[REL] Cyrodiil Economic Overhaul

Post » Sat Feb 26, 2011 1:52 pm

"Known Issues/Things not done
- Merchant Gold does not change during a transation, this is for the future."

Looks like he's working on it :P
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Lizbeth Ruiz
 
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Post » Fri Feb 25, 2011 10:18 pm

"Known Issues/Things not done
- Merchant Gold does not change during a transation, this is for the future."

Looks like he's working on it :P

Yep. I wanted to get the basics done and working, before putting the more advanced features in, especially after the problems with 'Runtime Errors'. Eventually, I want the Merchant Gold to fluctuate accordingly, with specific item types altering over time (weapons become more expensive during the Crisis, because of increased demand; daily items increasing a little, but more-or-less steady).

That will be 'the future', though: I'm hoping in the next release to introduce Bank Loans (the coding is there, and more-or-less ready, just waiting to see if there are any issues with the bank first), Horse Tax (payment when a Horse is in the Stables), and House Tax (Maybe even special loans for Mortgages, but we'll see).
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TRIsha FEnnesse
 
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Post » Sat Feb 26, 2011 11:39 am

I took "merchant gold" to mean their available barter gold. But if actual item prices are on the to-do list as well (e.g. jeweler pays more for a ruby, smith pays more for an axe) I'm satisfied. :D
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Miragel Ginza
 
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Post » Sat Feb 26, 2011 7:28 am

Shame. Fluctuating prices doesn't mean too much if the actual amount of gold never changes :( None the less, I'm looking forward to an update, and Living Economy can serve for a while longer. :)
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Natalie Taylor
 
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Post » Sat Feb 26, 2011 2:29 pm

There WILL be gold changes for transactions in time: it was implemented, but seemed to be causing the CTDs, so was temproarily removed. If I can get it working well, it will be back asap :)
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Hearts
 
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Post » Sat Feb 26, 2011 2:58 am

Oh goody! An update!!

I grabbed the previous version and LOVED it... right up until it crashed every night when the day changed over. Since you were working on an update I didn't mention the bugs I've been finding. I just grabbed 1.1 and I'm loading it up now.

Really nice work. Love the weighted coins in different denominations and the whole idea behind the mod. Thanks! I really appreciate the mod and the work that went into it.

I have a couple ideas, suggestions, and bug reports but I'll wait till I have a chance to use the new version before I mention them.

Aloha,
C
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Lucky Boy
 
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Post » Sat Feb 26, 2011 1:35 am

Excellent- all the things I was going to mention have already been addressed in V1.1. Cool.

One thing, though: even with a fresh install of the mod (set CEOUninstall, save, deactivate, save, reactivate...) all the merchants everywhere have no gold. The game is probably about 10 days into the oblivion crisis but the count should have reset with the fresh install, no? Is it normal for all the merchants to be broke for some reason or is something else going on?

edit: I did just verify that if I buy something from them they keep the amount of gold I gave them. At least it doesn't reset immediately the way it does if I use SetBarterGold to give them some cash.

Aloha,
C
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saharen beauty
 
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Post » Sat Feb 26, 2011 1:57 pm

Does their Gold Change when you buy something off them? It shouldn't do...

Well, some news. I've added in a 'RestartCommand' that will reset the Mod. It looks like you're going to have to uninstall and restart each time there's an update (assuming other people are experiencing the bankrupt Merchants issue). If you're not, just resetting the Mod should do it. I've also got transaction changes working (thanks to TheNiceOne's code :) ), but have hit my own version of the 32K bug, the '500 Gold' bug... Merchant's gold is jumping up to 500 when you bankrupt them. Not sure why, but it seems to be more than just a conflict with the system right now... I'm looking into it.
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Janine Rose
 
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Post » Sat Feb 26, 2011 2:11 am

Apologies, Saensland- it was completely my fault. I didn't look closely enough at the files and readme for v1.1 and didn't realize the .esm is no longer needed. The problem was caused by the CEO-main.esm still being loaded.
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candice keenan
 
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Post » Sat Feb 26, 2011 3:00 am

No Problem, I should have made that clear. Updated first post in this thread with the info.
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Angela Woods
 
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Post » Sat Feb 26, 2011 11:58 am

With regards Taxes and Taxes on Houses. some more random questions more to stimulate your brain than anything else...
will these taxes vary on
a ) city
B ) race. if I recall correctly the count and countess of Leyawiin dislike argonians
c ) position in certain guilds? such as knights of white stallion in Leyawiin
d ) will taxes on houses account for modders houses?
e ) will different houses attract different levels of tax. also if upgraded.
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Andy durkan
 
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Post » Sat Feb 26, 2011 3:55 pm

With regards Taxes and Taxes on Houses. some more random questions more to stimulate your brain than anything else...
will these taxes vary on
a ) city
B ) race. if I recall correctly the count and countess of Leyawiin dislike argonians
c ) position in certain guilds? such as knights of white stallion in Leyawiin
d ) will taxes on houses account for modders houses?
e ) will different houses attract different levels of tax. also if upgraded.


Immediate response...
A ) Yes/No - Each City has one house, which will have it's own Tax based on that City (perhaps influenced by its economy)
B ) Possibly, if I can get enough details of who likes/dislikes who
C ) Not likely, since Guilds should be separate to the financial aspects of government (I'm doubting a Count/Countess would particularly like so 'no-mark' Arch-Mage, for example, influencing their taxes)
D ) No, unless I make individual patches, which I probably won't for now at least
E ) Yes, because of A

Edit: I've actually just had an idea: The Office if Imperial Commerce. Since it exists already, I can use it as a place where the Player can go to 'Register' any owned houses. It would allow them to choose if a Mod added House is Taxed or not: they go in, speak to the woman, and she asks 'How much would you say the house is worth?' The Player then chooses one of a few options (1000, 5000, 10000, 50000, 100000), and a base tax is applied accordingly.
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celebrity
 
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Post » Sat Feb 26, 2011 10:13 am

Is this mod compatible with BC? It has a bank somewhere...?
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Rachel Eloise Getoutofmyface
 
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Post » Sat Feb 26, 2011 3:09 pm

I believe it should be compatible. I do not know how compatible it will be with BC's bank (I didn't realise it had one, only downloaded BC long enough to check if there were any major conflicts), perhaps you could let me know?
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Kevan Olson
 
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Post » Sat Feb 26, 2011 9:22 am

I believe it should be compatible. I do not know how compatible it will be with BC's bank (I didn't realise it had one, only downloaded BC long enough to check if there were any major conflicts), perhaps you could let me know?
As far as I know, BC does not have a bank. I was referring to how za_bankmod had to be adjusted with a BC version.
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Lifee Mccaslin
 
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Post » Sat Feb 26, 2011 1:11 pm

Spent much my game time struggling with load order issues- only some of which had to do with CEO.

Even at its best, though, I was getting regular crashes on saving, changing cells, and fast traveling. Removing CEO fixed it but then I decided to try loading CEO earlier rather than later and tried moving it to the TOP of my load order. Seems to be working fine now. I'm not sure if there is some functionality being lost in CEO, but moving it up in the load order did make it much more stable. At least in my lineup.

Aloha,
C
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Josh Sabatini
 
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Post » Sat Feb 26, 2011 5:14 am

I loaded up CEO today near the bottom and it was crashing for me too quite quickly, and it was fine when I deactivated the esp. Also, when I entered the game with CEO on, it doubled the amount of money that I actually had for some odd reason :blink:
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Milad Hajipour
 
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Post » Sat Feb 26, 2011 5:51 am

Also, when I entered the game with CEO on, it doubled the amount of money that I actually had for some odd reason :blink:


That's the economic Stimulus Package passed by the Elder Council as part of the Troubled Adventurer Relief Program.
:D
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Amanda savory
 
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Post » Sat Feb 26, 2011 10:20 am

Thanks for the reports; do you know which version you are running (1, or 1.1?) Also, are either of you running TheNiceOne's Gold Adjustent?

I've uploaded a new .esp file. Could those who are experiencing the CTD please try it, and let me know if it helps? Jsut let it overwrite your current .esp file, and you should be fine. No need to uninstall the old one.
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Amiee Kent
 
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Post » Sat Feb 26, 2011 5:40 am

Setscale 0.5?! :blink:

The merchant token creates hobbits out of all NPC's in interiors. Its fun, though.

I'm still wresting with larger FCOM crash issues, but CEO makes it much more unstable still. Better if loaded earlier, but still more unstable. I have too many other things going on to be able to narrow it down specifically, though. This is with the Fix.esp mentioned in the above post.

It *is* better than the previous version but still pretty unstable. The IsInInterior check helps, but it will also create incompatibilities with Shady Sam and mods like Tamriel Travellers which add vendors outdoors.

I may be able to help with the scripting to change the method of getting tokens into the merchants. The craftybits team was discussing how to simulate economy when this mod was brought to out attention- so I was already working on ideas for how to identify merchants and manipulate them via scripting. If you'd like some suggestions or a hand with the scripting I'd be happy to help. I really like the idea of this mod.

In the mean time I hunt down my other game stability problems so I can help get to the bottom of why this is destablizing my game.

Thanks again for the mod- when I stripped my load list to a minimum it worked fairly well and I've been enjoying it.
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Tinkerbells
 
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Post » Sat Feb 26, 2011 3:51 am

Woops... I used the SetScale to confirm it was working without having to kill everyone... :(

CLShade; I've read your PM, thank-you for the information :)

Edit: I've uploaded a new file based on CLShade's assistance. It is CEO CTD Fix ESP 2. I've left the CTD Fix ESP 1 up, in case this somehow makes them worse, but hopefully Fix ESP 2 should do the trick *fingers crossed*. You may find that 'Giving coins' is not working. This is intentional for now.
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patricia kris
 
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Post » Sat Feb 26, 2011 8:29 am

I've managed to get Bank Loans working effectively now, and even added a simplified Credit Rating system: making a payment, repaying your loan, or paying a loan off early boosts your Credit Rating; missing a payment or defaulting on a Loan drops your Credit Rating. If your Credit Rating is not high enough, you will not be able to take out a loan for that amount.
Loan amounts are : 10,000; 20,000; 30,000; 40,000; 50,000. You need to have at least 10% of the Loan in your Account first as collateral.
I'm also considering adding a Loan Shark to Bravil, who will give higher Loans, but if you default he sends some heavies after you.

Giving coins is also fixed up and working how I want it, so the next release will have that, too.

I'm going to try and get the House Taxes working now, where you will have a weekly Tax on each house you own.
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matt white
 
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Post » Sat Feb 26, 2011 2:56 pm

Is it safe to assume the CTDs are all gone now? If so, I should be able to start moving things forwards with the advanced features :) Also, can't remember if it's in the latest version out, but Merchant Gold changes now :)
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james reed
 
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Post » Sat Feb 26, 2011 10:07 am

Is it safe to assume the CTDs are all gone now? If so, I should be able to start moving things forwards with the advanced features :) Also, can't remember if it's in the latest version out, but Merchant Gold changes now :)
Woot, that's the only thing I was waiting for. You just got an additional fan. :wub: Or did you mean the bolded part as in, next version will have it?
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Ilona Neumann
 
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Post » Sat Feb 26, 2011 6:03 am

It's definitely in the next version: I just can't remember if it's in the version that's currently out:(
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Rodney C
 
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