[RELz] Merchant and Loot Overhaul

Post » Sat Feb 19, 2011 12:53 am

This looks very promising :) One query though. Regarding the Loot Tweaks plugin, what counts as 'enemy chests'? Does this mean all treasure chests, anything locked, or what? In any case, I'm looking forward to giving this a try.


What is meant by enemy chest is any chest in caves, ruins, forts, etc. where you would run into enemies.

should both MALO-Clutter Replacer.esp and MALO-Loot Tweaks.esp also be merged in the Bashed Patch? they show up as mergeable mods in Bash.


Both can be merged into the patch and deactivated.
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Maddy Paul
 
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Post » Sat Feb 19, 2011 5:16 am

Cleaned up the master file issue reported by Psymon.

Also created a leveled DCRP version.

After some testing I recomend the following load order:

ESMs:
Francisco
OOO
MMM
CURP
MALO
FCOM

ESPs:
Harvest Containers
Francesco's Optional House Chest Loot
MALO - Guild Tweaks
Oscuro's_Oblivion_Overhaul
MALO - Clutter Replacer (Alternately can be placed before OOO)
MALO - Vendor Additions
MALO - Loot Tweaks
MALO - Loot Tweaks DCRP
MALO - Loot Tweaks FRAN
Mart's Monster Mod
MMM - Gem and Gem Dust
MALO - Clutter Replacer MMM - GEM
MALO - Loot Tweaks MMM - GEM
MMM - Hunting and Crafting
MALO - Clutter Replacer MMM - HUNT
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Da Missz
 
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Post » Sat Feb 19, 2011 1:26 am

i have missing textures on all the Alyeid clutter i've found. is anyone seeing the correct textures on this stuff?

looked in the CS and see the nif path point to Meshes\npm\Clutter\Ayleid
looked in nifskope and see textures point to Textures\MEO\clutter\Ayleid

the correct folders are in my data folder. even installed ArchiveInvalidationInvalidated!.bsa. had just been using the OBMM method all this time. i'm stumped.


edit: hey npm78. you just posted as i was writing this. let me try the new files.
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Casey
 
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Post » Fri Feb 18, 2011 11:20 pm

Foghorne: Which version of loot tweaks are you using?
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Lilit Ager
 
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Post » Sat Feb 19, 2011 12:31 am

at first i was using OOO-Loot Tweaks. then tried the original from the main file, although i still had OOO installed. always had the esp's loaded after OOO. also meant to say everything else i've seen look good, although i haven't seen much.

started a new test character and in the IC and went to Fanacasecul ruin and happened on the missing textures. been messing with a few things in my load order so it might be on my end but i believe i've done everything correctly. i'll keep checking.
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Marilú
 
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Post » Fri Feb 18, 2011 10:00 pm

was it one item or every ayleid clutter item you have come across? Are you also missing the icons for the clutter? Do you have any other mods that use MEO's ayleid clutter resource, like Ayleid Loot Extended which may be redirecting the mesh path? Perhaps show a load order as a check on my end did not find anything wrong.

Is anyone else having this issue?
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Janine Rose
 
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Post » Fri Feb 18, 2011 5:30 pm

everything. i found a knife, a bowl, a vase, and a pitcher between a couple of new test characters.

i should mention the esp's want MALO.esm to load before OOO.esm in Wrye Bash. Clutter, Loot, and Vendor esp's
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Lil Miss
 
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Post » Fri Feb 18, 2011 8:54 pm

i should mention the esp's want MALO.esm to load before OOO.esm in Wrye Bash. Clutter, Loot, and Vendor esp's


fixed the master load order issue. uploaded the correct files this time.

As far as the missing textues, try reinstalling the meshes and textures and see if that fixes the problem. If not, then not sure what is going on as I cannot find anything wrong from my end. :shrug:
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Steve Smith
 
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Post » Fri Feb 18, 2011 5:09 pm

i wonder what's wrong. can someone test if they have textures?

console command an Alyeid pitcher to your inventory:
player.additem xx000f8b 1 (xx being the number of the MALO - MAIN.esm)

thanks.
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Rudy Paint fingers
 
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Post » Fri Feb 18, 2011 4:07 pm

Ok finally getting back around to this and have a possible bug.

So this is weird the OOO version for both:
MALO - Clutter Replacer.esp
MALO - Loot tweaks.esp

show as green with Wrye Bash and therefore mergable - yet when I go to the merge option menu when bashing the patch they are not there.

They both have this in their description:
{{BASH:Delev,NoMerge,Relev}}

Is that intentional - that you don't want them merged into bash?

thanks
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Phillip Brunyee
 
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Post » Fri Feb 18, 2011 7:21 pm

Yes, after reviewing the load order and looking at some other issues, I noticed that if the mods were placed before OOO and merged only, then many things were missing from the bashed patch and not showing in game, so it was better for them to not be merged.

the other additional plugins that are not replacer plugins are mergable and work fine when merged into the bashed patch.
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WTW
 
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Post » Fri Feb 18, 2011 8:05 pm

Ah OK well that is too bad form a mod slot perspective.

So I've run through a vampire dungeon and found loot I've never seen before.

Bones that can be used as weapons! Is that from DCRP stuff?
Also found tankards that can be used as weapons - and regular drinking tankards.

Never encountered loot like that before.

But also some typical FRANs loot too - like calipers (not in abundance indicating a problem).

You probably know this, but I thought I'd mention it - with FCOM there is no use of the FRANS chest plugin, so the only ones who will be using that one are the ones using frans alone.

Anyway - will keep you posted on anything unusual and thanks much for making this.
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Penny Courture
 
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Post » Fri Feb 18, 2011 7:53 pm

How does this mod deal with silver and gold items? Even with OOO installed, it kinda bugs me that when my thief character burglars a house she has to leave most silver and some gold items behind, since their value to weight ratio does not make it worth nicking them.
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Lillian Cawfield
 
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Post » Sat Feb 19, 2011 4:39 am

How does this mod deal with silver and gold items? Even with OOO installed, it kinda bugs me that when my thief character burglars a house she has to leave most silver and some gold items behind, since their value to weight ratio does not make it worth nicking them.


The only silver items modified were dishes and silverware, and I believe that my value was less than OOO. I did not modify the value or weight of gold, there are plenty of other mods that do that. Vanilla game does not have any gold items other than gold nuggets, which were not changed in this mod. Unless you are talking about jewlery items, which also were not modified by this mod.

As far as burglaring a house though, you should come across no clutter in drawers and find actual clothes. And more gold and jewelry in jewelry boxes, etc.
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tannis
 
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Post » Sat Feb 19, 2011 7:16 am

Ah OK well that is too bad form a mod slot perspective.

So I've run through a vampire dungeon and found loot I've never seen before.

Bones that can be used as weapons! Is that from DCRP stuff?
Also found tankards that can be used as weapons - and regular drinking tankards.

Never encountered loot like that before.

But also some typical FRANs loot too - like calipers (not in abundance indicating a problem).

You probably know this, but I thought I'd mention it - with FCOM there is no use of the FRANS chest plugin, so the only ones who will be using that one are the ones using frans alone.

Anyway - will keep you posted on anything unusual and thanks much for making this.



No, this mod, not DCRP version, makes there a chance of clutter and bones being either regular, armor, or a weapon. I kept regular items for mods that might require such items, such as Midas Magic. The DCRP version really only adds some new staffs at this point.
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Lewis Morel
 
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Post » Fri Feb 18, 2011 8:57 pm

If I would use this mod than there's no need to install Ayleid loot extended or Com's torch compendium, right?
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Kayla Oatney
 
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Post » Fri Feb 18, 2011 4:02 pm

If I would use this mod than there's no need to install Ayleid loot extended or Com's torch compendium, right?

The torch compendium only adds torches for sale and therefore is superceded by this mod, ALEX on the other hand has a specific exploration element in its design that this mod doesn't touch in the slightest. The resources used are the same, but ALEX forces the player to really *look* for the material, this mod simply adds it to the regular existing chests as far as I know.

Vac
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Roddy
 
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Post » Sat Feb 19, 2011 2:15 am

Vacuity is right, this mod only replaces the items found in Vanilla Ayleid Loot, while ALEX adds new loot chests to find. Personally, I use both and think that combined they make Ayleid ruins much more unique.
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Katie Louise Ingram
 
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Post » Fri Feb 18, 2011 7:50 pm

bump, this seems like a must have addition to the game. thanx a lot :)
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N3T4
 
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Post » Fri Feb 18, 2011 11:24 pm

I've noticed an issue: the MALO loot tweaks DCRP.esp that is supposed to not require Harvest Containers, has HC listed as a masterfile.
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Big Homie
 
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Post » Fri Feb 18, 2011 9:58 pm

I have uploaded a fixed version.
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Matt Fletcher
 
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Post » Sat Feb 19, 2011 1:15 am

thanx. awesome mod :)
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OJY
 
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Post » Fri Feb 18, 2011 6:13 pm

Not sure if I did something wrong but I downloaded the update (with december date) and added it to my BAIN package - and now the DCRP version does have Harvest containers as a master - I put the old package back in and it does not.

So it all seems backward to me. I never had the issue but after updating now I do.

I still really recommend a good BAIN package for this thing. I've actually had three forum folks contact me for how I made mine BAIN ready.
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Tha King o Geekz
 
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Post » Sat Feb 19, 2011 3:29 am

Since I see npm78 lurking - thought I'd ask a question. :wavey:

Do you recon there might be issues with using the unleveled version of this with TIE?

Or the new http://www.gamesas.com/index.php?/topic/1120403-relz-ooo-harvest-containers-filter-patch-for-mods/page__view__findpost__p__16481193.
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Da Missz
 
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Post » Fri Feb 18, 2011 9:11 pm

Since I see npm78 lurking - thought I'd ask a question. :wavey:

Do you recon there might be issues with using the unleveled version of this with TIE?

Or the new http://www.gamesas.com/index.php?/topic/1120403-relz-ooo-harvest-containers-filter-patch-for-mods/page__view__findpost__p__16481193.


there shouldn't be any issue with the new harvest container filter. from the way i read the filter is that it makes new containers added by those mods into harvest containers. my mod did not add any new containers, so still need to use the harvest container version to make the changes to the vanilla containers.

as far as using with tie, there shouldn't be any issues, but i use a personally modified version of tie and haven't looked at it for several months.

on another note, i have made some changes to the mod and wondering if there is any interest in me updating.

major changes:
all added torches are drop lit torches (no hotkeys)
changed ayleid armor to look better (much more experienced with nifscope now)
optional: new imperial, IC guard, blade, and palace armor with leveled NPCs
and various other small tweaks to setings and leveled lists
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Brandon Bernardi
 
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