Great mod idea. I have found some issues with items added by levelled lists not being removed by the script, thus items tending to accumulate. This seems to happen when the script is targetting an NPC, but seems to work fine within the container.
The basic mechanic here can be used to alter the restocking of any item. It just needs the appropriate scripts creating and placing. Quite a big job to do for the whole game, so it would be better done with changing the way restocking with a code patch.
Tested on OpenMW 0.47.0, works perfectly so far. Hopefully we can get a non-ST_Alchemy dependent version, I prefer my mods modular/standalone, but that's just me.
I'm not sure if I have somehow missed it, but I don't think so...
How, exactly, should I install ST_Alchemy in combination with "Scripted Alchemy Vendors Restock Re-Balance"?
I have read, and re-read both descriptions of both mods, both of the readmes, and all the posts here, but nothing I am seeing covers the actual installation method for either mod. For reference, ST_Alchemy has 11 (eleven!) different ESPs (many of which are mutually exclusive) and a bunch of folders. I'm not sure which one(s) I'm suppose to have in my load order, and which I'm not, or in which order they are supposed to be (I hope mlox has ST_Alchemy in its database).
I'm not even sure if your mod requires all the data folders, some of them, or none of them. One of the ESPs is a modder's resource (ST_Alch_Resource), while the others aren't. I'm not sure if you just need that ESP, or the just the ST_Alchemy_Replacer, or both, etc... I have Graphic Herbalism, so I suspect ST_Alchemy_GH_addon is needed there, unless your ESP includes code from it.
RandomPal (or someone who is knows what they are doing in this scenario), could you please provide a step-by-step installation guide? I've been modding for years and have about 150+ mods in my current install, and I can't make heads or tails on the proper way to go about this. The only thing I'm trying to do is make it so alchemist inventories don't immediately restock, and instead do so on a normal schedule to avoid the temptation to abuse Bethesda's oversight, that's it. If other things are required for that to work, I'll begrudgingly add them as needed, but I'm trying to keep the changes as bare bones as possible.
If it matters, I am using a manual install of Morrowind and this is being applied mid-playthrough. On that note, are there any known bugs, crashes, or save file corruption related to either of these mods?
I'm using Graphic Herbalism - MWSE and OpenMW Edition, which makes use of Lua-Scripts and MWSE. I prefer this new version over the old one. A problem arises when I try to use ST Alchemy 1.5's ST_Alchemy_GH_Addon_1.2.esp. Graphic Herbalism - MWSE doesn't set a global variable called "MU_GH_DaysToRegen". (It doesn't add an esp at all.) The game crashes, of course.
I didn't spot any plant/stack-replacers for St Alchemy's new ingredients ingame so far, to check if their behavior is affected by GH-MWSE or not and if ST_Alchemy_GH_Addon_1.2.esp is necessary to begin with. (If you could point me to a location near Seyda Neen or Balmora or anywhere else in the near of Mage Guild teleporter locations, I'd be glad.)
If the replacers turn out to behave like containers, how big are the chances of an ST_Alchemy_GH_MWSE_Addon_1.x.esp to come to be as a patch? And if it looks bleak on that hindsight, I'd actually welcome a vanilla friendly version of Scripted alchemy vendors restock re-balance.
This mod needs way more recognition, I've looked at almost every other mod and currently this mod is the only true fix that solves the direct root problem to the infinite vendor issue.
Kudos to you RandomPal and I would also highly recommend to make a version that doesn't use ST alchemy. Some added ingredients are fine but others need to be reworked (like how eating a bone supposedly summons a skeleton for a few seconds??). Bit of a nitpick but I am not a fan of how the new ingredients don't have any lore friendly flavor text on them.
Hi! Thanks for your feedback! I'm considering making a non ST version, it's just a bit boring since I'd need to edit a lot of scripts. But yeah since it's been requested multiple times I think I'll get to it one of these days.
The mod doesn't seem to be working for me with the OpenMW 0.46.0 nightly (rev d5ccc5aca9). Ajira still instantly restocks comberry, black anther, willow anther and I'm assuming everything else. She seems to start with 5 comberry without the mod installed, but 15 comberry with it installed so the mod is having some kind of effect. With or without the mod installed, she instantly restocks to 5 comberry. I also tested it on a new game and found that Arrille restocks corkbulb. Not sure what the issue could be.
I have ST_Alchemy 1.5 installed, with ST_Alch_Economy loaded last.
Full load order:
Spoiler:
Show
content=Morrowind.esm content=Tribunal.esm content=Bloodmoon.esm content=CarryOn.omwaddon content=BetterRegen.omwaddon content=ncgdMW-3.2.omwaddon content=MBSP ncgdMW edit.omwaddon content=Patch for Purists.esm content=Tamriel_Data.esm content=TR_Mainland.esm content=Patch for Purists - Book Typos.ESP content=Patch for Purists - Decimal Errors.ESP content=Better Expansion Implementations.ESP content=Commonly Used Containers Nerfed.ESP content=Container Ownership.ESP content=Protective Masks Redux.ESP content=Outdoor Banners With Sound.ESP content=Rarer Scrap Metal.ESP content=Services Restored.ESP content=Unofficial Morrowind Official Plugins Patched.ESP content=TR_Factions.esp content=TR_Travels.esp content=bound greaves and pauldrons.ESP content=ST_Alchemy_Base_1.5.esp content=ST_Alchemy_Balance_Sri_1.5.esp content=ST_Alchemy_GHE_Addon_1.2.esp content=ST_Alch_Economy.esp content=Mashed Lists.esp
Hi, I dind't write the script and I don't use OpenMW so I can't tell you if the issue depends on loard order or incompatibility with OpenMW. That being said, since this is designed to be compatible with everything, my guess is that OpenMW is just not compatible with the mod as from what I've read somewhere it changes the way merchants restock.
Thank you so much dude. This saved my immersion >_> I know the original script isn't yours, but without you uploading it here, I would never have found it.
29 comments
- 1.4 (present on GHF)
- 1.5 (only released on discord)
https://drive.google.com/open?id=1PQQ3EIyh_03VZysuLtsSZySoAOT442lq
Alch_Economy_no_ST_SA
The basic mechanic here can be used to alter the restocking of any item. It just needs the appropriate scripts creating and placing. Quite a big job to do for the whole game, so it would be better done with changing the way restocking with a code patch.
I've posted a Vanilla friendly version.
How, exactly, should I install ST_Alchemy in combination with "Scripted Alchemy Vendors Restock Re-Balance"?
I have read, and re-read both descriptions of both mods, both of the readmes, and all the posts here, but nothing I am seeing covers the actual installation method for either mod. For reference, ST_Alchemy has 11 (eleven!) different ESPs (many of which are mutually exclusive) and a bunch of folders. I'm not sure which one(s) I'm suppose to have in my load order, and which I'm not, or in which order they are supposed to be (I hope mlox has ST_Alchemy in its database).
I'm not even sure if your mod requires all the data folders, some of them, or none of them. One of the ESPs is a modder's resource (ST_Alch_Resource), while the others aren't. I'm not sure if you just need that ESP, or the just the ST_Alchemy_Replacer, or both, etc... I have Graphic Herbalism, so I suspect ST_Alchemy_GH_addon is needed there, unless your ESP includes code from it.
RandomPal (or someone who is knows what they are doing in this scenario), could you please provide a step-by-step installation guide? I've been modding for years and have about 150+ mods in my current install, and I can't make heads or tails on the proper way to go about this. The only thing I'm trying to do is make it so alchemist inventories don't immediately restock, and instead do so on a normal schedule to avoid the temptation to abuse Bethesda's oversight, that's it. If other things are required for that to work, I'll begrudgingly add them as needed, but I'm trying to keep the changes as bare bones as possible.
If it matters, I am using a manual install of Morrowind and this is being applied mid-playthrough. On that note, are there any known bugs, crashes, or save file corruption related to either of these mods?
Thanks in advance.
On that note, we really need a lua mod that prevents ALL vendors from restocking immediately.
This. ... Exactly this.
I didn't spot any plant/stack-replacers for St Alchemy's new ingredients ingame so far, to check if their behavior is affected by GH-MWSE or not and if ST_Alchemy_GH_Addon_1.2.esp is necessary to begin with. (If you could point me to a location near Seyda Neen or Balmora or anywhere else in the near of Mage Guild teleporter locations, I'd be glad.)
If the replacers turn out to behave like containers, how big are the chances of an ST_Alchemy_GH_MWSE_Addon_1.x.esp to come to be as a patch? And if it looks bleak on that hindsight, I'd actually welcome a vanilla friendly version of Scripted alchemy vendors restock re-balance.
Kudos to you RandomPal and I would also highly recommend to make a version that doesn't use ST alchemy. Some added ingredients are fine but others need to be reworked (like how eating a bone supposedly summons a skeleton for a few seconds??). Bit of a nitpick but I am not a fan of how the new ingredients don't have any lore friendly flavor text on them.
But yeah since it's been requested multiple times I think I'll get to it one of these days.
I have ST_Alchemy 1.5 installed, with ST_Alch_Economy loaded last.
Full load order:
content=Tribunal.esm
content=Bloodmoon.esm
content=CarryOn.omwaddon
content=BetterRegen.omwaddon
content=ncgdMW-3.2.omwaddon
content=MBSP ncgdMW edit.omwaddon
content=Patch for Purists.esm
content=Tamriel_Data.esm
content=TR_Mainland.esm
content=Patch for Purists - Book Typos.ESP
content=Patch for Purists - Decimal Errors.ESP
content=Better Expansion Implementations.ESP
content=Commonly Used Containers Nerfed.ESP
content=Container Ownership.ESP
content=Protective Masks Redux.ESP
content=Outdoor Banners With Sound.ESP
content=Rarer Scrap Metal.ESP
content=Services Restored.ESP
content=Unofficial Morrowind Official Plugins Patched.ESP
content=TR_Factions.esp
content=TR_Travels.esp
content=bound greaves and pauldrons.ESP
content=ST_Alchemy_Base_1.5.esp
content=ST_Alchemy_Balance_Sri_1.5.esp
content=ST_Alchemy_GHE_Addon_1.2.esp
content=ST_Alch_Economy.esp
content=Mashed Lists.esp
That being said, since this is designed to be compatible with everything, my guess is that OpenMW is just not compatible with the mod as from what I've read somewhere it changes the way merchants restock.
I know the original script isn't yours, but without you uploading it here, I would never have found it.