[RELZ]Tamriel Travellers 1.39 TravelingMerchantsofCyrodiilan

Post » Fri May 27, 2011 2:13 am

where are the travelers' wares stored?


In a hidden cell that is not accessible, that is where their chest are stored at.


How well does this mod work with http://www.tesnexus.com/downloads/file.php?id=20575 ?


Yes, work fine with any of Crowded Roads Series of Mods..
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gemma
 
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Post » Fri May 27, 2011 4:40 pm

I've not seen a Carrot of Seeing (Dark Carrot) on a trader for a very long time, they didn't get dropped from the list did they? However, on that note I will add thank you so very much for the Ironwood nuts! B)
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Beat freak
 
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Post » Fri May 27, 2011 3:27 am

Sorry if this has been covered previously, but can I use ShiveringIsleTravellers.esp without the TamrielTravellers.esm in the SI folder? Will this then give me Shivering Isle travellers who are selling just Fran/Armamentarium/etc items (no SI stuff)? Making sure I was reading the readme correctly, thx. :)
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Catherine N
 
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Post » Fri May 27, 2011 3:25 am

I've not seen a Carrot of Seeing (Dark Carrot) on a trader for a very long time, they didn't get dropped from the list did they?


My Traders carry them ... I 'see' them all the time. :biglaugh: (Using 1.39b Shivering Isles version)
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louise hamilton
 
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Post » Fri May 27, 2011 1:08 am

One question. They are sprinting around mostly or sneaking. They almost never walk slowly as mentioned in readme - is that working as intended or should I clean save reinstall?
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Juliet
 
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Post » Fri May 27, 2011 10:42 am

One question. They are sprinting around mostly or sneaking. They almost never walk slowly as mentioned in readme - is that working as intended or should I clean save reinstall?


That is normal behaivor, for them to run from location to location. Once they reach their location, some will walk around or sneak around. All working has intended. If I had them walk from one location to next location when they travel, they would most likely die more often, and not reach their location. So this is why some run or ride horses..
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Ann Church
 
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Post » Fri May 27, 2011 6:50 am

When playing with FCOM, the travelers get killed off all of the time. I am considering the friendly factions plugin, but I don't want them to be friendly with all of the baddies, you know...
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mike
 
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Post » Fri May 27, 2011 7:36 am

Maybe this has been mentionned before, but I always thought it would be nice to have a couple of travellers in the Imperial City as well. I always miss them when I'm there ;)
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nath
 
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Post » Fri May 27, 2011 6:32 am

Hey, always wanted to know why a lot of the traders are always sneaking around?

There was a little talk of adding chameleon/invisibility to NPCs while sneaking--to balance out the fact we can actually see them, no matter their sneak skill--and I got to thinking...hey. If this ever comes about, I won't be able to find any of the traders anymore. :ninja:

So, just wondering.

And it doesn't take anything away from the mod, btw. This mod is probably more used then most of my mods combined. Its just so darned useful having people to sell loot to or repair/recharge your items without having to make a long trek back to civilization. Awesome work!


EDIT: Oh, I should read more. :) I see. Normal behavior. Nothing to worry about now, but if the other mod ever comes to fruition, I'll just have to look harder.
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JESSE
 
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Post » Fri May 27, 2011 10:35 am

Are there pack-horses as well as pack-guars?
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gary lee
 
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Post » Fri May 27, 2011 2:53 pm

There needs to be pack-donkeys. ^_^
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[Bounty][Ben]
 
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Post » Fri May 27, 2011 4:20 am

Been spending too much Time on MMM..Seems that I have forgotten My own mod...

When playing with FCOM, the travelers get killed off all of the time. I am considering the friendly factions plugin, but I don't want them to be friendly with all of the baddies, you know...


Friendly Faction Plugin will not work with fcom anyways.

Has the Travellers4OOO version use it own faction settings that are in OOO.esm itself. and FCOM Travellers has well.

You would need to adjust RoamingTraderFaction and Other faction Relationship in both OOO.esm and FCOM has well.


Maybe this has been mentionned before, but I always thought it would be nice to have a couple of travellers in the Imperial City as well. I always miss them when I'm there ;)


All In due time, has I plan on adding in some Travellers and will make some new route for Imperical City has well.

And it doesn't take anything away from the mod, btw. This mod is probably more used then most of my mods combined. Its just so darned useful having people to sell loot to or repair/recharge your items without having to make a long trek back to civilization. Awesome work!


I afraid you are right about that, Travellers do get used alot in everybody config. Just so useful after all.


Are there pack-horses as well as pack-guars?



There needs to be pack-donkeys. ^_^


I can add pack-donkeys not a problem but figuring out which npcs should get them is the next question? Nearly all of my npcs have a guard/pet/horse with them already, only a small handful left that do not.

Has I stated above going to addin some more travellers for Imperial Isle / Imperial City.
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Bitter End
 
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Post » Fri May 27, 2011 12:41 pm

Been spending too much Time on MMM..Seems that I have forgotten My own mod...

This will change... But, in the meantime I am still thoroughly enjoying my friends.

And it doesn't take anything away from the mod, btw. This mod is probably more used then most of my mods combined. Its just so darned useful having people to sell loot to or repair/recharge your items without having to make a long trek back to civilization. Awesome work!

I afraid you are right about that, Travellers do get used alot in everybody config. Just so useful after all.

Useful and quite realistic also. The one thing I enjoy most of all is seeing their friendly faces. After seeing nothing but critters and NPC's bent on destroying me, their young, fresh smiling faces are a very welcome sight (even if I have nothing to trade).

I can add pack-donkeys not a problem but figuring out which npcs should get them is the next question? Nearly all of my npcs have a guard/pet/horse with them already, only a small handful left that do not.

Has I stated above going to addin some more travellers for Imperial Isle / Imperial City.

Maybe that's where you can add "new type" Traveller pets? I've come to recognize most of the TT's by their pets, especially when they are a distance away from me.
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Mackenzie
 
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Post » Fri May 27, 2011 12:38 pm

Maybe that's where you can add "new type" Traveller pets? I've come to recognize most of the TT's by their pets, especially when they are a distance away from me.

There shall be wisps!

I will provide them and if needs be I'll hire the Blackwood Company to make sure Core adds them to the mod!

Vac
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Sweets Sweets
 
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Post » Fri May 27, 2011 1:02 am

Hi there. Sounds like an awesome mod. I will definitely check it out once I get a new desktop. Since I am playing Oblivion on a (fairly decent gaming) laptop right now, I don't want to add anything too intensive to keep my framerates decent and lag to a minimum.

What really got me interested in this mod was the mention of a travelling bard, but it doesn't seem like they actually play music - is this correct? I see that you also have a mintrel mod in the works? I couldn't find a download link and from what info I have been able to read on it, it seems to be unfinished or lost or something. Can you confirm this?

I would really like to see a mod with some type of bard(s) or minstrel(s) that would play music in different tavens/inns. I had a mod like this for Morrowind and although it was very simplistic (using statics intead of npcs) it added to the ambience of Arrille's place in Seyda Neen, and I even overhauled the scripting a bit (for personal use) to play different songs and add them to different taverns and inns. I was waiting for someone to come up with a decent lute playing animation instead of using animated statics as the orig mod did so I could do a full blown travelling bard mod, but I eventually lost interest in doing it since I couldn't get the animation. After I saw someone had made a guitar animation for Oblivion I thought of doing a mod like this for Oblivion, but I haven't even touched the new CS scripting language yet and wanted to see if someone was already working on one.

:foodndrink:
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Danel
 
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Post » Fri May 27, 2011 2:28 am

Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 0.9.7]03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  TamrielTravellers.esm  [Version 1.39c]07  FCOM_Convergence.esm  [Version 0.9.9a7]08  Armamentarium.esm  [Version 1.3]09  Artifacts.esm0A  Progress.esm  [Version 2.2]...++  TamrielTravellerAdvscript.esp  [Version 1.39c]35  TamrielTravellers4OOO.esp  [Version 1.39c]36  TamrielTravellersItemsCobl.esp  [Version 1.39c]37  TamrielTravellersItemsVendor.esp  [Version 1.39c]

so far I'm using the above configuration for FCOM.
It's the best I can do to get balanced items for the travellers.

but I'm still not satified:
At level 20, some travellers sell Daedric/Glass Arrows, some Ebony Armors, Some Glass Armors and Weapon...

This is absolutely not the case of town vendors, so I'm asking what is for this file "TamrielTravellersItemsVendor.esp"?. I have the feeling she do nothing, besides it's marked GREEN in Wrye Bash but it's not mergeable !
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Lucky Boy
 
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Post » Fri May 27, 2011 5:31 am

37 TamrielTravellersItemsVendor.esp [Version 1.39c]


This is absolutely not the case of town vendors, so I'm asking what is for this file "TamrielTravellersItemsVendor.esp"?. I have the feeling she do nothing, besides it's marked GREEN in Wrye Bash but it's not mergeable !


Design flaw, with how my leveledlist work (esp changes do not stick right in bash)

You need to Add the Filter Tag to ItemVendor plugin and rebuild bashed patch that should fix that problem..Do not activate the plugin in load list, just select it merge section of bashed patched..Wait x amount of days for travellers inventory to get updated. If you still have the problem then report back.
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Timara White
 
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Post » Fri May 27, 2011 4:53 am

I added the Filter Tag to TamrielTravellersItemsVendor.esp, when I wanted to rebuild Bashed Patch, he asked me to deactivate first this ESPs. Done and rebuilded Bashed Patch, but now the file is GREEN with NO Mark (no point, no +, no check) !!!
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Davorah Katz
 
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Post » Fri May 27, 2011 1:42 pm

Here is a http://img28.imageshack.us/img28/156/46799860.jpg of my Wrye Bash!
I'm not sure if Wrye Bash used "TamrielTravellersItemsVendor.esp" when I have rebuilt it because I haven't found any option to check in the bashed patch for this file.
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maddison
 
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Post » Fri May 27, 2011 2:31 am

I added the Filter Tag to TamrielTravellersItemsVendor.esp, when I wanted to rebuild Bashed Patch, he asked me to deactivate first this ESPs. Done and rebuilded Bashed Patch, but now the file is GREEN with NO Mark (no point, no +, no check) !!!


That is what filter tag does it only import the changes from the esp, you do not need to activate the plugin after it has been imported. This way it ensure that it will work right.

If you use tes4edit to look at your bashed patch you would find the changes from that plugin there.


Check in merge patches section of bashed patched, and remove nomerge tag has well
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Damian Parsons
 
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Post » Fri May 27, 2011 12:38 pm

Thanks, now I will see what are the changes for Tamriel Travelers items...
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Mason Nevitt
 
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Post » Fri May 27, 2011 5:02 pm

I have noticed no change in travelers items, they still sell Glass/Ebony armors/wepons (some from Artifact, some from oblivion.esm), daedric arrows.
But Mages travellers are OK.
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Stat Wrecker
 
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Post » Fri May 27, 2011 9:41 am

The plugin "TamrielTravellersItemsVendor.esp" needs to be worked;
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Lance Vannortwick
 
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Post » Fri May 27, 2011 1:20 pm

The plugin "TamrielTravellersItemsVendor.esp" needs to be worked;


? Did you wait x amount of days for merchant inventories to get updated?

try removing all tags expect filter from the plugin and see if that helps?

Post your load order has well?
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Vickey Martinez
 
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Post » Fri May 27, 2011 3:19 am

OK Il will do a test.
I already tested (waited 5 days) in the last days but noticed no change.

Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 0.9.7]03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  TamrielTravellers.esm  [Version 1.39c]07  FCOM_Convergence.esm  [Version 0.9.9a7]08  Armamentarium.esm  [Version 1.3]09  Artifacts.esm0A  Progress.esm  [Version 2.2]0B  TR_OoT_Main.esm0C  HorseCombatMaster.esm**  TIE.esp**  TNR - ShiveringIsles no helms.esp0D  Unofficial Oblivion Patch.esp  [Version 3.2.1]0E  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0F  Oblivion Citadel Door Fix.esp10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  SM Plugin Refurbish - SI.esp  [Version 1.05]13  All Natural - Real Lights.esp  [Version 0.9.7]14  All Natural.esp  [Version 0.9.7]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]15  Enhanced Water v2.0 ND.esp16  Ayleid Loot EXtension.esp17  Book Jackets Oblivion.esp++  Item interchange - Extraction.esp  [Version 0.77]18  MM_TextLocks.esp19  Spell Delete.esp1A  Enhanced Economy.esp  [Version 2.1.5]1B  Map Marker Overhaul.esp  [Version 2.3]1C  Map Marker Overhaul - SI additions.esp  [Version 1.0]1D  sr_super_hotkeys.esp1E  DLCVileLair.esp1F  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]++  Lair_mobs.esp20  DLCMehrunesRazor.esp21  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  Mehrunes_mobs.esp22  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]++  MaleBodyReplacerV4.esp**  Armamentium female.esp23  DLCThievesDen.esp24  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]25  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]++  Thievesden_mobs.esp26  Cobl Glue.esp  [Version 1.72]27  Cobl Si.esp  [Version 1.63]28  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]29  Bob's Armory Oblivion.esp2A  FCOM_BobsArmory.esp  [Version 0.9.9]2B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.3]2C  ArmamentariumArtifacts.esp  [Version 1.3]2D  FCOM_Convergence.esp  [Version 0.9.9]2E  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9]2F  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoWyverns.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]30  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3]++  Mart's Monster Mod - No Giants.esp  [Version 3.7b3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3]31  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]32  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Farm Animals.esp34  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3]++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]++  TamrielTravellerAdvscript.esp  [Version 1.39c]36  TamrielTravellers4OOO.esp  [Version 1.39c]37  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - 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Verity Hurding
 
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