Jump to content
  • 0

Why are we not supposed to enable Trade and Barter in the MCM menu?


Question

Posted

I haven't actually tested to see whether or not its effects are working but someone I was talking to on Reddit said the following:

 

"Next to the mod "Trade and Barter" it tells me not to activate it in the MCM Menu. Was curious as to why because I don't see any changes actually happen without activating it in the MCM Menu.

 

Here is what it says: STEP Recommends: Install the mod and activate the .esp, but do not click "start mod" in the MCM options"

8 answers to this question

Recommended Posts

  • 0
Posted

It's been answered many, many, MANY times. Use search function.

 

Short version: T&B fixes some bugs even if you don't activate the more advanced functions via the mod MCM menu.

  • 0
Posted

If you don't activate the mod in the MCM menu, then the only changes you'll get are the bug fixes that I made to the investor perk. STEP tries to avoid mods that alter gameplay because STEP is about enhancing the vanilla game, not about altering gameplay. Therefore STEP doesn't recommend activating the gameplay aspects of Trade & Barter, but it does recommend the bug fixes from that mod. If you want the gameplay changes, then it's your choice to simply activate the mod. STEP's recommendation isn't because there is anything wrong with the gameplay aspects of the mod.

 

https://forum.step-project.com/showthread.php?tid=2896

  • 0
Posted

Maybe we need to add a note to the guide or the wiki page? It's not an unreasonable question, and I think the confusion is understandable for people who are perhaps coming to STEP for the first time (or who just don't follow the discussions closely).

  • 0
Posted

Maybe we need to add a note to the guide or the wiki page? It's not an unreasonable question and I think the confusion is understandable for people who are perhaps coming to STEP for the first time (or who just don't follow the discussions closely).

Explanations couldn't hurt. That note in the guide makes it sound like it's deactivated because there's something wrong with the mod. It could be useful to briefly explain why it's recommended. Other notes have quick explanations and they really help.

  • 0
Posted

Although this thread is marked as solved, we need to change the note in the guide to indicate that if the full version of the mod is used the MCM menu is needed.

  • 0
Posted (edited)

Just to let you know 3 years later, along come a noob looking to enhance Skyrim, and I had the exact same question.  It still may be a good idea to add a further note to the guide as to the "why?"

Thanks

Edited by mcshame

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.