Oblivion

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grogrokl

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Grogrokl

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About this mod

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Requirements:

- either AV Uncapper or Elys Uncapper (they are not technically requirements but using this mod without any of them wouldn't make much sense)
- Enhanced Economy
- you must set tnoEE.autoHaggle to 1 in Enhanced Economy's ini file
- you must set tnoEE.useMasterPerk to 0 in Enhanced Economy's ini file


Quick Description:

Makes values over 100 in Mercantile meaningful by editing a script in EE.


Long Description:

Elys Uncapper and AV Uncapper make it possible to increase mercantile over 100. But the problem is values over 100 doesn't have any effect in the game. The reason for this is how the master perk works. The master perk allows the player to always sell things at 100% of the base price. This means that any values over 100 in mercantile will be meaningless since you will already be selling things at the full base price.

Enhanced Economy makes it possible to change the master perk, but this doesn't solve the problem though. Because the new master perk in EE only means that you will be selling things at the sellMax value in EE instead of at 100%. So if sellMax is set to 80 in EE you will sell things at 80% of the base price when you have reached 100 in mercantile and been given the master perk, but when you have 150 in mercantile you will still only sell things at 80% of the base price rendering every increase over 100 in mercantile useless.

This mod makes a few tiny edits to one script in EE (it just comments a few lines) and as a result values over 100 in mercantile will suddenly be useful. Here is how it works now:

* sellMax and buyMin are no longer the maximum and minimum rates of which you can buy and sell things. Now 100% of the base price will always be the limit. sellMax och buyMin are still useful settings to balance things though since they decide how much mercantile is required to reach 100% sell and buy rate but they are no longer functioning as an upper limit.

* the only thing the master perk will do now is giving a bonus to how much barter gold merchantmen will have. This bonus is as usual determined by this game setting in EE: tnoEE.extraBarterGoldMaster. If this master perk isn't fancy enough for you, then you can always pretend that the master perk also allows you to own your own inn or shop and install one of these mods when you get the master perk.


Some further details about the mod:

Note that even though this mod makes values over 100 in mercantile useful there will still be situations when further increases in mercantile are useless. This is because as soon as you have high enough mercantile to sell things for 100% of the base price then increasing mercantile any further will be pointless. Note however that when you manage to reach 100% also depends on how much mercantile the merchantman has that you are selling to and to reach 100% towards someone with 100 in mercantile is very hard.

An example of how it works (note that all of this are based on EE's default formulas, I haven't changed anything of it):

Let's say you are using these ini settings:
set tnoEE.sellMin to 0
set tnoEE.sellMax to 100
set tnoEE.merchantFactor to 4
set tnoEE.playerFactor to 4
set tnoEE.dispositionFactor to 2

And let's also say that your disposition towards the merchantman you are selling to is 100.

If the merchantman you are selling to now has mercantile 30, then you will sell things at 100% of the base price when you have mercantile 130. All values in mercantile over 130 will be useless when selling to him.

If the merchantman has mercantile 60, then you will sell things at 100% of the base price when you have mercantile 160. All values in mercantile over 160 will be useless when selling to him.

If the merchantman has mercantile 100, then you will sell things at 100% of the base price when you have mercantile 200. All values in mercantile over 200 will be useless when selling to him.

and so on...

If your disposition towards the merchantmen is lower than 100 in the above examples then of course mercantile will be useful for a few levels extra in order to compensate for the lower disposition...

If you want mercantile to be useful for a longer or shorter range than the above example then that can be accomplished by playing around with the above listed game settings in EE. Especially sellMax/buyMin and merchantFactor are the ones that should be looked at.

Personally I play with these settings:

set tnoEE.sellMin to 0
set tnoEE.sellMax to 75
set tnoEE.buyMin to 150
set tnoEE.buyMax to 275
set tnoEE.merchantFactor to 4
set tnoEE.playerFactor to 4
set tnoEE.dispositionFactor to 2

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This mod doesn't require an ESP slot if you use bashed patch.

This mod is compatible with lubrons' patched version of EE as well.

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If it isn't allowed to edit someone else's script like this, send me a pm and I will remove the mod.