PERFORMANCE WARNING, after loading this mod i noticed massively increased load times from instant to around 2 seconds, which is real noticable when your going through multiple doors quickly with Boots of blinding speed on, it also had random frame dips / freeze ups at random.
I was using openmw, this mod does work, but at severe cost in performance, your milage may vary.
Didn't seem to make difference for me. Could sell for more than I could buy for before and after loading this. With mercantile 50 disposition 100. The only other thing I have is morrowing code patch, with the option for in that for mucking about with merchants off (cos that didn;t work either)
I'd like to add the weapons from the Weapons Expansion Project to your EcoAdj DaeDrops script. I'm guessing I need to merge these into the 'Equip' and 'RemoveItem' weapon lists, while maintaining the power order of the weapons, and say I add 4 new high powered daedric weapons, would I need to change this part of the script from: ElseIf ( Player-> GetLevel >= 30 ) set weapon to Random 39 to: ElseIf ( Player-> GetLevel >= 30 ) set weapon to Random 43? Or are those parts of the script to do with the chance of weapons dropping?
Is there anything else I'd need to change to get them working, as I'm struggling to work out what the code between the two sets of lists dose??
That would require some extra scripts. The mod modifies the Mercantile and Speechcraft skills of every merchant individually, not by type.
If someone provided me with a spreadsheet containing the name (TES name, not game name), level, class, race and and current skill levels, plus some idea of what kind of location they are in (remote or large city) I could create the necessary script in a couple of hours. The bit that takes the time is finding all the merchants and collating the data.
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I was using openmw, this mod does work, but at severe cost in performance, your milage may vary.
I'd like to add the weapons from the Weapons Expansion Project to your EcoAdj DaeDrops script. I'm guessing I need to merge these into the 'Equip' and 'RemoveItem' weapon lists, while maintaining the power order of the weapons, and say I add 4 new high powered daedric weapons, would I need to change this part of the script from:
ElseIf ( Player-> GetLevel >= 30 ) set weapon to Random 39
to:
ElseIf ( Player-> GetLevel >= 30 ) set weapon to Random 43?
Or are those parts of the script to do with the chance of weapons dropping?
Is there anything else I'd need to change to get them working, as I'm struggling to work out what the code between the two sets of lists dose??
Thank you very much for any help you may give!
If someone provided me with a spreadsheet containing the name (TES name, not game name), level, class, race and and current skill levels, plus some idea of what kind of location they are in (remote or large city) I could create the necessary script in a couple of hours. The bit that takes the time is finding all the merchants and collating the data.