This mod adds Traveling Traders, Traveling Merchants, with pets/guars/merchant guards covering areas of Cryodiil.
Tamriel Travellers 1.13 Traveling Merchants - Fransecso's , Oscuro's , Version for Martigen Monster Mod, Living Economy Compatible - New Night Time Eat, Traveling Pets and Gaurds
Install - Unzip to Obilivion Data Directory, Select Tamrieltravellers.esm (required) then select either tamrieltravellers or tamrieltravellers4mmm (mmm required see below) -Choose One of optionial plugins for leveled scaling of items itemsnpcs.esp or itemsvendor.esp, (Use these in Franscesco, 0scuro's Oblivon Overhaul, SagerBlivs, See Below) -
Overview of Mod - ( See forums on Elder Scrolls.com - or else read on)
This mod adds Traveling Traders, Traveling Merchants, with pets/guars/merchant guards covering areas of Cryodiil. The traveling merchants walk around the wilderness close to each town, inn, farm, roads, back roads, shrine,or priory. 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!!
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?(they could be trading & and some can be found dead once in a while).
Faction and Storyline 2 Choices of Faction Type Now 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 - Neutral faction does not fight with creatures, bandits, marauders, conjurers, and necromancers etc..There is a 100% relationship with each of these factions to preserve friendship. Also allows them to talk with those NPCS. With these settings in play. The player has to battle to get to traders and sell the loot that they just picked up at some locations. This leads to Better game play. ( Changes are made to Default Factions to do this see versions below or is change does not work with all mods)
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
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. You must stop them and activate them normally.
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
Combat Notes ( All Merchants / Bodyguards / Pets respawn in three days!!!!)
Player vs Trader Combat is not suggested/not recommend 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 them 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. 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. But Combat is not suggested, unless you really want to. The Imperial Legion will fine if you caught doing anything to the Merchants and Pets!!!!
Pick pocketing/Stealing Items - Merchants only carry clothing & food , If you get caught it is a crime now!!!
Class Details Item sold/bought and Pets (Items respawn in 3 days)
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.
Merchant Guard!!! will accompany the bards around!!!
Pets - Gaurs!!!! Implings, Guard Dogs, will follow their master around!!! Will track owner down if lost
Inventory Sold & Leveled List Items (item change in various itemsplugin below)
Nearly All Items can be bought or sold. No quest items/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 25% 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 25%/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
Location Area driven by Radiant AI please Study
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.
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
Design Notes - This mod is driven by Radiant Ai - 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.
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..
INSTALL NOTES AND USING TAMRIEL TRAVELLERS
Unzip to oblivion data directory and choose esm, choose either normal or 4mmmversion, 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
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 - Same has above but for MMM, Requires Martigen Monster Mod !!! Get your gameface, check your gear, buy your gear, and wreak havok or run for your life.
Optional Files - Choose these to enhance gameplay between other mods -
TamrielTravellersItemsNPCS - Use for Fransesco's Leveled Creatures , Oscuro's Oblivion Overhaul, Sagerbliv, or any mod that changes default leveling system. and items from these mods will be sold by my merchants..does not work the itemvendor/unscaled below
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...does not work the itemnpcs/unscaled above or below
TamrielTravellersItemsUnscaled - This changes my custom leveling system so that merchants have matching full suit of normal armor - does not work with 000, frans, or other item leveling mods
TamrielTravellersFactionAll - Use this is you want them to be friends with bandits, maruaders, creatures,conjurers, necromancers (The old way may cause problems with some mods do not use with 000, frans, or mmm, or any other mod that changes these faction.. )
Mod Compatiblity - Please use Oblivion Mod Mananger New Conflict Detector,. Red Faction Conflicts will break/overlap/overwrite each other. If you are unsure than just let me know and I will tell you
Martigen Monster Mod users - If you run MMM with Frans, 000, or Lore Creatures then you can either choose the regular TamrielTravellers or TamrielTravellers4MMM - In Regular TamrielTravellers they will attack creatures/bandits/etc...In TamrielTravelelrs4MMM they are friends with some creatures/bandits/npc..etc
If you find a problem with a Specific Mod then let me know
Living Economy- Alters all Game Merchants and My Traders gold to be more realistic., Crowded Roads , Crowded Cities , Life - Crowded Roads & Crowded Cities, no conflicts along roads, my traders do not enter into towns (later version). , Other Mods not listed
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, etc..)
TamrielTravellers.esm
Load any other esp before these (example Oscuro's Oblivion Overhaul, Sagerbliv's, etc..)
TamrielTravellers.esp
TamrielTravellersItemsNPC.esp(if you would like to have item's for sale from Franscecos, Oscuro's, etc)..
Change Log:
Version History - I am always making updates so I have to keep things short!!!
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.
Fixes for Version .90
Dropped Notes on Fixes below Version. 90 to save space...
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 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.
Xcom , Scruggsy, for their scripting help and design.
The People who have reported problems, played, and made this better.. We know who you are!!!!
Enjoy
Jimmy(Corepc)
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