This is now a FOMOD with three versions to choose from. Please see the changelog under 'Logs' for all the update details. If you're already using an older version of this mod on an existing game, do not switch to Version 2.0.0 mid-game.
Many thanks to GroundAura for all the fixes included in Version 2.0.0, the CRF patch, the .esl flags, and for making this into a FOMOD. :)
== Skyrim Crash Decoder v1.0 Report ==Unable to identify a clear cause for the crash.The following plugin (mod) might have been involved in the crash: "rw08wanderingmerchants.esp".Unable to identify more information from this crash log.If the crash is recurring and the above information was insufficient to point to an issue, you can try again with a new log.
Definitely a nice, small mod to spice up Skyrim's empty roads, some...
That said, every merchant is set as Aggressive and Foolhardy in addition to Protected. So, anything aside from the third option of making them peaceful to everyone, even bandits and Forsworn, leads to them going hero mode against an entire fort's worth of bandits - and they might eventually even win since they can't be killed.
If you do feel bothered by enemy factions leaving merchants alone, and you don't mind getting your hands dirty in xedit, you can set the their Aggression and Confidence to more reasonable values. I would suggest Unaggressive for Aggression as it makes sense that a lone merchant carrying valuable goods doesn't want to start a fight. For Confidence, I think Cautious would be optimal. They will flee from any fight unless they are stronger than the threat.
Now, as they are fairly high leveled at 40-50, this does technically mean few things will be stronger than them in the early game. You could edit to have them level with the player to keep things a little more even, or remove their Protected status. There's a lot of merchants, so losing a few isn't a big deal.
i am going to drop this here, i understand that Rainstorm will not be making this change and that is completely fair, so i am kindly calling to anybody who has the skills to make a patch to have merchants set exactly as blehmeh mentioned, unaggressive and cautious makes a lot of sense to me. i would do this myself but unfortunately my expertise lies in pixel art and some rough amateur graphic design skills lol
i think this mod has an extreme level of immersion potential, however as bleh pointed out having lone merchants with anime protagonist level hero power is not hitting me in my immersion spot lol
Thanks for that suggestion. I had seen them clear entire forts all n their own. Also, they occasionally become hostile to my character for no apparent reason and since they are very high level, this is practically a game over, unless I manage to find a save before encountering them.
Your proposed changes make sense, I'm going to patch it on my side.
They can be killed, I actually had one killed by a dragon in Winterhold and that's when I noticed all items were carried in their inventory.
As far as their aggression to player, that would be a simple faction and relationship change that can be done in SSEedit. As far as their AI data goes that, I know is done in CK but you may also be able to make that change in SSedit.
I'm enjoying the mod, the only thing that I noticed about them is that they carry all of their merchandise in their inventory instead of in a container, once they die you are free to take it all, less if their items were in a container you would not have access to it. I've not actually done it, I'd have to play around with it but I think you can setup a container and ref it so that they have access to it no matter where they are. I guess another option would be to make them Essential so that they can't be killed.
OK I just took a look at this mod in CK and I was mistaken, they are all tied to chest, but some are carrying in their inventory some nice stuff free for the taken upon death which is unnecessary.
Great mod! but personally, I feel like there are far too many of the wandering merchants in Skyrim. Coupled with Crowded Streets, I'm noticing some bottlenecking, especially outside of inns.
If I wanted to remove some of the merchants added by this mod, how would I do that with xEdit?
Just in case anyone has the same problem, I was having trouble with some CTD crashes when traveling to specific cities and towns at some point in the game. Uninstalling mods trying to find a culprit, I found that this one seems to be the cause, I don't know if it's due to an incompatibility on my load order, or if it's an issue with some other thing, but it's clear that this mod seemed to be the cause, and it's a shame, because I love seeing the merchants around :c
110 comments
Please see the changelog under 'Logs' for all the update details.
If you're already using an older version of this mod on an existing game, do not switch to Version 2.0.0 mid-game.
Many thanks to GroundAura for all the fixes included in Version 2.0.0, the CRF patch, the .esl flags, and for making this into a FOMOD. :)
For a rebalanced version of the mod: Wandering Merchants Rebalanced. Thank you LeoneKingzz for the patch.
That said, every merchant is set as Aggressive and Foolhardy in addition to Protected. So, anything aside from the third option of making them peaceful to everyone, even bandits and Forsworn, leads to them going hero mode against an entire fort's worth of bandits - and they might eventually even win since they can't be killed.
If you do feel bothered by enemy factions leaving merchants alone, and you don't mind getting your hands dirty in xedit, you can set the their Aggression and Confidence to more reasonable values. I would suggest Unaggressive for Aggression as it makes sense that a lone merchant carrying valuable goods doesn't want to start a fight. For Confidence, I think Cautious would be optimal. They will flee from any fight unless they are stronger than the threat.
Now, as they are fairly high leveled at 40-50, this does technically mean few things will be stronger than them in the early game. You could edit to have them level with the player to keep things a little more even, or remove their Protected status. There's a lot of merchants, so losing a few isn't a big deal.
I'm not going to make any of these edits myself, but you're welcome to make your own patches, permissions are open.
i think this mod has an extreme level of immersion potential, however as bleh pointed out having lone merchants with anime protagonist level hero power is not hitting me in my immersion spot lol
Your proposed changes make sense, I'm going to patch it on my side.
As far as their aggression to player, that would be a simple faction and relationship change that can be done in SSEedit. As far as their AI data goes that, I know is done in CK but you may also be able to make that change in SSedit.
Made a small patch for those interested:
https://www.nexusmods.com/skyrimspecialedition/mods/143303
Glad you love the mod and thank you for the patch LeoneKingzz.
Edit: Ima pin the link so it's easy for folks to find. Thanks again.
OK I just took a look at this mod in CK and I was mistaken, they are all tied to chest, but some are carrying in their inventory some nice stuff free for the taken upon death which is unnecessary.
If I wanted to remove some of the merchants added by this mod, how would I do that with xEdit?
Would have loved to use this, but it depending on markers inside inns is a no go for my load order.