Merchants Wont Sell Me Much Of Anything...

Post » Thu Feb 10, 2011 9:21 am

This is a heavily modded game so it could be one of several things but right now I am far too fuzzy minded to figure it out. Basically merchants sell me few if any items and the values of most of my items to merchants is 0. Now I know not every merchant likes every kind of item and thus some items should be of 0 value to that merchant, but armor traders do not value the armor i have to sell, ingredient vendors do not value any ingredients I have to sell and etc. Also merchants have few if any items on sale. For instance, Thoronir was only selling black bear pelts and a few of the other merchants were selling nothing. A few merchants still had a couple of potions but that was about it.

Any help would be appreciated ^_^

Load Order:

Active Mod Files:•  00 Oblivion.esm •  01 Cybiades.esm [Version 2.0] •  02 Windfall.esm •  03 All Natural Base.esm [Version 0.9.8] •  04 Francesco's Leveled Creatures-Items Mod.esm •  05 Francesco's Optional New Items Add-On.esm •  06 Tamrielic Ingredients.esm •  07 Mart's Monster Mod.esm [Version 3.7b3p3] •  08 TamrielTravellers.esm [Version 1.39c] •  09 Armamentarium.esm [Version 1.35] •  0A Kvatch Rebuilt.esm •  0B CM Partners.esm •  0C Toaster Says Share v3.esm •  0D HorseCombatMaster.esm •  0E UnnecessaryViolence.esm •  0F Younger Hotter NPC's v1.0.esp •  10 Colourwheels sixy Female NPCs.esp •  11 Unofficial Oblivion Patch.esp [Version 3.2.4] •  12 DLCShiveringIsles.esp •  13 Unofficial Shivering Isles Patch.esp [Version 1.4.0] •  14 All Natural - Real Lights.esp [Version 0.9.9] •  15 All Natural.esp [Version 0.9.8] •  16 All Natural - SI.esp [Version 0.9.8] •  ++ All Natural - Natural Weather.esp [Version 0.9.8] •  17 Enhanced Water v2.0 HDMI.esp •  18 WindowLightingSystem.esp •  19 BookTrackerOBSE.esp •  1A Book Collection.esp •  1B Merged Books.esp •  1C BPMerchantStorage.esp •  1D SIRMS.esp •  1E DID3_DoubleTrouble.esp •  1F KF Chapel Shop.esp •  20 Medic!.esp •  21 Rock Remover - Underwater.esp •  ++ shiveringislesdoorusable.esp •  22 Unsafe Streets.esp •  23 Enhanced Economy.esp [Version 3.4.3] •  24 Map Marker Overhaul.esp [Version 3.3.1] •  25 Map Marker Overhaul - SI additions.esp [Version 3.0.2] •  26 YetAnotherHotkeyMod.esp •  ++ EVE_StockEquipmentReplacer.esp •  27 Blackheart and Gizmodian ECRobes.esp •  28 Hiyoko_Store.esp •  29 Ice Gowns for HGEC.esp •  2A LockpickToolkit.esp [Version 1.1] •  2B Reznod_Mannequin_HD[Eng].esp •  2C SSA.esp [Version 2.0] •  2D Armamentium female.esp •  2E Morrowind Robes and Dresses for HGEC.esp •  2F Merged Sets.esp •  30 Merged Clothing.esp •  31 Merged Weapons.esp •  32 Merged Armors.esp •  ++ Francesco's Optional Vendor Tweaks.esp •  33 Francesco's Optional Leveled Quests.esp •  34 Francesco's Optional Leveled Arena.esp •  35 Francesco's Optional Files 2.esp •  36 Slof's Oblivion Robe Trader.esp •  37 Loth's Blunt Weapons- Mobs.esp •  38 Loth's Blunt Weapons for Npcs.esp •  ++ ArmamentariumLL.esp [Version 1.35] •  ++ ArmamentariumLLMagic.esp [Version 1.35] •  ++ ArmamentariumLLArmaVendor.esp [Version 1.35] •  39 Mart's Monster Mod for Fran.esp [Version 3.7b3p3] •  ++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] •  ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] •  3A Mart's Monster Mod - Fran's leveled quests.esp [Version 3.7b3p3] •  ++ Mart's Monster Mod - Less Rats.esp [Version 3.7b3p3] •  ++ Mart's Monster Mod - No Swarms.esp [Version 3.7b3p3] •  ++ Mart's Monster Mod - No Reavers.esp [Version 3.7b3p3] •  3B Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3] •  ++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3] •  ++ Mart's Monster Mod - Spawn Rates - Moderate Increased.esp [Version 3.7b3p3] •  3C Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3] •  3D Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] •  3E Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.7b3p3] •  3F Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3] •  40 TamrielTravellers4MMM.esp [Version 1.39c] •  41 ShiveringIsleTravellers.esp [Version 1.39c] •  42 ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c] •  ++ Mart's Monster Mod - Friendlier Factions MMM+Fran.esp [Version 3.7b3p3] •  ++ PersuasionOverhaul_MMM.esp [Version 1.2] •  ++ Fransfemale.esp •  43 Full Harvest.esp [Version 1.0] •  44 Tamrielic_Ingredients_MMM.esp •  45 A Sorceress Love 1_1.esp •  46 AdenseEpicDungeon1_5.esp •  47 allinonebasemant.esp •  48 Amajor7 Imperial Furniture.esp •  49 AranMathi.esp •  4A Asharnakibibi 1_2.esp •  4B Bandit Hideouts.esp •  4C BeyondCyrodiil-Camps.esp •  4D BD&R - Laughing Maw.esp •  4E BD&R - Deepgrave.esp •  4F BHC_Expanded.esp [Version 1.2] •  50 CaveOfLostSouls V1.esp •  51 Darbinshire Keep.esp •  52 DarkLight Mithril Armor.esp •  53 Edolsian's Furnace, Kamal Volcano Caves.esp •  54 Abriael_Human.esp •  55 Fort Ferrion.esp •  56 Fort Baltsine.esp •  57 Fort_Krakatus-8431.esp •  58 GB_Oblivion Tournament.esp •  59 300_White Stallion 4.esp •  5A Kvatch Rebuilt.esp •  5B LostSwordOfTheAylied.esp •  5C MehrunesFel.esp •  5D Nascosto Isles 3.esp •  5E Ruins of Aeris Zul.esp •  5F RuinsOfBrenfa.esp •  60 SacredOak_Settlement.esp •  61 Saldaea.esp •  62 ScarletMonastery.esp •  63 SoT_TheOrderofNibenay.esp •  64 sunk ships.esp •  65 Sseths Resource Foundry.esp [Version 1.0] •  66 Steve - Hitman.esp •  67 Tamriel Rare Traders.esp •  68 TempleOfZealotsV2.esp •  69 The Archer's Paradox Upgrades.esp •  6A The Black Marsh_Snake Head Island.esp •  6B The Island Of Fire.esp •  6C tollingbrookhollowhome.esp •  6D Treasure Maps Blood Ransom.esp •  6E Treasure Maps_Boethia's Burden.esp •  6F Treasure Maps Meridias Womb.esp •  70 Treasure_Maps_The_Legend_Of_Jauffres_Gold.esp •  71 Treasure Maps Revenge Of The Nords.esp •  72 Valenwood Improved.esp •  73 VHBloodlines 1.2.esp [Version 1.4] •  74 Windfall.esp •  75 za_bankmod.esp •  76 Zera LeSaar's Tamrielic Luxuries.esp •  77 Zergonipilamat 1_2.esp •  78 BrumaMGRestored.esp •  79 Knights.esp •  7A Knights - Unofficial Patch.esp [Version 1.0.9] •  ++ EVE_KnightsoftheNine.esp •  ++ Mart's Monster Mod - Knights.esp [Version 3.7b3p3] •  7B Cybiades.esp [Version 2.1] •  7C CybiadesDungeon.esp [Version 2.1] •  7D The Lost Spires.esp •  7E AFK_Weye.esp •  7F Ungarion1TheWelkyndSword.esp [Version 1.4] •  80 Lost Paladins of the Divines.esp •  81 ElsweyrAnequina.esp •  82 Vergayun.esp [Version 1.0.4] •  83 LostSpires_TheOrderofNibenay_patch.esp •  84 mythsandlegends.esp •  85 NakedNord.esp •  86 bartholm.esp •  87 bartholm - EE patch.esp [Version 1.0] •  88 Auto Potion.esp •  89 Shivering Isles Root System.esp •  8A EVE_ShiveringIslesEasterEggs.esp •  8B gardening.esp •  8C SoulgemSalvation.esp •  8D OBGate Partner bugfix.esp •  8E PersuasionOverhaul.esp [Version 1.43] •  8F kuerteeGoldIsAnInventoryItem.esp •  90 Rock Remover - Shore.esp •  91 StackableEquipment.esp •  92 Enhanced Economy - House prices.esp [Version 1.0] •  93 Kobu's Skip Intro Mod.esp •  ++ No Vampirism.esp •  94 ClaimThatInterior.esp •  95 ConduitMagic.esp •  96 Duplicate_Item_Spell.esp •  97 EnchantmentMastery.esp •  98 Gather Ye Rosebuds.esp •  99 ReviveEssentials.esp •  9A TeachSpell.esp •  9B RefScope.esp [Version 1.3.0] •  9C sr_enhanced_magic_system.esp •  9D MidasSpells.esp •  9E MidasMagicCompanions.esp •  9F MMC_Iphigenia.esp •  A0 Poison Arrows.esp •  A1 RshAlchemy.esp •  A2 MerchantsAlwaysBuyStolen.esp •  A3 ZumbsLockpickingMod - OBSE.esp •  A4 ptThrowingWeapons.esp •  A5 Deadly Reflex 5 - Timed Block with no damage or durability changes.esp •  A6 DeadlyReflex 5 - Combat Moves.esp •  A7 Smarter Mercantile Leveling - Multi.esp •  A8 SniperSneakSkillup.esp •  A9 RealisticLeveling.esp •  AA Legendary Abilities-Shield MOJ.esp •  AB Nanite's Legendary Alchemy.esp •  AC DPCS.esp [Version 0.6] •  ++ DPCSRealisticLeveling.esp [Version 0.2] •  AD CCR - Capucine.esp •  AE CuteElf11.esp [Version 1.3.5] •  AF AinmhiRace.esp •  B0 Tabaxi Race 2.0.esp [Version 2.0] •  B1 DesuChan's Kawa-Khajiits.esp •  B2 AsharasSirensAndTritons.esp •  B3 CM Partners.esp •  B4 CM Partners Special NPCs.esp •  B5 CM Partners Marker NPCs.esp •  B6 CM Tifa A.esp •  B7 CM_Kailinda.esp •  B8 CM Jessica.esp •  B9 CM_Dragonchixx.esp •  BA DAAltair.esp •  BB DATalitha.esp •  BC DAMeridiaKatrina.esp •  BD DANECSSONNET.esp •  BE DASephirothCompanion.esp •  BF DAMerpeople.esp •  C0 bgBalancingEVCore.esp [Version 10.52EV-D] •  C1 bgMagicEV.esp [Version 1.7EV] •  ++ bgMagicItemSigil.esp [Version 1.68EV] •  ++ bgMagicEVAddEnVar.esp [Version 1.68EV] •  C2 bgMagicAlchemy.esp [Version 1.57] •  C3 KawaIntegration.esp •  C4 bgIntegrationEV.esp [Version 0.993] •  C5 bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp [Version 0.99] •  ++ EVE_KhajiitFix.esp •  C6 TheOubliette.esp •  ++ [GFX]_Initial_Glow-all.esp •  C7 ToggleShaders.esp [Version 1.2] •  C8 Li-Glassphials.esp •  ++ KoldornsImprovedLava2.esp •  C9 Helmet Toggle.esp •  CA Heroes of Cyro.esp •  CB Merged Vanilla Partners.esp •  CC Merged human partners.esp •  CD Merged Cute elf partners.esp •  CE Merged loreli partners.esp •  CF CM_Partners_Ainmhi.esp •  D0 CM Partners Friska.esp •  D1 CM_Katzumico.esp •  D2 cmKittyCole.esp •  D3 cm mazzys companions.esp •  D4 DASkeleton.esp •  D5 DAXendersAngels.esp •  D6 Herculine's Tabaxi Companions.esp •  D7 CompanionSchool.esp •  D8 sycHearNoEvil.esp [Version 1.0] •  D9 Bashed Patch, 0.esp


Also my bash patch settings seem a bit barren to me. Aside from merging the patches that are merged and a few tweaks that I selected (none of which have to do with merchants) there are no other boxes checked. In my previous install many more things were checked, but I dont remember whether i did that or if it was automatic. None of the import boxes are checked this time around and the leveled list box isnt even checked (though i have been seeing new items from MMM/Frans anyway).

-Ex0dus
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Thu Feb 10, 2011 7:41 am

By the way I have now quickly tried to activate many of the import options on the bashed patch as well as checking the box next to the levelled lists option (which already listed all of the mods in there that affected the leveled lists) but nothing has changed.

-Ex0dus
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FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Wed Feb 09, 2011 10:05 pm

My best guess is that it has something to do with Enhanced Economy :shrug:
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Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Thu Feb 10, 2011 11:12 am

By the way I have now quickly tried to activate many of the import options on the bashed patch as well as checking the box next to the levelled lists option (which already listed all of the mods in there that affected the leveled lists) but nothing has changed.

-Ex0dus

Bashed Patch:

When rebuilding the patch, the general rule should be to check everything that shows up in the modlists (Tweaks and Game settings are entirely to taste). This is because the mods show up there because they have been tagged by the mod authors or by BOSS. The leveled lists should absolutely be checked if you want to see important aspects of what your mods are intended to do.

Afeter rebuilding, go to the Saves tab of Wrye Bash. right click on your current save and choose Update NPCs. Then load that save, go to a safe indoor cell (no NPCs present) and wait out the respawn period. Default is 72 hours, although you might have changed that, so be aware.

Only after you do all that will you see changes.

Enhance Economy:
There is a simple keystroke combo to reset venders. It's in the readme.

gothemasticator
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Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Thu Feb 10, 2011 2:50 am

Is your enhanced Economy up to date?

Did you install Living Economy as part of Frans?

How does Frans Vendor Tweaks interact with Enhanced Economy?
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Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Thu Feb 10, 2011 3:39 am

This certainly seems like something that is possible to achieve with Enhanced Economy ;)

A few checks:
1. Do the merchant in question have enough barter gold? If he does not, that explains it.

2. Do the 0-value items have a higher value when a merchant is not activated? when not inside a shop?

3. If you look up EE's ini file and set useLocationPrices to 0 and useMerchantPrices to 0, do the problems stay?

Finally, what are the sellMin/Max and buyMin/Max settings in EE's ini (assuming autoHaggle is enabled)?
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Thu Feb 10, 2011 2:45 am

This certainly seems like something that is possible to achieve with Enhanced Economy ;)

A few checks:
1. Do the merchant in question have enough barter gold? If he does not, that explains it.

2. Do the 0-value items have a higher value when a merchant is not activated? when not inside a shop?

3. If you look up EE's ini file and set useLocationPrices to 0 and useMerchantPrices to 0, do the problems stay?

Finally, what are the sellMin/Max and buyMin/Max settings in EE's ini (assuming autoHaggle is enabled)?


About to head to work, so I wont be able to mess with the bash patch right now, but thank you for the advice geo ^_^

As for your questions TheNiceOne, the merchants do have barter gold (all have a min of 800), and the items do have value when outside a shop (such as when I loot them off of enemies or hover over items on display in a shop). Sell min is 20 and sell max is 95, buy min is 150 and buy max is 300. Pasted below is my entire EE ini file:

; Enhanced Economy.ini; =====================;; Version: 3.4.3; Author: Ole Boe / TheNiceOne; ; The settings are read each time a game is loaded with this mod activated; Enables or disables debug messagesset tnoEE.debug to 0; ================== Settings to control dynamic barter gold =====================; Maximum gold a merchant can have compared to Oblivion's standard merchant gold scheme - before any of the other factors belowset tnoEE.max_gold to 1.2; The minimum value a merchant's gold is reduced to as per the max_gold settingset tnoEE.max_gold_min_cap to 800; Multiplier of the merchant's gold compared to what he normally has. Setting this to 1.5 means that a merchant that normally has 800 gold will instead have 1200 gold.set tnoEE.base_multiplier to 1.0; Additional barter gold per merchant when the player is a master in mercantilism set tnoEE.extraBarterGoldMaster to 300; Changes the effect of the Journeyman mercantile perk. If 0, the perk works as normal (You can buy or sell any item with any merchant); If higher than zero, you can only sell to the correct merchant type, but merchants will receive additional barter gold equal to this settingset tnoEE.extraBarterGoldJourneyman to 0; Randomization factor of the merchant's base gold. 0 means no randomization, 0.5 means 50% randomization (a merchant that normally has 800 gold can have anything from 400-1200)set tnoEE.start_random_factor to 0; The part of the merchant's gold that will normally change during the day. 0.2 means that the merchant normally has 20% less gold in the morning than in the evening.set tnoEE.time_factor to 0; How much of the gold that changes during the day that will go above the merchant's base gold.; With time_factor of 0.2, time_threshold of 0 means that a merchant with 1000 base gold goes from 800 to 1000.; time_treshold of 0.2 means 740-1040, time_treshold of 0.5 means 900-1100 and time_treshold of 1 means 1000-1200.  set tnoEE.time_threshold to 0; Randomization factor of the gold the merchant receives during the day to simulate trade with NPCs.; If the above settings result in a calculation that the merchant's gold should increase by 100 gold, update_random_factor will have the following effect:; 0: increase by 100. 0.5: increase by 50-150. 1: increase by 0-200. 1.5: change by -50 - +250 2: change by -100 - +300.set tnoEE.update_random_factor to 1.0; Number of hours since last trade before a merchant's gold is completely resetset tnoEE.merchant_reset_interval to 72; Reset all merchant's gold each time you load a savegame.set tnoEE.reset_merchants to 0; ================== Settings to control haggling =====================; Enables value-based mercantile leveling. Set it to above 0, and any item (or group of items) sold will gain the same experience as selling ceil(value/mercantileSkillModifier) items.; Ex: If you sell something for 100 gold, you will get the follwing experience: if 1: 100, if 2: 50, if 10: 5.set tnoEE.mercantileSkillModifier to 0; Enables auto haggle, i.e. that the game automatically gives you correct haggle values.; If auto haggle is disabled, the global economy and detailed haggle settings get disabled tooset tnoEE.autoHaggle to 1; Only used if Auto Haggle is disabled. Controls whether to use vanilla or Cutthroat Merchants haggle settingsset tnoEE.cutthroatMerchants to 1; Only used if Auto Haggle is disabled. Controls the number of haggle attempts a merchant will give you per day. Set to 0 to remove restriction. set tnoEE.haggleLimit to 5; Only used if Auto Haggle is disabled and haggleLimit is enabled.; Controls the effect additional haggle attempts (after haggleLimit is reached) will have on the merchant's disposition, in percent of its current disposition.; If 0, you will not be able to haggle at all after haggleLimit has been reached.set tnoEE.haggleDispositionFactor to 5; ========= Settings to control Auto Haggle:; Set minimum and maximum sell percentagesset tnoEE.sellMin to 20set tnoEE.sellMax to 95; Set minimum and maximum buy percentagesset tnoEE.buyMin to 150set tnoEE.buyMax to 300; Set the factors that decide whether min, max or somewhere in between is used. The numbers decide the factors strengths; Default (4-4-2) means that the Merchant's and the Player's mercantile skills each counts twice as much as the Merchant's dispositionset tnoEE.merchantFactor to 4set tnoEE.playerFactor to 4set tnoEE.dispositionFactor to 2; Example: Merchant's mercantile skill is 30. Player's mercantile skill is 50. Merchant's disposition is 80.; Adjustment value will then be: [4*(100-30) + 4*50 + 2*80] / [100*(4+4+2)] = 0.64; Assume sellmin/max = 10-60 and buymin/max = 200-300; sell% will then be: 10 + (60-10)*0.64 = 42%; buy% will then be: 300 - (300-200)*0.64 = 236% ; Enables or disables the 100% sell/buy effect of the Mercantile master perk. ; If the effect is disabled (0), a master will use sellMax and buyMin instead, but merchants will still receive additional barter gold.set tnoEE.useMasterPerk to 0; ========= Settings to control Barter pvssyr:; Set normal barter pvssyr amount. 7 is closest to vanilla. 4 will be half of itset EEBarterpvssyr to 0; Set special person's barter pvssyr amount. 50 is close to vanilla. 25 will be half of it.set EEbarterpvssyrSpecial to 0; ================== Settings to control local economy pricing of items =====================; Adjusts Location (city) dependent prices. 0 disables the feature. 1 enables it with full effect, and a value 0-1 enables with reduced effect.set tnoEE.useLocationPrices to 0.25; Adjusts Merchant dependent prices. 0 disables the feature. 1 enables it with full effect, and a value 0-1 enables with reduced effect.set tnoEE.useMerchantPrices to 0.25; ================== Settings to control house taxes =====================; Set house tax per week, as percentage of the value of the house. 0 disables house taxes.; If you set this to 0.5, you will have to pay 15,000x0.5/100 = 75 gold per week for the Cheydinhal house with vanilla house prices,; and 70,000x0.5/100 = 350 gold per week with OOO pricesset tnoEE.houseTax to 0; ================== Settings to control global economy due to the Oblivion crisis =====================; Enables or disables global economy adjustmentset tnoEE.globalEconomy to 0; Set adjustment (in %) due to assassination of the emperorset tnoEE.geDeadEmperor to -5; Set adjustment (in %) due to the Oblivion crisis startingset tnoEE.geOblivionCrisis to -5; Set adjustment (in %) for each gate openedset tnoEE.geGateOpened to -0.3; Set adjustment (in %) for each gate closedset tnoEE.geGateClosed to 0.5; Set adjustment (in %) when the crisis has ended. This voids all the previous adjustmentsset tnoEE.geCrisisEnded to 10; ================== Settings to control value of enhancted items =====================; Enables or disables adjustment of barter values for enhanted non-weapon itemsset tnoEE.adjustMagicValue to 1; Set whether value of items with constant magic effects are calculated from vanilla cost (0), from the current, modded values in your game (1), or the lowest of the two (2)set tnoEE.baseMagicValue to 2; Set exponent used to in a magicValue^exp calculation. 1 means no exponential change in value.set tnoEE.magicEffectPow to 1; Set the multiplyer for value from constant magic effectsset tnoEE.magicEffectMult to 0.4; ================== Settings to control the cost of various services, etc. =====================; Those settings control the cost for various services. If set to 0, EE will not control it, so default (or value set by other mods) will be used instead.; Cost of bribing. 1 is vanilla value, 2 will make bribery cost twice as much.set tnoEE.bribeCostMult to 0; Cost of recharcging enchanted equipment, where the value is gold cost per enchantment point.; 1 is vanilla value, 2 will make recharging cost twice as much.set tnoEE.rechargeCostMult to 0; Cost of repairing equipment, where the value is gold cost per health point repaired.; 0.9 is vanilla value, 1.8 will make repair cost twice as much.set tnoEE.repairCostMult to 0; Cost of buyable spells, where the value is gold cost per magica cost of spell.; 3 is vanilla value, 6 will make spell cost twice as much to buy.set tnoEE.spellBuyCostMult to 0; Cost of spellmaking, where the value is gold cost per magica cost of spell.; 3 is vanilla value, 6 will make spell cost twice as much to create.set tnoEE.spellMakeCostMult to 0; Cost of creating weapon enchantments.;10 is standard value, 20 will make weapon enchanting cost twice as much.set tnoEE.enchantWeaponCostMult to 0; Control cost of creating static enchantments.;1 standard value and 2 will make static enchanting cost twice as much.set tnoEE.enchantStaticCostMult to 0; Cost of training, where the value is gold cost per current skill level.; 10 is vanilla value, 20 will make training cost twice as much.set tnoEE.trainingCostMult to 0; Control the value of user-created potions. Unlike the service cost settings, setting it to 0 will be used in-game, instead set to a negative value to use default.; 0.45 is vanilla value, 0.225 will halve the value of the potions made.set tnoEE.potionValueMult to -1; ================== Settings to adjust the gold amount received =====================; The following settings are multipliers in percent of gold you receive in the game.; 100 means getting all of it. 50 means getting half of the gold you would have otherwise received. 0 means getting none of it.; 200 means getting twice the normal amount.; Set a value 0 - 100, or even higher.; Gold received while in a dialogue - normally quest rewards. The deducted (if below 100) or added (if above 100) gold is removed/added immediately after receiving it the base amount.  ; Default 100, i.e. you receive the same as in vanilla Oblivion.set tnoEE.dialogAdjustment to 100; Gold received while in active play, except gold coins - normally quest rewards. The deducted (if below 100) or added (if above 100) gold is removed/added immediately after receiving the base amount.  ; Default 100, i.e. you receive all of it.set tnoEE.miscAdjustment to 100; Value of gold coins picked up during play.set tnoEE.coinValue to 1; ================== Settings to adjust loot gold found =====================; The following multipliers affect the container/actor when you open it, making it look like it has less/more money than normal; A value below 100 means that they have less gold than normal, a value above 100 that they have more gold than normal; Gold a dead actor (NPC or creature) has. set tnoEE.deadActorAdjustment to 100; Gold a container has. Note that player-owned or non-respawnable containers are not affected.set tnoEE.containerAdjustment to 100; Gold a living npc has - i.e. when you pickpocket him/her.set tnoEE.npcAdjustment to 100; ================== Settings to remove items when looting containers or dead actors =====================; Enables or disables the removal of items. If set to 0, no equipment is removed from dead actors, regardless of the other settings. set tnoEE.removeFromDeadActors to 0; Enables or disables the removal of items. If set to 0, no equipment is removed from containers, regardless of the other settings. set tnoEE.removeFromContainers to 0; Enables or disables loot removal from non-respawnable containers. But only if not owned by the player or a player faction.set tnoEE.removeFromNonSpawnable to 0; Enables or disables the addition of unusable broken magical item instead of any removed item.set tnoEE.useBrokenItem to 0; Enables or disables the removal of unenchanted equipment (provided removeItems is 1). A bit dangerous since some mods use those for quests without setting them to quest items. Default 0set tnoEE.removeUnEnchanted to 0; Holding down this modifier key when activating a container/dead actor temporarily disables item removal, and adds back removed items if the container/actor has been looted earlier.; Uses DirectX Key Scancodes. Default 42 (Left shift).set tnoEE.nonRemovalKey to 42; The following settings are chance in percent of keeping different equipment types when looting dead actors.; 100 means getting all of them. 20 means that there is only a a 20% chance of the item of that type being kept in the loot.; Set a value 0 - 100; Chance of rings being kept in loot.set tnoEE.ringAdjustment to 100; Chance of amulets being kept in lootset tnoEE.amuletAdjustment to 100; Chance of clothing being kept in lootset tnoEE.clothingAdjustment to 100; Chance of armor being kept in lootset tnoEE.armorAdjustment to 100; Chance of non-staff weapons being kept in lootset tnoEE.weaponAdjustment to 100; Chance of staffs being kept in lootset tnoEE.staffAdjustment to 100; Chance of potions being kept in lootset tnoEE.potionAdjustment to 100; Chance of scrolls being kept in lootset tnoEE.scrollAdjustment to 100; Chance of non-black soulgems being kept in lootset tnoEE.soulgemAdjustment to 100; Enable logging of all removed rings/amulets to log file in ""My Documents\My Games\Oblivion\Pluggy\User Files\". Requires Pluggyset tnoEE.logEnabled to 0; Set max size of logfile before starting a new one.set tnoEE.logMaxSize to 10000; Set number of log files to keepset tnoEE.logMaxFiles to 4; ================== Activation key settings =====================; Key used to open an option menu (to reset merchants or set local prices) when you are in the Inventory (F2) menu; The following values are possible:; Q-P: 16-25, A-L: 30-38, Z-M: 44-50. Default: R (19)set tnoEE.menuKey to 19; Used to reset a merchant upon activation. Hold down this key when activating the merchant, and its barter gold and haggle count will be reset.; Set to 0 to disable. Default: left shift (42)set tnoEE.resetKey to 42; Used to list out all merchant barter data in gamemode. Works only if debug is on.; Set to 0 to disable. Default: L (38)set tnoEE.testKey to 38


I have a few others things I will check on when I get back home in 10.5 hours (long work day)

Thank you all for your help,

-Ex0dus
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Princess Johnson
 
Posts: 3435
Joined: Wed Feb 07, 2007 5:44 pm

Post » Thu Feb 10, 2011 2:11 pm

Aye, I feel kind of stupid. It turns out that checking every import box in the bash patch did the trick. I just went ahead and made a new character to test it out and it seems to work fine (nothing lost on the other char as it was meant as a test char anyway ^_^). Thanks everyone for helping out. That is what a faulty memory gets you (i didn't remember checking the boxes on any of my previous installs and thought they just came up that way but apparently i did do that myself back then if that is what i had to do this time =p).

-Ex0dus
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YO MAma
 
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Joined: Thu Dec 21, 2006 8:24 am


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