May 17th, 2008: T.I.E. version 1.19 is still progressing at a good pace. Besides having added full sleep/wander packages to the Bandits (and having created another eighty or so Bandits as well), Duggedank has also gotten back to me recently about having implemented his awesome ideas into creating restricted areas within public zones (castles, Imperial city, shops, etc). More news soon.
May 9th, 2008: Latest update for the upcoming Version 1.19 of T.I.E. I created around twenty-five of the 150 or so projected NPCs, made loot a little more common in enemy interiors, put Elven ammo, weapons, and armor as well as Orcish gear in all Vendor's lists (made sense, since there are Elves and Orcs still around). Also a few little changes in the beginning dungeon (a bedroll), and quite a bit more. More news in the next few days. Since this version of T.I.E. will have quite a bit more included, this release will be in June. Probably on the 21st.
May 8th, 2008: Progress on version 1.19 of TIE is coming along superbly, with several hunters of different races (see screen below) having been added. These NPCs specialize in big game hunting for deer and boar and are recognisable by their wearing Huntsman leather pants and their crouched stances in the tall grass. Be careful - you may not see them until you're right on top of them! They also have meagre amounts of gold septims and can barter with you for ingredients. Also implemented a sleeping mat in the beginning dungeon (told you I'd get to it, Arwen!) As well, I made some changes to the loot system for chests and containers - giving many enemy containers greater chances of having loot - or at least, something more valuable than air and bones. Anyhow, just a progress update.
May 1st, 2008: FRESH OFF THE PRESS! Unless corporate executives enjoy torturing customers, it appears as though recent rumors of a Thief revival indeed have substance to them. Several sources indicate that our favorite medieval kleptomaniac may indeed prowl the shadows once again. Here are several sources for the scoop:
So in other words, nothing absolutely confirmed. But knowing how Garrett lived in a world plagued with rumors and counterintel, this would seem like a viable way to leak out the news. All we can do is keep our eyes open and hope...
Now up to version 1.18, the Tamriel Immersion Experience (T.I.E.) caters to those with kleptomaniacal tendencies - while using only resources that are found within the Construction Set. Check out the mod's information page and huge section of pics here.
Want to use TNR with OOO and
other overhaul mods? BASH IT!
You will need to download the latest
version of Wrye Bash as well as both Python-2.5and wxPython 2.8.0.1 ANSI. You won't get lost as I'll walk you smoothly through all the necessary steps.
Looking for a more real and emotionally charged player
character like the
Dark Elf Gladiator
shown here? Stop
fiddling around with
sliders and skin
tones and BASH a
TNR face onto your
own! Just follow the
detailed instructions
to the letter.
- A Word From The Webmaster -
Tamriel Immersion Experience
Fellow Oblivion fans, hello and welcome to the TNR Homepage. TNR stands for Tamriel NPCs Revamped. If you enjoy seeing well made in-game Oblivion characters, you've come to the right place. Over 1,550 modding hours have gone into the making of TNR, and now NPCs are far more believable and unique. Under the right lighting, a few even appear photorealistic. Check out the FAQ, have a look around, and enjoy your stay. I can be reached by E-Mail if you have any questions. Visitors wanting to find out more about the TNR based Overhaul (T.I.E., or Tamriel Immersion Experience) can visit this page, or please check out the current forum thread.
Searching for a
mod that adds
extra spice and
life to the roads in
Tamriel? Look no
more, pilgrim!
CorePC's most
excellent Tamriel Travelers will add
what you're
wanting!. And now his mod even comes with TNR faces! In TT, you will find merchants, fences, guardsmen (and women), mages, and other NPCs to chat and sell with, fence off your stolen goods, buy needed equipment, and more. This is the mod to get if you're concerned about venturing into cities as a thief (or if you're just wanting to have easier access to a vendor). For more information on Tamriel Travelers, click here.
NEW!!!
RPG ARTWORK PAGE!
Not all of these mods are required to enjoy TNR. If you like the new look of all ten races, just use TNR All Races Final - it contains all of them in one. Use TNR for Shivering Isles as well as TNR All Races Final if you have the Shivering Isles Expansion pack.
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.