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Problem with loading mod values


gudal

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I have a problem with OOO, though I expect it to be a general problem.

 

After installing and doing som fencing, I sold garments at the OOO prices. Around 40 istead of 4 gold a piece. Then I did some Dark Brotherhood quest, gate closing etc, and then I went to steal some stuff to get Independent thievery up again. Though now the garments were back to Vanilla prices. I checked by adding a Daedric Cuirass and it was the same. I expect that item health, armor rating, weapon damage etc does not load either. I have added a few mods since the beginning of the game, like sigil stone selector, enchanting enhanced etc, but non of these seem to change clothing, so the garments should be fine (I've checked with TES4Edit). Some prices does have the changed values, however. Any selfmade items like sigil stone enchated amulets are worth much more with ooo enabled than not.

 

I have tried putting OOO and the end of the load order list, still no luck. Anyone have any ideas? Tips for debugging? (I am no modder, so it has to be easy)It seems to me that things that are not loaded, somehow. Could try to reinstall ooo, but I have made some changes to some values of other items, not remembering what, it would be a pain to have to do them all again.

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In Oblivion, the last mod to touch an item wins. If OOO changes an item, then you change it too, whichever loads last is what winds up in game.

 

That said, I believe OOO has some options for living economy or something like it. This affects the way the merchants deal with an item's base value, not the base value itself, so that is probably what is doint it.

 

However, wthout knowing what else you have installed, it's only a guess.

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Well. that's what I thought. But isn't loading OOO last supposed to make it overrule everything else then? Well, it doesn't somehow. I have checked all mods below it on the load order list, and none of them alter my example item (which is the blue suede shoes).

 

I have read somewhere that enabling/disabling mods can cause oblivion to lose track of what mod "owns" an item. Though I was sure that changing load order would be what rules.

 

The big problem here will be that I do not know when this occured. It might have been ages ago, though I didn't notice it until now. Disabling mods added after the fresh game start does not seem to help. I can list all my mods, but I will have to wait til after school tomorrow to do that.

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Maybe Living Economy, or whatever OOO's version of it is, DOES affect the base price of objects. I don't use it, so I really don't know.

 

However, OOO should not be loaded last--unless it is the full version. The other add-on's to OOO should load after OOO, so maybe that's causing some trouble.

 

 

But, I also am not totally clear of what exactly the problem is. If you modified Blue Suede Shoes, and load whatever mod that touches them last, they will be the price you set. Unless, as I said first, there is some other mod that modifies merchants, which would change the way merchants calculate pricing. It gets complicated quickly.

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I'll try explaining myself more throughly.

I do use full version of OOO. I don't load it last normally, just tried to see if that got rid of the problem. Living Economy does not alter the price of the items that are the problem.

 

The blue suede shoes I have never altered. Though I did for instance mess around with the escutcheon of Chorrol stats in ooo. Though I have changed them back to standard ooo now.

 

The problem is that it seems values from the OOO esp that are also in the vanilla esp just does not load, two examples being the price of the blues suede shoes or a daedric cuirass.

 

Just to rule out a few of the bigger mods I use:

- Bananasokuts better cities

- Unique landscape compilation

- Quest award leveller

- pose pack (with eroblivion, actors in charge etc)

- Unofficial patch

- key chain

- af levelling mod

- exnems body and hgec

- cute elves

- Growfls (or something) hot clothes

and mods like these

 

These mods don't seem to change the items i mention.

 

I recently added:

- smarter mercantile levelling (which states it should work well with ooo and living economy)

- sigil stone selector

- enchantment mastery

 

Can't see anyone of these doing wrong either.

 

So I once more say I do think I somehow have messed up OOO loading somehow. For instance by disabling it, saving and enabling it again, tohugh I thought this would be ok.

 

Like I said, calculations of values based on enchantments seem to use the ooo prices, it just the base value (and I fear the other values such as weapon damage) that are not loaded. I seems that Oblivion somehow makes Oblivion.esm load after OOO, which I didn't think possible. Or maybe it does not manage to load some things.

 

As a matter of interest, OBMM still shows color codes as if the ooo items overwrites the oblivion.esm items. (ooo items in green, oblivion.esm items in dark red)

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Well, an interesting turn of events.

 

Tried changing the ooo value for weight. It worked. Tried with value, that didn't work. So that means ooo has precedence over vanilla esm on weight at least. Then I tried to load all mods loaded after ooo into TES4Edit. Non of them changed the test item (still blue suede shoes).

 

Another interesting thing is if I start a new game, the ooo values ARE applied. So it seems rather to be savegame related. Pretty wierd.

 

I then tried to add an ooo specific item, and it says the ObjectID could not be found. Well looking at that, it appears OOO does not load at all, apart from the fact that prices do change for mye enchanted items when enabling/disabling the mod.

 

The problem can't be with changes I have made to the OOO esp, both because replacing my fixed version with the new one does not get rid of the problem, and because starting a new game does rid me of the problem.

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Well, I isolated the problem and, stupid me, it was the Living economy items esp. It changes prices permanently, and you cannot revert it, Anyone know any mods that do? I will look around and see if I can't find any, and post back if I do.

 

I seem to still have the problem of not being able to console add ooo items though. Am I supposed to be able to do that?

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You can add items by using the console. However, the trick is finding the proper ID to use.

 

I get lost with how Oblivion does it, so I'm not going to try to explain it all, but there is a prefix attached to the ID's of mods depending on their load order. If you search the forums I'm sure somebody sometime has explained how it works in detail.

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