0 of 0

File information

Last updated

Original upload

Created by

RogiVagel

Uploaded by

RogiVagel18

Virus scan

Safe to use

Tags for this mod

14 comments

  1. Ardarys
    Ardarys
    • member
    • 0 kudos
    The mod simply doesn't work for me. Downloading from my mod manager may be the issue. What do you mean by "select plug in to use" ?
  2. GlazzyDeer
    GlazzyDeer
    • supporter
    • 12 kudos
    This mod is really nice for making trading less exploitable, though I personally changed the RV_StkDs global in the CK to 1 for daily restocking and the RV_ExtraStock global to 0
  3. seibaby
    seibaby
    • supporter
    • 11 kudos
    I'm having trouble with some vendors not having their inventories cleared out, thus keeping their infinitely restocking ingredients. I haven't checked them all, but all the ones in Balmora Temple are affected, I think.

    Starting the RV_Vendor_Remove_Ingred script manually using the console on these actors removes their ingredients. After starting their restock scripts manually on the respective actors using the console they start restocking on a schedule as intended.

    I checked with TCL that the sacks with the scripts exist under the floor. No idea why the scripts don't run/don't work.

    Other vendors I've checked are working fine. Again, haven't checked them all, but off the top of my head, Peragon, Aunius Atrius, Scelian Plebo, Ajira, Nalcarya, Anis Seloth all seem to work fine.
    1. RogiVagel18
      RogiVagel18
      • member
      • 6 kudos
      Not sure why you are seeing that. I've checked them and it doesn't seem to be happening.Can you remember where your game was saved when you first started using the mod?
    2. mrbackproblem
      mrbackproblem
      • premium
      • 3 kudos
      This same thing happened to me on an existing save. I installed the mod while standing in front of scelian plebo (sadrith mora imperial sshrine guy) and it didn't seem to work. I started his script manually to get it going, though it still took a couple seconds to actually finish running. Maybe it takes a minute or two to actually have all the scripts finish running? idk but I don't mind manually doing the scripts whenever I encounter a restock issue
    3. RogiVagel18
      RogiVagel18
      • member
      • 6 kudos
      The only thing I can think of is the the script is being started before the NPC is placed. I have heard of issues where there can be a frame or two run before everything is loaded. If you move into a new cell, the script delays until CellChanged reverts to zero - when everything is set up, but if you load a save or use the console to 'teleport', Cell Changed may not be triggered, so the script would start as soon as the container is added. If this were before the NPC was in place it could produce the problem you are seeing.
      I have added a few frames delay to the script to see if this helps and taken the opportunity to update a couple of things to make the scripts run faster. I haven't been able to duplicate the problem on my system, so I haven't been able to test if this has fixed what is happening for you.
    4. Exactly the same issue here. Also Balmora Temple.
      Sadly running the script RV_Vendor_Remove_Ingred didn't do the trick for me. Starting a different script did it though.

      Here a quick explanation what to do in OpenMW for the not so tech-savvy players out there (or those who don't want to read tutorials on how scripts work).

      1. Position your character infront of the vendor/npc-trader (so you later can see their name).
      2. Hit the ^-key or ~-key or whatever calls down the console in your case.
      3. Hover your mousecursor over the vendor and check their name.
      4. Type "startscript rv_ventor_ingred_" followed by the first few letters of the vendors first name and hit the tab-key to let autocomplete do the rest of the work for you. Then hit enter.
      In the case of Balmora Temple's staff, the commands would be:
      startscript rv_vendor_ingred_llarara
      startscript rv_vendor_ingred_llathyno
      startscript rv_vendor_ingred_dralval (In my case Draval wasn't effected by the bug, so I left him be.)
      5. Check if it worked by buying something that usally restocks and see, if it still does.
      6. In case it still does restock, come back to complain and call me a lair.
    5. seibaby
      seibaby
      • supporter
      • 11 kudos
      I figured out the issue and sent you a PM with the fix I came up with a while ago.

      In short, it's because a targeted script can't run on more than one actor at a time. Waiting for the script to finish before running it on the next actor solves that.

      Edit: I'll just paste it here.

      The issue is that if there are several vendors in a cell, the hidden sacks will all try to run the RV_Vendor_Remove_Ingred script at the same time, but it is not possible to run several instances of a global script at the same time, even if it targets different objects.
       
      Luckily, the solution is simple. You already have a check for whether the script is running in each vendor script. You just need to switch around the if statements and put the scriptrunning condition at the top level, like so:

      If ( ScriptRunning RV_Vendor_Remove_Ingred )
      Return
      Elseif ( doOnce == 0 )
      If ( scriptRun == 0 )
      "llarara omayn"->StartScript RV_Vendor_Remove_Ingred
      Set scriptRun to 1
      Return
      Endif
      Endif

      Now the vendor script will wait for any instance of the global script to finish before attempting to start another targeted instance.
    6. RogiVagel18
      RogiVagel18
      • member
      • 6 kudos
      Thanks for your input. Your diagnosis is correct -  although I didn't get your PM or find your posted solution until I had solved it myself and came here to post the corrected version. The problem wasn't limited to just Balmora Temple, but any location with more than one restocking ingredient merchant. Only one of them will work - curiously the one who's script started LAST, so each new instance of the global script supercedes any previously running versions, rather than being prevented from running.

      I have now posted a fixed version (1.4) 

      If anyone has a game saved having run the previous version, it will not fix any merchants who have not had their inventory cleared. To fix this, visit the merchant, open the console and click on the merchant so his name appears at the top of the console window. Then enter:

      StartScript RV_Vendor_Remove_Ingred
      or
      "NPC Name"->StartScript RV_Vendor_Remove_Ingred

      This should clear the inventory and the script should  work normally.

      Thanks again for flagging this and apologies for not spotting this myself during playtesting
  4. sevenfm
    sevenfm
    • member
    • 4 kudos
    I think it would be great to extend this idea to not only alchemy ingredients but all restocking items from traders, to prevent them from reappearing instantly.
    1. RogiVagel18
      RogiVagel18
      • member
      • 6 kudos
      Definitely an idea which could be followed, although it would require quite  a lot of work to do this for all vendors.
    2. sevenfm
      sevenfm
      • member
      • 4 kudos
      I think Wares Traders is doing something like that, it adds containers to traders with items that restock over time, so if you remove negative items from traders and add that mod, it should do what is needed.
  5. Rebitaay
    Rebitaay
    • supporter
    • 3 kudos
    Thanks, this is a wonderful mod. Nice to finally have a restock mod that doesn't require other mods.

    Could you point out how to modify the frequency of vendor restocks? I can modify the script just fine but I'm not sure what I should be changing.
    1. RogiVagel18
      RogiVagel18
      • member
      • 6 kudos
      The line to change (usually line 64) reads:

      If ( dayCount < 5 )

      The number is the number of days they will restock after.