West Skingrad going nuts...

Post » Wed Mar 30, 2011 2:00 am

I am facing two problems with West Skingrad. One graphical and one strange gameplay issue. Although on the gameplay issue I am not sure if it is limited to Skingrad.

1. When approaching Skingrad from the West I get a wrong distant landscape and the wrong textures. I use QTP3, the QTP3 lod, OCR and UL, as well as all the needed patches. I guess this might have to do with the install order of the texture replacers and the UOP (supplementals). Please see the two images. If I get close to the city, suddenly the textures and the landscape change. I would really appreciate if you have a look on my install and load order. I followed Arthmoors advice in install order of the texture replacers and the UOP.
Also, sometimes I see some floating forts or waystones on distant hills. So, somehow something with the height levels does not always fit.

http://i1091.photobucket.com/albums/i385/Mappus/ScreenShot0.jpg

http://i1091.photobucket.com/albums/i385/Mappus/ScreenShot1.jpg


2. The second one is rather annoying. I have a savegame close to the west gate of Skingrad. If I load it and wait without moving at all, at some point the guards and other NPCs will start crying "THIEF" etc. and the guard will run to me and arrest me. Magically, 1 gold of bounty occurs. This is reproducible. Are there some scripts running in the background that might cause this? I really have no idea of what is going on there.
(Remark: It is only a suspicion, but I have the feeling it is related to saving and reloading close to an OCR city gate. I think it also happened to me in Chorrol some days ago, but I thought I accidentally picked a red flower or so. I can not walk through the gates in this save, but If I read the OCR readme correctly, this is normal and can not be avoided.)


INSTALL order:
Spoiler
Bain-Pakete:++ 000 - Unofficial_Oblivion_Patch_v3_2_0_Manual_Version-5296.7z (BCBA7B56) (Installed)++ 001 - QTP3Redimized_patched_BAIN.7z (98583916) (Installed)++ 002 - QTP3_1.3_Patch.7z (F07CCD2C) (Installed)++ 003 - Optimized_QTP3_Meshes_-_Fixed.7z (8A16159E) (Installed)++ 004 - qarl_non_tiling_v1_11.7z (E8B10CAD) (Installed)++ 005 - btq2048lod.7z (8FD0B82F) (Installed)++ 006 - QTP3 UOP32 Compatibility Patch 2.3_BAIN.7z (0BF0ACD5) (Installed)++ 007 - USIP_v1_4_0_-10739.7z (79CE866D) (Installed)++ 008 - Bomrets Texture Pack for SI v1 BAIN.7z (C2134828) (Installed)++ 009 - Unofficial_Patch_Supplementals-27710-3-3-5.7z (576BF6E0) (Installed)++ 010 - Insanity's Improved Armoury Compilation 1.1.7z (E6E202FB) (Installed)++ 011 - FastExit2.7z (F1243BCE) (Installed)++ 012 - MenuQue_v9a_BAIN.7z (E17E8B93) (Installed)++ 013 - Progress_OBSE-0018-pre-14304_BAIN.7z (57DEFF12) (Installed)++ 015 - OOO 1.33.7z (62E52CFE) (Installed)++ 016 - Optimized_OOO_133_Meshes_BAIN.7z (B61582B5) (Installed)++ 017 - OOO 1.34 Beta5.7z (316172B2) (Installed)++ 018 - OptimizedOOO133b345Meshes.7z (FE2EEE99) (Installed)++ 019 - ArmamentariumComplete_1_35_BAIN.7z (98472B68) (Installed)++ 020 - Artifacts1-1_BAIN.7z (BB717697) (Installed)++ 021 - MMM 37b3.7z (A61B9D6D) (Installed)++ 022 - OMOBS_SI_2.0.7z (6F998DD2) (Installed)++ 023 - Harvest_Flora_v3_0_1-2037.7z (38D1E8B0) (Installed)++ 024 - ULComp165-19370-1.7z (89DE1D36) (Installed)++ 025 - Unique_Landscapes_LODs-27495-1.7z (80BB4AA4) (Installed)++ 026 - OOO_-_Cliffs_of_Anvil_patch_v1_1 BAIN.7z (CD3CB768) (Installed)++ 027 - OOO_-_Snowdale_patch_v1_0 BAIN.7z (A0664E0A) (Installed)++ 028 - MMM_More_Wilderness_Life_-_Rolling_Hills_patch_v1_0 BAIN.7z (E7ABBB61) (Installed)++ 029 - MMM_More_Wilderness_Life_-_The_Heath_patch_v3_0 BAIN.7z (E5B24988) (Installed)++ 030 - Open_Cities_Reborn-33003-0-9-1.7z (FE038C82) (Installed)++ 031 - Oscuros_Oblivion_Overhaul_-_OC_Patch-32925-3-0.7z (86490F59) (Installed)++ 032 - Open_Cities_Reborn_UL_Patches-13834-110501.7z (C7DDD71D) (Installed)++ 033 - DarkUId_DarN_16_BAIN.7z (42729E27) (Installed)++ 034 - Enhanced_Economy_5_2_2_BAIN.7z (581E306F) (Installed)++ 035 - RAEVWD-20053-1-9-1.7z (DE3AA518) (Installed)++ 036 - RAEVWD_QTP3_Texture_Pack_Brumbek_1-5.7z (3D064337) (Installed)++ 037 - RAEVWD_SI_Edition-20053-1-7.7z (437C0655) (Installed)++ 038 - RAEVWD_SI_Bomret_Textures.7z (ABBE189F) (Installed)++ 039 - Animated_Window_Lighting_System_v5-5-3-19628-1.7z (D33C0877) (Installed)040 - ==Last==


LOAD order:
Spoiler
Aktive Moddateien:00  Oblivion.esm01  Open Cities Resources.esm  [Version 4.0.1]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]05  Armamentarium.esm  [Version 1.35]06  Artifacts.esm  [Version 1.1]07  Progress.esm  [Version 2.2]08  Unofficial Oblivion Patch.esp  [Version 3.3.5]09  Oblivion Citadel Door Fix.esp0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]0C  WindowLightingSystem.esp0D  RAEVWD Cities.esp  [Version 1.9]0E  RAEVWD Imperial City.esp  [Version 1.9]0F  Enhanced Economy.esp  [Version 5.2.2]10  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS_SI.esp  [Version 2.0]11  ArmamentariumArtifacts.esp  [Version 1.35]12  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]13  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]14  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]15  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]16  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]17  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]18  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]19  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]1A  xuldarkforest.esp  [Version 1.0.5]1B  xulStendarrValley.esp  [Version 1.2.2]1C  xulTheHeath.esp1D  MMMMWL-TheHeath patch.esp1E  XulEntiusGorge.esp1F  xulFallenleafEverglade.esp  [Version 1.3.1]20  xulColovianHighlands_EV.esp  [Version 1.2.1]21  xulChorrolHinterland.esp  [Version 1.2.2]22  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]23  xulBravilBarrowfields.esp  [Version 1.3.3]24  xulLushWoodlands.esp  [Version 1.3.1]25  xulAncientYews.esp  [Version 1.4.3]26  xulAncientRedwoods.esp  [Version 1.6]27  xulCloudtopMountains.esp  [Version 1.0.3]28  xulArriusCreek.esp  [Version 1.1.3]29  xulPatch_AY_AC.esp  [Version 1.1]2A  xulRollingHills_EV.esp  [Version 1.3.3]2B  MMMMWL-RollingHills patch.esp2C  xulPantherRiver.esp2D  xulRiverEthe.esp  [Version 1.0.2]2E  xulBrenaRiverRavine.esp  [Version 1.1]2F  xulImperialIsle.esp  [Version 1.6.7]30  xulBlackwoodForest.esp  [Version 1.1.0]31  xulCheydinhalFalls.esp  [Version 1.0.1]32  xulAspenWood.esp  [Version 1.0.2]33  xulSkingradOutskirts.esp  [Version 1.0.1]34  xulSnowdale.esp  [Version 1.0.2]35  OOO-Snowdale Patch.esp36  xulCliffsOfAnvil.esp  [Version 1.12]37  OOOCliffsofAnvilPatch.esp  [Version 1.1]38  xulSilverfishRiverValley.esp  [Version 1.0]39  Open Cities New Sheoth.esp  [Version 2.0]3A  Open Cities Reborn.esp  [Version 0.9.1]3B  OCR + OOO Patch.esp  [Version 3.0]3C  OCR+ULCH Patch.esp  [Version 1.0]3D  OCR+ULBWForest Patch.esp  [Version 1.0.2]3E  OCR+Cheydinhal Falls Patch.esp  [Version 1.0.1]3F  OCR+ULSkingradOutskirts Patch.esp  [Version 2.0]40  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]41  ProgressMBSP.esp  [Version 2.0]42  Bashed Patch, 0.esp

User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Wed Mar 30, 2011 1:32 am

I am facing two problems with West Skingrad. One graphical and one strange gameplay issue. Although on the gameplay issue I am not sure if it is limited to Skingrad.

1. When approaching Skingrad from the West I get a wrong distant landscape and the wrong textures. I use QTP3, the QTP3 lod, OCR and UL, as well as all the needed patches. I guess this might have to do with the install order of the texture replacers and the UOP (supplementals). Please see the two images. If I get close to the city, suddenly the textures and the landscape change. I would really appreciate if you have a look on my install and load order. I followed Arthmoors advice in install order of the texture replacers and the UOP.
Also, sometimes I see some floating forts or waystones on distant hills. So, somehow something with the height levels does not always fit.

http://i1091.photobucket.com/albums/i385/Mappus/ScreenShot0.jpg

http://i1091.photobucket.com/albums/i385/Mappus/ScreenShot1.jpg

INSTALL order:
Spoiler
Bain-Pakete:++ 000 - Unofficial_Oblivion_Patch_v3_2_0_Manual_Version-5296.7z (BCBA7B56) (Installed)++ 001 - QTP3Redimized_patched_BAIN.7z (98583916) (Installed)++ 002 - QTP3_1.3_Patch.7z (F07CCD2C) (Installed)++ 003 - Optimized_QTP3_Meshes_-_Fixed.7z (8A16159E) (Installed)++ 004 - qarl_non_tiling_v1_11.7z (E8B10CAD) (Installed)++ 005 - btq2048lod.7z (8FD0B82F) (Installed)++ 006 - QTP3 UOP32 Compatibility Patch 2.3_BAIN.7z (0BF0ACD5) (Installed)++ 007 - USIP_v1_4_0_-10739.7z (79CE866D) (Installed)++ 008 - Bomrets Texture Pack for SI v1 BAIN.7z (C2134828) (Installed)++ 009 - Unofficial_Patch_Supplementals-27710-3-3-5.7z (576BF6E0) (Installed)++ 010 - Insanity's Improved Armoury Compilation 1.1.7z (E6E202FB) (Installed)++ 011 - FastExit2.7z (F1243BCE) (Installed)++ 012 - MenuQue_v9a_BAIN.7z (E17E8B93) (Installed)++ 013 - Progress_OBSE-0018-pre-14304_BAIN.7z (57DEFF12) (Installed)++ 015 - OOO 1.33.7z (62E52CFE) (Installed)++ 016 - Optimized_OOO_133_Meshes_BAIN.7z (B61582B5) (Installed)++ 017 - OOO 1.34 Beta5.7z (316172B2) (Installed)++ 018 - OptimizedOOO133b345Meshes.7z (FE2EEE99) (Installed)++ 019 - ArmamentariumComplete_1_35_BAIN.7z (98472B68) (Installed)++ 020 - Artifacts1-1_BAIN.7z (BB717697) (Installed)++ 021 - MMM 37b3.7z (A61B9D6D) (Installed)++ 022 - OMOBS_SI_2.0.7z (6F998DD2) (Installed)++ 023 - Harvest_Flora_v3_0_1-2037.7z (38D1E8B0) (Installed)++ 024 - ULComp165-19370-1.7z (89DE1D36) (Installed)++ 025 - Unique_Landscapes_LODs-27495-1.7z (80BB4AA4) (Installed)++ 026 - OOO_-_Cliffs_of_Anvil_patch_v1_1 BAIN.7z (CD3CB768) (Installed)++ 027 - OOO_-_Snowdale_patch_v1_0 BAIN.7z (A0664E0A) (Installed)++ 028 - MMM_More_Wilderness_Life_-_Rolling_Hills_patch_v1_0 BAIN.7z (E7ABBB61) (Installed)++ 029 - MMM_More_Wilderness_Life_-_The_Heath_patch_v3_0 BAIN.7z (E5B24988) (Installed)++ 030 - Open_Cities_Reborn-33003-0-9-1.7z (FE038C82) (Installed)++ 031 - Oscuros_Oblivion_Overhaul_-_OC_Patch-32925-3-0.7z (86490F59) (Installed)++ 032 - Open_Cities_Reborn_UL_Patches-13834-110501.7z (C7DDD71D) (Installed)++ 033 - DarkUId_DarN_16_BAIN.7z (42729E27) (Installed)++ 034 - Enhanced_Economy_5_2_2_BAIN.7z (581E306F) (Installed)++ 035 - RAEVWD-20053-1-9-1.7z (DE3AA518) (Installed)++ 036 - RAEVWD_QTP3_Texture_Pack_Brumbek_1-5.7z (3D064337) (Installed)++ 037 - RAEVWD_SI_Edition-20053-1-7.7z (437C0655) (Installed)++ 038 - RAEVWD_SI_Bomret_Textures.7z (ABBE189F) (Installed)++ 039 - Animated_Window_Lighting_System_v5-5-3-19628-1.7z (D33C0877) (Installed)040 - ==Last==


LOAD order:
Spoiler
Aktive Moddateien:00  Oblivion.esm01  Open Cities Resources.esm  [Version 4.0.1]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]05  Armamentarium.esm  [Version 1.35]06  Artifacts.esm  [Version 1.1]07  Progress.esm  [Version 2.2]08  Unofficial Oblivion Patch.esp  [Version 3.3.5]09  Oblivion Citadel Door Fix.esp0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]0C  WindowLightingSystem.esp0D  RAEVWD Cities.esp  [Version 1.9]0E  RAEVWD Imperial City.esp  [Version 1.9]0F  Enhanced Economy.esp  [Version 5.2.2]10  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS_SI.esp  [Version 2.0]11  ArmamentariumArtifacts.esp  [Version 1.35]12  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]13  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]14  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]15  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]16  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]17  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]18  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]19  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]1A  xuldarkforest.esp  [Version 1.0.5]1B  xulStendarrValley.esp  [Version 1.2.2]1C  xulTheHeath.esp1D  MMMMWL-TheHeath patch.esp1E  XulEntiusGorge.esp1F  xulFallenleafEverglade.esp  [Version 1.3.1]20  xulColovianHighlands_EV.esp  [Version 1.2.1]21  xulChorrolHinterland.esp  [Version 1.2.2]22  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]23  xulBravilBarrowfields.esp  [Version 1.3.3]24  xulLushWoodlands.esp  [Version 1.3.1]25  xulAncientYews.esp  [Version 1.4.3]26  xulAncientRedwoods.esp  [Version 1.6]27  xulCloudtopMountains.esp  [Version 1.0.3]28  xulArriusCreek.esp  [Version 1.1.3]29  xulPatch_AY_AC.esp  [Version 1.1]2A  xulRollingHills_EV.esp  [Version 1.3.3]2B  MMMMWL-RollingHills patch.esp2C  xulPantherRiver.esp2D  xulRiverEthe.esp  [Version 1.0.2]2E  xulBrenaRiverRavine.esp  [Version 1.1]2F  xulImperialIsle.esp  [Version 1.6.7]30  xulBlackwoodForest.esp  [Version 1.1.0]31  xulCheydinhalFalls.esp  [Version 1.0.1]32  xulAspenWood.esp  [Version 1.0.2]33  xulSkingradOutskirts.esp  [Version 1.0.1]34  xulSnowdale.esp  [Version 1.0.2]35  OOO-Snowdale Patch.esp36  xulCliffsOfAnvil.esp  [Version 1.12]37  OOOCliffsofAnvilPatch.esp  [Version 1.1]38  xulSilverfishRiverValley.esp  [Version 1.0]39  Open Cities New Sheoth.esp  [Version 2.0]3A  Open Cities Reborn.esp  [Version 0.9.1]3B  OCR + OOO Patch.esp  [Version 3.0]3C  OCR+ULCH Patch.esp  [Version 1.0]3D  OCR+ULBWForest Patch.esp  [Version 1.0.2]3E  OCR+Cheydinhal Falls Patch.esp  [Version 1.0.1]3F  OCR+ULSkingradOutskirts Patch.esp  [Version 2.0]40  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]41  ProgressMBSP.esp  [Version 2.0]42  Bashed Patch, 0.esp


I recently posted an entry in my ongoing "Anomaly" thread about this same visual discrepancy. Find that thread you'll see a screen capture almost identical to your first one! So far as I can tell, there seems to be no easy solution to this LOD mismatch or its many brethren scattered throughout Cyrodiil. I went so far as to create my own landscape LOD meshes for the zones surrounding Skingrad (it's at the junction of quite a few landscape quads, which might be part of the problem) with all landscape-altering mods in place, hoping that would fix it. Alas, it did not. If anything, I ended up with more mismatches rather than less. But I'm new at this and might have overlooked something important.

-Decrepit-
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Wed Mar 30, 2011 2:50 pm

I recently posted an entry in my ongoing "Anomaly" thread about this same visual discrepancy. Find that thread you'll see a screen capture almost identical to your first one! So far as I can tell, there seems to be no easy solution to this LOD mismatch or its many brethren scattered throughout Cyrodiil. I went so far as to create my own landscape LOD meshes for the zones surrounding Skingrad (it's at the junction of quite a few landscape quads, which might be part of the problem) with all landscape-altering mods in place, hoping that would fix it. Alas, it did not. If anything, I ended up with more mismatches rather than less. But I'm new at this and might have overlooked something important.

-Decrepit-


Yes indeed, that is exactly the same anomaly as mine. Glad to see I am not alone! :biggrin: Not so glad to see that there seems to be no fix... :cry:
If I find the time I might start to play around with the install orders to see if that makes any difference...
User avatar
zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Wed Mar 30, 2011 3:52 am

I trust you actually used/rebuilt your LOD Gen? Your installs look fine, but it sounds like the the various graphic mods are not talking to each other. As for the bounty issue, did you make any adjustments to your EnchancedEconomy .ini?
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Wed Mar 30, 2011 5:39 am

I trust you actually used/rebuilt your LOD Gen? Your installs look fine, but it sounds like the the various graphic mods are not talking to each other. As for the bounty issue, did you make any adjustments to your EnchancedEconomy .ini?


Yes, I run TES4LODGEN everytime I rebuild the bashed batch. This graphical glitch was unimpressed by it though... :shrug:

I checked the EnhancedEconomy ini. I did not change it, the bounty section is deactivated, see below...

Spoiler
; Enhanced Economy.ini
; =====================
;
; Version: 5.2.2
; Author: Ole Boe / TheNiceOne
;

; The settings are read each time a game is loaded with this mod activated


; Enables or disables debug messages
set tnoEE.debug to 0


; ================== Settings to control dynamic barter gold =====================

; Maximum gold a merchant can have compared to Oblivion's standard merchant gold scheme - before any of the other factors below
set tnoEE.max_gold to 1.1

; The minimum value a merchant's gold is reduced to as per the max_gold setting
set tnoEE.max_gold_min_cap to 600

; Multiplier of the merchant's gold compared to what he normally has. Setting this to 1.5 means that a merchant that normally has 800 gold will instead have 1200 gold.
set tnoEE.base_multiplier to 1.2

; Additional barter gold per merchant when the player is a master in mercantilism
set tnoEE.extraBarterGoldMaster to 500

; Changes the effect of the Journeyman mercantile perk. If 0, the perk works as normal (You can buy or sell any item with any merchant)
; If higher than zero, you can only sell to the correct merchant type, but merchants will receive additional barter gold equal to this setting
set tnoEE.extraBarterGoldJourneyman to 0

; Randomization factor of the merchant's base gold. 0 means no randomization, 0.5 means 50% randomization (a merchant that normally has 800 gold can have anything from 400-1200)
set tnoEE.start_random_factor to 0.2

; The part of the merchant's gold that will normally change during the day. 0.2 means that the merchant normally has 20% less gold in the morning than in the evening.
set tnoEE.time_factor to 0.2

; How much of the gold that changes during the day that will go above the merchant's base gold.
; With time_factor of 0.2, time_threshold of 0 means that a merchant with 1000 base gold goes from 800 to 1000.
; time_treshold of 0.2 means 840-1040, time_treshold of 0.5 means 900-1100 and time_treshold of 1 means 1000-1200.
set tnoEE.time_threshold to 0.2

; Randomization factor of the gold the merchant receives during the day to simulate trade with NPCs.
; If the above settings result in a calculation that the merchant's gold should increase by 100 gold, update_random_factor will have the following effect:
; 0: increase by 100. 0.5: increase by 50-150. 1: increase by 0-200. 1.5: change by -50 - +250 2: change by -100 - +300.
set tnoEE.update_random_factor to 1.5

; Number of hours since last trade before a merchant's gold is completely reset
set tnoEE.merchant_reset_interval to 72

; Reset all merchant's gold each time you load a savegame.
set tnoEE.reset_merchants to 0


; ================== Settings to control haggling =====================

; Enables auto haggle, i.e. that the game automatically gives you correct haggle values.
; If auto haggle is disabled, the global economy and detailed haggle settings get disabled too
set tnoEE.autoHaggle to 1

; Only used if Auto Haggle is disabled. Controls whether to use vanilla or Cutthroat Merchants haggle settings
set tnoEE.cutthroatMerchants to 0

; Only used if Auto Haggle is disabled. Controls the number of haggle attempts a merchant will give you per day. Set to 0 to remove restriction.
set tnoEE.haggleLimit to 5

; Only used if Auto Haggle is disabled and haggleLimit is enabled.
; Controls the effect additional haggle attempts (after haggleLimit is reached) will have on the merchant's disposition, in percent of its current disposition.
; If 0, you will not be able to haggle at all after haggleLimit has been reached.
set tnoEE.haggleDispositionFactor to 5


; ================== Settings to control Auto Haggle: =====================

; Set minimum and maximum sell percentages
set tnoEE.sellMin to 12
set tnoEE.sellMax to 90

; Set minimum and maximum buy percentages
set tnoEE.buyMin to 140
set tnoEE.buyMax to 290

; Set the factors that decide whether min, max or somewhere in between is used. The numbers decide the factors strengths
; Default (4-4-2) means that the Merchant's and the Player's mercantile skills each counts twice as much as the Merchant's disposition
set tnoEE.merchantFactor to 4
set tnoEE.playerFactor to 4
set tnoEE.dispositionFactor to 2

; Example: Merchant's mercantile skill is 30. Player's mercantile skill is 50. Merchant's disposition is 80.
; Adjustment value will then be: [4*(100-30) + 4*50 + 2*80] / [100*(4+4+2)] = 0.64
; Assume sellmin/max = 10-60 and buymin/max = 200-300
; sell% will then be: 10 + (60-10)*0.64 = 42%
; buy% will then be: 300 - (300-200)*0.64 = 236%

; Enables or disables the 100% sell/buy effect of the Mercantile master perk.
; If the effect is disabled (0), a master will use sellMax and buyMin instead, but merchants will still receive additional barter gold.
set tnoEE.useMasterPerk to 0


; ================== Settings to control Real Values: =====================

; Enable or disable real, decimal values during barter, instead of rounded-up values
; Values are:
; 0: Disable real values
; 1: Enable real values, but display old, rounded-up values in the barter menu (but real values in the confirmation popup).
; 2 or 3: Enable real values, and display real value for an item when you move the mouse over it.
; 2: Standard UI colors, 3: Dark UI colors.
set tnoEE.realValue to 3


; ================== Settings to control Barter pvssyr: =====================

; Set normal barter pvssyr amount. 7 is closest to vanilla. 4 will be half of it
set EEBarterpvssyr to 4

; Set special person's barter pvssyr amount. 50 is close to vanilla. 25 will be half of it.
set EEbarterpvssyrSpecial to 30


; ================== Settings to control value-based mercantile leveling =====================

; Set mercantile leveling mode:
; 0: disabled
; 1: Each transaction will count as at least one skill use
; 2: Skill gain is dependent on transaction value only, so sale of a low-value item will count as a fraction of a skill use
set tnoEE.mercSkillMode to 2

; Set how fast you will gain skill uses when selling items
; When selling an item, the number of skill uses will be: Gold received / (mercSkillSellModifier * current sell percentage)
; In mercSkillMode this will be rounded up to the nearest whole skill use (at least 1)
set tnoEE.mercSkillSellModifier to 2.0

; Set how fast you will gain skill uses when buying items
; When buying an item, the number of skill uses will be: Gold paid / (mercSkillBuyModifier * current buy percentage)
; Set to 0 in order to disable (only gain skill uses when selling)
set tnoEE.mercSkillBuyModifier to 2.0


; ================== Settings to control local economy pricing of items =====================

; Adjusts Location (city) dependent prices. 0 disables the feature. 1 enables it with full effect, and a value 0-1 enables with reduced effect.
set tnoEE.useLocationPrices to 1

; Adjusts Merchant dependent prices. 0 disables the feature. 1 enables it with full effect, and a value 0-1 enables with reduced effect.
set tnoEE.useMerchantPrices to 1

; Disables merchant price dialogue
; 1: Disable, 0: use price dialogue if useLocationPrices is enabled
set tnoEE.disablePriceDialogue to 0


; ================== Settings to control house taxes =====================

; Set house tax per week, as percentage of the value of the house. 0 disables house taxes.
; If you set this to 0.5, you will have to pay 15,000x0.5/100 = 75 gold per week for the Cheydinhal house with vanilla house prices,
; and 70,000x0.5/100 = 350 gold per week with OOO prices
set tnoEE.houseTax to 0


; ================== Settings to control global economy due to the Oblivion crisis =====================

; Enables or disables global economy adjustment
set tnoEE.globalEconomy to 0

; Set adjustment (in %) due to assassination of the emperor
set tnoEE.geDeadEmperor to -5

; Set adjustment (in %) due to the Oblivion crisis starting
set tnoEE.geOblivionCrisis to -5

; Set adjustment (in %) for each gate opened
set tnoEE.geGateOpened to -0.3

; Set adjustment (in %) for each gate closed
set tnoEE.geGateClosed to 0.5

; Set adjustment (in %) when the crisis has ended. This voids all the previous adjustments
set tnoEE.geCrisisEnded to 10


; ================== Settings to control merchant quests =====================

; Enable or disable merchant quests
set tnoEE.merchantQuests to 1

; Control popups when entering a location where a quest item can be found, or when finding a quest item
; 0: No popups
; 1: Popup only when a quest item is found
; 2: Popup the first time entering a location where the quest item can be found, and when the item is found.
; 3: Popup every time entering a location where the quest item can be found, and when the item is found.
set tnoEE.merchantQuests_locationMsg to 2

; Set whether the quest items are Oblivion Quest Items (0 weight, cannot be dropped).
set tnoEE.merchantQuests_questItems to 0

; Set the reward for helping a merchant, in global economy percentage. This will make all future deals with that merchant so many % better.
; If failing a quest, the "reward" will be negative
set tnoEE.merchantQuests_reward to 3

; Set the direct maximum gold reward for helping a merchant, though a merchant can never pay more than his current barter gold..
; The average reward will be half of the possible maximum.
set tnoEE.merchantQuests_maxGoldReward to 100

; Set the random chance distribution for which of the possible locations a quest item is found in.
; Chance of finding it in a location is 1/(NoRL ^ questLocationChance), where NoRL is Number of Remaining Locations.
; 1.0 means equal chance for all locations. (chance is 1/NoRL)
; 0 means that the item is always in the first location entered. (Chance is 1/1)
; 1.5 (default) means that the chance if 3 locations is distributed close to 0.2/0.3/0.5 - thus 50% for it being in the last location found.
set tnoEE.questLocationChance to 1.5

; Set the random chance distribution for which of the possible containers a quest item is found in.
; Chance of finding it in a container is 1/(NoRC ^ questContainerChance), where NoRC is Number of Remaining Containers.
; 0 means that the item is always in the first container checked. (Chance is 1/1)
; 1.0 means equal chance for each container. (chance is 1/NoRC)
; 1.2 (default) means that the chance of the item being in the last of 10 containers is about 18%.
; 1.3 means that the chance of the item being in the last of 10 containers is about 23%.
set tnoEE.questContainerChance to 1.2

; EE has two ways to set up variable dialogue text.
; Some players encounter CTD when starting/ending dialogues with the "standard" way,
; So by default, the alternate way is used, even though it add one superfluous space in the dialogue.
; You may try 0 (I use it), but if you get CTD when entering/exiting dialgues, use 1.
set tnoEE.alt_gameSetting to 1


; ================== Settings to control value of enchanted items =====================

; Enables or disables adjustment of barter values for enhanted non-weapon items
set tnoEE.adjustMagicValue to 1

; Set whether value of items with constant magic effects are calculated from vanilla cost (0), from the current, modded values in your game (1), or the lowest of the two (2)
set tnoEE.baseMagicValue to 0

; Set exponent used to in a magicValue^exp calculation. 1 means no exponential change in value.
set tnoEE.magicEffectPow to 1

; Set the multiplyer for value from constant magic effects
set tnoEE.magicEffectMult to 1



; ================== Settings to control looting legality =====================

; Makes it illegal to loot dead guards or other friendly dead NPCs. Set to 0 to make it legal to loot dead bodies.
; Set to 1 to make it illegal to loot dead guards, to 2 to also make it illegal to loot other dead friendly NPCs
set tnoEE.deadOwnership to 1

; Makes it illegal to loot containers in cities, and plants/containers belonging to farms, etc.
; If set, the value also determines the bounty for harvesting an owned plants while being watched. Bounty for containers are handled by normal bounty settings
set tnoEE.ownership to 5



; ================== Settings to control the cost of various services, etc. =====================

; Those settings control the cost for various services. If set to 0, EE will not control it, so default (or value set by other mods) will be used instead.

; Cost of bribing. 1 is vanilla value, 2 will make bribery cost twice as much.
set tnoEE.bribeCostMult to 0

; Cost of recharcging enchanted equipment, where the value is gold cost per enchantment point.
; 1 is vanilla value, 2 will make recharging cost twice as much.
set tnoEE.rechargeCostMult to 0

; Cost of repairing equipment, where the value is gold cost per health point repaired.
; 0.9 is vanilla value, 1.8 will make repair cost twice as much.
set tnoEE.repairCostMult to 0

; Cost of buyable spells, where the value is gold cost per magica cost of spell.
; 3 is vanilla value, 6 will make spell cost twice as much to buy.
set tnoEE.spellBuyCostMult to 0

; Cost of spellmaking, where the value is gold cost per magica cost of spell.
; 3 is vanilla value, 6 will make spell cost twice as much to create.
set tnoEE.spellMakeCostMult to 0

; Cost of creating weapon enchantments.
;10 is standard value, 20 will make weapon enchanting cost twice as much.
set tnoEE.enchantWeaponCostMult to 0

; Control cost of creating static enchantments.
;1 standard value and 2 will make static enchanting cost twice as much.
set tnoEE.enchantStaticCostMult to 0

; Cost of training, where the value is gold cost per current skill level.
; 10 is vanilla value, 20 will make training cost twice as much.
set tnoEE.trainingCostMult to 0


; Control the value of user-created potions. Unlike the service cost settings, setting it to 0 will be used in-game, instead set to a negative value to use default.
; 0.45 is vanilla value, 0.225 will halve the value of the potions made.
set tnoEE.potionValueMult to -1


; ================== Settings to control the bounty for various crimes =====================
; If set to 0, EE will not control it, so default (or value set by other mods) will be used instead.

; Bounty for attacking friendly NPCs. Default 40
set tnoEE.crimeGoldAttack to 0

; Bounty for breaking out from jail. Default 50
set tnoEE.crimeGoldJailBreak to 0

; Bounty for murder. Default 1000
set tnoEE.crimeGoldMurder to 0

; Bounty for pickpocket. Default 25
set tnoEE.crimeGoldPickpocket to 0

; Bounty for stealing a horse. Default 250
set tnoEE.crimeGoldStealHorse to 0

; Bounty for trespassing. Default 5
set tnoEE.crimeGoldTrespass to 0

; Bounty multiplier for things stolen. Default 0.5
set tnoEE.crimeGoldStealMultiplier to 0


; ================== Settings to adjust the gold amount received =====================

; The following settings are multipliers in percent of gold you receive in the game.
; 100 means getting all of it. 50 means getting half of the gold you would have otherwise received. 0 means getting none of it.
; 200 means getting twice the normal amount.
; Set a value 0 - 100, or even higher.

; Gold received while in a dialogue - normally quest rewards. The deducted (if below 100) or added (if above 100) gold is removed/added immediately after receiving it the base amount.
; Default 100, i.e. you receive the same as in vanilla Oblivion.
set tnoEE.dialogAdjustment to 100

; Gold received while in active play, except gold coins - normally quest rewards. The deducted (if below 100) or added (if above 100) gold is removed/added immediately after receiving the base amount.
; Default 100, i.e. you receive all of it.
set tnoEE.miscAdjustment to 100

; Value of gold coins picked up during play.
set tnoEE.coinValue to 1


; ================== Settings to adjust loot gold found =====================

; The following multipliers affect the container/actor when you open it, making it look like it has less/more money than normal
; A value below 100 means that they have less gold than normal, a value above 100 that they have more gold than normal

; Gold a dead actor (NPC or creature) has.
set tnoEE.deadActorAdjustment to 100

; Gold a container has. Note that player-owned or non-respawnable containers are not affected.
set tnoEE.containerAdjustment to 100

; Gold a living npc has - i.e. when you pickpocket him/her.
set tnoEE.npcAdjustment to 100


; ================== Settings to remove items when looting containers or dead actors =====================


; Enables or disables the removal of items. If set to 0, no equipment is removed from dead actors, regardless of the other settings.
set tnoEE.removeFromDeadActors to 0

; Enables or disables the removal of items. If set to 0, no equipment is removed from containers, regardless of the other settings.
set tnoEE.removeFromContainers to 0

; Enables or disables loot removal from non-respawnable containers. But only if not owned by the player or a player faction.
set tnoEE.removeFromNonSpawnable to 0

; Enables or disables the addition of unusable broken magical item instead of any removed item.
set tnoEE.useBrokenItem to 1

; Enables or disables the removal of unenchanted equipment (provided removeItems is 1). A bit dangerous since some mods use those for quests without setting them to quest items. Default 0
set tnoEE.removeUnEnchanted to 0



; The following settings are chance in percent of keeping different equipment types when looting dead actors.
; 100 means getting all of them. 20 means that there is only a a 20% chance of the item of that type being kept in the loot.
; Set a value 0 - 100


; Chance of rings being kept in loot.
set tnoEE.ringAdjustment to 100

; Chance of amulets being kept in loot
set tnoEE.amuletAdjustment to 100

; Chance of clothing being kept in loot
set tnoEE.clothingAdjustment to 100

; Chance of armor being kept in loot
set tnoEE.armorAdjustment to 100

; Chance of non-staff weapons being kept in loot
set tnoEE.weaponAdjustment to 100

; Chance of staffs being kept in loot
set tnoEE.staffAdjustment to 100

; Chance of potions being kept in loot
set tnoEE.potionAdjustment to 100

; Chance of scrolls being kept in loot
set tnoEE.scrollAdjustment to 100

; Chance of non-black soulgems being kept in loot
set tnoEE.soulgemAdjustment to 100


; Enable logging of all removed rings/amulets to log file in ""My Documents\My Games\Oblivion\Pluggy\User Files\". Requires Pluggy
set tnoEE.logEnabled to 0

; Set max size of logfile before starting a new one.
set tnoEE.logMaxSize to 10000

; Set number of log files to keep
set tnoEE.logMaxFiles to 4


; ================== Key settings =====================
; Uses DirectX Key Scancodes.
; See http://cs.elderscrolls.com/constwiki/index.php/OnKeyDown for full list

; Key used to open an option menu (to reset merchants or set local prices) when you are in the Inventory (F2) menu
; The following values are possible letters (but other keys can also be used):
; Q-P: 16-25, A-L: 30-38, Z-M: 44-50. Default: R (19)
set tnoEE.menuKey to 19

; Holding down this modifier key when activating a container/dead actor temporarily disables item removal, and adds back removed items if the container/actor has been looted earlier.
; Set to 0 to disable. Default: left shift (42)
set tnoEE.nonRemovalKey to 42

; Used to reset a merchant upon activation. Hold down this key when activating the merchant, and its barter gold and haggle count will be reset.
; Set to 0 to disable. Default: left shift (42)
set tnoEE.resetKey to 42

; Holding down this modifier key temporarily disables illegal looting for dead NPCs or containers/plants, thus making it legal to loot them if actiavated with this key pressed.
; Set to 0 to disable. Default: semicolon (39)
set tnoEE.legalLootKey to 39




User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Wed Mar 30, 2011 3:27 pm

not sure if this is related (and I seem to remember it being mentioned a while back), but I get a similar issue with the BC Skingrad Castle top not viewing properly even after using TES4LODGen
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Wed Mar 30, 2011 3:37 am

Yes, I run TES4LODGEN everytime I rebuild the bashed batch. This graphical glitch was unimpressed by it though... :shrug:


That is because that glitch is a problem with the Landscape LOD, which TES4LODGen does absolutely nothing with. The problem stems with Oblivion massively over-reducing the mesh quality for the CS generated LOD Landscape, making it fairly common for the LOD Land to not match up to the actual land in this game.
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Wed Mar 30, 2011 3:27 pm

That is because that glitch is a problem with the Landscape LOD, which TES4LODGen does absolutely nothing with. The problem stems with Oblivion massively over-reducing the mesh quality for the CS generated LOD Landscape, making it fairly common for the LOD Land to not match up to the actual land in this game.


Okay, thank you all! So, there seems to be no solution for the graphic glitch.

Does somebody have an idea about the magically triggered thievery? I can't imagine I am the first one encountering this.

Regards,
Buford
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am


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