[RELz] Enhanced Economy

Post » Thu May 26, 2011 11:15 pm

The link from the WIP thread didn't lead me here...
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Chantel Hopkin
 
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Post » Fri May 27, 2011 5:59 am

hey theNiceOne.
i don't have OBSE18(any beta) yet, so i can't check this mod's Gold adjustment compatibliity with my Gold is an inventory item.
has Gold adjustment changed in terms of miscAdjustment?
in my mod, i had to temporarily set miscAdjustment to 100 when it needs to do its "drop coin loop".
(i need to drop the gold "asynchronously" with Player.Drop to avoid the overflow bug when dropping large amounts of coins into the game-world.
the overflow bug limits an "item collection" to 32k in the game world.)
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jessica breen
 
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Post » Fri May 27, 2011 4:28 am

hey theNiceOne.
i don't have OBSE18(any beta) yet, so i can't check this mod's Gold adjustment compatibliity with my Gold is an inventory item.
has Gold adjustment changed in terms of miscAdjustment?
in my mod, i had to temporarily set miscAdjustment to 100 when it needs to do its "drop coin loop".
(i need to drop the gold "asynchronously" with Player.Drop to avoid the overflow bug when dropping large amounts of coins into the game-world.
the overflow bug limits an "item collection" to 32k in the game world.)

Yes, it has changed. I meant to post in your thread, but haven't got around to doing it yet. The general, and simplest way to ensure the compatibility is to have one line:

RunScriptLine "Set GoldAdjustment.disabled to 1"


That will disable all gold adjustment for 1 second (you can of course set it to 0.5, 2 or something else to disable it for another time span), and then the mod will enable itself after that time (or after 5 seconds if you set it higher).

The miscAdjustment, and all the other settings, now belong to the "tnoEE"script, but the "disabled" settings are a special variable for the GoldAdjustment script.
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Robert Devlin
 
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Post » Fri May 27, 2011 4:12 am

Enhanced Economy v. 2.0.1 is now available. The changelog is:

Fixed a bug that allowed item removal from player-owned containers if removeFromNonSpawnable was 1.
Now makes sure that the ownership of containers are checked before the respawnable status, so that player-owned, or owned by a faction the player is member of (ex. guilds) are safe.


Added optional changes to the Mercantile Journeyman and Master perks.
For Journeyman, I added the option of removing the standard perk which is that all merchants buy all types of equipment, and replace it with additional barter gold for all merchants. I find it more interesting and more immersive when I cannot load off all the looted armour/weapon at any random shop, but actually has to visit the right shop type.

For Master, I added the option of no longer being able to sell/buy items at 100%, regardless of calculated sell/buy percentages. Instead, you sell at sellMax and buy at buyMin, which effectively means that when you're a master in mercantile, you get the trade percentage as if the merchant had 100 disposition and zero mercantile skill. I think that is more than enough advantage.


Added an optional patch for thievery.esp
This patch is not necessary even if you use thievery.esp, but will remove possible flicker and cut-off of spoken responses when trading with the mercant added by this mod. I planned to add similar patches for Barthol and Blood&Mud, but the CS crashes if an esp uses either of those as masters, so I'll need more work to make them.
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Ladymorphine
 
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Post » Thu May 26, 2011 11:10 pm

This is now a must have for me!

Thank you for this mod, and for all the support to it! :D
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Andrea P
 
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Post » Fri May 27, 2011 6:12 am

This looks awesome, thanks for releasing it!! It seems like a much better alternative to LE. Is this compatible with OOO though? I know that OOO included LE in it....
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Racheal Robertson
 
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Post » Fri May 27, 2011 12:51 am

This looks awesome, thanks for releasing it!! It seems like a much better alternative to LE. Is this compatible with OOO though? I know that OOO included LE in it....

OOO includes LE as optional files, so there's just to say "no" to install LE during OOO's install script, alternatively to simply disable/remove LE's files if you already have them installed. And yes, it is fully compatible with OOO. I'm using OOO myself (full FCOM actually).
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Cameron Garrod
 
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Post » Thu May 26, 2011 10:29 pm

Wow, I wasn't even looking for something like this, and here it is. I always appreciate lighter/more efficient scripts, and the automatic adjustments of mod-added merchants is a major plus. Thank you TNO :)
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Amanda Furtado
 
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Post » Fri May 27, 2011 3:37 am

Looks awesome, I loved LE but there were some significant bugs that were starting to really get on my nerves. I took a look at this a while ago but decided to pass it up, but now it's got too much cool stuff not to try. I'll get back to you when I've spent some time trying it out. Thanks for the mod!
Quick question, where should it go in the load order? I'm used to letting BOSS settle that for me, but this is too new to be included in the September masterlist. Thanks.
Edit: Thanks for the quick replies.
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Angela
 
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Post » Fri May 27, 2011 8:44 am

Quick question, where should it go in the load order? I'm used to letting BOSS settle that for me, but this is too new to be included in the September masterlist. Thanks.
Gold Adjustment should be in your masterlist, put this in the same placement.
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Flash
 
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Post » Thu May 26, 2011 10:54 pm

Wondeful work, thanks for this precious and really needed mod in Oblivion.
voted for file of the month in TESNexus.
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Bad News Rogers
 
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Post » Fri May 27, 2011 9:55 am

Quick question, where should it go in the load order? I'm used to letting BOSS settle that for me, but this is too new to be included in the September masterlist. Thanks.
It should go pretty early in your load order. The only record from Oblivion.esm it changes, is the barterSellItem and barterBuyItem responses, so load order only matters if you happen to have any other mod which edits those same records, and the only mod I know about which does it, is Living Economy.

But if another mod changes those records, it is probably better that the other mod wins, because the only ill-effect to Enhanced Economy for losing those changes is that you may notice a short flicker in long item lists after each trade, and the merchant's barter pvssyr can be cut off.

I guess BOSS will put it together with the other economy mods, which happens to be pretty early, so if you search for GoldAdjustment.esp or Living Economy.esp in your masterlist.txt and add Enhanced Economy.esp there, you'll find the correct spot.


Edit: I see there were a couple more responses I didn't see. So thanks for comments and votes :)
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Robert Jr
 
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Post » Thu May 26, 2011 8:26 pm

Thank you very much for this mod!
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phil walsh
 
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Post » Fri May 27, 2011 7:51 am

Outstanding mod, really. I like your changes about the mercantile perks in particular. :clap:
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renee Duhamel
 
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Post » Fri May 27, 2011 11:38 am

I'm curious, how do you counteract the vanilla journeyman perk, I always thought this buy-all-items behaviour was hardcoded. :unsure: And ofcourse, nice change, this'll prevent me from quickly selling my dungeon treasures but thatn't exactly realistic to begin with. ;)
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Makenna Nomad
 
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Post » Fri May 27, 2011 11:57 am

I'm curious, how do you counteract the vanilla journeyman perk, I always thought this buy-all-items behaviour was hardcoded. :unsure: And ofcourse, nice change, this'll prevent me from quickly selling my dungeon treasures but thatn't exactly realistic to begin with. ;)

It is hardcoded. The way I bypass it is that when the Dialog menu is open, I keep looking for a click on the barter button. When the button is clicked, I immediately change the requirement for reaching journeyman to 1000, which means that the engine doesn't treat the player as a journeyman while bartering. And I set the journeyman requirement back to what it was as soon as the barter menu is closed.

And I do the same for the master skill requirement too.
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Hot
 
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Post » Fri May 27, 2011 3:10 am

Just wanted to say thanks
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Liv Brown
 
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Post » Fri May 27, 2011 6:09 am

It is hardcoded. The way I bypass it is that when the Dialog menu is open, I keep looking for a click on the barter button. When the button is clicked, I immediately change the requirement for reaching journeyman to 1000, which means that the engine doesn't treat the player as a journeyman while bartering. And I set the journeyman requirement back to what it was as soon as the barter menu is closed.

And I do the same for the master skill requirement too.
I could have guess, the only way to do proper modding is to trick Oblivion every once in a while. :grad:
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Taylor Tifany
 
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Post » Fri May 27, 2011 10:24 am

This is why I have a lot of respect for good modders.
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Ana Torrecilla Cabeza
 
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Post » Fri May 27, 2011 3:01 am

Hello!

Just switched from LE to EE! Just wondering, as a suggestion, would be possible to also add support to Basso from Thieves Arsenal? If so, would be feasible to make these detections, from thievery.esp and Thieves Arsenal.esp to work from inside the main Enhanced Economy mod or as a Wrye Bash patch, so a few slots would be spared? There are so many great mods being released lately that is getting tough to find slots >_<

Thanks a lot for this mod!
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Mariaa EM.
 
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Post » Fri May 27, 2011 7:38 am

Thanks for the positive comments, and also thanks for any suggestions. It was ripple's quesion whether it was possible to see the effect of a non-100 sellAdjustment, that gave me the idea to do something about the Mercantile Master perk, and then when that worked, to do something about the Journeyman perk as well.

Just switched from LE to EE! Just wondering, as a suggestion, would be possible to also add support to Basso from Thieves Arsenal? If so, would be feasible to make these detections, from thievery.esp and Thieves Arsenal.esp to work from inside the main Enhanced Economy mod or as a Wrye Bash patch, so a few slots would be spared? There are so many great mods being released lately that is getting tough to find slots >_<

I guess Thieves Arsenal should be possible to make a patch for. I don't have TA installed myself, but can look into it.

Have you tried trading with its merchant after switching to EE? As stated before, EE's dynamic barter gold is supposed to work with every merchant added by any mod, but if the mod has new/changed barter pvssyr records, there may be some slight flicker in the item list, and cut-off of spoken barter pvssyr. Is this noticeable with TA?

As for working inside EE or making it Bash mergeable - that is unfortunately not possible. What the patch do, is to change the dialog topic result records, and that is only possible to do at load time, which makes the patch dependant on the mods it patches. It would of course be possible to merge the patch into EE, or into TA (or any other such mod), but that would make TA a master of EE or vice versa. As for merging it ino the bashed patch. For some reason, Wrye Bash doesn't consider DIAL records as mergeable and I have idea why. It may be so simple that it hasn't been any demand for that before, and that it is easy to add it to Wrye Bash. If this is done, the patch will automatically be mergeable.
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carla
 
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Post » Thu May 26, 2011 9:54 pm

So after loading this I open the characters inventory and hit the letter R (which I set as my grab key) and I get a message asking if I want to reset all merchant gold????

I looked in the ini and saw no option (I could be blind though) to rest that as another key.

I need to though because when using Kuertee's Eat and Sleep mod one uses the grab key while in inventory to tell if food is cooked.

So is that function activated by what the grab key is or is by the letter R?

thanks - still havent bartered yet.

[edit] ahh I found it in the readme - it is set for the key R not for the grab function. May I request that this be changed as it is not likely to be used that often and the keys around that area of the keyboard are often going to be assigned to other things.

thanks for considering this.
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Annika Marziniak
 
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Post » Fri May 27, 2011 8:13 am

So after loading this I open the characters inventory and hit the letter R (which I set as my grab key) and I get a message asking if I want to reset all merchant gold????

I looked in the ini and saw no option (I could be blind though) to rest that as another key.

I need to though because when using Kuertee's Eat and Sleep mod one uses the grab key while in inventory to tell if food is cooked.

So is that function activated by what the grab key is or is by the letter R?
By the letter R (for Reset). I must admit that not having the key as an ini setting was a shortcut I made. So I will change this to a an ini setting in the next update, so that you can choose any key.
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Petr Jordy Zugar
 
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Post » Fri May 27, 2011 6:32 am

Thanks for the positive comments, and also thanks for any suggestions. It was ripple's quesion whether it was possible to see the effect of a non-100 sellAdjustment, that gave me the idea to do something about the Mercantile Master perk, and then when that worked, to do something about the Journeyman perk as well.


I guess Thieves Arsenal should be possible to make a patch for. I don't have TA installed myself, but can look into it.

Have you tried trading with its merchant after switching to EE? As stated before, EE's dynamic barter gold is supposed to work with every merchant added by any mod, but if the mod has new/changed barter pvssyr records, there may be some slight flicker in the item list, and cut-off of spoken barter pvssyr. Is this noticeable with TA?

As for working inside EE or making it Bash mergeable - that is unfortunately not possible. What the patch do, is to change the dialog topic result records, and that is only possible to do at load time, which makes the patch dependant on the mods it patches. It would of course be possible to merge the patch into EE, or into TA (or any other such mod), but that would make TA a master of EE or vice versa.

Thanks for the reply!

His spoken dialog indeed is different from the regular merchants. I moved Enhanced Economy to load after Thieves Arsenal, but I havent noticed any flickering. Also, is there a way to assure EE is working on him? He has the same amount of cash he used to have before I moved the esp.


For some reason, Wrye Bash doesn't consider DIAL records as mergeable and I have idea why. It may be so simple that it hasn't been any demand for that before, and that it is easy to add it to Wrye Bash. If this is done, the patch will automatically be mergeable.


I think I?ll suggest this on the bash thread.. hope I dont end up fingerless : D
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[ becca ]
 
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Post » Fri May 27, 2011 2:03 am

His spoken dialog indeed is different from the regular merchants. I moved Enhanced Economy to load after Thieves Arsenal, but I havent noticed any flickering. Also, is there a way to assure EE is working on him? He has the same amount of cash he used to have before I moved the esp.
Changing load order will have no effect unless TA changes the vanilla responses, but the gold amount is completely independant on load order.

But even without any patch, the merchant's barter gold should change dynamically when you barter with him, and is his barter gold should have changed somewhat if you come back 3 or more hours later. If this happens, then EE is indeed working correctly on the merchant. If not, you can help me by setting "debug to 1" in EE's ini file, then do the following:
1. Just after having activated the merchant (in the dialog menu), open the console and write down (or better, take a screenshot of) all output lines starting with "EE:"
2. Open the barter menu and do one trade, then open the console again and write down the result.

Then post the EE: ouput here.

If you can do that, I'll probably find out why it is not working as intended with TA.
Thanks :)
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TRIsha FEnnesse
 
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