[RELZ]TamrielTravellers-1.39-TravelingMerchantsofCyrodiiland

Post » Mon Aug 01, 2011 5:29 am

I've done as asked but now when I load Oblivion my game CTD's when I try to load or start a new game. I applied the merged patch based on what was relevant and no mods that aren't supposed to be marked red in Wrye Bash are red.

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  MD_Saddle_Master.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Better Cities Resources.esm  [Version 4.8.4]0B  HorseCombatMaster.esm0C  Unofficial Oblivion Patch.esp  [Version 3.3.3]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Better Cities .esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]10  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]11  All Natural.esp  [Version 1.1]12  All Natural - SI.esp  [Version 1.0]++  Advanced_Water_Modification-2734.esp13  All Natural - Real Lights.esp  [Version 1.1]++  better lights.esp++  Item interchange - Extraction.esp  [Version 0.76]14  RAEVWD Cities.esp  [Version 1.9]15  RAEVWD New Sheoth.esp  [Version 1.6.1]16  RAEVWD Imperial City.esp  [Version 1.9]17  Living Economy.esp18  Living Economy - Items.esp19  moDem's City Life.esp1A  Crowded Cities 30.esp1B  Crowded Roads 23.esp1C  DropLitTorchOBSE.esp  [Version 2.4]1D  NameThatHorse.esp1E  P1DlookHereYou.esp1F  Streamline 3.1.esp20  Map Marker Overhaul.esp  [Version 3.7.1]21  Map Marker Overhaul - SI additions.esp  [Version 3.5]22  Expanded Hotkeys and Spell Delete V2.esp23  Rope Ladders v1.esp24  MD Saddlebags v3.0.esp25  Cobl Glue.esp  [Version 1.72]26  Cobl Si.esp  [Version 1.63]27  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.32.Final]++  OOO-DLT_Remover.esp  [Version 1.32.Final]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]28  OOO 1.32-Cobl.esp  [Version 1.72]29  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2A  FCOM_Convergence.esp  [Version 0.9.9Mb3]2B  FCOM_RealSwords.esp  [Version 0.9.9]2C  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]2D  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]2E  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]31  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]34  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellersItemsnpc.esp  [Version 1.39c]35  TamrielTravellersItemsCobl.esp  [Version 1.39c]36  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]37  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]38  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]39  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]3A  Enchanting and Spell Making Altars.esp3B  Scribe Supplies.esp3C  VaultsofCyrodiilBC.esp3D  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]3E  Dungeon Actors Have Torches 1.6 DT.esp3F  Exterior Actors Have Torches 1.3 DT.esp40  GP_Lockpicks.esp  [Version 1.5]41  P1DkeyChain.esp  [Version 5.00]42  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  ScriptIcon_Replacer.esp43  Toggleable Quantity Prompt.esp  [Version 3.2.0]44  RealisticForceMedium.esp45  RealisticMagicForceMedium.esp46  RealSleepExtended.esp  [Version 2.5]47  Addendum - Vampires.esp48  SupremeMagicka.esp  [Version 0.90]49  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]4A  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]4B  MidasSpells.esp4C  Enchantment Enhanced.esp4D  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp4E  SM Combat Hide.esp  [Version 1.2]4F  StealthOverhaul.esp50  Stealth Entrances v1.esp51  RenGuardOverhaul.esp52  Enhanced Grabbing.esp  [Version 0.5]53  Deadly Reflex 6 - Timed block and 150% damage.esp54  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp55  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]56  Duke Patricks - Actors Can Miss Now.esp57  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]++  Francesco's Slower skills x1.5.esp58  SP1stPLegs.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]59  bgBalancingEVCore.esp  [Version 10.0EV-L]5A  Better Cities Full.esp  [Version 4.8.4]5B  Better Cities - VWD of the IC.esp  [Version 4.7.0]5C  Better Imperial City.esp  [Version 4.8.4]5D  Better Imperial City FPS Patch.esp  [Version 4.8.1]5E  Better Cities Full FPS Patch.esp  [Version 4.8.4]5F  Better Cities - No LEYAWIIN Flooding.esp  [Version 4.7.0]60  Francesco's 7 days respawn time - 1-16 day lenght rescale.esp**  FCOM_Archery.esp  [Version 0.9.9]61  Argonians and Khajiit Lose Tails no More Script.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]62  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]63  Expanded Hotkeys and Spell Delete manual.esp64  Horse_AI-2364.esp65  SkillsOver100.esp++  Better Torches.esp66  DeadlyReflex 6 - Combat Moves.esp67  Bashed Patch, 0.esp

User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Mon Aug 01, 2011 10:03 am

I've done as asked but now when I load Oblivion my game CTD's when I try to load or start a new game. I applied the merged patch based on what was relevant and no mods that aren't supposed to be marked red in Wrye Bash are red.


Then your problem is with BASH, I assume it work fine without it..

Please start a new thread for assistance with Troubleshooting Bash or read BASH thread
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luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Mon Aug 01, 2011 10:11 am

I've done as asked but now when I load Oblivion my game CTD's when I try to load or start a new game. I applied the merged patch based on what was relevant and no mods that aren't supposed to be marked red in Wrye Bash are red.

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  MD_Saddle_Master.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Better Cities Resources.esm  [Version 4.8.4]0B  HorseCombatMaster.esm0C  Unofficial Oblivion Patch.esp  [Version 3.3.3]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Better Cities .esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]10  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]11  All Natural.esp  [Version 1.1]12  All Natural - SI.esp  [Version 1.0]++  Advanced_Water_Modification-2734.esp13  All Natural - Real Lights.esp  [Version 1.1]++  better lights.esp++  Item interchange - Extraction.esp  [Version 0.76]14  RAEVWD Cities.esp  [Version 1.9]15  RAEVWD New Sheoth.esp  [Version 1.6.1]16  RAEVWD Imperial City.esp  [Version 1.9]17  Living Economy.esp18  Living Economy - Items.esp19  moDem's City Life.esp1A  Crowded Cities 30.esp1B  Crowded Roads 23.esp1C  DropLitTorchOBSE.esp  [Version 2.4]1D  NameThatHorse.esp1E  P1DlookHereYou.esp1F  Streamline 3.1.esp20  Map Marker Overhaul.esp  [Version 3.7.1]21  Map Marker Overhaul - SI additions.esp  [Version 3.5]22  Expanded Hotkeys and Spell Delete V2.esp23  Rope Ladders v1.esp24  MD Saddlebags v3.0.esp25  Cobl Glue.esp  [Version 1.72]26  Cobl Si.esp  [Version 1.63]27  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.32.Final]++  OOO-DLT_Remover.esp  [Version 1.32.Final]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]28  OOO 1.32-Cobl.esp  [Version 1.72]29  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2A  FCOM_Convergence.esp  [Version 0.9.9Mb3]2B  FCOM_RealSwords.esp  [Version 0.9.9]2C  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]2D  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]2E  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]31  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]34  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellersItemsnpc.esp  [Version 1.39c]35  TamrielTravellersItemsCobl.esp  [Version 1.39c]36  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]37  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]38  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]39  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]3A  Enchanting and Spell Making Altars.esp3B  Scribe Supplies.esp3C  VaultsofCyrodiilBC.esp3D  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]3E  Dungeon Actors Have Torches 1.6 DT.esp3F  Exterior Actors Have Torches 1.3 DT.esp40  GP_Lockpicks.esp  [Version 1.5]41  P1DkeyChain.esp  [Version 5.00]42  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  ScriptIcon_Replacer.esp43  Toggleable Quantity Prompt.esp  [Version 3.2.0]44  RealisticForceMedium.esp45  RealisticMagicForceMedium.esp46  RealSleepExtended.esp  [Version 2.5]47  Addendum - Vampires.esp48  SupremeMagicka.esp  [Version 0.90]49  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]4A  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]4B  MidasSpells.esp4C  Enchantment Enhanced.esp4D  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp4E  SM Combat Hide.esp  [Version 1.2]4F  StealthOverhaul.esp50  Stealth Entrances v1.esp51  RenGuardOverhaul.esp52  Enhanced Grabbing.esp  [Version 0.5]53  Deadly Reflex 6 - Timed block and 150% damage.esp54  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp55  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]56  Duke Patricks - Actors Can Miss Now.esp57  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]++  Francesco's Slower skills x1.5.esp58  SP1stPLegs.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]59  bgBalancingEVCore.esp  [Version 10.0EV-L]5A  Better Cities Full.esp  [Version 4.8.4]5B  Better Cities - VWD of the IC.esp  [Version 4.7.0]5C  Better Imperial City.esp  [Version 4.8.4]5D  Better Imperial City FPS Patch.esp  [Version 4.8.1]5E  Better Cities Full FPS Patch.esp  [Version 4.8.4]5F  Better Cities - No LEYAWIIN Flooding.esp  [Version 4.7.0]60  Francesco's 7 days respawn time - 1-16 day lenght rescale.esp**  FCOM_Archery.esp  [Version 0.9.9]61  Argonians and Khajiit Lose Tails no More Script.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]62  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]63  Expanded Hotkeys and Spell Delete manual.esp64  Horse_AI-2364.esp65  SkillsOver100.esp++  Better Torches.esp66  DeadlyReflex 6 - Combat Moves.esp67  Bashed Patch, 0.esp


Yes, start a new thread. I don't know what you mean by "no mods that aren't supposed to be marked red in Wrye Bash are red". Please, explain this further in the opening post of your new topic.


Thank you,
Tomlong75210
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Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Mon Aug 01, 2011 3:51 am

Drag0ntamer, did you rebuild your Bashed Patch after removing the plugins? Try that one more time in any case (it never hurts :smile: ).
Assuming that doesn't work, look for a button on the lower border of the Wrye Bash window, it looks like a white box with a pencil over it, and it's called the "mod checker". Click it and a box will come up with a simple report on your mods. If everything appears ok it'll be blank after the line "This is a report on your currently active/merged mods." If there's anything else there, copy and paste it into a reply.

I've heard this mentioned before, and thus have been reluctant to use it. However, I can't seem to recall what was buggy about it... I know there was one version that was buggy if you had SI, but http://tesnexus.com/downloads/file.php?id=31757 is supposedly fixed for SI. The esp-name is the same etc. Any idea if that version is buggy aswell? Even if the fps increase is 1fps, thats better than nothing aslong as it's not buggy. :)
The original overwrote an SI cell record with a script, which was not good. The SI-fixed version re-allocated the script to the correct form, but the simple fact is that the degree of processor power being used by the vanilla scripts is negligible compared to the amount of processor power required for the havok, AI, and other game elements processed by the CPU. You won't even likely save yourself 1fps with this mod. The other thing is, it's re-writing the vanilla scripts, not the scripts fixed in the UOP, so it's not even getting things "right" in the cases where they were wrong to begin with. It's also not doing anything for scripts used in mods you've added, which in some cases may be adding signifficantly more of a load than the scripts in the original game. All the same, the load added by most script-heavy mods, and the load added by a high-res texture pack or something adding a lot of extra AI or clutter is not really comparable. Scripts just don't generally weigh as heavily as the others.
I dropped it a long time back and never noticed *any* difference except there was one less esp to deal with. You'll get far better performance responses with texture choices that are not ultra-high res, a properly configured ini with matching fog distances, and of course OSR. This is all nothing to do with Tamriel Travellers though, and you can get more info on this stuff in other threads on these forums. Apologies for the OT-ness Core. :angel:

Vac
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willow
 
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Joined: Wed Jul 26, 2006 9:43 pm

Post » Mon Aug 01, 2011 4:43 pm

Drag0ntamer, did you rebuild your Bashed Patch after removing the plugins? Try that one more time in any case (it never hurts :smile: ).
Assuming that doesn't work, look for a button on the lower border of the Wrye Bash window, it looks like a white box with a pencil over it, and it's called the "mod checker". Click it and a box will come up with a simple report on your mods. If everything appears ok it'll be blank after the line "This is a report on your currently active/merged mods." If there's anything else there, copy and paste it into a reply.

The original overwrote an SI cell record with a script, which was not good. The SI-fixed version re-allocated the script to the correct form, but the simple fact is that the degree of processor power being used by the vanilla scripts is negligible compared to the amount of processor power required for the havok, AI, and other game elements processed by the CPU. You won't even likely save yourself 1fps with this mod. The other thing is, it's re-writing the vanilla scripts, not the scripts fixed in the UOP, so it's not even getting things "right" in the cases where they were wrong to begin with. It's also not doing anything for scripts used in mods you've added, which in some cases may be adding signifficantly more of a load than the scripts in the original game. All the same, the load added by most script-heavy mods, and the load added by a high-res texture pack or something adding a lot of extra AI or clutter is not really comparable. Scripts just don't generally weigh as heavily as the others.
I dropped it a long time back and never noticed *any* difference except there was one less esp to deal with. You'll get far better performance responses with texture choices that are not ultra-high res, a properly configured ini with matching fog distances, and of course OSR. This is all nothing to do with Tamriel Travellers though, and you can get more info on this stuff in other threads on these forums. Apologies for the OT-ness Core. :angel:

Vac


Yeah, I've rebuilt the patch several times. Also the mod checker option was blank for me.
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Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Mon Aug 01, 2011 3:44 pm

Maybe I am misunderstanding how this works. Are the travelers not always in every city like Crowded Roads and Crowded Cities? Cause if that is the case then perhaps that is why they are not in IC. Also are they all named?
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Peter P Canning
 
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Joined: Tue May 22, 2007 2:44 am

Post » Mon Aug 01, 2011 12:22 pm

Is there any chance that there'll be a version of Tamriel Travelers that will have travelers and traveling merchants traveling on the roads in the Elsweyr Deserts of Anequina mod? I would truely like to see these travelers traveling the road connecting between Skingrad and Leyawiin via the Elsweyr Deserts of Anequina mods great cities that are along that mods road system! Also we would like to see Tamriel Travelers versions that utilises the West Roads mod and the Roads and Bridges mod! (And don't forget Unique landscapes Imperial City Isles latest version, if you know what I mean!) This is one mod that should never ever die!
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Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Mon Aug 01, 2011 1:28 pm

Maybe I am misunderstanding how this works. Are the travelers not always in every city like Crowded Roads and Crowded Cities? Cause if that is the case then perhaps that is why they are not in IC. Also are they all named?


Did you read the Location Traveled Section that explains in detail their routines on where they travel to, where they can be found, or close to,

and yes they are named Npc usually one 1 at a time in Cities has well..Expect IC..


Is there any chance that there'll be a version of Tamriel Travelers that will have travelers and traveling merchants traveling on the roads in the Elsweyr Deserts of Anequina mod?


No, because it is not a easy process to make Real Time travellers go from x to x , and follow route's, I would have to spend alot of time examing how Elsweyr is Laid out and it's pathgrid's . It took months and months to get this mod to work that way that it does, it would take that long has well with Elsweyr. And I just do not see it happening any time soon..
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Tanika O'Connell
 
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Joined: Fri Jan 26, 2007 1:34 am

Post » Mon Aug 01, 2011 1:50 pm

"TamrielTravellersItemsnpc.esp" is tagged: no merge, delev,relev, filter, deactiv. I cant import lev. list from this file at all. Wyre B. does nothing. So should I make this file mergeable ?
edited:
I know (hope). BOSS tags are incorrect and you tagging it "no merge" were thinking - "leave active and tag delev/relev", wasn't it?
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steve brewin
 
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Joined: Thu Jun 21, 2007 7:17 am

Post » Mon Aug 01, 2011 12:03 pm

I been wondering this for while and the readme didn't doesn't state it so thought I'd ask...the travellers control ring you get in your inventory...what does it actually do??? :confused:
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Amy Cooper
 
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Post » Mon Aug 01, 2011 3:25 pm

Try equipping it :)
Spoiler
It enables/disables the guards and pets for the merchants.

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Rachel Briere
 
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Joined: Thu Dec 28, 2006 9:09 am

Post » Mon Aug 01, 2011 11:39 am

I been wondering this for while and the readme didn't doesn't state it so thought I'd ask...the travellers control ring you get in your inventory...what does it actually do??? :confused:


Read the Version History Section - 1.35 Changes and those from 1.32 RC

in state's in detail what the ring does and how it work in game has well

Try equipping it :)
Spoiler
It enables/disables the guards and pets for the merchants.


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Anthony Santillan
 
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Joined: Sun Jul 01, 2007 6:42 am

Post » Mon Aug 01, 2011 3:06 pm

Read the Version History Section - 1.35 Changes and those from 1.32 RC

in state's in detail what the ring does and how it work in game has well


CorePC where can I find your "no travellers.esp" for the TIE mod, so your travellers are used rather than TIE's? Thanks! :)
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Del Arte
 
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Post » Mon Aug 01, 2011 5:54 am

That has not been updated in over ten versions of TIE so it using it you would not have the latest version of TIE.
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Elena Alina
 
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Joined: Sun Apr 01, 2007 7:24 am

Post » Mon Aug 01, 2011 11:15 am

That has not been updated in over ten versions of TIE so it using it you would not have the latest version of TIE.




Thanks, i'll have to uninstall Tamriel travellers then.
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loste juliana
 
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Post » Mon Aug 01, 2011 7:41 am

Does anyone know why travellers turn invisible when you load a save right next to or very near to them?


Thanks!
--Tomlong75210


Edit: I don't even know if they are invisible or if they are simply no there, but they reappear when I reload the cell... :L
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Sophie Morrell
 
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