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Posted

Thanks for the input.

 

Then people who wanted pure STEP could use a Vanilla preset to Trade & Barter in the MCM that set the fmin and fmax to their Vanilla values and set all the other tweaks to 0%.

Actually, it will be even easier than this. If people want only the fixes and none of the other Trade & Barter features, they will be able to simply install the mod, as long as the "Start Mod" is never selected from MCM the fixes will still apply but the other features of the mod will remain dormant. :)

Sounds brilliant!
Posted

@Kryptopyr

 

Add the fixes separate or include them ... the choice is yours (:P).

 

I can say for certain that we will include into STEP whichever plugin contains the fixes (pending verification that it does not conflict with anything else in STEP).

 

Thanks ;)

Posted

Latest update includes the Investor Perk fixes. Both the regular and the new Lite version contain the same bug fixes, and both will apply as soon as the mod is activated. You can activate the .esp for the main version and if you don't choose the "Start Mod" option from MCM, you'll get only the bug fixes and none of the other features. If using the Lite version, you can also get just the bug fixes, but since the other features are automatically enabled, you'll need to use the console after installing the mod, and enter "StopQuest TradeBarter" to disable all of the other features.

  • +1 1
Posted

Add the fixes separate or include them ... the choice is yours (:P).

Oh man... I just got a lot of weird looks from people in my office after reading this due to the fact that I guffawed mid-drink and then choked on my redbull. Thank you for this z929669... even though I'm certain half my office now thinks I'm a lunatic, it did in fact brighten my day. :D

 

@Kryptopyr

 

Good job lady! Can't wait to download the new version! :D (once I get internet back at my house again...)

Posted

Add the fixes separate or include them ... the choice is yours (:P).

Oh man... I just got a lot of weird looks from people in my office after reading this due to the fact that I guffawed mid-drink and then choked on my redbull. Thank you for this z929669... even though I'm certain half my office now thinks I'm a lunatic, it did in fact brighten my day. :D

 

@Kryptopyr

 

Good job lady! Can't wait to download the new version! :D (once I get internet back at my house again...)

Happy to help ...

 

Do you mean "lady" or "laddie"? NM, got it :whistling:

  • 2 weeks later...
Posted

I could really use some advice. It appears that when this mod is used in a bashed patch, Wrye Bash is combining Trade & Barter's changes with the original list from Skyrim.esm. The changes I made to the leveled lists in Skyrim.esm need to be preserved. Re-merging these lists is just undoing the intentional changes that I made and is creating problems. I don't understand Wrye Bash well enough to know how to resolve this issue. How do I tell it to either ignore Trade & Barter altogether, or to preserve the changes that were made to these lists?

 

There are several people reporting problems with this, so reading the most recent page of comments on the Trade & Barter page may provide additional information. Some people seem to be solving the issue by loading Trade & Barter after the bashed patch; others are suggesting making a patch for the bashed patch or editing it in Tes5Edit. Are these the best solutions or is there something else that can be done to correct this issue?

  • +1 1
Posted

Indeed. I've had a quick look at the esp in TES5edit and at first glance I don't see any entries that would be needed in a bashed/merged patch. If that is the case simply removing the DELEV-tags from the mod in the BOSS-list would make it not show up in the bashed patch.

Posted

I tried this but the changes still show up when I build a Bashed Patch! (I un-ticked it in the lower right corner of WB - maybe there's a better way to do this?)

 

Very annoying!

Posted

The most straightfoward fix for this appears to be to disable the Trade and Barter ESP when building the Bash Patch, then enable it after the patch is built.

 

Haven't tried that myself, but it sounds like it should work.

Posted

To be honest, at this point in development I'm very skeptical of bash patches... it could just be bad tagging but I find many mods have more issues post-bashed patch. Mostly relating to intentional deletions being re-added or general flag changes like T&B.

Posted

Are Bashed Patches being generated in too automated a fashion? Maybe just running WB on auto-pilot just generates more issues than naive users like me suspected, and that this requires more attention than just opening up WB and selecting Rebuild Bashed Patch after installing our mods.

Posted

To be honest, at this point in development I'm very skeptical of bash patches... it could just be bad tagging but I find many mods have more issues post-bashed patch. Mostly relating to intentional deletions being re-added or general flag changes like T&B.

 

Slight OT now, but is there any other way of merging levelled lists from various mods? Is TES5EDIT's Merged Patch capable of that?

Posted

 

To be honest, at this point in development I'm very skeptical of bash patches... it could just be bad tagging but I find many mods have more issues post-bashed patch. Mostly relating to intentional deletions being re-added or general flag changes like T&B.

 

Slight OT now, but is there any other way of merging levelled lists from various mods? Is TES5EDIT's Merged Patch capable of that?

 

Merged patch does merge leveled lists as well yes, but WB does it better according to Sharlikran

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