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Post by drakeelvin on Sept 7, 2010 8:47:42 GMT
Hi,
Two mods I always use are Merchant Unequip and Executor Zurg Merchant Money.
I would like to find any more up-to-date versions of these concepts that may go under different names, or else write my own mod based on them, combining the two ideas into one mod. I visualize three mod files, one each for Morrowind, Tribunal and Bloodmoon.
Not all the merchants that I frequent are covered by the versions of these mods that I got from PES (Planet Elder Scrolls), though a lot of them are are. But also it seems that some of the merchants get reverted back to their original amount of gold after a time. Particulary in Balmora.
I am not sure if this is a conflict between the two mods, or some technical reason that might have to do with the game such as I'm running the very latest patch that might be newer than the money mod, for example.
So, apart from trying to get in touch with the original authors, does anyone have any suggestions about either newer mods that handle merchant money and unequip features, or about where I could find the technical know how to make my own mod that combines these ideas.
It seems to me this would be technically speaking a relatively simple mod to make once the required construction set knowledge was understood. It would then be a matter of painstaking work in systematically updating all the Morrowind merchants. (I'd also like to do both Tribunal and a Bloodmoon separately as well.)
Any feedback welcomed.
Thanks!
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Post by Jac on Sept 7, 2010 15:56:04 GMT
The Morrowind Code Patch already handles merchants equipping items sold to them. As for more merchant money, Fliggerty released an MWSE mod that allows you to invest in a merchant's store, thusly increasing their available funds. The later might not be what you're looking for, but I highly recommend MCP because it fixes more than just the merchant issue.
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Post by drakeelvin on Sept 8, 2010 2:47:22 GMT
That is great to know. I never really looked farther than the latest Bloodmoon patch but obviously there is more official stuff I should examine closely. It was never really clear to me the order of things but IIRC it was never a good idea to try and install what might be older versions of patches over later versions of the game -- it could end up a real mess. And all I really cared about was making the logistics a bit easier and finishing the game. I'll try the TMCP.
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Post by Jac on Sept 8, 2010 16:06:52 GMT
MCP is an unofficial patch, but it won't affect any saved games if you install it. The saved game cleaner included it is a life saver - it allows you to add and remove mods with little to no adverse affect (well, except for things being removed by mods being removed).
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Post by drakeelvin on Sept 9, 2010 2:12:57 GMT
Problem is solved, with bonuses!
With Morrowind Code Patch all the merchants have unequip now and in Balmora the two key merchants I use most frequently that suffered from lack of funds, Galbedir and Meldor, both have the Executor Zurg's 10x funds now.
I keep a pretty well organized branching archive for strategic old savegames now, so even if any issue does arise I dont have to worry because I can roll back. On Drake Elvin my level 80 character I never changed any mods from the start to finish of the original MW main quest so no matter what happens that's not a bad place to be rolling back to.
I think I remember this MCP from back in the previous days but I did not use it because it was not official and although it sounded good I was not sure how up-to-date it was. Having a current recommendation, I felt OK to put it in. I don't recall it having all the features back then that it has now; however, it might not have been the same patch I looked at.
The MCP also does a huge thing that I have wanted for a long time: the stealth toggle. Now I can go back and revisit my custom bow hunter and not ever suffer from CTRL carpal tunnel syndrome again. Plus it has the skill and ability restoration fixes (I did a restore in the past due to that bug), and the lighting dropoffs, and other cool stuff. Obviously the patch is a labour of love it's so well done.
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Post by Jac on Sept 9, 2010 15:18:49 GMT
MCP has come a long way since it's inception, so it's not the same patch now that it was in the beginning. I'm glad you got the answers you wanted.
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