveled list changes in separate plugins so we could load them higher or lower and make patches easier without being distracted and detracted by all the game setting changes. That is my take anyway - if a patch maker were to just work on the leveled list integration issues and let all the game settings slide and be determined by load order then patches may happen quicker - I think it is the way of the overhaul makers mind to focus on as much as possible.

Further the philosophy of OOO/Frans/FCOM is to fix level scaling while TIEs is to mostly remove it and have the world unscaled. My wish is that with my next game I will be able to run the alternate to MMM ... http://waalx.com/RealSwordsForum/index.php which is also unscaled with TIE.

So what patches are doing with leveled lists is addressing this difference in philosophy. I'd recommend TIE more by itself due to its approach. The everything and the kitchen sink approach is going to break more than the functionality of TIE but also the other mods depending on load order.
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cosmo valerga
 
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Post » Mon Mar 28, 2011 9:49 am

I managed to find the first lair, but the trap door to get in is someway difficult to activate.

Psymon - In my opinion the best thing to do is to integrate stuffs from others overhaul in a incremental way. It's not just a leveled lists question.
T.I.E is completely another philosophy, while other overhauls add stuffs to the world, TIE stripe them from the world. Playing with TIE it's quite difficult to make money specially in the beginning levels; dungeons are very hard to explore, containers contain rarer valuable items..

Example of some incremental solutions:

- AliveWaters can replace MMM Diverse WaterLife
- Espless Slof's Horses can replace MMM Slof's Horses
- Bottle potions we can add them manually to TIE
- Boss NPCs ... TIE has his own Boss NPCs.
- New weapons (like real swords ... etc), one should think about why and how to integrate them
etc
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Rhysa Hughes
 
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Post » Mon Mar 28, 2011 4:19 pm

Thanks for the information Psymon. Read the thread and downloaded what was still available. Will try it out.
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Solina971
 
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Post » Mon Mar 28, 2011 1:52 pm

Thanks for the information Psymon. Read the thread and downloaded what was still available. Will try it out.

Yeah but what is available is only based on TIE 1.25, so the last 12 versions not included. That is what I mean by no current solutions. OOO/FCOM also make the world tougher but like Ayleid_People pointed out by adding more and more. So while this overhaul makes sneaking mandatory to survive the upped danger - you'd be less likely to survive when combined with FCOM.

I agree with you Ayleid_People but was mostly addressing even the basic functions of each overhaul - yeah thematically they don't mesh. I've been where peter ID is though - ideas that all mods at once is the answer - that more is better. At their heart each overhaul more or less addresses the scaling - as described in the http://www.gamesas.com/?showtopic=820948&hl=

The approach here is that less is more. Similar to my playing Nehrim - very stripped down compared to my main FCOM game.
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teeny
 
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Post » Mon Mar 28, 2011 7:27 am

I managed to find the first lair, but the trap door to get in is someway difficult to activate.

Psymon - In my opinion the best thing to do is to integrate stuffs from others overhaul in a incremental way. It's not just a leveled lists question.
T.I.E is completely another philosophy, while other overhauls add stuffs to the world, TIE stripe them from the world. Playing with TIE it's quite difficult to make money specially in the beginning levels; dungeons are very hard to explore, containers contain rarer valuable items..

in this case....now it makes sense to play mods like delivery jobs where you can earn your money for better gear etc....




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John Moore
 
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Post » Mon Mar 28, 2011 9:05 am

There is already a delivering job in Kragenir Death Quest, currently installed :)

TIE introduces some cats in the world, basically they are moutain lion with 50% scale:
Stray Cat
Feral Cat
Cat


I have downloaded http://tesnexus.com/downloads/file.php?id=5276, and I want make changes to those of TIE:
Stray Cat --> TortoiseCat meshes
Feral Cat --> BlackCat meshes
Cats --> TabbyCat meshes

Martigen Cats & Rats adds specific sound to these animals, I will add this.
But the question that remain is XXCatSetup script, should I consider it or not?
TIE don't add any scripts to cats.
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Bellismydesi
 
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Post » Mon Mar 28, 2011 5:43 am

I have used Cats and Rats with TIE.
I never noticed a cat until after installing, then when I uninstalled I noticed tiny mountain lions and thought, bleh.
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Eilidh Brian
 
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Post » Mon Mar 28, 2011 9:22 am

I mage a plugin to change TIE cats to use meshes from Martigen Cats & Rats 2.5.
For those interested here is the thread:
http://www.gamesas.com/index.php?/topic/1118276-cats-for-tamriel-immersion-experience/
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Theodore Walling
 
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