T.I.E. ReadMe
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TAMRIEL IMMERSION EXPERIENCE (T.I.E.)
Version 1.35 (RELEASE IMMINENT!)
June 24th, 2010

by Veritas_Secreto (aka "Nethawk")
E-Mail: stephanewuttunee@hotmail.com
Official Website: www.dreamingthepyramid.net


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CREDITS
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First and foremost, I would like to thank all those involved in TIE's development. CorePC, for
example, was instrumental in making sure TIE's new features worked out. He really helped iron
out the bugs. CorePC is the one to thank for all the fantastic NPCs you see traveling Tamriel's
roads - many of which are merchants that can help you achieve your goals. Without CorePC,
this initial release of T.I.E. would probably not have come to pass as quickly or be as fleshed out.
Arkenor allowed me to incorporate his excellent "Tutorial Terminator" mod into T.I.E., thereby
eliminating the ubiquitious message panels popping up and telling us how to use a bow - or how
to make a potion. His mod effectively removes those prompts - forever.

List of people responsible for T.I.E. version updates:

Veritas_Secreto, Arthmoor (version 1.35)
Veritas_Secreto, Arthmoor (version 1.34)
Veritas_Secreto, Arthmoor (version 1.33)
Veritas_Secreto, Arthmoor (version 1.32)
Veritas_Secreto, Arthmoor (version 1.31)
Veritas_Secreto, Arthmoor (version 1.30)
Veritas_Secreto, Arthmoor (version 1.29)
Veritas_Secreto, Arthmoor (version 1.28)
Arthmoor, Veritas_Secreto (version 1.27)
Morerunes, Arthmoor, and Veritas_Secreto, (version 1.26)
Veritas_Secreto, (version 1.25)
Veritas_Secreto, Ismelda Lasombra, Arthmoor, Williw_Wiper, and DaMage (version 1.24)
Veritas_Secreto (version 1.23)
Ismelda Lasombra (version 1.22)
Veritas_Secreto (version 1.21)
Veritas_Secreto (version 1.20)
Duggedank and Veritas_Secreto (version 1.19)
Veritas_Secreto (version 1.18)
Veritas_Secreto (version 1.17)
Veritas_Secreto (version 1.16)
Veritas_Secreto (version 1.15)
Veritas_Secreto (version 1.14)
Veritas_Secreto (version 1.13)
ElminsterEU (version 1.12)
Ismelda Lasombra (version 1.11)
Duggedank (version 1.10)

I also need to thank the testers (both primary and secondary groups) for their hard work testing
and pulling every trick in the book to try to make the mod run unstable and crash. In the primary
testers group are: Duggedank, thwhip, Kreutz, Belljack95, Pepsi, and Stamdd. I also relied upon How?
Rosswell21, and several others for the secondary group. Testers came in very handy when it came to
providing feedback on how the mod could be made better or be more fun to play. I am certain they will
continue to provide more feedback in the future as each new release gets put up.


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WHAT DOES THIS MOD DO?
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Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny
Overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on
hack and slash players while favoring stealth gamers in general - although with the release of 1.26
onwards, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay?
By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having
real consequences for engaging in melee combat unprepared (for starters). High level loot and armor
and weapons are also much rarer, far more TNRish NPCs now populate Cyroddiil (800 in this release),
diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many
Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and
filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across
secret entrances to all cities and castles. Some are underground, some require swimming, climbing,
or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting
chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well
as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates.
Rather than create a huge ReadMe, I would simply ask that you take the time to visit and read the mod's
finer details on the T.I.E. page (www.dreamingthepyramid.net).

So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the
surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud.

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Changes made to Version 1.35
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This build has several changes. In order:

1) Training limits per level are gone. Now, as long as you can afford it, you can learn as much as trainers want to teach you according to their level. Really used to irk me that only five grades per level were available. Heh - I suspect a lot of people will be seeking out master security and armorer trainers...

2) Chapel living quarters now have spell making altars inside them. The only trouble is, since these areas are off limits to players, you will have to sneak in after dark to gain access.

3) T.I.E. is now Mage friendly. Many spells have been modified to be more effective. Command, Charm, Calm, Rally for instance, now work 100% of the time up to level 50. Lesser grade sells of these types work for shorter periods, while higher grade spells work longer.

4) A new type of Dremora has arisen, and is not to be trifled with. These NPCs carry daggers and are equipped to run and intercept trespassers muy pronto. You WILL walk softly in their midst.

5) To help ease the burden on sound cards, many of the smaller animals have had their foot sounds removed. These include: rats, small boar, deer, dogs, wolves. Bears, large boar, horses, and other large creatures are exempt from these changes.

6) Iron Warhammers now carry even more damage. They were dangerous before, but now they're just awesome. Roughly ten percent increase. Still extremely heavy though.

7) Fire spells last longer - quite a bit longer in some cases. As a fighting tactic, this works well for players, since it means the spells will do more damage over time. To be on the receiving end of these spells however, also means dealing with limited vision in close quarters combat situations. Dispel potions will negate fire spells.

8) Deer are even more alert and aware. Despite they're having no real means of defense save for their antlers or hooves, they've successfully populated the entire land of Cyrodiil. Obviously this implies they have something going for them. Be very quiet, still, and watchful when hunting...

9) Imperial horses used by guardsmen are now 20% larger, thus provinding a more intimidating feeling when encountering them. This is realistic, since Law Enforcement personnel the world over routinely employ the largest steeds available.

10) Welkynd Stones added to various loot lists.

11) Martin as well as various accompanying guardsmen have been tweaked to allow them to fight harder and more efficiently during the infamous Battle of Bruma.

12) Hunters are a little more common. They still sell Hunting Poisons too.
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NOTES TO CONSIDER
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This version of T.I.E. provides us with a direction in which we would like the vanilla game to be carried in.
Because of this, perfection is fleeting, yet something to strive for. T.I.E. is fun to play, but it is not yet "done".
Perhaps more things will be added to it and it will never be quite done. Until then, please enjoy the mod.

Veritas_Secreto
TNR MODS
OVERHAUL MODS
STEALTH MODS
Home           Imperials           Bretons           Redguards           Nords           Altmer           Bosmer           Dunmer           Orcs           Argonians           Khajiit
TNR All Races Final and TNR-SI (and TNR-SI-NoHelms) are now the only supported TNR mods. Use TNR for Shivering Isles as well as  TNR All Races Final if you have the Shivering Isles Expansion pack.

TNR Shivering Isles

TNR SI (No Helms)

TNR All Races Final



Designed to maximize your thieving and immersion in the game, TIE utilizes only vanilla resources. Visit the TIE page for more information.

Tamriel Immersion Experience (TIE)

Also, please watch this space for the upcoming Shivering Isles version of TIE (SIE or Shivering Isles Experience). I and a few other people are still working on it.




Hear Me Not

Enhances thieving by reducing sounds such as doors, lockpicking, sack and crate opening, and a whole lot more.

Stealthier Magic

Removes most spell's
travel effects and casting as well as travel
sounds, leaving only impact related ones. End result is a stealthier
magic experience. Also affects enemies, so be careful.
Elfwood
Searchphrase: VeritasSecreto