Hey folks, if you had issues with CTDs on the last version, re-download and give it another shot. It turns out I ~thought~ I uploaded the fix but I had uploaded the previous version without the fix. One of the quirks of working with SSEdit while the Creation Kit is still open. I must have saved the CK, then uploaded the file I saved over. Should be golden now. Visit my Patreon
Ok, so i decided to do it myself. I fixed the known issues based on Nirahiel's post, then added a bit of tweaks and additions. The changes are as follows:
Spoiler:
Show
List of edits:
- Added container references to all quests' aliases, so that the script will properly detect any barter activities (previously it didn't work because the aliases were not filled).
- Forwarded most USLEEP changes. Some other changes were't forwarded because it will make this mod requires USLEEP as a master. An USLEEP-mastered version is available separately to solve this.
- Edited Bothela (Hag's Cure), Marise, and Aval Altheron vendor factions using a better method to keep their vanilla vendor items intact while also allowing them to buy armors, weapons, and arrows/bolts (USLEEP changes were also taken into account).
- Added Reavers (ie. Solstheim's bandits) as item recipients (same container with bandits). Previously they weren't included, despite the description says that they were included (WIP).
- Added more 'People' NPCs as item recipients (ie. Adventurers and Road Courier).
- Added a new 'faction': Shadow. Included in this faction are Thieves Guild members, Dark Brotherhood members, assassins, and thieves. They will receive items from Dark Brotherhood and Thieves Guild merchants/fences. They're considered as a "Secret" faction (ie. mysterious buyer). In addition, Thieves Guild merchants/fences will also stow items to their faction (60% chance), Forsworn (20% chance) and Bandits (20% chance), who serve as their "Black Market" networks.
- Added Penitus Oculatus NPCs as item recipients (same container with imperials)
- Added Solstheim merchants (who will also stow items based to their choosen factions):
Spoiler:
Show
Talvas: 20% Warlocks, 30% People Neloth: 40% Warlocks, 20% Forsworn Edla: 70% People Baldor Iron-Shaper: 70% People Fethis Alor: 20% hidden (Bandits), 30% Stormcloaks, 40% Imperials Garyn Ienth: 100% People Milore Ienth: 80% People Glover Mallory: 30% People, 20% hidden (Shadow) Halbarn Iron-Fur: 50% People Ancarion: 100% Thalmor Falas Selvayn: 40% People, 30% Bandits, 30% hidden (Shadow)
- Added Potion/Poison as a stow-able item. This item type doesn't follow 'ActorWeaponType' or 'ActorWeaponType' categorization to be added to the actor. It'll simply be added based on the random chance (ie. 'NumChance100').
- Added Spell Tome as a stow-able item. Upon being added, the script will get the spell it teaches, then add the spell into the actor. The Spell Tome itself will simply cease (won't be added to the actor).
- Edited 'ActorWeaponType' numbers: 1 = One-handed swords or maces or waraxe (no daggers) 9 = One-handed daggers or swords and bows
- Added new 'ActorWeaponType' numbers: 10 = One-handed daggers or swords (useful for sneaky or nimble type actors, such as assassins, thieves, or dual wielders) 11 = One-Handed maces or waraxe (useful for heavy hitter or defensive type actors, such as berserkers or tanks) 12 = Crossbows and bolts 13 = One-handed daggers or swords and crossbows 14 = Spells 15 = One-handed and spells 16 = Staves and spells 0 = None (not adding any weapon/ammo/spell; useful if you want the NPC to only get an armor/clothing without a weapon/ammo/spell)
- Added new 'ActorWeightClass' numbers: 4 = Jewelries (only jewelries, no clothing/robes; useful if you don't want to replace the NPC's outfit, but still want him to get your sold rings/necklaces/etc which won't overwrite his outfit) 5 = None (not adding any armor/clothing; useful if you want the NPC to only get a weapon/ammo/spell without an armor/clothing)
- Now there is a difference between arrows and bolts. If the actor gets the chance to receive an ammo, it will be checked whether it's an arrow or a bolt. If his ActorWeaponType is 7 (bows and arrows), only arrows will be added. But if his ActorWeaponType is 12 (crossbows and bolts), only bolts will be added. Previously, there was no check for this, so it was possible to get bolts along with bows. Now, this isn't the case anymore.
- Changed equip function in the script into EquipItemEx to ensure that player-enchanted items take effect on the actor (previously it used EquipItem which has a bug by preventing player-enchanted items from taking effect)
- Added a new function to check whether the item is superior than the one which is already equipped by the actor or not. If it's not superior, then it won't be equipped to the actor. Only superior items will be equipped to the actor.
- Added an option to show or hide the notifications. It's enabled by default. To disable it, open console command then set tc_ShowNotification to 0. To enable it again, set it to 1. You can also edit it using TES5Edit by looking for tc_ShowNotification Global Value (edit its number).
Compatibility: - This mod modifies some merchant factions and many NPC records. Other mods which modify the same things are obviously conflicting. Check conflicts using TES5Edit. They can easily be patched by forwarding the changes from both mods, so both their edits can coexist.
By doing this, i'm not intending to step over TwinCrows as the author of the mod. I'm just troubled from my own experience with this mod (ie. doesn't work in my game), while some people also share the same problem with me. And since i can actually do something with it (ie. have the capablility), then i don't think it's right not to do anything, while i'm actually having enough time on doing it. So, here it is.
All credits still belong to the author. I merely tweaked and added several things based on what i have in mind. The author is free to use these files. And if he wants me to remove this post, then i'll gladly remove it and cut the access to the download links. Although, if he gives me permission, then i don't mind on maintaining this mod on a new (different) mod page.
Download link for non-USLEEP version: https://drive.google.com/file/d/1PRNfdGxiO8CybEiCBMIFV69Pw-LtPWaA/view?usp=sharing
Download link for USLEEP version: https://drive.google.com/file/d/1QVFxyBnX21Ir07jzGDKsf5cBZ0_FJZd8/view?usp=sharing
Thanks for that. The Permissions from TwinCrows are inconsistent. The latest statement from him on a sticky post from the SE version of this mod. "This mod is provided with full permissions. Feel welcome to re-release or improve on it. Feel welcome to make add-ons, as well." This is different from the perms. on this mod and the SE front page. Try PMing him for clarification.
You're welcome. Although honestly i'm still not sure if my edits actually work or not. Haven't gotten enough time to test it yet. So, i also invite anyone to check on my files, in case if there are flaws in it. And still, the credits belong to TwinCrows as the author.
Wow qwertypol012, that's brilliant work ! Thank you very much for that !
I have a dumb yet simple question for you though, does your polished version require the main file from TwinCrows to be installed or not ?
Ps : Am I the only one to feel that the Vigilants of Stendarr should be included in this too ? Poor fellows, they really have nothing going well for them
I had to come here, to see the description, because faction warfare in SE does too much, I want something more simple, so I downloaded there the 1.3 version, and I am here to see how it works...
Hello, looks cool. I found this mod from Bandit Economy review (Brodual). In this new version you say that "chance for merchants to pass the items you sell them to good and evil factions". So I have a question, can I somehow make it that merchants sell only to bandits, like in Bandit Economy? I mean, if items is sold to a good faction, and I don't kill good factions members, this breaks the whole purpose that I've seen in the review (Brodual) and that caught the attention, to have the chance to find your sold item on a killed bandit faction member. A great "circle of life of an item" idea. I mean, how can I get the item back if I don't kill Imperials / Stormcloaks / Dawnguard / Thalmor / Orcs / People? Can it be only evil factions? Thanks.
I've been having a lot of CTD after installing this. CTD seems inevitable when there are many named NPCs (cities) and i interact with several of them. All I really wanted was Civil War economy so I switched to that but same CTD. I was wary of the stability/scripts so did not enable this until I had completed most quests. BUT I have had this mod in mind through out my play through and have collected & enchanted 2 army's worth of daedric/ebony gear and that is starting to look like hours of wasted time.
1. CTD when traveling in wilderness - could spawning new NPCs cause CTD when checking the equipment?
2. erratic CTD when trading - I think this effects ALL merchants, not just the ones listed in mod.
3. Factions economy does not seem to have merchants stash items. civil war economy seems to work. I have not seen items in NPC inventory but I have not been killing soldiers either. EDIT: game may have crashed every time after merchants stashed items.
4. I finally went to a military camp to unload my arsenal and have found that when I sell 2 copies of an item I get CTD, but I can sell a stack of items. BUT, when i try to teleport away after stashing any items CTD. I have also had save related CTD before which may have been related to stashing items.
5. IDK about papyrus so this may not mean anything. Just Before trade I am teleporting in from clockwork tower and it looks like just before I talk to the blacksmith I log a bunch of: "[10/08/2020 - 11:41:33PM] These bandits are wielding trafficked equipment..." BUT THERE ARE NO BANDITS. --- THEN --- I log (15-23 entries, does not match # of sales): "[10/08/2020 - 11:41:50PM] RandNum = 27 [10/08/2020 - 11:41:50PM] ChanceDivert = 100 [10/08/2020 - 11:41:50PM] Adding 71 items." ---- the number of items is 1-700's. I was only selling individual weapons. then my log just stops.
5. MY URGENT NEED - Is there a way to just open the mod's chests and dump stuff in ?. It seems like solitude and windhelm should just have armories you can dump in. maybe trade for war bonds that fluctuate in value base on the progress of the war. I can imagine a whole arms dealer quest line where you could become the real power behind the throne - modern oligarch/military industrial complex style. but I'd be happy just to be able to arm the NPCs like I had imagined for my current play through.
Does this work with store mods such as Drunken Dragon or the sell cart from Legacy Of The Dragonborn? Because from what I can tell it does not and I haven't sold to any normal vendors since I gained access to those player-owned stores.
No it doesn't, the mod has to intercept sales for each vendor manually.
Hello again. You did such a good job with Bandit Economy (101231) which I still use in my playthroughs.
I tried to install v1.1 of Faction Economy Complete into my Vanilla Oldrim setup, but it's requesting Dawnguard.esm.
Could you make a version that is non-DLC reliant, just as you did with Bandit Economy? I thank you in advance for your efforts, regardless of the answer. Take care.
Does this work with store mods such as Drunken Dragon or the sell cart from Legacy Of The Dragonborn? Because from what I can tell it does not and I haven't sold to any normal vendors since I gained access to those player-owned stores.
82 comments
Visit my Patreon
List of edits:
- Added container references to all quests' aliases, so that the script will properly detect any barter activities (previously it didn't work because the aliases were not filled).
- Forwarded most USLEEP changes. Some other changes were't forwarded because it will make this mod requires USLEEP as a master. An USLEEP-mastered version is available separately to solve this.
- Edited Bothela (Hag's Cure), Marise, and Aval Altheron vendor factions using a better method to keep their vanilla vendor items intact while also allowing them to buy armors, weapons, and arrows/bolts (USLEEP changes were also taken into account).
- Added Reavers (ie. Solstheim's bandits) as item recipients (same container with bandits). Previously they weren't included, despite the description says that they were included (WIP).
- Added more 'People' NPCs as item recipients (ie. Adventurers and Road Courier).
- Added a new 'faction': Shadow. Included in this faction are Thieves Guild members, Dark Brotherhood members, assassins, and thieves. They will receive items from Dark Brotherhood and Thieves Guild merchants/fences. They're considered as a "Secret" faction (ie. mysterious buyer). In addition, Thieves Guild merchants/fences will also stow items to their faction (60% chance), Forsworn (20% chance) and Bandits (20% chance), who serve as their "Black Market" networks.
- Added Penitus Oculatus NPCs as item recipients (same container with imperials)
- Added Solstheim merchants (who will also stow items based to their choosen factions):
Talvas: 20% Warlocks, 30% People
Neloth: 40% Warlocks, 20% Forsworn
Edla: 70% People
Baldor Iron-Shaper: 70% People
Fethis Alor: 20% hidden (Bandits), 30% Stormcloaks, 40% Imperials
Garyn Ienth: 100% People
Milore Ienth: 80% People
Glover Mallory: 30% People, 20% hidden (Shadow)
Halbarn Iron-Fur: 50% People
Ancarion: 100% Thalmor
Falas Selvayn: 40% People, 30% Bandits, 30% hidden (Shadow)
- Added Potion/Poison as a stow-able item. This item type doesn't follow 'ActorWeaponType' or 'ActorWeaponType' categorization to be added to the actor. It'll simply be added based on the random chance (ie. 'NumChance100').
- Added Spell Tome as a stow-able item. Upon being added, the script will get the spell it teaches, then add the spell into the actor. The Spell Tome itself will simply cease (won't be added to the actor).
- Edited 'ActorWeaponType' numbers:
1 = One-handed swords or maces or waraxe (no daggers)
9 = One-handed daggers or swords and bows
- Added new 'ActorWeaponType' numbers:
10 = One-handed daggers or swords (useful for sneaky or nimble type actors, such as assassins, thieves, or dual wielders)
11 = One-Handed maces or waraxe (useful for heavy hitter or defensive type actors, such as berserkers or tanks)
12 = Crossbows and bolts
13 = One-handed daggers or swords and crossbows
14 = Spells
15 = One-handed and spells
16 = Staves and spells
0 = None (not adding any weapon/ammo/spell; useful if you want the NPC to only get an armor/clothing without a weapon/ammo/spell)
- Added new 'ActorWeightClass' numbers:
4 = Jewelries (only jewelries, no clothing/robes; useful if you don't want to replace the NPC's outfit, but still want him to get your sold rings/necklaces/etc which won't overwrite his outfit)
5 = None (not adding any armor/clothing; useful if you want the NPC to only get a weapon/ammo/spell without an armor/clothing)
- Now there is a difference between arrows and bolts. If the actor gets the chance to receive an ammo, it will be checked whether it's an arrow or a bolt. If his ActorWeaponType is 7 (bows and arrows), only arrows will be added. But if his ActorWeaponType is 12 (crossbows and bolts), only bolts will be added. Previously, there was no check for this, so it was possible to get bolts along with bows. Now, this isn't the case anymore.
- Changed equip function in the script into EquipItemEx to ensure that player-enchanted items take effect on the actor (previously it used EquipItem which has a bug by preventing player-enchanted items from taking effect)
- Added a new function to check whether the item is superior than the one which is already equipped by the actor or not. If it's not superior, then it won't be equipped to the actor. Only superior items will be equipped to the actor.
- Added an option to show or hide the notifications. It's enabled by default. To disable it, open console command then set tc_ShowNotification to 0. To enable it again, set it to 1. You can also edit it using TES5Edit by looking for tc_ShowNotification Global Value (edit its number).
Compatibility:
- This mod modifies some merchant factions and many NPC records. Other mods which modify the same things are obviously conflicting. Check conflicts using TES5Edit. They can easily be patched by forwarding the changes from both mods, so both their edits can coexist.
By doing this, i'm not intending to step over TwinCrows as the author of the mod. I'm just troubled from my own experience with this mod (ie. doesn't work in my game), while some people also share the same problem with me. And since i can actually do something with it (ie. have the capablility), then i don't think it's right not to do anything, while i'm actually having enough time on doing it. So, here it is.
All credits still belong to the author. I merely tweaked and added several things based on what i have in mind. The author is free to use these files. And if he wants me to remove this post, then i'll gladly remove it and cut the access to the download links. Although, if he gives me permission, then i don't mind on maintaining this mod on a new (different) mod page.
Download link for non-USLEEP version:
https://drive.google.com/file/d/1PRNfdGxiO8CybEiCBMIFV69Pw-LtPWaA/view?usp=sharing
Download link for USLEEP version:
https://drive.google.com/file/d/1QVFxyBnX21Ir07jzGDKsf5cBZ0_FJZd8/view?usp=sharing
"This mod is provided with full permissions. Feel welcome to re-release or improve on it. Feel welcome to make add-ons, as well."
This is different from the perms. on this mod and the SE front page.
Try PMing him for clarification.
I have a dumb yet simple question for you though, does your polished version require the main file from TwinCrows to be installed or not ?
Ps : Am I the only one to feel that the Vigilants of Stendarr should be included in this too ? Poor fellows, they really have nothing going well for them
1. CTD when traveling in wilderness - could spawning new NPCs cause CTD when checking the equipment?
2. erratic CTD when trading - I think this effects ALL merchants, not just the ones listed in mod.
3. Factions economy does not seem to have merchants stash items. civil war economy seems to work. I have not seen items in NPC inventory but I have not been killing soldiers either. EDIT: game may have crashed every time after merchants stashed items.
4. I finally went to a military camp to unload my arsenal and have found that when I sell 2 copies of an item I get CTD, but I can sell a stack of items. BUT, when i try to teleport away after stashing any items CTD. I have also had save related CTD before which may have been related to stashing items.
5. IDK about papyrus so this may not mean anything. Just Before trade I am teleporting in from clockwork tower and it looks like just before I talk to the blacksmith I log a bunch of:
"[10/08/2020 - 11:41:33PM] These bandits are wielding trafficked equipment..."
BUT THERE ARE NO BANDITS.
--- THEN ---
I log (15-23 entries, does not match # of sales):
"[10/08/2020 - 11:41:50PM] RandNum = 27
[10/08/2020 - 11:41:50PM] ChanceDivert = 100
[10/08/2020 - 11:41:50PM] Adding 71 items."
---- the number of items is 1-700's. I was only selling individual weapons.
then my log just stops.
5. MY URGENT NEED - Is there a way to just open the mod's chests and dump stuff in ?. It seems like solitude and windhelm should just have armories you can dump in. maybe trade for war bonds that fluctuate in value base on the progress of the war. I can imagine a whole arms dealer quest line where you could become the real power behind the throne - modern oligarch/military industrial complex style. but I'd be happy just to be able to arm the NPCs like I had imagined for my current play through.
No it doesn't, the mod has to intercept sales for each vendor manually.
I tried to install v1.1 of Faction Economy Complete into my Vanilla Oldrim setup, but it's requesting Dawnguard.esm.
Could you make a version that is non-DLC reliant, just as you did with Bandit Economy? I thank you in advance for your efforts, regardless of the answer. Take care.