There is some sort of rounding error bug with this mod, but I can't tell exactly what without looking at the source code. Rarely, maybe 5-10% of the time, trades will be declined. Moving the slider one to then left corrects the issue. Of course, the decline reduces the vendor's disposition by 1.
What I think is happening is the calculation that takes the vendor's disposition, the vendor's mercantile, your mercantile, and calculating, ends up with a floating point rounding error.
It could also be because of scenarios where the player's mercantile or personality increases after a trade. The former can happen because every trade gives mercantile experience. The latter can happen because of mods like 'Automatic Attributes' (gives personality increases from mercantile/speechcraft increases).
Well, I've been out of making mods for over a year now and have no plans on getting back into it.
If someone is willing to port over my mod I would be very grateful. I just wish for a credit with my name for making the original mod, I claim no other ownership or restrictions. I was just the first to put together the idea. :)
(I've sent this message to a modding discord to hopefully directly find someone to port the mod. But... I am out now, I have no connections so anyone reading this should look around for a modder, too.)
There is no changelog because there were no "changes" to the mod. I added a single line so AutoHaggle can work with some German UI mod I already forgot the name of. If this mod is already working for you, then there is nothing you need to worry about. There will be no real "updates" to this mod. The AutoHaggle mod is nothing more than a math equation with a bit of logic.
I cannot tell if this mod is working for me at all, Nothing is popping up when I open the haggle option, and I cant tell if its auto adjusting any merchants.
Using DarnUI if thats an issue.
Edit: Turns out I had a half working game, OBSE wasnt properly working, but my game and half my mods were. OBSE is fixed, AutoHaggle is fixed. 10/10 mod
THANK YOU!! Because of this mod I actually use Haggle now. I could never make up my mind as to how far to 'push' the skill, so now I just let this mod make the adjustment for me.
i loved the idea but i looked at the script and thought it could use a little improving so i decided to write my own utilizing menuque's menu open event, with my script the time between opening the haggle interface and setting the slider is instant. anyway, i feel silly for asking this since ur perms are open with credit but i was wondering if youd be okay with me releasing my version as a separate mod? i dont wanna steal ur thunder or anything like that lol
That hurts a little. I purposely didn't use menuque to keep this mod lighter on requirements and more compatible with everyone's load orders. I understand your reasoning, but I didn't think that instant menu use was as important for a mod like this as pure compatibility for all.
Go ahead and post your edits if you wish. I, personally, don't see the need for this type of mod to have that extra dependency, but that's up to other users to decide if they want that.
i kinda understand where ur coming from but at the same time menuque is an obse plugin with no effect on the users load order so imo i see no reason not to use it, its no different from requiring obse itself. but ill just keep my version for personal use its nbd
33 comments
What I think is happening is the calculation that takes the vendor's disposition, the vendor's mercantile, your mercantile, and calculating, ends up with a floating point rounding error.
It could also be because of scenarios where the player's mercantile or personality increases after a trade. The former can happen because every trade gives mercantile experience. The latter can happen because of mods like 'Automatic Attributes' (gives personality increases from mercantile/speechcraft increases).
Since it doesn't have any dependencies it will probably still work for the remaster but you'd have to check.
Edit: Nevermind it needs OBSE, atleast it's being worked on already.If someone is willing to port over my mod I would be very grateful. I just wish for a credit with my name for making the original mod, I claim no other ownership or restrictions. I was just the first to put together the idea. :)
(I've sent this message to a modding discord to hopefully directly find someone to port the mod. But... I am out now, I have no connections so anyone reading this should look around for a modder, too.)
edit: the merchant was affected by a charm spell, if that's relevant.
There is no changelog because there were no "changes" to the mod. I added a single line so AutoHaggle can work with some German UI mod I already forgot the name of. If this mod is already working for you, then there is nothing you need to worry about. There will be no real "updates" to this mod. The AutoHaggle mod is nothing more than a math equation with a bit of logic.
Using DarnUI if thats an issue.
Edit: Turns out I had a half working game, OBSE wasnt properly working, but my game and half my mods were. OBSE is fixed, AutoHaggle is fixed. 10/10 mod
ENDORSED.
~dan
Because of this mod I actually use Haggle now.
I could never make up my mind as to how far to 'push' the skill, so now I just let this mod make the adjustment for me.
Go ahead and post your edits if you wish. I, personally, don't see the need for this type of mod to have that extra dependency, but that's up to other users to decide if they want that.