Living Economy

June/13/06 2.2 Released - Fixed the messed up dialogue entries. Cleaned it up with TESSnip. - Added a safety check to prevent gold from go...

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June/13/06 2.2 Released - Fixed the messed up dialogue entries. Cleaned it up with TESSnip. - Added a safety check to prevent gold from going to the negatives. - Removed the individual renew gold option. Editor Spell IDs dont work in the console.

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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Download 'living_economy_v2.2.zip' (26KB)

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creepyfellow


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Registered 9th June 2006

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