Enhanced Economy
Started by
Site Bot
, Jun 12 2009 07:59 AM
582 replies to this topic
#61
Posted 16 November 2009 - 11:49 PM
i have script extender 18b
#62
Posted 17 November 2009 - 12:16 AM
i have 18b 4
#63
Posted 17 November 2009 - 07:32 PM
I just want to say thanks again for the excellent work! I think it deserves another endorsement from me since it has come so far. I have been playing with this since all it did was control gold amounts and how often you found enchanted items.
It has quickly become more, and has easily outshined the best economy mods that are out there now in addition to doing all that they do AND having fewer bugs AND doing even more that they dont! The level of customizability is amazing. No other Economy mod (and almost no other mod) I know of allows you to adjust every single thing it does to your own specifications.
If you dont like something it does, in most cases, you can turn it off. If you think something it does is making things too easy, you can make it harder. If its too hard, you can make it easier.
Septims are MUCH harder to come by in my game, and as a result, the whole game has a new feel and difficulty. Houses must be truely earned, enchanted items are rare finds, Its IMPOSSIBLE to become wealthy after one dungeon crawl. At level 10 my character has managed to make 5k gold, and that will be quickly spent on essential things. But it doesnt have to be that difficult, it could be as easy as I wanted it with this mod!
Not only do I think this is the best Economy Mod out there, I think this is one of the absolute best mods out there! A simply MUST have. Thanks again for the dedication and hard work for a wonderful contribution to Oblivion!
It has quickly become more, and has easily outshined the best economy mods that are out there now in addition to doing all that they do AND having fewer bugs AND doing even more that they dont! The level of customizability is amazing. No other Economy mod (and almost no other mod) I know of allows you to adjust every single thing it does to your own specifications.
If you dont like something it does, in most cases, you can turn it off. If you think something it does is making things too easy, you can make it harder. If its too hard, you can make it easier.
Septims are MUCH harder to come by in my game, and as a result, the whole game has a new feel and difficulty. Houses must be truely earned, enchanted items are rare finds, Its IMPOSSIBLE to become wealthy after one dungeon crawl. At level 10 my character has managed to make 5k gold, and that will be quickly spent on essential things. But it doesnt have to be that difficult, it could be as easy as I wanted it with this mod!
Not only do I think this is the best Economy Mod out there, I think this is one of the absolute best mods out there! A simply MUST have. Thanks again for the dedication and hard work for a wonderful contribution to Oblivion!
Edited by stars2heaven, 17 November 2009 - 07:53 PM.
#64
Posted 17 November 2009 - 10:25 PM
stars2heaven: Your comments are greatly appreciated 
TwilightMoon: I'm not sure if you want support or just proving a point, since you "hate it and will never use it again", and with your negative attitude and non-endorsement I don't care much either. But if you really want support, I will try to help. But then you must explain what you did and what you tried.
For all: The newly released v 3.2 is a pretty major upgrade, so I'd like to explain what's new:
* Added optional house tax feature that makes you have to pay taxes for your houses.
With Enhanced Economy you can enable a property tax feature. You set tnoEE.houseTax to 0 to disable house taxes, or to a positive value to enable it. The value is the house tax per week, as percentage of the value of the house. So if you set this to 0.5, you will have to pay 15,000x0.5/100 = 75 gold per week for the Cheydinhal house with vanilla house prices, and 70,000x0.5/100 = 350 gold per week with OOO prices. Note that Benirus Manor in Anvil is worth more than you paid for it, so the taxes will be higher as well (the same as for the Cheydinhal house).
The Waterfront shack and Better City's Bravil shack are excempt from taxes, but the Bartholm house is taxed.
When in a city where you own a taxeable house, you can ask any guard for your tax payment status, and pay him for as many weeks you like (and have money for). If you're behind with yor payment, the guards lock the door to your house and will not unlock it until you pay your overdue taxes.
* Added house price check which makes sure that correct price is paid for buyable houses.
This is the core that uses the optional files below. But even without those files, the core ensures that if OOO is installed, the OOO prices will really be used even if a later-loading mod changes any of the house scripts. The Romancing of Eya is one such mod.
* Added 5 optional house price patches to make it possible to choose the buyable house prices.
Enhanced Economy lets you decide the prices of the buyable houses in the game. This is done by adding the "Enhanced Economy - House prices.esp" of your choice. They range from between vanilla and OOO prices (around 2x vanilla prices), to 3 x OOO's prices (around 10x vanilla prices). So if you really want to work hard to earn enough money for your house, choose 000x2 or OOOx3. Note that the OOOx1 variant is intended for people not using OOO, but want OOO's house prices. There is no reason to use this patch with OOO (but it doesn't hurt either).
Note that those patches do not edit any of the house quest scripts (only the house dialog topics), and thus maintain a high degree of compatibility (I don't know any mod they conflict with).
* Added an optional patch for Blood&Mud that makes bartering work without cutting off B&M barter responses, and resets the B&M merchants's barter gold to sane values.
Similar to the old thievery patch, but with the addition of reducing the insane barter gold settings of B&M. As with the thievery patch, this one is not necessary for the dynamic barter gold to work correctly.
* Added 6 optinal patches for Bartholm that makes bartering work without cutting off Bartholm barter responses. The different patches reprices the Bartholm buyable house to match prices for other houses.Similar to the thievery and B&M patches, but also reprices the buyable house to cost the same as the Cheydinhal house.
* Added 5 optional patches for Better Cities, to reprice the buyable Bravil shack added by BC. The different patches reprices the shack to match prices for other houses.
Reprices the shack to cost around 50% more than the Waterfront shack, since the Bravil shack comes with all furniture.
* Added Base adder and Base multiplier to Local Economy prices, to give a better control of item prices.
Local Economy's location settings now also has two special item lists: "Base adder" and "Base multiplier". Those are applied to every tradeable item in every city. Default is 0 for all base adders and 1 for all base multipliers. But if you want to make all clutter sellable with value at least one, you can change the "Misc" base adder to 1, and suddenly all misc items will cost 1 gold more, even those that previously cost 0 gold. If you think furniture cost too much, you can change the "Furniture" base multiplier to 0.5, and all furniture will now only cost half as much.
* Tweaked Merchant Local Economy values.
As discussed in this thread the last
* Fixed two bugs. One made all merchants value items the same regardless of merchant type. The other incorrectly set merchants' barter gold to 0 in some situations.
...
TwilightMoon: I'm not sure if you want support or just proving a point, since you "hate it and will never use it again", and with your negative attitude and non-endorsement I don't care much either. But if you really want support, I will try to help. But then you must explain what you did and what you tried.
For all: The newly released v 3.2 is a pretty major upgrade, so I'd like to explain what's new:
* Added optional house tax feature that makes you have to pay taxes for your houses.
With Enhanced Economy you can enable a property tax feature. You set tnoEE.houseTax to 0 to disable house taxes, or to a positive value to enable it. The value is the house tax per week, as percentage of the value of the house. So if you set this to 0.5, you will have to pay 15,000x0.5/100 = 75 gold per week for the Cheydinhal house with vanilla house prices, and 70,000x0.5/100 = 350 gold per week with OOO prices. Note that Benirus Manor in Anvil is worth more than you paid for it, so the taxes will be higher as well (the same as for the Cheydinhal house).
The Waterfront shack and Better City's Bravil shack are excempt from taxes, but the Bartholm house is taxed.
When in a city where you own a taxeable house, you can ask any guard for your tax payment status, and pay him for as many weeks you like (and have money for). If you're behind with yor payment, the guards lock the door to your house and will not unlock it until you pay your overdue taxes.
* Added house price check which makes sure that correct price is paid for buyable houses.
This is the core that uses the optional files below. But even without those files, the core ensures that if OOO is installed, the OOO prices will really be used even if a later-loading mod changes any of the house scripts. The Romancing of Eya is one such mod.
* Added 5 optional house price patches to make it possible to choose the buyable house prices.
Enhanced Economy lets you decide the prices of the buyable houses in the game. This is done by adding the "Enhanced Economy - House prices.esp" of your choice. They range from between vanilla and OOO prices (around 2x vanilla prices), to 3 x OOO's prices (around 10x vanilla prices). So if you really want to work hard to earn enough money for your house, choose 000x2 or OOOx3. Note that the OOOx1 variant is intended for people not using OOO, but want OOO's house prices. There is no reason to use this patch with OOO (but it doesn't hurt either).
Note that those patches do not edit any of the house quest scripts (only the house dialog topics), and thus maintain a high degree of compatibility (I don't know any mod they conflict with).
* Added an optional patch for Blood&Mud that makes bartering work without cutting off B&M barter responses, and resets the B&M merchants's barter gold to sane values.
Similar to the old thievery patch, but with the addition of reducing the insane barter gold settings of B&M. As with the thievery patch, this one is not necessary for the dynamic barter gold to work correctly.
* Added 6 optinal patches for Bartholm that makes bartering work without cutting off Bartholm barter responses. The different patches reprices the Bartholm buyable house to match prices for other houses.Similar to the thievery and B&M patches, but also reprices the buyable house to cost the same as the Cheydinhal house.
* Added 5 optional patches for Better Cities, to reprice the buyable Bravil shack added by BC. The different patches reprices the shack to match prices for other houses.
Reprices the shack to cost around 50% more than the Waterfront shack, since the Bravil shack comes with all furniture.
* Added Base adder and Base multiplier to Local Economy prices, to give a better control of item prices.
Local Economy's location settings now also has two special item lists: "Base adder" and "Base multiplier". Those are applied to every tradeable item in every city. Default is 0 for all base adders and 1 for all base multipliers. But if you want to make all clutter sellable with value at least one, you can change the "Misc" base adder to 1, and suddenly all misc items will cost 1 gold more, even those that previously cost 0 gold. If you think furniture cost too much, you can change the "Furniture" base multiplier to 0.5, and all furniture will now only cost half as much.
* Tweaked Merchant Local Economy values.
As discussed in this thread the last
* Fixed two bugs. One made all merchants value items the same regardless of merchant type. The other incorrectly set merchants' barter gold to 0 in some situations.
...
#65
Posted 17 November 2009 - 11:31 PM
I just noticed an error in 3.2 that made any changes to local economy settings being reset to default when loading save games, so it is now updated to 3.2.1.
#66
Posted 22 November 2009 - 04:08 AM
Dont know if this is important or not, but I just got a warning from OBSE about a script error. While taking a look at the obse.log I noticed this one entry
** Script Error: Script 22040eb0 in file "Enhanced Economy.esp" **
Function must be used within a Set statement
I dont have a clue what that stuff means, I havent noticed any issues with this mod in a long time. Just letting you know what I found.
** Script Error: Script 22040eb0 in file "Enhanced Economy.esp" **
Function must be used within a Set statement
I dont have a clue what that stuff means, I havent noticed any issues with this mod in a long time. Just letting you know what I found.
Edited by stars2heaven, 22 November 2009 - 04:09 AM.
#67
Posted 22 November 2009 - 10:55 AM
Thanks for comments and endorsements everyone 
You are the second who have reported this one, but I haven't seen it myself. The script in question is the script that finds out if you're in a city with house taxes, and then calculates the correct taxes and tax status. So my question is whether the house tax part of EE works correctly after this message?Dont know if this is important or not, but I just got a warning from OBSE about a script error. While taking a look at the obse.log I noticed this one entry
** Script Error: Script 22040eb0 in file "Enhanced Economy.esp" **
Function must be used within a Set statement
I dont have a clue what that stuff means, I havent noticed any issues with this mod in a long time. Just letting you know what I found.
#68
Posted 22 November 2009 - 08:15 PM
Im not sure, I havent actually messed around with that aspect of your mod yet. Ill look into it. Though my next round of play got a whole host of new error warnings. Its long, sorry. But I dont know whats important and what isnt.
Error in script 22022a0e
Invalid array access - the array was not initialized.
File: Enhanced Economy.esp Offset: 0x00001754 Command: Let (0x1765)
Error in script 22022a0e
Operator [ failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x00001754 Command: Let (0x1765)
Error in script 22022a0e
An expression failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x00001767 Command: <unknown> (0x4218)
Error in script 22022a0e
Invalid array access - the array was not initialized.
File: Enhanced Economy.esp Offset: 0x00001772 Command: Let (0x1765)
Error in script 22022a0e
Operator [ failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x00001772 Command: Let (0x1765)
Error in script 22022a0e
An expression failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x00001785 Command: <unknown> (0x4218)
Error in script 22022a0e
Invalid array access - the array was not initialized.
File: Enhanced Economy.esp Offset: 0x000017A5 Command: Let (0x1765)
Error in script 22022a0e
Operator [ failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x000017A5 Command: Let (0x1765)
Error in script 22022a0e
An expression failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x000017B8 Command: <unknown> (0x4218)
Error in script 22022a0e
Invalid array access - the array was not initialized.
File: Enhanced Economy.esp Offset: 0x00000899 Command: Let (0x1765)
Error in script 22022a0e
Operator [ failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x00000899 Command: Let (0x1765)
Error in script 22022a0e
An expression failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x000008AC Command: <unknown> (0x4218)
Error in script 22022a0e
ar_Null must be called within an OBSE expression.
** Script Error: Script 22040eb0 in file "Enhanced Economy.esp" **
Function must be used within a Set statement
Error in script 2201c39e
ar_Null must be called within an OBSE expression.
Error in script 2201c39e
ar_Null must be called within an OBSE expression.
Error in script 2201c39e
ar_Null must be called within an OBSE expression.
Error in script 22022a0e
Invalid array access - the array was not initialized.
File: Enhanced Economy.esp Offset: 0x00001754 Command: Let (0x1765)
Error in script 22022a0e
Operator [ failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x00001754 Command: Let (0x1765)
Error in script 22022a0e
An expression failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x00001767 Command: <unknown> (0x4218)
Error in script 22022a0e
Invalid array access - the array was not initialized.
File: Enhanced Economy.esp Offset: 0x00001772 Command: Let (0x1765)
Error in script 22022a0e
Operator [ failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x00001772 Command: Let (0x1765)
Error in script 22022a0e
An expression failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x00001785 Command: <unknown> (0x4218)
Error in script 22022a0e
Invalid array access - the array was not initialized.
File: Enhanced Economy.esp Offset: 0x000017A5 Command: Let (0x1765)
Error in script 22022a0e
Operator [ failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x000017A5 Command: Let (0x1765)
Error in script 22022a0e
An expression failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x000017B8 Command: <unknown> (0x4218)
Error in script 22022a0e
Invalid array access - the array was not initialized.
File: Enhanced Economy.esp Offset: 0x00000899 Command: Let (0x1765)
Error in script 22022a0e
Operator [ failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x00000899 Command: Let (0x1765)
Error in script 22022a0e
An expression failed to evaluate to a valid result
File: Enhanced Economy.esp Offset: 0x000008AC Command: <unknown> (0x4218)
Error in script 22022a0e
ar_Null must be called within an OBSE expression.
** Script Error: Script 22040eb0 in file "Enhanced Economy.esp" **
Function must be used within a Set statement
Error in script 2201c39e
ar_Null must be called within an OBSE expression.
Error in script 2201c39e
ar_Null must be called within an OBSE expression.
Error in script 2201c39e
ar_Null must be called within an OBSE expression.
#69
Posted 22 November 2009 - 08:23 PM
I also got some lines about Array dumping from your mod that came right after some of the error reports. Ill post them also if they are important.
#70
Posted 23 November 2009 - 01:49 PM
stars2heaven: Those error reports are in a very central part of the code, that hasn't changed for a while, so it isn't a direct script error, but probably because the data array containing merchants' status has been corrupted.
So try to reset all merchant data (from EE's menu - press 'R' while in the Inventory menu), and the error output should go away. If it doesn't, you may need to disable EE, load and then save your game, and then enable EE again.
So try to reset all merchant data (from EE's menu - press 'R' while in the Inventory menu), and the error output should go away. If it doesn't, you may need to disable EE, load and then save your game, and then enable EE again.



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