Too much cash? Crowded Roads Revisited

Post » Sun Nov 07, 2010 11:21 am

I have been finding a few dead travelers on the roads near Chorrol lately with loads of junk of them.

Recently I came across two that gave me over 2700 gold between the two of them.

Does anyone else find this as normal with CCR? The only other road NPC mod I have is built into TIE which is Tamriel Travellers.
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Mistress trades Melissa
 
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Post » Sun Nov 07, 2010 4:21 pm

This kind of thing is a natural side-effect of increasing actors in the game, I've found. I run Oscuro+Martigen (and often FCOM) with mods like Tamriel Travelers, Crowded Roads and other NPC-adding mods and I find that the more Creatures/NPCs I add the more dead bodies I find. There are patches to make the factions of a few mods more friendly, but I think there is only so much one can do without throttling the feeling of dynamic life these mods add.

Me, I would rather deal with the few problems that arise from a living, breathing world than walk around in an empty, dead one. It's a trade-off I'm happy to make.

It's probably not what you want to hear, but you don't have to loot every corpse you find. I don't.
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kasia
 
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Post » Sun Nov 07, 2010 4:41 pm

I have been finding a few dead travelers on the roads near Chorrol lately with loads of junk of them.

Recently I came across two that gave me over 2700 gold between the two of them.

Does anyone else find this as normal with CCR? The only other road NPC mod I have is built into TIE which is Tamriel Travellers.


Sounds a bit like a bug or mod conflict to me (the readme even mentions that there was a bug causing excessive loot). Do you have version 1.1? The dead travellers I found so far only had a few pieces of gold on them (something reasonable like 10 gold pieces).
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IM NOT EASY
 
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Post » Sun Nov 07, 2010 11:45 am

This kind of thing is a natural side-effect of increasing actors in the game, I've found. I run Oscuro+Martigen (and often FCOM) with mods like Tamriel Travelers, Crowded Roads and other NPC-adding mods and I find that the more Creatures/NPCs I add the more dead bodies I find. There are patches to make the factions of a few mods more friendly, but I think there is only so much one can do without throttling the feeling of dynamic life these mods add.

Me, I would rather deal with the few problems that arise from a living, breathing world than walk around in an empty, dead one. It's a trade-off I'm happy to make.

It's probably not what you want to hear, but you don't have to loot every corpse you find. I don't.



This has to do with the loot amount as Phitt understands.

Sounds a bit like a bug or mod conflict to me (the readme even mentions that there was a bug causing excessive loot). Do you have version 1.1? The dead travellers I found so far only had a few pieces of gold on them (something reasonable like 10 gold pieces).



From the readme:

Crowded Roads Revisited

Date: 11/02/2008
Ver: 1.1
Author: LazyAltmer (based on work by MaXiMiUS & BkWyrm13)



I have 1.1 so it must be slipping by still or it is something else.

I have Roaming NPCs and Wandering Encounters too but those are generally not on the roads.
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bonita mathews
 
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Post » Sun Nov 07, 2010 9:23 am

Seems like LazyAltmer isn't active anymore, but NiceOne and HexOff are still active here. Since he gave credits to them in the readme for fixing the excessive loot bug maybe ask them what this bug was about. They might remember it and it will be much easier to find the problem.

I checked the mod and the travellers get 1-10 random items (books, misc items, gold etc) from a list (apart from clothes and weapons) depending on their type (lower class travellers get only 1 item, merchant suppliers get 10 items). According to this list and the setup the maximum amount of gold possible for merchant suppliers should be 210 - and that is only a very theoretical maximum value that you will probably never see in game, the average amount of gold you will see even on a merchant supplier is far below that value. The final list where the gold comes from is a vanilla list called LL0GoldNPCLowerClass. Maybe check with TES4Edit whether any of your mods change this list.
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Katie Louise Ingram
 
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Post » Sun Nov 07, 2010 9:05 am

Does anyone else find this as normal with CCR? The only other road NPC mod I have is built into TIE which is Tamriel Travellers.


The Travelers are wandering merchants, so they're always carrying a fair bit of stuff. They're not marked essential either, so they can and do die.
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Bereket Fekadu
 
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Post » Sun Nov 07, 2010 6:39 pm

The Travelers are wandering merchants, so they're always carrying a fair bit of stuff. They're not marked essential either, so they can and do die.



The subject isn't death, but the amount of cash on them (over 1k).

Seems like LazyAltmer isn't active anymore, but NiceOne and HexOff are still active here. Since he gave credits to them in the readme for fixing the excessive loot bug maybe ask them what this bug was about. They might remember it and it will be much easier to find the problem.

I checked the mod and the travellers get 1-10 random items (books, misc items, gold etc) from a list (apart from clothes and weapons) depending on their type (lower class travellers get only 1 item, merchant suppliers get 10 items). According to this list and the setup the maximum amount of gold possible for merchant suppliers should be 210 - and that is only a very theoretical maximum value that you will probably never see in game, the average amount of gold you will see even on a merchant supplier is far below that value. The final list where the gold comes from is a vanilla list called LL0GoldNPCLowerClass. Maybe check with TES4Edit whether any of your mods change this list.


I don't know how.
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Veronica Martinez
 
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Post » Sun Nov 07, 2010 8:53 pm

Start TES4Edit and load all the mods that it suggests. When it loads, on the left expand Oblivion.esm, find levelled items or levelled lists, expand that too and look for that one suggested by Phitt.
When you find it, you'll see in the right windoe which mod(s) add what to it. Then you can either edit the amount of gold or look for that entry in that mod (just like in oblivion.esm) and remove the entry. (from that mod, not from oblivion.esm)
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alicia hillier
 
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Post » Sun Nov 07, 2010 11:37 pm

Start TES4Edit and load all the mods that it suggests. When it loads, on the left expand Oblivion.esm, find levelled items or levelled lists, expand that too and look for that one suggested by Phitt.
When you find it, you'll see in the right windoe which mod(s) add what to it. Then you can either edit the amount of gold or look for that entry in that mod (just like in oblivion.esm) and remove the entry. (from that mod, not from oblivion.esm)



ah well it must not exist as I tried to do a search for that in the editor id box.
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Tom
 
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Post » Sun Nov 07, 2010 9:38 am

ah well it must not exist as I tried to do a search for that in the editor id box.


Of course it exists as it's a vanilla list. Browse for it manually.
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Alexxxxxx
 
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Post » Sun Nov 07, 2010 8:07 pm

I found

LL0NPCGoldLowerClass
...................middle
....................noble
....................upper...

and none have anything else listed than Oblivion.esm
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Emily Jeffs
 
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Post » Sun Nov 07, 2010 9:13 pm

Are you even sure that the travellers you found are from Crowded Roads? I think Tamriel Travellers adds some pretty powerful and well equipped merchants (the screenshots at Nexus show one in full Ebony armor for example) to the game, I could imagine that they run around with a huge amount of gold. If you are unsure where the dead NPCs come from either use the beta comment console command (see wiki on how to use it) or Refscope (can be found on Nexus) to find out where they are from.
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Kerri Lee
 
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Post » Sun Nov 07, 2010 8:43 pm

No way to know now as I have redone the setup so those npcs are not there now. I will have to be lucky and find another if it happens again.
I keep trying to get a not-so-crashing setup.
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Erika Ellsworth
 
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Post » Sun Nov 07, 2010 6:02 pm

Now that I seem to have a less crashing setup, I will see if more high cash NPCs are found.

I do keep finding alot of dead travelers from CRR. I have used Refscope to confirm this.

I wonder if they are having trouble with the road geometry around Chorrol. One was dead in the same location as the last group was before I uninstalled and reinstalled.

I found two dead on the road in front of the priory, and 3 dead in front of the stable on the road south of the Chorrol south gate.
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Heather Dawson
 
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Post » Sun Nov 07, 2010 9:08 pm

Now that I seem to have a less crashing setup, I will see if more high cash NPCs are found.

I do keep finding alot of dead travelers from CRR. I have used Refscope to confirm this.

I wonder if they are having trouble with the road geometry around Chorrol. One was dead in the same location as the last group was before I uninstalled and reinstalled.

I found two dead on the road in front of the priory, and 3 dead in front of the stable on the road south of the Chorrol south gate.


The travelers have a script on them that reduces their number at certain times (at night, during Oblivion crisis) by killing and disabling them OnLoad. Maybe the script doesn't work correctly for some reason and they don't get disabled. I mention this because even with a modded setup and deadly creatures along the roads you should normally not find lots of dead travelers near cities since it's highly unlikely that a pack of Ogres ambushed them in front of the Chorrol main gate.

Personally I find dead travelers rarely only as they tend to flee (and there are not that many high level enemies along the main roads in my game).
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Pete Schmitzer
 
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