[RELz] Improved Bartering 2.0

Post » Thu Jul 22, 2010 1:10 am

So I've had a number of people report issues with the amount of gold that a merchant has being reset multiple times per day. Though I was never able to replicate the problem, I did examine the scripts thoroughly. And I decided it was time to scrap most of them and rewrite the whole dang thing. I took an entirely different approach to handling this, one that is far more efficient and reliable.

If you are upgrading from a previous version, it is ABSOLUTELY necessary that you entirely remove and clean that version (with Wrye Mash) before installing this.

Downloads:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5498

http://www.fliggerty.com/phpBB3/search.php?search_id=active_topics


Readme:
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The Elder Scrolls III
MORROWIND:
Improved Bartering

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Index:

1. Description
2. Installation
3. Playing the Plugin
4. Features
5. Version
6. Conflicts
7. Thanks
8. Copyright


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1. PLUGIN DESCRIPTION

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TITLE: Improved Bartering
VERSION: 2.0

PLUG-IN TYPE: Tweaks

BY: Fliggerty
CONTACT: http://www.fliggerty.com

Improved Bartering aims to make trading, buying, and selling in Morrowind
a more immersive experience. First of all, merchants will no longer have
a predefined, specific amount of gold to barter with each day. They will
have a random amount that will be anywhere from none to a bit over double
what they would normally have. This way, the more upscale merchants will
still have the potential to have quite a bit of gold, and the slum merchants
still won't have much. This will affect any NPC that barters, mod added ones
included.
Another great feature of this is the ability to convince almost any NPC in
the game to barter with you by simply asking them. It always seemed silly
to me that you couldn't simply buy a particular quest item from someone.
After all, money makes the world go round. Whether or not they will barter
depends upon several factors. If you are the highest rank in a particular
faction, members of that faction will usually oblige; if you are the Nerevarine
success is almost guaranteed. Otherwise, it depends upon disposition with
an element of chance.
This mod is dependent upon Morrowind Script Extender (MWSE)


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2. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into the Morrowind/Data Files
directory.

REQUIREMENTS: Morrowind, Bloodmoon, Tribunal, Morrowind Script Extender (v0.9.2 or later)

If you are upgrading from a previous version, it is ABSOLUTELY necessary that
you entirely remove and clean that version (with Wrye Mash) before installing this.


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3. PLAYING THE PLUGIN

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From the Morrowind Launcher, select Data Files and check the box
next to the Improved Bartering.esp file.
Launch Morrowind via the MWSE shortcut.

I highly recommend using this mod with PirateLord Trade Enhancements,
Traders 300, and HELLUVA. Makes the whole thing great!

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4. PLUGIN FEATURES

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-- All existing merchants will have a random amount of gold each day.

-- Convince almost any NPC to barter with you.


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5. PLUGIN VERSION

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v2.0

-- All scripts have been improved and optimized.

-- Scripts use far less CPU overhead, causing less FPS impact.

-- Ensured that merchant's available gold amount will only change once per day.

v1.2

--NPCs will now only barter with the gold they have available in their inventory.

--Object type that an NPC will barter for is randomly decided.

--Spell providing service classes will now barter with you.

--Added NoLore check to dialogue option.

--Adjust mercantile determining equation.

v1.1

--Fixed potential CTD causing bug

v1.0

--Initial release


I hope you'll enjoy playing this mod. Please direct comments, suggestions, or questions to : fliggerty@fliggerty.com

Or visit Great House Fliggerty at http://www.fliggerty.com


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6. CONFLICTS & BUGS

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I have tried to avoid any conflicts with any common mods. I may have missed something
here or there, if I did please let me know!

Please reports any bugs or problems at http://www.fliggerty.com/phpBB3/downloads.php?view=bug_tracker

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7. THANKS

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Too many right now. Still compiling the list.
But to start it off:

ps33: Always my scripting mentor. While having nothing directly to do with this mod, nevertheless I would not have known how to use MWSE without his infinite patience and support.
FreshFish: For giving us MWSE.
CDCooley: For continuing the support of MWSE and helping me solve the name problem!
Bryss Phoenix: always gratitude here!
Everybody else who has always been supportive of modders in general.


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8. COPYRIGHT

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This plugin is freely distributable and modifiable, as long as this readme
file accompanies it and credit is given to the original author. But please remember
that not everything here is my work. Refer to section 7.THANKS. By downloading
and running this plugin, you acknowledge the following :

- You have read and understood this readme file.
- You acknowledge that the author of this plugin accepts no responsibility for
damage to your game saves, operating system, computer, etc,
when using this plugin.


NOTE: Please do not upload any of my plugins for distribution without my permission. I strongly prefer to have
access to everywhere that my work is hosted so that I can update and maintain all of it.

--Fligg


Enjoy!
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Wed Jul 21, 2010 10:37 pm

Sweet! Thanks for the update! :D
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Thu Jul 22, 2010 2:57 am

Awesome! Will grab it when I get home from work tonight. :thumbsup:
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Wed Jul 21, 2010 11:00 pm

I seem to be able to barter with anyone on the first try even though my disposition averages around 45 with most NPCs. From the readme, I expected to fail a few times but after about 10-15 attempts, I am always able to barter. Is this normal behavior?
Nice mod, thanks!
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Wed Jul 21, 2010 8:45 pm

There definitely is a random element to it. There are several other factors that are taken into account. If you are the leader of a faction, anyone in that faction will trade with you. Also if you are well-dressed, there is a better chance. And as for disposition, typically there is a 10% chance of success; once at a disposition of 95 it increases to 75%. But the other factors definitely override disposition. So I'm fairly sure you've just gotten lucky. :hehe:
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Wed Jul 21, 2010 9:42 pm

Lucky me!

In a few situations, bartering interferes with vanilla functionality. After joining the Imperial Cult; the Almoner quests do not start. I disabled IB 2.0 and they worked again. Possibly something to do with Iulus Truptor's initial question not being asked?
The same occurs with Telvanni Master Aryon - I can't finish the 'Wizard Spells' quest because (possibly) the required spells are checked when dialog starts. Perhaps they aren't being checked with IB 2.0 active?
These are the only two situations I have found so far. My workaround is to disable IB 2.0 and re-enable after I've passed the danger point (cleaning the save game each time).
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Wed Jul 21, 2010 7:07 pm

You are experiencing an issue with a dialogue filter that went awol in my last update. I've just barely released an update that resolves that problem.

v2.1

--Fixed dialogue bug potentially causing everyone to have the same greeting.

User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Thu Jul 22, 2010 7:14 am

Thanks for this, Fliggerty. :thumbsup:
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

Post » Wed Jul 21, 2010 5:58 pm

This looks great. Before I activate it, will this work with MCP? The Code Patch also modifies Merchants, although only different aspects to those your mod changes. Should I disable the Merchants option in MCP or can they be made to work together?
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Thu Jul 22, 2010 6:53 am

They will work together just fine. All this does is take the merchant's base gold available and modify it. It doesn't change their skill calculations, bartering abilities, or anything that MCP alters. In fact I suggest using this with the MCP and PTE.
User avatar
krystal sowten
 
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Joined: Fri Mar 09, 2007 6:25 pm


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