Oblivion

File information

Last updated

Original upload

Created by

AsceticSlack

Uploaded by

asceticslack

Virus scan

Safe to use

Tags for this mod

About this mod

Fixes/implements the (completely) broken PC Mercantile Skill Progression function of the otherwise EXCELLENT Living Economy mod, which as of version 3.70 is still broken. The script was supposed to make mercantile skill progress based off of the AMOUNT bought/sold, rather than simply the total number of transactions made.

Permissions and credits
Fixes/implements the (completely) broken PC Mercantile Skill Progression function of the otherwise EXCELLENT Living Economy mod, which as of version 3.70 is still broken.

The script was supposed to make mercantile skill progress based off of the AMOUNT bought/sold, rather than simply the number of transactions as was the (horrible) design of vanilla Oblivion.

Notes:

*As it is it's own implementation, the standard configuration dialogue for Complementary Player Skill Progression in Living Economy will have no effect on this mod.
The two global variables that now set the buy and sell influence are:
mercskillbuymult
mercskillsellmult
Default is 0.8 and 1 respectively for these multipliers and can be changed using the console if you wish.

*You will probably also want to disable the broken function in Living Economy that this mod was meant to replace (it won't conflict, but why keep the broken one active?).

To do this, console -> startquest CFLEmenu
Click Complementary Player Mercantile Progression and then 'disable'.

*As an added bonus, purchasing spells will also contribute to mercantile gain which was not a supported behavior in the original.

*The implementation here is done through a quest script, so it will actually work fine WITHOUT Living Economy installed (but why would you want to do that?). It should also work with any vendors added by other mods as well. Finally, the plugin load order should be irrelevant.

*The original (broken) code and my notes are as follows below:

//
if (CFLEruncontrol == 1)
set CFLEmycurrgold to player.getitemcount gold001
set CFLEgoldexchange to (CFLEmyinitgold - CFLEmycurrgold)
removeitem CFLEmgl 70000
set CFLEcurrbartergold to (CFLEgoldexchange + CFLEinitgold)
if (CFLEcurrbartergold > CFLEbgl)
set CFLEcurrbartergold to CFLEbgl
endif
setbartergold CFLEcurrbartergold
additem CFLEmgl CFLEcurrbartergold
if CFLEgas == 1
set CFLEgacum to (CFLEgoldexchange - CFLEge2 + CFLEgacum) * CFLEbsmod
if CFLEgacum >= (CFLEmymerc * 500 * CFLEskmod)
set CFLEmymerc to CFLEmymerc + 1
player.setav mercantile CFLEmymerc
modpcmiscstat 2 1
set CFLEgacum to CFLEgacum - (CFLEmymerc * 500 * CFLEskmod)
message "Your Mercantile has increased.", 2
endif
set CFLEge2 to CFLEgoldexchange
endif
endif
//

The above is for the 'buy' version of the script, in the 'sell' version

set CFLEgacum to (CFLEgoldexchange - CFLEge2 + CFLEgacum) * CFLEbsmod
is simply changed to:
set CFLEgacum to (CFLEge2 - CFLEgoldexchange + CFLEgacum) * CFLEbsmod

CFLEbsmod in the 'sell' script was undoubtably meant to be CFLEssmod; in other words the 'sell influence' configuration does nothing.

CFLEbsmod being at the end of this function was clearly not intentional, in fact being by default 0.8 it can actually LOWER the skill gain progression on a successful transaction.

Also, whatever CFLEge2 was supposed to do seems to have been never fully implemented, as it is it has no correlation to a cumulative progression; in fact it can cause skill progression to go NEGATIVE.

---

Version 2 upload: Fixed a minor oversight that erroneously caused bribes or any other money related function in the dialogue menu to add to your mercantile progression.