[RELz] Merchant and Loot Overhaul

Post » Sat Feb 19, 2011 1:58 am

Well yes interest mostly in the settings and such.

As for drop lit torches - do they use a 'place at me' command? Recently learned that SM DLT OBSE does and would prefer not to have that if possible.

Can the armor changes be in separate esp?

I know it has been months since we talked about this and CUO and WAC, but not I really am building an unleveled (well as best as I can unlevel with mods) game. I've not yet cracked open WAC and see how badly it conflicts with TIE.

[edit] Oh yeah and I meant to ask when you say that merchants get new containers ... does that mean new separate containers that are next to the normally hidden containers buried underground, or does this replace those containers? Do you see it working with a mod that makes the normally hidden containers lootable - such as http://www.tesnexus.com/downloads/file.php?id=31530

Also, I guess I was not using what is now Enhanced Economy when this was being developed but now do. I don't think I see issues with them interacting.

Thanks again.
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ijohnnny
 
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Post » Sat Feb 19, 2011 2:48 am

Hi,

is this compatible with Enhanced Economy?

Regards, Haldir
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Soph
 
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Post » Sat Feb 19, 2011 9:25 am

As for drop lit torches - do they use a 'place at me' command? Recently learned that SM DLT OBSE does and would prefer not to have that if possible.


i believe it does, but would need to take a look at my script, it has been awhile

Can the armor changes be in separate esp?


thats what i planned, hence the optional tag. but the ayleid armor would replace the armor already added, i never did like the old versions

Oh yeah and I meant to ask when you say that merchants get new containers ... does that mean new separate containers that are next to the normally hidden containers buried underground, or does this replace those containers? Do you see it working with a mod that makes the normally hidden containers lootable - such as http://www.tesnexus.com/downloads/file.php?id=31530


the new chests are new hidden chests. i did not touch the vanilla chests so lootable merchant chests would be compatable, but the new loot would not be in those chests.

Also, I guess I was not using what is now Enhanced Economy when this was being developed but now do. I don't think I see issues with them interacting.


no issues.
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Blackdrak
 
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Post » Sat Feb 19, 2011 6:56 am

i believe it does, but would need to take a look at my script, it has been awhile
http://www.gamesas.com/index.php?/topic/1116357-relz-rom-drop-lit-torches/ is where I learned about the torches and placeatme
thats what i planned, hence the optional tag. but the ayleid armor would replace the armor already added, i never did like the old versions
Cool
the new chests are new hidden chests. i did not touch the vanilla chests so lootable merchant chests would be compatable, but the new loot would not be in those chests.
Hmm - well I guess the best way is to play and see how different it seems (what is sold and what is in the chest when I rip them off) - might be the loot is not as good.

Not sure I like that mod though ... from its readme:
Places all Merchant Chests in game which gives access to them so that they may be looted.
Each chest is locked by key only, namely the key of the store, which is on the store owner.

Only effects the merchant chests location and lock type.
None of the merchants or anything else was touched.
If the store key does not exsist by default or the NPC does not carry a key the lock is Very Hard & Leveled.

I did this because "Moguras Realistic Merchant Storage Mod" mod altered the actual Merchant NPCs as well, which caused confilcts with other mods I use.
So I guess I need to see what http://www.tesnexus.com/downloads/file.php?id=3033 does that may conflict with other mods. I like the idea of just locked containers to keyed ones that only the shop keeper has because one you get the key then thematically the shopkeeper would know it is missing and/or you would always have access.

I've not seen this mod conflict with mods that add things to merchants - does it just hijack what chest is used?
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Len swann
 
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Post » Sat Feb 19, 2011 4:51 am

http://www.gamesas.com/index.php?/topic/1116357-relz-rom-drop-lit-torches/ is where I learned about the torches and placeatme

Note that there is absolutely nothing wrong in using PlaceAtMe if you just clean up the added reference when there's no longer any need for it. In DLT's case, that means to delete the reference after the torch has been picked up again. By doing it that way, there will be no savegame bloat.

This is what I do with the portable bedrolls in Real Sleep Extended, so I can help with details if you want it.
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Soku Nyorah
 
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Post » Sat Feb 19, 2011 4:59 am

I have seen kuertee's Clean Up log show SM OBSE DLT being cleaned up if you are concerned about that. I like the idea of torches behaving realistically.

I recently threw a torch into water on purpose to douse it after being dropped by a then dead attacker so I could keep the area dark.
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Daddy Cool!
 
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