There's a definite mod conflict with the SSEO Economy Overhaul mod for this perk's interaction with their revamp of Commerce (adds credits to vendors by percentages). No complaint at all, just posting incase someone else sees the perk not stacking with others too!
Two things I wonder 1. Which vendors are covered? Like does it include those vendors we find from time to time in space, the ship vendors and others? 2. Wouldn't it make more sense to increase the amount in percentage? If this covers the ship vendors I imagine that adding even 20.000 credits is not much.
Hi Inquisitor, I had commented on your other mod, idiot savant perk, and I had commented that it would be good if the investment perk actually took the money. I had a quick peek inside, and I thought and I'm sure you already had thought of it, but assigning a base value to each level or perk to "buy" each level, wouldn't that work?
That's what I was thinking. I mean, just tracking the money doesn't really feel.. immersive, as I know that when you invest money, you really no longer have access to it, but you get benefits (a product, a stock, etc). So, yes, sorry, if I wasn't clear. While it tracks the credits, it should also cost that same amount of money to buy the next level of the perk, and I thought maybe the item value might work (from weapon, suit, etc).
You shouldn't be able to sell the perk and "buy back" the credits, as that money should be gone. This would make this perk/skill pretty much perfect. As it is, you're getting something for a skill point, but nothing "invested" other than tracking the credits you still keep. Otherwise, I've been trying it out, and it's pretty decent. I'm having a hard time deciding whether to keep this, or go back to one of the various vendor credit increases. This Investment mod makes more sense to me.
The other mod just plain sight increases values, I tried at least to add a method of giving something in order to get something. And in my case, you give perk points...
I will see if it can be done the way you say because xedit has different ways of editing those files...
I really enjoy this perk but I discovered it's really easy to cheese your way through the levels. All you have to do is sell your stuff, use the buy back option and sell it again to quickly churn through the advancement requirements.
I don't know anything about modding these games, but if it's possible you might want to hold off on applying income until after the transaction has been completed and subtract Buy Back amounts from the earned credits if the player buys back what they sold.
When you are creating an effect for this, you have only limited options: "credits spent" "credits bought" only credits spent are activated and I cannot set any conditions... unfortunately its just how it works. But also, it's a single player game, so you dont need to cheese it. I never cheese...
First let me say I LOVE the idea of this mod and the immersion it feels like you get from this. Its not just a free every vendor has a billion extra credits because I want to be able to sell all my loots, it actually feels like a more immersive game friendly way of increasing the vendor's available cash, I love it. That being said ...
I'm not sure if I am having a conflict, or what so I thought I would share what I am seeing here and ask. I had no problem installing the mod, it was nice and easy to do. In the game I see the Investment skill, and I have leveled it up all the way. If I understand the mod description and the in game description, at rank 4 the vendors should have 20,000 MORE credits than normal. But I am not seeing this outcome. While in New Atlantis I waited 2 full cycles (what is that ... 100 in game hours or something) and then checked a few vendors.
The Trade Authority Kiosk had exactly 15,000 credits The Bartender at the ViewPort had 9,889 credits The Rep in Jemison Mercantile had exactly 20,000 credits UC Surplus had 4,050 creits Trade Authority in the Well had 58500 (this is the only place I found that had above 20,000 credits available).
I believe since I can see the skill in game, and I was able to rank it up one step at a time as I sold items to earn credits, that it must be installed correctly, but my vendors def do not have 20,000 more credits than normal.
I think I know what is the problem. My PERK values are new, but in order for perk to work, I need to edit VANILLA vendor prices. I tell this, because probably another mod of yours is OVERWRITING those values that I edit in my mod, that is why you can see progress but not amount of money displayed correctly.
Try to copy paste save game, use that one for testing and just enable my mod, then you will see if it's my error or its just mod conflict, that is what i would do <3
My mods are usually super simple and not complex. I appretiate the concern, I mentioned in description that people can install it using both methods. I personally use sTestFile1 for 50 hours so far, and I had no problems at all!
People are free to use method they want. I use testfile with no problem, I didnt say its a must, I said they can use the plugin method of installation as well!
Yes, you are free to do whatever you want, but we are trying to help you. There is a very specific reason why you shouldn't. It affects how plugins are loaded, which can and will cause problems. You can choose to think you know more than the dev of xEdit. Be my guest. We are just trying to help you avoid issues and more importantly, stestfile is limited to 10 plugins where plugin.txt is limited to 255. That alone should make you want to change. stestfile method loaded ESM/ESP plugins in an interleave where plugin.txt uses the loadorder file to load plugins in a specific order, especially useful if multiple plugins have conflicts. So, do as you want, you are free to, but people should be properly educated in making the right choice.
@keithvsmith1977 I dont want to use plugin.text Enabler because it requires SFSE and I've seen alot of people having issues. I'd rather wait til its more stable and some bugs are squashed.
Again, there's an ASI Loader and for bugs, you mean user error. Works flawlessly for me, when you follow instructions. More importantly, it doesn't break my saves like the other method did.
I go to the extreme and use MO2 only for it's virtual file system and manually install most stuff, merging it down. As you see. I have 21 active plugins or mods. That's with my massive merged.esm that has like 20+ other mods merged together into 1 ESM. I'd have over 40 mods plus there are ALOT of conflicting mods already all editing the same entries. stestfile would never work for me and it also broke my old save where I was getting shot by invisible/non-existent ships everywhere. I had to start a new game. I have over 200 hours of playtime. My merged ESM has everything merged together and fixes conflicts while also making my "editors choice" changes to stuff like cargo space.
The only real issue I have with Plugins txt enabler is the logs aren't as useful as they can be.
sfse.txt? You see the offsets , game version and a whole bunch of other info sfse_loader.txt? You see if each SFSE mod is detected , when they loaded and various loading diagnostic messages SFPluginsTxtEnabler.txt "I'm here I guess"
This makes diagnosing issues loading mods with plugin txt enabler that much more difficult as you have nothing on the load process mods loaded with the plugins.txt enabler. Only that the plugin enabler loaded correctly.
If I am understanding your complaint, shouldn't you just be loading the ESMs with xEdit anyway to look for conflicts and correct them. I mean, all that plugin.txt enabler is doing is enabling the use of the text file which previous games without the need of a SFSE or ASI module. If an ESM is causing a crash or something, that's the mod or a conflict. The plugin is doing 1 job and does it. Honestly, most of the time I find something causing Starfield to CTD, it was a CCR file I edited and broke the formatting, or there was ONE older ESP mod from before xEdit's release that the author removed some duplicate components and forgot to change count from 5 to 1. He ended up fixing the crash by deleting the Full Name, so when I may my merged.esm, and added it back. It was causing my merged.esm to cause Starfield. I figured out it was that the component list was still expecting 5 entries when there were only 1 now that was causing the crash. In the end, that's not the job of the plugin.txt enabler to fix nor tell me the cause. I still figured it out and let the author of the original mod know. he has sense updated his mod using xEdit.
That is my recommendation and more important what the dev of xEdit says. I prefer MO2, because it doesn't install Mods into your main game directory. It uses a "virtual file system" which means it saves the files elsewhere and then loads them into Starfield as you enable them. This way the main game folder stays clean. The only files I put in the main game file is stuff like Reshade/SFSE/ASI Loader/Jedi's Script Hook/etc. MO2 handles the plugin.txt entries and load order for you. No need to edit those yourself. If you'd like, maybe later I will make a video going over my MO2 installation. After I get off work.
@keithvsmith1977 Thats fair lol the average nexus user doesn't read instructions. I'll probably migrate to it sooner or later or Bethesda themselves will add the functionality most likely.
They most likely will, all the plugin does is re-enable the way we did it in Skyrim/Fallout 4, etc. They probably just disabled it for now to try and stop people from using plugins until CK.
Nice more immersive way to get vendors money. Could you put this as a second tier perk? Because they are mostly useless perks and I feel like wasting 4 perks getting to the next tier. You'll possibly have to move one of the five second tier perks to third.
I can yes, but main idea is that this is late game perk, if I put it into second tier, game becomes much easier :( Because maxing my investment perk will make all vendors have 30k credits, that being said you can sell 500 items in one go... that is main reason why its expert tier.
59 comments
1. Which vendors are covered? Like does it include those vendors we find from time to time in space, the ship vendors and others?
2. Wouldn't it make more sense to increase the amount in percentage? If this covers the ship vendors I imagine that adding even 20.000 credits is not much.
It made more sense to make it flat rather than percentage. Would took too many calculations and it isnt worth it honestly.
You shouldn't be able to sell the perk and "buy back" the credits, as that money should be gone. This would make this perk/skill pretty much perfect. As it is, you're getting something for a skill point, but nothing "invested" other than tracking the credits you still keep. Otherwise, I've been trying it out, and it's pretty decent. I'm having a hard time deciding whether to keep this, or go back to one of the various vendor credit increases. This Investment mod makes more sense to me.
I will see if it can be done the way you say because xedit has different ways of editing those files...
Thanks though!
I don't know anything about modding these games, but if it's possible you might want to hold off on applying income until after the transaction has been completed and subtract Buy Back amounts from the earned credits if the player buys back what they sold.
"credits spent"
"credits bought" only credits spent are activated and I cannot set any conditions... unfortunately its just how it works. But also, it's a single player game, so you dont need to cheese it. I never cheese...
I'm not sure if I am having a conflict, or what so I thought I would share what I am seeing here and ask. I had no problem installing the mod, it was nice and easy to do. In the game I see the Investment skill, and I have leveled it up all the way. If I understand the mod description and the in game description, at rank 4 the vendors should have 20,000 MORE credits than normal. But I am not seeing this outcome. While in New Atlantis I waited 2 full cycles (what is that ... 100 in game hours or something) and then checked a few vendors.
The Trade Authority Kiosk had exactly 15,000 credits
The Bartender at the ViewPort had 9,889 credits
The Rep in Jemison Mercantile had exactly 20,000 credits
UC Surplus had 4,050 creits
Trade Authority in the Well had 58500 (this is the only place I found that had above 20,000 credits available).
I believe since I can see the skill in game, and I was able to rank it up one step at a time as I sold items to earn credits, that it must be installed correctly, but my vendors def do not have 20,000 more credits than normal.
I think I know what is the problem. My PERK values are new, but in order for perk to work, I need to edit VANILLA vendor prices. I tell this, because probably another mod of yours is OVERWRITING those values that I edit in my mod, that is why you can see progress but not amount of money displayed correctly.
Try to copy paste save game, use that one for testing and just enable my mod, then you will see if it's my error or its just mod conflict, that is what i would do <3
this perk is a super cool idea. I do really like the perk a lot.
Thanks for liking it! <3
sfse.txt? You see the offsets , game version and a whole bunch of other info
sfse_loader.txt? You see if each SFSE mod is detected , when they loaded and various loading diagnostic messages
SFPluginsTxtEnabler.txt "I'm here I guess"
This makes diagnosing issues loading mods with plugin txt enabler that much
more difficult as you have nothing on the load process mods loaded with
the plugins.txt enabler. Only that the plugin enabler loaded correctly.
P.S. Anyone is welcome to share this video wherever they like.
OLD: Inquisitor_Starfield_Mods.esm
NEW: Inquisitor_Starfield_Mods_Investment_Perk.esm