Piratelords Balance Adjustments

This mod started out originally as a fix for traders so that shopping becomes worthwhile and makes traders stock random. Also attempts to ma...

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This mod started out originally as a fix for traders so that shopping becomes worthwhile and makes traders stock random. Also attempts to make gold more "valuable" by giving it a use! I got a bit fed up with walking into every store, seeing what was on offer, and then walking out again without buying anything or thinking of coming back for something when I've got more cash.

To balance this though, more balances were required in prices, creatures, NPCs and levelled lists. These balances are seperate esps, and are optional but recommended to use with the Trade Fix.

I also recommend you use Living Economy with this.

Trade Fix --------- Traders now obtain new stock over time, and it's totally random. They have a chance of having an item for sale 50% earlier then the standard lists. i.e. If in the original list a piece of armor doesn't appear until level 10, the trader might have access to it at level 5. Pawnbrokers/General Traders also have a very small chance of obtaining almost anything without any levelling. Keep paying them a visit. Added weight to some items, including Lockpicks and Torches. Also added gold values to Clutter and a few other items. Increase the value of the Repair Hammer, and increased the cost of repairs. Common items such as Repair Items, Torches and Arrows have maximum limits. If you sell a large number of these items to a trader, you will find that the amount they have to offer is less then you've sold them. This is to balance things, and stop their inventories from looking too stupid.

Also adjusted the ownership settings of some interiors/items plus ensured that NPCs that are themed to sell weapons don't actually sell/buy armor (and visa versa).

On a game in progress, when you visit a trader, they will obtain a lot of new stock that they didn't do. The scripts run from the starting day till present day. On average this is every 7 days, so if you've been playing for 140 days, the trader has a chance of having 20 random "deliveries" of new stock.

Adjusted the game setting that controls Minimum level for item levelled lists based on player level from 8 to 16. Increases the duration of low level items appearing.

Changed the respawn cell time to 14 days

Changes in V1.1 * Adjusted some of the traders from MerchantTrader class to more suitable classes such as MerchantClothier and MerchantEnchanter * Made many traders appear to be changed, when no change actually made. This is to overwrite changes made in Unoffical Oblivion Patch. UOP changes traders so that they sell their unique items, but this means that they will buy these items too, and I think it's odd that someone who might only sell scrolls also has an enchanted weapon for sale (for example). This item would only be available to the player when they become an expert in mercantile. * Hamlof Redtooth now sells his unique ring. Ownership for the container was wrong. He also has respawning stock now. Before his total stock was what was on display only. * Added upper limits to empty soul gems * Adjusted existing upper limits to reflect the type of container (i.e. A pawnbroker will have less arrows then a smith) * Reduced the overall number of Repair Hammers, both the quantity of starting hammers, and maximum limits * Some other minor changes

Creature Balances ----------------- Many Creatures/NPCs now have Max Levels instead of Infinite Max Level. Added more loot to some creatures. Added a bit more variation of equipment for some creatures. Removed Daedric and Glass Armor and Daedric Weapons from the levelled lists for the common NPCs (i.e. Bandits, Mauraders). Boss versions still have access to this equipment. Many equipment lists have been changed to <= players level. Stops everyone suddenly equipping themselves with the best gear based on players level. Changed all 100% spawn creature lists to 90% instead. Introduces Randomness. This will make some "Dungeons" easier then others. Adjusted the % chance none and content of levelled lists for creatures that appear near roads. Less chance of them appearing, and not some of the tougher creatures.

Adjusted the game setting that controls Minimum level for item levelled lists based on player level from 8 to 16. Increases the duration of low level items appearing. Adjusted the game setting that controls Minimum level for creature levelled lists based on player level from 8 to 16. Increases the duration of low level creatures appearing.

Changed the Crime Detection range similar to No Psyhic Guards.

Loot Fixes ---------- All Dungeon containers have been adjusted so that they don't respawn. Once you've emptied them, that's it. All containers have the chance of more loot. Virtually every container will have a chance of "decent" loot. Same way as the traders. Bosses have two chances.

Adjusted the game setting that controls Minimum level for item levelled lists based on player level from 8 to 16. Increases the duration of low level items appearing.

Price Adjustments ------------------ Reprices all the Weapons and Armor in game (plus a couple of other items) based on tweaked formulas I used for that same thing in Morrowind. Also added values to some of the zero value items, and corrected the stats of some equipment (some obvious typos in there). Glass Weapons have been reduced to 35% their original weight, and Mithril to 65% of their original weight. Couldn't see why Glass and Mithril were light armor, but the weapons were still heavy. Give's characters who have low strength the chance to use better weapons without being encumbered so easily. Added/Corrected weights to Scrolls/Books/Keys.

Just a note that prices for virtually everything are a lot higher (especially curaisses) so you may find that it'll be impossible (or very difficult) to sell these items to the standard traders. But these these items should become a lot rarer too.

Conflicts --------- This is unconfirmed, but everything will conflict with OOO, but Trade Fix shouldn't conflict with Francesco's mod but the others will. Any other mods that change the same items will also conflict. If in doubt, try it.

Notes ----- All changes to levelled lists have been tested using the handy preview tool.

All new items start with PLX

Installation ------------ Just extract the esps into the Data Files folder, and select the ones you wish to use.

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No doubt there will be later versions, as this sort of mod requires long term play to spot conflicts/problems.

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Piratelord


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Registered 23rd December 2005

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