


List of mods that TIE is fully compatible with:
- BetterCities. Open Cities
- CM Partners Open Better Cities
- Thieves' Arsenal
- Vaults of Cyrodill
- Stealth Overhaul
- Supreme Magicka
- Less Annoying Magic Experience
- Living Economy
- Alternative Start
- and more to come!
GAME SETTINGS
1) Lower encumbrance. You're just getting out of jail, so your encumbrance will have taken a direct hit. No more carrying
everything you find from the tutorial. Now you have to pick and choose your items carefully otherwise you'll be too weighed down.
2) NPCs have less conversations with each other. No more blabbermouths. How likely is it that bandits living together in dark,
clammy ruins will talk about their social lives? Not likely. They're too busy looking for victims or loot.
3) Arrows are almost twice as fast. No more slow poke arrows. Well, iron ones are the exception.
4) Creatures such as deer, horses, sheep, rats, some wolves, etc now flee three times as far at often quicker speeds.
Being a hunter in real life, this only makes sense. If you want to be a good hunter, better choose agility and sneak as major
skills and attributes.
5) Training costs a little more. Not by much. Vanilla setting is at 10. TIE previously had it at 30. I brought it down to 15.
6) Imperial Guards provide you with less time to move away from restricted areas before apprehending you. This feature
should work extremely well once Duggedank gets his work done with the containers and chests.
7) Fines for stealing are raised. Be good...
8) Fatigue levels have been tweaked to be less permissive. Running won't exhaust you, but your fatigue will not regenerate as
you run. You'll need to stop and rest if you want to get your breath back. Jumping is also a little more intensive on your fatigue.
GLOBAL SETTINGS
1) In-game time goes by less quick. One minute of real time equals ten minutes in-game time instead of thirty minutes. This is
great for thieving, since you no longer feel rushed in loot filled areas.
SOUNDS
1) All thieving related sounds have been reduced. I incorporated Hear-Me-Not into TIE, since it only made sense. Now opening
all doors, most chests and other containers, gates, etc. is a much quieter affair. Tough to feel like a stealthy thief when you're
creating a racket that everyone can hear. Sneaking on all surfaces has also been reduced. The exception is heavy armour, you're
still noisy with that stuff on. Bow shooting sounds are also a lot quieter. So are the various inventory sounds.
BOOKS
1) More useful and informative books *(future versions)*. On the list of books to revamp are the Fundamentals of Alchemy,
Manual of Arms, and several other books. The alchemy book will actually list the ingredients for some of the more useful potions
- and even tell you where they are most likely to be found. The arms book will provide a more detailed rundown of the in-game
weaponry and their characteristics. You may also find one or two scrolls in the tutorial that may provide useful tidbits of
information...
CONTAINERS AND LEVELED LOOT LISTS
1) Greatly modified containers and leveled loot lists. As I mentioned before, all items, weapons, and armour (both mundane
and magical) have been fully unlocked. You now stand a small chance of acquiring great loot - almost anywhere in the game and
right from the start. This isn't as easy as it sounds however, as all enemies have also been unlocked, which means that in nearly
all cases (some more than others), some very tough and mean baddies will also try their best to prevent you from finding and
acquiring that loot. You want to dungeon crawl in Oblivion? Better stock up on all kinds of potions and gear first!
INGREDIENTS
1) New ingredients introduced - with many from Morrowind. Remember kwama cuttle? Scrib jerky? Hound meat? Well, some
of these food and ingredient items made their way from Vvardenfell to Cyrrodiil, with vendors all over eager to lay their hands on
the new goods. You can purchase and use these ingredients of course. Also expect new foods and ingredients such as deer
jerky and heart, bear meat, and more.
MISCELLANEOUS
1) All clutter now has value and can be bought or sold. Yay - finally a reason to loot crates and barrels! Now, where was that
fence located?
WEAPONS AND ARMOUR
1) A severely revamped weapons and armor system. What I played around with the most are the weights, damage points,
and health. Also, all vendors only sell either iron or steel or fur and leather. The fancier stuff has to be searched for in ruins, forts,
caves, and elsewhere. Bring good adventurer's gear with you if you plan to hunt for it.
Iron for instance, is nearly everywhere. It is dependable and very hard hitting though easily broken. It is also much heavier.
Steel is both relatively light, slightly less hard hitting than iron, but much easier to maintain.
Elven weaponry and armour is exquisitely light, very hard hitting, but also requires constant care and attention in order to keep in
good condition.
Silver is hard hitting and heavy, but very easy to maintain. Also quite a bit more valuable.
Dwarven arms and armour are the workhorses of the lot; extremely tough and lethal, though they are as heavy as iron. Very easy
to keep in top condition.
Glass arms and armor is a bit wierd. It technically falls under the light category, but have you ever lifted a large solid glass item?
It's a beast to lift! But in TES, it is classified as light so I kept it light. Extremely lethal, but also difficult to keep in top condition.
Very valuable if you find it though. Bring lots of hammers.
Ebony is heavy, tough, and valuable. It is also rarely come across. If you see it in-game somewhere, stash it!
Daedric stuff, as usual, is the rarest, heaviest, and most precious stuff of the lot.
AMMUNITION
Most arrows have changed characteristics. Iron, dwarven, ebony, glass, and daedric arrows are quite heavy and will fill a
quiver quickly, whereas Elven, silver, and steel arrows are much lighter. Iron arrows are very cheap. Elven arrows are very fast
and deadly.
NPCS
Six Hundred (600) done so far: bards, pilgrims, priests, barbarians, nightblades, healers, alchemists, hunters, adventurers,
tomb raiders, lunatics, heroes and heroines, beggars, assassins, fences, undercover Imperial Legion Officers, thieves and
pickpockets that actually do steal items from other NPCs, farmers, and more. Above all else, this feature will be the singlemost
visual addition to the vanilla game. And all custom made NPCs will feature vanilla content and items for their clothing, behaviour,
items, and weaponry. Think of it as Morrowind Comes Alive - for Oblivion. Also keep in mind that since no significant performance
hit with TIE has been reported, an additional hundred NPCs or so will make their way into the next release.
CREATURES
More realistic wildlife and behavior. No mammoth sized bears or boars. Deer are much more fearful. Wolves usually flee on
sight unless they're in packs. Mountain lions also usually flee on sight but will sometimes charge. Black bears usually flee but
will sometimes attack. Packs of feral dogs now roam the wilderness. Rats are much smaller and faster and populate wilderness
areas around farms and fields. You may also come across wild stallions that are bullyish and try to do you in. High, snowy
regions now harbour rams, while small groups of sheep can be seen roaming the wilds below. There are also rumors of two or
three gigantic Ogre and Minotaur Collosus beasts nearly fifty feet tall roaming the most remote regions of Tamriel. They may
carry large amounts of gear and loot when felled. Some sewers now also contain a smaller form of Dreugh. Again, all creatures
have been fully unlocked at game start, which means that if you want to stay relatively safe, then stick to the roads. As the
Imperial guardsmen are often heard saying, ' the wilderness just isn't safe anymore'. And the best part is, all of these creatures
have more developed predator/prey type relationships: wolves will actively hunt deer and many other creatures. So will bear,
boars, and mountain lions. Monsters will also fight between themselves, and so do the mindless goblins. You may well enter
interiors and be entertained by the battles going on in there.
SECRET ENTRANCES INTO CASTLES AND CITIES
Here's the big problem with thevery in vanilla Oblivion: it is extremely difficult to feel like a thief when you are forced to waltz in
through the front door of both walled cities and castles. TIE fixes that in grand fashion by introducing secret ways in and out of
every city and castle in the game. Granted, you have to do some searching for these entrances, but you should be able to find
most without too much trouble. Some ways in enable you to travel the rooftops, while others operate from beneath water levels.
Some make you use wells. And some require a good degree of jumping ability. Many castle areas that were once open to
visitors and tourists are now off limits, so do not expect to be welcomed with open arms if you decide to ignore warnings in these
areas.
And that is about it for now. This has been a work in progress for the past four months or so, so quite a bit of work has already
gone into it, and it's a real pleasure to play - especially since it doesn't introduce any lore breaking aspects into the game. See
you in the forums, and please feel free to ask questions or provide feedback! If I like the idea and it is within my capability, I'll do
it.
By the way, I simply must thank two key people: CorePC and Arkenor. CorePC answered many of my most pressing questions
in the forums in terms of difficulties encountered with the Construction Set, while Arkenor has allowed me to incorporate his
awesome 'Tutorial terminator' mod into TIE (I think we all know how to use a bow and alchemy equipment by now right?).


T.I.E. (TAMRIEL IMMERSION EXPERIENCE)
The changes in TIE are numerous, with the end result being a game catering to those who prefer Thief style gaming realism and immersion. Want to find out more about T.I.E.? Catch the T.I.E. FAQ or Mr. Crusty's review of T.I.E..
Right. A few things need to be said first:
1) TIE caters heavily to the stealth type gamer. Being a Thief vet, my vision was to create an environment where a sneaky character like Garrett might feel at home away from the Olde Quarter, plying his trade amidst the many rich (and not so wealthy) NPCs and homes that populate the Tamrielic landscape. Can one make it as a fighter/melee type in T.I.E.? Definitely! You will, however, need to outfit your warrior appropriately. The best races to pick for melee types are: Orcs, Nords, Dark Elves, and Redguards.
2) TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with exactly 600 added TNR NPCs, and with a filesize of just 3 megabytes (version 1.23), T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurer's).

- 600 added NPCs with TNR faces!
- CorePC's Tamriel Travelers and Arkenor's Tutorial Terminator mods merged!
- Increased weapons and ammo damage - without NPCs having excessively high levels of health.
- No more fancy armor wearing bandits.
- All enemies and loot items unlocked at game start.
- Secret entrances into all cities and castles that do not show on maps.
- Heavily tweaked and more natural wildlife behaviour.
- Far greater rarity of high end weapons and loot.
- Deadlier traps (wall darts, gas emitters, spiked floors, logs, etc).
- Decreased thieving sounds (Hear-Me-Not).
- Many Morrowind ingredients and food items.
- Better and more lethal archery.
- Imperial City underground is now fully interconnected via tunnels and trapdoors.
- Greater chance of contracting various diseases in battle.
- Vampires no longer affected by normal weapons.
- Larger population of underwater Argonians.
- Books such as the extremely handy "Tactics and Maneuvers: The Field Tactician's Handbook" providing useful hints on
staying alive in T.I.E. More books will be added for future releases.
- Safer roads. For those who like to "just walk around, see the sunsets, and pick the beautiful flowers". Just don't venture off
the roads. Still pack some weaponry and potions though, simply because you never know...
- Bandit steeds that can be stolen and ridden if you get close enough to them.
- Undercover Imperial Legion Officers that have full authority to arrest and kill intruders, murderers, and thieves.
- All High to Mid level Inns and Stores as well as castles now have "restricted areas" within them (courtesy of Duggedank),
so players venturing out of authorized areas will be warned either by the NPC commoners and storekeepers - or by the
Guards themselves. Three strikes and you'll find yourself either being pursued, or in jail, so be careful.
- Gas arrows that can be used to either clear an area for safe passage, or else enable you to loot enemies' bodies.
- All human enemies now have full wander/sleep schedules, so venturing into enemy ruins is now much more unpredictable
and dangerous.
- Eight new and secret Thief/Assassin type lairs for the player!
- Infamous villains!
- Detailed "Recon reports" allowing the player to calculate his/her moves upon unsuspecting targets for
thieving/assassination ventures. Check each lair to gain access to them.

T.I.E. BONUS PICS!
TIE4MODS. Use with MMM, Franscesco, Oscuro's, FCOM. This version of TIE preserves TIE'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. Download here.
TIE - NO NPCS. Great for users with older systems, This ESP removes all "good" TIE NPCs from the game - leaving only TIE baddies. Download here.
SPECIAL VERSIONS OF T.I.E
TIE Features at a glance:
Click here to download TIE Version 1.25
(Latest changes made by Ismelda Lasombra, Arthmoor, DaMage, Willy_Wiper, and Veritas_Secreto (myself)).
NOTE: You do NOT need TNR All Races Final if you are using T.I.E. as the file already has TNR All Races Final within it. TNR for Shivering Isles is required however (if you have the expansion pack that is).
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T.I.E. Microsoft Excel weapons and armor stat spreadsheet.
Download the file here.