[RELz] Storage Sacks

Post » Sun Apr 17, 2011 7:45 pm

Very nice. The sell sack sounds like a fantastic addition. Also the fact that your mercantile isn't going to go up as much if you sell your items as a job lot is actually a nice RP feature too.

Good job :tops:
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Mackenzie
 
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Post » Sun Apr 17, 2011 11:53 pm

Very nice. The sell sack sounds like a fantastic addition. Also the fact that your mercantile isn't going to go up as much if you sell your items as a job lot is actually a nice RP feature too.

I'll be fixing that soon across the board. (Well, there are already OK options which I'd use if I weren't an obsessive CS jockey. I'll just be my-flavor fixing it.)
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Elea Rossi
 
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Post » Sun Apr 17, 2011 4:33 pm

http://www.tesnexus.com/downloads/file.php?id=25012. The OP contains the full readme for the new version, but here's a condensed version with most of the changes in bold.
---------
Changelog
---------

1.2 - Added 'sell sack' functionality
- Added option to start with less than 10 sacks
- Added support for moving the ini file to the \data\ini\ directory
- Changed handling of 'sack-into-self' issue
- Improved handling of lost sacks
- Improved handling of multiple copies of a sack in inventory
- Updated to make use of OBSE v17 flow-control functions
- Fixed a number of cut-and-paste bugs in both the ini file and the mod itself

Nice ! Thanks mate :tops:
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Marguerite Dabrin
 
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Post » Sun Apr 17, 2011 10:09 pm

Very nice. The sell sack sounds like a fantastic addition. Also the fact that your mercantile isn't going to go up as much if you sell your items as a job lot is actually a nice RP feature too.
I'll be fixing that soon across the board. (Well, there are already OK options which I'd use if I weren't an obsessive CS jockey. I'll just be my-flavor fixing it.)

To avoid the "sell lots of things to get Merchantile skill up" problem, I use http://www.tesnexus.com/downloads/file.php?id=10947. Living Economy has a similar feature, but I am given to understand that the SML one is better.
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Natalie J Webster
 
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Post » Sun Apr 17, 2011 11:33 pm

I would download , but the nexus link is showing 0 files ...
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electro_fantics
 
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Post » Mon Apr 18, 2011 4:33 am

Amazing looking mod!!! Sadly nexus isn't showing the file as mentioned above. =-(
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Leonie Connor
 
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Post » Sun Apr 17, 2011 8:00 pm

That's because all new files from the past 2 weeks have bee accidentally deleted. You'll need to wait for Tek to re-up them.
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Klaire
 
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Post » Sun Apr 17, 2011 10:23 pm

That's because all new files from the past 2 weeks have bee accidentally deleted. You'll need to wait for Tek to re-up them.

ok , :) I'll spend some time looking at his other mods . Very cool stuff :)
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TRIsha FEnnesse
 
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Post » Sun Apr 17, 2011 6:30 pm

ok , :) I'll spend some time looking at his other mods . Very cool stuff :)

I agree - Have a look at his Less Predictable Respawn mod if you can. It's by far the best immersion enhancer I've used.
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Kayla Keizer
 
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Post » Sun Apr 17, 2011 4:05 pm

Shoot. Anyone know if the this wonderful mod is uploaded anywhere else by chance?
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jaideep singh
 
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Post » Mon Apr 18, 2011 7:26 am

Okay, all is well now. File's back up at TES Nexus.

Sorry about the delay, but it was "deal with real life" day today. :P
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luke trodden
 
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Post » Sun Apr 17, 2011 10:15 pm

HUGE thanks Tekuromoto!
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kasia
 
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Post » Sun Apr 17, 2011 9:23 pm

Okay, all is well now. File's back up at TES Nexus.

Sorry about the delay, but it was "deal with real life" day today. :P

sweetness in a rar :goodjob:
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Richard
 
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Post » Sun Apr 17, 2011 7:57 pm

Very minor update up at TES Nexus.

Just a new esp that simply changes the sack opening/closing sound to... well... a sack opening/closing sound instead of a wooden chest sound.

Download the full package if you want to easily rebuild your omod (backup your ini file first if you've changed it!) or just grab the esp-only archive and overwrite the old esp.
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Lavender Brown
 
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Post » Sun Apr 17, 2011 5:21 pm

Thank you very much, I am so pleased to be able to sort my stuff out into different sacks :goodjob:
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Rob Smith
 
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Post » Sun Apr 17, 2011 9:28 pm

Very minor update up at TES Nexus.

Just a new esp that simply changes the sack opening/closing sound to... well... a sack opening/closing sound instead of a wooden chest sound.

Download the full package if you want to easily rebuild your omod (backup your ini file first if you've changed it!) or just grab the esp-only archive and overwrite the old esp.

Sweet. I was on my way here to suggest this very thing. :woot:
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Darian Ennels
 
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Post » Mon Apr 18, 2011 7:48 am

Aaaand http://bit.ly/1N6cIL, for those that are interested.

---------
Changelog
---------

1.22 - Numerous minor optimizations, discovered while writing my http://www.tesnexus.com/downloads/file.php?id=25289 mod.
- Data files are now in a BSA
- Removed a dirty edit (not sure if it was in v1.21 or if it was from making v1.22, but it's gone now)
- 20 Jun 09
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Sxc-Mary
 
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Post » Sun Apr 17, 2011 10:50 pm

Wow, another winner! I've just tried out your Sell Sack, another major improvement to my game. There's one thing though. Is there anyway you can set it so that only items that a merchant will deal in get sold? I don't really want to go to a general dealer all the time, I can get better prices if I sell some stuff to Rindir for instance. But he doesn't buy everything so I just end up losing a bunch of money if I deal with him, since everything in the sack will be gone. I just tried it out at The Main Ingredient, putting an Iron Bow into the bag along with some ingredients, and everything was gone but I only got paid for the ingredients. Other than that it will be a major time saver. Keep up with these great mods! :thumbsup:
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Andy durkan
 
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Post » Mon Apr 18, 2011 3:23 am

Wow, another winner! I've just tried out your Sell Sack, another major improvement to my game. There's one thing though. Is there anyway you can set it so that only items that a merchant will deal in get sold? I don't really want to go to a general dealer all the time, I can get better prices if I sell some stuff to Rindir for instance. But he doesn't buy everything so I just end up losing a bunch of money if I deal with him, since everything in the sack will be gone. I just tried it out at The Main Ingredient, putting an Iron Bow into the bag along with some ingredients, and everything was gone but I only got paid for the ingredients. Other than that it will be a major time saver. Keep up with these great mods! :thumbsup:

Hrm...

The way I have it set up, the base values of all the items (the value you see when you hover your mouse over an item) in the sack are tallied up, and the value of the sack is set to that total, say 1000 gold. When you go to a merchant, he gives you whatever percentage based on your skill and his skill and all that stuff. Say 20%. He should just give you 200 gold straight up for the contents of the sack as long as he deals in misc items. Sure, you would most likely get more if you went to individual merchants and sold them the goods they're most interested in... Suffice to say that for now, the money you loose (rather, don't earn) is a convenience charge. Besides, you're saving so much time in the market that your kill/loot/sell turnaround time should be much better :lol:

Seriously though, I know that I can determine the merchandise a vendor sells/buys, but I have no idea how I'd go about selling individual items out of the sack to an appropriate buyer at an appropriate price.
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joeK
 
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Post » Sun Apr 17, 2011 7:55 pm

Fair enough, I guess I'll just have to deal with the general merchants more. So how does this mod deal with the price cap that certain merchants have? If I sell a sword worth 2000 gold to Jensine, do I still only get 600 from her for it? If not, would it be possible to add an option of converting one of the Storage Sacks to another Sell Sack? That way I can seperate the higher priced items and drag them off to Wawnet Inn where I can get a better price for them. Or better yet, I could seperate various types of items so I can take them to wherever I can get the best price. For instance I could put all my potions and ingredients etc. into a seperate bag and sell them to Sinderion, who gives me really good prices for those types of items. I could even have a seperate bag for Rindir and just load it up with stuff he'll buy, then have another bag for Jensine or Thoronir or some other general merchant.
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Camden Unglesbee
 
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Post » Mon Apr 18, 2011 9:16 am

Fair enough, I guess I'll just have to deal with the general merchants more. So how does this mod deal with the price cap that certain merchants have? If I sell a sword worth 2000 gold to Jensine, do I still only get 600 from her for it? If not, would it be possible to add an option of converting one of the Storage Sacks to another Sell Sack? That way I can seperate the higher priced items and drag them off to Wawnet Inn where I can get a better price for them. Or better yet, I could seperate various types of items so I can take them to wherever I can get the best price. For instance I could put all my potions and ingredients etc. into a seperate bag and sell them to Sinderion, who gives me really good prices for those types of items. I could even have a seperate bag for Rindir and just load it up with stuff he'll buy, then have another bag for Jensine or Thoronir or some other general merchant.

It's possible... how handy are you with the CS? I tend to use lots of comments in my scripts. :P

You can still set up normal sacks to sort your stuff into, and then manually sell it. As an aside, you know that if you're not using a mercantile-skill overhaul like Smarter Mercantile Levelling, you'll be getting a lot less skill gain by making single large sales. Vanilla skill gain is based solely on number of transactions. I should probably put that in the readme, now that I think about it.

Anyhow, I won't be adding options to this one in the forseeable future. No more edits beyond bugfixes. I'm trying to get all my mods up to snuff (I have one or two more to squeeze out) then I want to play again. That and it looks like I'll have real paid work soon, so my modding time will (hopefully) become limited.
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Kirsty Wood
 
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Post » Mon Apr 18, 2011 1:12 am

It's possible... how handy are you with the CS? I tend to use lots of comments in my scripts. :P


Well scripting's not my strong point but I've managed to figure out a few things here and there.

As an aside, you know that if you're not using a mercantile-skill overhaul like Smarter Mercantile Levelling, you'll be getting a lot less skill gain by making single large sales. Vanilla skill gain is based solely number of transactions. I should probably put that in the readme, now that I think about it.


Now that's something I hadn't considered. It may not be a good idea to use the Sell Sack after all. I love the Storage Sacks though. I've been hoping on coming across some bags that work like the Magic Bags in NWN, a reduction of weight but not enough to be cheesy. This mod fits that bill nicely. I've set the multiplier for each bag to .9 so I'm only getting a slight reduction. So how would I go about making the Sell Sack into just another Storage Sack if I don't want to take that Mercantile hit? Or will that be easy to spot in the CS?

PS: Never mind, I just had a look at that mod you mentioned and I think I'll just use that instead. It actually makes alot more sense than the vanilla system.
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Jamie Moysey
 
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Post » Mon Apr 18, 2011 4:35 am

Finally got around to actually install the damn thing, I had it sitting on my harddrive for over two weeks now. :P

P.S. I love this nice warning: :D
Spoiler
Do not try to put a Storage Sack into itself. The resulting quantum paradox will cause an interdimensional fissure to tear open: an Oblivion gate will open in your back yard and the Daedra Lords themselves will pour forth, storm into your house, and whoop your butt. Luckily for you, this has been prevented.|Wow, I had no idea!


-kyoma
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Leah
 
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Post » Mon Apr 18, 2011 10:32 am

So I gave it a try to make another bag a Sell Sack in the CS but I couldn't get it working. I copied the script for bag 1 and tried changing all references to Bag02 instead. But I got a bad value error when I tried to save it. Yes I was using an OBSE enabled CS. Is there any chance you could whip me up some scripts for bags 2, 3 and 4 and email them to me as .txt files?
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Katharine Newton
 
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Post » Mon Apr 18, 2011 1:51 am

I copied the script for bag 1 and tried changing all references to Bag02 instead. But I got a bad value error when I tried to save it. Yes I was using an OBSE enabled CS.


I seem to recall reading that Bag 1 should be used solely for items you intend to sell to merchants, while all the other bags were regular storage. So I wouldn't treat Bag 1 the same way the others are treated.
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Cameron Wood
 
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