DarkladyLexy Posted October 2, 2017 Posted October 2, 2017 so quick test i adjusted the TME Armour prices and reduce it from x15 to x7.5 and this was the result: Iron Armour (the chest plate) Vanilla price = 125Without mod adjustment (ie x15) = 1875With mod adjustment (ie 7.5) = 938 Also if i am reading the Script and the mod authors description correctly we may no longer actually need RRR with TME. Edit: Look like we still do need RRR as price don't look like there adjusted.
DarkladyLexy Posted October 2, 2017 Posted October 2, 2017 Ok I have heard back from the mod author of TME and he say: Q: Is there way of adjusting the patcher so everything is dividing by 10?A: Yes. You need to edit first lines of the script. It's very simple Q: Are the rewards for quests affected by your mod.A: Yes Q: Are training price adjusted.A: No Q: Are price for renting rooms.A: No so from that we keep RRR which i had already worked out.Also as I said before I have already looked at the script and worked how to adjust the prices. We now all just need to agree what adjustment should be made. I suggest we reduce Armours, Weapons, Spell tomes and maybe clothing, gems, jewellery and silverware by half and leave everything else as is? So over to you guys Answers on a postcard to Lexy is slowly going insane
Blackmore01 Posted October 2, 2017 Posted October 2, 2017 (edited) I'm having this appear whilst trying to run Dyndolod - There is a problem in SRLE Extended LOTD - Conflict Resolution.esp with [CELL:00009299] (in Tamriel "Skyrim" [WRLD:0000003C] at -14,24) using [0E34D523] < Error: Could not be resolved > in DeadlySpellImpacts.esp [00:00:02.110] SRLE Extended LOTD - Conflict Resolution.esp probably requires a different version of DeadlySpellImpacts.esp I've double checked and I'm definitely running version 1.6.1, anyone got any ideas? Fixed: Reinstalling the Conflict Resolution patch and running LOOT again seems to have fixed this issue Edited October 2, 2017 by Blackmore01
Blackmore01 Posted October 2, 2017 Posted October 2, 2017 I'm having this appear whilst trying to run Dyndolod - There is a problem in SRLE Extended LOTD - Conflict Resolution.esp with [CELL:00009299] (in Tamriel "Skyrim" [WRLD:0000003C] at -14,24) using [0E34D523] < Error: Could not be resolved > in DeadlySpellImpacts.esp[00:00:02.110] SRLE Extended LOTD - Conflict Resolution.esp probably requires a different version of DeadlySpellImpacts.espI've double checked and I'm definitely running version 1.6.1, anyone got any ideas? Fixed: Reinstalling the Conflict Resolution patch and running LOOT again seems to have fixed this issue There is a problem in Bashed Patch, 0.esp with Blackreach "Blackreach" [WRLD:0001EE62] using [4D00DFE3] < Error: Could not be resolved > in SRLE Extended LOTD - Conflict Resolution.esp[00:09:56.803] Bashed Patch, 0.esp probably requires a different version of SRLE Extended LOTD - Conflict Resolution.esp I've now had the issue occur again after running DynDOLOD for a bit? I just keep getting weird issues thrown my way
DarkladyLexy Posted October 2, 2017 Posted October 2, 2017 There is a problem in Bashed Patch, 0.esp with Blackreach "Blackreach" [WRLD:0001EE62] using [4D00DFE3] in SRLE Extended LOTD - Conflict Resolution.esp[00:09:56.803] Bashed Patch, 0.esp probably requires a different version of SRLE Extended LOTD - Conflict Resolution.esp I've now had the issue occur again after running DynDOLOD for a bit? I just keep getting weird issues thrown my way interesting there shouldn't be a conflict there try redoing the Bash Patch? Can you upload a screenshot of the conflict in xEdit please.
reddvilzz Posted October 2, 2017 Posted October 2, 2017 Ok I have heard back from the mod author of TME and he say: Q: Is there way of adjusting the patcher so everything is dividing by 10?A: Yes. You need to edit first lines of the script. It's very simple Q: Are the rewards for quests affected by your mod.A: Yes Q: Are training price adjusted.A: No Q: Are price for renting rooms.A: No so from that we keep RRR which i had already worked out.Also as I said before I have already looked at the script and worked how to adjust the prices. We now all just need to agree what adjustment should be made. I suggest we reduce Armours, Weapons, Spell tomes and maybe clothing, gems, jewellery and silverware by half and leave everything else as is? So over to you guys Answers on a postcard to Lexy is slowly going insane I haven't poke the script so I don't know where to change it, is it only 1 line required to change everything? Half of all of them since reasonable enough, or maybe 1/4? If half is still considered too much. Sent from my Nexus 5 using Tapatalk
DarkladyLexy Posted October 2, 2017 Posted October 2, 2017 I haven't poke the script so I don't know where to change it, is it only 1 line required to change everything? Half of all of them since reasonable enough, or maybe 1/4? If half is still considered too much. Sent from my Nexus 5 using Tapatalkif you open the script using notepad locate the line //here you can change different modifiers (also where compatibility checks are performed, lower) xHouse := 5.0; xHeavyArmor := 15.0; xLightArmor := 15.0; xClothing := 20.0; xGearCloak := 10.0; xMeleeWeapon := 10.0; xBowCrossbow := 5.0; xAmmo := 2.0; xBook := 20.0; xSpellTomeRecipe := 10.0; xFood := 0.5; xAlchemy := 2.5; xIngredient := 2.5; xScroll := 10.0; xIngotOre := 5.0; xTools := 5.0; xClutter := 5.0; xPelt := 5.0; xGem := 15.0; xSilverware := 15.0; xJewelry := 15.0; xGoldLvl := 10.0; xSSE := 0.5; adjust the number to what you want. Don't forget they are a multiplier so if you want armors price halved by the current valve the script produces them adjust them to 7.5 and so on and so forth. then save and run the script in xEdit.
DarkladyLexy Posted October 2, 2017 Posted October 2, 2017 here is my suggestion change: xHeavyArmor := 7.5; xLightArmor := 7.5; xClothing := 10.0; xGearCloak := 5.0; xMeleeWeapon := 5.0; xBowCrossbow := 2.5; xSpellTomeRecipe := 5.0; xScroll := 5.0; xGem := 7.5; xSilverware := 7.5; xJewelry := 7.5; this is not tested as yet so please go forth a try it out.
godescalcus Posted October 2, 2017 Posted October 2, 2017 Also as I said before I have already looked at the script and worked how to adjust the prices. We now all just need to agree what adjustment should be made. I suggest we reduce Armours, Weapons, Spell tomes and maybe clothing, gems, jewellery and silverware by half and leave everything else as is? So over to you guys Answers on a postcard to Lexy is slowly going insane Thanks for reaching out to the mod author Lexy. I still think I'd like septims to be worth a little more than the lowest medieval/late roman coin. I know that makes it complicated because some things, like food, would be worth under 1 septim or probably just be set as 1 septim if the game doesn't allow for lower values, so some balancing would be lost. It's just my personal preference that nominal values and the amount of septims you carry with you be reduced. I used to play Ultima Online which devs had lost a lot of time designing the virtual economy system but "farming" inevitably led to crazy prices in the player economy like truly rare weapons going for 400K to 1Mil and the such. Still, it made pretty good sense since it was a player-run economy, run by the relative scarcity of items and by the amount of gold that players would be able to "farm" - and this, in the end, dictated the scarcity of coin, or lack thereof, which is why prices were so inflated. Skyrim has the same issue, which is made even more noticeable by the TME balancing, which is that in the game it's extremely easy to come by valuable items such as weapons, armor, gems, just by "farming". Maybe the true balancing adjustments should reflect the reality of the game instead of the reality of middle-ages economy? I know, I'm not helping LOL Just thinking that given TME's config is of simple adjustment, one could run a test and play for a decent amount of time, hoarding everything (I use Haven Bag that allows for the ultimate hoarding experience ;) and after a while count the amount of items found in each category: food, ingredients, weapons and armor by "material", etc and then try to introduce fixes to the balancing figures with one question in mind - how long should I play, on average, to make 10k septims? While I think it's fun and "realistic" that gear and jewelry is worth so much more than food, the fact that in game you come by those things so easily is what's giving everybody such vast amounts of cash. Short of reducing the availability of everything in game, which would mean changing the game mechanics completely, you can either live with the high figures, or try to fine-tune the system, or just cut back one zero like I had suggested, which might be the easy approach. I wonder what would happen if you edited the file like this: xHouse := 0.5; xHeavyArmor := 1.5; xLightArmor := 1.5; xClothing := 2.0; xGearCloak := 1.0; xMeleeWeapon := 1.0; xBowCrossbow := 0.5; xAmmo := 0.2; xBook := 2.9; xSpellTomeRecipe := 1.0; xFood := 0.05; xAlchemy := 0.25; xIngredient := 0.25; xScroll := 1.0; xIngotOre := 0.5; xTools := 0.5; xClutter := 0.5; xPelt := 0.5; xGem := 1.5; xSilverware := 1.5; xJewelry := 1.5; xGoldLvl := 1.0; xSSE := 0.05; I don't know, would the game round every sub-1 value to 1? Even if that happens, I don't thing it would hurt balance that much and, while maintaining most of the relative values, it would make the amount of septims more manageable and eventually allow for a septims-with-weight mod if you ever want to add it. Sorry about this long post, just got carried away and as I said, I couldn't do the testing myself as the script outputs an error on my mod build that I haven't been able to fix yet. Just hope this adds to the best outcome for everybody regardless of whether or not you guys agree,
DarkladyLexy Posted October 2, 2017 Posted October 2, 2017 so i tried out godescalcus and reddvilzz suggestions using the same Iron armour from the earlier as my test: Vanillia = 125TME = 1875My suggestion = 938godescalcus suggestion = 188reddvilzz suggesion = 468
jdsmith2816 Posted October 2, 2017 Posted October 2, 2017 I guess I don't understand all of this effort about balancing the economy rather than embracing it... By the very nature of being the dragonborn you are destined to become the wealthiest person in all of skyrim. At a minimum you end up owning the sum collective worth of the number of people you slay... Anytime one individual owns the collective worth of many individuals he becomes wealthy and has a different perspective on how the world works... Why is it so different for the Dragonborn. To me it makes total sense that after a slow start I can easily afford to purchase almost anything I want where I want only limited by my ability to turn the various sundries I gathered into coin or barter. For someone owning the purchasing power of thousands of lives worth of goods this should not be a surprise. If you want less coin you act less like a hoover, invest more heavily into real estate and philanthropically donate to the worlds poor.
memnochs Posted October 2, 2017 Posted October 2, 2017 @DarkladyLexy: if we kept RRR configured as you suggest, i think godescalcus suggestion is too low.With hardcore trade and barter settings, Reddvilz proposition seems goodWith normal trade and barter settings, yours could be a good option. Maybe it will be simpler to put an explanation which include each values and how to set it ? If you must retain only one, I think yours is the best one. Mods like honed metal or/and loot and degradation add a good source of outgoings and permit to reduce septims accumulation speed ;)
kareemamr50 Posted October 2, 2017 Posted October 2, 2017 Typo Fix in the idiot check ELE_Legendary_Fs_Lite.esp - Enable Global Priority and set it to 76 is mentioned twice and the realistic water two global priority isn't mentioned on the idiot check
DarkladyLexy Posted October 2, 2017 Posted October 2, 2017 @DarkladyLexy: if we kept RRR configured as you suggest, i think godescalcus suggestion is too low.With hardcore trade and barter settings, Reddvilz proposition seems goodWith normal trade and barter settings, yours could be a good option. Maybe it will be simpler to put an explanation which include each values and how to set it ? If you must retain only one, I think yours is the best one. Mods like honed metal or/and loot and degradation add a good source of outgoings and permit to reduce septims accumulation speed ;)i will properly go with my own suggestion but give directions on how to change it in the guide that way if you don't like it you can tweak it yourselves (it not actually that difficult really).Loot and Degradation was actually part of Darth's original SRLE Extended guide it wasn't added to this one cos at the time we were concerned about string count but that isn't an issue with crash fixes. So I might relook at it. Horned Metal was suggested ages ago but I rejected cos I didn't really see the point in it. Typo Fix in the idiot check ELE_Legendary_Fs_Lite.esp - Enable Global Priority and set it to 76 is mentioned twice and the realistic water two global priority isn't mentioned on the idiot checkThanks fixed cos I am an idiot lol. Another thing we need to tweak is the rewards from ESF:Companion as these are still at the mods default values but the again might not be worth cos you'll be looting along the way.
godescalcus Posted October 2, 2017 Posted October 2, 2017 I guess I don't understand all of this effort about balancing the economy rather than embracing it... Oh that's easy, for fun and for the sake of it LOL 30 years ago you would (ZX Spectrum) POKE 42837,182 and grant Chuckie Egg infinte lives (we were so basic, why not poke to make you kill the ostriches instead of them killing you, and if on top of that you could loot them for points it would feel like a true TES-Chuckie Egg).
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