Skyrim Special Edition

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Predator10

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Predator10

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  1. Predator10
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    It´s finally done! After weeks of work I present you the first mod I ever created.
    So please let me know what you think in the comments and I hope you enjoy it! ;-)
  2. Elmeridyn
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    Hello Predator10 :)

    Just a little word to say : Don't worry, i'm doing the translation update and will be released soon.
    I keep an eyes on all my translated mod ^^
    1. Predator10
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      Thanks i´m glad to here that ;-)
    2. Elmeridyn
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      Update is released!

      Thank you again for resolving the bug :)
    3. Predator10
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      You´re welcome, i´m glad it worked. And thanks again for translating!
  3. Khenta
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    \o/ Sawweeeett! Thanks for the update!
    1. Predator10
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      You´re welcome! I hope everything works as it is supposed to.
  4. WastelandWynne
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    Hey! Thanks so much for making an updated version of this. IM and IAC are both great mods but neither seemed to work 100% as intended, this one so far seems really thorough and I think it's truly a successor!

    I did notice that this mod is currently not compatible with Immersive Animated Looting https://www.nexusmods.com/skyrimspecialedition/mods/24607?tab=posts
    just FYI I think its IAL's scripts causing the player char to pick up an item and flag it as stolen even if purchased by this mod. I know from your description you might be newer to modding, but I figured I'd let you know in case anyone comes to you with this issue, it seems to need patching to work together properly!

    Great work so far, can't see what else you come up with. :)
    1. Predator10
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      Thanks for pointing it out!

      I will have a look at it and as i am currently working on a smaller update i will try to patch it straight away if possible.
    2. Predator10
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      So i checked it and you were right, IAL activates the item in a script if you have the normal version installed. Gladly FLipdeezy created a second file which doesn´t do this. So if you just use the "(Super Fast )- Immersive Animated Looting - Alt Quest fix" file instead of the standard one you are good to go, no patch is needed.
  5. Khenta
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    Ooooo! I been using "I'm A Customer Dammit" and "Immersive Merchants". I will pull those two out and try this on my playthrough I making now!
    1. Predator10
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      Cool, I´m looking forward to it! It is especially interesting because you know the both other mods.
    2. Khenta
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      Works great! Only two things I can say that could improve the quality of the mod:

      1. When hovering over an item, the name changes to "Buy" or "Consume". Its fine if there is only one object in front of you, but if there are a bunch of small ones, it could make it difficult to see which one you are selecting.
      2. In the confirmation popup, it would be nice to see the price of the item you are about to buy as well (although you should be able to see it when hovering...thought I would mention it still).

      Great job! In it goes to my playthrough modlist!
    3. Predator10
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      Thanks for your feedback!

      About 1: I know it´s a problem but sadly I don´t think it is possible to fix this. You can´t use text replacement in "set text label" field which overwrites the item name. The message boxes where you see which item you selected and get the correct name is the only answer i found.
      About 2: I thought about that but if the message box pops up you still should be able to see the item price right below it. But maybe i´ll take price modificators in acount later on, then i definitly will display it there.

      You don´t know how glad i am that you liked it. I kind of paniced here because i thought i might have forgotten something essential or that it wouldn´t work at all for other people :P

      May i ask you what you think about the hotkey? Is it redundant because you can just sneak instead?
    4. Khenta
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      Sorry I didn't respond to this! I have now been playing this since you released it and it is a must have in my mod list! That said, I do now have an option about the hotkey.

      I believe that the hotkey isn't needed. I am not saying remove it....just make a way to disable it. I have a lot of hotkeys set up from other mods that don't have a way to disable to key all together, so one less would make a world of difference.

      Also, I do have a feature request. You should add the ability to rent a bed. I forgot which mod does that, but it allowed you to directly rent a room by clicking on the bed instead of talking to the innkeeper.

      Thanks for the mod again!
    5. Predator10
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      Ok i will try to make it so that the Player can disable the hotkey again and probably that the hotkey isn´t set from beginning on.
      "I´m a Customer Dammit" lets you rent a bed directly. As it includes other cool features i thought abput making PSDI fully compatible with it so that you can enjoy both mods at the same time without any disadvantage. But i have to check that out first and think about the best ways to achieve this. So it will take some time.
      Anyway thanks again for your feedback and i´m glad you like PSDI!
    6. batbrat
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      Making it fully compatible with IACD is a pretty cool idea; I just installed PSDI, and I haven't tried the others. I'm grateful for your mod.

      By the way, I noticed that your "Not Included" section mentions that the gold does not go to the vendor. Is there a specific limitation that prevents this? If not, I'd love to work with you to code it: I've never made a mod before, but I have programming experience, so I might be of a little help. Do let me know!
    7. Predator10
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      I´ve sent you a PM.
  6. harag
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    I was using the I'm a customer and immersive Merchant mod, had then installed for about a day to try out. As I also have some economic mods (Trade and Barter, Eve) the merchant mod wasn't working. went to it's comments and someone commented this is better... So uninstalled them both, and installed this. Yep it's better! So far it's working well.

    One thing, under the "(E) Buy" label can you put the name of the item, like it does when you steal it? I've not played for years so don't know all the items and having to open the 2nd dialog is a pain. Great work though!
    1. Predator10
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      Thanks for giving PSDI a try!

      (Sadly it is not possible to display the item name below the buy label. I tried really hard to find a way but was not successful and i could not even find any other mod which achieved something similar. There is a way to replace the (in game) displayed text within the buy-perk which i used, but it does not allow for text replacement or even a second line.

      That is why i implemented some workarounds like the message box with the item name or the hotkey to quickly disable PSDI and have a look at the name. And i even had a hard time to get the correct item name into the message box for sure. So sorry but i do not know how to make this happen.)

      Edit: It seems there is a way to do this as i found other mods which achieved it. I will have a look at it and try to implement it in PSDI too.
  7. Drake0713
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    1st off, big props to you for listing similar mods in your description
    The problem with Immersive Merchants, besides the hand placed scripts nature of it, was that it was TERRIBLE about getting the price right for things
    The other mod, IACD, that's a lot more similar - sounds like you use it as a starting point and built out your feature set from there minus the home aspect of it
    All around it looks like you've made the better mod, well done!
    1. Predator10
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      Thanks a lot for the compliment!
      I took a look at both of the mods to better understand some of the game mechanics which helped me a lot. I first tried to make it more like Immersive Merchants but could not really achive what i wanted so i clinged more to IACD. Additionally half of PSDI is pure chaos as i overthrew the whole mod design several times during the creation process adding and removing many features on the flight.
  8. JacquesStrappe88
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    Hi! I tried your mod with a store mod (Books of Skyrim) and, while it allowed me to purchase the books and took gold from my character, the books didn't show up in my inventory.:( Is PSDI not compatible with mod-added stores? I'm really looking forward to using this! Thanks for your hard work!
    1. Predator10
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      I tried the mod and it works. After you purchased/activated the book it opens so you can read it. At this moment you already own it. You then have to press another time "E" to take it into your inventory. If you cancel the action the book will be returned to its place in the store but still belong to you. So you may just take it without purchasing again.
  9. Abbraaxus
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    I have literally just begun a heavily modded playthrough - like, yesterday. Everything is properly patched and, fairly well, if not fully, tested and working smoothly. Nonetheless, I happened to see this mod when checking the Nexus for any last-minute useful/needed updates to mods and found It caught my attention

    My greatest concern about trying it out is that I am already using Animated Eating Redux.
    Will your mod play nicely with it?
    Would including it in a Smashed Patch that has a significant chunk of the entire load order, including Animated Eating, as masters make a difference?
    My thanks regardless for what looks like a worthy contribution to the modding world.
    1. Predator10
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      Yeah PSDI should work with Animated Eating Redux as it does with iNeed animations. What it does is it blocks the actual activation and replaces it with a scripted one that equips the selected item after you paid for it (if you are in a tavern). I just tested PSDI with Animated Eating Redux and didn´t run into any problems.
      For your smashed patch i do not see a reason why it should change something but of course i never tried it.
      Nonetheless have fun on your playthrough and thanks for pointing me in the direction of Animated Eating Redux. I didn´t even know it but it looks great. ;-)
    2. Abbraaxus
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      Excellent!
      Excellent that it works fine - and the way you describe the activation sounds superior for my needs.
      Excellent that I was able to share it with you. Delighted, in fact

      If it works as you say, there is no reason to include it in the patch. That's only to resolve overwrites that are troublesome conflicts - basically lets each mod in the patch know that the rest are there with it, in the gameworld.
      At least - it appears to
      EDIT: Hmm. Maybe that might make a difference for mod-added items being purchasable, or edible.
      I guess I'll be trying it and letting you know. But not so quickly - that's a big job. That patch is filled to the limit - 254 plugins, and it is also in my LOD - so I'll be re-running DynDOLOD and co. Don't feel entirely responsible... I found another that must be patched - and needs the LOD. Two makes it worth not arguing myself out of it - but it also means a couple of days to redo all this and get to playing. And as I am beginning in the wilderness (and yes, I will begin again) - yah, a week or so, ish, at least, before I can give you a concrete answer on that.
      But, it'll happen.

      Re: Animated Eating Redux, please know that in my load order, the "coffee patch", and the "tablebench" patch are already espfe's. Meaning they show up in italics in the right pane plugin list of MO2, have the suffix ".esp" tho' they are flagged as esl's, they keep their spot in the LO like an esp (an esl does not) but they do not take up one of the 254 Load Order slots. However, the main plugin does, and must.

      Whether they came with the mod that way or whether I eslified them, I am not sure. But if I did, then I would not have done so with the main plugin, as it master to the other two. I also would have checked them properly first. However, as I cannot remember if I did, you will need to run the script to see if they need the FormID's Compacted before flagging.

      The correct script is the 3rd one listed that does this when you select "Apply Script" in SSEEdit.
      It says: "Find plugins that can be turned into esl".

      The scripts are mislabeled - so those who don't really know what they're doing will be prevented from screwing around.
      The 2nd, the one that says "flagged as" will be for a plugin that should be turned into a 'real' esl in the CK - and following the instructions will take you there.

      So, the 3rd script. If, in the results, for the 'coffee' and/or 'tablebench' patches, you see "Can be turned into ESL by compacting FormIDs first, then adding ESL flag in TES4 header", then go back to the left pane and right-click whichever of the two was indicated by the script, and select "Compact FormID's for ESL".
      Once that's done (1 second), go ahead and flag both of them as esl - they're otherwise safe.

      I'll be installing your mod now
    3. Predator10
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      Thanks for giving PSDI a try! It does work with mod added items as long as their creator flagged them with a "VendorItem"-keyword which most do. Just as an example food items from the "Complete Alchemy and Cooking Overhaul" are purchaseable in stores and taverns.
      But yes, it would be cool if you could share your experience once your done.
  10. PHANTOMHATE
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    "Please, do, look around."
    "Everythings for sale my friend, everything"
    Frelia will even sell that iron mace on her stand.

    Mod is clean and shows no errors. Well done, thank you.
    1. Predator10
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      Thanks a lot!
  11. SirRob2016
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    This is great, maybe I won't steal so much now. Thanks for sharing, stay well
    1. Predator10
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      Glad you like it! But for the stealing part it is the opposite for me. I went quite a few times into jail because i wanted to buy an apple but accidently stole the plate it was on...