Oblivion

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TheNiceOne

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  1. notoriousnobody97
    notoriousnobody97
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    I new to this mod and I am enjoying it so far!
    Is there a way to make the gold coin reward for completing a merchant quest not random or in other words the same amount every time?
  2. sargentspliff
    sargentspliff
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    I know this is basic, but how do I actually change things? I loaded it up with NMM and the only way of activating it that I can find is to press "r" when in the menu, but this has very limited options on what I can do with the mod. Someone, please run me through this.
    1. eVVgen
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      Find the .ini file in your Data folder (...\Oblivion\Data\Ini\Enhanced Economy.ini) and open it with a text redactor (notepad, wordpad, etc). Every parameter is commented upon, you'll have to change it accordingly. Usually 1=true, 0=false.
      ; symbol means that the following string is a commentary and would not be perceived as code by the program. Some parameters are very ambiguous and poorly documented, but you'll have to roll with it and test what setup you like the best.
  3. sargentspliff
    sargentspliff
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    Is there anyway I can just install the part that gives fractions of a coin? E.G 0.4 coins
  4. rafaelalcid
    rafaelalcid
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    Guys, if you're playing this mod with LOOT Menu, don't grab any items directly through LOOT Menu when completing any merchants' quests: you need to open every container (or the one you know where the item is)
    because you'll only receive the quest item/ notification when you open the chest.
    I've had revisit all the sewers while searching for some merchants' items when I, suddenly, opened by chance a chest and voilà: there was my item!
    1. aziwa
      aziwa
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      Thanks for the info!
    2. geraintwd
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      Thanks for this - I had exactly this issue. I picked up the item from the chest but it didn't register, so I had to go back to the fort, open the chest and get a second copy of the item. Fortunately I was able to turn it in normally.
  5. zdeadguy
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    In case anyone was wondering, if a merchant randomly gives you all their gold, then disable real prices in the ini as it can cause a rounding error.
  6. h27kim
    h27kim
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    Has anyone been getting this bug in conjunction with AFK Weye mod, after you almost completed the main quest?

    Attempting to call a function on a Null reference base object:  GetBarterGold
    File:  Enhanced Economy.esp Offset:  0x05AC Command:  GetBarterGold
    Let @O5AC script 20022a0e

    I've been able to establish that this is triggered by a very precise set of conditions:  

    1.  You  must have completed the Light the Dragonfires stage.
    2.  You are playing both EE and AFK Weye and triggered the conditions for Zombies in the Myst.
    3.  The error does not show up if you keep playing, BUT it shows up when you load a game you saved after this point.

    These seem to be rather precise set of conditions (possibly, this no longer triggers after you get the Dragon Armor...I'll have to double check, but that didn't happen when I installed both AFK Weye and Enhanced Economy long ago, which was after I was completely done with the main quest.  

    I don't know if anyone could suggest a solution specifically for this, but I noticed that this sort of error is fairly common.  What exactly is causing this and what does it mean anyways>

    Thanks in advance!

    PS.  This seems a lot more common than I expected:  it seems to take place, for example, when you are done closing an oblivion gate.  What exactly does this line in the script do, I wonder....

    PPS.  Stlll don't know what is causing this, but resetting barter gold makes it go away.  Hoping someone could explain why this error is popping up though....

    PPPS.  I think I figured out why:  when you add another mod that has merchants when EE is already in operation, EE seems to get confused since there is no stored amount of barter gold for the "new" merchants.  Thus resetting the barter gold deals with the problem.  Adding the particulars just in case anyone else becomes curious.
  7. Jathom95
    Jathom95
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    Honestly, as cool as this mod's always been, I've just kinda been in a vanilla+ spot lately and I end up shutting off 80% of this mods features anyway.

    What I'd really love from this mod as a standalone is just the dynamic barter gold, to make it more in-line with how Morrowind and Skyrim handle trading.
    1. RandomCrow
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      Hey, I'm in the same boat. Would you mind sharing how you disabled the features you didn't want? I'm afraid of messing too much with the .ini and breaking the mod or my game.
    2. Jathom95
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      Hey! As far as that goes, it's really easy. Most of the mod's core features are inside of Enhanced Economy.ini (so the main one, not the other three.) Each section describes what it does if enabled, so if you want to shut a feature off you're mostly going to be just changing a bunch of values to 0, which effectively means disabled. Take the "House Taxes" component, by default it's:

      set tnoEE.houseTax to 0.5

      So to shut the entire feature off, you just change it to:

      set tnoEE.houseTax to 0

      And that's pretty much all there is to it! Just go through and change anything you don't want to 0, and most of the time it will tell you so in the ini.
    3. RandomCrow
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      Thanks for answering so quickly! I went to check your example and just now realized how extensive and well documented the .ini file is. A few minutes adjusting some values and I think I'll be all set, so thanks again!

      I wish I could give you a kudos but I can't find the button neither here nor in the forums...
      nvm just gotta open your profile
  8. SweetRollBandito
    SweetRollBandito
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    This mod pisses me off. Seriously I just want auto-haggle and the dev put a million things in folders tucked away everywhere. 
    1. bigrowdy
      bigrowdy
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      Thinking hard..
    2. AleddJones
      AleddJones
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      There's an Autohaggle mod now - https://www.nexusmods.com/oblivion/mods/52532
  9. FoxSinOfgreedUndeadBan
    FoxSinOfgreedUndeadBan
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    Is there any way to adjsut scroll prices like enchanting prices so they dont scale exponentially like enchantments. Ruining the balance of my morroblivion playthrough when an item that supposed to cost 150 cost 1600.
    1. bigrowdy
      bigrowdy
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      There is an .ini setting for the price of goods. Look in the docs section I think.
    2. AleddJones
      AleddJones
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      -Posted reply in wrong thread, ignore-
  10. Oblivarator
    Oblivarator
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    Does this have quantity based prices similar to Living Economy where prices fluctuate depending on how much of that item they have in stock? Example: If a smithy only has one repair hammer for sale, will the buy price and sell price increase to reflect this. If the smithy has lots of repair hammers, would the prices decrease?
    1. bigrowdy
      bigrowdy
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      I dont think so...