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DanielUA

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  1. DanielUA
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    Part 1: zEdit setup

    Download latest version of zEdit.
    Choose portable version, unpack it somewhere
    Now download "Patcher" file of TRE and unpack it to the "modules" folder in your zEdit directory
    You must have "index.js" file in your "zEdit/modules/tre" folder


    Part 2. Build zEdit Patch

    If you did everything right, when you load zEdit, your patcher window will look like the mod image
    Choose only "TRE.esp", uncheck other patches if you have them
    Open "True Renaissance Economy" settings tab and disable modules you don't need
    Press "Build" and wait until it builds
    Close zEdit and save TRE.esp on exit
    If you install/update/remove mods or change your load order, rebuild TRE.esp.
  2. Yahim0
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    I made the patcher script slightly faster.
    https://pastebin.com/agsRVYnW
    Substitute your index.js for this one.
    I appreciate this mod.
    1. LaZeR4312
      LaZeR4312
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      Link's dead
  3. deleted112484433
    deleted112484433
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    Not sure if this place is alive or not, if not ill move on to other things i suppose, but is there a way to get past or corect the "max plugin count of 254 reached" error when building patch?

    I arrived here from the older versions (the ones that were 2 separate ones) from a comment claiming that moving to THIS mod would bypass that error in the older one (im aware that it isnt an "error" in the mod, so relax...im talkinga bout the error that comes up in zEdit specifically)

    I am not sure how to get around this. I do not have a max number of plugins or anything, my modlist however is a total of 394, and it seems that this patch makes them ALL masters and yet cannot have more than 254 masters. This mod was the final touch to my build, bringing the economy and weights into desired range, but im not able to reduce the 394.

    anyone able to help with information would be appreciated. thanks in advance.

    as an aside, it is a NOTED issue on zEdits page from years ago that the program considers all light flagged mods to count as full mods toward the max number even tho they are flagged as light, and the program hasnt been updated to work around that... https://github.com/z-edit/zedit/issues/206

    not sure if that info helps anyone attempting to help me find a solution but thot it would be good to mention
  4. realprometheusx
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    Values don't work.
  5. Wolfpack49
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    Would really like to see this come over to Synthesis. The zEdit patcher is fine, but it would be great to merge these changes all into a single Synthesis esp.
    1. Tokamal
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      I second this, it would be great.
    2. Maeyanie
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      So, I went ahead and wrote a Synthesis version today after getting annoyed how zEdit doesn't properly support ESLs... unfortunately I just now noticed the permissions prohibit me from ever posting it on Github like a standard Synthesis mod, and require permission to upload a modified version here. If I get that permission (or DanielUA wants me to just send him the code and he can do whatever he wants with it, I'm fine either way) I will, but for now, sorry to tease you.

      Honestly though, the mod does a lot less than I thought. The only "true economy, rebalanced prices based on 16th century Europe" changes are making regular clothes 5x as expensive, and food 1/4 the price if you have CACO, or 1/2 the price otherwise. No other prices are touched at all.
    3. Wolfpack49
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      Aren't item weights tweaked as well? Hope DanielUA approves the script, it would be so nice to not deal with zEdit anymore.
    4. Maeyanie
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      Yeah, weights are tweaked a fair bit more than prices, so it might be valid there... I was just personally more interested in the economy bit the title promised. The vanilla one is kind of... not great.
    5. Wolfpack49
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      Does your script also do the weight changes? I'd guess he'd want this mod replicated exactly.  This mod was done after True Medieval Economy after the author decided this model was more true to Skyrim.
    6. Maeyanie
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      Yes, it's an accurate reproduction. Well, barring any bugs, at least.
    7. Wolfpack49
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      Oh wow did you see his profile page?
      https://next.nexusmods.com/profile/DanielUA/about-me?gameId=1704

      I think you may be ok to proceed. 
  6. Naxmor
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    I love this mod so much. The first iteration of these definitely had some thought and sense put into them, but here you've learned more, done more research, and re-evaluated these to be even more optimised, realistic and immersive. No sword should ever be ten pounds or have a value of hundreds of gold coins. Items like these caused me to manage inventory and live a life of riches for all the wrong reasons.

    Where as now, especially on Survival Mode and combined with other mods that complicate life in a good challenging immersive way, the people's lives are now my life. No longer is anything said and done within a few minutes, now I can carry more or less things for all the right reasons, buy or sell things for the right prices, and have a need to seek out and  balance work along side building my strength. With this, now I can not only survive but LIVE <3
  7. demonicmyst
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    The legions not renosance at all its based on the romans in the 3-5th centuries as rome fell its pre medievil thats why it lacks feudalism  , and using time periods doesnt work slyrim is vicking so 500-1000 ad  , legion is late roman so 300-476 ad, bretons are feudal , orcs arw tribal , dark elves are close to  japanese feudalism  with family  leadership  

    elderscrolls isnt a comparable time period and economies are not dictated by time periods their dictated by local resources and socio political situation 
    1. itsnyetime
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      The Empire may take Roman influence but it is certainly not Roman. Just as the Stormcloaks which are a rebelling force are not strictly viking. Nord heritage is viking, they don't act like vikings. I think Orcs in Skyrim are tribal cause they lost so much of Orsinium. While it is true it cant be comparable to a time period in our real world, through in game lore and outside lore, we can see that in the events of Skyrim, the economy is on par with that of the Renaissance's economy. The East Empire Company is the Elder Scrolls equivalent of the British East India Company.
    2. Naxmor
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      While every race/province has their own special stylistic vibe/culture and economy unique to their exports/imports. Real life is literally no different as despite what current era it is, there's many countries who's looks and practices haven't changed one bit in the past thousand years. That said the overall era can be determined by the level of and effecient spreading of technology and art across the continent.

      For instance Orcs may have maintained a primitive warmongering tribal culture. But due to the Redguards' cultural aversion to the volitile nature of magic, where they don't appreciate the manipulation of reality via secrets and power the hubris of mortals aught not to posess; ancient Hammerfell took example to the Dwemer long ago and have relied on ever rising practices of human resources and engineering to accomplish creating a bigger and better world for themselves. Which because this science-based life style welcomes alchemy, the learning of properties and chemistry of living and inanimate substances alike, it has lead these people to becoming the first to invent the most primitive of firearms in the current era.

      Something not even the Dwarves got to invent as they leaned more towards engineering sciences than alchemical and wound up inventing crossbows instead of firearms. Of which upon the discovery of the Dwemer's long lost crossbow schematics/reinvention of them by niche monster hunters, as well as the invention of arqubuses by Redguards, these creations like all other forms of technology and art have been shared and learned far and wide across Tamriel's provinces. Including Orcs, who now have their own crossbows, having been uplifted into the technology along with every other race.

      Which is Renaissance as hell, especially when coupled with the mod author's research that governments are nerfed and not nearly as overpowered or overbearing as they were in the medieval era due to established magna cartas, constitutions, peace treaties, branches of government keeping each other in check, as well as militaries amongst other practices and business having become more standardised than the medieval era or other previous eras. However none of these are close enough to the mass production or sophistication to be equal to or greater than the Industrial Revolution. Equalising our estimate era that this world be in the same sort of Renaisance that started in our world around the 1400's.

      Which, to give the benefit of the doubt, all things considered, the quality of mail/news delivered to the general populace, economies of every province, education of general populace, and highest technology being the newly invented match-lock arqubuses, I think the very start of the Renaisance is exactly where this Elder Scrolls game's Fourth Era takes place as this world is begining to crawl out of the medieval-like Third Era that ended in the last game from the Oblivion Crisis, relatively speaking. 
  8. hoskope
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    I feel like prices in this mod are way different what they were on the older mod?
    1. Deepstrike101
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      This is because a Medieval economy and a Renaissance economy are vastly different. 

      The Medieval economy was characterized by a plentitude of cheap labor but a deficit of cheap resources. There were no assembly lines and long distance trade was uncommon. 

      The Renaissance economy was characterized by a deficit of cheap labor (the Black Death killed off 40% of Europe's population, causing a decrease in the size of the labor poor and leading to higher wages) but a plentitude of cheap resources (technological advancements enabled more efficient resource extraction). The Renaissance economy saw the introduction of what we would today describe as assembly lines, these were highly organized usually guild-run workshops with multiple specialists working together to make goods quicker. Long distance trade became more common as seafaring technology improved and previously fractured feudal statelets began to coalesce into larger kingdoms leading to safer roads. 

      The difference between the two is that items which were previously expensive due to the raw materials they are made from become cheaper while items which were previously cheap but required much labor become more expensive. Items which began to be mass produced, such as books, become dramatically cheaper as the printing press is a much cheaper way to clone books than one guy sitting there transcribing a book for weeks on end. 
  9. Finix113
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    no Synthesis?
    1. Minimax94
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      +1
    2. Wolfpack49
      Wolfpack49
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      +1
    3. JackRob
      JackRob
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      Using Item Weight Customizer will at least cover the realistic weight aspect, especially since it's built on this author's earlier work "True Realistic Item Weights".
  10. TwerkannosaurusRex
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    So is it better for this to go before or after the smashed patch?
  11. Fim66
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    яEdit в принципе не работает . Был же на LE нормальный человеческий файл bsa