Morrowind

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VitruvianGuar

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97 comments

  1. morroboomer767676
    morroboomer767676
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    does this work for openMW and how do I add it?
    1. Arugal
      Arugal
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      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 :)
    2. wcfcarolina13
      wcfcarolina13
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      Are we there yet?
  2. femnerevarine
    femnerevarine
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    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
  3. vaelta44
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    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!
  4. TheMightyGoat51
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    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")
    1. TheMightyGoat51
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      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.
  5. Scaringella
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    This mod nullifies the Morrowind Code Patch bug fix that prevents merchants from equipping their best gear. It would be nice to understand which lines of code affect this behaviour and, possibly, come with a solution.
    By a general view of the files, I understand the mod is aware of equipping and unequipping actions, but can't really tell as the part isn't commented, so I'm afraid we have to rely to someone more experienced in coding than I...
    1. Scaringella
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      I took the freedom, in the bugs section, to provide for a step-by-step guide on how to reproduce this bug and, currently, I'm making further tests. So far it really seems to me that it happens on old saves where merchants already have things in their inventory that the player sold to them. Doesn't happen on new games.

      I was wondering if the author would briefly review the guide in the bug section as, for now, I'm a bit clueless on how to proceed. Naturally, if I find out something else, I'll post an update.

      Also, if the author wouldn't be able anyway to reproduce the bug on his side, despite the guide, it would be possible to safely assume the issue is related to a mod incompatibility issue, so I can point my tests towards that direction.
  6. UserThunderhead
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    Fantastic mod. One tiny balance change I'd like to suggest is setting the default "see item value" ability to 20, so that any character with Merchantile as a minor skill can take advantage of it.

    Is anyone else having a problem with only Khajiit buying moon sugar, while every other NPC, even those that sell it still calling the guards? As to Skooma, I can't sell it o anyone, even Khajiit who buy moonsugar. I don't think it's this mod, I've tried disabling it, but I'm really stumped as to what is causing it.
  7. GeneralPepper
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    This and Silver Tongue are a must for any playthrough! Best skill overhauls of all time!
  8. GimmeMods222
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    Why can't I make a dividend from my investments? Where's my cut of the profits?
  9. vaelta44
    vaelta44
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    Could a global restock mechanic be added, so that any non-unique items for traders restock?

    I understand that might be quite tricky to decide what is or isn't a unique item, but a very basic form of logic for it could be if itemcount > 1 in the trader's inventory then it should be set to restock.

    And instead of a standard, global restock timeframe, could it be a random number of days? Say, between 1-5?

    The reason I'm asking for this is that while this mod adds some really fun trading RP possibilities, I have realised that most merchants' stock does not restock, and therefore most profitable trading opportunities are only possible once.
    1. vaelta44
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      Also, please do a fix for the "illegal items flag tied to regional demand" bug. I've even had a look myself in the code to see whether I could jury-rig a fix, but I decided against it as I'm sure I'd just break the whole thing..

      It's a brilliant mod, overall. After doing a trader character with it (I spent quite a while creating a custom config to make some profitable trading opportunities - mostly taking Imperial goods from Old Ebonheart to other Imperial settlements) I did a Morag Tong character whose mercantile skill was very low. It was really quite refreshing to not see the value on items. Made the character less caring about looting etc.
  10. JaceyS
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    -Make Khajiit willing to buy moon sugar and skooma, to match in-game dialogue.
    -Make it so that trying to sell illegal goods causes merchants to report your crime, but not attack and kill you.
    -Check the inventory of merchants to see if they own illegal goods. If they are selling illegal goods, they should buy them.
    -Have merchants round their offers down to the nearest gold piece, not up, so that it is no longer more profitable to sell small items one at a time.
    1. alexpublius
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      Yeah, as far as I can tell from the code there's only a single 'Forbidden Item' category that covers all raw glass, raw ebony, moon sugar, skooma, and any dwemer items, along with a single 'Smugglers' category that carves out an exception to all of them. There is no way to allow Khajiit to participate in their canonical trade in moon sugar/skooma only, without also classifying all Khajiit as anti-Imperial partisans willing to trade in all illegal items). Nor is there any way to allow Ashlanders to trade glass, ebony, or dwemer items (items made illegal by a distant Imperial government they have no connection to) without also forcing them to participate in the drug trade (involving an exclusively Elsweyr-grown product). For such an incredibly configurable MWSE mod, the treatment of 'illegal items' is incredibly one-size-fits all.

      The lack of support for the canonical Khajiit skooma trade is the biggest problem with this mod, and why (as much as I love every other part of it) I am currently not using it in my game.

      I also completely agree with your next two points:
      - Smuggling is illegal & should result in a bounty, but not the sort of 'you just murdered my friend in front of me' that would result in an all-out brawl. 
      - Smuggling is common, and some merchants should really be present on the 'smugglers' list by default, rather than wait to be manually added. (Or possibly there should be a 'you must reach a certain disposition level before they trust you to trade in their real wares' mechanic, I don't know). I'm particularly thinking of House Hlaalu (Imperial-friendly on the surface.. lots of shady dealings under the table, and not just by obvious smugglers) and House Telvanni (you think immortal mages care about the Empire?).

      AS for 'rounding down', I definitely understand where the mod is coming from: 'selling items one at a time' is definitely the sort of gamey exploit that breaks immersion. OTOH, it's also one of the most common exploits at the start of the game, particularly to help boost your early mercantile skill. If possible I'd prefer a configurable 'round down' vs. 'round up' option in the MCM.