I also use Openmw only, as I rule any mod that use "MWSE" or Morrowind script extender. Cant be used with Openmw yet. Those mods are only for normal Morrowind. It sucks, yeah I know. Many cool mods use it, but we have to wait untill Openmw catch up then Old Morrowind will be no longer needed at all. Once Openmw can use these mods :)
MWSE uses different Lua bindings than OpenMW does.
Time for a fork or an alternative mod, I guess. I am currently designing an OpenMW Lua mod that will calculate after-deal disposition increment on deal amount instead of "1 point per deal". It can serve as a starting point.
Likely a question beaten to death, but is there any hope for this being ported/redone for OpenMW in the future? Seems like an absolutely essentially improvement in terms of immersion and preserving/prolonging early game difficulty.
It's a good mod, but the feature of NPCs reporting a crime when trying to sell them illegal goods is really annoying to play with. I think there should be an option to turn off any feature related to forbidden goods/smuggling, and just let vanilla behaviour run its course.
Error in event callback: .\Data Files\MWSE\mods\buyinggame\specialization.lua:46: attempt to index field 'class' (a nil value) stack traceback: .\Data Files\MWSE\core\lib\event.lua:360: in function '__index' .\Data Files\MWSE\mods\buyinggame\specialization.lua:46: in function 'getModifier' .\Data Files\MWSE\mods\buyinggame\main.lua:159: in function <.\Data Files\MWSE\mods\buyinggame\main.lua:156> [C]: in function 'xpcall' .\Data Files\MWSE\core\lib\event.lua:380: in function 'trigger' .\Data Files\MWSE\core\lib\event.lua:401: in function <.\Data Files\MWSE\core\lib\event.lua:364>
at high skill levels, merchants are defaulting to offering me full price for items, which is great, except I can't haggle them a single gold above that... which means I can't raise my mercantile at all anymore, except through the one trainer in the zainab camp or with modded-in merchants that offer me lower than full price :( edit: nvm, selling at full price still raises mercantile. just assumed it wasnt </3
Just another plea to fix the illegal items tied to regional knowledge skill.. I love this mod (which is why I released my updated config for it!), but this bug is really frustrating sometimes, and my hashed attempts to try and fix it myself did not work!
The mod is filtering items that aren't on the forbidden list. Ingredients ingred_dwemer_grease_sa and ingred_dwemer_pipe_sa added by another mod. I've tried moving them to the forbidden list and back to the item list, save exit and reload, and they still show up as illegal. Is it because of the below finding dwemer in the id? Other dwarven items I removed from the forbidden list (weapons/armor) updated as expected.
return string.find(item.id, "dwrv") or string.find(item.id, "dwemer") or string.find(item.id, "dwarven") or string.find(item.id, "AB_*_dw")
Yeah this mod is flagging weapons from other mods as illegal too. Dwarven weapons that are merged with leveled lists. This caused me problems with bounties because at first I didn't realize I needed mercantile experience to even see the "item is illegal" flag, otherwise I would sell a pile of loot and get a bounty for items that aren't on the forbidden list. I don't understand why the mod items don't aggregate to the forbidden list when there's code looking for dwemer in the id...
So I have modded weapons and ingredients showing up as illegal but not showing up in the forbidden list.
I tried deleting the above text looking for dwemer in item id. That broke the mod. Tried changing "if isDwemer(obj) then....defaultConfig.forbidden[obj.id] = true" to "false." Didn't work. Tried deleting the menu dialogue bye button event. That broke the mod.
Looks like I'll have to uninstall this mod. I installed it to barter worn items with level 100 mercantile, seems more accurate for roleplay purposes to be able to make someone an offer rather than kill 'em for their gear. Unfortunately the mod attempts some automated cleverness that can't be properly adjusted.
105 comments
MWSE uses different Lua bindings than OpenMW does.
Time for a fork or an alternative mod, I guess. I am currently designing an OpenMW Lua mod that will calculate after-deal disposition increment on deal amount instead of "1 point per deal". It can serve as a starting point.
stack traceback:
.\Data Files\MWSE\core\lib\event.lua:360: in function '__index'
.\Data Files\MWSE\mods\buyinggame\specialization.lua:46: in function 'getModifier'
.\Data Files\MWSE\mods\buyinggame\main.lua:159: in function <.\Data Files\MWSE\mods\buyinggame\main.lua:156>
[C]: in function 'xpcall'
.\Data Files\MWSE\core\lib\event.lua:380: in function 'trigger'
.\Data Files\MWSE\core\lib\event.lua:401: in function <.\Data Files\MWSE\core\lib\event.lua:364>
Is there an easy way to add the Tamriel Rebuilt "Punavit" to the regulated and illegal wares?
edit: nvm, selling at full price still raises mercantile. just assumed it wasnt </3
return string.find(item.id, "dwrv") or string.find(item.id, "dwemer") or string.find(item.id, "dwarven") or string.find(item.id, "AB_*_dw")
So I have modded weapons and ingredients showing up as illegal but not showing up in the forbidden list.
I tried deleting the above text looking for dwemer in item id. That broke the mod.
Tried changing "if isDwemer(obj) then....defaultConfig.forbidden[obj.id] = true" to "false." Didn't work.
Tried deleting the menu dialogue bye button event. That broke the mod.
Looks like I'll have to uninstall this mod. I installed it to barter worn items with level 100 mercantile, seems more accurate for roleplay purposes to be able to make someone an offer rather than kill 'em for their gear. Unfortunately the mod attempts some automated cleverness that can't be properly adjusted.