Oblivion
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TheNiceOne - patched by lubronbrons

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  1. lubronbrons
    lubronbrons
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    Hello folks just dropping by to appreciate all of your support. I thank you all from deep of my heart
    All of your downloads gave me $ 135 which is very valuable for my life right now.
    I am sorry... RL is so busy and I can't continue modding at all,
    but
    if some time in the future I can do modding again, I will gladly accompany all of you
    I might take on Skyrim, or even Fallout maybe
    BEST REGARDS,,
  2. RandomCrow
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    So I finally fixed the Mercantile skill bug in which all merchants would show as Apprentice after the player reached Journeyman in Mercantile. This bug only happens when setting "extraBarterGoldJourneyman" > 0 in the INI, due to the way Enhanced Economy handles deactivating the Journeyman perk. Thank Akatosh for almighty OBSE otherwise I'd have no idea how to fix this, all I had to do was change the scripts slightly to use the ToggleSkillPerk function.

    While I was there I also adjusted how the haggle limit feature works as honestly it was barely functional before. Now it properly sets a daily limit to haggle attempts if the player so desires, with 2 new messages to orient the player.

    And finally I changed every "getAV" to "getBaseAV3" to better fit vanilla functionality, as previously any fortify Mercantile effect would significantly change many of Enhanced Economy's features, such as enabling the Journeyman/Master perks even if the player's base Mercantile wasn't in the required base level yet.

    I'll leave the adjusted ESP here in case anyone is interested, with Lubrons patch and Dispensation's changes already included. Naturally it requires OBSE to work, and Enhanced Economy's other files. I kept my changes to a minimum so nothing should break.

    Modified scripts:
    - EEadjustBarterValues
    - EEdialogInit
    - EEmenuScript
    - EEshowRealValue
    - EEstartingGold
    1. falloutnut194567
      falloutnut194567
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      Thank you for the fixed esp! What other Enhanced Economy files does it require, exactly? Also, does it need to be renamed to Enhanced Economy.esp or not?
    2. RandomCrow
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      All you have to do is download Lubron's patched Enhanced Economy as you usually would and then use my fixed ESP instead of the one provided. You can rename the ESP to whatever you want. Just remember you need OBSE to use my version, which isn't required otherwise.
    3. falloutnut194567
      falloutnut194567
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      Thank you! I understand. I have XOBSE installed already.
  3. XenoTheStrange
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    Notice the "Buying items at" and "Selling items at" entries in the auto-haggle dialogue are switched. This bothers me. I am not selling at 180% value etc.
    Could you fix this or should I post this on the original author's page?
    1. xep624
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      It's actually not switched because the information is -as shown in the screenshot- about the merchant, not about the player character. It shows the merchant's name, his mercantile skill, his disposition towards you and at which rates he sells and buys items.
  4. rafaelalcid
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    Okay: I can confirm that Enhanced Economy changes the names of all merchants' level above Apprentice to aprentice level, even they remaining extacly the same level they are, when you become a Journeyman in Mercantile.
    For example: Claudette Perrickis Expert.
    When you become a journeyman at Mercantile, it appears Apprentice for her, but she remains apprentice.
    This is quite annoying if you ask me!
    Screenshot (I couldn't show it here directly):
    1. starlessmao81ac
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      I don't get this...mod conflict?
    2. rafaelalcid
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      Did you see the picture, Starless?
      Well, I just uninstalled now, and bam: it was okay.
      I've been having this issue since... well, since a long time, but I've always thought it was my damaged savegame or something, but I've always suspected this would be Enhanced Economy.
    3. starlessmao81ac
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      I don't know, cause I always use the Auto-Haggle function from EE, so I never see the haggle menu...still could be a mod conflict
    4. rafaelalcid
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      Oh, okay.
      But when I uninstalled today it worked perfectly (showing NPC's mercantile rank).
    5. AllisterHenderson
      AllisterHenderson
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      rafaelalcid > Did anyone end up uploading the fixed ESP to you, my CS kept crashing.
    6. rafaelalcid
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      Nope: not yet, Allister.
    7. AllisterHenderson
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      That's a shame..... I am having a break from Oblivion for a while because I have been busy with work..... When I get back into it again, I might have another try making fixed ESP with CS.
    8. rafaelalcid
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      Oh, many thanks, Allister!
      About your work: go get it, lad, haha (here in Brazil: jogue duro)!
    9. rafaelalcid
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      Hi Allister!
      Look if I did it right: Enhanced Economy Script
      (I can't upload a image through here. How do I do that?).
    10. starlessmao81ac
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      There's no way you can do it wrong, it is just a text file.....
    11. AllisterHenderson
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      rafaelalcid > It looks right to me :)
      You have replaced:
      tnoEE.removeUnEnchanted || GetEnchantment lootItem
      to
      tnoEE.removeUnEnchanted && GetEnchantment lootItem

      for lines 241, 252, 258.
      ... If you are able to Click "Save And Compile Script" without CSE crashing
      then you have done it, (My CSE kept crashing though, I had other issues
      with my windows, so I am formatting and re-installing windows now).

      PS... I also have trouble uploading images here too.... I get "You are not allowed to use that image extension on this community" when I try to do it. I use imgur to post images on Nexus, which is similar to what you use, imgbb.
    12. rafaelalcid
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      If you guys want (and if I may), I can upload the esp, here, then.
      And yes: I clicked Save and Compile Script normally.
    13. AllisterHenderson
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      rafaelalcid> Ohh wow, Okay :)
    14. JohnTitor92
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      Dear rafaelcid, could you do me a big favour and share the fixed esp with us?

      My game + Construction Set is crashing with Pluggy installed, so I can't do the fix myself. 

      I would be eternally gratefull. Thanks!

    15. Dispensation
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      Here's my fixed ESP based on Lubrons patch. I just followed the 7 steps given by VictorDragonslayer.
    16. rafaelalcid
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      I'm sorry, guys: I was absent from here - didn't see your replies!!!
      I'm sorry. If I did, I would gladly send this file to you all!
    17. rafaelalcid
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      Many thanks, Dispensation!
  5. AllisterHenderson
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    1. Does anyone know if Enhanced Economy
    is compatible with NorthernUI......

    https://www.nexusmods.com/oblivion/mods/48577

    2. What about OA_Dark Transparent UI.....
    https://www.nexusmods.com/oblivion/mods/48662

    3. Does anyone know if Enhanced Economy is compatible with Realistic Leveling or Ultimate Leveling......

    4.Also does anyone know if some or / all of the plug-ins in Enhanced Economy can be merged to save on plug-in slots.

    5. Has the bug of EE removing unenchanged equipment from enemies and containers even when tnoEE.removeUnEnchanted is set to 0 been fixed yet.

    Has this work-around..........

    replace the lines
    tnoEE.removeUnEnchanted || GetEnchantment lootItem
    to
    tnoEE.removeUnEnchanted && GetEnchantment lootItem

    ...... been confirmed to fix the problem?
    1. kingofbadass
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      is it compatible to those?
    2. AllisterHenderson
      AllisterHenderson
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      I still don't know......
    3. zevenate
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      Enhanced Economy seems to work with Ultimate Leveling for me.

      I can confirm replacing the OR with the AND fixed the problem. I did have to recompile the script EElootTarget using the Construction Set though.
    4. AllisterHenderson
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      Hey Zevenate,
      Thanks for the feedback about EE working with Ultimate Leveling.....

      That is great news about your confirmation of replacing || with && fixing the problem. Could you please describe how to recompile the script EElootTarget using Construction Set. Could you also use TES4EDIT to recompile the script as well.
    5. VictorDragonslayer
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      tnoEE.removeUnEnchanted || GetEnchantment lootItem

      If item is enchanted, than the statement will be true, even if tnoEE.removeUnEnchanted is 0.
      tnoEE.removeUnEnchanted && GetEnchantment lootItem

      Yep, this fix should work, because statement will be true only when both parts are true. Also there are lines like Let itemRemoval := (tnoEE.staffAdjustment <= GetRandomPercent) further in the code. If adjustment values are kept at default (100), then itemRemoval will be set to 0, because GetRandomPercent "returns a random, integer number from 0-99 inclusive"(https://cs.elderscrolls.com/index.php?title=GetRandomPercent).
      Could you please describe how to recompile the script EElootTarget using Construction Set.

      I'm using Construction Script Extender, though these steps should be applicaple to vanilla CS as well.
      1. Open CS.
      2. Click on "Open" icon, locate EE, pick it, click "Set as Active File", then "OK".
      3. Click on "Gameplay", select "Edit Scripts...".
      4. Click "Open Script", locate EElootTarget.
      5. Fix th condition in lines 241, 252, 258.
      6. Click "Save And Compile Script". Note that you'll need Pluggy for that, otherwise logging part (lines 348-377) won't compile. You may uninstall Pluggy after recompiling EE.
      7. Save the plugin.
    6. AllisterHenderson
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      VictorDragonslayer> Thank you for those instructions, I will use them.

      Someone should really re-publish Lubrons Enhanced Economy mod for the community, with the plugin fixed up to have:
      "tnoEE.removeUnEnchanted && GetEnchantment lootItem"

      ......and if someone did republish it, don't forget to add LINK support for the ini to use Maskar's new LINK mod.
    7. Tyler799
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      I'm not using the CS Extender (cannot get it to work or figure it out) and I'm confused how to do these steps. I got to the point where I can edit the lines on the script. However, from that point on there's a different. I can *save* the script, but the only "recompile" option is "recompile all" and trying that seems to make everything go to hell. Could you explain this a bit more? (There is no "save and recompile" option)
    8. sbreaker
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      Wrye Bash can export and import scripts.
    9. CarlosS4444
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      When you save a script in CS, it automatically re-compiles it AFAIK.
    10. kennn97
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      I made these changes but when I try to save the script I get errors and the CS won't let me save.


      **Figured out my issue, I needed to install Pluggy
    11. OmegaDL50
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      I'm getting some text issues with this mod. I wonder if it has something to do with NorthernUI. 

      Whenever I ask for local prices from a merchant I get text like "Button 3", "Button 4", and so forth. Mind you this is the very last mod I installed in my load order. I've used both BOSS and LOOT to sort them so I don't know what is going on here.

      To preface I'm using Bevilex's Mod list and the major Overhauls I'm using are Maskar's, OOO, and Better Cities.

      I don't have any other major mods that deals with merchants or economy related stuff, so not being able to check local prices doesn't seem to work due to the text error. This is a fantastic mod and I really don't want to remove it from my list if I can help it.
    12. rafaelalcid
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      Hi!
      Is there a way to make the script screen bigger??
      I'ts too damn small.
    13. bunghuffer
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      It's not letting me save either and I already have pluggy, damn.. 
      Maybe it has to be CSE instead of CS
    14. starlessmao81ac
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      I did it with normal CS without problems...
    15. rafaelalcid
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      Could anyone please upload this fixed esp?
      My notebook crahsed its screen so I'm using it through a TV, and it's really complicated for me to read all these very small letters.
    16. rafaelalcid
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      Does this work through mid-game?
      I did this, but it seems no to work (most of the time I still only see potions inside chests) here.
    17. starlessmao81ac
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      you're going anyway to find most of the time low quality magical stuff in chests and so... :) the fix WORKS, simply as that...as for the mid-game change, I am not sure if the bashed patch import something from EE, but just to be sure I would rebuild it.
    18. hfffoman
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      I made the three edits to tnoEE.moveUnEnchanted as discussed but when I tried to save the script I got the message:  
      script command "array_var" notfound. 
      I have installed pluggy 132 (copiedthe dll and dls file into OBSE\plugins). It seems strange that it should be so difficult to do something so trivial as to compile a script tweak.
    19. Dispensation
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      Here's my fixed ESP based on Lubrons patch. I just followed the 7 steps given by VictorDragonslayer.
  6. rafaelalcid
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    I'm sorry, but how do I install this patch?
    I must untick the original Enhanced Economy.esp and, then, tick this patched Enhanced Economy.esp, is that it?
    Thanks.
    1. AllisterHenderson
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      If you are using Wrye Bash (Which in my opinion is the best mod manager for Oblivion), in the installer tab, place this RAR under the original Enhanced Economy RAR file and install. This ESP will then override the original ESP.

      If you are not using Wrye Bash, then you have to manually go to the Data folder in Oblivion directory, delete the 1st ESP and copy the new ESP into it.
    2. hoskope
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      Thanks for this tip, then the original Enhanced Economy changed to orange. I was reading discussion about the fix, is it still worth to do it?
    3. AllisterHenderson
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      Yep, that's normal. The original Enhanced Economy changing orange in the Installers tab means that an ESP plugin of the same name is installed which is different to the ESP in that original archive.

      Yes the fix is worth it, just follow the instructions from the earlier posts.....
    4. VladiMatt
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      Hey Allister, any chance you could upload the fixed .esp? Every time I try to compile the CS throws a fit and it won't work, and this addon keeps stealing my loot making it impossible to progress certain quests.
  7. deleted77875333
    deleted77875333
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    Would be awesome if this mod had LINK support.
  8. 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 voilĂ : there was my item!
  9. Martindn
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    Any ideas? Im getting this all of a sudden when receiving gold from the Arena guy -  "Enhanced economy has not initialized correctly". Been playing completely fine with it for over a week.
  10. rafaelalcid
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    In response to post #79903053.


    Spoiler:  
    Show

    rafaelalcid wrote:


     
    In response to post #79884458.


    Spoiler:  
    Show

    rafaelalcid wrote:
    I'm sorry, but how do I install this patch?
    I must untick the original Enhanced Economy.esp and, then, tick this patched Enhanced Economy.esp, is that it?
    Thanks.


    If you are using Wrye Bash (Which in my opinion is the best mod manager for Oblivion), in the installer tab, place this RAR under the original Enhanced Economy RAR file and install. This ESP will then override the original ESP.

    If you are not using Wrye Bash, then you have to manually go to the Data folder in Oblivion directory, delete the 1st ESP and copy the new ESP into it.

     


    Uhg!...
    What I did yesterday was untick the original Enhanced Economy.esp (yes, I use Wyre Bash), Anneal, then install this patch (with its respective esp).
    Did I do... wrong?
     
    Edit: If you are using Wrye Bash (Which in my opinion is the best mod manager for Oblivion)...
     
    What: for Fallout 3, New Vegas and Skyrim is... not (I only have played, for a few moments, Fallout 3)???


    It should be fine the way you did it......
    You can still use Wrye Bash for those other games, but I think eg for Fallout 3 Wrye Flash (very similar to; and based on Wrye Bash) is better. "Mod Organizer" is the preferred option for skyrim, although I still use Wrye Bash.
     


    Oh, okay! uff: nice to hear that about Fallout 3, hehe!
    Anyway, I've had to begin a new game since last my save was damaged (I was stupid and stubborn enough in not to avoid using Autosave - even having read about this for quite some time...).
    Thank you very much for your help, Allister-san!
     



    So, guys, please, don't use Autosaves. Ever!
    I've disable all of them (Save on Rest, Save on Sleep, Save on fast Travel).