I'm sorry, I wonder if another bug from the original mod has been fixed, it's the one of merchants equipping the best gear they have despite the Morrowind Code Patch fix applied.
This happens when using this mod on a saved game instead of a fresh start, more details are in the bug section of the original mod even if it hasn't been flagged as a bug, sadly.
Yes, the author unfortunately didn't manage to see my post there, so the status of that report never changed.
If you're interested, as said, in the bug section of the original mod there's a guide on how to reproduce the issue.
To sum up what I concluded there, the mod seems to initialize for each merchant the first time player interacts with any of them: if it finds an untouched inventory on a fresh game and the Morrowind Code Patch is applied, then nothing wrong happens, but if it finds an inventory that's someway altered compared to the base selection set as per Construction Set default, then the bug triggers and merchants dress up in crazy ways.
Yes, I do remember getting that bug the first time I used Buying Game. Annoying. But, it's a really great mod that I now couldn't imagine being without (even with its remaining bugs), so maybe just remember to install it when you start a new character? I'm afraid it would be a bit beyond me to fix the issue!
And, unless anybody wants to prove me wrong, I am not sure VG is around any longer to update his selection of (amazing..) mods. A great shame.
I'm unable to sell Dwemer items to Three Eyes (Thieves Guild fence) in Andothren for Tamriel Rebuilt. I added him to Smugglers list AND delisted all contraband but he still closes the trade window + I receive a bounty for attempting to sell illegal items.
If i disable Buying Game Updated, I'm able to sell to him. Not sure what I'm missing here...
after reloading the game after delisting all the contraband, it looks i can sell the dwemer items EXCEPT the "steam centurion helm" added by TR. i tried to scramble the strings in config.lua that search for dwemer items but no luck... i'm at a loss at what code is making this such a pain in the ass.
Unfortunately, it is another existing bug that you can't add non-base game (or at least Tamriel Rebuilt) NPCs as smugglers using the list. Even though the illegal item flag disappears, they still report you if you try to sell stuff. That, however, is a bug that is beyond my attempts to hack.
Three Eyes is not Thieves Guild. I have (as you might have seen) made any Thieves Guild, Camonna Tong, Ashlander and Telvanni not care about illegal items. But Three Eyes is none of those. I can also see that he has some custom refusal dialogues, which this mod can do nothing about.
One of the recommend mods listed is Silver Tongue. You really should use that. It works REALLY well with Buying Game, as you can use it to bribe people down to zero Alarm, at which point you sell them anything (even in Tamriel Rebuilt etc).
thanks for the information. i will attempt using "setalarm 0" for npcs that should accept contraband in TR as a quick and easy workaround. and yeah, silver tongue (with talking matters) is definitely on my desert island list of must-haves.
Changing npc list in json to lowercase makes them appear in MCM but still does not work at least for the one added by hand I tested it on. It might be enough after all unless I changed something in code and forgot to revert it. There was additional conflict with Lore Friendly Trade Restrictions on my side.
Thanks for updating this wonderful mod! You might want to do a double pass on the regions in the config. For example, "Molagreahd Region" has since been renamed to "Dagon Urul Region" since the Embers of Empire release of TR.
Thank you. That's really useful to know. Are there any other region renames that you know of?
Note also: I didn't manage to fix it quite as properly as I first thought. The illegal item flag is now tied to the knowledge of price flag. Better than the regional pricing mechanic, but still, not quite fixed!
I went through the initial regions. I still need to comb through the addRegionGoods, addCategoryToRegionExport, and addCategoryToRegionImport since I know some TR town names have changed or are due to change but that might take me a bit since they're quite dense. Here is what I have so far:
Ascadian Bluffs Region -> Roth Roryn Region Helnim Fields Region -> Molag Ruhn Region Molagreahd Region -> Split into "Dagon Urul Region" and "Sunad Mora Region"
Just a heads up to anyone getting this mod, do NOT click Toggle Filtered, it will clean your list for that topic (like Toggle Filtered for Smuggles, that list got deleted and now I have to manually enter every NPC as far as I know). I do recommend such a must-have mod such as this, but I'm just forewarning future other enjoyers to NOT click Toggle Filtered. I have used Wrye Mash to clean my save after uninstalling, then i reinstalled a new downloaded file, the game just seems to remember the deleted list.
Hi, just a quick question! Is the original "Buying Game" required? I don't see it as a "requirement" on this page, but I also don't see information regarding that other than "Buying Game Updated" which I guess I'm interpreting as an addon to the original mod? Just needing clarification, I am picky about my modlist with only having needed mods, and not unnecessary mods. Thanks in advance!
No, everything needed is included in my download. Hope you enjoy it - it's a great mod, and I think my bugfix and additions to the regional pricing mechanics are quite fun!
is it possible to get rid of the base pricing mechanic? im personally not a fan of this feature more so than the other additions to the traders themselves
Thanks for the update. Shouldn't I be able to barter with anyone even if i have the illigal items in my inventory as long as I don't sell them? Per description on the mods orginal site.
Yes. That's right. You can barter with anybody, regardless of what's in your inventory - whether that's things like skooma or moon sugar, or anything extra flagged as illegal such as ebony, Dwemer goods etc. Anything illegal will be marked as illegal, as long as your mercantile skill is above the threshold, which you can set (I have set at 15 by default, as I think it should be a pretty easy thing to achieve). It doesn't impact the regional pricing mechanics, which work as before - though with LOTS more logic worked in to my version.
I have checked and it all seems to work as it should, but if you think it isn't please let me know.
Well, yes. in my case it isnt' working. I don't even have a json file anywhere related to that. I have 35 in mercantile. And get a refusal from a smith. And i have only skooma and moonnsugar.
Ok, well I've just had a good check. Went to Vivec and Pelagiad to try and sell skooma and some dwemer gear. All working as I would expect.
There ARE mods that will still override Buying Game. For instance, the Breton trader in Pelagiad and the Khajiit trader in Vivec both refused to deal with me while I had the skooma. I am fairly sure this is because of LGNPC mods I am using (though I think there are others that add in refusal mechanics too). But, I do think any standard trader should now trade with you even when you have skooma or moon sugar in your inventory.
25 comments
This happens when using this mod on a saved game instead of a fresh start, more details are in the bug section of the original mod even if it hasn't been flagged as a bug, sadly.
If you're interested, as said, in the bug section of the original mod there's a guide on how to reproduce the issue.
To sum up what I concluded there, the mod seems to initialize for each merchant the first time player interacts with any of them: if it finds an untouched inventory on a fresh game and the Morrowind Code Patch is applied, then nothing wrong happens, but if it finds an inventory that's someway altered compared to the base selection set as per Construction Set default, then the bug triggers and merchants dress up in crazy ways.
And, unless anybody wants to prove me wrong, I am not sure VG is around any longer to update his selection of (amazing..) mods. A great shame.
If i disable Buying Game Updated, I'm able to sell to him. Not sure what I'm missing here...
after reloading the game after delisting all the contraband, it looks i can sell the dwemer items EXCEPT the "steam centurion helm" added by TR. i tried to scramble the strings in config.lua that search for dwemer items but no luck... i'm at a loss at what code is making this such a pain in the ass.
Three Eyes is not Thieves Guild. I have (as you might have seen) made any Thieves Guild, Camonna Tong, Ashlander and Telvanni not care about illegal items. But Three Eyes is none of those. I can also see that he has some custom refusal dialogues, which this mod can do nothing about.
One of the recommend mods listed is Silver Tongue. You really should use that. It works REALLY well with Buying Game, as you can use it to bribe people down to zero Alarm, at which point you sell them anything (even in Tamriel Rebuilt etc).
It might be enough after all unless I changed something in code and forgot to revert it. There was additional conflict with Lore Friendly Trade Restrictions on my side.
Note also: I didn't manage to fix it quite as properly as I first thought. The illegal item flag is now tied to the knowledge of price flag. Better than the regional pricing mechanic, but still, not quite fixed!
Ascadian Bluffs Region -> Roth Roryn Region
Helnim Fields Region -> Molag Ruhn Region
Molagreahd Region -> Split into "Dagon Urul Region" and "Sunad Mora Region"
(Though if you're talking about the regional pricing, you could just set the slider to zero, which would have the same result as disabling it..)
Shouldn't I be able to barter with anyone even if i have the illigal items in my inventory as long as I don't sell them?
Per description on the mods orginal site.
I have checked and it all seems to work as it should, but if you think it isn't please let me know.
And get a refusal from a smith. And i have only skooma and moonnsugar.
There ARE mods that will still override Buying Game. For instance, the Breton trader in Pelagiad and the Khajiit trader in Vivec both refused to deal with me while I had the skooma. I am fairly sure this is because of LGNPC mods I am using (though I think there are others that add in refusal mechanics too). But, I do think any standard trader should now trade with you even when you have skooma or moon sugar in your inventory.
Did your MWSE log have anything interesting?
Well i am trying to figure out which mod does hinder trading.
Thanks for the very quick reply.