Version 1.1 is up now, see the mod description for changelog notes. If you have any issues just drop a post here.
Ive removed the detailed installation notes for now, and will instead work on getting an installation video made. Should be easier to find important stuff on the mod page now.
If you are upgrading from V1.0 to V1.1, redownload both main files, start from scratch basically, The form IDs havent changed so if you keep the same load order then it wont affect your game at all.
Please leave feedback regarding future changes. I am currently working on the actual NPC, adding a new travelling merchant named M'taar (tribute to Mator for all his help). I was also going to move J'saad to the East Empire Trading Co as someone suggested, but need to check if that will mess with saves or not.
Can you please make it so that this mod makes every vendor capable of selling items added by additem menu, instead of just one added npc? if you did that, that would be pretty dope stuff my bud
Hello, I have ran the patcher script through tes5edit, selected the needed esp files, yet when it says finished, it indicates that 0 records were copied. The process itself took around 30 minutes and the resulting esp file is about 300kb. Is this right? Or did I do something wrong?
This is awesome!!!! I can't believe I've not seen this I'm going to rep this on every mod page I've created :D
and in every comment section of all the mods ... I might get banned but it's so useful! And I no longer have to clog up my powers menu with add item menu now yay!
Edit: After trying this mod and following the instructions I also re downloaded TESV edit just to make sure I had the version necessary. I followed the instructions and added the script to the mods other than Skyrim and it's dlcs and USLEP and I can no longer run skyrim :/ It crashes after the Bethesda logo and I went back into TESVedit and it now has a problem loading the files. I'm not sure what caused this as it seems many others haven't had this issue I don't really use TESV edit and I made sure I have the required files .
Make sure BOTH the OE base and OE patch files are activated. And make sure when running the patch, you ONLY include mods that are actually active in your game.
A crash at the bethesda logo usually indicates that you have a mod active that has a dependency on another mod that isnt active. This causes it to crash on inititialising all the mod plugins (which happens during the intro splash screen).
Delete any OE patch files youd generated, keep the OE Base file active, then re run the script in TESVEdit, remembering to only select mod ESPs that are actually active in your game when opening TESVEdit. This should solve your problem, if it doesnt, then deactivate OE completely, try the game again and if it still crashes then its an entirely different problem not related to this mod.
This is a life saver. I have so many mods installed from way back and I don't always know what to search for in the console since the names aren't always obvious. This worked like a charm. I used SSEEdit to get it working in Skyrim Special Edition.
Thats why I made it (also available for fallout 4 if you play it). Unfortinately it didnt get a great reception as so many people are hesitant to use fo4edit, despite it being all automated. Oh well.
Is there any possible way to do the same thing with leveled lists?
I dunno, having one merchant carry literally every single modded item in the same exact place to me still feels a bit "cheatsy" as you put it.
It would be great if we could just randomly find the modded stuff. But I know skyrim's levelled lists are hard to figure out, so I won't hold my breath.
It may be possible but the problem with that is controlling levels. If I added it to chests then you may find overpowered items too early, and on enemies that would be even worse. With merchants, they at least have pricing to stop you purchasing high levelled stuff too early on, although modded prices are often a bit touch and go. I am trying to work out a way to develop a ranking system based on damage output or armor rating to control levels, on fallout this proved to be too difficult fiend to attachments,but it might be possible on skyrim.
50 comments
Version 1.1 is up now, see the mod description for changelog notes. If you have any issues just drop a post here.
Ive removed the detailed installation notes for now, and will instead work on getting an installation video made.
Should be easier to find important stuff on the mod page now.
If you are upgrading from V1.0 to V1.1, redownload both main files, start from scratch basically, The form IDs havent changed so if you keep the same load order then it wont affect your game at all.
Please leave feedback regarding future changes. I am currently working on the actual NPC, adding a new travelling merchant named M'taar (tribute to Mator for all his help). I was also going to move J'saad to the East Empire Trading Co as someone suggested, but need to check if that will mess with saves or not.
if you did that, that would be pretty dope stuff my bud
If not do a check for errors on your mod list and correct those first.
and in every comment section of all the mods ... I might get banned but it's so useful! And I no longer have to clog up my powers menu with add item menu now yay!
Edit: After trying this mod and following the instructions I also re downloaded TESV edit just to make sure I had the version necessary. I followed the instructions and added the script to the mods other than Skyrim and it's dlcs and USLEP and I can no longer run skyrim :/
It crashes after the Bethesda logo and I went back into TESVedit and it now has a problem loading the files. I'm not sure what caused this as it seems many others haven't had this issue I don't really use TESV edit and I made sure I have the required files .
And make sure when running the patch, you ONLY include mods that are actually active in your game.
A crash at the bethesda logo usually indicates that you have a mod active that has a dependency on another mod that isnt active. This causes it to crash on inititialising all the mod plugins (which happens during the intro splash screen).
Delete any OE patch files youd generated, keep the OE Base file active, then re run the script in TESVEdit, remembering to only select mod ESPs that are actually active in your game when opening TESVEdit.
This should solve your problem, if it doesnt, then deactivate OE completely, try the game again and if it still crashes then its an entirely different problem not related to this mod.
Ive recently upgraded so I may release this as an official mod for Skyrim SE.
A one stop shop to get all your modded items without using a cheat menu.
Unfortinately it didnt get a great reception as so many people are hesitant to use fo4edit, despite it being all automated.
Oh well.
I have to say, it's a very good way to handle adding mod items to the world without destroying leveled lists.
Is there any possible way to do the same thing with leveled lists?
I dunno, having one merchant carry literally every single modded item in the same exact place to me still feels a bit "cheatsy" as you put it.
It would be great if we could just randomly find the modded stuff. But I know skyrim's levelled lists are hard to figure out, so I won't hold my breath.
If I added it to chests then you may find overpowered items too early, and on enemies that would be even worse.
With merchants, they at least have pricing to stop you purchasing high levelled stuff too early on, although modded prices are often a bit touch and go.
I am trying to work out a way to develop a ranking system based on damage output or armor rating to control levels, on fallout this proved to be too difficult fiend to attachments,but it might be possible on skyrim.
Just download what's ther haha