BlindEye
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Reged: 04/09/04
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Is it possible to script random Gold for traders? I would like most of them to have between 1000 and 5000; something that would give them an uneven number between the two, would by nice in a role playing way, and would dispense with the predictable static value they currently have every time the fBarterGoldResetDelay has commenced.
It would really bring a nice touch to my Tough Justice & Hard Times Mod. I realize that some traders have scripts so they cannot be touched, but for the rest...
Thank you.
-------------------- But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.
W. B. Yates
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Wizthis
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Adept
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Reged: 05/31/04
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Posts: 264
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I thought about this...Hmmm. Can this be done by making a "Custom" leveled gold: random gold_100, ... Don't know about the "Calculate" Check boxes and what they do. Maybe no script is needed if you make two types, and change the "Random" #. With a script, the only thing I can think of is to do Additem, Gold_100, 2000, else or elseif Removeitem, Additem again to change the amount. (Time of day, dispostion, ... can be checked to change the amount of Gold)
Someone who is better at this than me I hope will jump in and give us a better answer. I can learn a few things about this too. Good luck.
-------------------- Here are Links to .DDS, .Tga, .Nif, 3D Programs and Plug-ins.
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BlindEye
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Reged: 04/09/04
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Thanks for you're input Wizthis. It would indeed be a nice feature to have in the game if we got something hammered out.
Thanks again!
-------------------- But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.
W. B. Yates
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Wizthis
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Adept
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Reged: 05/31/04
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Posts: 264
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I did not do much, but you are welcome.
Things to check in order to change amount of Gold
GetReputation, GetDisposition, GetCrimeLevel, GetItemCount...and so on.
You may still have to do:
AddItem, "Gold_100", $amount
elseif ( GetDisposition <= 80 )
RemoveItem, "Gold_100", $amount
AddItem, "Gold_100", alesser$amount
or:
If (Player, GetItemCount, Gold_001" <= 500 )
RemoveItem, "Gold_100", $amount
AddItem, "Gold_100", alesser$amount ;it takes money to make money
If you want to get REAL fancy...how about credit?
Short GetGold
if ( GetGold == 2 )
MessageBox "Do you want a loan Cheapo?!" "Yes" "No"
Set GetGold to 1
return
-------------------- Here are Links to .DDS, .Tga, .Nif, 3D Programs and Plug-ins.
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BlindEye
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Reged: 04/09/04
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Thanks Wizthis, I'll give them a try.
-------------------- But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.
W. B. Yates
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Iudas
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Disciple
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Reged: 10/30/02
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Posts: 1197
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Barter Gold is not the same as In His Pocket Gold.
Kill a trader and you get whatever the devs put in his inventory as pocket change 5 septims, 25 septims, whatever. You don't get his barter stash. It is not money the Trader uses to barter with.
BarterGold is invisible money.
Arielle has 800 bartergold. It's column G on the NPC export file. It's a variable that the devs did not give acess to in the scripting language ( or if they did, no one has found it ).
Edited by Iudas (08/22/04 06:48 AM)
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Wizthis
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Adept
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I may be slow-but atleast I'm dumb How did I miss that!!!!!!!!!!!!! Good one Iudas There got to be a work around-yes?
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Iudas
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Disciple
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Reged: 10/30/02
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Quote:
There got to be a work around-yes?
Unfortunately none have been discovered yet. Alternative approaches all involve hand editing the Merchants to change their BarterGold. But then all that happens is that the merchant consistently has the new amount from the mod instead of the old amount from the original. So, one can give the merchants more bartergold ( or alternatively reprice weapons and armour downward ) to make the game a bit easier on the selling side. Or Give Merchants less bartergold ( alternatively reprice weapons and armour and such upwards ) to make the game more difficult on the selling side. Change one of the GMSTS and the merchant instead of having bartergold replenish every 24 hours will have it every 12 or every 168 or whatever. Change another one and the amount you can haggle a merchant's initial offering upward or downward before you get an "offer refused" message can be increased or decreased. One can re-evaluate the non playable classes ( where most merchants come from ) and give those bartering classes preferred attributes more inline with their trade, one can hand edit the levels of the merchants, one can arbitrarily up the Merchant's Mercantile and Speechcraft skills, one can modify the skill increase effects of successful bribes and successful barters and of succefful and failed persuasions to either ease or tighten the pace with which PC mercantile increases and the speed with which PC speechcraft increases. Mod specific merchants can have bartering handled entirely inside dialogue thanks to scripting, message boxes with buttons, and choices; but this approach would be beyond tedious for general merchants. And none of these is nearly as satisfactory or flexible as would be the ability to access BarterGold by script or dialogue and then modify it.
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BlindEye
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Hmm... so... it can't be randomized. I wonder if the utility MWEdit will give me more access to the feature. Or perhaps Morrowind Enchanter.
It's quite easy (if you have the talent) to make swords, shields, houses and most of the surface glitz; However when it comes to changing the dynamics, we hit the limitations of the engine and the restrictive nature of the TESCS.
The Morrowind enhanced series of utilities seems to give hope and accessibility to otherwise impossible concepts.
I was up all night editing traders; I've changed the trader class to have Personality and Mercantile top of the Major skills list, followed by Unarmored. Primary Attributes are now Personality and Luck, and each of these traders are level 60 which pushes their respective Merc and speech to 89.
I have also changed the Mercantile skill itself from 0.30 successful bargain to 0.05. 1.00 successful Bribe to 0.10.
All other service classes (traders) will also have to be changed, with Personality first and foremost in the Major skills as it is this that governs bribing.
All other Traders will have two new abilities; Trader Guile: fortify Mercantile 45 Trader Tongue: fortify Personality 25
Back to bribery… Bribery is a cancer to this game. NPC’s give very little extra information when bribed like... tell you where a Master trainer is, or direct you useful gamplay concessions; bribery, is only useful at the very start of the game when you have not got an arse in you're pants and need the persuasion to get a little better gold from NPC traders and Travel service providers; but Beth has allowed this "Pandora" dweller to run riot after it has served it's initial propose. If you go to a Trainer and bribe the sap 3000 gold to Train you at 100% Disposition, you will have saved a tonne of gold; had you just used his Trainer service and let his Disposition rise ( cough) naturally, it would have cost you a lot more.
There are so many broke features in Morrowind I feel like screaming in frustration; and then coming up against an unchangeable one that you would like to fix...
I gotta get some sleep....
-------------------- But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.
W. B. Yates
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BlindEye
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I have been thinking about making Leveled Traders OR at least to have one. But it will come after this mod because if I start that one, nothing will get finished.
As I was looking at the TESCS throughout the night, i have come realized that all Traders crates will have to have new lists of goods.
Oh... Traders (Regular Traders like Arrille) no longer sell/stock Ingredients, Potions, Misc, Magic Items, Books.
If you want to sell/buy books... go to a Bookshop. If you want to sell/buy Potions... go to a Temple/Healer/Alchemist. If you want to buy Magic items... go to an Enchanter. If you want to buy Misc crap... go to a pawnbroker. If you want to buy/sell ingredients... an Alchemist/Temple Healer/Healer.
I would really like to make everything VERY Trader specific to make it realistic, however that might make the "Big sword bitches" whine and cry so I'll leave it as it stands.
If you walk down you're local high street, would you expect to find spoons where you buy you're suit. And yes, you could use the "old wild west" analogy where the General store had everything under one roof, but Morrowind already has diverse Trader classes so why not finally take advantage of them?
-------------------- But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.
W. B. Yates
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BlindEye
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Would an administrator please lock this thread, as I have moved my comments to the Tough Justice & Hard Times Thread?
Thank You
-------------------- But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.
W. B. Yates
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Iudas
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Disciple
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Reged: 10/30/02
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Posts: 1197
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Blind Eye, I hate raining on the parade of good ideas. All I can say in my defense is that I went through this very same process a year ago ( just after BM went Gold ) I thought it would be possible to elegantly adjust traders. Actually it would be very possible if we could get our hands on the BarterGold variable. One simple test: is BG greater than 0 and we could mod traders ingame before any interaction with the PC .... silently, surely and elegantly and meanwhile not bother another ingame soul. We could handle Mods and unmodded games and make The Economics of MW whatever we wanted. We could simulate a real Mercantile economy, or cutthroat capitalism or Do-Gooder Socialism or nastyass Marxism and all of it just frigging invisibily. Ok I slightly oversimplify, we would also have to find a way to get rid of that hard coded minimum sale price that Merchants have of 1 septim. But that is really all we would need. Access to 1 variable and a teensy weensy tiny niggling little change to one value in one set of hardcoded constraints. YES DEVS just those 2 little things and we shall RULE MW we shall be as GODLY as the FED as MIGHTY as the IRS as USEFUL as the Department of Homeland Security. ALL POWER TO THE PEOPLE!!! UP THE EMPIRE!!! So's your mama!!!
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Wizthis
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Adept
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Thanks Iudas.....I JUST bought GOTY. The box is sitting in front of me waiting to spool in the CD drive. Now I will be able to fiqure out more of what you guys are talking about--and help more in the future (First I wanna play the damned things)
-------------------- Here are Links to .DDS, .Tga, .Nif, 3D Programs and Plug-ins.
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Iudas
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Disciple
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Reged: 10/30/02
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Kewl and double check once you have GOTY installed that it is the latest version. I dont remember if GOTY needs the 1.6 update or not. I also remember that GOTY does not include the official mods either.
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BlindEye
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I don't think you are raining on ideas.
Is it not the basis of Philosophy, to harness new
understandings through debate...? Maybe not,
I can't remember
I think I will release the finished Crime Mod soon,
and work on the weapon drops chance, and leveled lists
and crates.
However, I think the trader changes Mod will have to
take a back seat; at the back of a very long bus
Take care Iudas
You too Wizthis
-------------------- But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.
W. B. Yates
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