TheNiceOne, I have been looking at that economy enhanced mod of yours... and from what I can see it sounds really nice. I have already downloaded it and ready to install it but I am curious as to exactly how different it is to LE.
When it comes to LE's two main features, dynamic barter gold and dynamic prices, EE's readme states:
The Dynamic Barter Gold feature is essentially similar to Living Economy's main feature, but with the following main improvements:* Works for all merchants, also those added by mods like Bartholm, Blood&Mud and Thievery in the Imperial City* No 65K bug! The merchant's will not suddenly start to have 65000 barter gold.* More immersive barter gold. In LE, if you visted a merchant in the morning, and then came back in the evening, he would have exactly the same amount of gold. With EE, chances are that the merchant has received a good amount of gold from other customers.* Higher compatibility with other mods due to changes in far less Oblivion.esm records
...to which I should also probably add that EE is much more configurable.
Local Economy is essentially similar to Living Economy's Items feature (except LE's quantity based prices), but with the following main improvements:
* Works for all merchants of a given type (ex Smith) - not only for vanilla merchants.
* Works for all items - not only for vanilla items. Now all the pelts added by FCOM or any other mod is repriced too.
* The prices are modified from the items' current prices, so any static repricing made by other mods will be used correctly.
* Has individual handling of special merchants. Ex: Maro Rufus's - being a light armor specialist - will pay more for light armor than other smith items.
* Clothiers will buy cloth even before you're a Journeyman.
...to which I definitely should add that it is much more configurable than LE - Items.
But in addition to this, EE has the following features (all optional) that is not found in LE at all:
Haggle Overhaul: Disable Haggle menu and get automatically correct prices - or keep it, but with restriction on the number of haggle attempts.Global Economy: The merchants' prices and willingness to trade is affected by the Oblivion crisis.Gold Adjustment: Adjust how much gold you get from quest or any other source.Item Removal: Reduce the number of enchanted items found in the game.Repricing: Reprices the buyable houses, Reduces the high values of enchanted loot. Reprices all services.House Taxes: Makes you have to pay tax for your houses.
As for Realistic Leveling vs Darnified UI: This is what you need to do in order to see the progress and have full compatibility:
1. Answer "No" when the DarnUI installation scripts ask you if you want compatibility for leveling mods
2. Make sure to install the levelupmenu.xml (or what it's called) that come with RL, over the one from DarnUI.
No need to edit any xml file.