Traveling Merchants Mod with
Shivering Isle Support - Franscecso's , Oscuro's , Martigen Monster Mod, Living
Economy Compatible - New Enter into Towns , Night Time Eat, Traveling Pets and
Gaurds, Option to turn Pets and Guards on and off at any time
====
Fixes for 1.39c
Added Missing Shivering Isle
Travellers Bard Guard - Argonian, Umek guarding and following Eliva in
SI.
Updated Omod Conversion Data - Script now fully works, thanks to
everyone for pointing out the various issue with that..fixed faction
sections.added some more details to description also. Added lots more option
when it comes to install, put some option in only to install certian type of plugin
or no plugin for that section, added check to see if shivering isle
is installed, added individual option's for many parts of the
mod..
New
!! Added
SITravellersFriendlyFactions4MMM - to fix MMM Npcs and Creatures
etc from attacking them and keeping MMM SI faction intact with
MMMforSI.esp. Does not Require MMMforSI.esp or MMM.esm, but will not
work right without them ..added to omod script and SITravellers
folder..
Since Shivering Isle Faction where
already broken up into individual faction's for baliwog,hungers,
zealot, etc..MMM just changes the faction relationship to not like each other,
and SIFriendlyFactions would break MMMforSI settings, I created this plugin
which duplicates MMMForSI faction settings but adds SIRoamingTrader faction
protection at same time..
Updated Travellers.html Readme for 1.39c notes
Fixes for
1.39b
fixed Omod Conversion Data!!
New Readme
all older fixes are posted below.All Current / New Addition etc..will be posted
here now..
- Full Inventory Check
- Added serveral different missing vanilla weapons and
armor, food items, and a few more misc items
- Rebuilt the TT(SI) items leveledlist that
are used by Travellers
- All Vanilla Items/SI items are accounted for and
added to leveledlist has needed for Travellers to sell
Npcs fixes
-
Fixed Misc Script for Annika in NorthWestChorrol
Creatures Fixes
- Fixed Impling stats
and lvl to be higher
ItemNpc Fixes
- Added Correct Bash tags to these
to prevent merge, this was stoping these plugin from working correctly, and not
allowing items from other mods to
show up correctly when used in bash patched.
Shivering Isle Fixes
-
Created and Added Pets to 5 of the 7 SI Travellers I used the baliwog,
eltyra, shining impling, packguar,skinned hound, and kept the stats has normal,
and remove out vanilla faction and added travellers faction has
needed - The guar is not lootable and pets cannot be disabled in Shivering
Isle
==========
Overview of Mod - ( See forums on Elder Scrolls.com - or
else read on)
This mod adds Traveling Traders, Traveling Merchants,
with pets / guards covering areas of Cyrodiil. The traveling merchants walk
around the wilderness close to towns , inside towns and inns , farms, roads,
back roads, shrines,or priory's. They will sell you items - weapons, armor,
food, staffs, alchemy ingredients & equip, clothing, lockpicks ( rogues
& archers ), spells ( Wizard ) & Potions and if all in stock (%) . Some
can repair, recharge, sell spells and Rogues will buy stolen goods. They are a
Neutral Faction, and do report crimes committed against them. Guards will fine
you now, All Merchant Guards and Pets - Guars have been imported from across the
border, will attack back!!
Storyline
StoryLine Changes -
Due to recent conflicts with the Thieves guild and the Law. The following
contracts have been resigned - The Roaming Traders Members are not allowed to
buy stolen only the Roaming Rogues will only buy stolen goods. The Thieves guild
was not very happy about this, and certain members passed slipped documents to
the The Imperial Government!!!!. Someone from the outside, maybe the Gray Fox.
The Imperial Goverment was forced to take actions against the Roaming Traders
Faction. The Roaming Traders faction have to obey the law now/theives guild law.
Or else the guild will get kicked out of Cryodill ...
This Also Bring
Alive the quest talked about in Mage Guild - Anvil Recommendation, but, does not
affect this quest in anyway. With Traders traveling within Each Region. It gives
the appearance of a Merchants delivering goods to those NPCS good/evil that do
not leave areas, Shrines, Farms, Inns, and Such. Just in appearance?(some can be
found dead once in a while).
=================
Faction Choices - Good or Neutral
Good Faction (Default Now)- They are no longer aligned with any
bandits, marauders, creatures, necromancers, etc..These types will now attack
the Merchants when they travel the road, locations, etc...and Merchants will
attack these npcs/creatures back if they are in the way!!!! The faction
friendship is no longer present if you want that then choose the
factionall..Compatible with All MODS
Optional Plugin - Faction All.esp -
Traveling Merchants Do not fight with creatures, bandits, marauders, conjurers,
and necromancers etc..Also allows them to talk with those NPCS. ( Changes are
made to Default Factions does not work with all mods)
=================
Traveling Merchant Details
24/7 Buy/Sell Items - There is now a new 100%
working script that control this thanks to Scruggsy and XCom. They will now
buy/sell items when traveling from location to location, when eating, etc... You
must stop them and activate them normally.
Traders Gold is now set
1200 for all. You can install Living Economy Mod if you need more gold to barter
with.
All Roaming Classes now have an Mercantile Skill which varies
class to class/race to race. And Raises has you go up in levels. So Prices will
vary depending on each class/ race and your infamy / fame/ murders / assaults,
etc ..Remember to Haggle.
Classes buy/sell these items -
clothing,jewelry, potions, poisons, food, alchemy ingredients & equipment,
soul gems, lock picks, repair Hammers, scrolls, unless noted below and if in
stock (%). Roaming Wizard only sell Spells, Archers sell magic arrows only,
Rogues buy stolen good only.
Roaming Traders - Imperial, Orc, Nord, Redguard - Sell/Use Heavy Armor,
Sell/Use Any Type Weapon. No Spells, No Alchemy Equipment, No clothing - Can
Repair Equipment
Roaming Archers - Wood Elf only - Poisons, Magic
Arrows Only, Light Armor and Bows Only. No Books, No Clothing, No Alchemy
Equipment, Can Repair Equipment
Roaming Wizard - Breton and High
Elf - Books, Potions, Alchemy Equipment, Clothing & Jewelry Magic/ Normal,
Staffs and Spells (only), Soul Gems, and Can Recharge Equipment. No Armor, No
Lights, - Wizard Now have Impling
Roaming Rogue - Dark Elf Only -
Poisons, Alchemy Equipment, LockPicks Only, Light Armor and Blade Weapons Only,
Soul Gems and Can Buy stolen goods only. No Books, No Clothing, No Lights - The
Rouges do not have backup and do not report crimes!!!
Roaming
Bard - Imperials - Clothing and Jewelry Magic/Normal, Potions, Scrolls,
Books, can Recharge Equipment - No Armor, No Lights, No Alchemy - Has Spells but
does not sell them.
Bard Guard will accompany the bards around!!!
Pets - Gaurs, Implings , Guard Dogs , will follow their master
around!!! Will track owner down if lost ...including Horses..expect in
town's..
=================
Inventory Sold & Leveled List Items (item change in
various itemsplugin below)
Nearly All Items from Default Oblivion (80%) can be bought or
sold. No quest item/armor/weapons/faction items or the like are added. No
leveled list are modified and are custom made leveled list for all items sold. I
have checked, double checked, triple checked this. Some items that where not
originally included have been also added, these items came from the test
environment and are leveled a higher than normal in some cases. Listed below are
leveled items list.
Normal Items
All Normal Clothing, Weapons, Food, Drinks,
Ingredients, and Armor are 100%. Daedric Armor has only a 10% Chance of being
Sold
Magic Armor
Level 1 Iron/Fur 75%, Level 3
Steel/Leather 70% , Level 6 Dwarves/Chain 65% ,Level 10 Orch/Mithril 60% ,Level
15 Ebony/Elven 55% ,Level 20 Daedric 5%/Glass 50%
Magic Weapons
All Magic Weapons are 50%, Magic Arrows 50% (Archers), Magic Staffs
are % based on type(wizards)
Potions, Poisons, Scrolls, Magic
Clothing, Misc Items, Books
Potions level 1 Weak 75%, level 5
Standard 65%, level 10 Strong 55% (All)
Poisons level 1 Weak 75%, level
5 Standard 65%, level 10 Strong 55% (Rogues, Archers)
Scrolls level 1
Novice 75%, level 6 Apprentice 65%, level 11 Journeyman 55%, level 16 Expert
45%, level 21 Master 30% (Traders, Wizards)
Magic Jewelry - level 4 Base
75%, level 9 Average 65%, level 14 Grand 55%, level 20 Special 45% (Wizards)
Magic Clothing - 50% (Wizard) , Soul Gems 25% & Black Soul Gems
level 10 25% (Rogues, Wizards), Alchemy Equipment 50% (Wizards & Rogues)
Normal Books - 100% , Rare Books - 60% - Wizard
Only
=================
Combat Notes
Player vs Trader in Combat results in lower
prices & crime penalty.
Traders are here to help you not hurt
you...All Roaming Traders Classes respawn after 3 day if killed, If you attack
the merchant , pets will attack back.. If you attack Pets/Guards they will
attack you back. Pets/Guards are owned by Merchants and assualt on them count
has crimes.
You will get no benefit of Fighting / Killing them (Unless
you are evil) . This will lower their disposition toward you and count has a
crime,making items more expensive to buy from them, (maybe even shutting down
services)?. Meaning that you will have to persuade, bribe, or use a spell to fix
this. If you are combat with them, you can yield to them and make them stop. The
Imperial Legion will fine if you caught doing anything to the Merchants and
Pets!!!!
If you do manage to kill them you may take there items and
leveled gold that they carry..and resale these..
Pluging Option
now- TamrielTravellersAdvScript -
They are now killable, they will
respawn in 3 days and travel to next location. Please be aware all Merchants now
explode into fire once killed (to simulate magicial items being
broken/destroyed) - Thanks Xcom once again for this.
They will also
display a message in the left hand corner of screen " Hey, Watch Out" When hit.
This is to help tell them apart from Bandits, Marauders, Etc. When attacking
from long distances, or in close range combat. Will be displayed once
=================
Location's Traveled
How do they Travel- Sometime Midday they
will travel to their next location. During this time you will be able to
buy/sell items from them. You must stop them and activate them for this to work.
Once they Reach their location they will go into their wander and will talk to
NPCS. They will stay at these locations until the next sometime in the night and
then will find place to eat for the rest of night until sometime in the morning
and then will wander or start their travel to next location. If they are killed
in combat they will respawn and travel to that location 3 days away.
Pets/Merchant Guards follow Owners wherever they go for now will change when
eat/sleep routines are added in.
Merchants will now Eat at Night once
again this runs from 8 hours every night and runs everyday, Stools have been
placed at all locations used by Merchants, this means that you will find stool
out in the open out beside the road, shrines, etc..Some Merchants may elect to
choose some other location to eat and than these stool..If they find a better
spot to eat at night..Aslo added 2 new features at Weye and Skingrad..
A
total of 63 locations are now traveled. There are 9 Regions with 7 locations
within each region following a Sunday - Saturday Schedule. These can be towns
stables, farms, inns, shrines, road signs, back roads, and more. Within each
Region you will find 3 traders, 1 wizard, 1 archer, 1 rogue, 1 bard unless noted
below. Every location below has at least on Long Run which last several hours.
So I will let you discover how they placed and who is at that location. Remember
There are 7 in Each Region that each follow a 7 day schedule. Sunday - Saturday.
Anvil Region - Anvil, Gweden, Kvatch Road Sign, Gottshaw Inn, Brina Cross
Inn, Lords Drads, Malacaths
Bravil Region - Bravil, Faregyl,
Hircine, Pells Gate, Clavicus, Gold Road Stip, Fort Black Boot (by water fall
north)
Bruma Region - Bruma, CloudRuler, AppleWatch, Orange
RoadStop, Bleakers Way, Sercen, Silver Road Stop
Cheydinhal
Region - Cheydinhal, HarlunsWatch, Vaermina, HarmsFolly, Azuras,
LordRugdumphs, KnightofThornLodge
Chorrol Region - Chorrol,
HackDirt, Weatherleah, BrindleHome, GottlesFontsPriory, Molag Bals, Black Road
West Nikel
Imperial Region (2 Wizards/No Rogues) - WawnettInn,
Fort Empire, Aleswell, Roxey Inn, Urasek, Yellow Road Start, Vindasel
Leyawiin Region - Leyawiin East Side, BlakenMarch, Nocturnal,
Green Road Stop, Sheogorath, WatersEdge, WhiteStallion Lodge.
Niben
Valley Middle Region - Crestbridge, WayShrine(BackRoad), Peryites,
MouthofthePanther, Imperial Bridge Inn, Cadlew Chapel, Yellow Road Stop.
SkinGrad Region - Skingrad, Rasava, Before Kvatch, Shetcombe
Farm, Meridias, Sanguine, Derelict Mine
* North West Chorrol - Chorrol North Gate,
south of Sancre Tor, cliffoverlook1, Hermeaus Shrine, Cliffoverlook2,
BridgeOverlook, at the end of the black road where it curves
New
Town Location Traveled and Most Inns listed above (expect Imperial City, Brina
Cross and Roxey Inn)..
- Anvil, Bravil, Bruma, Chorrol, Cheydinhal, Leyawiin, Skingrad..They
will travel into the city instead of outside these cities..They will wander
inside cities and will also eat in cities..
Inns - Where ever there is
an Inn (And Possible) they will visit inside these places ( expect Brina Cross
Inn - this is where the Mage Guild Quest take's place )..
*Rogues (Dark
Elfs) will not enter into Cities or Inns...
* Archers (Wood Elfs) who will
not leave guard dog alone..they have a very good bond with their animals..So
will Enter into Cities but Not Inns..
* Traveling Merchants with guars
will enter cities but not inns ( not enough room for them ) ..
* Bards and
Bards Guards will enter Cities and Inns - Bard Guards will not eat ( I have
something planned for them)
* Wizard and Imp's will enter Cities and
Inns
These Merchant's now Ride Horses..
*Mashag Butal - Anvil
Region
*Ancola - SkinGrad Region
*Hlard - Chorrol Region
*Silian - Imperial Region
*Bogamu Shadbu - Bruma Region
*Ruccia Albania - Cheydinhal Region
*Sharli - Niben Valley
*Yadba Mughar - Leyawiin Region
*Nania - Bravil
Region
*Annika - NorthWest Chorrol
Design Notes - This mod is driven by Radiant Ai and a few scripts
now - There are Radiant Ai packages that control travel from location to
location, follow/accompany , use item packages fixer for weapons, clothes and
armor so that when you buy them, they do not disappear from the Traders, and
they walk around without such items (They now have clothing in case of use item
package fails). A new script that control 24/7 serivces calls an Radiant AI
Package. Radiant AI Packages Locations alone take up almost half of the mod.
=================
INSTALL NOTES AND USING TAMRIEL TRAVELLERS - If never installed
before, You may want to wait x amount of days once enabled for npc routes to get
set and background script's to get processed, before traveling the world
Unzip to oblivion data directory and choose esm, choose
either normal or 4mmm, 4000, and leveling options
TamrielTravellers.esm - This is the main file and is required (this contain everything that is needed in order to get the mod to run npc/creatures/leveled list and containers expect world cell changes that cannot be in an esm) Will not work without this - Make sure that you read note above about SI install if using that
Choose Only One Version of these at a time...Never more than One..Lead to problems..
TamrielTravellers.esp - This is the Normal Version of TamrielTravellers,
uses information from esm above and add them into into the world along with
pets/bodyguards -
TamrielTravellers4MMM - This version requires
Martigen Monster Mod..In this version they do not get attacked by bandits,
marauders, creatures, etc..they will only attack certain ones and only certain
ones will attack them back..
TamrielTravellers4000- for use
with OOO, MMMforOOO, FCOM - Addded new OMPRoamingTraderFaction to Travellers4000
- changes are made to faction relationship to be more hostile toward Traveling
Merchant's...Bandits, Conjurers, Maraduers, Necromancers , and some
Creatures...etc would no longer be their friends with this loaded..so they are
open to attack now..This is first TamrielTraveller4000 version to use new
faction that was included 000 rc3 and higher version...
Optional Files - Choose these to enhance gameplay between other mods -
TamrielTravellerAdvScript.esp - load before TamrielTravellers.esp or
TamrielTravellers4MMM.esp and turn's on flaming death and message's displayed on
hit..If you do not use this they will still work normally but just will not have
the flaming death and message's displayed when you hit them..
TamrielTravellersFactionAll - Use this is you want them
to be friends with bandits, marauders, creatures,conjurers, necromancers (This
is the old way will cause problems with some mods do not use with 000, frans
creatures , or mmm, or any other mod that changes these faction.. )
TamrielTravellers4MMMhostileFactions - Like the friendly faction's plugin
from MMM...but, instead changes the faction relationship to be more hostile
toward Traveling Merchant's...Bandits, Conjurers, Maraduers, Necromancers , and
some Creatures...etc would no longer be their friends with this plugin
loaded..so they are open to attack now..
ShiveringIsleTravellers
- Add 7 Travellers to Shivering Isle world that function just like normal
Travellers would
TamrielTravellersItemsCobl - add salmo's beer's
to alcohol list, add salmo's food to food list...require's Common Oblivion to be installed...can be used with
any travellers version (normal, 4mmm, 4000, TIE no Travellers) and with any of
these also...itemnpcs.esp, itemsvendor.esp,
itemunscaled.esp...
Choose Only one these Plugins below..Never use more than one of these...
TamrielTravellersItemsNPCS - Use for Fransesco's Leveled Creatures ,
Oscuro's Oblivion Overhaul, Sagerbliv, or any mod that changes default leveling
system. With this plugin it allows you to have items from those mods for sale in
my mod..
TamrielTravellersItemsVendor -This changes my custom
leveling system to use the vendorleveled list used by town merchants, use this
if you want to have balance with items that you would find in town...
TamrielTravellersItemsUnscaled - This changes my
default custom leveling system so that merchants have matching full suit of
normal armor - does not work with 000, frans, or other item leveling mods
=================
Shivering Isle
Travellers
- SITravellers folder - Contain's updated SI Travellers ESM / SITraveller.esp
/ SIFriendlyFactions plugin.
SI Support - Use the
Travellers.esm in SI Travellers Folder, replace your tamrieltravellers.esm with
this one in the SITravellers folder and it will add all items from Shivering
Isle (Durable Weapons, Most Clothing, Most of new Enchanted Armor Types and
Magic Weapons, New Food, New Flora and Ingriedients nearly all that where not
quest related) - You will find these items in both Worldspace Now, Merchant's in
Cyrodiil will have these items from SI for Sale in Cyrodiil and SITravellers
will have SI items also..else..
Compatiblity notes about using SI
Travellers and using with Itemnpc.esp, Itemvendors.esp, and ItemsUndscaled..
Using this will remove all si weapons and armor items that where added
to list if using si travellers.esm, but will give you items from other mods
instead in si for sale..
So it is either SI items / or items from mod's
like Frans, OOO, Armamentarium, etc...for sale from my merchant's..I wish I
could have done it another way but this was not possible
you
do not have to use this esm to use with shivering isle travellers but it is
recommended..
(if you prefer to not have the above item's in si
travellers for sale..then use the normal tamrieltravellers.esm it will still
work..)
Detials of Shivering Isle
Travellers
7 New npcs created from Original Tamriel Travellers,
faces with a little bit of changes, They are related to their relatives in
Tamriel so they share the same last name..
Locations in Shivering
Isle
travellers can be found and are placed at these locations and this
is route that they follow
Gate, Split, Hale, HighCross, Bliss, Crucible,
FellMoor
They Should enter in Bliss and Crucible and they should reach
all location's all new aipackages covering each day of week..around 49 in all
for this..Plus night time eat package's have been added to them
Function
just like Normal TamrielTravellers in Shivering Isle Traveling from location to
location each day
1 Bard, 1 Rogue, 1 Wizard, 3 Trader Types
Works with TamrielTravellersAdvscript.esp will work with them, faction
all, items.esp, etc..
Make sure that you have
tamrieltravellers installed..
Also with Pets has of version
1.39
=================
Mod Compatiblity - Please use Oblivion Mod
Mananger New Conflict Detector, or Tes4view. Red Faction Conflicts will
break/overlap/overwrite each other. If you are unsure than just let me know and
I will tell you
Living Economy any Version - Alters all Game Merchants and My
Traders gold to be more realistic. Other Road Traveling Mods - Crowded Roads ,
Crowded Cities , Life - No problems ...
MOBS is supported , Better
Potions and Posion, Better Scrolls, etc..Any mod that changes any default item
or base object is compatible with my mod..these will be for sale in my mod..
Clean Save Procedure - You may/or will need to make a clean save for
older users if you do not see features listed below in version history, new
users just install. To make a clean save, you will need to load your current
save with tamrieltravellers and go to an interior cell like your house and save,
and exit. Uncheck TamrielTravellers and leave all other plugins that you are
using and reload save, tell it yes to error message. Then once loaded save again
and exit. Reload once more with that save and save once more and exit. Now
install current version, recheck and reload everything should be fine. Older
User may need to rename current tamrieltravellers.esp update above to whatever
older version you are using to avoid save game problems..(if you where using
tamrieltravellers4creatures, then rename to that..)
Load Like So
in Oblivion Mod Manager
Oblivion
Load an other esm before this(example Fransecos Leveled Item.esm
, martigen monster mod.esm, Oscuro's Oblivion Overhaul.esm etc..)
TamrielTravellers.esm
Load any other esp before these (example Oscuro's
Oblivion Overhaul.esp, Sagerbliv's, etc..)
TamrielTravellers.esp
ShiveringIsleTravellers.esp
TamrielTravellersItemsNPC.esp(if you would
like to have item's for sale from Franscecos, Oscuro's, etc)
=================
Version History, Fixes,
Addition's
1.38
Major Changes to Pets
All Guard
Dog's are now unique and use Alienslof Models and textures each have a Unique
name now also.
I also varied the size of some of them
All Impling now
come in 3 flavor's - White, Gold, Green, nice and shiny plus have unique name
also now
All Horses and Pack Guar's have Unique Name also.
Fixed Misc
Follow Package for new guard dog in nwchorrol route causing him/her to follow
wrong traveller
Credit to Alienslof for New Dog Models and Textures thank you once
again..
Leveledlist
Changes
Added Oblivion and SI creauture items (that where not quest
releated to TTflora and TTfood for sale).
Added some misc food item also that
where not in master food list..
I could not find any issue with any new
travellers added so I left them alone, also left alone the SI
travellers
Pics
Outside of Cloudruler Temple -
Fariha the golden imp
White Imp - very shiny
-
Details for
1.37a
All esm / esp have been
update and date creation date has changed so you will need to adjust your load
order has needed..
Additions for
1.37
- 7 New Travellers with Pets Added to NorthWest Part of World
-
Locations Chorrol North Gate, south of Sancre Tor, cliffoverlook1, Hermeaus
Shrine, Cliffoverlook2, BridgeOverlook, at the end of the black road where it
curves
- This needs to be tested for compatiblity with UL Mods, and any other
mods that could be in this area ( I cannot test them all so please report any
conflicts, I will move travellers has needed)
Specific Fixes
- Fixed Incorrect Faction settings
in TT4OOO that could have been causing FCOM_Tamrieltravellers to fail and lead
to crashes..
SITravellers Addition's
-
ShiveringIsle Friendly Faction - make all faction friendly toward travellers and
they will not get attacked by most things in SI..
1.36 Fixes
- Added a few new ingriedeints to
shopping list (dark carrot amongst them and few more things)
- Upped chances
of travellers gold on death made it more rewarding..
- Fixed issue in
Travellers4OOO where legion was attacking them in combat..or they would attack
the legion..
- Checked itemsnpc.esp with frans,OOO, fcom,
armamentarium4npcs, shield of antiquity, loth blunt weapons, etc.. and so items
should show up has needed from mod that add new weapons to leveledlist ..Make
sure you using this to get item's from these mod or else game will be unbalanced
..(unless you want this then do not use items.esp at all)
Shivering Isle
Tamriel Travellers Added
1.35 version
Feb 2008 - Fixes/Addition to/for
Version 1.35 [/b]
- TamrielTravellersItemsCobl ver .01 See Above
- Belt Screenshotsm,http://i131.photobucket.com/albums/p305/co...reenShot219.jpg
,http://i131.photobucket.com/albums/p305/co...reenShot220.jpg
,http://i131.photobucket.com/albums/p305/co...reenShot221.jpg
- Credits to Xcommand: For the belt coming from 'Mystic Mage mod' and Jdfan for converting them
over for vanilla usage...
- Updated all
useitempackages for belt ..
- Added New Black Texture for Guar -
Old One
New One
1.35 RC 4...
- Fixed Scripts bugs !!!
- Major
Update New Merchant's on Horses with 24 Buy and Sell while on Horseback
...
PLUS PACK GUARS
- New Pack Guars Skins are added also Black, White,
Brown,
- I Notice a couple of
things when testing the inventory activate..
- Do not try to activate
the pack guar or horses to repeatly ..if you open inventory screen and close it
then try to open it again it without waiting for a few sec's or it may not
work...if all else fails on inventory ..try leaving the cell and come back and
try it again..
- you may also add item to them I tested for this
also..but item will disappear after x amount of days...if you leave them there..
- Also Resized the Pack Guars to be .90 ..They grew up...still tough...
- Clutter Items have been
added to all merchant's and are now for sale...
1.35 Changes and those from 1.32 RC
- all the new Veritas
faces converted over into each esp...I had to use tes4edit to copy the face data
from the esp that Veritas Sent me..to the esm and then copy this face data back
to each version normal , 4MMM, 4000...This took a while to do...Thanks to
Elminster for tes4edit...this would not have been possible without that..I would
have to strip data from the esp and merge into esm and then create the esp all
over again...
- fixed the menu script option to now say "Disable Pet
and Guards " Yes or No...
- now placing the new stump chair...I will
make sure that there is at least one or two stump chair in each route region
that are travelled by my npcs...Also this means that all npc should that have an
open ended eat package (not tied to a chair or cell) may also use these new
stump chair just like the normal stools...
- TamrielTravellers4000
updated - Tweaked the OMPRoamingTrader faction realtionship and tweaked other
factions reaction's toward them..Increased Health of Travellers by 10..
-
Nords and Orc will have sell ale now instead of beef..Will use drink mug
animation ...Possible for them to get drunk..
- Restoring those female faces
that are funky..( RedGuard, Dark Elf, Orc - I may need Vertias help on making
them better)
- Change Name of Merchant Archer Guard dog to Canine Hunter...
- Some Item leveled list changes for some of the Merchants so that stock is
more diverse..
- Various changes to some chair placements so that they are
closer to ground
- Minor compatilbity fix at Wawnett for Cryodiil
Transportation Mod
- All aipakcages checked and doubled checked and
corrected if needed..
- Ring is added to Player that allows them to turn pets
(guars, dog, imp) and Bard Guards on and off ..By equipping the ring you will
get a menu that ask Pet and Guard's Enabled no or yes..
-Tell it no and they
are disabled and do not appear in game...tell it yes and they will be in game..
- New script's added that fix this annyonce that I had with Pets / Guards
sometime getting lost..
1) once they have been disabled via new menu , and
traveller move locations , once you renable them they will update their location
and moveto to travellers current position.. 2) If they enabled and get more than
x amount of distance from their owner they will also update their location and
move to travellers current position.. 3) Also in case of a pet death or guards
die once they respawn they will update the location and move to location of
traveller..
1.2 5/12/07
- Design
Changes to Routes and Interaction Around Towns and Inns..
- Some Merchant's
will enter into these towns - Anvil, Bravil, Bruma, Chorrol, Cheydinhal,
Leyawiin, Skingrad..They will travel into the city instead of outside these
cities..The will wander inside cities and will also eat in cities..
- Inns -
Where ever there is an Inn (And Possible) they will visit inside these places (
expect Brina Cross Inn - this is where the Mage Guild Quest take's place )..
- Rogues(Dark Elfs) will not enter into Cities or Inns...
- Archers
(Wood Elfs) who will not leave guard dog alone..they have a very good bond with
their animals..So will Enter into Cities but Not Inns..
- Traveling
Merchants with guars will enter cities but not inns ( not enough room for them )
..
- Bards and Bards Guards will enter Cities and Inns - Bard Guards will
Eat also..
- Wizard and Imp's will enter Cities and Inns
-Route Changes
Weatherleah Stop has moved to the South.. All Routes have been checked once
again... Overhead Tent's have been added to some outdoor locations..
-
Updated all plugins to Official Patch 1.2.0.416 - All plugins - ItemsNPC,
ItemsVendor, FactionAll, Itemsunscaled..
- TamrielTravellers4MMM has been
updated also..
- TamrielTravellers4000 beta has been introduced..This will
be updated again very soon..
-Checked Compatiblity with Francesco's Leveled
Creatures-Items 4.3b, and Oscuro's Oblivion Overhaul 1.32 RC2, Martigen Monster
Mod 2.01..FCOM..
- New TamrielTravellersAdvScript.esp - this turn's on
flaming death and message's displayed on hit..If you do not use this they will
still work normally but just will not have the flaming death and message's
displayed when you hit them..
- Added in some more Overhead Tents to most
locations!!!
- Moved and Fixed some Chairs in Some locations..
- Player
Requested Changes Added leveled gold to all traveling merchants...ranges from
20-150 gold...
- Chance to buy daedric armor ..25 / 10 % ...
- Things
not added - Bard Guard Eat
( have something planned for them)..
Old changes listed below
1.13 - 3/02/07 -
Updated Female Dark Elf Faces and Female Redguards.. Moved 2 Merchants within
Cell at WawnettInn and Skingrad . Added 2 new Features at WawnettInn and
Skingrad.. .Checked for compatiblity and updated for Weye: Imperial
District..
1.12 - Outdoor Eat has been added,
some mechants locations have moved within some cells..
Bug fixed in
TamrielTravellers4MMM when you would get attacked by mmm creatures or npc..the
merchants pets would attack you back even if you did not attack them..
1.1 - New ESM / ESP - Total Redesign once more of the
whole mod into a master / plugin options..In order to get everything to work the
way people want, I had to go this route..Various Changes Leveling system,
Creatures Ai, Faction Changes, etc...To much to list here of what I did to make
it this way please enjoy
1.01 - First Beta Test of 4FransVersion
Start of 1.0 - New Creatures, Gaurs, thanks to all those
listed above,
Gaurs, Guars, and Gaurs - Only nine can be found following
various Merchants. All cities expect Imperial Isle have a Gaur in Routes!!!!
Closet is Wawnett, on certain day!!!
Guard Dogs, - Watch their back foot and
listen for the bark, bark, beg, growl, growl -
Implings - these little
creatures love to get lost!!! Beware they are lot stronger now!!!
Merchant
Gaurds for Bards - If you start trouble you will have to deal with them both!!!
Route Fixes - Moved Namira Shrines to Silver Road Stop. Close to
ToadStool
Fixes for version .98 - New parts
added to script. Message display when hit in left hand corner "Hey, Watch
Out!!". Also merchants will explode into fire if killed to simulate magic item
breaking/exploding.
Tweaked the Wizard Impling speed to 75, Changed name
from Impling to Wizard Impling, Increased distance they follow wizard, you can
walk between them now...
Fixed Bard and added Wizard Clothing UseItem
packages, when you buy clothing it sometimes disappears from them.( I am looking
into this).
Tweaked some Female Redgaurd Faces
Checked Leveling System
Once More and made sure all items where correct....Arrows where not being sold
in groups correctly.
Checked for Compatiblity with mods Life, Poison Ivy
Shop (very nice), and some others.
Checked all Traders to make sure that
they had the right flags on them (respawn, correct locations, ai packages,
etc....alot almost 500 entries)
Fixes for Version .97 - Can be killed now, Wizard have Impling pets!!!
Added Spells to
Roaming Bard they do not sell them.
Leveled item fixes- Jewerly Magic, Added
Black Soul Gems, Increased Wizard Restore Magic Potion, Increased chance to buy
soul gems,
Day Travel is activate did not point out in version .96 various
time in each region.
May require a clean save ( if they are not killable, or
do not have pets, do clean save procedure).
Fixes for Version .96 - Requires a clean save to have changes take affect.
Major Fix - New 24/7 Services Script by Scruggsy and Xcom, This new script
fixes everything that was wrong with AI not reaching locations properly,
buy/sell items when traveling, traders not moving at locations, talking to npcs,
etc... that where reported in version .95 and - Thank to Scruggsy and Xcom
Route Fixes - The Fort Nikel x marker
and Trader have moved to west of the Fort Itself before the bridge on the Black
Road. No longer close to Wawnet Location.
Fixes for Version .95 -
Complete Rebuild of .70 - .90 - All new faces, new order in editor for
traders, chest, locations, etc ...Requires a clean save to have changes take
affect.
Added Faction Storyline to explain recent changes......
Crime is
back in play !!! See Faction Storyline Notes
New 24/7 Services script - The
old version would fail sometimes, they do not handshake anymore. I will miss
this effect. I will try an work back in.
Updated all Versions to have these
changes... Martigen Monster Mod 1.6,
Mercantile Skill has been added back
in, Disposition/Personality tweaks, affect Prices...
Rogues will buy stolen
items only,
Route Fixes - Flipped the Bravil Route and found two traders at
blakenmarch on thursday fixed, no other route changes.
Dropped Notes on
Fixes below Version. 90 to save space... ..70 and below where named MerchantPlus
(Originial name)..
Please report any problems, On crashes to desktop reload and try the same
thing again that you where doing at the point of crash. Try a the clean save,
otherwise report them.Please report any bugs. I am always making changes so . If
amount of Traders are too much then I will remove Trader from each Area. Balance
any areas, make changes has needed. So please report on the forum threads,
comment section, at each site or just send me an personal message on the
ElderScrolls Forum userid Corepc, Tessource Id CorepcMMP.
Credits
Please ask for Permission first before using in other mods
goes to these people who have helped on this make this better!!! Way to
go Community Work!!!
Guars of Course First - Guar - Mdogger ,
Xmarksthespot , Grimdeath ,
Martigen and his mighty monster mod. And his
help
Xcom , Scruggsy, for their scripting help and design.
Sarkandar for help with Token scripts and moveto scripts..for
pets/guards control..
JDMJ90 for making the stump chair for me...
Veritas Secerto for revamping all faces for me
Mr. Siika for His
Contribution of the Pack Guars -
Alienslof for her wonderful
Dogs
The People who have reported problems, played, and made this
better.. We know who you are!!!!
Enjoy
Jimmy(Corepc)
ScreenShots..
15 screenshots to look at ...[list=1]
[*]http://i131.photobucket.com/albums/p305/corepc/tt1.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt2.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt3.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt4.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt5.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt6.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt7.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt8.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt9.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt10.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt11.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt12.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt13.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt14.jpg
[*]http://i131.photobucket.com/albums/p305/corepc/tt15.jpg
Jimmy