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Robbie922004

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  1. Robbie922004
    Robbie922004
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    I've re-worked the mod to allow for simple customization via the console.

    To customize the prices of renting out inns using the set command, follow these examples. For instance, if you wanted three days to cost 100, a week to cost 500, and a month to cost 1000, you'd do this:

    set RoomCost3Day to 100
    set RoomCost7Day to 500
    set RoomCost30Day to 1000

    A little less snappy than an MCM menu, but for a mod this small and for so few variables, I decided this way is good enough.

    If you're using the old version, please wait until your current rental period is over, then uninstall. After uninstalling, load your game without ExtendedStay.esp activated and save it. Then install the new version. Enjoy!
    1. LadieWinter
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      Oh perfect! Thanks so much for adding that! It will make it work better with the price changes I was talking about. Downloading now and endorsing when I can! ^.^
  2. DragonWolf5589
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    not 100% sure if this this mod or "improved inns" mod but some reason i cant sleep in bee and barb in riften, i booked 7 days but some reason it says i already rented and yet no beds are available (all owned)
  3. GOsteW
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    Hi, is there any way to make the three new global variables depend on the vanilla RoomCost? I ask because it's the only thing that is missing for a perfect synergy with Realistic Rental Room - Basic.
  4. ivanroca
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    Very thanks for the mod, the script permanently work or only scan when purchase a stay?
  5. Hi, I read the last part of your description, and noticed the mod uses unvoiced dialogue. Since the only dialogue in this mod is for room rental, why not just have the innkeeper give the default voiced response that is used for one day rental, instead of applying custom unvoiced dialogue for innkeeper response to the extended stay options?
    1. Robbie922004
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      The mod was updated a while ago to use generic voiced responses.
  6. pharaon3
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    Hi Robbie922004,

    I really like your idea for this mod! Mods like this fill an empty space in Skyrim economy, with great simplicity and without creating conflicts.

    Unfortunately, I use to set different costs for renting in different inns, so I don't use it anymore. Nonetheless, I'd like to ask few things about your addon for Campfire.

    1) Are your Campire's Portable Chests linked?

    I already know that Tentapalooza's buildable storages are linked, but I think that isn't immersive enough, so I hope yours are unlinked.

    2) Also, I'd like to know if your Campfire's addon can be used as standalone (of course, with Campfire as master, but without Extended Stay).

    Thank you for your work.

    P.S. Thanks also for your Equippable Tomes! Another great Idea!
    1. Robbie922004
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      1.) I'm not precisely sure what you mean by linked, but the portable chests from this are persistent. If you place a chest down, and then pick it up, and then place it down somewhere else, it will still have your stuff inside. If you're asking if more than one chest links together if you have more than one placed... I'm not actually sure! You'd have to test this, and your mileage may vary.

      2). It can't be. It uses ExtendedStay.esp as a master and won't load without it. Sorry!

      Thanks for the feedback. :)
    2. pharaon3
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      Thanks for your fast answer!

      Yes, by linked, I mean that different storages share the same inventory, so that I can, for example, drop something in the safe storage of the Bannered Mare and than get it back in the storage of the Windpeak Inn.

      I'd much rather prefer containers to be unlinked, but if you're unsure about that, I will check it by myself.

      Thanks again for your support!
    3. nability
      nability
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      In response to post #49458217. #49461952, #49461967, #49484462 are all replies on the same post.


      Spoiler:  
      Show

      pharaon3 wrote: Hi Robbie922004,

      I really like your idea for this mod! Mods like this fill an empty space in Skyrim economy, with great simplicity and without creating conflicts.

      Unfortunately, I use to set different costs for renting in different inns, so I don't use it anymore. Nonetheless, I'd like to ask few things about your addon for Campfire.

      1) Are your Campire's Portable Chests linked?

      I already know that Tentapalooza's buildable storages are linked, but I think that isn't immersive enough, so I hope yours are unlinked.

      2) Also, I'd like to know if your Campfire's addon can be used as standalone (of course, with Campfire as master, but without Extended Stay).

      Thank you for your work.

      P.S. Thanks also for your Equippable Tomes! Another great Idea!

      Robbie922004 wrote: 1.) I'm not precisely sure what you mean by linked, but the portable chests from this are persistent. If you place a chest down, and then pick it up, and then place it down somewhere else, it will still have your stuff inside. If you're asking if more than one chest links together if you have more than one placed... I'm not actually sure! You'd have to test this, and your mileage may vary.

      2). It can't be. It uses ExtendedStay.esp as a master and won't load without it. Sorry!

      Thanks for the feedback.

      Robbie922004 wrote: 1.) I'm not precisely sure what you mean by linked, but the portable chests from this are persistent. If you place a chest down, and then pick it up, and then place it down somewhere else, it will still have your stuff inside. If you're asking if more than one chest links together if you have more than one placed... I'm not actually sure! You'd have to test this, and your mileage may vary.

      2). It can't be. It uses ExtendedStay.esp as a master and won't load without it. Sorry!

      Thanks for the feedback.

      pharaon3 wrote: Thanks for your fast answer!

      Yes, by linked, I mean that different storages share the same inventory, so that I can, for example, drop something in the safe storage of the Bannered Mare and than get it back in the storage of the Windpeak Inn.

      I'd much rather prefer containers to be unlinked, but if you're unsure about that, I will check it by myself.

      Thanks again for your support!


      I too have different prices depending on the inn, courtesy of Realistic Room Rental Basic. Any chance you could make a patch so that yours takes in to account the price difference for the different inn set by RRRB?
  7. MadModderJess
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    The only thing this mod is missing in terms of compatibility with the basic version of RRR is the ability to customize inn prices individually. Is there any chance of that? I know the two mods can be used together, but given the point of RRR is to make room rental costs variable as well as higher, it would be internally inconsistent if each inn had its own pricing for only the 1-day stay, with all longer stays having a static cost across establishments.

    Additionally, a mod I know DOES touch the RentRoomScript is Become a Bard, and a compatibility patch would be amazing as I am loath to give that one up just to try this one out.

    And I definitely DO want to try this one out. I was exceedingly disappointed with RRR Enhanced being incompatible with my favorite city overhaul, and have been looking for something else that permits longer stays. Bless you.
  8. piranhamoe
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    Love the mod, great work. I do have a question though, you say:

    "But for the regular one-night stay present in vanilla, changing this variable will not cause the dialogue to change. It will always say 10 gold, but it will still take whatever value you have it set to when purchasing. I could address this, but it would require an edit to the generic dialogue quest and I don't want to do that in the interest of compatibility."


    Which is something I can respect, but for me personally I want to edit the generic dialogue quest to say the modified amount, how would I go about doing so?
    1. Robbie922004
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      It's kind of complicated. Right now, my refresher script (that makes the game parse the correct number for pricing in dialogue) doesn't cover the vanilla room cost global variable. So you'd need to write one.

      In addition, you'd need to edit the correct branch in the DialogueGeneric quest, and write a Papyrus fragment that fires the Refresh() function from my refresher script. For Extended Stay, it happens on the "I'd like to book an extended stay." dialogue option, so by the time you make the selection of how long, it's updated. For vanilla, there's no prerequisite dialogue to buying a room, so you'd need to either put it on the generic greetings (unwise, it would cause the script to fire every time you spoke to anyone with that voice type... not that big of a deal, but inefficient) or make the concession that you need to ask about an extended stay first before the vanilla rent room price updates. Which isn't so bad, if you ask me.

      If you've got the knowhow, go for it. Now that I know you're interested, I think it's possible that I can edit this in without breaking compatibility, so if you're patient I might just be able to patch it into the mod over the next few days.
    2. piranhamoe
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      I do not have the know how unfortunately, lol, but I would love it to be patched in, maybe an optional file if people are worried about compatibility?
    3. Robbie922004
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      @mb17912 Sorry to get back to you so late, but I did look into this. Ultimately, I can't make this happen without making edits to the DialogueGeneric quest, and I was not able to figure out a way to do it without that edit. In the interest of compatibility, I can't push it through to the main mod unless I figure out another implementation. Sorry!
  9. Hey, love the mod. I have been looking for something to change the price for a while. The extended rental options are a bonus.

    There seems to be an issue with it though: whenever I set the cost via command, it works, but when I go to a new cell the cost is reset. Not sure why. It may be that it is only setting it for the individual inns? I will check. But TLR is that it doesn't work.

    Let me know what you think.
    1. Robbie922004
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      I can't recreate this. Haven't gotten any other reports about it.

      Use the GetGlobalValue command to see if the values are actually changing or if it's just the dialogue that is resetting.

      I.e. after you change RoomCost3Day and travel to a new cell and see it reset, type GetGlobalValue RoomCost3Day and see if it returns the value that you set it to or if it returns the original value. For me, it's returning the right value and dialogue is working as intended.

      It's definitely not setting them for individual inns, as all the dialogue is one quest that uses the same global variable. I'm not sure what could be causing this issue for you.
    2. Ok, I have tested this further: I can set the global values with your commands, and when I use "GetGlobalValue RoomCost/RoomCost#Day", it returns the correct value. When I change cells, it still stays the same. I can reload the save, and it will stay the same. However, if I close and restart the game, it changes back to its default value when I Ioad up that same save.

      Not sure what would cause this. I am using ~100 mods, so maybe a conflict? I don't use anything that looks like it would conflict with this mod however.

      Below is a link to my mod list. Ignore all entries proceeded by a hyphen, they are mods which I have but are disabled. The order is by most recently installed at the top.

      http://pastebin.com/12XaX8Ve
    3. Robbie922004
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      Thanks for the information, I can recreate this bug. I'll look into a fix.
    4. How goes the progress on this? I don't see an update. Just want to know if you will fix this anytime soon.
    5. Robbie922004
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      I've been busy during the holidays and haven't been able to dig in quite yet. Now that the holiday season has wound down I'm going to try to make some headway.

      EDIT: It was a really simple fix and I've uploaded a revised version. SSE version is coming shortly as well. Apologies for the delay!
  10. Avvoltoio
    Avvoltoio
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    This mod is Compatible with Ask Innkeepers to Show Room and ETAC!!!!
    1. skyrimmeganoob
      skyrimmeganoob
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      Also compatible with Legendary Cities - TES Arena!!
  11. Genshou
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    Nice! I had to stop using Perseid's mod because it's got major compatibility issues with several of the mods I like to use now. It'll be great if you add an MCM later, but for now I'm just glad I can tweak the prices up to work with the rest of my game's economy.