Skyrim Special Edition Real Estate Continued
#81
Posted 18 September 2017 - 09:31 PM
In response to post #53602113. #53630108 is also a reply to the same post.
Spoiler
tjkoehler wrote: I know it requires skse but is there any chance this is going to be available for special edition?
Habalak wrote: The Plan is to integrate this into a massive mod called Wars Stores, and Smuggling Scores, in the future when SKSE 64 eventually gets released (Which I'm waiting on) When that happens, the mod we know and love will get a humongous face lift so stay tuned... this mod will get updates in the future but most likely only for Special edition...![]()
An alfa version of SKSE64 have been released http://skse.silverlock.org/
Edited by digger66, 18 September 2017 - 09:33 PM.
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#82
Posted 18 September 2017 - 09:45 PM
In response to post #53602113. #53630108, #53671873 are all replies on the same post.
Spoiler
tjkoehler wrote: I know it requires skse but is there any chance this is going to be available for special edition?
Habalak wrote: The Plan is to integrate this into a massive mod called Wars Stores, and Smuggling Scores, in the future when SKSE 64 eventually gets released (Which I'm waiting on) When that happens, the mod we know and love will get a humongous face lift so stay tuned... this mod will get updates in the future but most likely only for Special edition...![]()
digger66 wrote: An alfa version of SKSE64 have been released http://skse.silverlock.org/
Ooo!
thanks for the heads up!
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#83
Posted 23 September 2017 - 03:04 PM
In response to post #53602113. #53630108, #53671873, #53672273 are all replies on the same post.
Yes, and SkyUI 5.1 works reasonably well with it, though an SSE port is, I gather, in progress and should be done any time soonish...
Missing Real Estate very much. Good luck with your efforts!
Oh, and you left Wrye Bash out of your tutorial in the sticky post...
Lethiel
Edited by lethielnyrond, 23 September 2017 - 03:05 PM.
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#84
Posted 24 September 2017 - 10:18 PM
In response to post #53602113. #53630108, #53671873, #53672273, #53792948 are all replies on the same post.
Spoiler
tjkoehler wrote: I know it requires skse but is there any chance this is going to be available for special edition?
Habalak wrote: The Plan is to integrate this into a massive mod called Wars Stores, and Smuggling Scores, in the future when SKSE 64 eventually gets released (Which I'm waiting on) When that happens, the mod we know and love will get a humongous face lift so stay tuned... this mod will get updates in the future but most likely only for Special edition...![]()
digger66 wrote: An alfa version of SKSE64 have been released http://skse.silverlock.org/
Habalak wrote: Ooo!thanks for the heads up!
lethielnyrond wrote: Yes, and SkyUI 5.1 works reasonably well with it, though an SSE port is, I gather, in progress and should be done any time soonish...Missing Real Estate very much. Good luck with your efforts!
Oh, and you left Wrye Bash out of your tutorial in the sticky post...
![]()
Lethiel
That's the best news I've had in a long long time, with Sky UI coming to SSE I can actually do all the stuff I wanted to do with the WSSS Mod I have planned since having the MCM menu will make things so much better for everyone.
I think the first step will be just porting this mod over to Special Edition along with all the other mods I've inherited which I've been holding off on till I could get my life in order in preperation for modding... I also need to do a project for the guys behind Dragonborn Legacy/Gallery which is hopefully still an open possiblity since it's been so long since I stopped making it.
Over all this makes it possible for me to do all that I promised and maybe even more...
For now I'm still getting some final things in place but once that's done and I have the motivation you can be sure I'll be porting this and many other mods over to SSE
Stay Tuned and thanks for waiting, you patience will be rewarded in time...
Edit: Oh and about Wrye Bash, I didn't forget it, I just chose not to add it since I've found that it interferes with some mod's ability to put things into leveled lists... which strangely enough is the very reason one would want to use it in the first place... I found that it doesn't really have a noticable impact on my gameplay if I'm using mods that play nice with each other...
Thanks for mentioning it, I did take a while to concider whether or not to add it but since I wanted to make certain that people were cleaning their mods and using the merged patch function over anything else I just stuck to that since I wanted people to have the easiest time.
If you want to give me some pointers on using Wrye Bash more effectively I'm happy to add it to the post
Edited by Habalak, 24 September 2017 - 10:23 PM.
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#85
Posted 29 September 2017 - 01:38 AM
In response to post #53602113. #53630108, #53671873, #53672273, #53792948, #53834148 are all replies on the same post.
Spoiler
tjkoehler wrote: I know it requires skse but is there any chance this is going to be available for special edition?
Habalak wrote: The Plan is to integrate this into a massive mod called Wars Stores, and Smuggling Scores, in the future when SKSE 64 eventually gets released (Which I'm waiting on) When that happens, the mod we know and love will get a humongous face lift so stay tuned... this mod will get updates in the future but most likely only for Special edition...![]()
digger66 wrote: An alfa version of SKSE64 have been released http://skse.silverlock.org/
Habalak wrote: Ooo!thanks for the heads up!
lethielnyrond wrote: Yes, and SkyUI 5.1 works reasonably well with it, though an SSE port is, I gather, in progress and should be done any time soonish...Missing Real Estate very much. Good luck with your efforts!
Oh, and you left Wrye Bash out of your tutorial in the sticky post...
![]()
Lethiel
Habalak wrote: That's the best news I've had in a long long time, with Sky UI coming to SSE I can actually do all the stuff I wanted to do with the WSSS Mod I have planned since having the MCM menu will make things so much better for everyone.I think the first step will be just porting this mod over to Special Edition along with all the other mods I've inherited which I've been holding off on till I could get my life in order in preperation for modding... I also need to do a project for the guys behind Dragonborn Legacy/Gallery which is hopefully still an open possiblity since it's been so long since I stopped making it.
Over all this makes it possible for me to do all that I promised and maybe even more...
For now I'm still getting some final things in place but once that's done and I have the motivation you can be sure I'll be porting this and many other mods over to SSE
Stay Tuned and thanks for waiting, you patience will be rewarded in time...
![]()
Edit: Oh and about Wrye Bash, I didn't forget it, I just chose not to add it since I've found that it interferes with some mod's ability to put things into leveled lists... which strangely enough is the very reason one would want to use it in the first place... I found that it doesn't really have a noticable impact on my gameplay if I'm using mods that play nice with each other...
Thanks for mentioning it, I did take a while to concider whether or not to add it but since I wanted to make certain that people were cleaning their mods and using the merged patch function over anything else I just stuck to that since I wanted people to have the easiest time.
If you want to give me some pointers on using Wrye Bash more effectively I'm happy to add it to the post
![]()
a few of these mods you can just save in creation kit under se. Extract the bsa and use skse\skyui. Im going to try this one
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#86
Posted 03 October 2017 - 03:55 PM
In response to post #53602113. #53630108, #53671873, #53672273, #53792948, #53834148, #53942963 are all replies on the same post.
Spoiler
tjkoehler wrote: I know it requires skse but is there any chance this is going to be available for special edition?
Habalak wrote: The Plan is to integrate this into a massive mod called Wars Stores, and Smuggling Scores, in the future when SKSE 64 eventually gets released (Which I'm waiting on) When that happens, the mod we know and love will get a humongous face lift so stay tuned... this mod will get updates in the future but most likely only for Special edition...![]()
digger66 wrote: An alfa version of SKSE64 have been released http://skse.silverlock.org/
Habalak wrote: Ooo!thanks for the heads up!
lethielnyrond wrote: Yes, and SkyUI 5.1 works reasonably well with it, though an SSE port is, I gather, in progress and should be done any time soonish...Missing Real Estate very much. Good luck with your efforts!
Oh, and you left Wrye Bash out of your tutorial in the sticky post...
![]()
Lethiel
Habalak wrote: That's the best news I've had in a long long time, with Sky UI coming to SSE I can actually do all the stuff I wanted to do with the WSSS Mod I have planned since having the MCM menu will make things so much better for everyone.I think the first step will be just porting this mod over to Special Edition along with all the other mods I've inherited which I've been holding off on till I could get my life in order in preperation for modding... I also need to do a project for the guys behind Dragonborn Legacy/Gallery which is hopefully still an open possiblity since it's been so long since I stopped making it.
Over all this makes it possible for me to do all that I promised and maybe even more...
For now I'm still getting some final things in place but once that's done and I have the motivation you can be sure I'll be porting this and many other mods over to SSE
Stay Tuned and thanks for waiting, you patience will be rewarded in time...
![]()
Edit: Oh and about Wrye Bash, I didn't forget it, I just chose not to add it since I've found that it interferes with some mod's ability to put things into leveled lists... which strangely enough is the very reason one would want to use it in the first place... I found that it doesn't really have a noticable impact on my gameplay if I'm using mods that play nice with each other...
Thanks for mentioning it, I did take a while to concider whether or not to add it but since I wanted to make certain that people were cleaning their mods and using the merged patch function over anything else I just stuck to that since I wanted people to have the easiest time.
If you want to give me some pointers on using Wrye Bash more effectively I'm happy to add it to the post
![]()
tjkoehler wrote: a few of these mods you can just save in creation kit under se. Extract the bsa and use skse\skyui. Im going to try this one
Go for it
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#87
Posted 08 October 2017 - 01:54 AM
hey Habalak
I'm on a mini quest to make Econ mods great again
(I know i'm like 5 years late to the party, but welp), mainly because i'm suffering it right now. Most mods have problems on the recurring process of generating income, and I have found that real estate suffers the same whenever a cell is reset.
From what I've seen, it's related to the signs respawning, resetting the script. Mines don't suffer it as everything is hardcoded on the sign, so resetting the script doesn't change anything.
So, as I see it, there are several options:
- Untick the respawn check for sings: The script won't reset, hence the Income won't change to 0. The creation kit says that this might make a whole cell unable to reset, so I wouldn't go that route, and also that would mean having to change all the signs, which is annoying.
- Save the income of each owned property in the quill or the ledger. Structures in papyrus suck tho, so I wouldn't do this one either.
- Seeing you have all the selected levels and everything needed to calculate the income in globals, the script could calculate the income again. This has the side-effect of random incomes (if enabled) being calculated on each reset, but that's better than having 0 income, and adds some more dynamism imo.
So, I have been running skyrim with the following changes to RE_PropertySignScript:
; This is not necessary per se, but it is shorter than MainSafe.Get.... and explains what is the idea behind it ; I changed every ocurrence of that line in the rest of the script too bool function PlayerOwnsProperty() return MainSafe.GetItemCount(_PropertyDeed as form) > 0 endFunction function OnReset() if self.PlayerOwnsProperty() self.SetPrice(self.GetBasePrice(), RE_MinPrice, self as ObjectReference) debug.Trace("Price is " + Price as String, 0) self.SetSellPrice(self.GetSellPriceMult()) debug.Trace("SellPrice is " + SellPrice as String, 0) self.SetIncome() endIf endFunction If you already knew this and had it fixed in the new mod you're working on or in the SE version, i'm sorry. I just started with the whole skyrim and scripting like a week ago, so I might have overlooked something that might make this solution not viable.
Thanks for Real Estate
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#88
Posted 08 October 2017 - 11:42 PM
In response to post #54211753.
Spoiler
juanxoso wrote:hey Habalak
I'm on a mini quest to make Econ mods great again
(I know i'm like 5 years late to the party, but welp), mainly because i'm suffering it right now. Most mods have problems on the recurring process of generating income, and I have found that real estate suffers the same whenever a cell is reset.
From what I've seen, it's related to the signs respawning, resetting the script. Mines don't suffer it as everything is hardcoded on the sign, so resetting the script doesn't change anything.
So, as I see it, there are several options:
- Untick the respawn check for sings: The script won't reset, hence the Income won't change to 0. The creation kit says that this might make a whole cell unable to reset, so I wouldn't go that route, and also that would mean having to change all the signs, which is annoying.
- Save the income of each owned property in the quill or the ledger. Structures in papyrus suck tho, so I wouldn't do this one either.
- Seeing you have all the selected levels and everything needed to calculate the income in globals, the script could calculate the income again. This has the side-effect of random incomes (if enabled) being calculated on each reset, but that's better than having 0 income, and adds some more dynamism imo.
So, I have been running skyrim with the following changes to RE_PropertySignScript:
; This is not necessary per se, but it is shorter than MainSafe.Get.... and explains what is the idea behind it ; I changed every ocurrence of that line in the rest of the script too bool function PlayerOwnsProperty() return MainSafe.GetItemCount(_PropertyDeed as form) > 0 endFunction function OnReset() if self.PlayerOwnsProperty() self.SetPrice(self.GetBasePrice(), RE_MinPrice, self as ObjectReference) debug.Trace("Price is " + Price as String, 0) self.SetSellPrice(self.GetSellPriceMult()) debug.Trace("SellPrice is " + SellPrice as String, 0) self.SetIncome() endIf endFunctionIf you already knew this and had it fixed in the new mod you're working on or in the SE version, i'm sorry. I just started with the whole skyrim and scripting like a week ago, so I might have overlooked something that might make this solution not viable.
Thanks for Real Estate
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#89
Posted 11 October 2017 - 01:34 AM
Hello, I used to use the original version of this mod with "seemingly" no issues.
I''ve recently gotten back into Skyrim and am using this updated version of the Real Estate mod.
I have noticed one problem, when I go to places I have purchased after a couple days or whatever, the rent is set to none? As in 0.
I've repeatedly set the rents to "low" on everything and when I check right then and there is says whatever number "low" would give me in rent, but I will come back days later and it says income is 0.
So...is this a bug? Perhaps error in code? Perhaps even mod conflict? I'd like to know what you think is up, thanks in advance.
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#90
Posted 18 October 2017 - 09:31 AM
New Version of the File's Finally up, Thanks for waiting and be sure to thank juanxoso for making this update possible.
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Source: https://forums.nexusmods.com/index.php?/topic/5513722-re-real-estate-continued/page-9
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