Oblivion

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Ulrim

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ulrim

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About this mod

This mod is a revision of the original details and enhancements from T.I.E. for use with FCOM, without breaking compatibility. It also makes the world more static by removing many NPC leveling. T.I.E. (Tamriel Immersion Experience) is a light weight overhaul for vanilla Oblivion, made by Veritas Secreto and other contributors. You can find more

Permissions and credits
Name: TIE Integration Revised
Version: 1.2 beta 3 (based on TIE 1.25, by Veritas Secreto and contributors)
Date: 2009/05/03
Category: Gameplay Effects and Changes
Requirements: Full FCOM install, Wrye Bash
Author(s): Ulrim
Source: http://www.tesnexus.com/downloads/file.php?id=18071
Forum: http://www.bethsoft.com/bgsforums/index.php?showtopic=854467


Description
===========
T.I.E. (Tamriel Immersion Experience) is a light weight overhaul for vanilla Oblivion, made by Veritas Secreto and other contributors.
You can find more details about T.I.E. at http://www.stephanewuttunee.net/tnr_tie.html

This mod only integrates the work done by Veritas Secreto (and others) in TIE with FCOM Convergence.
I took a standard TIE release and created the compatibility plugins to properly blend some of its features in FCOM.
Besides the beautified faces by Veritas, there are also fixes for other mods on top of FCOM and TIE.


Details
=======
Please notice: This mod is to be used in a full FCOM install with OOO 1.34 beta 5.

I don't have time or resources to integrate TIE in every mod combination.
The flavour "TIE4MODS" fits that purpose nicely.

A quick example: some wild creatures should keep factions introduced by KOTN, but I only mainain the patch to integrate TIE's tweaks into Knights creatures in FCOM-Convergence Oblivion world.

Warning: This mod increases your chance to get killed very easily if you are not careful! Bandit spawns from TIE are very tough opponents, especialy in the begining of a new character.

What changes affect my FCOM game?

TIE Integration Revised tries to take out as little as possible from the original T.I.E. in order to become compatible with FCOM.
This latest version removes most NPC and creature edits. Sound and game settings changes from TIE are also removed. This is because I used many mods that tweaked such things (besides FCOM) and opted to release a sane version. I'm doing this also because I don't have as much time as I used to support and update the mod.

Creature changes from TIE have been removed in this version. There are still some smaller rats and mud crabs but overall, creatures are left alone for MMM 3.7+
The same happens with the rest of NPC customization - they were left alone for FCOM to handle, minimizing possible incompatibility with future versions.
The NPC integration from TIE made actors stronger than intended in FCOM (for static NPC levels that were left out in OOO). In this update, most TIE NPC revisions were cleaned. In a way, this was also because if you used this mod toghether with Deadly Reflex Timed Block and Damage, the game would be unplayable for begining characters.

Other things were kept, such as increased thieving difficulty, harder locks with ownerships, unique containers with food or items, books, changes to ingredient alchemical properties and unique NPC appearance. These changes blend with the ambiance of FCOM for a more slower paced game.


Plugin descriptions:

00 The core plugins:
* TIE In.esp: the base plugin, modified version of TIE.
* TIE In - FCOM Convergence.esp: compatibility plugin for a full FCOM installation. This plugin should be active.

01 No Private Guards Alternative plugin:
* TIE In.esp: this version removes private guards patroling some NPC houses and stores.

02 Aditional FCOM Compatibility Plugins:
* TIE In - BobsGuardUnity.esp: fixes a few Imperial Legion Soldiers with BobsGuardUnity tweaks.
* TIE In - DiverseGuardUnity.esp: fixes some Imperial Legion NPCs with changes from DiverseGuardUnity.
* TIE In - ExnemRuneskulls.esp: compatibility for ExnemRuneskulls v1.1, fixes some soulgem leveled lists for Wrye Bash.
* TIE In - MMM Craft.esp: merges some item prices from TIE with the scripts from Mart's Monster Mod - Hunting & Crafting.
* TIE In - MMM Gems.esp: merges some item prices from TIE with the scripts from Mart's Monster Mod - Gems & Gem Dust.
* TIE In - RealSwords.esp: compatibility for FCOM's RealSwords - fixes some leveled lists for Wrye Bash.

03 Bandit Rebalance Plugin:
* TIE In - Rebalance.esp: rebalances the new bandits, makes them level with the player and have level limit.

04 Other Compatibility Plugins:
* TIE In - B&M.esp: preserves the original B&M tweaks to Bravilian NPCs and Guards with FCOM stats and MMM torches, etc.
* TIE In - BC-Anvil.esp: preserves BC - Anvil (from Bananasplit Better Cities v4.2.3) changes to MirabelleMonet, LordDrad and LadyDrad with stats from FCOM.
* TIE In - Castle Almgard v2.esp: restores Christophe Marane's stats from FCOM with TIE tweaks.
* TIE In - Cobl.esp: compatibility for Cobl 1.60+, merges beverages from Cobl and TIE.
* TIE In - DLCFrostcrag.esp: merges tweaks to Calindil (compatible with Frostcrag Reborn v3+).
* TIE In - DLCOrrery.esp: fixes Bothiel NPC.
* TIE In - DLCThievesDen.esp: fixes CaptainBaszonePatneim, preserves OOO's WeapSteelCutlassSharp stats and the name "Fine Steel Cutlass" from the DLC.
* TIE In - Knights.esp: tweaks some creatures and NPCs while preserving FCOM changes.
* TIE In - Kvatch Rebuilt.esp: compatibility patch to merge changes to NPCs affected by Kvatch Rebuilt. This plugin was also used to test the performance with OOO's default guard bow fix on cell loading instead of the MMM generic bowfix and resized races script.
* TIE In - Malevolent.esp
* TIE In - MannimarcoRevisited.esp: merges tweaks to Mannimarco.
* TIE In - QarlsHarvest.esp: adds dog meat back to dogs (incomplete) and restores the planter scripts.
* TIE In - Salmo, Cobl.esp: fixes the cheese effects and weight from TIE with changes made by Cobl.
* TIE In - SentientWeapon.esp: compatibility for SentientWeapon (the older version, not Sentient Weapon II). Preserves tweaks to HamlofRedTooth.
* TIE In - SlofsHorses.esp: tweaks the new bandit horses from TIE to show AlienSlof's beautiful textures (incomplete).
* TIE In - TOTF.esp
* TIE In - Valley View Estate.esp: restores Shelley's face tweaks. This plugin can be discarded if you use import faces from TIE In.esp
* TIE In - VHBloodlines 1.2.esp: fixes Palonirya with the tweaks made by VHBloodlines.
* TIE In - WelkyndSword B&M.esp: preserves TIE tweaks to Ungarion with FCOM stats and changes by the WelkyndSword.

You can merge almost all of these plugins using Wrye Bash.


Install & Uninstall
===================
This mod is BAIN friendly to make the install easier.

Use Wrye Bash to install and select:
* 00 Core (to use with FCOM): main files.
* 01 No Private Guards Alternative: when checked, uses alternate "TIE In.esp" plugin without private guards.
* 02 Aditional FCOM Compatibility Plugins: aditional FCOM compatibiltiy plugins to choose from.
* 03 Bandit Rebalance Plugin: optional bandit rebalance plugin.
* 04 Other Compatibility Plugins: adds compatiblity support for other mods.


Upgrade
=======
If you are upgrading from a previous version of TIE Integration:

- Just replace the files with the new ones and rebuild bashed patch.

If you used T.I.E4MODS before, it is recommended you create a clean save game:

1 - Uncheck any T.I.E4MODS esp's in Wrye Bash and rebuild bashed patch;
2 - Load the game;
3 - Create a new save;
4 - Exit the game;
5 - Copy the new .esp files to (install folder)\Oblivion\Data\ and overwrite existing files if needed;
6 - Adjust your load order and activate the desired plugins;
7 - Rebuild bashed patch in Wrye Bash;
8 - Play.


Recommended load order
======================
Simple. Use BOSS: http://www.tesnexus.com/downloads/file.php?id=20516

From BOSS version 1.3 onwards (released 22 April 2009), the default masterlist.txt database has the required entries for your plugin load order.
I included a masterlist.txt file under "(Oblivion Install Folder)\Data\Docs\TIE In". It's based on the original masterlist.txt with the latest updates regarding this mod.


Compatibility and Issues
========================
Since the cleaning process in version 1.2 beta 2, loading a saved game with this mod causes increase in loading times (about 10+ seconds, depending on your hardware) while you are in exteriors. It doesn't cause much loading lag when you load inside cities and very little when loading in interiors. I haven't found a reason for this yet...

The fixes are merged in the FCOM compatibility plugin. UOP fixes (version 3.2.0) are already integrated.
DiverseGuardUnity updates some values from OOO.
I've played most of Oscuro's quests with one of my oldest characters (800+ hours) and didn't find any quest disruption or issues.
Spawns from TIE that conflict with FCOM (mainly OOO bandit spawns) have been removed.
Titans have been removed because I have experienced CTDs. I cannot blame TIE alone for that because I used 200+ active plugins (50+ inactive) without reducing the spawn rates. From testing, this version of TIE Integration worked flawlessly. Perhaps my system cannot handle the high spawn rates plus the titans...

This mod is incompatible with T.I.E4MODS.
The current version is not compatible with stand alone overhauls.
I recommend not using TNR (Tamriel NPCs Revamped) with this mod, either activated or imported into bashed patch.
NPC unique characteristics are preserved from original T.I.E.

Comparing with original TIE, these entries were removed:
- All ammunition (arrows), armor, spell and weapon except the new ones introduced in T.I.E.
- Clothes and misc items.
- Dark Brotherhood equipment enchantments.
- Game settings, timescale global setting and sound enhancements.
- Roaming traders, their class, containers, faction, furniture (trader chairs), guards, spells, AI packages.
- Spells.
- Arkenor's tutorial terminator.

Worldspace changes:
The work done by Ismelda for compatibility with Better Cities is preserved.

This mod should keep close to the original T.I.E. by Veritas Secreto and will be updated when new major versions come out.
If you wish to make a request for features or alterations to this mod, I suggest checking out the original T.I.E. forum thread first.
If you wish to make a request for additional compatibility patches, I suggest you check out T.I.E4MODS flavor instead.

BUGS
====
The OOO script for the quest of Vaermina does not restore fame, as it should. This was fixed in the latest UOP patch. I've merged the most recent fix from UOP but you have to be level 5, instead of level 2, to make the quest. This is because I couldn't edit the script in tes4edit. I was too lazy to merge the mods to a master, edit in tesCS and separate them again...

Some Bravil guard NPCs may have to be tweaked in case you use Better Cities B&M. I suspect some of the guards introduced in BC - B&M don't have the new bravilian armors and anims. At this point in time, a patch for it hasn't been created yet. Perhaps it's better letting the Better Citities team take care of it...

I carefuly edited the entries in this mod by hand. In fact, I used this plugin to correct minor overrides from the other mods I use and FCOM. However, this is a beta release, please take precaution and always make backups of your saves.


History
=======
1.2 beta 3, 2009/05/03
+ Added "TIE In - Rebalance.esp" to make new bandits a lot weaker (bandit NPCs only, other NPCs in progress).
+ Added alternate "TIE In.esp" plugin without the private guards.
+ Organized the installer directories.
+ Included new "masterlist.txt".
+ Tweaked "TIE In - DLCFrostcrag.esp" patch and it works perfectly with Frostcrag Reborn now.


1.2 beta 2, 2009/04/19
+ Files were marked deprecated since Better Cities release v4.2.3:
TIE In - BC-Full DLCThievesDen.esp
TIE In - BC-Full Knights.esp
(They were used to blend changes made to Ulfgar and CaptainBaszonePatneim when the mods Better Cities (pre 4.2.3), KOTN and DLCThievesDen were used toghether.)
+ "TIE In - BC-Full.esp" renamed to "TIE In - BC-Anvil.esp" and cleaned.
+ TIE In - UOP.esp integrated UOP 3.2.0 changes in the several mods I used to test. Marked deprecated now, since these changes were merged into "TIE In - FCOM Convergence.esp"
+ Updated "masterlist.txt".
+ Cleaned "TIE In.esp" base plugin:
Fixup Path Grid;
Remove "Identical to Master" records;
Undelete and Disable References".
+ From this version on, the mod is based on the lite version. This means the beverages will have default OOO inebriation without any side effects and the conflicting bandit spawns are cleaned by default.
+ Updated documentation.


1.2 beta 1, 2009/04/18
+ Updated version
Numerous fixes in this beta include:
+ Updated base (TIE version 1.25).
+ Imported fixes from Unofficial Oblivion Patch (version 3.2.0) to avoid overriding them.
+ Imported UOP script for Selene (FormID: 0000C1D7).
+ Imported UOP faction fix for Eyja (FormID: 0003E193) and Gunder (FormID: 00028F98).
+ Updated compatibility with the latest FCOM (version 0.9.9) and OOO (version 1.34 beta 5).
+ Cleaned leveled lists (keeps the work done in FCOM).
+ Integrated bandit loot and equipment for all non-TIE NPC's (FCOM).
+ Integrated leveled lists (FCOM).
+ Integrated NPC levels (FCOM).
+ Tweaked Adventurers to show cuirasses.
+ Integrated new vampire and bandit face tweaks from FCOM and MMM.
+ Integrated WarCry unique items for some NPCs untouched by OOO or FCOM.
(Agarmir (0001FC54), Umbra (00026B1B), Ruma (0002952D))
+ Integrated names (FCOM).
+ Integrated city guards (equipment: MMMGuards/Torches, levels and scripts: OOO, FCOM).
+ Fixed missing greaves for Kathutet (FormID: 0003C805).
(Kathutet's greaves were missing in Oscuro's_Oblivion_Overhaul.esp).
+ Fixed MMM painted troll sound override in FCOM (FormID: 0001C5A0).
+ Fixed MMM & UOP Spriggan No Blood Decal override in FCOM (FormID: 0001E64B).
+ Integrated some creatures feet sounds from TIE (bears, rats...).
+ Integrated some creatures speed from TIE (boars, dogs...).
+ Integrated some creature sizes from TIE (mudcrabs, will-o-the-wisps...).
+ Integrated skeleton guardian model from WarCry (FormID: 00084B19).
+ Integrated summon skeleton guardian from WarCry (FormID: 000C8BD0).
+ Integrated summon skeleton hero from WarCry (FormID: 000C8BD1).
+ Integrated UOP fixes for summons (to follow through water).
+ Integrated MMM No Blood Decal for Goblin Berserker (FormID: 00181C6D).
+ Compatibility for official plugins.
+ Compatibility for Better Cities Full (version 4.0).
(Fixes some NPCs such as Lady and Lord Drad, Mirabelle Monet, Ulfgar Fog-Eye...)
+ Integrated fixes for guards in the Blood & Mud patch that FCOM does not address yet (bug?).
+ Integrated guard equipment from MMM that FCOM does not patch (in version 0.9.9).
+ Compatibility for Blood & Mud (and other mods on top of FCOM).
+ Fixed FCOM Blood & Mud patch for Dro'shanji (FormID: 0002CA366).
+ Fixed FCOM DiverseGuardUnity patch with latest UOP fixes for Giovanni Civello (FormID: 00037E8D)

1.07, 2008/07/16
- Separated Arkenor's tutorial terminator - T.I.E. enhancements are very customizable now.
- Added an optional plugin in Extras folder with raider loot lists reverted to FCOM defaults.

1.06, 2008/07/06
- Created patch for FCOM_Knights.esp: boar tusks, bear fangs, wolf teeth, cougar fangs should now appear in loot and another eight custom NPCs should now be corrected.
- Fixed a leveled list in MMM Craft.
- Fixed the magic effect causing the strange sound.
- Clarified load order; corrected readme.

1.05, 2008/07/06
- Fixed readme.
- Fixed incorrect files in the upload.

1.04, 2008/07/06
- Initial release.
- Initial mod was redone from scratch.


Contact
=======
You can find me on the official Elder Scrolls forums as 'ulrim'
You can find me on TESNexus as 'Ulrim'
You can send me an email to [email protected]


Credits
=======
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to Veritas Secreto and other contributors for making T.I.E.
Thanks to ElminsterAU and CorePC for making T.I.E4MODS.
Thanks to Oscuro's Oblivion Overhaul team.
Thanks to dev_akm and other contributors for FCOM.
Thanks to ElminsterAU for TES4Edit.
Thanks to TES4Gecko team for TES4Gecko.
Thanks to Wrye for Wrye Bash! The swiss army knife of modding!
Thanks to Random007 for making BOSS.

I would like to thank all the other people who helped improve Wrye Bash, BOSS, TES4 tools, Francesco's Mod, TIE, Martigen's Monster Mod, Oscuro's Oblivion Overhaul, and specialy, FCOM.


Tools Used
==========
BOSS - http://www.tesnexus.com/downloads/file.php?id=20516
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES4Gecko - http://www.tesnexus.com/downloads/file.php?id=8665
TES Construction Set - http://www.elderscrolls.com/downloads/updates_utilities.htm
Readme Generator - http://lhammonds.game-host.org/obmm/tools_..._generator1.asp
Wrye Bash - http://wrye.ufrealms.net/Wrye%20Bash.html


Licensing/Legal
===============
You are allowed to distribute and modify this mod, provided you give
credit to the authors of this mod and original sources.