Some of the descriptions for the merchant perks in the MCM seem to be wrong, both from what I'm seeing in the game and then looking in the ESP directly. It's very confusing.
General goods merchants and fences have a variable difference between the buy price increase and the sell price decrease, and the game setting reflects the magnitude of that difference: -15% means buy prices are 15% higher and sell prices are 15% lower, for example.
The others have a fixed difference between buy price increase and sell price decrease, with the magnitude of the difference depending on the vendor type. The game setting reflects the change in the buy price, with negative values meaning higher buy prices and higher sell prices, and then vice-versa for positive values (depending on if negative/positive values are actually supported for that vendor type - but in any case negative and positive values will mean the same thing). In this respect the helper text for Inns, Spell Merchants, and Crafters are all wrong as they state that positive values mean higher buy and sell prices.
I hope I got this right. I think I get the intent behind the changes made here and I like them, but the mod description and the MCM do not to a great job of clarifying IMO.
I'm having a strange issue with a personal mod that uses a similar method of adding items to vendors (through the VendorGold LVLI, which is common across all vendor chests). I can't debug this and am wondering if there is some unexplained logic going on in the game engine. And maybe the issue can affect this mod as well, but it's harder to notice (?).
I am finding that some of the items I add to the VendorGold LVLI are missing in the trade window when I test in-game. This usually happens on General Goods merchants, and the missing items seem to randomize each time I test (I am testing from a clean start each time to ensure the LVLI fully re-initalizes)
Is there some in-game limit on how many items that can added to the VendorChest LVLI?
Normally the number of items which get pulled is dependent on the chest's container record. MerchantFalkreathDeadMansDrinkChest "Chest" [CONT:000A6BF3], for instance, has a VendorGoldInn [LVLI:00072AEA] entry with a count of 1, so it will only pull a single entry from that list. This mod changes most of the VendorGold lists to have the UseAll flag, which changes the behavior such that a count of 1 in the container record should pull all the entries from the list.
Other than that, the only limit I know of is that leveled lists can't have more than 255 entries, but I don't imagine you're running up against that.
If that's not it, I have no clue what is going on. With the "UseAll" flag, it should be adding items consistently.
The vendors with less items (like apothecary) don't have this issue. And vendors with lots of items (like general goods merchant) have this issue all the time.
In most cases, even if you're using nested lists, the container or inventory or whatever is still pulling relatively few items from the list (probably 100ish at the high-end, at least in the mods I've seen). I suppose it's possible there's a separate limit (perhaps still 255?) on the number of items which are actually pulled, but I've never heard of such a limit and it isn't documented anywhere.
The only other thing I can think to suggest is to count both the number of distinct entries and the total number of items (including duplicates) which the general merchants have for sale, and see if any patterns emerge or any significant numbers (like 255) show up.
Great work by the creator, I'm loving this mod! But I have a question. Currently I'm using 'Difficult' preset and everything works great. However this preset make most relatively cheap items (meats, ingredients) worthless. Is it possible to tweak it so it can sell at least 1 coin?
Glad you're enjoying it! It may be possible to tweak it like that, but unfortunately I don't know what values you'd need to use to achieve that. I suggest playing around with this mod, which is actually a pretty nice guide and spreadsheet which will let you experiment with different values for the game settings in question.
Are you running a full downgrade to 1.6..640 or just the .exe (which would be the more compatible way to go)? If it's the former, what version of USSEP are you running? The first thing I'd do is try the non-USSEP version and see if that resolves the crashing.
I'm having crashing issues with another mods like Cloaks of Skyrim for an example. I'm using full downgrade of 1.6.640 and lastest version of USSEP, could it be the reason many mods crash my game? USSEP says it works on v1.6.1130+, so I thought it would work just fine on v1.6.640. Am I wrong about this?
I'm not very experienced into skyrim modding, could you do some recommendations for me?
1.6.640 is an older version than 1.6.1130, so that could very well be the problem.
Generally the only reason you'd want to downgrade is if there's .dll mods you want to use which haven't been updated for the current game version. Even then, best practice is to do a "best of both worlds" downgrade, where the only thing you downgrade is the .exe; this should give you maximum compatibility with non-.dll mods, while allowing you to use those older .dll mods.
Yeah I downgraded my game because some mods I'm using weren't updated to the latest SSE version available. Which build do you actually recommend? The one you consider the best.
I'm running the most current version (1.6.1170). I was using the 1.5.97 .exe until the start of this year, but the number of mods which haven't been updated for the current version is getting very small (everything I was using has been updated at this point).
Thank you for the help. I'm doing a checklist of my current mods to figure out what is outdated and what is not. I'm probably going back to latest version as well.
Sorry if I'm being annoying, but I have another question since you're one of the few modders that actually reply comments.
I'm using NMO, and sometimes a mod conflicts with another (same files). If I want mod X to overwrite mod Y, I must set the mod X to load "before" in the conflict tab, right?
I haven't used NMM in years, so can't speak to it specifically, but the general convention is that the last mod or asset (textures, meshes, etc.) to load "wins" (it overwrites any copies of the same file loading before it). The community isn't entirely consistent about the language used for this, but this would typically be described as loading "after", "below", or "later than".
Oh yeah. I found a very good video explaining all this terminology on NMM. If someone else is reading this and have the same question: the mod you want to >overwrite< something must be loaded AFTER the mod you want to be >overwrited<.
Btw, I searched a lot for a mod that gives good visual effects on enchanted weapons instead of just flat glowings like vanilla. Do you know a good mod for it that you can recommend for me?
I think this mod doesn't work for me. Does it apply only to player-made weapons? I tested spawning a burning weapon via cmd and the effects didnt show up.
Hey DrMonops. Since you're an experienced modder, lemme ask you something. Have you ever had a problem where your game would get stucked in the main menu (the options dont show up: continue, load, etc). There's just that icon spinning on the right corner, like it's loading something forever.
It started happening after I uninstalled COCKS, but then I installed it again and the problem persists, so I dunno what's causing it. Since COCKS is abandoned, I dont think the author's gonna help me at all. Do you know if this kind of problem is related to something else or it's a COCKS issue that only the author can help me?
Edit: Nvm, I found the problem and it has nothing to do with COCKS. This Mod was the source of the issue.
Glad you were able to get it sorted. I can't speak to that mod specifically, but that generally happens when an essential record is missing. I've most often encountered it when the game expects an AI package to be assigned to an NPC, but another mod is overwriting the NPC and preventing them from receiving the package (so it may not necessarily be that mod's fault).
It would be very cool to get those into Skyrim. We don't currently have any further content updates planned, but I've made a note to look at the haggle slider if that ever changes. Conversation minigame is probably out of scope for this mod, but hopefully somebody implements it at some point. Thanks for the suggestion!
485 comments
General goods merchants and fences have a variable difference between the buy price increase and the sell price decrease, and the game setting reflects the magnitude of that difference: -15% means buy prices are 15% higher and sell prices are 15% lower, for example.
The others have a fixed difference between buy price increase and sell price decrease, with the magnitude of the difference depending on the vendor type. The game setting reflects the change in the buy price, with negative values meaning higher buy prices and higher sell prices, and then vice-versa for positive values (depending on if negative/positive values are actually supported for that vendor type - but in any case negative and positive values will mean the same thing). In this respect the helper text for Inns, Spell Merchants, and Crafters are all wrong as they state that positive values mean higher buy and sell prices.
I hope I got this right. I think I get the intent behind the changes made here and I like them, but the mod description and the MCM do not to a great job of clarifying IMO.
Thank you for sharing this with everyone!
I am finding that some of the items I add to the VendorGold LVLI are missing in the trade window when I test in-game. This usually happens on General Goods merchants, and the missing items seem to randomize each time I test (I am testing from a clean start each time to ensure the LVLI fully re-initalizes)
Is there some in-game limit on how many items that can added to the VendorChest LVLI?
Other than that, the only limit I know of is that leveled lists can't have more than 255 entries, but I don't imagine you're running up against that.
Does 255 entries included all the nested leveled lists? The merchant chest LVLI has quite a lot of nested LVLI, of which VendorGold is just one.
The vendors with less items (like apothecary) don't have this issue. And vendors with lots of items (like general goods merchant) have this issue all the time.
The only other thing I can think to suggest is to count both the number of distinct entries and the total number of items (including duplicates) which the general merchants have for sale, and see if any patterns emerge or any significant numbers (like 255) show up.
I'm playing on 1.6.640 and my game crashes after Bethesda intro when I activate this mod (USSEP version).
I'm having crashing issues with another mods like Cloaks of Skyrim for an example. I'm using full downgrade of 1.6.640 and lastest version of USSEP, could it be the reason many mods crash my game? USSEP says it works on v1.6.1130+, so I thought it would work just fine on v1.6.640. Am I wrong about this?
I'm not very experienced into skyrim modding, could you do some recommendations for me?
Generally the only reason you'd want to downgrade is if there's .dll mods you want to use which haven't been updated for the current game version. Even then, best practice is to do a "best of both worlds" downgrade, where the only thing you downgrade is the .exe; this should give you maximum compatibility with non-.dll mods, while allowing you to use those older .dll mods.
This is a good collection of guides which should be able to help you; this one, specifically, deals with initial setup.
Regardless, if you're running 1.6.640, you'll also want to make sure you have Backported Extended ESL Support (BEES) installed.
Which build do you actually recommend? The one you consider the best.
I'm doing a checklist of my current mods to figure out what is outdated and what is not. I'm probably going back to latest version as well.
I'm using NMO, and sometimes a mod conflicts with another (same files). If I want mod X to overwrite mod Y, I must set the mod X to load "before" in the conflict tab, right?
I haven't used NMM in years, so can't speak to it specifically, but the general convention is that the last mod or asset (textures, meshes, etc.) to load "wins" (it overwrites any copies of the same file loading before it). The community isn't entirely consistent about the language used for this, but this would typically be described as loading "after", "below", or "later than".
If someone else is reading this and have the same question: the mod you want to >overwrite< something must be loaded AFTER the mod you want to be >overwrited<.
Btw, I searched a lot for a mod that gives good visual effects on enchanted weapons instead of just flat glowings like vanilla. Do you know a good mod for it that you can recommend for me?
If it's not working for you, you could try the previous version which doesn't require Enchantment Art Extender.
Since you're an experienced modder, lemme ask you something. Have you ever had a problem where your game would get stucked in the main menu (the options dont show up: continue, load, etc). There's just that icon spinning on the right corner, like it's loading something forever.
It started happening after I uninstalled COCKS, but then I installed it again and the problem persists, so I dunno what's causing it. Since COCKS is abandoned, I dont think the author's gonna help me at all. Do you know if this kind of problem is related to something else or it's a COCKS issue that only the author can help me?
Edit: Nvm, I found the problem and it has nothing to do with COCKS. This Mod was the source of the issue.