I've recently been having issues getting this mod to work. When I talk to the new merchants that appear in the cities, the trade conversation subtitles briefly appears on screen (Just the fraction of a second, you can just see it then it's gone), but the trade window itself never opens. I've tried following the tip in the read-me about when this happens, but no change. I've tried with a few different merchants and 3 clean saves with no success. Furthermore I'm unable to buy the shops for sale - the conversation option simply doesn't appear. The merchants appear and the shop names of the buyable shops change to the french version (Which I'm given to understand should have been fixed as well?), so the mod clearly loads, only I can't buy anything. I've tried loading the mod alone and along with others, so shouldn't be a mod conflict. I've previously loaded the mod and have it work perfectly. I've had Skyrim on hold for a while, but hadn't changed anything since, so the issues appeared fairly suddenly. I've tried removing and re-installing the mod but with no visible effect. Unless it's a file somewhere that was not properly removed/replaced at some point, I'm at a loss as for what's causing the problem.
Anyone out there have any idea, what might be the issue? Any inputs are welcome.
Great mod, thank you. The first time I downloaded this mod I got the French version and I don't speak French. I couldn't understand what the guy in the booth was saying but I loved his accent the French names on the shops. Made them a bit more classy and added some culture to the game. I have the English version now but I miss the shop names. Is there anyway to get them back without reverting to the French version?
The hall of the dead is not respawning goods for me. It's been several in-game days, several RL hours. Names of the businesses that can be repurchased are in another language. Like the concept, but seems a little buggy.
Also, noticed that one of my shopkeepers embezzled shop money from the past few days (he had about 11,000 gold in his inventory). I was able to sell items to this merchant to get my gold back, but I think I need to fire that guy.
i think that you can use the mod manager to use the files after you download them, that way they can be nice and neat and organized with the rest of your mods on the mod manager. a couple of gopher's videos on youtube showed me how to, but i'm no expert. i know there's a button on the mod manager to upload files manually to the manager's list of mods and then it's in there with them. just thought i'd pass that along
On the other hand, I think the income is a little exagerated. Is there some ini file adjustments where one can reduce the income? For example, 500 gold pieces per month?
Am I missing something, I don't get any options to buy shops? I've gone through all of Belethors' speech dialogue and there are no options. I went to the Jarl's steward and there are no options. Where/what is involved with the purchase of the shops? I don't really care about commodity exchanges, I just want to have some real investment opportunities (buying shops) with the piles of cash you end up with.
Nevermind, NMM installed the mod files to skyrim/data/data/
You may need to update your install script to fix this.
Great idea for a mod, I've been looking for something similar for a while now.
Like others I would like there to be risk/randomness involved, maybe make both the buying and selling prices for the commodities fluctuate every few days, and I don't know if it works like this already but I think the farther you are from the city you bought it the more it should be worth. I think selling it to the Khajiitt or in a place where it isn't valued should result in an almost guaranteed loss. Maybe a relatively high speechcraft check w/ one of the commodities merchants could reveal some information about the market, like what's selling high/low and where.
Regarding the stores, I think there should be some risk involved there too. You pay every x number of days wages and taxes and so forth. It would be cool if you if there were things you could adjust in the stores (I haven't tried that yet so forgive me if there is), like wages, hiring more people choosing what and how much things are for sale or being produced that factor into the risk/reward.
Just some ideas off the top of my head, thanks for the great mod.
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I've tried loading the mod alone and along with others, so shouldn't be a mod conflict. I've previously loaded the mod and have it work perfectly. I've had Skyrim on hold for a while, but hadn't changed anything since, so the issues appeared fairly suddenly. I've tried removing and re-installing the mod but with no visible effect.
Unless it's a file somewhere that was not properly removed/replaced at some point, I'm at a loss as for what's causing the problem.
Anyone out there have any idea, what might be the issue? Any inputs are welcome.
On the other hand, I think the income is a little exagerated. Is there some ini file adjustments where one can reduce the income? For example, 500 gold pieces per month?
Nevermind, NMM installed the mod files to skyrim/data/data/
You may need to update your install script to fix this.
Like others I would like there to be risk/randomness involved, maybe make both the buying and selling prices for the commodities fluctuate every few days, and I don't know if it works like this already but I think the farther you are from the city you bought it the more it should be worth. I think selling it to the Khajiitt or in a place where it isn't valued should result in an almost guaranteed loss. Maybe a relatively high speechcraft check w/ one of the commodities merchants could reveal some information about the market, like what's selling high/low and where.
Regarding the stores, I think there should be some risk involved there too. You pay every x number of days wages and taxes and so forth. It would be cool if you if there were things you could adjust in the stores (I haven't tried that yet so forgive me if there is), like wages, hiring more people choosing what and how much things are for sale or being produced that factor into the risk/reward.
Just some ideas off the top of my head, thanks for the great mod.