As you may have deduced from the description, this really is just a personal adjustment I use. Only reason I bothered to share is to help bring some consistency with Today's Menu which I recently released.
This means there is very little point to nitpick prices, categories, compatibilities and what not. The mod have fully open permissions and is dead easy to understand, feel free to make it suit your tastes and re-upload it.
There is some extra compatibility capabilities provided as of v1.1, alongside a patch for Beyond Skyrim Bruma leveraging said capabilities, if you're a mod authors (or patching maniac) and want to make one.
I like the simplicity. Very nice little mod, thank you for that.
I have one suggestion to make it slightly more optimized: As it is now, everytime player changes location to a place having an Inn, the global value AND all its quest instances get updated - even if it is not needed (when the price at the new location is the same as it was at the previous location, there is no need to update).
So i suggest changing the OnLocationChange event handler in CoherentInnsPricesPlayerAliasScript to this:
If RentalLocationsExpensive.HasForm(akNewLoc) newCost = RoomCostExpensive.GetValue() as int ElseIf RentalLocationsCheap.HasForm(akNewLoc) newCost = RoomCostCheap.GetValue() as int Else newCost = RoomCostNormal.GetValue() as int EndIf
If newCost != (RoomCost.GetValue() as Int) UpdateRoomCost(newCost) EndIf
If RentalLocationsExpensive.HasForm(akNewLoc) newCost = RoomCostExpensive.GetValue() as Int ElseIf RentalLocationsCheap.HasForm(akNewLoc) newCost = RoomCostCheap.GetValue() as Int EndIf
If newCost != (RoomCost.GetValue() as Int) UpdateRoomCost(newCost) EndIf
Love mods like this. For one thing, it balances the economy somewhat, because paying 10 gold for a room in Solitude while a stick of butter costs 30 gold makes no sense at all. It's also nice and immersive and probably influences your decision on where to stay in some places. Combined with the "Today's Menu" mod, I feel much better about staying at an inn.
This mod being an ESL, and I know I'm insane for whining, can't be used to override the prices from this Economy mod: https://www.nexusmods.com/skyrimspecialedition/mods/26325 The mod raises prices on everything, but only boosts renting prices up to 25, and your mod is much prefered when it comes to inn prices. His being an ESP always gets priority unfortunately. Anyone have any tips?
EDIT: now that the linked mod has been updated into a light plugin, this mod here takes priority making inns even more expensive- neat!
Where is site to teach this?: Mod-added inns will default to the normal category. If you feel they need to be patched, ensure they have proper location keywords data (LocTypeInn), and add them to the relevant formlist.
Hi, If you're not familiar with xEdit, you'll need to level up a little bit. If you already know: - As an end-user, simply create overwrite of the formlists found in the mod into a patch, add a dependency to the mod you're patching, and add the location here. - As a mod authors, consider instead using OnInit/OnPlayerLoadGame to query the formlists through papyrus, and add the location forms if they're not already present dynamically to ease compatibility.
15 comments
This means there is very little point to nitpick prices, categories, compatibilities and what not. The mod have fully open permissions and is dead easy to understand, feel free to make it suit your tastes and re-upload it.
There is some extra compatibility capabilities provided as of v1.1, alongside a patch for Beyond Skyrim Bruma leveraging said capabilities, if you're a mod authors (or patching maniac) and want to make one.
I have one suggestion to make it slightly more optimized:
As it is now, everytime player changes location to a place having an Inn, the global value AND all its quest instances get updated - even if it is not needed (when the price at the new location is the same as it was at the previous location, there is no need to update).
So i suggest changing the OnLocationChange event handler in CoherentInnsPricesPlayerAliasScript to this:
Event OnLocationChange(Location akOldLoc, Location akNewLoc)
If !akNewLoc.HasKeyword(LocTypeInn)
Return
EndIf
Int newCost
If RentalLocationsExpensive.HasForm(akNewLoc)
newCost = RoomCostExpensive.GetValue() as int
ElseIf RentalLocationsCheap.HasForm(akNewLoc)
newCost = RoomCostCheap.GetValue() as int
Else
newCost = RoomCostNormal.GetValue() as int
EndIf
If newCost != (RoomCost.GetValue() as Int)
UpdateRoomCost(newCost)
EndIf
EndEvent
Event OnLocationChange(Location akOldLoc, Location akNewLoc)
If !akNewLoc.HasKeyword(LocTypeInn)
Return
EndIf
Int newCost = RoomCostNormal.GetValue() as Int
If RentalLocationsExpensive.HasForm(akNewLoc)
newCost = RoomCostExpensive.GetValue() as Int
ElseIf RentalLocationsCheap.HasForm(akNewLoc)
newCost = RoomCostCheap.GetValue() as Int
EndIf
If newCost != (RoomCost.GetValue() as Int)
UpdateRoomCost(newCost)
EndIf
EndEvent
the Evolving Value Economy (SkyRem - Eve) seems to have broke my game showing services to be all 0 gold, they do still cost gold.
this mod fixes the inn price display again.
when you get to old hroldam inn they start to brag about a having a room where Tiber Septim slept yet it is so cheap!
The mod raises prices on everything, but only boosts renting prices up to 25, and your mod is much prefered when it comes to inn prices. His being an ESP always gets priority unfortunately. Anyone have any tips?
EDIT: now that the linked mod has been updated into a light plugin, this mod here takes priority making inns even more expensive- neat!
Mod-added inns will default to the normal category. If you feel they need to be patched, ensure they have proper location keywords data (LocTypeInn), and add them to the relevant formlist.
If you're not familiar with xEdit, you'll need to level up a little bit.
If you already know:
- As an end-user, simply create overwrite of the formlists found in the mod into a patch, add a dependency to the mod you're patching, and add the location here.
- As a mod authors, consider instead using OnInit/OnPlayerLoadGame to query the formlists through papyrus, and add the location forms if they're not already present dynamically to ease compatibility.