Living Economy

Makes ALL payer transactions affect merchant's barter gold. A la Morrowind. If a merchant also offers training, recharge, repair or spells...

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Makes ALL payer transactions affect merchant's barter gold. A la Morrowind. If a merchant also offers training, recharge, repair or spells. Any gold you spend there will be available for bartering.

In addition every business hour the merchant has a good chance to realize a transaction with someone else, so their barter gold will change accordingly. Barter gold will mainly fluctuate between a third of the base barter gold to double of it. Unless you lower/raise his barter gold a lot, then every hour he will change his barter gold a bit until he is within acceptable margins. Makes for more realistic merchants, and less get rich quickly schemes.

The Merchant's Base Barter Gold is based on your character's AND the NPC's Mercantile skill. This means all NPCs will have fairly different amount of gold to barter with, even if they are the same "skill rank".

Fences will have roughly 50& to 70% of a merchant with their same skills, and the PC Merc skill only influences very slightly on their gold.

The BarterGold resets to Base every 3 days.

This mod adjusts the maximum amount of gold a merchant will pay for an item based on your character's AND the NPCs Mercantile skill. This means all NPCs will have fairly different amound of gold to barter with, even if they are the same "skill rank".

Base Barter Gold Amounts:

Merchant Skill with player skill of 30: Novice - 300 Apprentice - 850 Journeyman - 1400 Expert - 2000 Master - 2600

Merchant Skill with player skill of 70: Novice - 800 Apprentice - 1300 Journeyman - 1900 Expert - 2600 Master - 3040

Merchant Skill with player skill of 100 (with master perk, not invested): Novice - 1900 Apprentice - 2400 Journeyman - 2900 Expert - 3400 Master - 4050

Fences will have roughly 50% to 70% of a merchant with their same skills, and the PC Merc skill only influences very slightly on their gold.

The highest base barter amount possible (including investmentes and master perk) would be 4550 for merchants and 3000 for fences.

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Download 'living_economyv1.2.zip' (65KB)

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creepyfellow


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Registered 9th June 2006

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