Oblivion

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Ulrim

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ulrim

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About this mod

T.I.E4MODS is a modified version of T.I.E. for use with other overhaul mods such as Martigen\'s Monster Mod, Francesco\'s, Oscuro\'s Oblivion Overhaul and FCOM. This version is the logical continuation of CorePC\'s work.

Permissions and credits
TAMRIEL IMMERSION EXPERIENCE (T.I.E.) FOR 4 MODS (MMM, Franscesco's, Oscuro's, FCOM)
Version 0.41
June 30th, 2008

Requirements: Wrye Bash
Author(s): Veritas_secreto and contributors, Ulrim
Source: http://www.tesnexus.com/downloads/file.php?id=18138
Forum: http://www.bethsoft.com/bgsforums/index.php?showtopic=854466

Based on:

TAMRIEL IMMERSION EXPERIENCE (T.I.E.)
Version 1.23
June 30th, 2008

by Veritas_Secreto (aka "Nethawk")
E-Mail: [email protected]
Official Website: www.stephanewuttunee.net


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DESCRIPTION
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T.I.E4MODS is a modified version of T.I.E. for use with other overhaul mods such as Martigen's Monster Mod, Francesco's, Oscuro's Oblivion Overhaul and FCOM.

This version preserves T.I.E.'s NPCs along with secret entrances into all cities and towns. Removed are changes to stats, gameplay and global settings, sounds, ingredients, vanilla spawn points, CorePC's Tamriel Travelers, and any changes to the tutorial dungeon.

Find more details about T.I.E. here: http://www.stephanewuttunee.net/tnr_tie.html

This version is the logical continuation of previous T.I.E4MODS 0.32, last updated by CorePC.
You may find my personalised version (does not strip so many things out of the original mod) here: http://www.tesnexus.com/downloads/file.php?id=18071


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USAGE
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Install
=======
1. Copy the .esp files to (install folder)\Oblivion\Data\
2. Activate the plugins and rebuild bashed patch.


Uninstall
=========
1. Uncheck the .esp files.
2. Delete the .esp files from \Oblivion\Data\
3. Rebuild bashed patch.


Upgrade
=======
If you used an older version of T.I.E4MODS before and are having trouble playing this updated version:

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 T.I.E4MODS.esp and T.I.E4MODSOOO+FCOM.esp;
7- Rebuild bashed patch in Wrye Bash;
8- Play.


Recommended load order
======================
After FCOM_Archery.esp and Tamriel Travelers:

T.I.E4MODS.esp
T.I.E4MODSOOO+FCOM.esp

Check with FCOM Helper tool to adjust your load order.

If you need an extra slot, you can merge T.I.E4MODSOOO+FCOM.esp in your bashed patch.


Incompatibility
===============
There are no known issues with other mods.


Known Issues or Bugs
====================
It's recommended to make a clean save game before activating this mod.
To make a clean save game, see "Upgrade" above.

You can help improving this mod by leaving your feedback in the forums.


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CHANGELOG
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Version 0.41 is based on T.I.E. 1.23

Changes for Version 0.41 by Ulrim

* Made corrections to the readme.
* Added bashed tag to T.I.E4MODSOOO+FCOM.esp.

Changes for Version 0.4 by Ulrim

* Applied nVidia black screen fix in interior cells.

Changes for Version 0.33 by Ulrim

* Updated base mod to TIE 1.23
* Cleaned new aditions made to the mod:
- removed roaming traders and trader classes, furniture, creatures, bodyguards and unused ai packages;
- removed locks and traps, dialog, clothing, game settings, global variables, vanilla spawns, magic effects, lights, thieves guild quest and dungeon tutorial quest changes;
- removed all but the necessary new ingredients, potions, leveled loot and items, armors, arrows, enchantments, items and spells, containers, scripts, weapons, and quests;
- everything else, namely, secret entrances to cities and castles, new NPCs and their spawns, ingredients - including moonsugar - and worldspace was not changed.
* Moonsugar is included in T.I.E4MODS.esp - T.I.E4MODSFCOM+COBL.esp is considered old and should not be used.


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REFERENCE FROM PREVIOUS CONTRIBUTORS
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Tamriel Immersion Exprience for 4 Mods (MMM, Franscesco, Oscuro's, FCOM)

Version .32 based on TIE 1.14

See Here about more info on TIE itself..http://www.stephanewuttunee.net/tnr_tie.html

Changes for Version .32 by Corepc

Changed name of TIE4OOO+FCOM to TIE4MODSOOO+FCOM and tie4fcom+cobl to TIE4MODSFCOM+COBL..

Fixed these misc issue reported in es forum..

Added clothing has needed to these npc Arnol, Almal, Slippery Farh_ja (added weapons also to slippery farh_ja)

Wanjeem - added Orcish Curiass has needed

Renamed any duplicate npc name to something different no more tripelts, twins, etc can be found in game anymore..


Changes for Version .30 by Corepc

Veritas Changed this in Main TIE download, so I also fixed this in TIE4MODS

*returned all dungeons to their default "public" status, so that players sent to jail don't find themselves automatically being engaged by guards if seen.

* As well, following further members feedback, I've decided to give all Undercover Imperial Legion Officers unique names.



Changes for Version .25 by Corepc

Changed name from FCOM_Tie to TIE4MODS and created TIE4MODsOOO+FCOM and TIE4MODSFCOMCOBL.esp ..

*TIE4MODSOOO+FCOM will add the OOO faction's back in ...

*TIE4MODSFCOMCOBL will add the moonsugar items back into leveledlist for use with fcom..


*All leveledlist conflicts have been removed (vanilla leveledlist that would have caused the count to be wrong if loaded without wrye bash bashed patched, I removed all vanilla leveledlist that where in conflict, only left TIE changes, tes4edit still shows some in conflict but if you check you will see that I removed all expect tie changes only), wrye bash solves the problem of adding them back in and fixes the count ...

*Made it no longer dependent on FCOM, OOO, COBL..esm..

*Can be used standalone but I do not recommended it..

*Is to be used with MMM, OOO, Frans, FCOM etc with Wrye Bash because without Wrye Bash most dungeons would be almost empty..



Eliminster EU changes..

Version 0.2 is based on T.I.E. 1.13.

What is stripped out?
* changes to game/global settings
* changes to sounds
* changes to vanilla npcs, creatures, weapons, ammo, armor, misc items, ingredients, leveled lists and containers (would just conflict with the changes from FCOM)
* new creatures (mainly variations on vanilla creatures which are already covered by FCOM)
* additional bandit and marauder NPCs (already handled by FCOM)
* Tamriel Travellers
* changes to tutorial dungeon
* most new ingredients and misc items (would only makes sense in combination with the stripped out changes to npcs and creatures, already covered by MMM and COBL)
* changes to vanilla spawn points

What's left?
* secret entrances into castles and cities
* many non-public areas marked as such
* 100's of new NPCs:
** hired guards in most shops
** lunatics
** assasins
** pickpockets / thiefs
** beggars
** heroes
** holy npcs
** common people / farmers
** groundkeepers in cementaries
** tomb raiders

Load Order for Mods..

Use TIE 4 MODS *instead of* T.I.E.esp.

Francesco load TIE4MODS after all esm / esp that are you using

Oscuro's load TIE4MODS after all OOO.esp

Martigen Monster Mod load after all MMM Plugins

FCOM The recommended point in the FCOM load order is after FCOM_Archery.esp, before Knights.esp

Remember to Use Wrye Bash Bashed Patched and rebuild your bashed patched

Why is it a beta? What's left to do?
It hasn't been extensively play tested yet. Especially secret entrances need to be checked by someone familar with T.I.E. to see if everything is in place and working correctly.

Also, non of the new NPCs has been rebalanced to fit in with FCOM yet.