[REL] Cyrodiil Economic Overhaul

Post » Sat Feb 26, 2011 4:06 pm

Bizzare... Try this :

Set ZACEOWeightedGoldQuest.FakeGoldCount to 0[Code]Or (for Dual Currencies)[Code]Set ZACEODualCurrenciesQuest.FakeGoldCount to 0


See if that helps any.
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Matt Bee
 
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Post » Sat Feb 26, 2011 10:25 am

Bizzare... Try this :

Set ZACEOWeightedGoldQuest.FakeGoldCount to 0[Code]Or (for Dual Currencies)[Code]Set ZACEODualCurrenciesQuest.FakeGoldCount to 0


See if that helps any.

Well unfortunately, I have already gone back to an earlier save before the expierment with Storage Sacks (and deleted the faulty save) and of course the mod works just fine. I really hope you can add a money pouch/coin purse etc... to the game. Hopefully with an ini so we can name it what we want to. The ini may also be the fix to the anachranism's too.
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Alexis Estrada
 
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Post » Sat Feb 26, 2011 7:34 am

I would like to second that my gold is increasing at an exponential rate.

Outside Cheydinhal, for example, I bought a horse and had something like 2000 gold left.

Shortly afterward, I went into a gate to close it. And by the end of it, I had to empty my inventory 3 times of Platnium septims. I just get tons and tons.

I only realized it--although I'm sure I would have realized it eventually--because I was using the realistic fatigue mod. I knew I wasn't looting much stuff, and I knew I was keeping myself well fed and watered, but my fatigue kept decreasing and decreasing--as if I was grabbing up every heavy sword I could find. Then I realized--oh darn! 200,000 gold! wtf?

I thought it had something to do with my backpack mod...but I didn't see a reason for it. My gold just increases as I walk around. 2 platnium septims every 30 seconds to a minute, I'd say.

Though ever since I unloaded the third bunch of platinum septims in Cheydinhal, I haven't had any problems...yet. But it hasn't been all that long.
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ashleigh bryden
 
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Post » Sat Feb 26, 2011 11:09 am

bump.

Anything on this?
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Adrian Morales
 
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Post » Sat Feb 26, 2011 4:33 pm

I'm interested in what phase is this mod? Is it still being developed?
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Judy Lynch
 
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Post » Sat Feb 26, 2011 10:45 am

hmmmm.... i just tried this out myself.

i currently have NO economy mods installed. I installed this mod and now everyone I talk to shinks..... to half their size wtf?
also, when i first loaded it, thismod gave me like 40,000 gold but only gave me the coins to provide me with 650 gold..... :/

then when i tried to uninstall my save games just give me a ctd when i load...... weeeeeeeeiiiiiirrrddddness.....
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x_JeNnY_x
 
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Post » Sat Feb 26, 2011 10:22 pm

Hello, everyone. I am back now. I have been away for a few months, and will be resuming work on this today. Thank-you for your bug reports, I will look into them as soon as possible.

SOR, it sounds like you may be using one of the Older Versions, though I am not certain (I cannot remember if I realsed the update, and will have to check), where I used SetScale 0.5 to make sure the Tokens were being added correctly. Although, by now you have probably removed the Mod, if you can recall what version you downlaoded, I would be grateful.

If you are getting CTD on uninstall, it definitely sounds like either 1 ) you did not follow the Uninstall procedure, 2 ) have a version without it.

Edit:

I've just been doing some testing, using a New Game, Oblivion+SI, Latest Patch, OBSE 18+, and got the following results:

Shrinking People - Zero :)
CTD - Zero :) (But will need more testing, no doubt)
Too-much Gold - Zero :)
Wrong Money being given - Zero :)

My guess is I must have fixed these issues before I went away, which is handy :) I still have to test out Gold Transferance, and CDM's Mercantile Skill Mod (which I integrated into this), but it looks like everything is back on track.
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Lavender Brown
 
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Post » Sat Feb 26, 2011 9:42 pm

Just a mod for you to look at whilst you were gone:

http://www.gamesas.com/bgsforums/index.php?showtopic=1053973
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Latino HeaT
 
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Post » Sat Feb 26, 2011 8:45 pm

yeah, you should definitely work together with TheNiceOne to create something completely awesome :D
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Lynne Hinton
 
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Post » Sat Feb 26, 2011 11:09 pm

I have already spoken with TheNiceOne and, as best I can tell at this stage, both our mods should be fully-compatible :) Obviously more testing is needed, but hopefully it should be OK :)

On another Note, I'm working on adding Couriers to the Bank: they'll randomly visit one of the castles each day, presumably to deliver the Gold they're carrying... Bandit-type characters may want to try and intercept them ;) right now, there's only one and he's in testing, but I may try and set up three-or-four of them during the day, who will go to different places.
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Eduardo Rosas
 
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Post » Sat Feb 26, 2011 7:34 am

Nice! If this is something that can play well with Enhanced Economy, then I'll check it out
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Darren
 
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Post » Sat Feb 26, 2011 10:57 am

fully compatible? that sounds great, I'll have to read your changelog more thoroughly :D
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Kelli Wolfe
 
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Post » Sat Feb 26, 2011 11:59 am

There is very little overlap between CEO's features and Enhanced Economic's features. The main problematic area as I see it will be CEO's Town Economy feature, which changes the merchants' barter gold, and can easily clash with EE's dynamic barter gold feature. Whether they're compatible or not is a question of timing. EE reads the merchant's current barter gold during the first frame of the merchant's dialogue menu (just after activation), and sets it back to that value during the first frame of gamemode after closing the dialog menu. If CEO manages to set a merchant's barter gold before EE reads it in the dialog menu, and reset it after EE has done so, they will be fully compatible.

Another possibility is that CEO can detect if EE is running, and if so use EE's global economic feature. I can easily make one variable available for other mods like CEO, where setting it to 1.1 will give each merchant 10% more barter gold and 10% better prices, etc. This is then a variable that can be set as soon as the player enters a town (GetInCell matches a city), and reset when the player leaves, and EE then handles the barter gold and prices automatically.
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Rob Smith
 
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Post » Sat Feb 26, 2011 2:16 pm

Yes, with consideration, I think that will be the only issue at the moment: my Mod uses tokens which are added during Game Mode to set the NPCs Barter Gold (mainly because I was getting odd results before, so used this method to guarentee the correct values). This is done during Game Mode at the start of each day/when the player first enters the store/cell. If I am right, your changes won't take effect under current conditions (since my Mod will reset the Barter Gold to it's own values). I believe item prices et cetera will work fine.

TheNiceOne, can you PM me with an overview of how to set up one of those RunScriptLine commands? Like the one you gave me for running before adding money, to stop conflicts with EE? I believe it may be possible for me to use that sort of command to influence the Merchant's Barter gold.
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Dean
 
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Post » Sat Feb 26, 2011 1:06 pm

Yes, with consideration, I think that will be the only issue at the moment: my Mod uses tokens which are added during Game Mode to set the NPCs Barter Gold (mainly because I was getting odd results before, so used this method to guarentee the correct values). This is done during Game Mode at the start of each day/when the player first enters the store/cell. If I am right, your changes won't take effect under current conditions (since my Mod will reset the Barter Gold to it's own values). I believe item prices et cetera will work fine.
My changes will take effect even with CEO running. What will happen is something like this:

1st encounter:
1. Cell is entered, CEO sets barter gold to 1500 (ex)
2. Merchant is activated, EE reads current barter gold (1500) and adjusts this by EE's factors.
3. Merchant's gold is incremented/decremented for each trade by EE.
4. Player exits dialog, and EE resets the gold to 1500, but remembers what it was at the end of the trade (ex: 1000)

Next day:
1. CEO sets barter gold, assume 2000 now.
2. Merchant is activated, EE reads 2000, but remembers that the merchant had 1000 at the end of the trade. EE will then adjust the gold based on time since last visit and the difference between 1000 and 2000.
3/4. same as the day before.

So the mods should be able to work nice together, with EE treating the barter gold set by CEO just as it would treat barter gold set in the CS.

One note of caution though: A merchant's barter gold is stored in the savegame, and will (AFAIK) stick even after a mod is disabled/deleted. So it is important to have a sure way to reset the merchants' barter gold back to vanilla. EE handles this by always resetting it the moment the dialog menu is closed, but I don't know if CEO has any way of resetting the merchants' gold back to CS values?


TheNiceOne, can you PM me with an overview of how to set up one of those RunScriptLine commands? Like the one you gave me for running before adding money, to stop conflicts with EE?
It is pretty simple, the code line is
RunScriptLine "xxxxxxx"

where xxxxx is any line you could write in the console. As an example, the one to add money without EE modifying it with its GoldAdjustment feature is:
RunScriptLine "Set GoldAdjustment.disabled to 1"

Which simply is to set the variable "disabled" owned by the script "GoldAdjustment" to 1.


I believe it may be possible for me to use that sort of command to influence the Merchant's Barter gold.
I'm not sure what you have in mind...
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Felix Walde
 
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Post » Sat Feb 26, 2011 12:12 pm

Basically, CEO works like this:

1. Player enters Cell
2. CEO calculates how much Gold the Merchant should have
3. CEO adds a number of 'Barter Tokens' - each one equals 1 gold, so the total equals how much gold the Merchant has
4. Player trades, Gold goes up and down - CEO adds/removes Barter Tokens, and adjusts accordingly.
5. Player leaves Conversation, nothing happens.

Since I use the Tokens to check how much gold there is, the Merchant's bartergold will ALWAYS set to what CEO sets it to be (since it updates it continually during transactions, to get the amount).

I figure I can add a variable in for EE (something like 'IsRunningEnhancedEconomy'), which will then stop this happenning, and let your Mod handle everything. In fact, I probably won't need that code, you're right, since I can just use the variable to manage it, and let your Mod take over there :)

No, no way of resetting the Gold, yet, unfortunately; I was going to look into a way, but the best I can come up with is making the Player visit every Merchant again :( Your method is probably the best, so I may look into doing something similar.
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Sarah Knight
 
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Post » Sat Feb 26, 2011 11:23 pm

Basically, CEO works like this:

1. Player enters Cell
2. CEO calculates how much Gold the Merchant should have
3. CEO adds a number of 'Barter Tokens' - each one equals 1 gold, so the total equals how much gold the Merchant has
4. Player trades, Gold goes up and down - CEO adds/removes Barter Tokens, and adjusts accordingly.
5. Player leaves Conversation, nothing happens.

Since I use the Tokens to check how much gold there is, the Merchant's bartergold will ALWAYS set to what CEO sets it to be (since it updates it continually during transactions, to get the amount).
As you're aware, step 4 is incompatible with EE's dynamic barter gold, which is the only EE feature that cannot be disabled...

I figure I can add a variable in for EE (something like 'IsRunningEnhancedEconomy'), which will then stop this happenning, and let your Mod handle everything. In fact, I probably won't need that code, you're right, since I can just use the variable to manage it, and let your Mod take over there :)
Your base idea of having the town economy being affected by other factors is good, so it would be a shame to disable it alltogether just because EE is running. To keep your feature without making it incompatible with EE, you must:
1. Detect if EE is active (if IsModLoaded "Enhanced Economy.esp")
2. If not, do as above.
3. If EE is active, you can do steps 1-3, but in step 4 you should just update your barter tokens, but let EE handle the merchant's barter gold.

...alternative, you can use an EE feature I have ready for 3.2.2:
RunScriptLine "Set tnoEE.gaFactor to ##"
where ## is a positive or negative number that will affect the merchant's barter gold and his prices with that number in #. By setting it to -10, all merchant's will have 10% less gold, pay 10% less for your wares, and demand 10% higher prices for their own. This setting will last until the next time a savegame is loaded.


No, no way of resetting the Gold, yet, unfortunately; I was going to look into a way, but the best I can come up with is making the Player visit every Merchant again :( Your method is probably the best, so I may look into doing something similar.
I'd suggest you reset the merchant's barter gold 10 frames or so after getting into gamemode again. The 10 frame wait is because EE resets the barter gold during the first frame in Gamemode, and it is important that EE gets to reset first. I.e.
1. Merchant has 1200 gold
2. Player enters cell, CEO changes barter gold to 1500.
3. Merchant is activated, EE reads 1500, and changes barter gold to 1456.
4. EE changes barter gold to 124 due to trading.
5. Player exits merchant dialog, and EE resets barter gold to 1500 (and stores 124 in its merchant array).
6. CEO should now reset barter gold to 1200.
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SaVino GοΜ
 
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Post » Sat Feb 26, 2011 5:03 pm

That should all be done now. Obviously I'll still have to test the two together (maybe we can arrange that between us, since we'll each know our own Mod?), but everything looks fine here: I've added the 'RunningEnhancedEconomy' variable, so the User can just check it in the .ini file, and my Mod should know how to react. The recording of Barter Gold is fine also, just have to check the Merchant's Mercantile Skill now.
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Marguerite Dabrin
 
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Post » Sat Feb 26, 2011 10:03 pm

Instead of requiring the user to set a 'RunningEnhancedEconomy' in your ini, you should add this line in your script whenever a game is loaded:

Set RunningEnhancedEconomy to IsModLoaded "Enhanced Economy.esp"


This will set the varibale to 1 if EE is running, and 0 if not. :)
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Nicola
 
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Post » Sun Feb 27, 2011 1:10 am

That should all be done now. Obviously I'll still have to test the two together (maybe we can arrange that between us, since we'll each know our own Mod?), but everything looks fine here: I've added the 'RunningEnhancedEconomy' variable, so the User can just check it in the .ini file, and my Mod should know how to react. The recording of Barter Gold is fine also, just have to check the Merchant's Mercantile Skill now.

Edit: All done, Merchants full reset after dealing with them. Thanks for the help, TNO :) I'll also try that line-- it would be easier :) And it's working now :D
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Rachel Cafferty
 
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Post » Sat Feb 26, 2011 9:42 pm

Edit: All done, Merchants full reset after dealing with them. Thanks for the help, TNO :) I'll also try that line-- it would be easier :) And it's working now :D

Did I miss the release of this updated beta? Or is there a further Xmas surprise pending inclusion before it sees the light of TESNexus ;) ?

P.S. I've been good. Really, I have :) .
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bimsy
 
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Post » Sat Feb 26, 2011 3:23 pm

Hi Saensland - one quick question - How do you upgrade your bank account? I've looked all around, spoken with the manager/tellers and I can't find the option to do it.

xx
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Emma Pennington
 
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Post » Sat Feb 26, 2011 6:08 pm

Did I miss the release of this updated beta? Or is there a further Xmas surprise pending inclusion before it sees the light of TESNexus ;) ?

P.S. I've been good. Really, I have :) .


There's been a couple of "testers" to try and fix issues, but no major release. I could let one out this week, but it'd be a "your own risk" thing, since it's still undergoing hard-core testing.

Seventh...
It should be in the Teller Dialogue; You'll need to have enough money on you (I think it's 100,000, but can't remember off the top of my head; I'll check if I get chance)
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Monique Cameron
 
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Post » Sat Feb 26, 2011 4:56 pm

That should all be done now. Obviously I'll still have to test the two together (maybe we can arrange that between us, since we'll each know our own Mod?), but everything looks fine here: I've added the 'RunningEnhancedEconomy' variable, so the User can just check it in the .ini file, and my Mod should know how to react. The recording of Barter Gold is fine also, just have to check the Merchant's Mercantile Skill now.

Edit: All done, Merchants full reset after dealing with them. Thanks for the help, TNO :) I'll also try that line-- it would be easier :) And it's working now :D


Hi there - Have you released CEO with such a tweak in the .ini yet? if so I can't seem to find it anywhere online.

Thanks

SS
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lisa nuttall
 
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Post » Sat Feb 26, 2011 11:48 pm

Apparently not :(

It's been a while since I worked on it, with one thing or another. I'll take a look at the file, see where I was upto. I know some things are being cut. House Tax, since I couldn't work it very well, and I think EE does this anyway, and probably Horse Taxes, too.

I'll check everything over, but I think I just need to add the Castle Vaults, for everything to be moreorless done, and a new release. Watch this space.
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carla
 
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