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Crackomint

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  1. https://www.nexusmods.com/oblivion/mods/49359 https://www.nexusmods.com/oblivion/mods/45701 Both these mods add quests to let you run an inn/tavern, with different locations and features.
  2. No shame in being content with vanilla. I tend to go for something that keeps the vanilla style but sands off the roughest edges--plain Darnified for my UI, and my own kludge of cosmetics mods based around the vanilla and Roberts heads-- I don't use OCO in part because of the "sameface" effect. I don't begrudge anyone who considers it essential, though. When my partner modded Oblivion on the PC, he kept the vanilla UI for exactly this reason. It wasn't so much about particularly liking the vanilla interface, he was just so used to it that anything else simply looked wrong. :P
  3. I'm well aware magic effects increase the values of items. My Enhanced Economy INI settings should indicate everything is keying off vanilla values... it might be a bug, similar to how apparently the mod still tries to do loot removal even when you have that setting turned off. IDK. Guess there's nothing but to keep trying to mess with it. EDIT: I made some changes to my Enhanced Economy.ini. Specifically, I changed the value for controlling enchanted item prices from "0" (mod does not change value of enchanted items) to "2" (mod looks between vanilla and current modded values, and overrides with the lower of the two). That seems to have resolved the problem. So, I still don't know which mod was causing the high prices in the first place, but all's well that ends well, I guess??
  4. In my game, the price of magic items appears to be several times that of vanilla. Even vendor trash enchanted clothes in loot are worth many thousands of gold, while unique enchanted items sold by vendors go for astronomical amounts. I could swear I encountered this problem in my last install, and found a solution online-- but that was ages ago, and now I can't find it. My first suspects were Extended Economy and OOO, but I can't find anything in their INIs that looks like it's controlling the price of enchanted items. Here's my load order: Active Mod Files: Hope I'm not totally misremembering this.
  5. Really not into the new button designs, and the layout itself seems like a lot of wasted space. I can get that some might be into it but the whole redesign really doesn't feel like a leap forward in any sense of aesthetics or functionality.
  6. Sorry I forgot to respond here- things are now working as intended. I appreciate the responses :)
  7. I'm adding some vendors to the IC Market District. Since I'm super lazy, I want these vendors to simply be disabled at night, and enabled during the day when open for business. I'm a complete dunce when it comes to scripting, but I thought this would be pretty simple. But I can't get it to work right. I have the NPC in game, with the "Initially Disabled" box checked. Here is the script attached to his reference: scn JFICMarketPriestScript short doOnce Begin GameMode If GameHour >= 8 && GameHour <= 20 If doOnce == 0 JFICMarketPriestREF.enable set doOnce to 1 endIf endIf If GameHour > 21 If doOnce == 1 JFICMarketPriestREF.disable set doOnce to 0 endIf endIf End It compiles fine and all, but seems to have no effect. I've tried having the NPC enabled or disabled to start, and he stays in either state irrespective of game time. If anyone could tell me what I'm doing wrong, I would really appreciate it. (And I'm sorry if my code is horrific, I really do not "get" scripting very well.)
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