Trade Routes by taleden
Skyrim » Gameplay effects and changes
Added: 01/01/2014 - 06:18AM
Updated: 25/04/2015 - 04:49PM

4,692 Endorsements

1.1 Latest version

56,011 Unique D/Ls

75,670 Total D/Ls

350,932 Total Views

Uploaded by taleden


Last updated at 16:49, 25 Apr 2015 Uploaded at 6:18, 1 Jan 2014

Ever wanted to play as a traveling merchant, buying goods cheap where they're plentiful and selling them where they're rare for a modest profit? Or did it ever bother you that materials and ingredients are sold in the same quantity and for the same price everywhere, even if they come from only one mine or grow in only one area? Then you might enjoy...


Trade Routes dynamically adjusts the gold value and merchant supply of smithing materials, animal parts, alchemy ingredients, food, drinks, soul gems and spell tomes based on regional patterns of supply and demand. As the name implies, these adjustments are carefully tuned and arranged in such a way that they create a network of profitable trade routes -- in fact, two separate networks.

The primary trade loop visits every hold except Whiterun and can start turning a profit as early as level 3. This loop is made up of the highest-margin routes, carrying goods from where they are most plentiful to where they're the rarest or in the highest demand. But of course, the greatest price differential tends to involve the furthest distance, so each leg of the primary loop is quite long -- often stretching clear across the province. There is also a secondary loop which only becomes profitable to dedicated, skilled merchants later in the game; although the profit margin on each leg of this loop is lower, the legs are also much shorter, offering a higher profit potential for a shorter distance traveled.

Many mods which add new lands and regions are supported (but not required), so they can be optionally inserted into both trade loops. Supported regions currently include Solstheim from the Dragonborn DLC, Moonpath to Elsweyr (partial), Wyrmstooth and Falskaar, and support is also planned for Rochebere, Luftahraan and Issgard whenever they're released.

Trade Routes requires Skyrim Script Extender (SKSE) version 1.6.1 (release 29) or later, but complete functionality will require SKSE release 45 (which could be version 1.6.17, or 1.7.0, or 2.0.0); refer to FOOD & DRINK PRICES for details.


Trade Routes makes several adjustments which work in concert to add some regional flavor and create profitable trading opportunities. Each feature can be tuned or disabled using a SkyUI/MCM configuration panel, however this is mainly intended as a fallback option in case there is a compatibility issue with another mod. For most users, it is recommended to leave all options at their default settings, which have been carefully designed to produce the intended effect without breaking immersion or game balance.

Regional Prices
The most obvious adjustments are to the base value of ores, ingots, animal parts, ingredients, food, drinks, soul gems and spell tomes. These adjustments are specific to each region, so whenever the player crosses a hold border (or reloads a saved game), the mod will update all affected prices. This usually only takes a few seconds, but a warning will be displayed if the player is able to open a barter window before the regional update is complete.

Ore Ratio, Minimum Ingredient/Food Price
Besides the region-specific pricing, small adjustments are also made to some items in all regions. Ores are set to a consistent percentage of their ingot prices, so that smelting adds a consistent markup; this feature is mostly aimed at Dwemer scrap metal (which is severely undervalued in the base game), but it is applied to all ores. Similarly, ingredient and food/drink prices are scaled up so that it doesn't require hundreds of them to make a trade run, since some of them cost 1 or even 0 (honestly, zero!) in vanilla Skyrim. The effect of this scaling is greatest at the low end (0->10) but diminishes smoothly (25->51, 50->71, 75->87) so that anything which originally cost 100 or more isn't affected at all.

Speech Scaling
The range of merchants' barter difficulty is adjusted (via the fBarterMax/Min game settings) so that primary routes becomes profitable with the second perk point in Haggling (doable at level 3), and secondary routes become worthwhile at a higher level of Speech skill, perks and equipment (which I won't spoil here). This is also the mechanism by which Trade Routes supports many popular mods that alter the effects of the Speech perks, which would otherwise disrupt the intended tuning. Supported perk mods currently include the Unofficial Skyrim Patch (which includes a "bugfix" which increases the potency of Haggling somewhat), T3nd0s Skyrim Redone (SkyRe), Skyrim Perk Enhancements and Rebalanced Gameplay (SPERG), Skyrim Perk Extravaganza (SkyPE), PerkUP, TheThirdRace Skill Overhaul (TTRSO), Requiem - The Roleplaying Overhaul, and ACE Speech. By default, Trade Routes will automatically detect the active perk mod and set fBarterMax/Min accordingly.

Regional Supply
Using the same patterns that produce regional pricing, Trade Routes can also disable the vanilla merchant stocks for affected items (except soul gems and spell tomes) and replace them with regionally varied supplies. Most items can still be found for sale in most regions, but you'll see much more of an item in the region(s) closest to its source, and none for sale in the region(s) furthest away.

Trade Goods & Extra Gold
Although each trade route is based on the difference between an item's purchase price in one hold and its selling price in another, this alone is not sufficient to enable profitable trade. In order to capitalize on that differential, the player must be able to buy a sufficient quantity of the item wherever it is cheaper and sell it again where it is more expensive. To this end, an extra (de-leveled) supply of all primary- and alternate-route trade items are added to merchant stocks in the hold(s) where they are more plentiful, and all merchants are given a slightly larger gold supply with which to purchase goods from the player.

Quest Effects
There are several possible game events (in the form of quests) which can influence the supply or demand of various items in various regions. For example when the player liberates a mine, then the miners will get back to work and the corresponding material will drop in price and rise in merchant supply in the regions nearby. Conversely if the player causes some supplier to shut down, then those products will rise in price and drop in merchant supply. This feature is enabled by default, which will require the player to complete several quests in order to unlock all trade routes, but it can be disabled to make all trade routes available no matter the player's actions.


Trade Routes uses SKSE's SetGoldValue() function to apply regional pricing, however SKSE versions 1.6.16 (release 44) and earlier had the limitation that this function did not work correctly on items of type Potion, which includes all food and drinks. As a result, if you have SKSE release 44 or earlier, you will notice that all food and drink prices are unchanged in any region (and the Minimum Food Price option has no effect). There is nothing Trade Routes can do to work around this until a newer version of SKSE is released that allows SetGoldValue() to work on Potions; this is expected to be fixed in release 45, which will probably be called version 1.6.17, but might also be 1.7.0 or 2.0.0.

However, Trade Routes was designed with food and drink in mind, and there are several cases where the most logical item to ship from one region to another is a beverage. In order to make these routes usable even when the actual drink items cannot be regionally priced, Trade Routes will detect old versions of SKSE and add new items that can be used for trading. These items are called "Case of <Drink>" (Honningbrew, Black Briar, etc) and cannot be consumed or used in any way, but can be bought and sold from innkeepers in the appropriate regions. If and when SKSE is updated to allow the real drinks to be re-priced, these shipping cases will automatically disappear (the next time each innkeeper restocks their inventory).


Trade Routes attempts to automatically detect and handle as many situations as possible, however there are a few things that cannot be done automatically and must be done manually by the user in order for the mod to function correctly. If you have SkyUI/MCM installed, these will be found in the mod menu; otherwise, they will be available via a setup item in your Miscellaneous inventory.

Init Other Save
If you've already been playing one save and then decide to start a new game, or load another save which hasn't seen Trade Routes yet, you will either have to quit and re-launch Skyrim or invoke the Init Other Save function. This function will un-apply all regional variations and reset all items to their vanilla prices, so that when you load (or start) the other save file, it can initialize all of its regional price data based on the correct vanilla prices. The reason this is necessary is somewhat technical, but the short version is that Skyrim does not bake item prices into save files, which in turn means that changes to them leak to other saves when you load them during the same play session (similar to how merchant inventories leak between reloads).

Reinit This Save
Since Trade Routes bases all of its calculations on the original gold value of each item, it will need to re-do these calculations whenever a mod which changes any base values is added or removed. Some such mods are detected automatically, but in order to force a re-calculation, you can also invoke the Reinit This Save function in order to discard all stored data and then auto-save and quit the game. When you restart Skyrim and load the auto-save, Trade Routes will automatically rebuild all of its price lists, incorporating any price changes caused by the addition or removal of other mods.

Revert VendorGold Lists
This function serves two different purposes, both related to the vanilla VendorGold leveled item lists. In order to easily and dynamically add gold and items to all merchants of a certain type, Trade Routes adds hooks to these lists, but only once when first installed; after that it leaves them alone since the added hooks get baked into your save file. But if you want to uninstall Trade Routes, you should use this function to remove the hooks first (and then immediately save, quit and remove or disable TradeRoutes.esp), since they can start causing problems once Trade Routes is gone. If you use this function and then save and re-load with Trade Routes still active, then it will re-hook the lists; this can be useful if some other mod (such as Economics of Skyrim) reverted the lists after Trade Routes hooked them the first time (but you'll have to make sure the other mod doesn't just revert them again, such as by installing the EoS compatibility patch for Trade Routes).


Just install with your favorite mod manager (or unpack the core files and plugins into your Skyrim/Data directory) and enable the TradeRoutes.esp plugin file. Each time you start a new game, or load a save which has not seen it before, Trade Routes will have to pre-calculate all of the regional pricing and merchant supply lists. This may take 5-10 minutes or more depending how many supported mods you have which add additional items, but it only has to be done once per play-through (or whenever you change certain mod options); after that, whenever you re-load or enter a new region it should only take 5-10 seconds to apply the pre-calculated variations.

Please note that you must also have Skyrim Script Extender (SKSE) version 1.6.1 (release 29) or later, but release 45 or later is preferred. Instructions and downloads for SKSE can be found at

To upgrade to a new version, just install the new one and load your last save. Most updates will also require Trade Routes to rebuild its price lists (either because the update changed some price/supply settings, or because it added support for another mod you have installed) so you'll have to wait the 5-10 minutes again after updating, but no other special procedure is required.

To uninstall, use the Revert VendorGold Lists special function and then uncheck TradeRoutes.esp from your load order and/or delete the mod's files. Item price changes don't persist through saves anyway, and all scripts are attached to quests or quest items which should just disappear and stop running.


TradeRoutes.esp should be placed at the top of your load order, just after any master files and the unofficial patches.

Trade Routes doesn't change very many forms from the base game so load-order conflicts with other mods are unlikely, but when they do occur, it is usually more important for the other mod to makes its changes. This will sometimes break certain features of Trade Routes, but as soon as the incompatibility is reported, a patch can be created to solve it. If you use any of Trade Routes' compatibility patch plugins for other mods, they should each be placed immediately after all of the other mods' plugin files, which should in turn be after TradeRoutes.esp.

For more detailed information about the forms that Trade Routes changes and the consequences of them being overridden by other mods, refer to the MOD COMPATIBILITY DETAILS article.


The mods listed below have been checked for compatibility with Trade Routes and fall into one of these categories:
  • Automatic Support: Trade Routes will automatically detect and support these mods without the need for any additional patch or plugin.
  • Patch Recommended: These mods include minor conflicts with Trade Routes; a compatibility patch is available to resolve the conflicts, but isn't required for most of Trade Routes' features to work.
  • Patch Required: These mods have major conflicts and should not be used alongside Trade Routes without the compatibility patch.
  • Planned Support: Support is planned for these mods, either when they're released or when time permits.
  • Compatible: No special support for these mods is required, but they can be used with Trade Routes (sometimes with some caveats) and neither will break the other.
  • Incompatible: These mods should not be used with Trade Routes since one or both will not function correctly, and no compatibility patch is available.

Economics of Skyrim - Patch Required
Because EoS doesn't include an option to cleanly disable all of its features that conflict with Trade Routes, a patch is required in order to disable EoS' regional economy script code. After installing the patch, you must also invoke Trade Routes' Revert VendorGold Lists special function and then save and re-load; after that it should be possible to use EoS' other features alongside Trade Routes' improved regional economy. Load order isn't very important for these mods: it's better to put TradeRoutes.esp first, but if Economics of Skyrim.esp is first it will only break EoS' merchant gold option and you can just use Trade Routes' Extra Gold option instead.

Trade & Barter - Compatible
If TradeBarter.esp is placed after TradesRoutes.esp in your load order, both mods will function normally. However, because T&B makes numerous (and sometimes very potent) changes to buy/sell prices under various circumstances, it's not possible for Trade Routes to ensure consistent profitability of all routes. With high enough Speech skill and time spent acquiring the other bonuses offered by T&B you should still be able to make some profit from one or both trade loops, but the profit potential is likely to vary greatly from one leg to the next.

Dragonborn DLC - Automatic Support
Falskaar - Automatic Support
Moonpath to Elsweyr - Automatic Support (partial)
Wyrmstooth - Automatic Support
The new items and regions in these mods are fully supported: the added items will be re-priced (and possibly sold by merchants) in all other regions, and all items will be re-priced in the added regions. All of the added regions (except for Elsweyr) can also be visited as part of the primary or alternate trade loops.

Issgard - Planned Support (unreleased)
Luftahraan - Planned Support (unreleased)
Rochebere - Planned Support (unreleased)
Full support is planned for these mods just like the other new regions mods, but compatibility can't be guaranteed until they're actually released and tested.

Dawnguard DLC - Automatic Support
Hearthfire DLC - Automatic Support
Frostfall - Automatic Support
Hunterborn - Automatic Support
The new items in these mods are fully supported, and will be re-priced (and possibly sold by merchants) in all regions. Note that changing Hunterborn's Pelt Values option won't take effect until you invoke Trade Routes' Reinit This Save special function.

Clothing & Clutter Fixes - Automatic Support
C&CF doesn't actually add any new items, but it changes the base price of many items (including ludicrously low ore prices which are not mentioned in its description), so installing or removing it requires Trade Routes to recalculate all prices. It is also strongly recommended to use Trade Routes' Ore Ratio option to restore ores to sane prices.

Realistic Needs & Diseases - Patch Recommended
TradeRoutes.esp should come before RealisticNeedsandDiseases.esp in your load order. If the compatibility plugin is not used, the only issue is that Trade Routes' Regional Supply feature will not disable RNaD's modified innkeeper supplies of food and drink, causing all innkeepers to sell too many items. The plugin resolves this issue and also adds support for all of RNaD's new items. The Animal Loot, Dragonborn and Hearthfire optionals for RNaD are supported automatically.

T3nd0s Skyrim Redone (SkyRe) - Patch Recommended
TradeRoutes.esp should come before SkyRe_Main.esp in your load order. If the compatibility plugin is not used, the only issue is that Trade Routes' Regional Supply feature will not disable SkyRe's modified general goods and blacksmith supplies of ores and ingots, causing them to sell too many items. The plugin resolves this issue and also adds support for all of SkyRe's new items. SkyRe's modified perks are always automatically supported. Note that Trade Routes will remove the increased merchant difficulty of SkyRe, in order to ensure that routes can be profitable; if you prefer SkyRe's merchant difficulty and don't mind making profitable trading much harder or impossible, you can set Trade Routes' Speech Scaling option to "disabled" and then save and restart Skyrim.

Requiem - The Roleplaying Overhaul - Patch Required
Requiem - Hard Times - Automatic Support
TradeRoutes.esp should come before Requiem.esp in your load order. Because Requiem alters the VendorGold* lists and adds duplicates of them to many merchant chests, a compatibility plugin is required in order to resolve these conflicts without breaking either mod. The plugin also adds support for all of Requiem's new items; its modified perks are always automatically supported. The items added by Hard Times are automatically supported, but you must put the Requiem compatibility plugin after Hard Times in your load order. Note that Trade Routes will remove the increased merchant difficulty of Requiem, in order to ensure that routes can be profitable; if you prefer Requiem's merchant difficulty and don't mind making profitable trading much harder or impossible, you can set Trade Routes' Speech Scaling option to "disabled" and then save and restart Skyrim.

PerkUP - Automatic Support
Skyrim Perk Enhancements and Rebalanced Gameplay (SPERG) - Automatic Support
Skyrim Perk Extravaganza (SkyPE) - Automatic Support
TheThirdRace Skill Overhaul (TTRSO) - Automatic Support
Unofficial Skyrim Patch - Automatic Support
The modified Speech perks in these mods are fully supported. Although Trade Routes itself does not add or modify any perks, its profitability tuning is sensitive to any changes to perks that affect buying and selling prices (i.e. Haggling). Trade Routes will automatically compensate for this (via the "Auto" Speech Scaling option) by adjusting the merchant difficulty game settings (fBarterMax/Min) in order to maintain the intended profit potential of each route.

ACE Speech - Automatic Support (partial)
The modified Speech perks in this mod are only partially supported, due to their unusual combination of potency and skill requirements. This makes it impossible for Trade Routes to control the precise skill level at which the trade loops become profitable or time-efficient, so the traveling merchant gameplay will not be as well tuned with this perk mod as with the other fully supported mods.

Immersive Patrols - Compatible
Populated Cities - Compatible
Populated Dungeons Caves Ruins - Compatible
Populated Forts Towers Places - Compatible
Populated Prisons - Compatible
Populated Skyrim Civil War - Compatible
Populated Skyrim Prisons Cells - Compatible
These mods have no conflicts with Trade Routes, and do not add any new items or locations that need to be supported. They can be freely used with Trade Routes and neither mod should have any effect on the other.

Other New Lands Mods
If you use an unsupported mod which adds an entire region, you'll just notice that all affected items have their "average" price in that region instead of a logical price for each item. If you know of or are developing a new lands mod that you think Trade Routes should support, please feel free to contact me.

Other New Locations Mods
If you use a mod which adds new locations to existing regions (such as expanded towns with new interior cells), then compatibility will depend on how the new locations are defined. If the new Location records are descendants of the appropriate "LocTypeHold" Location, then Trade Routes should recognize which regional variations to apply there and all will be well. Otherwise, things should still work as long as the player enters the new Location from a properly defined Location (such as an exterior cell of the expanded town); but if the player teleports into the new Location then prices and supplies will retain their variations from the previous region, and if the player loads a saved game inside the new Location then prices and supplies will have "average" values across the board.

Other New Merchants Mods
If you use a mod which adds new merchants (such as expanded towns with new shops), then compatibility will depend on how the new merchants' chests are defined. If they include a single instance of the VendorGold* list appropriate to their merchant type (Apothecary, Blacksmith, etc), and the bulk of their other inventory is provided by the relevant vanilla leveled item lists (LItemBlacksmithMinerals*, LItemMiscVendor*, etc), then Trade Routes should be able to add the correct regional items to their inventory and all will be well. Otherwise, they may end up selling far too many items, or almost no items, or they may be completely unaffected.

Other New Items Mods
If you use an unsupported mod which adds new metals, ingredients, foods or other items similar to ones that Trade Routes covers, you'll just notice that those items always have their original price in all regions. If you know of or are developing an items mod that you think Trade Routes should support, please feel free to contact me.

Other Perk Mods
If you use an unsupported mod which changes the barter bonuses available in the Speech (or any other) perk tree, you may notice that trade routes are much too profitable at low levels, or not profitable at all until very high levels. You can attempt to fix this yourself using Trade Routes' "Custom" Speech Scaling option and adjusting the fBarterMin/Max settings, but the built-in preview would be inaccurate since it won't know how to correctly account for the modified perks. If you know of or are developing a Speech perk mod that you think Trade Routes should support, please feel free to contact me.


Is Trade Routes related to Economics of Skyrim?
Trade Routes is definitely inspired by Economics of Skyrim's regional economy feature, but they are not directly related; all of the design, implementation and scripting was done completely from scratch, and Trade Routes takes the core concept much further. For example, while Economics of Skyrim had three general price levels (1x, 2x, 3x), two supply levels (local, imported) and unrelated modifiers to merchant difficulty and gold supply, Trade Routes uses five price/supply levels and carefully fine-tunes all modifiers in relation to each other in order to facilitate "traveling merchant" gameplay. Economics of Skyrim also included many other unrelated features (such as work-for-hire and crafting station rental) which are not included at all in Trade Routes. Dynamic Economy of Skyrim seems to re-implement the work-for-hire feature, but I don't know of any mods that fill in for EoS' other features; please contact me if you know of or are developing one, since many folks would probably be interested in using it along with Trade Routes as a complete replacement for Economics of Skyrim.

Why is <some item> priced <as such> in <some region>?
In general, prices are lowest where the biggest (or only) sources are, and get higher the further you get from those sources. Sometimes there are lore-based deviations from this pattern, such as unusually high or low demand in some region because of the people or culture there, or competition with local products that drives prices down a bit. But if none of these principles explains the situation, then the answer is almost definitely "game design" -- Trade Routes aims to price things intuitively, yes, but it also aims to create a complete network of profitable trade routes, and sometimes one goal must be compromised for the other. As in all game design, it's a balance between skin and bones: the skin must look pretty, sure, and things should be intuitive and easily explainable to the player; but the bones must also be solid, the game mechanics must be enjoyable and functional, and you don't want to leave loopholes that render half of the design pointless. For more information about the thought process behind a particular item, you can also refer to the ITEM DETAILS article.

Why does <some vendor> sell <some item> in <some region> even though Regional Supply is enabled and it should be very rare there?
When Regional Supply is enabled, Trade Routes will disable certain leveled item lists that make up the bulk of merchant inventories. However, some merchants (especially apothecaries) also have items pre-placed on shelves in their shops which they will offer for sale. In many cases these items are not region-appropriate, so you may see a few odd items for sale in regions that Trade Routes would not ordinarily allow. It would theoretically be possible for Trade Routes to replace these pre-placed items with better regional alternatives, but this could also cause many more compatibility problems with mods that make any changes to affected shop interiors, so there are currently no plans to do this.

How much more profitable is the primary loop vs. the alternate? or,
How much shorter is the alternate loop vs. the primary? or,
Can't I just fast travel everywhere and then who cares how long the loops are?
Of course you can, but you shouldn't. The two trade loops are balanced against each other based on their respective lengths when the player travels in real-time on main roads. It is, of course, possible to fast travel from hold to hold in order to cheat the system and make virtually limitless gold; Trade Routes will not attempt to prevent this. It is assumed that anyone who wants free money can just use the console to get it, while anyone who uses this mod should have the discipline to walk each leg of their trade runs like a proper traveling merchant, and accept all the risks that entails.

It says Moonpath to Elsweyr is supported, but I can't buy enough of anything to ship to the next region!
Yes, sadly, this is so; Moonpath to Elsweyr is supported to the extent that there are items whose prices should allow them to be profitably imported or exported, but as mentioned earlier, this alone is not sufficient for a trade route. Unfortunately the merchants in Moonpath to Elsweyr are very strangely designed, so the mechanism that allows extra trade goods to be added to all other merchants in the game does not work in Elsweyr. Even worse, the merchants are so strangely designed that after spending several full days on it, I still was not able to find a reliable workaround. If the author of Moonpath to Elsweyr wants it to work nicely with Trade Routes, they just have to release an update or patch that cleans up the general goods merchant (so that he only has one chest to sell from, and that chest contains VendorGoldMisc); this should correct the problem so that Elsweyr can be included in both trade loops.

It says ores and ingots are covered, but what about the weapons and armor made from these materials?
Only raw materials (and cooked food, filled soul gems, and spell tomes) are affected by the regional pricing and supply features; finished products (potions, weapons, armor, arrows, etc) are not touched at all. It was originally planned to include weapons and armor (including faction gear like Imperial and Forsworn with regional patterns based on the faction rather than the material), but that ended up being too much for Skyrim's scripting engine to handle. Even as it is, covering only the ores, ingots, ingredients and so on requries ~400 items to be re-priced whenever you enter a new region, and that takes ~10 seconds; if weapons and armor were included as well, that would bring the total well into the thousands, and nobody wants to have to wait over a minute after traveling before they're allowed to talk to a merchant. Besides, it makes a kind of sense that equipment ends up scattered all over the place by bandits, soldiers and other adventurers wearing it around, selling it to upgrade, and so on, so their price and availability won't vary so much from region to region. On the other hand, raw materials tend not to go very far from their source before being turned into a finished product, so they have a much larger regional variance.

How can you publish a FAQ for something that was just released? Nobody has had the chance to frequently ask anything yet!
Because these are Facetiously Anticipated Questions, wiseguy. Which ironically means they should never be asked frequently, or at all, if people bother to read this. Which they won't, of course.


  • When Regional Supply or Extra Goods are enabled, Glover Mallory (Raven Rock's resident blacksmith) has twice as many items for sale as he should. This is due to his merchant chest containing quantity=2 of the VendorGoldBlacksmith leveled list, while every other blacksmith in the game only has quantity=1.


1.1 (2014-01-11)
  • Added support for external compatibility plugins.
  • Added the "Revert VendorGold Lists" special function.
  • Added automatic support for items from Frostfall.
  • Added automatic support for items from Hunterborn.
  • Added automatic support for Speech perks from TheThirdRace Skill Overhaul (TTRSO).
  • Added automatic (partial) support for Speech perks from ACE Speech.
  • Added automatic support for Speech perks from Requiem.
  • Added a required compatibility patch plugin for Requiem.
  • Added a recommended compatibility patch plugin for T3nd0s Skyrim Redone (SkyRe).
  • Added a recommended compatibility patch plugin for Realistic Needs & Diseases.
  • Added a required script patch for Economics of Skyrim.
  • Removed the dependency on the vanilla VendorItems* formlists to prevent other mods from disturbing the distribution of items to merchant types.
  • Innkeepers no longer sell raw meat; in a future version, Hunters may get regional supplies of meat instead.
  • Reduced all item quantities added by the Regional Supply option.
  • Made a slight adjustment to the forest ingredient price pattern.
  • Made slight adjustments to the Speech Scaling presets for most supported perk mods.
  • Renamed the "Extra Goods" option to "Trade Goods" to clarify its purpose.
  • Speech Scaling now also resets fBarterSellMax/BuyMin and fMaxSell/MinBuyMult to ensure trade route profit potential.
  • New all-in-one download with a NMM install script and Wrye Bash-compatible module layout.

1.0 (2014-01-01)
  • First public release.


All design and script code for Trade Routes: Supply & Demand by taleden is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.