[Mod] Limited Gold Shops

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phantasmald
Posts: 6
Joined: Thu Jan 07, 2021 10:17 pm

Re: [Mod] Limited Gold Shops

Post by phantasmald »

When you put in an item to be repaired, the cost is substracted from the Merchant's gold reserves, often putting them into negatives. Is this intended? Feels unintuitive.

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Magicono43
Posts: 636
Joined: Tue Nov 06, 2018 7:06 am

Re: [Mod] Limited Gold Shops

Post by Magicono43 »

phantasmald wrote: Sun Jan 17, 2021 3:24 pm When you put in an item to be repaired, the cost is substracted from the Merchant's gold reserves, often putting them into negatives. Is this intended? Feels unintuitive.
No, if what you state is how it's happening, it's not intended and is a bug. The gold reserve should never go negative under normal circumstances, something I must have overlooked, or got bugged in a recent DFU build update, that is also possible.

phantasmald
Posts: 6
Joined: Thu Jan 07, 2021 10:17 pm

Re: [Mod] Limited Gold Shops

Post by phantasmald »

That is what's happening on my end. Even tested it with a fresh, new save file with only this mod enabled to make sure it wasn't some other mod somehow conflicting and got the same result.

I checked out your code and I'm fairly certain the issue is in TradeUpdateShopGold function, at line 135 (LimitedGoldShops.cs). There should be a "|| mode == DaggerfallTradeWindow.WindowModes.Repair" there. As it stands currently, the repair event goes into the else branch at line 151, deducting gold instead of adding.

Though you prob figured this out yourself already.

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Magicono43
Posts: 636
Joined: Tue Nov 06, 2018 7:06 am

Re: [Mod] Limited Gold Shops

Post by Magicono43 »

phantasmald wrote: Mon Jan 18, 2021 2:27 pm That is what's happening on my end. Even tested it with a fresh, new save file with only this mod enabled to make sure it wasn't some other mod somehow conflicting and got the same result.

I checked out your code and I'm fairly certain the issue is in TradeUpdateShopGold function, at line 135 (LimitedGoldShops.cs). There should be a "|| mode == DaggerfallTradeWindow.WindowModes.Repair" there. As it stands currently, the repair event goes into the else branch at line 151, deducting gold instead of adding.

Though you prob figured this out yourself already.
Yeah, that is most likely the case. I had sworn I took into account the repair system when I made the mod, but maybe that is just some false memories from having working on it quite some time ago at this point, thanks for the report though, when I get a chance i'll see about releasing an updated version, I've been distracted mostly by my overhaul project i'm currently working on.

abelyuta
Posts: 1
Joined: Wed Jan 20, 2021 10:15 am

Re: [Mod] Limited Gold Shops

Post by abelyuta »

Love the mod but doesn't work with 0.10.26.
Last edited by abelyuta on Tue Feb 09, 2021 8:10 pm, edited 2 times in total.

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Magicono43
Posts: 636
Joined: Tue Nov 06, 2018 7:06 am

Re: [Mod] Limited Gold Shops

Post by Magicono43 »

abelyuta wrote: Wed Jan 20, 2021 1:51 pm Love the mod but doesn't work with 0.10.26.
It should, I created a 10.26 version and tested it way back during that version. If you have the "Inventory Filter" mod than you have to put it "Above" the Limited Gold Shops mod in the load order, otherwise it won't show up in the trade windows.

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Magicono43
Posts: 636
Joined: Tue Nov 06, 2018 7:06 am

Re: [Mod] Limited Gold Shops

Post by Magicono43 »

Released updated version for DFU Beta 0.11.1, courtesy of Kab the Bird Ranger on the forums. I have not tested this myself, this update fixes a bug that would take gold supply away from shops you repaired items at, instead of adding to their supply, thanks Kab.

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