OTHER MODS
Mod compatibility is categorized as:
- Compatible: These mods have no known conflicts with Trade Routes; just sort them according to the LOAD ORDER instructions.
- Supported: Trade Routes has built-in support for these mods; no extra patch is required.
- Minor Patch: Trade Routes comes with a compatibility patch plugin to resolve minor conflicts that you may not even notice, usually related to slightly large merchant inventories.
- Required Patch: Trade Routes comes with a compatibility patch plugin to resolve conflicts that may noticeably impact the core features of one or both mods, usually related to wildly erratic merchant inventories.
These mods have been checked for compatibility with Trade Routes (as of their listed versions):
- Alternate Start - Live Another Life - SSE (4.1.4) - Compatible
- Faction Economy (1.3) - Compatible
- The Forgotten City (1.8) - Compatible
- Frostfall - Hypothermia Camping Survival (2.5 - 3.4.1) - Supported
- Hunterborn SE (1.2 - 1.6.2) - Supported
Do not use use Hunterborn's Pelt Values option together with Trade Routes' Regional Prices option; one or the other should be disabled. - The Hunting Game (2016-12-31) - Supported
- Immersive Jewelry (1.06a) - Supported
- JK's Riverwood (1.3d) - Compatible
- JK's Whiterun (1.4b) - Compatible
- Moon and Star (3.2) - Supported
Some additional mods were last checked many years ago, possibly only in their pre-SSE incarnations; current compatibility can't be guaranteed until I find time to look at them again, but here's what was known about them at the time:
- Campfire - Complete Camping System (1.11) - Compatible
- Castle Volkihar Rebuilt - SSE (2.0) - Compatible
- Clockwork (SSE) (1.0.4) - Compatible
- Clothing & Clutter Fixes (0.6 - 1.5) - Supported
- Complete Crafting Overhaul Remade (1.6) - Supported
- Cutting Room Floor - SSE (3.0.4) - Supported
- Darkwater Crossing (2.0.2) - Compatible
- Dragon Bridge (2.0.1) - Compatible
- Dynamic Economy of Skyrim (0.51) - Compatible
- Expanded Towns and Cities (13.5 - 14.2.10) - Supported
- Harvest Overhaul Redone (0.9.1) - Supported
- Helarchen Creek (2.0.2) - Compatible
- Hunting in Skyrim - A Hunting Guild SE (1.3.6 - 2.0b1.5) - Supported
- iNeed - Food Water and Sleep (1.51 - 1.83) - Supported
Do not use iNeed's Increased Food Value option together with Trade Routes' Regional Prices option; one or the other should be disabled. - Ivarstead (2.0.2) - Compatible
- Karthwasten (2.0.1) - Compatible
- Kynesgrove (2.0.1) - Compatible
- Open Cities Skyrim - SSE (3.0.3) - Compatible
- Shor's Stone (2.0.1) - Compatible
- Skyrim Coin Replacer Redux (1.2.1) - Compatible
- Soljund's Sinkhole (2.0.1) - Compatible
- The Wheels of Lull - Unwound Edition (3.1) - Compatible
- Whistling Mine (2.0.3) - Compatible
IMPLEMENTATION NOTES
Trade Routes does most of its work with in-game scripting, so it makes relatively few changes to forms from the base game (preserving all USSEP edits) and only a handful of those are really crucial for the mod to function. This is why it is recommended to put TradeRoutes.esp at the top of your load order, just after your master files, so that other mods can override Trade Routes' form changes if necessary.
Critical Edits
- LVLI BYOHLItemKhajiitCaravans
- LVLI VendorGoldApothecary
- LVLI VendorGoldBlacksmith
- LVLI VendorGoldBlacksmithOrc
- LVLI VendorGoldBlacksmithTown
- LVLI VendorGoldInn
- LVLI VendorGoldMisc
- LVLI VendorGoldSpells
The only change that Trade Routes makes to these lists is to set their "Use All" flag, which is likely to also be set by any other mod that alters the same lists (such as Trade & Barter), though of course some mods make no effort to be compatibility-friendly (looking at you, Requiem). If another mod does override these lists after Trade Routes and does not also set the "Use All" flag, then merchants will sometimes have gold but no items, and other times have items but no gold; either case would be very noticeable, but not necessarily game-breaking.
Important Edits
- ALCH Skooma
The No Auto-Calc flag is enabled to allow for dynamic regional pricing, which is required for there to be a profitable trade route out of Elsweyr (but is unimportant if you don't use that mod, or don't do trading for profit).
- CONT DLC2RRGarynVendorChest
- CONT DLC2SkaalMerchantChest
- CONT MerchantMarkarthBolisChest
- CONT MerchantRiftenGrandPlazaMariseChest
- CONT MerchantWhiterunAnoriathChest
- CONT MerchantWindhelmAvalAtheronChest
- FACT WEServicesHunterFaction
- NPC_ WEMerchantMiscFemaleCommoner
- NPC_ WEMerchantMiscMaleCommoner
These containers, factions, and actors are given hooks for Trade Routes to provide regionally varied inventories. If these edits are reverted, these merchants will not sell any regional items while Trade Routes' Regional Supplies feature is enabled, but disabling the feature should restore their vanilla inventories.
Minor Edits
- ALCH DLC1RedwaterDenSkooma
- ALCH FirebrandWine
- ALCH FoodClamMeat
- ALCH FoodGourd
- ALCH FreeformAngasMillKordirsSkooma
- ALCH WindhelmDoubleDistilledSkooma
These food and drink items are given appropriate VendorItem* keywords to be traded by Innkeepers, and/or the No Auto-Calc flag to allow for dynamic regional pricing.
- CONT DLC2MerchantTelMithrynElyneasChest
- CONT DLC2MerchantTelMithrynNelothChest
- CONT DLC2RRFethisVendorChest
- CONT DLC2RRGloverVendorChest
- CONT DLC2RRMiloreVendorChest
- CONT MerchantSolitudeWinkingSkeeverChest
These vendor containers' default contents are reduced to only 1x VendorGold* list, with extra gold added instead. If these edits are reverted, these merchants will simply sell too many regional items.
- CONT MerchantWindhelmHilleviChest
Hillevi Cruel-Sea is converted from a general innkeeper to a specialized produce vendor (matching her dialogue and display).
- FACT CaravanALeader
- FACT CaravanBLeader
- FACT CaravanCLeader
- FACT WEServiceMiscMerchant
The Khajiit caravans and traveling Peddlers are given different VendorItems* lists to prevent them from buying or selling food (since they can't preserve perishables on their travels).
- FACT ServicesWindhelmAvalAtheron
Aval Atheron is allowed to buy and sell animal parts, since he already deals in meats.
Script Conflicts / Runtime Edits
(Most of) these forms are not modified or included in the plugin file (except as noted above), but are changed during play using script functions.
- ALCH Food* (or any other food or drink item)
- BOOK SpellTome*
- INGR *
- MISC DwarvenPlate*
- MISC DwarvenScrapBent
- MISC Gem*
- MISC Ingot*
- MISC Ore*
- SLGM SoulGem*
When Trade Routes' Regional Prices feature is enabled, these are the kinds of items that Trade Routes will re-price using the SetGoldValue() function each time the player changes regions (holds, islands, etc). If another mod calls SetGoldValue() on these same forms, the result will depend which mod does it more frequently. Plugin-level edits to the gold values in the form records are fine since Trade Routes will see those during installation and base its calculations on them automatically.
- GMST fBarter*
When Trade Routes' Speech Scaling feature is enabled, these are the "barter difficulty" settings that Trade Routes will set using the SetGameSettingFloat() function at game load. Plugin-level edits to these values will simply be overridden, but if another mod calls SetGameSettingFloat() on these settings later during play, the most likely outcome is just that the potential profit from each trade route may either be nonexistant or excessive.
- LVLI DLC2LItemDrink75
- LVLI DLC2LItemFoodNew75
- LVLI LItemApothecaryIngredien*
- LVLI LItemBlacksmithMinerals*
- LVLI LItemFoodInnCommon
- LVLI LItemFoodRawMeat
- LVLI LItemInnRuralDrink
- LVLI LItemMiscHunterAnimalParts75
- LVLI LItemMiscVendorAnimalPart75
- LVLI LItemMiscVendorGems25
- LVLI LItemMiscVendorMinerals*
- LVLI LItemMiscVendorSoulGem75
- LVLI LItemSpellVendorSoulGem75
When Trade Routes' Regional Supplies feature is enabled, these are the default merchant supply lists that Trade Routes will disable using the SetChanceGlobal() function each time the player changes regions. If another mod re-enables them, merchants will simply sell too many non-regionally-appropriate items alongside the regional items that Trade Routes adds via hooks in the VendorGold* lists. Conversely, if a mod that Trade Routes doesn't support adds items to these lists in order to add them to merchant inventories, they will not show up since the entire lists will be disabled during play.
- LVLI BYOHLItemKhajiitCaravans
- LVLI VendorGoldApothecary
- LVLI VendorGoldBlacksmith
- LVLI VendorGoldBlacksmithOrc
- LVLI VendorGoldBlacksmithTown
- LVLI VendorGoldInn
- LVLI VendorGoldMisc
- LVLI VendorGoldSpells
Trade Routes calls AddItem() on these lists a single time when first installed, in order to add a hook list that it can use later to provide regional items, extra gold, etc. If another mod also adds to these lists it shouldn't matter as long as their Use All flags remain set, but if a mod calls Revert() on any of these lists, then merchants may not sell any regional items at all until the game is re-loaded and Trade Routes detects that it needs to re-hook the lists.
Notable Unmodified Forms
These forms are not modified or included in the plugin file, but Trade Routes makes certain assumptions about them; if another mod makes changes that break those assumptions, it may lead to undesired behavior when combined with Trade Routes.
- AVIF AVSpeechcraft
- PERK Haggling*
Trade Routes calibrates the "barter difficulty" game settings in order to yield certain profit potentials from certain trade routes at certain levels of Speechcraft skill and enchanted bartering equipment. If a mod that Trade Routes does not detect and support adds or changes perks that affect buy/sell prices, trade route profits may be nonexistant or excessive.
- CONT Merchant* (or any other vendor chest)
- FACT JobMerchantFaction
- FACT Services*
- FLST VendorItems*
Trade Routes assumes that all vendor chests have a single VendorGold* list (i.e. VendorGoldInn) of a type that agrees with their services faction's VendorItems* keyword list (i.e. VendorItemsInnkeeper) and also agrees with the other vanilla supply lists in the chest (i.e. LItemFoodInnCommon). If a mod that has no Trade Routes compatibility patch breaks these assumptions, those merchants may sell too many, too few, or the wrong kinds of items.
Implicit Cell References
- WRLD Tamriel
- CELL 0x00000D74 (Persistent Worldspace Cell)
- CELL POISnowy03 (Tamriel; Block 0, 0; Sub-Block 0, 2; Cell 0, 17)
- CELL EastEmpireTradingCompanyDocks (Tamriel; Block -1, 0; Sub-Block -3, 2; Cell -17, 23)
- CELL POITundra22 (Tamriel; Block -1, 0; Sub-Block -3, 2; Cell -23, 16)
- CELL POITundra09 (Tamriel; Block -1, -1; Sub-Block -2, -1; Cell -15, 8)
- CELL WEMerchantChests (interior; Block 2; Sub-Block 0)
- CELL WindhelmEastEmpireCompany (interior; Block 3; Sub-Block 2)
None of these cells are edited directly (though a few USSEP edits are carried forward), but they're included in the .esp by way of adding object references to books and journals placed at specific locations. It shouldn't matter if another mod also touches these cells since both mods' new references should show up just fine, however if another mod makes major terrain or room edits, then Trade Routes' placed journal items may end up in poor locations.