[RELZ]Tamriel Travellers 1.39 TravelingMerchantsofCyrodiilan

Post » Fri May 27, 2011 3:45 am

++ Item interchange - Extraction.esp [Version 0.77]


Item Interchange is causing the problem. Has it modify the same leveledlist that travellers item*.* do. So this is what you are seeing.

Not much I can do to fix this once again, since Item Interchange uses filter has well. and it want to overwrite my leveledlist which end up overwriting my item npc has well.

You could try loading ItemVendors below Item Interchange plugin. and make sure that is getting merged in..But, I do not think that will help either.

I will have to get with Vacuity and see if there is anything that can be done to re things rebalanced once more.
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Fri May 27, 2011 4:03 am

I could get rid of Item Interchange as well if it's causing this problem.
Tamriel Travellers with Vendors Inventory balance is very important for me.
I could change it later to NPCs when I'm at high levels (30+).

TamrielTravellersItemsVendor.esp could not be merged since it's tagged {{BASH:Delev,NoMerge,Relev}}
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Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Fri May 27, 2011 2:08 am

Item Interchange is causing the problem. Has it modify the same leveledlist that travellers item*.* do. So this is what you are seeing.

Uh-oh.

Probably guilty as charged. Something I've always been intending to get around to sorting out, but it's not so easy as the Tamriel Travellers alternate item plugins are all merged in I've got no way of knowing which set of loot the user wants. It's exactly the same for the vast majority of "optional mergable plugins", II simply can't handle them automatically because I've got no way to know what a user is using when the plugins aren't active. Instead I would need to have a full array of optional plugins specifically for each mod and my enthusiasm for making and supporting all those necessary (because it's not just TT I'm talking about) is... uhh... well, like so many other things, quite low.

I'm perfectly happy to discuss how to implement the necessary changes though.

Vac
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Assumptah George
 
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Joined: Wed Sep 13, 2006 9:43 am

Post » Fri May 27, 2011 5:10 am

TamrielTravellersItemsVendor.esp could not be merged since it's tagged {{BASH:Delev,NoMerge,Relev}}


remove the tags- keep only filter tag..see if that helps..But once again Item Interchange is causing the problem.

Uh-oh.

Probably guilty as charged. Something I've always been intending to get around to sorting out, but it's not so easy as the Tamriel Travellers alternate item plugins are all merged in I've got no way of knowing which set of loot the user wants.

It's exactly the same for the vast majority of "optional mergable plugins", II simply can't handle them automatically because I've got no way to know what a user is using when the plugins aren't active.

Instead I would need to have a full array of optional plugins specifically for each mod and my enthusiasm for making and supporting all those necessary (because it's not just TT I'm talking about) is... uhh... well, like so many other things, quite low.

I'm perfectly happy to discuss how to implement the necessary changes though.

Vac


Vacuity, I know we talked about this in Item Interchange thread.

My solution would be to make Item Interchange Travellers Item*.*.esp and merge in both Item Interchange changes and my ItemNpcs or Vendors changes has needed. and Rebalance has needed. That would be easiest way to get around this problem. But would only address the issue with my mod once again.

Will add to list, but, I afraid that list has grown too big at this moment for me to do. I need to get some of that alpha stuff out, so that I can shrink down my list some.
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Steve Bates
 
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Post » Fri May 27, 2011 11:24 am

Vacuity, I know we talked about this in Item Interchange thread.

My solution would be to make Item Interchange Travellers Item*.*.esp and merge in both Item Interchange changes and my ItemNpcs or Vendors changes has needed. and Rebalance has needed. That would be easiest way to get around this problem. But would only address the issue with my mod once again.

Will add to list, but, I afraid that list has grown too big at this moment for me to do. I need to get some of that alpha stuff out, so that I can shrink down my list some.

I vaguely remember we did, alas: I remember none of the details. I should probably go look over those older threads again. I wonder what else I have forgotten...?

The suggestion was to separate out (some of) the Tamriel Traveller lists from the main placement esp and then provide alternate versions for those specific lists. Yes? No?

There's an alternate way of doing it which follows the II model (hey, everyone has their preferred way, right?). Have a list from which the travellers draw items (say an ll1 list) which has a single level 1 entry to a "vanilla" ll0 list. Optional plugins do not remake *any* lists, they simply add a "higher level" option to the ll1 list (at level 2) pointing to an alternately balanced ll0 list also contained in the esm. This kind of structure is part of the basis of how II works, but in II's case it works by the mods present, in your case it would work by using an optional plugin to change the contents of the list the travellers draw from, a list with no items, just pointing to another list, whichever is chosen by the user. Follow me?

This would be supremely easy to support and I suspect would also reduce the likelihood of people messing up the installation.

Vac
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Skivs
 
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Post » Fri May 27, 2011 3:37 am

There's an alternate way of doing it which follows the II model (hey, everyone has their preferred way, right?). Have a list from which the travellers draw items (say an ll1 list) which has a single level 1 entry to a "vanilla" ll0 list.

Optional plugins do not remake *any* lists, they simply add a "higher level" option to the ll1 list (at level 2) pointing to an alternately balanced ll0 list also contained in the esm.

This kind of structure is part of the basis of how II works, but in II's case it works by the mods present, in your case it would work by using an optional plugin to change the contents of the list the travellers draw from, a list with no items, just pointing to another list, whichever is chosen by the user. Follow me?

This would be supremely easy to support and I suspect would also reduce the likelihood of people messing up the installation.

Vac


Confused..by the method above..? Are you saying redirect my list..So that is would be more like

MMPRoamingTraderLL2 <-top list added to npc and chest contains sub list ll1 from below

MMPRoamingTraderLL1< - Contains Sub List from LLO and level checks for these list

MMPRoamingTraderLLO<- Item List themselves which would contain the items..

Corepc
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Lauren Denman
 
Posts: 3382
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Post » Fri May 27, 2011 11:04 am

Yeah, I know. Most people don't seem to get a lot of the ideas in II. :icecream:

Let's try another way, looking at a nominal weapon list "A".

With your current system, list A is balanced roughly for the vanilla system of weapon drops. If the player wants a different balancing system applied they load a mergable patch which rewrites the entire list essentially from scratch. The big problem here is that if you've got two patches trying to make modifications to the same list they can be completely incompatible because one of them is trying to completely rewrite the list and one is merely trying to modify it a bit. Whichever way the load order goes there are going to be screwy results.

Instead what you have is your list A, which is not in itself a real list, per se, it simply acts as a placeholder list pointing simply and directly to list A1. A1 is your equipment list balanced for the vanilla game. As it happens you (can) also have, for example, list A2, balanced for OOO and FCOM, list A3, balanced for Frans, list A4, balanced for TIE, list A5 balanced for WAC and list A6 balanced for the amazing and not yet started overhaul VAOC "Vacuity's Amazing Oblivion reCalibration" (:facepalm:). As things stand lists A2 through A6 are not accessible in the user's game. They are accessible by the use of mergable patches that add an extra entry to the primary list A.
So a user not using an overhaul would see (well, they would if they looked at it in TES4View) a list with one entry
Level 1 - A1
A user using, say FCOM, would instead see
Level 1 - A1
Level 1 - A2
Level 2 - A2
At level 1 the vanilla list will only be dropping iron weapons, so there's no balance issue at level 1, and the moment they get to level 2 (and of course beyond) the vanilla list is no longer accessible and they will only get loot balanced for FCOM. To make this very clear, the "Calculate from all levels <= player's level" flag *must* be disabled in list A for this method, but does not have to be disabled in the sub-lists.
The great thing about doing things this way is that each list can be tweaked and balanced independantly of each other by any number of mods because the contents of the lists that actually have the items (and therefore determine the balance) do not depend on what mergable (and therefore untraceable) plugins the user is using and have clearly defined balancing objectives. All that is determined by said merged and untraceable plugins is which lists are *accessible and used* in any given game.

I honestly believe this method offers a far superior method (hell, it's a big chunk of the design basis of II, so I obviously think it's good) of handling lists. Instead of having one list and having five different ways to completely overwrite it (which then begs for incompatibilities when you have more than one mod trying to tweak it), have five different lists and simply determine access to those different lists based on the installation choices of the user.

Got me this time? Would it be easier if I threw together a sample esm and esps?

Vac
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Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Fri May 27, 2011 4:08 am

Deleted completely Items Interchanges from my load list,
TamrielTravellersItemsVendor.esp tagged by Filter only.
but my problem is not solved.
The only change I noticed is the Armor worn by the traveler, past from Ebony armor to Steal Armor.

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.esp18  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]++  TamrielTravellersItemsVendor.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 - Shivering Isles.esp++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  FineWeapons for OOO.esp**  RustyItems for OOO.esp38  Geomancy & Gem Dust OOO.esp39  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]++  OOOLivingEconomyWornRebalance.esp++  EVE_StockEquipmentReplacer4FCOM.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]3A  Break Into the Arcane University.esp3B  JQ-AssassinQuest.esp3C  thievery.esp3D  TR_Stirk.esp3E  Unique Dungeons - Lichs Lair.esp3F  Unique Dungeons - Lost Glory.esp40  VaultsofCyrodiil.esp41  DID3_DoubleTrouble.esp42  Cyrodiil Travel Services.esp  [Version 1.3]43  Mighty Umbra.esp44  Ungarion1TheWelkyndSword.esp  [Version 1.4]++  FCOM_MightyUmbra.esp  [Version 0.9.9]45  ElsweyrAnequina.esp46  NakedNord.esp47  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp48  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]49  BlackScreenSneakFix.esp4A  DS Less Predictable Respawn.esp  [Version 1.1]4B  DS Portable Sorters.esp  [Version 1.1]4C  EVE_ShiveringIslesEasterEggs.esp4D  P1DkeyChain.esp  [Version 5.00]4E  Salmo the Baker, Cobl.esp  [Version 3.08]++  Enhanced Vegetation [100%].esp4F  Toggleable Quantity Prompt.esp  [Version 3.1.1]50  wd purse of wonders.esp51  SupremeMagicka.esp  [Version 0.89]52  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]53  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]54  Lightweight Potions.esp  [Version 1.1]55  AoshisStealthEntrances.esp56  Enhanced Grabbing.esp  [Version 0.4]57  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]58  ProgressMBSP.esp  [Version 2.0]59  ProgressSBSP.esp  [Version 1.0]5A  ProgressRacial.esp5B  ProgressArmorer.esp  [Version 1.0]5C  ProgressMercantile.esp  [Version 1.11]5D  RealisticLeveling.esp++  EVE_KhajiitFix.esp++  Real Lava 1.3.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]5E  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp5F  MergedMaps.esp60  FormID Finder4.esp61  kuerteeCleanUp.esp62  Bashed Patch, 0.esp63  Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.esp64  thievery - EE patch.esp  [Version 1.0]65  Automatic Timescale.esp  [Version 1.0]

User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Fri May 27, 2011 11:20 am

My character at level 20, with the above mod list.

http://img510.imageshack.us/img510/6484/screenshot2e.jpg <-- Wearing Steal Armor
http://img515.imageshack.us/img515/9845/screenshot0l.jpg
http://img402.imageshack.us/img402/9784/screenshot1m.jpg

As you see there are Daedric and Ebony items to buy from Mashag Batul.
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Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Fri May 27, 2011 6:47 am

Now with "TamrielTravellersItemsVendor.esp" tagged with
Delev
NoMerge
Relev

Merged in bashed patch but not actived.
No Items Interchanges plugins.
Waited 6 days !

I get the following:

http://img62.imageshack.us/img62/9150/screenshot4ho.jpg
http://img20.imageshack.us/img20/2863/screenshot3xl.jpg

http://img11.imageshack.us/img11/9895/screenshot5at.jpg
http://img503.imageshack.us/img503/9857/screenshot6a.jpg
http://img410.imageshack.us/img410/4927/screenshot7k.jpg

http://img682.imageshack.us/img682/1654/screenshot8.jpg
http://img261.imageshack.us/img261/17/screenshot9y.jpg
http://img145.imageshack.us/img145/9779/screenshot10l.jpg

Mods list:
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.esp18  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 - Shivering Isles.esp++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  FineWeapons for OOO.esp**  RustyItems for OOO.esp38  Geomancy & Gem Dust OOO.esp39  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]++  OOOLivingEconomyWornRebalance.esp++  EVE_StockEquipmentReplacer4FCOM.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]3A  Break Into the Arcane University.esp3B  JQ-AssassinQuest.esp3C  thievery.esp3D  TR_Stirk.esp3E  Unique Dungeons - Lichs Lair.esp3F  Unique Dungeons - Lost Glory.esp40  VaultsofCyrodiil.esp41  DID3_DoubleTrouble.esp42  Cyrodiil Travel Services.esp  [Version 1.3]43  Mighty Umbra.esp44  Ungarion1TheWelkyndSword.esp  [Version 1.4]++  FCOM_MightyUmbra.esp  [Version 0.9.9]45  ElsweyrAnequina.esp46  NakedNord.esp47  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp48  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]49  BlackScreenSneakFix.esp4A  DS Less Predictable Respawn.esp  [Version 1.1]4B  DS Portable Sorters.esp  [Version 1.1]4C  EVE_ShiveringIslesEasterEggs.esp4D  P1DkeyChain.esp  [Version 5.00]4E  Salmo the Baker, Cobl.esp  [Version 3.08]++  Enhanced Vegetation [100%].esp4F  Toggleable Quantity Prompt.esp  [Version 3.1.1]50  wd purse of wonders.esp51  SupremeMagicka.esp  [Version 0.89]52  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]53  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]54  Lightweight Potions.esp  [Version 1.1]55  AoshisStealthEntrances.esp56  Enhanced Grabbing.esp  [Version 0.4]57  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]58  ProgressMBSP.esp  [Version 2.0]59  ProgressSBSP.esp  [Version 1.0]5A  ProgressRacial.esp5B  ProgressArmorer.esp  [Version 1.0]5C  ProgressMercantile.esp  [Version 1.11]5D  RealisticLeveling.esp++  EVE_KhajiitFix.esp++  Real Lava 1.3.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]5E  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp5F  MergedMaps.esp60  FormID Finder4.esp61  kuerteeCleanUp.esp62  Bashed Patch, 0.esp63  Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.esp64  thievery - EE patch.esp  [Version 1.0]65  Automatic Timescale.esp  [Version 1.0]

User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Fri May 27, 2011 7:20 am

Now with "TamrielTravellersItemsVendor.esp" tagged with

Waited 6 days !

I get the following:


I understand the plugin is broken only with bash, without bash it work, because bash is not pulling in master leveledlist from the travellers.esm itself.

You could try doing it this way.

Do not merge the plugin in.
Deslect from leveledlist has well.

And rebuild patch, wait x amount days..

Or If you do not feel like waiting x amount of days..

Deactivate Travellers Itself, make a clean save, and then reactivate plugins, that will work has well..

I have been working on other mods today (Another MMM Update with Unofficial FCOM for one) , and have not had a chance to even geted started working on fixing both the itemnpc.esp and itemvendors.esp. So that they work correctly with Wrye Bash. On my list before I go on vacation next week..

Corepc
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Fri May 27, 2011 11:07 am

Did what you said:
- Unchecked "Automatic" leveled list in bashed patch and removed "TamrielTravellersItemsVendor" from the list.
- Rebuilt Bashed Patch
- Checked manually "TamrielTravellersItemsVendor.esp"

Waited 6 days.

The travelers still sell daedric/glass weapons and ebony armors.
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Fri May 27, 2011 4:35 pm

Thinking of Utilizing Either Cobl Races or Race Balancing Eyes and Hairs for a New Plugin. It would Require Bash to work but,

What it would do is randomly assign eyes and hairs from either one of these mods to Tamriel Travellers to give them a new look.

Each Time you rebuild your bashed patched Their Hair and Eyes would change. That would be a side effect if done this way . But interesting results. could come out or weird results (horns on wood elf for example)

I do not have any screenshot yet, but, what does everyone think..
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Fri May 27, 2011 3:40 am

This would interest peoples using these races mods. I do not like Hair/eyes randomization approach since sometime it results on weird results like argonian having Ren's hair, or a Breton having glowing white eyes.
I like all what is close to nature, so I like TT what they are looking now.

I have suggestion to make some of these TT as trainers. As a example I give my issue: I have an evil character with bounty on his head. He can't join any "good" guild because of bounty. I looked to train my character blade or blunt, but I found the only trainers in Cyrodiil are in Fighter Guild. They can't train you unless you join the guild.
Just a suggestion (maybe it's not a good idea).
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Fri May 27, 2011 4:28 pm

This would interest peoples using these races mods. I do not like Hair/eyes randomization approach since sometime it results on weird results like argonian having Ren's hair, or a Breton having glowing white eyes.


yep, but, you could always just rebuild your bashed patched and hoped that the npc has a new hair style or different set of eyes.

Trainer < - You can find mods that already do this, search for trainer's..
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Fri May 27, 2011 12:05 pm

Does anyone else have a problem with the travelling merchants not travelling? Literally. They just stand in place and don't move.
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Fri May 27, 2011 3:09 pm

From The Readme Location's Traveled Section


How do they Travel- Sometime Midday they will travel to their next location. During this time you will be able to buy/sell items from them. You must stop them and activate them for this to work. Once they Reach their location they will go into their wander and will talk to NPCS. They will stay at these locations until the next day . Sometime during the night they will find place to eat for the rest of night until sometime in the morning and then will wander around or start their travel to next location. Depending on what time it is


Does anyone else have a problem with the travelling merchants not travelling? Literally. They just stand in place and don't move.


read above..I rewrote that sectoin to make it little clear..

It mean they will stand around and wait at these location until a certain time then they will move to their next location the next day.
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Fri May 27, 2011 9:22 am

Thinking of Utilizing Either Cobl Races or Race Balancing Eyes and Hairs for a New Plugin. It would Require Bash to work but,

What it would do is randomly assign eyes and hairs from either one of these mods to Tamriel Travellers to give them a new look.

Each Time you rebuild your bashed patched Their Hair and Eyes would change. That would be a side effect if done this way . But interesting results. could come out or weird results (horns on wood elf for example)

I do not have any screenshot yet, but, what does everyone think..

I think this is great! Will wait eagerly to see it! Now it's really beginning to look like Christmas... :D
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Fri May 27, 2011 5:39 am

Thinking of Utilizing Either Cobl Races or Race Balancing Eyes and Hairs for a New Plugin. It would Require Bash to work but,

What it would do is randomly assign eyes and hairs from either one of these mods to Tamriel Travellers to give them a new look.

Each Time you rebuild your bashed patched Their Hair and Eyes would change. That would be a side effect if done this way . But interesting results. could come out or weird results (horns on wood elf for example)

I do not have any screenshot yet, but, what does everyone think..



I think this is great! Will wait eagerly to see it! Now it's really beginning to look like Christmas... :D


Thanks, I glad you like the idea has well. Bg2408 and a few others have liked the idea has well.

Plugin is Done that Randmonly Assign New Hairs and Eyes from Either Cobl Races or Race Balancing Project and Working Has well.

See Just look at Miliele with here new hair and eyes..Sorry about no clothing..had to remove them so that I could verfify plugin work's..

http://i131.photobucket.com/albums/p305/corepc/MilieleNewLooks.jpg

Will Release Plugin Later Today, which will be Good way to start off New Thread..

Corepc
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Fri May 27, 2011 1:18 am

Hi, Corepc.
Are the BNR Enhanced Travelers ready?
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Fri May 27, 2011 3:24 am

Is this compatible with FCOM?
Thanks in advance
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Fri May 27, 2011 2:00 pm

absolutely yes
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Fri May 27, 2011 5:04 pm

Is there a compatible version for Open Cities?
User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Fri May 27, 2011 2:43 pm

unfortunately no
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Fri May 27, 2011 2:41 am

Is Tamriel Travellers compatible with "Enhanced economy" and "Unique landscapes"?
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

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