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Everything posted by taleden
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I've just recently returned to Skyrim modding so SSE and ESLs are new to me, but it looks like my mod could be FormID-compacted and ESL-flagged (only ~500 new records). However, it's a very script-heavy mod. So my question is, what happens if I renumber the FormIDs and then reload a save that already had the mod loaded? I assume all the script properties in the save file will become invalid since they'd be linked to the wrong (non-existent) old FormIDs. Will the papyrus log just complain about them once and then proceed as if the mod were newly installed (starting fresh with no saved data on any of the scripts, since they're attached to FormIDs that didn't exist before)? Or will it complain on every reload about the invalid old script state data in the save file? Will world object references added under previous FormIDs interfere with the ones now added under different FormIDs, or will the old ones just vanish from the save? Are there other gotchas to FormID renumbering a plugin in the middle of a playthrough? Thanks all for your wisdom!
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[LE] Question about ESL-ifying my previously ESP mod
taleden replied to taleden's topic in Skyrim's Skyrim LE
Hah! Well that was silly of me. Thanks! -
I've just recently returned to Skyrim modding so SSE and ESLs are new to me, but it looks like my mod could be FormID-compacted and ESL-flagged (only ~500 new records). However, it's a very script-heavy mod. So my question is, what happens if I renumber the FormIDs and then reload a save that already had the mod loaded? I assume all the script properties in the save file will become invalid since they'd be linked to the wrong (non-existent) old FormIDs. Will the papyrus log just complain about them once and then proceed as if the mod were newly installed (starting fresh with no saved data on any of the scripts, since they're attached to FormIDs that didn't exist before)? Or will it complain on every reload about the invalid old script state data in the save file? Will world object references added under previous FormIDs interfere with the ones now added under different FormIDs, or will the old ones just vanish from the save? Are there other gotchas to FormID renumbering a plugin in the middle of a playthrough? Thanks all for your wisdom!
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Hello again! I'm happy to (finally) announce (at long last) the beta availability of Trade Routes - Regional Economy SE for Skyrim Special Edition. PLEASE NOTE: This beta release includes an update to Game.psc/.pex based on the copy from SKSE64 2.0.19. This ordinarily shouldn't be necessary, but apparently the Game.GetNthModDependency() function (which Trade Routes uses to find compatibility plugins without some futzy polling or callback scheme) was commented out back in SKSE64 2.0.9. Hopefully this was just an oversight and it'll be re-enabled in the next SKSE64 release, but for the time being I've simply uncommented it because it's still implemented and seems to work fine. Still, since I don't know yet why it was disabled, use at your own risk! Changes since 2.0 (eons ago): Converted ESP file to SSE format.Deleted many obsolete records left over from old pre-SSE versions.Dawnguard, Hearthfire, and Dragonborn are now required master files rather than supported optionals.Expanded some merchant journals to include additional clues; both ends of every route on the long and short trade loops are now hinted in at least one journal.Added a miscellaneous quest to track the number of merchant journals found and read.Changed the short trade route out of Falskaar to involve a more appropriately regional item.Tweaked a few other regional price and supply patterns and Speech Scaling presets.Added automatic support for Speech perks from Ordinator.Added automatic support for Speech perks from Economy Overhaul and Speechcraft Improvements.Added automatic support for items from The Hunting Game.Added automatic support for items from Immersive Jewelry.Added automatic support for items from Legacy of the Dragonborn.Added automatic support for items from Moon and Star.Added automatic support for items from MorrowLoot Ultimate.Tweaked the default merchant supply quantities for various types of items.Enjoy!
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Anyone know what happened to Game.GetNthModDependency() ? It used to work but (along with some other load order scanning functions) had some quirks back in 2.0.4 the last time I was active, but it looks like this particular function was simply commented out from Game.psc as of 2.0.9 released 2018-10-03. Curiously, Game.GetModDependencyCount() still exists, and it seems kind of odd to have the one without the other. I wonder if that was a mistake? Maybe they commented it out while working on a bug and forgot to re-enable? Or is there some reason that function can't be supported any more?
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I'm seeing some unexpected behavior in SKSE64 2.0.2: the functions Game.GetModCount() and Game.GetModName() don't seem to agree on what to do with mods that are installed and in the list but disabled (unchecked). GetModCount() ignores disabled mods and returns only the total of enabled mods, which matches its comment in Game.psc ("returns the number of active mods"). GetModName() however operates on a sequential numbering which does include disabled mods. It will happily return the plugin filename of each disabled mod at its appropriate place in the load order list, even though passing this filename to (for example) GetFormFromFile() will fail with the papyrus log message 'Error: File "TheDisabledMod.esp" does not exist or is not currently loaded.' and a stack trace. This also means that calling GetModName(GetModCount()) will not correctly return the last mod in the list if there are any disabled mods in the list, because GetModCount() does not account for them. This makes it more difficult to scan the complete mod list (for example to locate optional plugins) since you can't just loop from 1 .. GetModCount(). I'm undecided on which behavior is preferred. Some authors might like to be able to know about disabled plugins, but that would require also adding some function like IsModEnabled() to report that for a given index. So it might be simpler to just make GetModName() use the same active-only numbering as GetModCount(), and possibly also double check that related functions such as GetNthmodDependency() do the same.
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Valve/Bethesda announce paid modding for Skyrim, more games to follow
taleden replied to Dark0ne's topic in Site Updates
In response to post #24568344. #24568714, #24568839, #24569039, #24571114 are all replies on the same post. @Aedred that paragraph comes from the user profile page on the Nexus, in the spot where you can optionally enable the donation button on your own mod pages. On the one hand, releasing updates only on the workshop and demanding payment for them does seem to violate that Nexus policy. On the other hand, it's a bit iffy for the Nexus to enforce policies about behavior on other sites, and there's certainly an argument for at least preserving access to the old versions for people who aren't willing to pay for the new versions. But I wonder if the Nexus will have to loosen their policy about promoting donations in light of this situation. -
Valve/Bethesda announce paid modding for Skyrim, more games to follow
taleden replied to Dark0ne's topic in Site Updates
In response to post #24568344. #24568714 is also a reply to the same post. That's exactly what prompted the question. :) -
Valve/Bethesda announce paid modding for Skyrim, more games to follow
taleden replied to Dark0ne's topic in Site Updates
If an author has a mod on the Nexus, and then puts a newer version of that same mod on the Steam Workshop with a required payment, and does not offer that new version on the Nexus, is that considered a breach of the Nexus rules relating to donations? I'm specifically looking at this text: You should never, ever charge for access to any files, additional content or perks on the Nexus sites. This includes providing a file for free and then requiring users to donate to receive additional features, support or special perks. It is against the rules of this site to incentivise the donation system or ask users to donate to you for additional support or content. On the one hand, of course any author is free to put their work on the Steam Workship and require payment. But if they simultaneously abandon support for the old version that's on the Nexus, it could be argued that they're sort of "providing a file for free and then requiring users to donate to receive additional features" and it's clearly an attempt to "incentivise the donation system" by way of getting more sales on the Workshop. Will the Nexus still be willing to host those old files, once the new versions are paywalled on the Workshop? -
What's your plan for implementing these destructible objects into the world? If it's a regular ESP that just find-replaces all the original statics with your new objects, it'd have to be huge, and very prone to conflicts with other mods. I wonder, would it work to do replacements dynamically via script? For example, whenever you enter a new cell, a script starts a quest; that quest has aliases with conditions cell=playercell, enabled=true, and formid=<static>, for each static that needs replacing; once started and aliases filled, the quest reads off the position and angles of the static(s) it found, creates new destructible version(s) with exactly the same positioning, and then disables the original. It wouldn't even have to run particularly fast, since any delay in the replacement would only mean you couldn't destroy that particular thing *immediately*, but eventually it would get replaced and become destructible. Just a thought, not sure if this is actually possible, but if so it would vastly reduce the necessary scope of your plugin file, and improve compatibility to boot.
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Trade Routes: Supply & Demand by taleden Latest Version: 1.1 (2014-01-11) Home Page | Download Trade Routes dynamically adjusts the gold value and merchant supply of materials, ingredients, food, drinks, soul gems and spell tomes based on regional supply and demand, creating a network of profitable trade routes to discover. Latest Updates Added support for external compatibility plugins.Added the "Revert VendorGold Lists" special function.Added automatic support for items from Frostfall.Added automatic support for items from Hunterborn.Added automatic support for Speech perks from TheThirdRace Skill Overhaul (TTRSO).Added automatic (partial) support for Speech perks from ACE Speech.Added automatic support for Speech perks from Requiem.Added a required compatibility patch plugin for Requiem.Added a recommended compatibility patch plugin for T3nd0s Skyrim Redone (SkyRe).Added a recommended compatibility patch plugin for Realistic Needs & Diseases.Added a required script patch for Economics of Skyrim.Removed the dependency on the vanilla VendorItems* formlists to prevent other mods from disturbing the distribution of items to merchant types.Innkeepers no longer sell raw meat; in a future version, Hunters may get regional supplies of meat instead.Reduced all item quantities added by the Regional Supply option.Made a slight adjustment to the forest ingredient price pattern.Made slight adjustments to the Speech Scaling presets for most supported perk mods.Renamed the "Extra Goods" option to "Trade Goods" to clarify its purpose.Speech Scaling now also resets fBarterSellMax/BuyMin and fMaxSell/MinBuyMult to ensure trade route profit potential.New all-in-one download with a NMM install script and Wrye Bash-compatible module layout.
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I've gone ahead and released version 1.0, so head on over to the mod home page for more detailed information and the download. Please post any problems or suggestions!
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- regional economy
- traveling merchant
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Thanks. :) Trade Routes does cover farm products, both produce and livestock, but only in the sense that prices and merchant stocks will differ for those items between regions with lots of farms (i.e. Whiterun) and those with few or none (i.e. Winterhold).
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- regional economy
- traveling merchant
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I never quite trusted MO's "virtual" installation, but I've been quite happy with Wrye Bash. It handles overwrites and underwrites correctly every time that I've seen (which NMM doesn't, not sure about MO), it can tell you (to some extent) which mods would overwrite eachother, it can show you exactly which mods were loaded in which order in a given saved game. It can be confusing at first but once you learn how to use it, I think it's the most powerful of the bunch.
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Thanks for the offer CookieVortex, I just sent you a link via PM.
- 7 replies
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- regional economy
- traveling merchant
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EDIT: Check the mod home page for load order and compatibility information.
- 7 replies
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- regional economy
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Ever wanted to play as a traveling merchant, buying goods cheap where they're plentiful and selling them where they're rare for a modest profit? Or did it ever bother you that materials and ingredients are sold in the same quantity and for the same price everywhere, even if they come from only one mine or grow in only one area? Then you might enjoy... TRADE ROUTES: SUPPLY & DEMAND by taleden Mod Home Page | Download OVERVIEW Trade Routes dynamically adjusts the gold value and merchant supply of smithing materials, animal parts, alchemy ingredients, food, drinks, soul gems and spell tomes based on regional patterns of supply and demand. As the name implies, these adjustments are carefully tuned and arranged in such a way that they create a network of profitable trade routes -- in fact, two separate networks. The primary trade loop visits every hold except Whiterun and can start turning a profit as early as level 3. This loop is made up of the highest-margin routes, carrying goods from where they are most plentiful to where they're the rarest or in the highest demand. But of course, the greatest price differential tends to involve the furthest distance, so each leg of the primary loop is quite long -- often stretching clear across the province. There is also a secondary loop which only becomes profitable to dedicated, skilled merchants later in the game; although the profit margin on each leg of this loop is lower, the legs are also much shorter, offering a higher profit potential for a shorter distance traveled. Many mods which add new lands and regions are supported (but not required), so they can be optionally inserted into both trade loops. Supported regions currently include Solstheim from the Dragonborn DLC, Moonpath to Elsweyr (partial), Wyrmstooth and Falskaar, and support is also planned for Rochebere, Luftahraan and Issgard whenever they're released.
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looking for beta testers / code reviewers for Trade Routes
taleden replied to taleden's topic in Skyrim's Skyrim LE
I have beta version 0.1 ready for beta testing, so if anyone else is interested in trying it out and looking for bugs, please let me know. Thanks! -
Script Help, Event on Item Added to Inventory
taleden replied to LID919's topic in Skyrim's Skyrim LE
Sorry I didn't have a chance to look at your esp yesterday, had to finish my holiday shopping. I can see how the script on the item itself would be easier to set up, but it does create a compatibility risk if any other mod edits the same base item. There are also some scripts (like weapon racks, at least until the next USKP release) that react poorly to items which have attached scripts, which is why I suggested the alternative approach using just the alias on the player. myztikrice's comment about OnItemAdded is true, but you can solve that problem using AddInventoryEventFilter. -
Script Help, Event on Item Added to Inventory
taleden replied to LID919's topic in Skyrim's Skyrim LE
Hard to say. A few things to check: the quest should be start game enabled, but it doesn't need any stages or objectives or anything elsethe reference alias should "allow reserved" and be force-filled to PlayerRefthe script should attach to the reference alias (not the quest itself)click "properties" on the script and make sure both of them are filled correctlyIf that all fails, you could post the .esp as an attachment here (is that allowed?), or post it somewhere anyway, and I'll take a look. -
Script Help, Event on Item Added to Inventory
taleden replied to LID919's topic in Skyrim's Skyrim LE
Script MyAliasScript Extends ReferenceAlias Weapon Property MG07StaffofMagnus Auto Form Property MyRecipe Auto Bool bRecipeAdded = False Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) If (bRecipeAdded == False) && (akBaseItem == MG07StaffofMagnus) bRecipeAdded = True Self.AddItem(MyRecipe, 1, False) EndIf EndEvent I think that should work, just change MyAliasScript to something more unique for your mod, and change MyRecipe to whatever you called your recipe item, and optionally also change Form (on the MyRecipe property) to whatever type of item it is (I've never worked with recipes -- are they Books? MiscObjects?). Also don't forget to populate those properties in the CK after saving the script, or they'll evaluate as None and it won't work. There are some things you could do to improve this, like using a script state instead of the Bool variable, but this way is probably easier to understand when you're starting out. -
Script Help, Event on Item Added to Inventory
taleden replied to LID919's topic in Skyrim's Skyrim LE
Make a (start game enabled, run once) quest with a reference alias force-filled to PlayerRef. Add a script to the alias which defines OnItemAdded(), and in that event, check if the added form (first argument) is the vanilla staff. If so, then AddItem() your recipe. Edit: After adding the recipe, either stop the quest or set a property so that you avoid adding the recipe a second time if the player drops the staff and picks it up again. -
looking for beta testers / code reviewers for Trade Routes
taleden replied to taleden's topic in Skyrim's Skyrim LE
Thanks! I'll get in touch with you in a few days most likely. Trade Routes is definitely inspired by Economics of Skyrim, although it takes the regional pricing concept a lot farther in order to facilitate interesting gameplay (especially for RP merchants!), and there are some other features of EoS that I won't be replicating (crafting station rental, vendor work-for-hire, etc) because I think they'd be better as separate mods. -
looking for beta testers / code reviewers for Trade Routes
taleden replied to taleden's topic in Skyrim's Skyrim LE
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Help getting model from oblivion to port to skyrim
taleden replied to Maverik7773's topic in Skyrim's Skyrim LE
What you're doing is arguably "fair use" for you personally if you own both games, but it would be illegal for you distribute any Oblivion content for use in Skyrim. As a result, folks on this forum may also hesitate to give you pointers on this. Just something to be aware of, if you weren't already.