[RELZ]Tamriel Travellers 1.39 TravelingMerchantsofCyrodiilan

Post » Fri May 27, 2011 4:59 am

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,


You can go ahead and tag itemnpc.esp with filter,IIM,merge that is not a problem and look at the result with and without filter,IIM, you will see what I mean..

Where are you loading II at in load order, try loading the Extraction up high before master is looking for and Placement toward very bottom of load order..It is always best to rebuild your bashed when you add a new mod that II covers.

Version 1.40 will just have a few minor tweaks that vacuity posted missing item, among the advscript.esp updates, and few more tweaks..

MMM has been busy so check alpha forum if member..

Corepc
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Jeff Turner
 
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Post » Fri May 27, 2011 3:34 pm

You can go ahead and tag itemnpc.esp with filter,IIM,merge that is not a problem and look at the result with and without filter,IIM, you will see what I mean..

Where are you loading II at in load order, try loading the Extraction up high and Placement toward very bottom of load order..

Version 1.40 will just have a few minor tweaks that vacuity posted missing item, among the advscript.esp updates, and few more tweaks..


Oh no it's not a load order issue with II. I got the order right it's just limit that Vacuity stated is present. According to II though, this is only really for quest mods and even just a clean save resolves it.

MMM has been busy so check alpha forum if member..

Corepc


Oh whoa it has been busy. I guess falling behind is my punishment for actually playing the game today :lol: .
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Mark Hepworth
 
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Post » Fri May 27, 2011 12:15 pm

According to II though, this is only really for quest mods and even just a clean save resolves it.

Oh whoa it has been busy. I guess falling behind is my punishment for actually playing the game today :lol: .


I really do not use many quest mods so perhaps this is why I did not notice stuff like that..

Yep, One public release si update, and two alpha updates ..(hehehe - one upgrade and one advanced builder copy of something)..have to tease everyone..
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Nicola
 
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Post » Fri May 27, 2011 1:39 am

This is probably an odd question.


Oh my GOD! Someone actually *read* the II readme! :twirl:
And understood it! :wub:
Hah! That's wonderful to see!
In any case, the TT's sales inventories aren't affected by this because they reset on a regular basis.

Looking forward to the new version Corepc! I'll have to give it a check over and ensure optimum II compatibility, as always...

Vac
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Manuel rivera
 
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Post » Fri May 27, 2011 9:16 am

Correction to Above Post Please Read Vacuity in particular..

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

After Futher Testing: with Item Interchange I removed the IIM tag since it was not needed just filter,delev only..

For Wrye Bash: I have implented the Merge,Filter tags,Delev in this esp. You can add these tags to your current mods and it will work..But here are the reason why So for next version.

ItemsNpc.esp will be Using Filter tags along with Delev ..this will fix a long standing design issue that tamrieltravellersitemnpc.esp has had with bash itself and flaw in esm / esp design on my side ..without bash it works fine..but with bash it got jumbled all up.

So What Filter tag did and did it right. is only add itemnpcs.esp changes to bashed patched pointing my leveledlist to vanilla leveledlist that are used by other mods aka OOO, Frans, Arma..and not pull my custom leveldlist changes at the same time. which was the design flaw when using with bash. But since bash is so important nowdays. I had to figure out a way without having to redesign itemsnpc.esp and travellers leveledlist at the same time. For non bash users and bash users..because my leveledlist are so extensive on what they cover per each merchant etc..and how they are used also.

So when building your bashed patch

1) do not activate itemnpc.esp in load order, Filter tag is activated wrye bash will warn you if it is..so deactivate once again..

2) In merge patches section of bashed patch, make sure that is checked off here

3) and leveledlist section has well. (delev tags added back in for 1.40 but you can mark it now)

4) once bashed patched is built travellers leveledlist will be listed there if you looking for it changes in tes4edit..

This will now ensure that weapons/armor/staff/magic items/ etc will be pulled correctly from any mod that modifies vanilla leveledlist aka Frans, OOO, FCOM, Armamentarium, and many more mods. Finaly everything will be almost in balance items that Travellers will carry. You should no longer find item such has armor / weapons / magic stuff out of balance with overhaul loaded..

Item InterChange and ItemNpc.esp ...there a just a few issue that need to be balanced with Item Interchange Itself..and I can correct those I think esm side of travellers..or have vacuity repoint to use my pack leveledlist instead for some things..

Some of These leveledlist are balanced with Item Iterchange even, Magic Items which Includes Armor, Jewelry, food, flora, and few more.. But Armor and Weapons still need some tweaking..because some of mine from esm are getting pulled down into bashed patched still when it should be using LL listed or II list..

Thanks to Wrye for Bash Itself, and Vacuity whose (Item Interchange tricks that I used to make it work right)..


There will be delay in release till this weekend..So that I can work out a few more things that I want to add..read *** below ***

Fixes for Tamriel Travellers 1.40 that are done..

1) All Item are not accounted now thanks to Vacuity and Item Interchange, All Vanilla and SI items have been added so all accounted for.

2) Advscript.esp - I assume player leveled bartergold is working correctly for everyone and they are happy with amount of gold not too high or two low per level gained?

3) Shivering Isle Update - I have tweaked some of stats on pets a little bit and added a movetoscript in case they get lost from their owners..

Spoiler
*** Khajiit and Argo Night Time Travellers - I will be adding a One to Each Region that Travels at Night and Rest During the Day..***

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LittleMiss
 
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Post » Fri May 27, 2011 5:19 am

Correction to Above Post Please Read Vacuity in particular..

Item InterChange and ItemNpc.esp ...there a just a few issue that need to be balanced with Item Interchange Itself..and I can correct those I think esm side of travellers..or have vacuity repoint to use my pack leveledlist instead for some things..

Some of These leveledlist are balanced with Item Iterchange even, Magic Items which Includes Armor, Jewelry, food, flora, and few more.. But Armor and Weapons still need some tweaking..because some of mine from esm are getting pulled down into bashed patched still when it should be using LL listed or II list..

Hmm, hmm, hmm.
If you'd like you can send me a list of things you'd like adjusted in II, or you can send me a copy of what you're aiming TT to look like so I can adjust II to match and fill in the gaps. II wasn't really designed to work with the ItemsNpc plugin, but I should probably put a little more effort into handling for it as the two mods complement each other so well, don't feel you have to build the TT lists around II by any means, though.
Otherwise I'll wait for the release along with everyone else and work from there.

Vac
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Melis Hristina
 
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Post » Fri May 27, 2011 11:26 am

Hmm, hmm, hmm.

If you'd like you can send me a list of things you'd like adjusted in II, or you can send me a copy of what you're aiming TT to look like so I can adjust II to match and fill in the gaps.

II wasn't really designed to work with the ItemsNpc plugin, but I should probably put a little more effort into handling for it as the two mods complement each other so well, don't feel you have to build the TT lists around II by any means, though.

Otherwise I'll wait for the release along with everyone else and work from there.

Vac


Getting late here have to work in morning so have to god to bed soon. So I will have to send you details tommorrow..

I really have to look at what is being pulled and what needs to be adjusted in my leveledlist.

I understand Itemnpcs.esp and II where not designed to work together.

But hopefully with the filter tags they can and a little shifting of things around on both side. It would work..

If needed we could make a optionial TravellersItemInterchange.esp that does the job..which would just be the bash patch changes travellers leveledlist results after bashing..

Something to think about..and play around with till I get back you..

Corepc
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Neko Jenny
 
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Post » Fri May 27, 2011 2:39 am

If needed we could make a optionial TravellersItemInterchange.esp that does the job..which would just be the bash patch changes travellers leveledlist results after bashing..

Something to think about..and play around with till I get back you..

It's certainly something to consider. I am not a big fan of making and supporting mods with vast swathes of options (I don't mind using that kind of mod though :P ), partly because so many people just can't install them properly, but I'm considering adding a few extra optional plugin into II, this would be one of them, another one is an "ingredients in bulk" optional plugin, so people who liked that mod can have it work with II properly.

Vac
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Ella Loapaga
 
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Post » Fri May 27, 2011 10:47 am

I am not a big fan of making and supporting mods with vast swathes of options (I don't mind using that kind of mod though :P ), partly because so many people just can't install them properly, but I'm considering adding a few extra optional plugin into II, this would be one of them, another one is an "ingredients in bulk" optional plugin, so people who liked that mod can have it work with II properly.

Vac


I will work on that esp for you the stuff on my side of it that is needed and then let you take a look at your self and you can make you changes has well.. then we can rebalance has needed..

Bulk Ingredients more stuff the merrier ..for travellers to sale..
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A Boy called Marilyn
 
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Post » Fri May 27, 2011 10:54 am

I have been working away on next update, but since it alot bigger then I had planned, taking a little longer than expected.

Looking for input on the

Night Time Travellers -

There will be One Khajiit and Argonian In Each Region.

So Two Beast Race Merchants that will travel the roads night in each region. Same stops etc that normal traveller would do during the day. expect at night instead..same routines has well..travel/eat/wander..

So my questions?

1) What type of loot do you want them to sell and wear, Light Armor or Heavy Armor or Mixed Type of both..

2) boots and helments should I exclude from them wearning / selling them..(Lore)?

3) Should they have a guard or pet or horse or none..?

Corepc
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Alexis Acevedo
 
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Post » Fri May 27, 2011 1:20 pm

Looking for input on the
Night Time Travellers -
3) Should they have a guard or pet or horse or none..?

They should have pet Will o'the wisps. :goodjob: The wisps will be nice and visible at night and should provide a good bodyguard service. Not only that I should be able to knock out custom meshes/textures for you in short order: you just need to tell me what colours you want and which of the skeleton style(s) you prefer from those I've already made.

Vac
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Lawrence Armijo
 
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Post » Fri May 27, 2011 9:20 am

They should have pet Will o'the wisps. :goodjob: Vac


Love the wisp idea. Since they do glow after all make a great night light ..

No need to make more, I have plenty to look through and find what I need..Most likely the white multicolored one or bright colored ones is what I will use.

Any suggestions about their loot since you will have to update II with them has well? Light, Heavy, Mixed..Weapon suggestion Blunt or Blade or Bow..Mixed..
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Lovingly
 
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Post » Fri May 27, 2011 10:03 am

Love the wisp idea. Since they do glow after all make a great night light ..

No need to make more, I have plenty to look through and find what I need..Most likely the white multicolored one or bright colored ones is what I will use.

Any suggestions about their loot since you will have to update II with them has well? Light, Heavy, Mixed..Weapon suggestion Blunt or Blade or Bow..Mixed..

Really, it's no big hassle to give you a couple of custom textures and skeletons, but I'm not going to twist your arm over it! :angel:
Yes, the vari-coloured wisps are easily the coolest of the batch: I'd use them too, if I were you. But that's kinda the point of making you a couple of custom skeletons: I can give you colour shifts I didn't use in my Diverse Wisps resources, remember the harlequin effect I got? That would be pretty cool for a pet, for example, or something like it.
Anyway, as for loot, yes, I'd be patching it anyway in II, but realistically, I'm not sure what to suggest. I am (rightly or wrongly) under the impression that Khaajit tend to be stealth-oriented, but Argonians? They're jack-of-all-trades aren't they? Magic, steel and stealth. I can't really offer any advice offhand.

Vac
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Nick Tyler
 
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Post » Fri May 27, 2011 9:57 am

I can give you colour shifts I didn't use in my Diverse Wisps resources, remember the harlequin effect I got? That would be pretty cool for a pet, for example, or something like it.

Anyway, as for loot, yes, I'd be patching it anyway in II, but realistically, I'm not sure what to suggest. I am (rightly or wrongly) under the impression that Khaajit tend to be stealth-oriented, but Argonians? They're jack-of-all-trades aren't they? Magic, steel and stealth. I can't really offer any advice offhand.

Vac


I will take those Harlequin Variations for Travellers, since I do not have those..Good choice..

Loot on Beast Races..Khaajit - guess It could be same equipment leveledlist has Wood Elf or Rogue..Light Armor with Bow or Light Armor with Dagger/Shortsword combo..no boots or helms..

Argonians - Loot a little bit of everything..with mix/matched armor..both light/heavy..and mixed weapons..

===========

Once I get their basic's set above, then I can insert them into esm and then I can send you updated esm so that you start working on updating II has needed..for upcoming changes

Which will be these changes
  • - All Vanilla Creature Item will be moved to own leveledlist and added to each chest, and I will make Mage Types and Bard sell Rare & Undead (daedra, minotaur, undead, ghost etc) ingriedients and the Normal, Rogue, Wood Elf sell common creature stuff (wolf, boar, etc). You will just have to repoint your creature stuff into the list for future II changes has needed.
  • - All Vanilla Items are accounted for. So there should be no mismatch between Travellers and II about this anymore
  • - Also will send you that revamped Itemnpc.esp so that you can see how it going to work with II has well.
  • - Increased chances of magicial item's by 5% in all magic list..

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Damned_Queen
 
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Post » Fri May 27, 2011 2:17 pm

I will take those Harlequin Variations for Travellers, since I do not have those..Good choice..

Heh. I figured I could persuade you if I offered you something unique. :P
I'll get those made for you today with any luck. I was going to play the game, but, uhh... no rest for the wicked, eh? How many wisp types do you want/need? The harlequin style doesn't leave much room for variations (when you cycle through *every* colour, what's left?) but I'll see what I can do.

Loot on Beast Races..Khaajit - guess It could be same equipment leveledlist has Wood Elf or Rogue..Light Armor with Bow or Light Armor with Dagger/Shortsword combo..no boots or helms..

Argonians - Loot a little bit of everything..with mix/matched armor..both light/heavy..and mixed weapons..

Sounds fair, but I'm no lore buff.

Once I get their basic's set above, then I can insert them into esm and then I can send you updated esm so that you start working on updating II has needed..for upcoming changes

Which will be these changes
  • - All Vanilla Creature Item will be moved to own leveledlist and added to each chest, and I will make Mage Types and Bard sell Rare & Undead (daedra, minotaur, undead, ghost etc) ingriedients and the Normal, Rogue, Wood Elf sell common creature stuff (wolf, boar, etc). You will just have to repoint your creature stuff into the list for future II changes has needed.
  • - All Vanilla Items are accounted for. So there should be no mismatch between Travellers and II about this anymore
  • - Also will send you that revamped Itemnpc.esp so that you can see how it going to work with II has well.
  • - Increased chances of magicial item's by 5% in all magic list..

Sounds good! I particularly like the bit where different travellers will sell different ingredients.

Vac
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Shiarra Curtis
 
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Post » Fri May 27, 2011 11:49 am

How many wisp types do you want/need?

Sounds good! I particularly like the bit where different travellers will sell different ingredients.

Vac


I need 6 Wisp in All, would ask for more (22 to be exact different type for each beast race traveller that is added) ,

but I do not want travellers to get to big after all.. So 6 is fine..

I thought you would like the different ingredients tweaks for merchant's..fleshes them out more..this will include SI travellers has well..

Corepc

Phew: Found another bug with Itemnpc.esp that I forget to fix a long time ago..Arrow's not get handed out correctly in count..fixed now..hopefully this will fix issue where arrows are only being sold in count of 1 with itemsnpc.esp activated or filtered in with bash..
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Vicki Blondie
 
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Post » Fri May 27, 2011 3:56 pm

I need 6 Wisp in All, would ask for more (22 to be exact different type for each beast race traveller that is added) ,

but I do not want travellers to get to big after all.. So 6 is fine..


Done and done!
I am uploading now and will PM you the link in a minute.
You'll need to test that the harlequin effect is what you desire. It's not hard for me to make adjustments to the colour animation if you want them changed, so don't be concerned about asking for a different colour progression if you want it. I haven't tested these meshes either, so you'll need to check they look right.

Phew: Found another bug with Itemnpc.esp


Heh, good luck with finding them all!

Vac
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maddison
 
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Post » Fri May 27, 2011 5:04 am

Hi,

Having occasional issues with your merchants these days.

Firstly, sometimes when I talk to a merchant they http://i285.photobucket.com/albums/ll61/Revanchism/Working/ScreenShot297a.jpg. This isn't too serious as they'll typically offer it if I try again a little while later. I am wondering if this might be some kind of conflict with the 300 lore dialogue mod I've just installed recently, as the timing would seem about right.

Secondly, I just completed the Malacath quest (believe it or not, for the first time: I've hardly played this game) and the first time I did so, the merchant in the screenshot above and the shrine followers suddenly engaged in a fight to the death. Pitted against three burly orcs the merchant went down along with his guar, but I'm fairly sure this wasn't supposed to happen! It was literally, talk to Malacath->get Volendrung-> come out of cut-scene->everyone draw weapons and starts fighting...
I reloaded from a save a few minutes earlier and tried again. This time it *didn't* happen, so I'm really *not* sure what might have caused that. :shrug:

Sorry, I can't be more helpful or informative, but I figure you're better off at least knowing that these things are happening.

Vac

Load order: (needless to say, several of these mods have been customised (or shredded, depending how you look at these things))
Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  EnhancedWeather.esm  [Version 1.3.5]03  Cobl Main.esm  [Version 1.71]04  Qarls_Harvest.esm05  Waalx Animals & Creatures.esm06  Mart's Monster Mod.esm  [Version 3.7b1]07  Diverse Wisps - Base.esm08  TamrielTravellers.esm  [Version 1.39a]09  Armamentarium.esm  [Version 1.2.2]0A  DremoraCompanion.esm0B  Cybiades.esm  [Version 2.0]0C  Kvatch Rebuilt.esm0D  Better Cities Resources.esm0E  Progress.esm  [Version 2.0]0F  You Are Here.esm10  HorseCombatMaster.esm++  HrmnsOblivionScriptOptimizationv1.0.esp11  Unofficial Oblivion Patch.esp  [Version 3.2.0]12  FlamesRandomLightUOP.esp13  Oblivion Citadel Door Fix.esp14  DLCShiveringIsles.esp15  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]16  SM Plugin Refurbish - SI.esp  [Version 1.05]17  Better Cities .esp18  Atmospheric Loading Screens - Random Quotes.esp19  Natural_Habitat_by_Max_Tael.esp1A  EnhancedWeather.esp  [Version 1.3.5]1B  EnhancedWeather - Enhanced Seasons.esp  [Version 1.3.1]++  Advanced_Water_Modification-2734.esp1C  MIS.esp1D  MIS New Sounds Optional Part.esp1E  Atmospheric Oblivion.esp1F  Soundscaper.esp20  Rainbows.esp21  WindowLightingSystem.esp22  AmbientDungeons.esp  [Version 1.2]23  300_Lore Dialogue.esp24  AliveWaters.esp25  AliveWaters - 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Orrery.esp  [Version 1.11]42  DLCVileLair.esp43  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]44  SM Plugin Refurbish - VileLair.esp  [Version 1.11]45  DLCMehrunesRazor.esp46  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]47  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]48  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  MaleBodyReplacerV4.esp**  TFF_Races_Base_RSM.esp49  Adonnays Classical Weaponry.esp4A  Adonnays Elven Weaponry.esp**  FineWeapons.esp4B  PersuasionOverhaul.esp  [Version 1.4]4C  Town_Ceremonial_Armor.esp**  TFF_Armor_Base.esp**  TFF_Clothing_Base.esp4D  Slof's Horses Base.esp4E  Dude Wheres My Horse.esp4F  AncientTowers.esp50  DLCThievesDen.esp51  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]52  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]53  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]54  Cobl Glue.esp  [Version 1.69]55  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]56  Bob's Armory Oblivion.esp57  Loth's Blunt Weapons for Npcs.esp++  ArmamentariumLL.esp  [Version 1.2.2]++  ArmamentariumLLVendors.esp  [Version 1.2.2]++  ArmamentariumLLMagic.esp  [Version 1.05]58  ArmamentariumArtifacts.esp  [Version 1.2.2]59  OBSE-Storms & Sound SI.esp5A  Mart's Monster Mod.esp  [Version 3.7b1]5B  Mart's Monster Mod - 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Diverse Wisps.esp  [Version 0.10]68  Mart's Monster Mod - Durzog Addon.esp  [Version 0.11]++  Mart's Monster Mod - Diverse RuneSkull MMM Loot.esp++  TamrielTravellerAdvScript.esp  [Version 1.39a]69  TamrielTravellers4MMM.esp  [Version 1.39a]++  Travellers4MMMHostileFactions.esp  [Version 1.39a]6A  ShiveringIsleTravellers.esp  [Version 1.39a]**  TamrielTravellersHorseTextures.esp6B  T.I.E4MODS.esp  [Version 0.41]++  PersuasionOverhaul_MMM.esp  [Version 1.2]6C  Qarls_Harvest addon_MMM.esp++  Atmospheric Oblivion - MMM Patch.esp6D  zCats & Rats.esp6E  MMM-Cobl.esp  [Version 1.69]6F  WAC.esp70  WAC - OverSpawn.esp71  WAC - BlackBootDungeon.esp72  WAC - Crowded Roads Revisited.esp  [Version 1.1]73  WAC - Dead Knights.esp74  WAC - Magic.esp75  WAC - Player Summons.esp76  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp77  Ivellon.esp  [Version 1.8]78  Amaterasu no Yume.esp79  Ancient_Goblin_City-4843.esp7A  Blitz's Dungeons & Realms - Molag Fel 1.4.esp7B  BD&R - Laughing Maw.esp7C  BD&R - Deepgrave.esp7D  Blackrock_Mountain-4489.esp7E  BravilSeaDomes.esp7F  Crescent Island.esp80  Duke Patricks Dragon and the Sword of Might.esp81  JQ-Return_of_Dagoth_Ur.esp82  Kvatch Rebuilt.esp83  Lair_of_the_Hydra-4490.esp84  Lem - 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User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Fri May 27, 2011 2:18 am

Hi,

Having occasional issues with your merchants these days. Firstly, sometimes when I talk to a merchant they sometimes don't offer the barter function. This isn't too serious as they'll typically offer it if I try again a little while later.

Secondly, I just completed the Malacath quest (believe it or not, for the first time: I've hardly played this game)

Sorry, I can't be more helpful or informative, but I figure you're better off at least knowing that these things are happening.

Vac


Merchant no barter,

this does happen sometimes, because of the script and delay when you go to activate them. But the script is unchanged in 1.39a,

happen more often with mod that modify dialogue

Did it start happening more with 300 lore mod activated? Try moving persuasion overhaul above tamrieltravellers? ..

Was Ildoni sitting down eating?

Malacath quest - must have been a rare fluke in that happening,

Try Bash tag 4MMMhostilefactions has faction, relationship, or disable, rerun that quest once again and see if happens once again..

Else I will look things over? but you have a massive mod list...Check to see if any of your mods are modifying these faction..
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Fri May 27, 2011 8:32 am

Question. What is the purpose behind the various AI packs that look like MMPRoamingTraderFixerBardDagger? They're filled with funky looking leveled list entries, and I noticed the copies of them in TIE are full of nothing but NULL references. Do these serve a purpose? Unless I'm missing something, these AI packs are positioned on the NPCs in such a way that they'll never be called upon.
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Fri May 27, 2011 12:16 pm

Question. What is the purpose behind the various AI packs that look like MMPRoamingTraderFixerBardDagger? They're filled with funky looking leveled list entries, and I noticed the copies of them in TIE are full of nothing but NULL references. Do these serve a purpose? Unless I'm missing something, these AI packs are positioned on the NPCs in such a way that they'll never be called upon.


Useitempackage sometime do actually come in play every one in while, for force equipment check and when and item get sold it is replaced with something else from their list..which leveledlist handled, but this help ensure that has well..So they are not always having the best equipment for sale either.

but, in tie they where never fixed like the full version..so that is why they show null - also return some funky error is you error check it tes4edit..

Corepc
User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Fri May 27, 2011 7:10 am

Useitempackage sometime do actually come in play every one in while, for force equipment check and when and item get sold it is replaced with something else from their list..which leveledlist handled, but this help ensure that has well..So they are not always having the best equipment for sale either.

but, in tie they where never fixed like the full version..so that is why they show null - also return some funky error is you error check it tes4edit..


I'm not sure how the packages can get used, they're at the very bottom of the package lists on each NPC that has one, and the package above that on each NPC is a generic wander AI that executes if none of the packages above it run. So as far as AI logic flow, they can't be reached. Unless they're scripted somewhere else?

As far as TES4Edit, it reports errors because all the entries in the lists are NULL (00000000) references. They don't point to anything. I looked a bit closer into it and the reason they don't point to anything is because the leveled lists they normally come from in TT don't exist in TIE. Is this something that should get fixed or something that should get dropped?
User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Fri May 27, 2011 7:05 am

So as far as AI logic flow, they can't be reached. Unless they're scripted somewhere else?

leveled lists they normally come from in TT don't exist in TIE. Is this something that should get fixed or something that should get dropped?


I know they set at the bottom of their list, but they are checking equipped items.

In full tamriel travellers there in the script its does perform a evp and so that is when it get checked's most likely..I have never tracked down if they did actually get used or not. Else every game hour evp is performed and so useitempackage check condition data and see if these leveledlist are equpped or not..So perhaps not firing off correctly..

but in tie they should have been removed..
User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Fri May 27, 2011 6:16 am

where are the travelers' wares stored?
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Fri May 27, 2011 7:55 am

How well does this mod work with http://www.tesnexus.com/downloads/file.php?id=20575 ?
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

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