Hello everybody! Sorry for letting so many comments and questions go unanswered, I was on a long break to buy a house, have a daughter and move to another state, which left little time for hobby projects. But I am now working on a Special Edition version of Trade Routes, and in the mean time I can answer a few common questions that have come up:
* Where is the SSE version? Trade Routes is entirely, completely and utterly reliant on SKSE to function, so it has so far been impossible to even consider an SSE port. But now that SKSE64 may be just around the corner, I am working on a port that I hope to make available as soon as SKSE64 sees a stable release.
* Will you add compatibility support for X other mod? In the current ( "oldrim" ) version, probably not, unfortunately. I still have only so much time for hobby projects, so I will likely only be supporting further development on the SSE version. But if there are popular SSE mods that need compatibility support, please let me know and I will take a look; Ordinator is already on that list. That said, a conflict between Trade Routes and another mod is probably not going to break your game in any way that's more severe than a wacky merchant restock which is only temporary anyway.
* Why are food/drink and ingredients so much more expensive? This is covered in the mod description, so look there for the reasoning. But it still gets asked a lot, so the short answer is you can change it yourself -- just open Trade Routes' MCM menu and reduce the minimum food and/or ingredient price slider. For food/drink the side effects will probably be minimal; for ingredients, a lower minimum may cause absurd quantities of a few particular items to be stocked in a few particular regions, unless you also disable the Trade Supply option which will make a few trade routes less profitable. But if you prefer that to having higher prices on a few items, the choice is yours.
Thanks everyone for your comments and watch this space for a preview to test the new SSE version, coming soon!
Does this mod work with Trade and Barter? And does it make the economy a living hell? The travelling merchant part of the mod is interesting but it's kind of useless when you could get 15K gold coins by looting a couple of dungeons.
Use 'Skydie' and 'Scarcity' together with this: the former makes all buyable items much more expensive, and the latter makes loot and merchant inventories much more scarce.
Hi there. I use the "Legacy of the Dragonborn" mod, which creates the 'Dragonborn Gallery' in Solitude. Upon putting your book, "Ten Truths of Trading" into the library of the gallery's misc book section, the book continually spawns at the lower entrance of the library. I have tried removing the book from the book storage and picking up the book, but it is continually spawning in the same position every time I enter the library. I have no issue with any other books doing this, and it stops happening after uninstalling your mod.
May I ask if the scripts files: TRSD_Compat_(mod name).pex and TRSD_Compat__(mod name).psc and etc is needed even if I don't have those certain mods like for example, if I have the Frostfall mod then I will have to install the TRSD_Compat_Frostfall.pex and TRSD_Compat_Frostfall.psc in other for them to work or can I just have the scripts files uninstalled because I don't have those specific mods? Please help, I need any answer regarding my question
I want to recall a mod that added like exchange paper guild notes, like they were checks, or kind of money. But is not that one"exchange currency" mod. If wonder if it was Trade Routes... damn. This is a great mod btw, makes skyrim kinda worth it, and super recomended with "take notes".
If you want this to work on SSE all you have to do is install the mod, open it in CK and set it as active file and save it. Then go here: https://www.nexusmods.com/skyrimspecialedition/mods/9951?tab=files and download the SSE script fix patch. That's it.
Quick question on this (never figured this out before and maybe you can help), after doing these steps, I have Meshe and texture folders in my overwrite folder (MO2). What am I supposed to do with the folders. Do I just delete them or set them aside; or do I add them into my mod?
Ty, I've been waiting for this mod to get ported over forever and never had luck porting it normally. Not sure if its actually working fully yet but the MCM menu works now with those scripts so im just going to start my playthrough and hope lol.
871 comments
* Where is the SSE version?
Trade Routes is entirely, completely and utterly reliant on SKSE to function, so it has so far been impossible to even consider an SSE port. But now that SKSE64 may be just around the corner, I am working on a port that I hope to make available as soon as SKSE64 sees a stable release.
* Will you add compatibility support for X other mod?
In the current ( "oldrim" ) version, probably not, unfortunately. I still have only so much time for hobby projects, so I will likely only be supporting further development on the SSE version. But if there are popular SSE mods that need compatibility support, please let me know and I will take a look; Ordinator is already on that list. That said, a conflict between Trade Routes and another mod is probably not going to break your game in any way that's more severe than a wacky merchant restock which is only temporary anyway.
* Why are food/drink and ingredients so much more expensive?
This is covered in the mod description, so look there for the reasoning. But it still gets asked a lot, so the short answer is you can change it yourself -- just open Trade Routes' MCM menu and reduce the minimum food and/or ingredient price slider. For food/drink the side effects will probably be minimal; for ingredients, a lower minimum may cause absurd quantities of a few particular items to be stocked in a few particular regions, unless you also disable the Trade Supply option which will make a few trade routes less profitable. But if you prefer that to having higher prices on a few items, the choice is yours.
Thanks everyone for your comments and watch this space for a preview to test the new SSE version, coming soon!
I ask because the Trade Routes Requiem patch requires the Unofficial Dawnguard Patch and Unofficial Skyrim Patch, which are obsolete.
I notice this question has popped up a few times below, but never been answered from what I can see. Does anybody know?
EDIT:
Nvm, it just took a REALLY long time.
This doesn't work for all Oldrim mods, but it works for this one.
Then go here: https://www.nexusmods.com/skyrimspecialedition/mods/9951?tab=files and download the SSE script fix patch.
That's it.