[RELZ]Tamriel Travellers 1.39 TravelingMerchantsofCyrodiilan

Post » Fri May 27, 2011 2:10 am

I'm confused here.

Are you guys requesting a LE for SI? Because there is already an SI version of LE.

Or is there a problem with LE for SI that I've missed?

-Francisco-
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joseluis perez
 
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Post » Fri May 27, 2011 8:41 am

I'm confused here.

Are you guys requesting a LE for SI? Because there is already an SI version of LE.

Or is there a problem with LE for SI that I've missed?

-Francisco-


:facepalm: I'm just going to go to hospital and ask for some help removing my foot from my mouth.
Somehow I was unaware of/forgot/otherwise missed the SI version. Excuse me while I go and adjust my installation... :whistle:

Vac
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Avril Churchill
 
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Post » Fri May 27, 2011 2:12 pm

Hmmm...I remembered a while back you asked for ideas, well I have some...interesting ideas (and suggestions).

1. Traders' gold : I think it'll be "more challenging" if the amount of gold traders have depend on their skills. For example, a novice trader only have 500 gold to begin with, while expert own 1200 gold, master own 1500 gold, etc. Because sometimes I think "well, if I can sell this 1200 gold stuff to a novice merchant who will pay more to me than a master merchant who has the same amount of gold but pay less, then why should I sell it to the master?"

2. Races : I haven't seen any Khajiit or Argonian merchants. I'm not sure about their lorewiseness (or however it spelt) though they make good variations. Some sell legitimate goods, while others sell "shady" stuff. Maybe they can travel "exotic" locations, like the Argonian merchant selling goods underwater.

3. Traveler with a dark secret...(heh), one or two traveler might actually turn out to be Mythic Dawn agent, and after Dagon main quest, their disposition to player will go down to zero (like other MD agents in city) and attack you on sight. They also carry enchanted rings and amulet to make them formidable.
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Sarah Unwin
 
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Post » Fri May 27, 2011 11:22 am

Or is there a problem with LE for SI that I've missed?

-Francisco-


Problem with LE for SI is that is does not work with Shivering Isle Travellers, since they use custom classes. And LEforSI does not extend to custom classes in SI either, If It was not using a custom class then it would possibly work. So this is why I created a barter leveled gold in first place.

Somehow I was unaware of/forgot/otherwise missed the SI version. Excuse me while I go and adjust my installation... :whistle:
Vac


has I stated above..LEforSI does not work with SI Travellers..

1. Traders' gold : I think it'll be "more challenging" if the amount of gold traders have depend on their skills. For example, a novice trader only have 500 gold to begin with, while expert own 1200 gold, master own 1500 gold, etc. Because sometimes I think "well, if I can sell this 1200 gold stuff to a novice merchant who will pay more to me than a master merchant who has the same amount of gold but pay less, then why should I sell it to the master?"

2. Races : I haven't seen any Khajiit or Argonian merchants.


1.Making each trader gold based on their skills or class and dynamic at the same time. Possible, but having to write a script to check all 70+ Travellers Merchants and change their bartergold to do this would is not something that I want to do.

2.Khajiit / Argonian merchants - I have never used one has a travellers for reasons, If i add any new npc I will try and remember to include Beast races has well..
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Lauren Graves
 
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Post » Fri May 27, 2011 2:52 am

And Now for another unique Travellers Feature.. Finally got it working.. :thumbsup: to me and my limited scripting skills..

1.40 Alpha - Tamriel Travellers Advscript.esp - New Feature Player Leveled BarterGold

Since creating a true dynamic gold system is too complicated for my scripting skills.

I created an alternate system that works and should add another unique feature to Travellers.

Basically, for every level you gain, the travellers bartergold will increase by 100, at lvl 1 = 1200, at lvl 3 = 1400, all the way up to lvl 20 the max Bartergold would be 3200 that Travellers will have to barter with.

This is basic forumla and works during my testing.

It does not take into account price of item and subtract it from bartergold, etc, or add gold back to travellers. Just increase their bartergold has you go up in level. So do not ask for this feature too complicated for me to program at this time.

It does not take into account fame&infamy&skills etc. I could try and add these checks in at a later time,

but at this time, I just want to make sure that these features work correctly. and keep the script simple and easy to understand for me.

Tech: Script checks when travellers wander package's are started, (Onpackagestart) and these wander package's are shared among all travellers including those on horseback, and those in Shivering Isle has well.

Replace your current travellersadvscript.esp with this one, please report any bugs: aka travellers not working correctly after talking to them, them not leaving at certain times, etc..

---------------

http://www.4shared.com/file/84848755/a265a7de/TamrielTravellerAdvscript140Alpha.html

Enjoy

Corepc

Awesome! Thank you very much for the update! I'm looking forward to checking it out.

Thanks again for bringing so many good things into my game. :thumbsup:
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Anna Beattie
 
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Post » Fri May 27, 2011 7:10 am

errr...don't want to start anything here, but the latest living economy works just fine with my SI travellers :thumbsup:
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Tyrone Haywood
 
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Post » Fri May 27, 2011 5:11 am

Hi, been using this mod for a while and I've recently visited the Shivering Isles (finally) and I noticed a small bug (I think). Some of the trader's pets do not follow the trader through loading doors. So when a merchant visits or leaves New Sheoth, the pet sometimes stays behind, right in front of the gate.
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Hearts
 
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Post » Fri May 27, 2011 1:07 am

errr...don't want to start anything here, but the latest living economy works just fine with my SI travellers :thumbsup:


That is good to know, but, I thought that it would not work with custom classes merchant in SI? Guess I was wrong? What version of LE are you using? There was version for Si that came with frans, and the updated SI version that was posted in living economy thread itself.

Hi, been using this mod for a while and I've recently visited the Shivering Isles (finally) and I noticed a small bug (I think). Some of the trader's pets do not follow the trader through loading doors. So when a merchant visits or leaves New Sheoth, the pet sometimes stays behind, right in front of the gate.


Fixed for next release = skinned hound, elytra, baliwog intillegence raised has needed so they can follow owner through doors and gates has needed..
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Angel Torres
 
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Post » Fri May 27, 2011 11:52 am

I'm receiving some issues with the 24/7 buy, sell script. I'm running OOO version 1.33, using the TamrielTravellers4000.esp file. I attempt to interact with any of the travelers and they give a greeting, but I'm unable to purchase any goods. I must bring up the date menu and set time forwards a few hours. The dialogue will then activate. I have revised run script activated, I'm not sure if that is somehow conflicting. Does Tamriel Travellers 139c require the newest version of OOO? I'm also running MMM 3.5.5b4. Thank you in advance for all information.
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Irmacuba
 
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Post » Fri May 27, 2011 8:06 am

I'm receiving some issues with the 24/7 buy, sell script. I'm running OOO version 1.33, using the TamrielTravellers4000.esp file. I attempt to interact with any of the travelers and they give a greeting, but I'm unable to purchase any goods. I must bring up the date menu and set time forwards a few hours. The dialogue will then activate.

Does Tamriel Travellers 139c require the newest version of OOO? I'm also running MMM 3.5.5b4. Thank you in advance for all information.


Check you other thread that you started I posted a suggestion to try. has to fixing the dialog issue (which sometimes happen even with vanilla merchant's has well)..

Requires OOO 1.33 and Higher, and MMM should be fine has well.

corepc
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Sian Ennis
 
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Post » Fri May 27, 2011 4:43 am

I tried the solution you purpose and it didn't seem to work. I either have to use the date menu or enter a house, dungeon, town etc for the dialogue to activate. This is my current load order.

00 Oblivion.esm

? 01 Armamentarium.esm

? 02 DA Run Fatigue.esm

? 03 AWS-Core.esm

? 04 Better Cities Resources.esm

? 05 TamrielTravellers.esm [Version 1.39c]

? 06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] (I updated from 1.33 to 1.34 after making my first post)

? 07 Mart's Monster Mod.esm [Version 3.5.5b4]

? 08 Mart's Monster Mod for OOO.esm [Version 0.9.8b5]

? 09 Unofficial Oblivion Patch.esp [Version 3.2.0]

? 0A kalikuts_raretradegoods2_0.esp

? 0B SamVimes's ThrowingKnives.esp

? 0C Living Economy.esp

? 0D Living Economy - Items.esp

? 0E xulChorrolHinterland.esp

? 0F xulLushWoodlands.esp

? 10 xuldarkforest.esp [Version 1.0.2]

? 11 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]

? 12 Knights.esp

? 13 Visually Enchanted 2.1.esp

? 14 DA ReducedBackwardsRunningSpeed.esp

? 15 DA Fatigued Running.esp

? 16 DA Sprint.esp

? 17 TamrielTravellers4OOO.esp [Version 1.39c]

? 18 TamrielTravellersItemsVendor.esp [Version 1.39c]

? 19 DLCShiveringIsles.esp

? 1A AWS-ShiveringIsles.esp

? 1B The Lost Spires.esp

? 1C Blood&Mud.esp

? 1D Level_Rates_Modified_x2.esp

? 1E AncientSource.esp

? 1F ULFallenLeafEverglade.esp

? 20 VA_HonamiDaito.esp

? 21 c_dagcol.esp

? 22 ArmamentariumVendors.esp

? 23 Crowded Roads 15.esp

? 24 Crowded Cities 15.esp

? 25 Blackrangercuirass.esp

? 26 Bob's Armory Oblivion.esp

? 27 OOO-Water_Weeds.esp [Version 1.32.Final]

? 28 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]

? Delinquent Master: Harvest [Flora].esp

? 29 Harvest [Flora].esp [Version 3.0.0]

? 2A Mart's Monster Mod for OOO.esp [Version 0.9.8b5]

? 2B OOO-Potions.esp

? 2C Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.5.5b4]

? 2D Mart's Monster Mod - Diverse Creature Skins.esp [Version 3.5.5b4]

? 2E DexwoodsHideout.esp

? 2F Mart's Monster Mod - Diverse Imperial Armor.esp [Version 3.5.5b4]

? 30 RealisticForceMedium.esp

? 31 GoblinwatchKeep.esp

? 32 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.5.5b3]

? 33 VaultsofCyrodiil.esp

? 34 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.5.5b4]

? 35 Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.5.5b4]

? 36 Better Cities Full - B&M Edition.esp

? 37 Better Cities .esp

? 38 Pose Thumbnail Poses 1.1.esp [Version 1.1]

? 39 Mart's Monster Mod - Spawn Rates - Increased.esp [Version 3.5.5b4]

? 3A ExnemEC_Rogue01.esp

? 3B Mart's Monster Mod - More Wilderness Life.esp [Version 3.5.5b4]

? 3C Mart's Monster Mod - Foxes.esp [Version 3.5.5b4]

? 3D LichGear.esp

? 3E Mart's Monster Mod - Vindasel.esp [Version 3.5.5b4]

? 3F ShaiyaOutfit.esp

? 40 ANB_Emerald_Sorceress_Armor.esp

? 41 DarkWoods_Weapons_Armor.esp

? 42 Mart's Monster Mod - Extra Wounding.esp [Version 3.5.5b4]

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Lynette Wilson
 
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Post » Fri May 27, 2011 7:06 am

I tried the solution you purpose and it didn't seem to work. I either have to use the date menu or enter a house, dungeon, town etc for the dialogue to activate. This is my current load order.

? 05 TamrielTravellers.esm [Version 1.39c] <- this should be loading after MMM.esm


Questions, Which Merchant's in particular? What time of day/night when this happens.

did you do exactly has I stated, the script work's by activating them, so, if you did get the barter dialogue the first time, exit the dialogue menu, and then step away from them, then try reactiviting them.

Else try making a clean save and see if that helps..perhaps try using BOSS to sort load order has well..
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sarah simon-rogaume
 
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Post » Fri May 27, 2011 10:55 am

I've changed the load order TamrielTravellers.esm now loads after MMM.esm, the two travelers are Eraamion and Miliele. I hit activate (spacebar) and their name in the lower right hand corner will flash. I step back then wait a few seconds and step forwards again, to hit activate and speak with them. I do not receive a dialogue, I must open my date menu and wait three hours, after I've waited then the dialogue appears. With Eraamion it was 3pm when I attempted to activate, with Miliele it was 6am.
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carrie roche
 
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Post » Fri May 27, 2011 11:59 am

That is good to know, but, I thought that it would not work with custom classes merchant in SI? Guess I was wrong? What version of LE are you using? There was version for Si that came with frans, and the updated SI version that was posted in living economy thread itself.


I'm using version 1.39c of tamriel travellers with the latest SI compatible living economy (3.70) and it works just fine, I buy and their gold goes up, I sell and their gold goes down.
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Kira! :)))
 
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Post » Fri May 27, 2011 7:06 am

I'm using version 1.39c of tamriel travellers with the latest SI compatible living economy (3.70) and it works just fine, I buy and their gold goes up, I sell and their gold goes down.

That makes sense. I wasn't using Living Economy because of that dreaded and apparently insolvable 65k bug. Thanks for the heads up though.
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Tiffany Castillo
 
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Post » Fri May 27, 2011 9:01 am

Bump one day away from 3 years since TT was first released..

Uploaded 14:58, 20 May 2006 - date on tesnexus..
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..xX Vin Xx..
 
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Post » Fri May 27, 2011 6:50 am

3 year tomorrow...congratulations Core.
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Elina
 
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Post » Fri May 27, 2011 11:02 am

3 year tomorrow...congratulations Core.


Yep 3 year and there will be update also tommorrow..so I am still going strong..
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HARDHEAD
 
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Post » Fri May 27, 2011 2:54 pm

yaaaaay :D

I need to add TT back in. I had about 5 minutes experience with it, came across an awful gamebreaking conflict, and disabled it, along with everything else, to see if it would fix itself. It didn't, and I forgot all about poor TT :(
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Star Dunkels Macmillan
 
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Post » Fri May 27, 2011 11:34 am

Yep 3 year and there will be update also tommorrow..so I am still going strong..

Congratulations! And awesome to hear about the update; I'll have to grab it tomorrow. :D
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Andy durkan
 
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Post » Fri May 27, 2011 2:41 pm

For some reason, I get Missing Meshes for the Stools they are supposed to sit upon along the Road.

I must be doing something wrong...
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Raymond J. Ramirez
 
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Post » Fri May 27, 2011 5:45 am

For some reason, I get Missing Meshes for the Stools they are supposed to sit upon along the Road.

I must be doing something wrong...


Check to see if you have meshes/furniture/stump02.nif if you do not have then you did not install it correctly..
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Connie Thomas
 
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Post » Fri May 27, 2011 5:45 am

Tamriel Travellers ItemNpc changes for version 1.40 - Advance Information for everyone

Read below..
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Vickytoria Vasquez
 
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Post » Fri May 27, 2011 11:05 am

Tamriel Travellers ItemNpc changes for version 1.40 - Advance Information for everyone


This is probably an odd question. Item Interchange has one issue where if you load certain mods before adding II, the new II items won't be in that mod's inventory because the inventory was already generated (IIRC this only for mods with hand-placed loot). If we already started a game with Tamriel Traveller's will this new loot system take affect (after rebuilding the Bashed Patch, of course)?

Can't wait for v1.40! Don't keep us in suspense too long :) .

Thanks,
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Richard Dixon
 
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Post » Fri May 27, 2011 7:56 am

@Corepc: Cool! The updates to TT look pretty darn good to me, especially since I am an Item Interchange/Cobl & FCOM user. :D
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Chris Guerin
 
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