Francesco's Leveled Creature-item mod

Post » Wed Sep 01, 2010 4:04 pm

Just wanted to add a few details about how to go from Living Economy to Enhanced Economy:
EDIT: Sorry left out steps. There may be more or less instructions.
-If you are using LE-items you can/should use its menu to revert back to vanilla prices before you remove it. Look at the LE readme's alternate prices section.
Note that there is no harm in continuing with the prices set by Living Economy. If you like that pricing scheme better than the vanilla, just don't revert back before uninstalling LE. All of Enhanched Economy's price adjustments are using the current prices as a base, so this will work flawlessly. Just make sure that you're not inside any shop, as LE-items may then have altered the prices specifically for that shop.

From Living Economy:
This mod changes the barter gold amount on EVERY NPC in the game. Even if you just disable the plugin, those changes will remain for any games that were saved with this plug-in active. To properly uninstall this mod open the customization menu by typing "startquest cflemenu" (no quotes) in the console and select "Disable Mod". You DON'T have to immediately stop playing. Everything should work as if the plugin was actually disabled. Once you actually disable the plugin there is a VERY SMALL possibility that any investments you made while using this mod will be forgotten (none after 3.0).
This isn't necessary if you switch to Enhanced Economy. I sort of expected that many players would forget doing this, so when Enhanced Economy starts up for the first time, it reset the barter gold of all vanilla + SI merchants, which actually is better than LE's reset mechanism which only works for vanilla merchants.

Living Economy - Items:
You should save the game outside any shop to ensure the prices are correct before uninstalling this mod. Keep in mind prices are similarly set permanently, so once you remove LE Items, the prices won't change unless an external price changing plugin is added after LE Items removal.
Yes, this one is really important. If you don't do this, the prices will be schewed based on this specific merchant's pricing therafter. This is really the only important thing to do when switching from LE to Enhanced Economy.


...I guess I should add a section about converting from LE in Enhanced Economy's readme :)
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Elizabeth Falvey
 
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Post » Wed Sep 01, 2010 5:04 pm

Hi theniceone, you just responded to me at tesnexus. I decided to try EE after reading the comments above. I went into a house with no merchant, disabled the mod via the ingame menu, reinstalled fran's without LE, and now am installing EE. When I start the game back up, how can I confirm that the prices were reset corretly?

thanks!

edit: console shows constant errors, specifcally "Error in script 17040eb0" and "Unexpected token type 66 (42) encountered." I also either do not understand this mod at all or something is wrong. Selling a silver arrow to varnado for one gold increases his gold reserves by over 100 each time, and after doing that a few times it will just randomly increase or decrease his gold. Maybe I should post this in the EE thread instead.
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c.o.s.m.o
 
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Post » Wed Sep 01, 2010 11:39 am

Hi theniceone, you just responded to me at tesnexus. I decided to try EE after reading the comments above. I went into a house with no merchant, disabled the mod via the ingame menu, reinstalled fran's without LE, and now am installing EE. When I start the game back up, how can I confirm that the prices were reset corretly?

No easy way really. You can open Oblivion.esm in the CS (or TES4Edit) and compare the prices to what you see ingame. The http://www.uesp.net/wiki/Oblivion:Oblivion also has price info of all items (though I have never checked if they are 100% correct), so you can write down the prices of the items in your inventory, and then compare.

Enhanced Economy doesn't have any idea of what the correct price of any item is, so it will not help you. This is because I wanted EE to be compatible with any price-changing mods. So if you visit a merchant that pays 20% more than normal for Light Armor, that means 20% more than what's set elsewhere (in a mod, or in your savegame), not 20% more than defined in Oblivion.esm. That is why you can disable LE without resetting its prices and enable EE if you want to use EE but is happy with LE's general price scheme, since LE's prices are stored in your savegame even if LE is deleted from your PC.

This is different than how Living Economy operates. With LE, if you visit a merchant that pays 20% more than normal for Light Armor, that will be 20% more than the pricing scheme LE uses, regardless of whether other mods has changed the price - even by scripts (like The Aleyd Steps does). Furthermore, LE's price changes only work for vanilla items - and Frans items if using the LE version that is included with Frans, but not work for any other FCOM items.
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Amanda Leis
 
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Post » Wed Sep 01, 2010 10:13 pm

Is there an omod version of Frans available? I'm guessing not, as I was unable to find one, but I just thought I'd ask.
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Alexandra walker
 
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Post » Wed Sep 01, 2010 12:50 pm

I just installed Francesco's leveled creature-item mod, followed instructions and all the item from that mod are there as big yellow '!' or missing body parts depending on the armor. Any help would be great. Oh and i have the OBMM, in case i need to use that. Thank you for your time. Take care.
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Mr. Ray
 
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Post » Wed Sep 01, 2010 10:33 pm

I just installed Francesco's leveled creature-item mod, followed instructions and all the item from that mod are there as big yellow '!' or missing body parts depending on the armor. Any help would be great. Oh and i have the OBMM, in case i need to use that. Thank you for your time. Take care.

Did you download the item textures/meshes? If you didn't, you can find them http://www.tesnexus.com/downloads/file.php?id=17621
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Gaelle Courant
 
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Post » Wed Sep 01, 2010 3:27 pm

Did you download the item textures/meshes? If you didn't, you can find them http://www.tesnexus.com/downloads/file.php?id=17621

SWEET! thank you! Not sure which ones I need, should i just go for monsters and item stuff?
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Logan Greenwood
 
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Post » Wed Sep 01, 2010 1:54 pm

SWEET! thank you! Not sure which ones I need, should i just go for monsters and item stuff?


Depends on if you want to run Francesco's optional new items add-on or Francesco's new creatures add-on or both. If I played Fran's I think I'd go for a Fran's + MMM combo, letting MMM take care of the creatures.
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Jerry Cox
 
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Post » Wed Sep 01, 2010 3:20 pm

Ultimately this is still my favorite overhaul mod but it just doesn't do enough. Looking into the CS, some things aren't affected by Fran's rare loot script at all. The higher level dremora have a loot table that gives them a flat chance to drop daedric armor that ignores what loot system you chose (normal, extra, extra-hardcoe). Its a shame, because its great on enemies that work (bandits, marauders and such) but you feel like you're cheating yourself every time you kill a dremora because they're pez-dispensers of loot; loot that you want to be rare and hard to get.

Oh well, I'll still always keep Fran's installed on oblivion since its light years better than vanilla.
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louise tagg
 
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Post » Thu Sep 02, 2010 1:27 am

Never mind, I'm an illiterate tool. Plus I'm still on my first pot of coffee.
:facepalm:


Righty-o, so it's been a while since I've played the big O, and have decided to forgo an FCOM install for my old favorite MMM+Frans. But I'm a bit confused on which patches I need to get it to work with the UOP/SI (non-MOBS).

Theres a bunch and they don't match the ones in the main post readme, soooo, figured it may be best to ask.

http://www.tesnexus.com/downloads/file.php?id=17621

I'm chewing through the readmes for both MMM and Frans again trying to figure out which ones, exactly, I need for MMM + all the useable Frans bits.

Thanks for any pointers!

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Sebrina Johnstone
 
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Post » Thu Sep 02, 2010 12:59 am

Is there a bug with Fran's optional quests? In one of the final battles for the fighter's guild, you kill a few people in the
Spoiler
the Blackwood Company Hall


Their corpses would all have hundreds of items on them all related to their leveled list. The NPC that uses one handed bladed weapons had 66 ebony blades, 80 elven swords, and countless others. The NPC with heavy armor and two handed blunts had the same deal - hundreds of different blunt weapons, and countless amounts of sets of heavy plate.

This only has happened in the optional quest mod, so I'm guessing that is the problem.. is there a fix for that?
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Petr Jordy Zugar
 
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Post » Wed Sep 01, 2010 7:40 pm

Is there a bug with Fran's optional quests? In one of the final battles for the fighter's guild, you kill a few people in the
Spoiler
the Blackwood Company Hall


Their corpses would all have hundreds of items on them all related to their leveled list. The NPC that uses one handed bladed weapons had 66 ebony blades, 80 elven swords, and countless others. The NPC with heavy armor and two handed blunts had the same deal - hundreds of different blunt weapons, and countless amounts of sets of heavy plate.

This only has happened in the optional quest mod, so I'm guessing that is the problem.. is there a fix for that?


I have seen this bug many times, I knew it was from frans but I could never figure out where so I was unable to fix it myself. The NPCs themselves and leveled lists don't seem to have any obvious problems, so I think it must be a script going nuts somewhere.
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Fluffer
 
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Post » Wed Sep 01, 2010 11:33 pm

I have seen this bug many times, I knew it was from frans but I could never figure out where so I was unable to fix it myself. The NPCs themselves and leveled lists don't seem to have any obvious problems, so I think it must be a script going nuts somewhere.


That makes sense.

I remember the last few dungeons during the mage guild quests had NPCs with over 50 restore magicka potions.
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Motionsharp
 
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Post » Thu Sep 02, 2010 1:44 am

I have a weird one - Hamlof Red-Tooth in Red Diamond Jewelery doesn't sell the circlets.

I confirmed they're in game through the console.

As far as I know none of my other mods touch the merchant.

How can I check to see this is working?
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Pawel Platek
 
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Post » Wed Sep 01, 2010 11:34 pm

One bug I have experienced with Fran's is some item clipping. The only two instances of any note, however, are the Dragon Knight Gauntlets (a ring clips in a minor, hardly noticable way), and a massive clipping problem with the Dark Paladin Helmet: http://img40.imageshack.us/i/oblivion201003162302375.png/

I would not have mentioned the former if I did not suspect it may be caused by the same problem that afflicts the latter.

Is there a fix for this/is this a known issue? I assume I may want to redownload the meshes or something, although, I am very new to modding, so I am not sure. Any help would be appreciated.
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Danielle Brown
 
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Post » Wed Sep 01, 2010 10:49 pm

Who I can speak to about permission for "using" this mod? (translation into Polish language)
I really need it because of FCOM... The readme doesn't state anything about permissions nor contact info. I have written to Francesco at Nexus, but I don't think he reads it. Will it be OK to just inform everybody here and on Nexus that the translation was done?
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CHARLODDE
 
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Post » Wed Sep 01, 2010 8:51 pm

Dewshine has been gone for a while and is/was the only one as a point of contact.
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Marquis deVille
 
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Post » Wed Sep 01, 2010 11:25 pm

Who I can speak to about permission for "using" this mod? (translation into Polish language)
I really need it because of FCOM... The readme doesn't state anything about permissions nor contact info. I have written to Francesco at Nexus, but I don't think he reads it. Will it be OK to just inform everybody here and on Nexus that the translation was done?


TomBrightblade,

Translation should be fine.

I am not the mod author or current caretaker of frans. Has NewComer24 or Dewshine They have not been around for a very long time.

So procced with your translation and I am sure they would have given you permission once again.

I would think the best route would be once you get done with translation if not already done.

Create a Polish Translation Page on Tesnexus and have them their has well..

My advice
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Emily Jeffs
 
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Post » Wed Sep 01, 2010 11:13 am

Hi everyone, I'm Francesco, the original author of this mod.

It has been a very long time since I last visited this forum... I believe something like 3 years... it looks like they even killed my account in the mean time (probably for inactivity).
I was just passing from here and out of curiosity checked the modding forum to see what was going on these days... I wasn't expecting to find a discussion of the mod still around... it was a nice surprise.
I would like to thank all those who supported the mod during this time... really... thank you!



Who I can speak to about permission for "using" this mod? (translation into Polish language)
I really need it because of FCOM... The readme doesn't state anything about permissions nor contact info. I have written to Francesco at Nexus, but I don't think he reads it. Will it be OK to just inform everybody here and on Nexus that the translation was done?


Please, go on with the translation, you are free to do what you want with my mod! Thanks for asking by the way.

Edit: In case someone is doubtful about my real identity I edited the description of the mod at TesNexus (still got the old account there) to confirm that I'm indeed the real one.
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Evaa
 
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Post » Wed Sep 01, 2010 11:21 pm

Please, go on with the translation, you are free to do what you want with my mod! Thanks for asking by the way.


I was wondering if this blanket permission extends to being able to repackage and/or revamp the mod as well?
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Trevi
 
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Post » Wed Sep 01, 2010 11:52 pm

As I PMd you it seems to as posted http://www.gamesas.com/index.php?/topic/1097809-relz-fcom-convergence-and-ufcom-relz/page__view__findpost__p__16063656.

P.S. - way to go gothemasticator
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Andrew Tarango
 
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Post » Wed Sep 01, 2010 6:29 pm

Yes, I see that. Good news indeed.
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x_JeNnY_x
 
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Post » Wed Sep 01, 2010 9:16 pm

I was wondering if this blanket permission extends to being able to repackage and/or revamp the mod as well?


I assuming so, but, I have pm frans has well..

Arthmoor..Do you have plans per say if Frans was revamped, if so then we need to talk. If permission is giving.
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Tasha Clifford
 
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Post » Wed Sep 01, 2010 9:18 pm

Well i'd really like to drop the exe installers, drop the caliper scripts, and get everything into a nice neat ESM+ESP+BSA style package. Psymon already has what looks like a good BAIN layout he's PM'd me.

Obviously it's not something I intend to rush into without some kind of plan.
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Brian LeHury
 
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Post » Wed Sep 01, 2010 3:57 pm

I strongly prefer BAIN for a variety of reasons, but as far as I'm concerned (yeah, just another user of mods, I know...) the best solution is OMOD-ready + BAIN-ready in one.

It's apparently not hard to do, and I've plenty of mods on the HDD right now that are exactly like that. Best of both worlds.
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Strawberry
 
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