Living Economy

Makes ALL player transactions affect merchant's barter gold. A la Morrowind. If you sell an item for 400 gold the merchant's gold will go do...

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Makes ALL player transactions affect merchant's barter gold. A la Morrowind. If you sell an item for 400 gold the merchant's gold will go down by 400 gold and viceversa.

Makes for more realistic merchants and harder "get rich quick" schemes.

The Merchant's Base Barter Gold can be based on the player's Mercantile skill and/or the player's Level. The NPC's Mercantile skill will always be the main factor. Also different merchant types will have different base gold values. This will make all merchant's have potentially different base gold values. See customization for more details.

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

The Merchant's Base Barter Gold resets by default every 3 days. The Fences Base Barter Gold will reset by default every day.

The highest base barter amount possible by default would be (including investments and master perk) would be 4550 for merchants and 3050 for fences.

The old version of the file can be found here

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Readme
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     The Elder Scrolls IV OBLIVION: 
     
     Living Economy: v2.15
     by: creepyfellow
    
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Index:
1. Description
2. Customization
3. Installation / Updating 
4. Uninstallation
5. Credits
6. Mechanics
7. Known Issues & Compatibility
8. Version Changes

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     1. Description
     
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Makes ALL player transactions affect merchant's barter gold. A la Morrowind. If you sell an item for 400 gold the merchant's gold will go down by 400 gold and viceversa.

Makes for more realistic merchants and harder "get rich quick" schemes. 

The Merchant's Base Barter Gold can be based on the player's Mercantile skill and/or the player's Level. The NPC's Mercantile skill will always be the main factor. Also different merchant types will have different base gold values. This will make all merchant's have potentially different base gold values. See customization for more details. 

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

The Merchant's Base Barter Gold resets by default every 3 days. The Fences Base Barter Gold will reset by default every day. 

The highest base barter amount possible by default would be (including investments and master perk) would be 4550 for merchants and 3050 for fences.

For more details please refer to the Living Economy Mod spreadsheet included with this mod. 


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     2. Customization
     
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To start the customization menu. Open the console and type: "startquest cflemenu" (no quotes) 

Notes:  If it is your first time using this menu this will take a couple of seconds.
    All Changes to settings will only take place after a NPC resets it's gold. Unless it is your first time talking to the NPC as of version 2.0. Or you could renew all merchant's gold and the changes will take effect instantly.


Menu has these different options: (All the settings only have limited, pre-set options to reduce abuse, conflict and bugs.) 

   - Global Barter Mod
    A multiplier to for ALL the base gold values in the game.

   - Per Class Barter Mod
    Sets individual multipliers to the base values of each class:
        - Trader (Default 1.00)
        - Smith (Default 1.50)
        - Alchemist (Default 1.00)
        - Clothier (Default 0.75)
        - Bookseller (Default 0.50)
        - Pawnbroker (Default 0.75)
        - Publican (Inn/Tavern owner) (Default 0.15)
        - Fence (Default 1.00)

   - Barter Renewal
    Sets the days needed to reset barter gold for the fences and merchant's individually. Fences have a different value due to the fact that you barely buy from them. Therefore their gold will mostly deplete. 
        - Fence (Default 1 Day Needed)
        - Merchants (Default 3 Days needed)

   - Barter Scaling (refer to the spreadsheet for more details)
    Select the method to scale the merchant's barter gold. The NPC's skill will ALWAYS be used. 
        - Player's Mercantile (Default)
        - Player's Level
        - Both
        - None

   - Scale to Level: choosing a scaling method that uses level scaling will open this menu. This value determines what will be the level where the base gold values will be "normal". All base gold values will multiply to a factor of (currentlevel)/(setscaletolevelvalue). So whenever your level is lower than the set value all the base gold values will be lower and viceversa. You should REALLY see spreadsheet for using this option to be sure you understand it and want to use it. The default maximum value using this method will be 13500. It looks high, but the balance is in the fact that at low levels merchant's will have very little gold available to barter with you. The factor will be the level you had when the merchant reset their gold. 

   - Disable Mod: This will set all the values of the merchant's to the game's default and will prevent the mod's script to run. So you could still play around with the plug-in enabled in the Data Files menu without actually having it run. Great to prevent the hassle of having to quickly quit playing if you decide to not use this mod or if someone wants to merge my mod with a larger compilation and someone doesn't like this particular mod. 

   - Enable Mod/Reset Defaults: Resets all the customizable settings to default. Enables the mod if it has been previously disabled. Does NOT reset the merchant's gold.

   - Renew Gold: Renew's the game's merchants to base values. Works as if the time to renew barter gold has passed for all merchants. 

    Note: To renew a mod-added merchant or a single specific merchant's gold open the console, select them and type: "addspell CFLEmercrenew" (no quotes)


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     3. Installation / Updating

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First Time Usage:

Simply decompress the file into your Oblivion\Data directory.

Then, from the Oblivion Launcher, select Data Files and check the box next to the Living Economy.esp file.

Play!

*****

Updating: (To avoid crashing when talking to mercants)

 - From 1.X: if you are updating from 1.X version please use a save clean of this mod. To clean your save from this mod: Uncheck the Living Economy.esp file from Data Files, open game, load your save, resave and exit. Then recheck the Living Economy.esp file and play.
 - From 2.0 & 2.1 (if you previously started 2.x or 2.1 with a clean save): To ensure all values are the correct ones use the menu and use "Renew Gold" option. 

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     4. Uninstallation

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This mod changes the barter gold amount on EVERY NPC in the game. Even if you just disable the plugin, those changes will remain for any games that were saved with this plug-in active. To properly uninstall this mod open the customization menu by typing "startquest cflemenu" (no quotes) in the console and select "Disable Mod". 
You DON'T have to immediately stop playing. Everything should work as if the plugin was actually disabled. Once you actually disable the plugin there is the VERY SMALL possibility that any investments you made while using this mod will be forgotten. 

As of version 2.15 disabling the mod is not really needed to return merchant's gold to game default. But if you are updating from a version previous to 2.15 you should, at least only once.


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     5. Credits

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Rekvor - for the original Improved Barter Gold mod that inspired me to do all this.

odfella - for giving me the idea to use messages reflect gold change. Even though as of version 2.0 these are not needed.

Drokk - for a mean bug-finding streak.

Everyone on the Official Forums for their support!

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     6. Mechanics
     
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To clarify some things.


Barter Renewal:

The days it take for a merchant to renew his gold is kept individually. This means a single merchant will reset his gold after 3 days (default) after first talking to you and so on. 

Example:

Day one:
You talk to Bob and barter with him.

Day two:
Kill baddies get loot, sell loot to merchant Bob and to merchant Dan.

Day three:
Hang out with Dremoras in Oblivion

Day four:
Bob gold's resets when you go talk to him. Dan's gold is NOT reset because 3 days have not passed since you talked to Dan.

Day five:
Dan gold reset.


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     7. Known issues & Compatibility

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Known Issues:

This mod includes: creepyfellow's Improved Barter Gold mod. So DO NOT use it in conjuction with this one. 

If a mod-added merchant had a gold amount not following the game's normal default amounts, it's gold will be reset to a normal amount.
Example: a mod adds a merchant that has 6000 barter gold. My mod will override his values. Even if my mod is disabled, his gold will be set according to the NPC's mercantile skill like vanilla Oblivion does. If his mercantile is 100, he would have 1500. 

This mod adds several items as placeholders for some scripts to the merchants. These can only be seen by pickpocketing or killing a merchant. Please ignore the following items: "Credits, Investments and Credentials" (All have "don't steal" in name just as a reminder) 

I had to "take control" of the investment system and the master mercantile perk. Left along they were doing strange things to my mod and messed everything up. As a result, if you uninstall my mod the investments you made with it enabled will "dissappear", unless you leave this mod running with the 'disable' function. Also investments you made before using version 2.0 will only take place after you buy/sell your first item because I reached the script size limit in the barter start dialogue.

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Would conflict with mods:

 That change the conversation the original infos on the topics: BarterBuy, BarterSell, BarterStart, Invest. 
 That change the game setting that affect the master mercantile perk.
 That would alter the Barter Gold in weird ways.

Don't use with the Valdacil's Scaled Economy mod. Even so... it is not needed as my mod can basically do the same thing. 

This mod will be INCLUDED with Soto's Oscuro's Oblivion Overhaul FULL version 1.3. So if you use that mod there is no need to enable my mod separately.


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     8. Version Changes

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May/22/06
1.0 - Original Release
1.1 - Added Message boxes reporting change, fixed typos and errors in readme

May/26/06 - 1.2 Released 
- Added the script to a merchant in Chorrol who slipped my fingers the first time around.
- Made random transactions more rare. They will not take place when player is in same cell and just waits for an hour.Only when the player has been away for a while and has visited different cells. And even still, there is a chance no gold transaction will have ocurred. 
- Made the script a bit more effective.
- Made it any gold transaction not pertaining to a NPC service will not affect a merchant's gold.

June/9/06 - 2.0 Released
- Total rewrite of the mod. Compatibility should now be greatly increased. 
- Barter Gold now correctly updates in the menu. No more messages are needed. :)
- Removed random transactions. For Now...
- Added lots of customizable values and a handy menu to change them.
- Different Merchant Classes now have different Base Barter Gold values. 
- Gave the Fences a separate value for the day reset from the normal merchants.
- Made different barter scaling methods.
- Scrapped the need to read a book to disable the mod.

June/10/06 - 2.1 Released
- Fixed a extremely nasty evil bug that would make the game run 40000 scripts at once and send it crawling to a slow freezing death of eternal damnation.
- Renamed some placeholder items to better reflect what they are. 
- Made gold spent on training, repairs and recharge affect gold available for barter.

June/12/06 - 2.15 Released
- Fixed inconsistencies with the merchant's barter gold values.
- Restored the functionality of the disable menu function 
- Added the menu option to Renew all merchant's gold.
- Removed the effect of services other than bartering to barter gold. It wasn't working right at all.
- Made it so the disable function is not necessary to uninstall my mod. 
- Made it so when Living Economy is disabled, mod-added merchants would properly restore their default gold values.
- Fixed some issues when investing with the mod disabled.
- Removed my changes to some actor references and their cells. 


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creepyfellow


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Registered 9th June 2006

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