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Pronam

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51 comments

  1. engellmann
    engellmann
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    The latest version doesn't work on GOG AE 1.6.6. The map won't spawn. I read the posts here and installed v 1.02 instead, and it worked. Useful mod!
  2. hex77x
    hex77x
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    map's there for me.  quest works, they're tracked.

    buuut.    they have completely stopped being caravans.   the one at a city location doesnt set up the tents.  the others are just standing still on the roads in between cities where they were when I activated the quest.  they never move.

    I can still interact with them, but its weird and unnerving that they's stuck in place now.
    1. DirebearCoat
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      Odd....  It worked for me, and the merchants are traveling as normal...  Hmmm....
    2. darkdraconx
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      Wasn't that a bug cause by a mod related to the unoffical skyrim patch mods. I forgot which one but they gave some command line to fix it. I think you can start here https://www.nexusmods.com/skyrimspecialedition/mods/96823
  3. Ieatsand221
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    So the map isn't there for me, I spoke to the guy but he didn't say anything about it either, any fix?
    1. Pronam
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      Do you have any (city overhaul) mods that alter the tavern? As with most cases, if you upload your savegame under this category and/or list your current mod list I can help inspect the problem.
  4. DrowElfMorwen
    DrowElfMorwen
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    Ah ha, I KNEW this mod existed! Problem is, I couldn't find it because I kept searching for Khajiit CARAVAN, not Merchant... I bet you'd get a lot more downloads if you added "Caravan" after the word "Merchant"! It'd certainly be much easier to find.

    Thank you for making this great mod. It's definitely essential for my Khajiit-centered playthroughs.

    I do have one question, is it possible to make separate markers/quest for each caravan, rather than all 3 at once? ^-^
  5. Bulboid
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    doesn't work, both files separately
  6. darkdraconx
    darkdraconx
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    Can this mod be flag as ESL. I really want to add this to my load order but don't want to increase my plugin count.
    1. Pronam
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      I've been away from modding + never had many mods installed, so I briefly looked into ESL magic last weekend and I'll check some this more this weekend. If I'll add that, I'll likely add that in a separate file as my first impression is that you have to be careful with it.
    2. darkdraconx
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      Thank you soo much for your time and considering my wish. It is recommended the way you wish to do i,t though I think it is possible to use Resaver(https://www.nexusmods.com/skyrimspecialedition/mods/5031) to remove any orphan script or instance from a save after removing the ESP version of the mod. (https://www.reddit.com/r/skyrimmods/comments/13frd63/comment/jjxp49x/?utm_source=share&utm_medium=ios_app&utm_name=ioscss&utm_content=1&utm_term=1&context=3)Also I don't know if this applies when flagging as and ESP as an ESL now but users may need to have BEES(https://www.nexusmods.com/skyrimspecialedition/mods/106441) install any new ESPFE or ESL mods was they will now use the latest version of ESL and it is incompatible with any user using Skyrim v1.6.640 or GOG v1.6.659 or earlier. The reason I say this because just a couple of weeks ago a mod author updated his mod and his user started to have issues with his mod because they were using earlier version of Skyrim. Hope you do consider making your mod to and esl fore I can't wait to be able to include this mod in my playthrough.
    3. Pronam
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      Uploaded the ESL variant as optional.
    4. darkdraconx
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      Thank you so much for making my request a reality. I try it and no problem from what I notice. Thank you so much for your time and may you have a safe day.
  7. Pixieborn
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    Hey Pronam, I LOVE THIS MOD! Something that frustrated me for a long time trying to find where the Caravans were (I like to keep tabs on my Khajiit friends and throw them some septims). It works fine, but I have an issue:

    Every once in awhile I'd hit the Caravans for some supplies from my feline friends. Select the map in The Drunken Huntsman, pay my septims and get the trackers for all three caravans. After visiting them, I went back to the Huntsman, selected the map again and the trackers were removed (didn't have to pay anything) so they didn't interfere with other quest pointers. So far, so good.

    I had just got done with a long major quest and thought I'd relax and knock off some of the Miscellaneous quests. When I looked, I had multiple entries of 'Tracking Khajiit Merchants'. I can select one but it doesn't show the markers (because I'd "hid" them again via the Huntsman map). It doesn't matter if they are selected or not. To get the markers again, I'd pay my septims again and get the trackers (I'd pay even *more* for these trackers!).

    So that's what's going on. Every time I use the map/trackers another entry gets made in Miscellaneous quests. Do you know how I can get rid of them and stop them from multiplying? Because, as I said, I LOVE THIS MOD!

    (Forum is being picky about an Imgur link; if you want to see what's happening, tell me how to send an image of the issue to you)

    EDIT - stuckvalve's toggle-trick didn't work for me - however, uninstalling 1.0.2 and installing 1.0.3 worked perfectly and now the trackers work like stuckvalve wrote. Thanks Pronam!
    1. stuckvalve
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      Hey Pixieborn - I think you're making it too complicated. You only need to pay the 150gp once and look at that map. After that, you simply toggle the tracker ON/OFF under Quest>Miscellaneous. 
    2. Pixieborn
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      deleted post
    3. Pronam
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      Glad you figured it out. The reason I'm allowing the removal option is just for people that don't want it permanently sitting in their log, but yeah you can just tap them off too :).
    4. Pixieborn
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      Thanks! I'm really glad this works now - I can't see ever doing without this mod :)
    5. Pronam
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      I've added another messagebox for 1.0.4 so other users will be more cautious/warned if that they will disable the quest with that action :)
  8. srsx55
    srsx55
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    Great mod. I usually keep this one installed out of convenience. I especially like that it's activated via a map like this. Helps with the immersion :)

    Just a technical note:

    I did notice that after replacing version 1.0.2 with 1.0.3 in my current game, that the map no longer appeared on the counter. It returned after I reverted to version 1.0.2. I did receive a warning about this mod being missing when I had first updated to 1.0.3 which I thought odd. After, when I noticed the map missing, I uninstalled the mod and loaded the game. This time, the game didn't complain about the mod missing. Like I said, I rolled back to 1.0.2 and everything was back to normal as normal can be.

    Just a caveat here, I had not yet looked for nor activated the map prior to updating to 1.0.3 so I can't say for sure whether the map was always there or not. Everything worked fine in my previous playthroughs though.
    1. Pronam
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      I will check an update flow in the weekend and see if I can find the culprit.
      It might not have appreciated how I restructured the quests, though the map missing itself is kinda odd.

      So to get it right:
      You had 1.0.2 and did not activate the quest, you upgraded to 1.0.3 and tried to check the map but it was missing. Then you reverted to 1.0.2 and it appeared.If you're using a mod manager, which one specifically?
    2. srsx55
      srsx55
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      Using Mod Organizer v2.5.0
    3. Pixieborn
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      Thought to add this for srsx55's issue: the multiplying Misc. quests problem was using v.1.0.2. Uninstalling 1.0.2 and installing 1.0.3 fixed it, and the map is on the bar counter in my game. I'm using Wrye Bash 311 Standalone & SkyUI if that helps.
  9. stuckvalve
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    Oh man, I so NEED this mod owing to the ingredients from Rare Curios only available in the caravans. However, I think I've found a minor glitch. When I activate the map, it flashes the message that Akhari has died and then adds nothing to my journal for Risaad or Madran. Any chance that you could update the code so that it shows the location of "any" caravan rather than "all"? 

    (N.B. Akhari was killed in a friendly-fire incident when a troll attacked me as I rode up to the gates of Riften and their guards joined in the fray. No idea who killed him, but I didn't realize that it was a perma-death for several weeks. At that point, I couldn't use the console command to resurrect him as it only works while the body is still there. I've been struggling with only 2 caravans for months!-) 
    1. stuckvalve
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      While trying to find a different console command, I discovered "resurrect 1 prid xxxxx" as an option to "resurrect" click on character. I've managed to resurrect Ahkari and her 3 followers with their inventory and restart them on their Dawnguard-Riften route. Now the mod works purrfectly! Woo hoo! However, the logic of "any" vs "all" issue does still apply as the mod will bug out if a caravan is defunct. (Endorsed!-)
    2. Pronam
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      I'll take a look at it soon. Guess I have to go on a brief murdering spree to iron out some of those cases.
    3. blesch
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      Any update?
    4. Pronam
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      I'm just going to debug it myself a bit more this weekend. I was going to earlier, but the creation kit wiki went down for maintenance for over a month and still isn't up. It looks like UESP has a copy of 2021, so I'll just go based on that. There's some intricacies with making the repeatable quest setup and markers work properly, so I'm tempted to try something else entirely.
    5. Pronam
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      Just released version 1.0.3 that would hopefully fix your issue.
    6. stuckvalve
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      Well aren't you just the awesome mod author!-)   I installed 1.0.3 (on SSE 1.6.640) using Vortex. However, I missed the part about disabling 1.02 first. Vortex noted that Nemesis flagged 3 changed files and Cathedral - Luminosity flagged one changed file. I clicked the option to use the updated files and it finished without issue. I then ran Nemesis just to be sure the changes were picked up. When I looked in the game, the "Khajit merchants quest" is now flagged to ONLY look for Ahkari and no longer shows the other merchants. Do I need to go back to the Drunken Huntsman and pay another 150gp to read the map again and reset this? Meanwhile, I rolled it back to 1.0.2 and it seems to work fine showing all 3 caravan locations (since I resurrected Ahkari and her crew). I repeated the 1.0.3 install after disabling 1.0.2 in advance and it behaved the same way.  [Completely a side note, but I'm guessing that it only shows their location when they stop rather than showing where they are in transit between cities.] 
    7. Pronam
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      It could be that on an existing save it will only fetch that single first old objective that is indeed Ahkari, so you might have to sacrifice another 150 gold to the merchant tracker gods to reset it. If it turns out activating the map again does *not* give an update for them or it stays broken, could you upload your savegame somewhere so I can inspect the state?
    8. stuckvalve
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      By coincidence, I just walked into Whiterun and was standing in front of The Drunken Huntsman when I took a break and read this. I activated 1.0.3, accepted the 3 newer files and ran Nemesis. I launched the game, went inside and read the map (paying another 150gp). I left the building (just to be sure) and checked my quests... and it's still locked onto Ahkari. I'm guessing that my save is slightly corrupted from resurrecting her. She sat in Dawnstar for several days after resurrection, then made her way to Riften and hasn't left since. Likewise, the other 2 caravans are stuck as well. I'll fire up the console and try to get them all moving again (although it's dang convenient having them stay in one place since they still refresh their wares every other day!-) In the meantime, 1.0.2 seems to work OK (as long as everyone is alive!-) so I'll stay there and we'll see if anyone else can offer some additional insights on 1.0.3 working for them. 
    9. Pronam
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      The quest will indeed check if they have died to show the quest marker or not and if you resurrected them that might make the game still count as being dead. I'll think about it a bit more if there is still a way to show the markers cleanly then. Though as I've seen with srsx55, I will inspect the upgrade path a bit more and see if something strange happens on top of that.
    10. stuckvalve
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      Hey there Pronam - I finally got off my butt and ran through the dozen or so console commands to reset all 3 caravans and get them moving on their normal routes. I rode around in the game and checked after half a day and the tracker showed that they were in transit to their new cities (yay - I didn't botch the console hack). I saved, quit, then updated to 1.0.3 and ran Nemesis. Launching the game again, the tracker still works, but only shows Akhari (our resurrected, friendly fire victim). Sadly, I can't tell if the cached info about her is within the mod update files or her ID is now permanently corrupted as an "undead" merchant in the game (oh man, I just had this vision of Draugr merchants in some of the larger dungeons!-)  Thanks for your efforts and I hope they work for everyone else, but I've rolled back to 1.0.2 for now. Cheers!
    11. Pixieborn
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      It worked perfectly! Thanks for the fix. Permanent load order spot :)
  10. BRE1989
    BRE1989
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    Really useful, it's worth using a spot in the mod list for this one.
    The only detail is to activate the map and not do it twice, since when you deactivate it again the objective remains in the journal and is not deleted.
    1. Pronam
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      Try version 1.0.3, it might require you to disable the mod before as I switched around the quest objective behavior. Let me know your experience.