[RELZ]Tamriel Travellers 1.39 TravelingMerchantsofCyrodiilan

Post » Fri May 27, 2011 5:21 pm

Hey Core,

Remember those Ironwood Nuts? You've put them in the main esm's food list but it looks like you've missed them out of the SI version's esm's food list...

Not the end of the world, but you might want to tweak that when you make your next release? :)

I haven't seen any other oddities in the lists thus far.

Vac
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Leilene Nessel
 
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Post » Fri May 27, 2011 2:59 pm

Remember those Ironwood Nuts? You've put them in the main esm's food list but it looks like you've missed them out of the SI version's esm's food list...Vac


Thanks for reporting will fix for next version..

and keep up the good work on alex also..thanks for 1.2 update..
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neil slattery
 
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Post » Fri May 27, 2011 1:43 am

Thanks for reporting will fix for next version..

and keep up the good work on alex also..thanks for 1.2 update..


Well, it's the work on II that enables me to spot all the mistakes in everyone else's mods, and in the case of ALEX, my own. :banghead:
If you look at my posts this evening they've mostly been bug reports or questions. Like what's about to follow.

A couple of questions while I'm paying attention to the MMPRoamingTrader lists:

1 - You're no longer selling the SI wines via your travellers? Any particular reason?

2 - You've removed all of the fauna-sourced SI ingredients from your travellers? Specifically: Void Essence, Elytra Ichor, Gnarl Bark, Scalon Fin, Hunger Tongue, Bone Marrow and Hound Tooth. Again, any particular reason (you still have all the fauna-sourced ingredients from Cyrodillic creatures)? You also removed Wisp Cores. Was this deliberate?

3 - The Minotaur Horn and Ogres Teeth in the food list... Somehow I never really noticed these before, but are you sure they belong in the food list? :D

In the case of 1 and 2, do you mind if II continues to offer these wares via your merchants?

Vac
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mimi_lys
 
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Post » Fri May 27, 2011 2:40 am

A couple of questions while I'm paying attention to the MMPRoamingTrader lists:

1 - You're no longer selling the SI wines via your travellers? Any particular reason?

2 - You've removed all of the fauna-sourced SI ingredients from your travellers? Specifically: Void Essence, Elytra Ichor, Gnarl Bark, Scalon Fin, Hunger Tongue, Bone Marrow and Hound Tooth. Again, any particular reason (you still have all the fauna-sourced ingredients from Cyrodillic creatures)? You also removed Wisp Cores. Was this deliberate?

3 - The Minotaur Horn and Ogres Teeth in the food list... Somehow I never really noticed these before, but are you sure they belong in the food list? :D

Vac


1&2&3 well I thought I had everything accounted and in right list guess I missed a few things..Will readd this stuff to si.esm has needed

A Tweak to creature items and where they come from..

IE..I make a new leveledlist that contains nothing but creature stuff and add that to travellers chest so that creature stuff is seperate from flora and food list how does that sound..

Corepc
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Romy Welsch
 
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Post » Fri May 27, 2011 5:20 pm

1&2&3 well I thought I had everything accounted and in right list guess I missed a few things..Will readd this stuff to si.esm has needed


Ahh, the funny thing is I (and possibly you) would never have noticed by playing as II would be covering this up...

IE..I make a new leveledlist that contains nothing but creature stuff and add that to travellers chest so that creature stuff is seperate from flora and food list how does that sound..


Sounds good in the long term, it'll mean I'll have to readjust II again when you do it, I guess. :mellow: Still, it should make reasonable sense and might make it easier to follow/remember what's going on when I'm digging through all these lists in II.

Vac
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cassy
 
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Post » Fri May 27, 2011 3:27 am

Ahh, the funny thing is I (and possibly you) would never have noticed by playing as II would be covering this up...



Sounds good in the long term, it'll mean I'll have to readjust II again when you do it, I guess. :mellow: Still, it should make reasonable sense and might make it easier to follow/remember what's going on when I'm digging through all these lists in II.

Vac


Exactly II covering them up on my side, so I would not have noticed them, working on fixing them right now..

Also adding creature inventory item list will allow me to add those from MMM or OOO if I needed for future also saving you even more work for II itself in long run..I should go ahead and create three list animal / daedra / undead..This way I can put animal in animal, daedra in dae, etc..How does that sound..Then I can add this to one master list and travellers pull from this.

Corepc
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Andrea Pratt
 
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Post » Fri May 27, 2011 2:16 pm

Also adding creature inventory item list will allow me to add those from MMM or OOO if I needed for future also saving you even more work for II itself in long run..I should go ahead and create three list animal / daedra / undead..This way I can put animal in animal, daedra in dae, etc..How does that sound..Then I can add this to one master list and travellers pull from this.


That sounds fantastic. :) A little more work now, but much easier to deal with in future.
I just wish more people organised their vendors in a similar way: II can't touch the majority of mod-added vendors, alas. -_-
With regards to the items from MMM and OOO, remember that there's ingredient/item duplication between the two and with Frans and also some other mods that your TT users might be running. II handles that in a way that I don't think you want the hassle of replicating in TT. I'm all for other people doing my work for me, but in this case II does have a good handling mechanism for placing an "optimal" item and reducing duplicate wolf meats, dog meats and so forth.

Vac
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Steve Fallon
 
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Post » Fri May 27, 2011 12:29 pm

Hi Corpec. I love your mod. One thing I did notice was the skin on one pack guar which had black hide. The hide looks to be to be way too shiny, glossy and bright I think.

Thanks :D
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Roddy
 
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Post » Fri May 27, 2011 8:42 am

Hi Corpec. I love your mod. One thing I did notice was the skin on one pack guar which had black hide. The hide looks to be to be way too shiny, glossy and bright I think.


Well the normal map textures are saved in format where they shine this is why. Meant to be this way. Lore Creature Guar's are shiny also..but perhaps could using some toning and texture work..
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Steven Hardman
 
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Post » Fri May 27, 2011 1:55 pm

Running out of ideas for Travellers almost going on 3 years now..

Not much left to do at this point I say..So here is what is left In order?

Si Travellers - create 14 more to bring total to 21 in SI..This should not overcrowd the world, I just need to track down good safe location per say for them..and build the travel routes for them. Add Pets..

Ai that is left add sleep feature ..would have to add beds owned by their faction in certain locations or else they would search out find open beds to sleep in..?

Split Some Travellers into Night Time Travellers only (have to redo alot of aipackage timing and settings for this one), Those without Pets would be a good choice for them.

===========

Quest - I would really like to add a quest where if you tracked them all down then you would be a member of Trader Guild itself and get a discount etc..But I really have not learned how to make quest or do them..If some could give me some pointer that would be great?
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Georgia Fullalove
 
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Post » Fri May 27, 2011 3:52 am

Weren't you going to merge your minstrel mod into this? There's an idea :P
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Marcia Renton
 
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Post » Fri May 27, 2011 1:49 am

Not much left to do at this point I say..So here is what is left In order?

Si Travellers - create 14 more to bring total to 21 in SI..This should not overcrowd the world, I just need to track down good safe location per say for them..and build the travel routes for them. Add Pets..

Ai that is left add sleep feature ..would have to add beds owned by their faction in certain locations or else they would search out find open beds to sleep in..?

Split Some Travellers into Night Time Travellers only (have to redo alot of aipackage timing and settings for this one), Those without Pets would be a good choice for them.

===========

Quest - I would really like to add a quest where if you tracked them all down then you would be a member of Trader Guild itself and get a discount etc..But I really have not learned how to make quest or do them..If some could give me some pointer that would be great?



Weren't you going to merge your minstrel mod into this? There's an idea :P


Well I could add those features, but, I have tried to get the script to work from that with mine..but it would never play right /..So I need to redesign the sound playing feature in Minstrel before it would work right..
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Jaylene Brower
 
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Post » Fri May 27, 2011 10:43 am

More feedback as I slowly play my ranger through. Did the Hackdirt quest today, and when I got to the town, all NPCs who roam outside were dead. One of the TT vendors was there (I got the Bard, and her guard that time). It doesn't break the quest as you can still do the merchant part to progress it, and of course find a key on any of the dead NPC's, but the Inn portion does die, as Moslin is killed. Considering the resident's dispostion, I imagine the Bard, and her guard, did them in fairly quickly.

Just thought you might like some feedback.
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saxon
 
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Post » Fri May 27, 2011 1:01 am

More feedback as I slowly play my ranger through. Did the Hackdirt quest today, and when I got to the town, all NPCs who roam outside were dead. One of the TT vendors was there (I got the Bard, and her guard that time). It doesn't break the quest as you can still do the merchant part to progress it, and of course find a key on any of the dead NPC's, but the Inn portion does die, as Moslin is killed. Considering the resident's dispostion, I imagine the Bard, and her guard, did them in fairly quickly.


What Travellers version are you using? what plugins'? TT, TT4MMM, TT4OOO, friendly faction's..etc. I need to know this information so that I can look into this..
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louise fortin
 
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Post » Fri May 27, 2011 2:16 am

Sorry about that, running the TT4OOO with Fcom TT, not running the FF module on this side, only the SIFF for there. Would the FF module help in a place like Hackdirt though? Just giving feedback, not going to change that part now, but will keep your reply in mind as I continue on.
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Kat Lehmann
 
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Post » Fri May 27, 2011 4:32 am

From lore perspective it would seem that TT wouldn't fit in at hackdirt.

The town is supposed to be shunned and poor and to dislike outsiders. ie travelers

Hackdirt needs to be expanded - greatly IMO
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Vera Maslar
 
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Post » Fri May 27, 2011 5:39 pm

Sorry about that, running the TT4OOO with Fcom TT, not running the FF module on this side, only the SIFF for there. Would the FF module help in a place like Hackdirt though? Just giving feedback, not going to change that part now, but will keep your reply in mind as I continue on.


The friendly faction plugin will not help, because HackDirt Faction are not programmed in for TT..

I will check over TT4OOO and FCOM TT faction settings in relation to hackdirt faction and see if there is anything funny going on..

Can you restart the quest and see if happens again..

Corepc
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Soph
 
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Post » Fri May 27, 2011 11:09 am

Okay, I will check, I do a series of 5 saves, so hopefully one is before I left Chorrol.
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sam smith
 
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Post » Fri May 27, 2011 4:17 pm

Unfortunately, they are all in Carmala (the fort nearby, and I have already triggered the cell), so the residents are already dead. As I run up, a Battlemage is finishing off the other side of town (Natch and Marlena). I already let Dev know about that, but he thinks it may be coincidence that the Raider was drawn in over there. But for the innkeeper, he is like 20 feet from the TT vendor. I just wanted to let you all know, that these both affect the Hackdirt area.
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Code Affinity
 
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Post » Fri May 27, 2011 12:50 pm

The town is supposed to be shunned and poor and to dislike outsiders. ie travelers


I can totally understand, but to a Travellers money is money...You would never see it happen of course, but, how else would the town keep alive, without some outside influence bringing in good's that they cannot make their. Is there a BlackSmith, Afriad not, is there a Farm, no..

So How does Moslin get her goods that respawn? A travellers is how..

Okay, I will check, I do a series of 5 saves, so hopefully one is before I left Chorrol.


Keep me posted..
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Gaelle Courant
 
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Post » Fri May 27, 2011 3:26 pm

See above your post.. :hehe: Oh, and as for the lore part of it, that's the Hackdirt quest, rescuing Dar-Ma, since it is her mother's store in Chorrol that supplies them with goods and trade.
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A Lo RIkIton'ton
 
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Post » Fri May 27, 2011 3:38 pm

Happy BirthDay to Me turned the big 35 today..

Here is everyone :foodndrink: :icecream: :cake: :celebrate:

----------

There will be Travellers Update later today for the Missing Items that Vacuity Reported and Faction tweak for Hackdirt Quest..and readme note about Bashed patched and Item*.esp and Item Interchange..

Texture Upgrade for the Guar's (will also affect Personal Pack Guars, so that will be updated also with new textures has well later) so that both are in sync with each other..

Corepc
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saharen beauty
 
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Post » Fri May 27, 2011 10:59 am

Happy Birthday!
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Steve Fallon
 
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Post » Fri May 27, 2011 10:32 am

Happy Birthday!
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Hannah Whitlock
 
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Post » Fri May 27, 2011 3:00 pm

:celebration: Happy B'Day :cake:

35 and still running - We should have a treat !
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Dj Matty P
 
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