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theNiceOne

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Everything posted by theNiceOne

  1. I will eat my hat if you ever release something close to one single of the 5 parts you list in the opening post. I've soon lots of great wip mods before, and they have turned out to be vaporware, and yours beat them all by far when it comes to scope and difficulty. But I like them all, so please upload what you have done so far :teehee:
  2. This has exactly the same chance of being done as the grand Oblivion mod shaneo18 is telling about, i.e. exactly zero chance. It doesn't take much modding experience to see that this is completely unrealistic and only imaginary...
  3. Do anyone think this is for real? I don't. If you read shaneo18's description of what he is making, it is pretty obvious that this is just imaginary, and nothing that will be made for real. Look at it, what he describes, is bigger and more advanced than any existing mod, heck, more more advanced than the combined mod list of most mod users. And he is supposed to do this without prior experience or with the use of OBSE. Any half experienced modder would know that even an experienced team would spend months/years on making a mod as described in the opening post. So shaneo18, I would be very, very interested in seeing what you have by now. Even the things you describe in your last post would be extremely impressive...
  4. Enhanced Economy is actually quite a bit more compatible with OOO (and other mods) than Living Economy is. Living Economy will not recognize and change the price of any mod-added equipment, while Enhanced Economy does.
  5. No, I never claimed that. I have complained about it a couple of times, but said why too, as have many others. But I think anyone who wants to, understand why it is a problem, especially since the problems the wasted space cause have been mentioned many times. No, you don't - unless commenting something is the same as overseeing it, which it isn't. :P But I see from this post that you easily understood that the wasted space was not the main or only problem, but instead acted like you didn't understand it. Now, I have no problem seeing that joking a bit with all us grumpy users may be tempting and maybe even in place, but your second post only confirmed that you indeed were acting a bit, stupid in that sense, or what? Thanks. English is not my native language, so errors tend to sneak in here and there.
  6. I'm not sure if you act stupid on purpose or not, but I still choose to answer you seriously. The wasted space is of course not a problem in itself. The problem is all the info we had there that is now gone elsewhere, making you completely lose any overview over files, or having to look in menus for things that were onscreen earlier. So with fixed-width, we trade away overview and ease of use to get a lot of wasted space and a lot of scrolling. Now please explain why the problem goes away by instead trading away overview and ease of use to get overly large text and even more scrolling, as you suggest <img src='http://www.thenexusforums.com/public/style_emoticons/<#EMO_DIR#>/rolleyes.gif' class='bbc_emoticon' alt=':rolleyes:' />
  7. I uploaded a file (this one) more than 24 hours ago, and tried re-uploading it several hours ago, but it still says the above for me (and seemingly everybody else). Is this a general problem that is worked on?
  8. I think the new design generally looks good, but still HATE it, for one single reason. I have 19 mods uploaded to TESNexus, and used to be able to have an overview of all except 3, fit on one screen. This overview is where I spend most of my time at TESNexus, since it allows me to see at a glance when there are new comments in my upload threads. With the new design I see a whopping number of 4 mods at the same time, and have to scroll way down to see the bottom ones - and any sense of overview has been completely lost. I think the rest of the changes are improvements or things can adjust to, but all the empty space taking away my overview is just bad design. I own an iPhone, but I didn't need those pages to be designed exclusively for that resolution...
  9. If you want a sleep mod, my Real Sleep Extended may suit you. It allows you to pick up and carry bedrolls with you, and place them wherever you want. It also has options made for roleplaying characters of your type, making the sleep more effective out in the wilderness than inside in a proper bed. And if you really like the discovery part, you may consider another mod of mine, Map Marker Overhaul. By using the realism ini (or similar settings), your world map no longer works as a modern GPS, but more like a real map where you can actually get lost due to not knowing where you are.
  10. Yes, Enhanced Hotkeys has an option (that by default is enabled), that creates a message saysing "<spell name> activated" when activating a spell. The option is named equipMessages (since it also controls messages for equipping items).
  11. Kobu's is also outdated and with certain problems. I understand that you use it due to old habit, but players looking for a natural leveling mod should really only consider Realistic Leveling or nGCD.
  12. Note that AFLevelMod is very outdated by now, and has a number of problems. Instead of it, use Realistic Leveling or nGCD.
  13. The prices are wrong, because any price changes done by LE gets stored in your savegame - even if LE is later uninstalled. The strange pricing of the worn fur is actually not LE's fault though, but rather a bug in OOO's pricing scheme, as OOO by default sets the worn prices too high, but it is also highlighted by the fact that LE's price changes only affect vanilla items and not those added by mods like OOO. So if you go to a shop that LE has set up to pay little or nothing for fur armor, the worn keeps its normal price since it has been added by OOO. But to correct your pricing problems, the best way (IMHO) is to read in one or more of Enhanced Economy's price files. You'll need Pluggy to do that (but you may uninstall it just after having read in the price files). EE comes with several different price files, for vanilla prices, OOO prices, standard LE prices and more. It even comes with a file for repricing the worn fur. Just read in that file after the main OOO prices, and the worn fur gets a value that fits with the rest of the fur armor.
  14. You must make sure that the savegame you want to continue, is NOT made inside any shop. If it is, LE's changes to the prices will be stored in the savegame (though EE has price files you can read to restore it, which requires Pluggy). As long as the savegame is not from inside any shop, switching from LE directly to EE should go fine. All Natural or Enhanced Weather should be used instead of Natural Weather, but I cannot see anymore of your current mod list that should be updated. But since you seem to like EE and also have installed one of my other mods, Map Marker Overhaul, it wouldn't hurt to take a look at my other mods as there are a few other made in the same spirit :)
  15. Wo! Enhanced Economy gives you a huge number of options, doesn't it! I've downloaded it, and I'll study each of the options to see if I can get the restrictions I want out of it. I'll probably use some of the other options too, so thanks for the tip! A bit late here, but I'd like to mention that while the default settings for Enhanced Economy is that the merchants pay slightly (or sometimes very much, down to 0) less for item types they're not interested in, this can be freely adjusted from EE's ingame menu (not from the ini file). Press "R" when you're in the inventory menu to open EE's ingame menu. From that you can set exactly how much different merchant types will pay for different types of items (as a multiplier to the item's normal value). You can set this individually for each city, for each merchant type, and for the specific specialists, like the one you mentioned in the OP. For example, you wrote: To achieve this, and also make all other merchants in the IC pay less than 10% of normal price for shields, do the following (writing from memory, so it may be slightly different): 1. Open EE's ingame menu and choose "Location prices", then choose "Edit" 2. From the list of locations, choose "IC" 3. Select "HeShield" (heavy shields) 4. In the text edit box, replace the current 1.0 by 0.1 (this will multiply the price of heavy shields by 0.1 for all merchants in the IC), and click OK and close the menu. 5. Open the ingame menu again, but now choose "Merchant Prices", then "Edit" 6. From the list of merchant types and specific merchants, choose "Viator Accius" (the owner of Stonewall Shields) 7. First, choose "All" and set the multiplier for that to 0 (or very close). That makes Viator Accius pay 0 gold for all items. 8. Then choose "HeShield" and change the multiplier from default 1.2, to 12. That makes Viator Accius pay 12 times as much for heavy shields. This multiplier will be multiplied with the 0.1 for all merchants in the IC, resulting in a final multiplier of 1.2 - so he pays 20% more than normal for heavy shield - while everyone else in the IC pays maximum 10% of normal heavy shield prices. Then do similar for "LeShield" if you want it for light shields as well, etc. This is a bit of work to set up, but is doable. The changes gets stored with your savegame, so if you are in the habit of starting new characters, consider doing this from a character in the starting sewer, and use that save as a template for starting new characters. With the default settings of EE, you will see some of the effects you're looking for, but not as extreme. Viator Accius pays more for shields than anyone else in the IC, and some merchant types, like booksellers, clothiers and enchanters will pay half price or less for light shields and nothing at all for heavy shields. But as explained above, if you want to tweak this, you can.
  16. Not that I'm aware of. The existing xml menu files, and mods that change them, alongside the CS Wiki is what got me going - and after a slow start I have learned a lot, and used it in mods like HUD Status Bars, Dynamic Map, Display Stats, Enhanced Hotkeys, etc.
  17. I must admit that I have no idea how the software behind this site is built up, but I would imagine that with all the great this already coded into it, having an option to auto-hide the files owned by a modder becoming banned, would be very simple in comparision. From personal experience (as explained a couple of pages back), I find this statement arrogant and quite provoking. I am not saying (or believing) you mean it that way, but I think you completely fail to think of how it feels for the modder that has just received a ban. For me, which felt like I was first mugged by a big gang just for politely standing up against them and stating facts, then seeing that the moderator followed the gang's request just because they were many. After such a situation, having to (politely) ask the group that just banned you, isn't done very easily. Especially since you just lost the possibility of sending PM to the moderators as well. For myself, I asked twice about the incident, trying to explain the unjustice, but got no reply back at all. From that I got the clear impression that I was just being ignored, so asking for my mods to be removed didn't even occur to me (until half a year later or so, when I had some PM exchange with Buddah, which lead to my unbannning, and an excuse that I greatly appreciated). I'm not at all saying that all bans are unfair, but I believe that most modders probably feal quite bad having to contact you to regain control of their mods. When you ban someone, you take away the modder's control of his own mods, and Yes. All modders want to be able to update their mods and answer question about their mods. When being banned, he loses those possibilites at this site, so default should be that mods are hidden. It may be perfect seen from the moderators' view. While I have generally high respect for the moderators here, they are human and make mistakes like others, and it is very far from perfect for a modder which has been put in such an unfortunate situation, to have to contact the ones who just banned you and ask them for a service. So I ask you to think a little bit how it feels for a modder who have just been banned, and consider to hide his mods by default.
  18. I have a personal experience that makes what you say rub me somewhat wrong. 2-3 years ago (don't remember exactly) I was wrongly banned. I followed all rules here, but was still banned because I had politely explained that Giskard's big overhaul mod was not compatible with FCOM. Giskard's friends attacked me, and evidently also sent a lot of reports to the moderators, and the moderator that banned me must have just assumed that it was right to ban me without actually looking at my posts. When something like that happens, having to contact the moderators who wronged you, and ask them to take down your mods, doesn't seem right. I understand that removing them immediately isn't good either, but they should be set to hidden while the owner is banned. As it were, I did send a couple of messages, trying to explain what had happened in order to sort it out, but got no reply, so my mods were just hanging here with obsolete versions. That lasted for a year or so, until I pmd Buddha which when he had checked what actually happened, gave me a personal excuse and unbanned me - which is why I am here now. And I now the same happened to other users that were wrongly banned due to reports from Giskard and his friends. Still a bit sore due to the way I was treated back them, but appreciating the usefulness of this site. Anyway, except to make sure that you really do right when banning a person (and you seem to put more effort into that now), I really think you should hide the person's mods while he is banned, so that he hasn't to go through the more or less humiliating process of contacting the ones who just banned him.
  19. Any price changes done to items get stored in your savegame, so once Living Economy or Enhanced Economy changes the price of an item, it doesn't help to uninstall the mod. Enhanced Economy (of which I'm the maker) is safer, because it always reverts all its price changes as soon as you exit the merchant's dialogue menu. If you want to keep your savegame and the prices have been set to zero, you can revert to vanilla (or FCOM or something else) prices by using Enhanced Economy's price change feature where you can read in a price file into your savegame. It requires Pluggy though, but has saved quite a few people who have uninstalled Living Economy incorrectly.
  20. Skevitj's explanation is correct, but there is one important point to consider related to question 1. If you install two omods with overlapping files, when installing the second, OBMM will tell you about the conflict and give you the choice between overwriting with the files from omod2 or keeping the files from omod1 (you can even choose for each individual file). However regardless of what you choose, OBMM registers that the files are now owned by both omods, but does not otherwise keep track of which version of the files you used. What this means is that if you uninstall omod2 only, OBMM will not remove the shared files (since omod 1 also owns them, but will of course remove them when uninstalling omod 1 too), but will also not restore omod 1's versions of the files. So you're left with omod 1 installed with omod 2 version of the files that were shared. To rectify this (if it is a problem), you can uninstall and then reinstall omod 1. BAIN (the installation tool that comes with Wrye Bash) also remembers which version of the file that belongs to which archive (it doesn't use omods), and therefore even reinstalls archive 1's version of the files when you uninstall archive 2. This is BAIN's main advantage over OBMM. The main disadvantage is that it is more complex to use (and you hardly get any help from installation scripts). So although I personally prefer BAIN over OBMM for mods that don't rely on omod installation scripts, I generally recommend OBMM to newcomers.
  21. Just wanted to pop in with a couple of comments about your issue: 1. When I think about it, I think it would be easy to add it as a third option for EE's mercantile leveling feature, after some new OBSE commands added in OBSE 19 (on my request, but for different purposes). So if it is as easy as I hope, I will add it for next version of EE. 2. I would argue that even this feature alter game balance, because selling 100 iron arrows one by one is so tedious that hardly no player will do it every time. Thus adding a feature that gives you the same experience for selling 100 arrows at once, will make you level Mercantile slightly faster. This is of course not meant as an argument against wishing for, or adding this feature (and you can balance it by reducing the amount of experience gained from a sale with Progress or other level rate mods), so I will add it unless it is harder than I think.
  22. Correct. EE's mercantile leveling goes completely away from counting the number, and only cares for the amount of gold. If you want a mod that counts the number of items, you must disable this feature in EE and look elsewhere. The trademark of my mods, is that all such things are configurable in the mod's ini file, so let me first quote the relevant section in EE's ini file: ; ================== Settings to control value-based mercantile leveling ===================== ; Set mercantile leveling mode: ; 0: disabled ; 1: Each transaction will count as at least one skill use ; 2: Skill gain is dependent on transaction value only, so sale of a low-value item will count as a fraction of a skill use set tnoEE.mercSkillMode to 0 ; Set how fast you will gain skill uses when selling items ; When selling an item, the number of skill uses will be: Gold received / (mercSkillSellModifier * current sell percentage) ; In mercSkillMode this will be rounded up to the nearest whole skill use (at least 1) set tnoEE.mercSkillSellModifier to 2.0 ; Set how fast you will gain skill uses when buying items ; When buying an item, the number of skill uses will be: Gold paid / (mercSkillBuyModifier * current buy percentage) ; Set to 0 in order to disable (only gain skill uses when selling) set tnoEE.mercSkillBuyModifier to 2.0 mercSkillSellModifier is important. It defines how many skill uses you get by selling things. Note that one skill use is the 0.4 value you mention (but it can be changed to something else than 0.4 if you use Progress or another level rate mod). If you sell something worth 100 gold to a merchant that gives you 70% of the base value, the skill uses gained, is 70 / (2*70) = 2 skill uses - or 0.8 experience. In other words, mercSkillSellModifier tells how many sales (with vanilla system), an item worth 100 gold equals. So 1 gold is worth 2 / 100 = 0.02 skill uses, or 0.02 * 0.4 = 0.008 experience, with the default settings. This value is simply what I consider a value that will hopefully make you gain experience in about the same speed as with vanilla - but completely without the hassle of selling items one by one - and also without the (IMHO) illogical idea that selling a quiver with 100 arrows give you more experience than selling a sword worth the same.
  23. I try to reduce the time I spend on modding (in order to have time to start playing again), but I am open for request that makes sense and not too hard to add. Progress is a mod that lets you have complete and easy control of how fast you gain experience for each individual skill. I use it myself because I think levelup goes too fast in general, and that some skills levels way too fast (alchemy is the worst), while some levels a bit too slow, so I use Progress to control this. Enhanced Economy's mercantile leveling feature lets you control how many skill "uses" you get for selling something for 100 gold - while Progress controls how much experience one skill "use" is worth, so they work nicely together. Progress also happens to have a seperate esp file that works similar to EE's mercantile leveling feature, so you can choose which one you like best. I have considered adding such a feature, but not sure I think it is worth the effort. When you come so far that you can consider starting to rent out houses, you probably have so much gold that you don't need the rent anyway...
  24. Enhanced Economy does indeed have a feature to do something about this. When enabled, you will get the same experience from selling 100 arrows one by one, 100 arrows in one sale, or one item worth 100 gold. This feature is completely compatible with progess (change the leveling speed of Mercatile in Progress and it will affect the amount of experience gained). Living Economy is a great mod and the main inspiration for Enhanced Economy, but has some bugs and has been abandonded a long time ago. Enhanced Economy does everything LE does (except the possibility of increased merchant investment) and has lots of other features, is much more compatible with other mods (including overhauls like OOO or MMM), and is easily configurable through the omod installation script or ini file.
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