Pell's Gate may be released TOMORROW!

Post » Wed Sep 01, 2010 10:25 am

I just may have to end my 3 months of Morrowind and get back to Oblivion again.
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Wed Sep 01, 2010 11:01 am

Isn't this the wrong forum to announce leaving Morrowind and returning to Oblivion? :P
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Wed Sep 01, 2010 5:34 pm

Isn't this the wrong forum to announce leaving Morrowind and returning to Oblivion? :P

Whoops...yeah...dear moderaors...can you move this to the right forum?
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Wed Sep 01, 2010 5:04 pm

What's Pell's Gate? Not in-game, but a mod I assume.
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Wed Sep 01, 2010 9:28 pm

What's Pell's Gate? Not in-game, but a mod I assume.


It is http://www.gamesas.com/index.php?/topic/1093783-req-a-shezries-towns-request-thread/page__hl__shezrie with 5 towns in it.
User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Wed Sep 01, 2010 5:46 pm

Oh, okay. Thanks.
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Wed Sep 01, 2010 5:57 pm

Thanks for the move to the right page!
User avatar
Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Wed Sep 01, 2010 8:59 am

Now when I read about it on another site, http://ljosa.proboards.com/index.cgi?board=wip&action=display&thread=3753&page=3, I excremented myself in joy!
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Wed Sep 01, 2010 7:31 pm

Sounds interesting. I assume the original NPCs from the village of Pell's Gate, and The Sleeping Mare Inn, are still there? In that case there shouldn't be any conflicts with Kragenir's Death Quest. :)
User avatar
Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Wed Sep 01, 2010 7:51 pm

Sounds interesting. I assume the original NPCs from the village of Pell's Gate, and The Sleeping Mare Inn, are still there? In that case there shouldn't be any conflicts with Kragenir's Death Quest. :)

Vanilla Pell's Gate has not been touched in any way except to rename the map marker 'Pell's Gate Village', it has become the outskits of the new Pell's Gate town. This was specifically to avoid conflicts with any mod altering the original village.The conflict comes with Lost Spires which will be sorted after the release when I have had a chance to talk with the author of that mod.
User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Wed Sep 01, 2010 9:59 pm

Hi Meek,

I don't know if you're interested, but with the latest version of my Enhanced Economy mod, it gets very simple to make specific towns, etc. have local prices that differs from the rest of Cyrodiil, and have the merchants tell you about it. See http://www.gamesas.com/index.php?/topic/1100237-wipz-elsweyrs-kingdom-of-rimmen-thread-4/page__view__findpost__p__16727132 in the Rimmen thread for how Rimmen gets its local prices (and a few posts above for discussions).

In short, all that is needed is to add to my ini file, one line for each item type you want a different price for, and one line for each price dialogue line (plus 2 lines to initiate it all) - no mod dependency at all. I would imagine that your Pell's Gate would do well with a bit lower prices than normal, and even lower prices for luxury and upper class items, and maybe a bit higher prices than normal for the lower class item types. I would imagine it adding to the shoddy feel of Pells Gate to have its local prices as well. Post here or drop me a pm if you're interested.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Wed Sep 01, 2010 12:53 pm

Hi Meek,

I don't know if you're interested, but with the latest version of my Enhanced Economy mod, it gets very simple to make specific towns, etc. have local prices that differs from the rest of Cyrodiil, and have the merchants tell you about it. See http://www.gamesas.com/index.php?/topic/1100237-wipz-elsweyrs-kingdom-of-rimmen-thread-4/page__view__findpost__p__16727132 in the Rimmen thread for how Rimmen gets its local prices (and a few posts above for discussions).

In short, all that is needed is to add to my ini file, one line for each item type you want a different price for, and one line for each price dialogue line (plus 2 lines to initiate it all) - no mod dependency at all. I would imagine that your Pell's Gate would do well with a bit lower prices than normal, and even lower prices for luxury and upper class items, and maybe a bit higher prices than normal for the lower class item types. I would imagine it adding to the shoddy feel of Pells Gate to have its local prices as well. Post here or drop me a pm if you're interested.

Hi, you must have been reading my mind because I was trying to do that but couldn't see a way without dublicating items. It is something I will definitely want, but for the next release as I have to get this release out. It would be far more fun and realistic to have merchants gouging customers on items that are cheaper in the next town. Or having dirt cheap items for sale, so I am definitely interested, thank you!

One thing I really want for future releases are far more custom items for sale in the shops. There are 6 shops and three street merchants so it is needed for a better shopping experience.
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Wed Sep 01, 2010 9:12 pm

Hi, you must have been reading my mind because I was trying to do that but couldn't see a way without dublicating items. It is something I will definitely want, but for the next release as I have to get this release out.
Understandable, but note that the only thing needed for your mod is that the cells where merchants trade must have a cellId with identical prefix (PellGate, the prefix for The Sleeping Mare or something else). If so, all you need for, say to make all Lower Class clothes be worth 30% more and Upper Class clothes be worth 20% less, is to add this to EE's "Enhanced Economy - Location Prices.ini" file:

set tnoEEP.p_ClothesLo to 1.3set tnoEEP.p_ClothesUp to 0.8set tnoEEP.p_cellPrefix to sv_Construct "PellGate"SetStage tnoEEP 10

That's all, though there are of course many more categories than just Upper/Lower clothes, and you can also get the merchants to explain about the local prices by adding those lines above the last line:

set tnoEEP.p_hdl1 to sv_Construct "High Price Dialogue Line 1"set tnoEEP.p_hdl2 to sv_Construct "High Price Dialogue Line 2"set tnoEEP.p_hdl3 to sv_Construct "High Price Dialogue Line 3"set tnoEEP.p_hdl4 to sv_Construct "High Price Dialogue Line 4"set tnoEEP.p_hdl5 to sv_Construct "High Price Dialogue Line 5"set tnoEEP.p_ldl1 to sv_Construct "Low Price Dialogue Line 1"set tnoEEP.p_ldl2 to sv_Construct "Low Price Dialogue Line 2"set tnoEEP.p_ldl3 to sv_Construct "Low Price Dialogue Line 3"set tnoEEP.p_ldl4 to sv_Construct "Low Price Dialogue Line 4"
Adding those, will make the merchants in Pells Gate have one additional topic line, "Local Prices", and selecting that will make the merchant say "What do you want to know?" (or something like that), and lead to three new topics: "High Prices", "Low Prices" and "That was all". Selecting High/Low prices will make the merchant say (with silent dialogue) the lines added above - no tinkering in the dialogue editor needed.

It would be far more fun and realistic to have merchants gouging customers on items that are cheaper in the next town. Or having dirt cheap items for sale, so I am definitely interested, thank you!
That is quite easy, within the limits of EE's local price feature, as explained.

One thing I really want for future releases are far more custom items for sale in the shops. There are 6 shops and three street merchants so it is needed for a better shopping experience.
I cannot help you with that (though EE's local price variation works for mod-added items as well), but also note that as long as the merchants are of the vanilla merchant classes, their prices will automatically wary depending on class, so that a smith will be more interested (and have higher prices for) weapons/armor, etc. This works without any tinkering at all, as long as Enhanced Economy recognizes the merchant's class.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Wed Sep 01, 2010 5:14 pm

One thing I really want for future releases are far more custom items for sale in the shops. There are 6 shops and three street merchants so it is needed for a better shopping experience.


At the risk of duplication, you may want to check out some of the mods that offer interesting weapons/armor/items, and ask their designers for permission to add them to your stores. That's usually easily obtained. TES Nexus has even created a category for mods that lets their creators indicate others are allowed to borrow their materials (with credit given). For example--and speaking only for myself--if you want to add my http://www.tesnexus.com/downloads/file.php?id=31218 to a shop, I'd have no problems with that. They're offered in a few cities, and it's handy to have them available. Check out compilation mods such as Apachii's Goddess and Heroes Stores, the Armamentarium, Vvardenfell Imports, the Weapon Expansion Pack for Oblivion Nthusiasts, Johns Leveled List Overhaul feat Vvardenfell Imports, and the like. A few items from these can really add life to a standard display, in my opinion.
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am


Return to IV - Oblivion