The Elder Scrolls IV: Oblivion Living Economy v2.1 Mod

File uploaded by VGPRObot on June 13, 2006 at 10:36 AM

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File Type: Mods  (browse all)

File Name: living_economy.zip

Downloads: 96 total

File Description

This mod changes the economy so that merchants' goods are dependant on the bartering of money.

File Instructions

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The Elder Scrolls IV OBLIVION:

Living Economy: v2.1
by: creepyfellow


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Index:
1. Description
2. Customization
3. Installation
4. Uninstallation
5. Credits
6. Known Issues & Compatibility
7. Version Changes

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1. Description

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Makes ALL payer transactions affect merchant's barter gold. A la Morrowind.

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


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. (Wanted it to, but couldn't get it to work right.)


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3. Installation

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Simply decompress the file into your OblivionData directory.

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

Play!

Note: If you are updating from 1.X version all the merchant's gold will reset
to base. Not that big of an issue...

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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.


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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.

Everyone on the Official Forums for their support!

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6. Known issues & Compatibility

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Known Issues:

This mod changes the references of four NPCs, NOT the NPCs themselves. This was
because they had no persistant references and the disable mod function would not
work without those. The references changed are: HamlofRedToothRef,
MagragroNaybekRef, KarinnarreRef and TadroseHelasRef. I do not know of any mod
that actually change the References of these NPCs. If there is one I might
release a patch or something.

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

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.

Gold spent on spell purchases does not currently add to the merchant's barter
gold. This is because the spell purchase service shares the dialogue with
barter start, and I reached the limit there.

---------

Would conflict with mods:

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

Don't use with the Valdacil's Scaled Economy mod. Not needed as my mod can
basically do the same thing.

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


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7. 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.


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