[RELz] Morrowind Rebirth

Post » Thu Feb 06, 2014 11:32 am

I dont have a huge amount of time, but I would love to test it out.

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Taylah Haines
 
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Post » Thu Feb 06, 2014 4:28 pm

Sure, I'll send it over tomorrow :)

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Logan Greenwood
 
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Post » Thu Feb 06, 2014 3:53 pm

How on earth did this little release escape me!

Trance- fantastic work as usual! definatly a diffrent "morrowind" game. Your detail is amazing.

just a quick one: I use a lot of Balmora mods and I am worried of conflicts ( I will sort them out when hit them) but *IF* I do work out a patch with the mods I am using do you mind if I release it or did you want to have it as an extra download?

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Penny Wills
 
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Post » Thu Feb 06, 2014 10:55 am

Oh you're getting old midget, that's why! ;)

Ha just kidding. Thanks! I'll try my best, and now with fulgore on the train I doubt that you'll find it less detailed lol :D

Anyways, yeah feel free to make any types of additions, patches etc. Though I'd advice you to wait for 2.5 (release shortly), cause me and Fulgore made a few changes: http://media.moddb.com/images/mods/1/17/16542/Balmora_Deluxe.jpg

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Chris Johnston
 
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Post » Thu Feb 06, 2014 2:38 pm

And now for a taste of the things to come :D

https://dl.dropboxusercontent.com/u/64126049/MW%20Screenshots/MGE%20Screenshot%20170.jpg

https://dl.dropboxusercontent.com/u/64126049/MW%20Screenshots/MGE%20Screenshot%20171.jpg

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Casey
 
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Post » Thu Feb 06, 2014 5:22 am

Nice pictures you got there. :D

I like the atmosphere in the interior, but where is this place I don't recognize it.

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MatthewJontully
 
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Post » Wed Feb 05, 2014 11:57 pm

You don't recognize it because it's a new addition. I won't spoil the surprise but be ready for a lot of new stuff.

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Kim Bradley
 
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Post » Thu Feb 06, 2014 3:39 am

Ah well I do remember what's modded vanilla and what's isn't modded vanilla right. How exciting I can wait to see what surprise you have created for us. :smile:

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Kate Schofield
 
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Post » Thu Feb 06, 2014 2:14 pm

I was wondering what you guys think about the birthsings in MW. Are they balanced or do they need a balance pass? If the latter, in what way and what's the solution to the balance issue?

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Sheila Reyes
 
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Post » Thu Feb 06, 2014 4:03 am

It has always bugged me that birthsigns such as the Atronach are still beneficial in the late game, but birthsigns such as the steed and the Lady lose their value towards the late game.

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Maya Maya
 
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Post » Thu Feb 06, 2014 12:17 pm

Any specifics on what could be done to these? I haven't played the game for years lol.

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Scared humanity
 
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Post » Thu Feb 06, 2014 8:29 am

Making the birthsign bonuses to attributes extend past 100 would be nice.

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Beulah Bell
 
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Post » Thu Feb 06, 2014 12:58 pm

Would this not be handled by the attributes patch of http://download.fliggerty.com/download--139?

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Elizabeth Davis
 
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Post » Thu Feb 06, 2014 2:45 pm

Yes, but it doesn't do what I want. Lets say the player has the Lady birthsign. Normally they'd get to a max of 100 personality or endurance despite the +25 bonus to those attributes. I'd like a mod that makes those attributes max at 125 instead of 100 with the birthsign. I want it to work kind of as a permanent magic ring of sorts. The MCP cap remover allows the attributes to extend infinitely I don't want. I find it makes things a bit too unbalanced. I'm sorry if this isn't clear.

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Laura-Lee Gerwing
 
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Post » Thu Feb 06, 2014 1:12 pm

BTB's charachter plugin includes SpcetaclesOfDoom's "Level-Up Birthsign Remover" which removes birthsign at level up and adds it back after you level up. So essentially this does exactly what you asked.

Couldn't find the original mod but looks like you have to us BTB's mod to get that feature.

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lucile davignon
 
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Post » Thu Feb 06, 2014 5:21 am

This might be the original mod...need to translate the readme though. http://www24.atwiki.jp/morrowind/m/pages/493.html Look for link on second to last post, apparently I had found this same archive somewhere else before, sadly that one's readme needs translating too. I will note though that the esp itself appears to be in English and the header info lists Azumite as author. Hhmm...additionally I have 1.0, 1.01 too, also with readme files in I believe Japanese. Those all appear to say Azumite as author too.

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gary lee
 
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Post » Thu Feb 06, 2014 4:58 am

Using http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fwww24.atwiki.jp%2Fmorrowind%2Fm%2Fpages%2F493.html, it looks like its v1.03 which corrected a bug from v1.02 regarding addspell/removespell.

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Zualett
 
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Post » Thu Feb 06, 2014 9:09 am

https://www.dropbox.com/s/nc8h18v0fyp2lwe/Level%20Up%20Birthsigh%20Remover%20103.rar is the mod with some changes. I removed a bowl from seyda neen which was used to activate the script. Instead I directly added the script to StartScript List and also removed bloodmoon dependency.

Could it be uploaded to MMH?

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Dewayne Quattlebaum
 
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Post » Thu Feb 06, 2014 4:10 pm

Done! http://mw.modhistory.com/download--15045. Thanks Hollaajith!!! :D

Edit: I cannot type at this time of the morning

Edit2: Hhmmm...maybe should have called this version 1.04? *shrugs*

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Oceavision
 
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Post » Thu Feb 06, 2014 1:12 am

Wow. Thanks!

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Mr.Broom30
 
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Post » Thu Feb 06, 2014 12:17 am

I think Level Up Birthsign Remover v1.03 (Fixed) should be in MPP or other fixes.
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ONLY ME!!!!
 
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Post » Thu Feb 06, 2014 6:20 am

I have added the three original versions to that page, version 1.01 has the old BAMF compatibility esp in case someone uses that and is interested in fixing it.

Edit:
The question is, Will this play nice with the uncap patches in MCP? If no and you put it into MPP, you wreck MPP for at least some MCP users.

Edit2 Wow...we really derailed this thread...sorry Trancemaster :(
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Nicholas C
 
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Post » Thu Feb 06, 2014 5:59 am

>The question is, Will this play nice with the uncap patches in MCP? If no and you put it into MPP, you wreck MPP for at least some MCP users.
I thinks there is no compablity problem with MCP. If you rise your any param. with MCP to 200, so param. would be 225 here, for example.
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Adriana Lenzo
 
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Post » Thu Feb 06, 2014 1:17 pm

I'm interested in what this mod does, but removing the broken restocking system without providing a better alternative is an absolute deal-killer for me. Having them permanently run out of stock is bad realism and even game breaking when you consider alchemists are the only reliable source of some ingredients in the game -- the ones that can't be readily found in the game world.

What I have done, when I add new vendors, is give them varying scripts that restock at a set interval. For alchemists in town, I actually set this to daily and also remove ingredients to simulate daily trade. So a bog-standard restocking script is put on a chest assigned to the vendor and looks like this:

Spoiler
Begin Uvi_SaleChest_Ingred
;Respawns randomized ingredients in sale chest every day for better balanced trade and realism

Short Rand
Short Flag
Short Count
Short currentDay

If ( CellChanged )
Return
Elseif ( MenuMode )
Return
Endif

If ( currentDay != Day )
Set currentDay to Day
StartScript Uvi_SaleChest_Remove
Set Flag to 1
Endif

If ( Flag == 0 )
Return
Elseif ( ScriptRunning Uvi_SaleChest_Remove )
Return
Endif

Set Rand to Random 100

If ( Rand == 1 )
AddItem ingred_alit_hide_01 1
Elseif ( Rand == 2 )
If ( GetItemCount ingred_ash_proboscis_SA < 1 )
AddItem ingred_ash_proboscis_SA 1
Else
Return
Endif
Elseif ( Rand == 3 )
AddItem ingred_ash_salts_01 1
Elseif ( Rand == 4 )
AddItem ingred_ash_yam_01 1
Elseif ( Rand == 5 )
AddItem ingred_bc_ampoule_pod 1
Elseif ( Rand == 6 )
AddItem ingred_bc_coda_flower 1
Elseif ( Rand == 7 )
AddItem ingred_bittergreen_petals_01 1
Elseif ( Rand == 8 )
AddItem ingred_black_anther_01 1
Elseif ( Rand == 9 )
AddItem ingred_black_lichen_01 1
Elseif ( Rand == 10 )
AddItem ingred_bloat_01 1
Elseif ( Rand == 11 )
AddItem ingred_chokeweed_01 1
Elseif ( Rand == 12 )
AddItem ingred_coal_01 1
Elseif ( Rand == 13 )
AddItem ingred_comberry_01 1
Elseif ( Rand == 14 )
AddItem ingred_corkbulb_root_01 1
Elseif ( Rand == 16 )
AddItem ingred_crab_meat_01 1
Elseif ( Rand == 17 )
If ( GetItemCount ingred_daedra_skin_01 < 1 )
AddItem ingred_daedra_skin_01 1
Else
Return
Endif
Elseif ( Rand == 18 )
AddItem ingred_willow_anther_01 1
Elseif ( Rand == 19 )
If ( GetItemCount ingred_daedroth_claw_SA < 2 )
AddItem ingred_daedroth_claw_SA 1
Else
Return
Endif
Elseif ( Rand == 20 )
If ( GetItemCount ingred_diamond_01 < 1 )
AddItem ingred_diamond_01 1
Else
Return
Endif
Elseif ( Rand == 21 )
If ( GetItemCount ingred_dreugh_wax_01 < 2 )
AddItem ingred_dreugh_wax_01 1
Else
Return
Endif
Elseif ( Rand == 22 )
If ( GetItemCount ingred_feather_SA < 2 )
AddItem ingred_feather_SA 1
Else
Return
Endif
Elseif ( Rand == 23 )
AddItem ingred_fire_petal_01 1
Elseif ( Rand == 24 )
If ( GetItemCount ingred_fire_salts_01 < 2 )
AddItem ingred_fire_salts_01 1
Else
Return
Endif
Elseif ( Rand == 25 )
AddItem ingred_fishbone_SA 1
Elseif ( Rand == 26 )
AddItem ingred_frost_salts_01 1
Elseif ( Rand == 27 )
AddItem ingred_gold_kanet_01 1
Elseif ( Rand == 28 )
AddItem ingred_gravedust_01 1
Elseif ( Rand == 29 )
AddItem ingred_green_lichen_01 1
Elseif ( Rand == 30 )
AddItem ingred_guar_hide_01 1
Elseif ( Rand == 31 )
AddItem "ingred_hackle-lo_leaf_01" 1
Elseif ( Rand == 32 )
AddItem ingred_heather_01 1
Elseif ( Rand == 33 )
AddItem ingred_wickwheat_01 1
Elseif ( Rand == 34 )
AddItem ingred_kagouti_hide_01 1
Elseif ( Rand == 35 )
AddItem ingred_kelp_01 1
Elseif ( Rand == 36 )
AddItem ingred_kollop_meat_01 1
Elseif ( Rand == 37 )
AddItem ingred_kresh_fiber_01 1
Elseif ( Rand == 38 )
AddItem ingred_kwama_cuttle_01 1
Elseif ( Rand == 39 )
AddItem ingred_marshmerrow_01 1
Elseif ( Rand == 40 )
AddItem ingred_muck_01 1
Elseif ( Rand == 42 )
If ( GetItemCount ingred_void_salts_01 < 2 )
AddItem ingred_void_salts_01 1
Else
Return
Endif
Elseif ( Rand == 41 )
AddItem ingred_netch_leather_01 1
Elseif ( Rand == 43 )
AddItem ingred_pearl_01 1
Elseif ( Rand == 44 )
AddItem ingred_racer_plumes_01 1
Elseif ( Rand == 45 )
AddItem ingred_red_lichen_01 1
Elseif ( Rand == 46 )
AddItem ingred_resin_01 1
Elseif ( Rand == 47 )
AddItem ingred_roobrush_01 1
Elseif ( Rand == 48 )
AddItem ingred_salt_fish_SA 1
Elseif ( Rand == 49 )
AddItem ingred_saltrice_01 1
Elseif ( Rand == 50 )
AddItem ingred_scales_01 1
Elseif ( Rand == 51 )
AddItem ingred_scamp_skin_01 1
Elseif ( Rand == 52 )
AddItem ingred_scathecraw_01 1
Elseif ( Rand == 53 )
AddItem ingred_scrib_jelly_01 1
Elseif ( Rand == 54 )
AddItem ingred_scrib_jerky_01 1
Elseif ( Rand == 55 )
AddItem ingred_scuttle_01 1
Elseif ( Rand == 56 )
AddItem ingred_shalk_resin_01 1
Elseif ( Rand == 57 )
AddItem ingred_sload_soap_01 1
Elseif ( Rand == 58 )
AddItem ingred_stoneflower_petals_01 1
Elseif ( Rand == 59 )
AddItem ingred_trama_root_01 1
Elseif ( Rand == 60 )
AddItem ingred_ash_salts_01 1
Elseif ( Rand == 61 )
AddItem ingred_black_lichen_01 1
Elseif ( Rand == 62 )
AddItem ingred_chokeweed_01 1
Elseif ( Rand == 63 )
AddItem ingred_coal_01 1
Elseif ( Rand == 64 )
AddItem ingred_fire_petal_01 1
Elseif ( Rand == 65 )
AddItem ingred_fishbone_SA 1
Elseif ( Rand == 66 )
AddItem ingred_green_lichen_01 1
Elseif ( Rand == 67 )
AddItem ingred_kelp_01 1
Elseif ( Rand == 68 )
AddItem ingred_kollop_meat_01 1
Elseif ( Rand == 69 )
AddItem ingred_kresh_fiber_01 1
Elseif ( Rand == 70 )
AddItem ingred_racer_plumes_01 1
Elseif ( Rand == 71 )
AddItem ingred_red_lichen_01 1
Elseif ( Rand == 72 )
AddItem ingred_resin_01 1
Elseif ( Rand == 73 )
AddItem ingred_roobrush_01 1
Elseif ( Rand == 74 )
AddItem ingred_scales_01 1
Elseif ( Rand == 75 )
AddItem ingred_scamp_skin_01 1
Elseif ( Rand == 76 )
AddItem ingred_scathecraw_01 1
Elseif ( Rand == 77 )
AddItem ingred_scrib_jelly_01 1
Elseif ( Rand == 78 )
AddItem ingred_sload_soap_01 1
Elseif ( Rand == 79 )
AddItem ingred_salt_fish_SA 1
Elseif ( Rand == 80 )
AddItem ingred_bc_coda_flower 1
Endif

Set Count to ( Count + 1 )

If ( Count < 20 ) ;this determines max number of ingredients, or max number of stacks added
Return
Endif

Set Count to 0
Set Flag to 0

End

And for ease of scripting, I went for a total removal script of the stuff this vendor stocks. If you make some ingredients less random (staples like saltrice), players will hardly notice that it's completely changed out from day to day. However, the following script is targeted at the chest and only removes what it stocks, so anything the player sells stays in the NPC's inventory. You could alternately stick an activator in the cell, target the restocking at the vendor, and have it start a universal removal script also targeted at the vendor. Once the universal vendor removal script has run, it can be re-targeted at another vendor. Therefore, the following script is an incomplete sample:

Spoiler
Begin Uvi_SaleChest_Remove
;Called in script Uvi_SaleChest_Ingred

If ( GetItemCount ingred_alit_hide_01 > 0 )
RemoveItem ingred_alit_hide_01 1
Return
Endif
If ( GetItemCount ingred_ash_proboscis_SA > 0 )
RemoveItem ingred_ash_proboscis_SA 1
Return
Endif
If ( GetItemCount ingred_ash_salts_01 > 0 )
RemoveItem ingred_ash_salts_01 1
Return
Endif
If ( GetItemCount ingred_ash_yam_01 > 0 )
RemoveItem ingred_ash_yam_01 1
Return
Endif
If ( GetItemCount ingred_bc_ampoule_pod > 0 )
RemoveItem ingred_bc_ampoule_pod 1
Return
Endif
If ( GetItemCount ingred_bc_coda_flower > 0 )
RemoveItem ingred_bc_coda_flower 1
Return
Endif
If ( GetItemCount ingred_bittergreen_petals_01 > 0 )
RemoveItem ingred_bittergreen_petals_01 1
Return
Endif
If ( GetItemCount ingred_black_anther_01 > 0 )
RemoveItem ingred_black_anther_01 1
Return
Endif
If ( GetItemCount ingred_black_lichen_01 > 0 )
RemoveItem ingred_black_lichen_01 1
Return
Endif
If ( GetItemCount ingred_bloat_01 > 0 )
RemoveItem ingred_bloat_01 1
Return
Endif
If ( GetItemCount ingred_chokeweed_01 > 0 )
RemoveItem ingred_chokeweed_01 1
Return
Endif
If ( GetItemCount ingred_coal_01 > 0 )
RemoveItem ingred_coal_01 1
Return
Endif
If ( GetItemCount ingred_comberry_01 > 0 )
RemoveItem ingred_comberry_01 1
Return
Endif
If ( GetItemCount ingred_corkbulb_root_01 > 0 )
RemoveItem ingred_corkbulb_root_01 1
Return
Endif
If ( GetItemCount ingred_crab_meat_01 > 0 )
RemoveItem ingred_crab_meat_01 1
Return
Endif
If ( GetItemCount ingred_daedra_skin_01 > 0 )
RemoveItem ingred_daedra_skin_01 1
Return
Endif
If ( GetItemCount ingred_daedroth_claw_SA > 0 )
RemoveItem ingred_daedroth_claw_SA 1
Return
Endif
If ( GetItemCount ingred_diamond_01 > 0 )
RemoveItem ingred_diamond_01 1
Return
Endif
If ( GetItemCount ingred_dreugh_wax_01 > 0 )
RemoveItem ingred_dreugh_wax_01 1
Return
Endif
If ( GetItemCount ingred_feather_SA > 0 )
RemoveItem ingred_feather_SA 1
Return
Endif
If ( GetItemCount ingred_fire_petal_01 > 0 )
RemoveItem ingred_fire_petal_01 1
Return
Endif
If ( GetItemCount ingred_fire_salts_01 > 0 )
RemoveItem ingred_fire_salts_01 1
Return
Endif
If ( GetItemCount ingred_fishbone_SA > 0 )
RemoveItem ingred_fishbone_SA 1
Return
Endif
If ( GetItemCount ingred_frost_salts_01 > 0 )
RemoveItem ingred_frost_salts_01 1
Return
Endif
If ( GetItemCount ingred_gold_kanet_01 > 0 )
RemoveItem ingred_gold_kanet_01 1
Return
Endif
If ( GetItemCount ingred_gravedust_01 > 0 )
RemoveItem ingred_gravedust_01 1
Return
Endif
If ( GetItemCount ingred_green_lichen_01 > 0 )
RemoveItem ingred_green_lichen_01 1
Return
Endif
If ( GetItemCount ingred_guar_hide_01 > 0 )
RemoveItem ingred_guar_hide_01 1
Return
Endif
If ( GetItemCount "ingred_hackle-lo_leaf_01" > 0 )
RemoveItem "ingred_hackle-lo_leaf_01" 1
Return
Endif
If ( GetItemCount ingred_heather_01 > 0 )
RemoveItem ingred_heather_01 1
Return
Endif
If ( GetItemCount ingred_kagouti_hide_01 > 0 )
RemoveItem ingred_kagouti_hide_01 1
Return
Endif
If ( GetItemCount ingred_kelp_01 > 0 )
RemoveItem ingred_kelp_01 1
Return
Endif
If ( GetItemCount ingred_kollop_meat_01 > 0 )
RemoveItem ingred_kollop_meat_01 1
Return
Endif
If ( GetItemCount ingred_kresh_fiber_01 > 0 )
RemoveItem ingred_kresh_fiber_01 1
Return
Endif
If ( GetItemCount ingred_kwama_cuttle_01 > 0 )
RemoveItem ingred_kwama_cuttle_01 1
Return
Endif
If ( GetItemCount ingred_marshmerrow_01 > 0 )
RemoveItem ingred_marshmerrow_01 1
Return
Endif
If ( GetItemCount ingred_muck_01 > 0 )
RemoveItem ingred_muck_01 1
Return
Endif
If ( GetItemCount ingred_netch_leather_01 > 0 )
RemoveItem ingred_netch_leather_01 1
Return
Endif
If ( GetItemCount ingred_pearl_01 > 0 )
RemoveItem ingred_pearl_01 1
Return
Endif
If ( GetItemCount ingred_racer_plumes_01 > 0 )
RemoveItem ingred_racer_plumes_01 1
Return
Endif
If ( GetItemCount ingred_red_lichen_01 > 0 )
RemoveItem ingred_red_lichen_01 1
Return
Endif
If ( GetItemCount ingred_resin_01 > 0 )
RemoveItem ingred_resin_01 1
Return
Endif
If ( GetItemCount ingred_roobrush_01 > 0 )
RemoveItem ingred_roobrush_01 1
Return
Endif
If ( GetItemCount ingred_salt_fish_SA > 0 )
RemoveItem ingred_salt_fish_SA 1
Return
Endif
If ( GetItemCount ingred_saltrice_01 > 0 )
RemoveItem ingred_saltrice_01 1
Return
Endif
If ( GetItemCount ingred_scales_01 > 0 )
RemoveItem ingred_scales_01 1
Return
Endif
If ( GetItemCount ingred_scamp_skin_01 > 0 )
RemoveItem ingred_scamp_skin_01 1
Return
Endif
If ( GetItemCount ingred_scathecraw_01 > 0 )
RemoveItem ingred_scathecraw_01 1
Return
Endif
If ( GetItemCount ingred_scrib_jelly_01 > 0 )
RemoveItem ingred_scrib_jelly_01 1
Return
Endif
If ( GetItemCount ingred_scrib_jerky_01 > 0 )
RemoveItem ingred_scrib_jerky_01 1
Return
Endif
If ( GetItemCount ingred_scuttle_01 > 0 )
RemoveItem ingred_scuttle_01 1
Return
Endif
If ( GetItemCount ingred_shalk_resin_01 > 0 )
RemoveItem ingred_shalk_resin_01 1
Return
Endif
If ( GetItemCount ingred_sload_soap_01 > 0 )
RemoveItem ingred_sload_soap_01 1
Return
Endif
If ( GetItemCount ingred_stoneflower_petals_01 > 0 )
RemoveItem ingred_stoneflower_petals_01 1
Return
Endif
If ( GetItemCount ingred_trama_root_01 > 0 )
RemoveItem ingred_trama_root_01 1
Return
Endif
If ( GetItemCount ingred_void_salts_01 > 0 )
RemoveItem ingred_void_salts_01 1
Return
Endif
If ( GetItemCount ingred_wickwheat_01 > 0 )
RemoveItem ingred_wickwheat_01 1
Return
Endif
If ( GetItemCount ingred_willow_anther_01 > 0 )
RemoveItem ingred_willow_anther_01 1
Return
Endif

StopScript Uvi_SaleChest_Remove

End

Note: it's a good idea to stick a non-carriable light in the container even if the player can't access it. It will prevent the first script from not being able to add anything after everything is removed.

You can put together customized scripts for certain vendors with their stock determined by region, access to supplies via trade, how rich the vendor is, etc. So for example someone like Nalcyra or the richer Telvanni vendors (who by rights should have access to supplies from Port Telvannis though they technically don't in TR -- yet) should have chests that randomly restock rare/expensive ingredients and gems. The frequency/chance for rare ingredients can be reduced compared to cheap ones. Traders and Temple staff can be loaded up with abundant restocking cheap ingredients, with "food" ingredients being restocked in bundles of 5+ and maybe less randomized, enough to be realistic in a setting where you imagine people need this stuff every day. Rare ingredients can be kept to places where it's realistic and lore-friendly to have them, such as having the vendor at Ghostghate being the only one who regularly supplies ash salts, supplied by all the volunteer Redoran/Armigers out killing ash creatures.

I make this suggestion because with all the thought and detail put into other aspects of this mod, to not put the same amount of effort into a solution for the vendor restocking problem makes this mod an incomplete solution, and half-measures are sometimes worse than none at all.

Edit: changed comment in first script because I just realized I never updated it to describe what the script actually does after tweaking it, and that might confuse people.

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Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Thu Feb 06, 2014 5:51 am

I am guessing you structured the second script the way you did to avoid the players computer 'freezing', which could happen with while loops?

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Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

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