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kryptopyr

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kryptopyr

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453 comments

  1. DrMonops
    DrMonops
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    Locked
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    Patches are available from kryptopyr's Patch Hub
  2. unkown2157
    unkown2157
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    This mod is great, I just wish it added the haggle slider and conversation minigame from oblivion instead of having me adjust mcm settings constantly.
  3. MorrenTGS
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    compat with vokri? bouta install and test. on its compatible list, said a patch was available but couldnt find it.
    1. DrMonops
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      There's a Vokrii patch available here.
    2. MorrenTGS
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  4. Jarhead56
    Jarhead56
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    Is this mod safe to disable mid-game? And if it is disabled for a while, will it be safe to reenable it without issues?
    1. DrMonops
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      I haven't tested either scenario, but I don't generally recommend disabling any scripted mods mid-game.
  5. n7magistrate
    n7magistrate
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    Can this be safely ESLified?
    1. DrMonops
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      Yes, it should be fine to ESLify it.
  6. christianhulen
    christianhulen
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    This looks absolutely amazing. Thank you SO MUCH!!! Three cheers for the MCM options, I love customizable mods.
    1. DrMonops
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      I hope you enjoy the mod. Thank you for the nice comment.
  7. DeadlyInept
    DeadlyInept
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    I was on the fence and then i saw the racism chart, i'm in
  8. Goreleech666
    Goreleech666
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    is this safe to update midplaythrough, and if so, do I simply download and overwrite?
    1. DrMonops
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      Yes and yes.
  9. RedgeOmatic
    RedgeOmatic
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    I Really like the idea of this mod and im excited by the reviews, however i do not want to use skyui. is there a verion that doesnt require it? Please let me know thank you
    1. DrMonops
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      SkyUI is only required for the MCM.
      Requires SKSE and SkyUI - These are required in order to use the Mod Configuration Menu to adjust features and options. If you are not using SkyUI, you can still use this mod, but all options will be set at their default values.
  10. Deimonos
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    The mod is impeccable, buuuut i have a problem. The inns merchants have no inventory and i don´t know if is something i overlooked or i made a mess. So, any ideas?
    The mods that i have that affects the ecomomy are Trade Routes, Candlehearth and this one.
    1. DrMonops
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      I think the most likely cause would be that you have an NPC overhaul or dynamic patch (Synthesis, Bash) which is removing the Factions required by the NPCs in order to sell items. Using AmbarysRendar "Ambarys Rendar" [NPC_:0001413E], from the New Gnisis Cornerclub, as an example, this would include some or all of the following factions***:

      • WindhelmCornerclubInnkeeperFaction [FACT:00045F63]
      • JobInnkeeperFaction [FACT:0005091B]
      • JobMerchantFaction [FACT:00051596]
      • ServicesWindhelmCornerclub "New Gnisis Cornerclub Services" [FACT:000A3F16] ***especially this one
      While hopefully this change would show in SSEEdit, it could be scripted or use one of the various runtime patchers (such as SPID, SkyPatcher, etc.), so that may not necessarily be the case.

      Alternatively, a mod could be editing the innkeepers' merchant factions and removing the link to their respective merchant's container (which is where all of their sellable items are stored). In the case of Ambarys Rendar, this would be ServicesWindhelmCornerclub "New Gnisis Cornerclub Services" [FACT:000A3F16].

      A final possibility, which I think is most unlikely, is that a mod or dynamic patch is removing all of the items from the merchant's container (which is where all of their sellable items are stored). Still using Ambarys Rendar as an example, this would MerchantWindhelmCornerclubChest "Chest" [CONT:000A3F14]. Again, any changes to this should ideally be reflected in SSEEdit, but that may not be the case.

      I have trouble imagining why a mod would make any of these changes, but it's conceivable they could be caused by a bad dynamic patch, or perhaps a mod author who didn't fully understand the implications of some of their changes. I can confirm, however, that Trade and Barter doesn't touch any of the above elements for innkeepers, so I don't expect it's involved.
  11. axebeard2
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    I'm not sure if another mod could be at fault, but I'm having a bug where I can sell items to a merchant (particularly weapons and shields), and they pay me, but the item stays in my inventory. I can milk this forever, but obviously I don't want to. Any ideas how to troubleshoot that?
    1. DrMonops
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      It wouldn't be caused by this mod.

      If you drop an item, does it also remain in your inventory? My best guess would be that a mod is immediately adding those items back via script when they're removed from your inventory, as actually interrupting the items from being removed in the first place would require some .dll magic. As far as the actual mod goes though, I don't have any concrete ideas. You could try checking the papyrus log after selling some items, although if the scripts are working as intended, they may not produce any related errors in the log.
    2. axebeard2
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      Gotcha, yeah after saving and reloading it seems to have fixed itself. It just works