[RELZ]TamrielTravellers-1.39-TravelingMerchantsofCyrodiiland

Post » Mon Aug 01, 2011 5:39 am

Oops, I forgot to ask you one more thing before I hit the showers. I have Enhanced Economy would that have problems with TamrielTravellers? thanks.


enhanced economy work fine with Travellers, even with advscript.esp (1.40) that increases the amount of barter gold travellers have based on what lvl you are once again.
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Gemma Flanagan
 
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Post » Mon Aug 01, 2011 5:15 am

Hi all iam getting a crash when using this with Oscuro's but the game works fine when i take out all the TamrielTravellers files. Anyone else getting this problem my load order is

oblivion.esm
allnatural base.esm
oscuros oblivion overhaul.ems
tameriel trravellers.esm
dlcshiveringisles
allnaturalreallights
allnatural
allnaturalsi
enhanced economy
dlchorsearmour
dlcorrery
dlcvilelair
dlcmehrunesrazor
dlcspelltomes
dlcthievesden
oscuros oblivion overhaul
ooowaterweeds
tamerieltravellers4ooo
tamrieltravellersitemsnpc
shiveringislestravellers
ooowaterfish
vaultsofcyrodiil
zabankmod
dlcbattlehorn
dlcfrostcrag
knights
harvestflora
harvestflorashiveringisles
harvestfloradlcvilelair
harvestfloradlcfrostcrag
bountyreductionovertime
sychearnoevil
ngcd
1em_Vilja
enhancedeconomysoulgems
nvidiablackscreenfix

Any help would be apprecaited as I really wanted to use this mod.
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Beast Attire
 
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Post » Mon Aug 01, 2011 7:41 am

Travellers, even with advscript.esp (1.40)

TamrielTravellerAdvScript.esp v1.40 linky?
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Alba Casas
 
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Post » Mon Aug 01, 2011 12:49 pm

Hi all iam getting a crash when using this with Oscuro's but the game works fine when i take out all the TamrielTravellers files. Anyone else getting this problem my load order is

Any help would be apprecaited as I really wanted to use this mod.


And if everyone else what having the same problem then it would be getting reported. It is most likely something related to your load order..Where is crashing at..just randmonly crashing I would make sure harvest flora is updated version. Make sure OOO 1.34beta5..



TamrielTravellerAdvScript.esp v1.40 linky?


http://www.4shared.com/file/rDf7S69P/TamrielTravellerAdvscript140Al.html
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lilmissparty
 
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Post » Mon Aug 01, 2011 1:30 pm

Will check it out. Thanks Core :D
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Steven Hardman
 
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Post » Mon Aug 01, 2011 10:54 am

Ive only noticed it crashing around the Roxy inn so far (on the road up to Bruma) but after i took Tamrieltravellers out it was fine, I think there might have been a travelling merchant fighting nearby at the time.

All other mods are at the latest version.
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Jamie Lee
 
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Post » Mon Aug 01, 2011 2:52 am

I think you can't remove the nomerge tag because its listed in the file's description (i couldn't)
You need use Tes4Edit to change the file's description i.e. delete nomerge fromthe description field

Wasn't this fixed in WB? You should be able to right-click in the tags frame and uncheck "NoMerge"...right?


A followup to this.

I had this problem too when I installed TT a few days ago, and it bugged me that TravellersItemNpcs.esp wasn't visible active (no + or ?) in Wrye Bash, so I made some tests today.


Building a Bashed Patch without deleting with Tes4Edit, but deselecting it with Wrye Bash (285), does not make it show up in Bashed Patch, 0.txt. No + or ? either

It does however show up in leveled lists when building the patch. I tried deselecting Auto, but that did not make it show up in Bashed Patch, 0.txt either. No + or ? either

The only way I could make it show up in the txt and with a +, was by deleting the NoMerge tag with Tes4Edit.

From the Bashed Patch, 0.txt, without deleting NoMerge (but deselecting it with WB):
Spoiler
= Leveled Lists

=== Delevelers/Relevelers
* Francesco's Leveled Creatures-Items Mod.esm [ADR]
* Mart's Monster Mod.esm [ADR]
* FCOM_Convergence.esm [ADR]
* Armamentarium.esm [AR]
* Unofficial Oblivion Patch.esp [ADR]
* Unofficial Shivering Isles Patch.esp [ADR]
* FranDarkSeducerWeapFix.esp [ADR]
* FCOM_Francescos.esp [ADR]
* FCOM_FrancescosItemsAddOn.esp [ADR]
* DLCMehrunesRazor - Unofficial Patch.esp [AR]
* DLCSpellTomes.esp [AR]
* DLCThievesDen - Unofficial Patch.esp [AR]
* FCOM_BobsArmory.esp [ADR]
* FCOM_LothsBluntWeapons.esp [AR]
* Oblivion WarCry EV.esp [ADR]
* FCOM_WarCry.esp [ADR]
* Oscuro's_Oblivion_Overhaul.esp [ADR]
* OOO 1.32-Cobl.esp [AD]
* FCOM_Cobl.esp [ADR]
* FCOM_Convergence.esp [ADR]
* FCOM_RealSwords.esp [ADR]
* FCOM_SaferRoads.esp [ADR]
* FCOM_LessReaversInGates.esp [ADR]
* Mart's Monster Mod - Less Bone Loot.esp [ADR]
* Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [AD]
* FCOM_HungersUnitySI.esp [AR]
* Mart's Monster Mod - Shivering Isles.esp [ADR]
* MMM-Cobl.esp [AD]
* Knights - Unofficial Patch.esp [AR]
* FCOM_Knights.esp [ADR]


Same, but with the NoMerge deleted with Tes4Edit:
Spoiler
= Leveled Lists

=== Delevelers/Relevelers
* Francesco's Leveled Creatures-Items Mod.esm [ADR]
* Mart's Monster Mod.esm [ADR]
* FCOM_Convergence.esm [ADR]
* Armamentarium.esm [AR]
* Unofficial Oblivion Patch.esp [ADR]
* Unofficial Shivering Isles Patch.esp [ADR]
* FranDarkSeducerWeapFix.esp [ADR]
* FCOM_Francescos.esp [ADR]
* FCOM_FrancescosItemsAddOn.esp [ADR]
* DLCMehrunesRazor - Unofficial Patch.esp [AR]
* DLCSpellTomes.esp [AR]
* DLCThievesDen - Unofficial Patch.esp [AR]
* FCOM_BobsArmory.esp [ADR]
* FCOM_LothsBluntWeapons.esp [AR]
* Oblivion WarCry EV.esp [ADR]
* FCOM_WarCry.esp [ADR]
* Oscuro's_Oblivion_Overhaul.esp [ADR]
* OOO 1.32-Cobl.esp [AD]
* FCOM_Cobl.esp [ADR]
* FCOM_Convergence.esp [ADR]
* FCOM_RealSwords.esp [ADR]
* FCOM_SaferRoads.esp [ADR]
* FCOM_LessReaversInGates.esp [ADR]
* Mart's Monster Mod - Less Bone Loot.esp [ADR]
* Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [AD]
* TamrielTravellersItemsNPC.esp [ADR]
* FCOM_HungersUnitySI.esp [AR]
* Mart's Monster Mod - Shivering Isles.esp [ADR]
* MMM-Cobl.esp [AD]
* Knights - Unofficial Patch.esp [AR]
* FCOM_Knights.esp [ADR]


This Bashed Patch was 3860 bytes bigger than the first. cause for concern, so I compared the two files.

The patch build without deleting NoMerge did not contain the alterations made by TravellersItemNpcs.esp to the second file. I could be mistaken of cause, so someone with better understanding of these things should check.
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Ricky Meehan
 
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Post » Mon Aug 01, 2011 10:16 am


The only way I could make it show up in the txt and with a +, was by deleting the NoMerge tag with Tes4Edit.



The current version of TamrielTravellersItemsnpc be should (Filter, Delev, Relev) and should be merged under merge patches itself.

It will not show up batch unless it is merged. It is a design flaw itself with my mod and bash.

And In order to fix this problem I have to redesign how my leveledlist system work which is still a WIP due to Everything Else I work on..

So Remove the NoMerge Tag, and Make sure that is getting merged.

Once the new leveledlist system for items are done then Travellers Update will be released with the fix.

Corepc
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I’m my own
 
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Post » Mon Aug 01, 2011 6:07 pm

Once the new leveledlist system for items are done then Travellers Update will be released with the fix.
Corepc

I know you're VERY busy (and FCOM/Cobl is definietly the priority) but will there be a fix for the travellers not showing up in cities when open cities are used? Or is it too difficult/too much work for not much reward, sort of thing?
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Lisa Robb
 
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Post » Mon Aug 01, 2011 8:04 am

I know you're VERY busy (and FCOM/Cobl is definietly the priority) but will there be a fix for the travellers not showing up in cities when open cities are used? Or is it too difficult/too much work for not much reward, sort of thing?


Yes, I do have the Fix that Arthmoor sent me to get Open Cities and Travellers to work nicely. It is one of things that will for sure be in Next Update.

I am actually spending time today working on finishing up the new Leveledlist so that Itemnpc.esp / SI Items / Item Interchange and Bash all Place Nicely.

Which all is working with new leveledlist design so far. So that is one less thing that I have to worry about per say in future. Once the update is out which can be soon..

Corepc
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OTTO
 
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Post » Mon Aug 01, 2011 12:10 pm

Actually that AI fix needs to be updated since I was forced to change methods on the last OC update. The CS does not let you use faction ownership of a cell as an AI condition even though the game doesn't care. Since I prefer it when people can use the CS properly to put in support in their own mods, it had to be switched to using NPCs instead.
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Gill Mackin
 
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Post » Mon Aug 01, 2011 5:42 am

Actually that AI fix needs to be updated since I was forced to change methods on the last OC update. The CS does not let you use faction ownership of a cell as an AI condition even though the game doesn't care. Since I prefer it when people can use the CS properly to put in support in their own mods, it had to be switched to using NPCs instead.


? So is that fix in lastest TIE has that is where I was getting the fix from itself ? And if I need to update the Aipackages Condition Data I will need to add the npcs reference correct? Or am I missing something ?
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joeK
 
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Post » Mon Aug 01, 2011 4:41 pm

TIE 1.36 has the proper updates, which Veritas hasn't released yet. But yes, the current faction ownership checks are no longer valid. The CS apparently won't let you choose those as AI pack conditions, so I had to change to NPCs.

If you want to make the changes prior to his release, here's the relevant info:
Open Cities Classic:

Anvil Dummy Cell : 00035682 Owner = Penniless Olvus : 00015D7F
Bravil Dummy Cell : 000319D9 Owner = Wretched Aia : 00015D80
Bruma Dummy Cell : 0003134A Owner = Jorck the Outcast: 00015D83
Cheydinhal Dummy Cell: 00030FAE Owner = Luckless Lucina : 00015D86
Chorrol Dummy Cell : 00024802 Owner = Nermus the Mooch : 00015D88
OuterDistricts : 00022F4A Owner = J'baana : 0009346E
Leyawiin Dummy Cell : 0002C79C Owner = Rancid Ra'dirsha : 00015D8A
Skingrad Dummy Cell : 00028E70 Owner = Nigidius the Needy: 00015D8C
SKCastle Dummy Cell : 00084476 Owner = Nigidius the Needy: 00015D8C
New Sheoth Dummy Cell: 00096626 Owner = Uungor : 0006989C

Open Cities Reborn:

Anvil Dummy Cell : 00035682 Owner = Imus the Dull : 00015D82
Bravil Dummy Cell : 000319D9 Owner = Wretched Aia : 00015D80 (doesn't need a different one as its layout remains unchanged)
Bruma Dummy Cell : 0003134A Owner = Fetid Jofnhild : 00015D84
Cheydinhal Dummy Cell: 00030FAE Owner = Bruccius the Orphan : 00015D85
Chorrol Dummy Cell : 00024802 Owner = Lazy Kaslowyn : 00015D87
OuterDistricts : 00022F4A Owner = J'baana : 0009346E (doesn't need a different one as its layout remains unchanged)
Leyawiin Dummy Cell : 0002C79C Owner = Deeh the Scalawag : 00015D89
Skingrad Dummy Cell : 00028E70 Owner = Nigidius the Needy : 00015D8C (doesn't need a different one as its layout remains unchanged)
SKCastle Dummy Cell : 00084476 Owner = Nigidius the Needy : 00015D8C (doesn't need a different one as its layout remains unchanged)
New Sheoth Dummy Cell: 00096626 Owner = Uungor : 00013A69 (doesn't need a different one as its layout remains unchanged)


All you need is to check the condition, don't set the ownership on the cells yourself, Open Cities handles that part.
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Paul Rice
 
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Post » Mon Aug 01, 2011 6:14 am

Thank you if I have any question will let you know
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matt white
 
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Post » Mon Aug 01, 2011 8:45 am

Something to consider.

The Trader outside Battlehorn Castle should be only show up there after you have completed the quest, as it is now a trader there will kill the Marauders for you. Not game breaking, just makes the quest too easy.
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FITTAS
 
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Post » Mon Aug 01, 2011 5:24 am

Something to consider.

The Trader outside Battlehorn Castle should be only show up there after you have completed the quest, as it is now a trader there will kill the Marauders for you. Not game breaking, just makes the quest too easy.


I claimed the spot first has My Trader was placed their before Battlehorn Castle came out, :unsure:

and well finding another safe spot that does not interfer with other mods or UL Mods at this point in that part of world can be rather hard.

I understand with the Travellers spot being right their it make quest easier once again..Since they will attack marauders on site or will get attacked by them

you could always complete Battlehorn Castle first then activate Travellers after..

or you could use the factionall plugin to make them friends with marauders if using Normal Version.
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Micah Judaeah
 
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Post » Mon Aug 01, 2011 5:24 pm

I understand.

I just thought it would be possible to check (via a script), if the battlehorn quest was completed, and not place a trader there until after the quest was completed.

As I said, it is not game breaking.
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sophie
 
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Post » Mon Aug 01, 2011 6:33 am

I installed TIE earlier today (without knowing it also included Tamriel Travellers) so of course I ran into the two same merchants, chatting with eachothers. One being much lower level (tie) than the other one, however.

So can/should I keep both, or just disable Tamriel travellers? (Or will this cause issues?)
I don't mind extra travellers.
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Cat Haines
 
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Post » Mon Aug 01, 2011 6:27 am

I claimed the spot first has My Trader was placed their before Battlehorn Castle came out, :unsure:




:goodjob: :lol:

IMO the Battlehorn Castle quest fight is a joke anyway... after fighting FCOM Reavers all along the road to get there, it was like "Uh ... hello? (echo: hello ... helllo ... hellooo). The guards couldn't fight off three common marauders? What's up with that? This Beth quest is in serious need of a modder's help (a la Enhanced Daedric Invasion) to make it worthwhile. Location-wise, it makes a halfway decent player home, though. :sad: And I really like having a Traveller set up right outside my door. :hubbahubba:
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Elisha KIng
 
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Post » Mon Aug 01, 2011 4:08 am

I have a bug. I uptaded my bash patch and now every merchant comes along with is twin. So there is always two iditentical travellers anytime I meet them. Anyone has a clue?
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glot
 
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Post » Mon Aug 01, 2011 5:15 am

I installed TIE earlier today (without knowing it also included Tamriel Travellers) so of course I ran into the two same merchants, chatting with eachothers. One being much lower level (tie) than the other one, however.

So can/should I keep both, or just disable Tamriel travellers? (Or will this cause issues?)
I don't mind extra travellers.


Tie Travellers are the stripped down version without all the fancy features that Full Tamriel Travellers have..

I need to make and updated Tie No Travellers plugin that remove travellers from tie to allow you use to Full Version Instead.


:goodjob: :lol:

Location-wise, it makes a halfway decent player home, though. :sad: And I really like having a Traveller set up right outside my door. :hubbahubba:


Yeah, nice just walk out your door and a merchant right there. If you need something specific just wait a day for next Traveller to come by..


I have a bug. I uptaded my bash patch and now every merchant comes along with is twin. So there is always two iditentical travellers anytime I meet them. Anyone has a clue?


If you have duplicate then you are using TIE and Travellers ..read the post above..

I need to make and updated TIE no Travellers once again..

But that will not be until tommorrow, just got home from work little less than a hour ago..

Corepc
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candice keenan
 
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Post » Mon Aug 01, 2011 12:27 pm

Unfortunately I am not using TIE...!? and the weirdest thing is that I have never used it. Any clue of what else it could be?
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Jessica Nash
 
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Post » Mon Aug 01, 2011 11:42 am

Unfortunately I am not using TIE...!? and the weirdest thing is that I have never used it. Any clue of what else it could be?


If not using TIE then you have two TamrielTravellers esp activated..


Choose either TamrielTravellers.esp or TamrielTravellers4MMM or 4OOO Version choose only one that fit your current mod config..
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Neil
 
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Post » Mon Aug 01, 2011 2:20 pm

Or maybe I am wrong...? In fact I just installed the OMOD of TNR npc faces complete....Is it possible that it adds travelers?
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Robert Jackson
 
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Post » Mon Aug 01, 2011 2:40 pm

Or maybe I am wrong...? In fact I just installed the OMOD of TNR npc faces complete....Is it possible that it adds travelers?


No TNR does not add Travellers only changes faces..

would be easier to help you if you posted a load order or used refskope to find out what modding it adding them..?
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cosmo valerga
 
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