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Brovarius vel DiscoCat

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Brovarius

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18 comments

  1. Augoeides
    Augoeides
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    I can't seem to get this mod to work, and I have it near the bottom of the list. I'm using the default settings, and prices don't seem to change in any way. before the mod, I tried selling torches to a merchant, which were 16g a piece, with a total dump of 72g. After the mod, these prices didn't change in any way. Likewise, selling off my sword and axe always gave 186g.

    I'm not sure what I'm doing wrong. I'm using the latest version of DFU (v1.1.1), and again, Tougher Haggling is near the bottom of my load order. The only thing below it, are some world cosmetic mods.

    Ignore me, the mod is working fine. I haven't played Daggerfall in two decades, and didn't realize there was a trade confirm where the actual haggling happens. I'm testing all of my mods out before I actually play DFU for the first time, and I just assumed that haggling only altered the display price, but there's more to it than that. My bad.
  2. Tilo1
    Tilo1
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    This mod doesn't seem to work on my game. Maybe it's because of a mod conflict but I can't find which one. (Edit: nevermind I figured it out, however the loan module is overwritten by Roleplay and Realism's loan modificator which cannot be disabled).
  3. Hulgore
    Hulgore
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    Would it be possible to make the mod settings a bit more convenient to adjust ? 

    I'd like to set the loan factor to a rounded 10 000, but it's impossible to do so because the setting jumps from 9 938 to 10 108
    1. Brovarius
      Brovarius
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      Go to C:\Users\[your account username]\AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity\Mods\GameData\fffd6929-6285-44de-903a-a745171e6c16
      and open modsettings.json with any text editor. Here you can adjust settings by inputting the exact numbers you want.
    2. Hulgore
      Hulgore
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      Okay I see, thanks
  4. Hulgore
    Hulgore
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    I have noticed that I sometimes end up selling items for 0 gold, I think it would be beneficial to have a minimum value of 1 for selling items like you did for buying
    1. Brovarius
      Brovarius
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      Selling for 0 is intentional and will not be changed. You still benefit by training your mercantile.
    2. Hulgore
      Hulgore
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      Okay, I guess it's to prevent exploits where repeatedly selling a lot of light items for 1 gold ?
    3. Brovarius
      Brovarius
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      If I were to design the game myself, I would've put at least one lower tier of currency, say, copper, in addition to gold. 1 gold piece would then be worth 100 copper pieces which would enable more granular transactions. All prices could then be multiplied by 10x but denominated in copper pieces and gold would still be 1/10 as ubiquitous, so gold inflation / weight would be less of an issue.
    4. Hulgore
      Hulgore
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      This indeed sounds like a good way to design a game economy. After many years of playing rpgs I always end up thinking that playing vanilla/classic wow at low levels, where trying to turn your copper into silver, then your silver into a handful of gold, is the most enjoyable economy I've experienced. It sustains well a feeling of progression and fair challenge on a fresh character
  5. Hulgore
    Hulgore
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    It's interesting to have a harder economy, there's one thing that can be bothering though, it's the amount of gold that is asked for curing disease. Isn't there a way to make an exception and have it at a lower level ? Currently it costs me 600 golds to get a disease cured, and as a low level character, this is far too high for an expanse that is mandatory
    1. Brovarius
      Brovarius
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      As noted in the description, the mod doesn't change the cost of services. If I decide in the future to tweak the cost of any service, I will put it in a separate mod.
    2. Hulgore
      Hulgore
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      Ah damn sorry for my mistake, I wonder why the hell 'cure disease' was so costly last time I used it
    3. Hulgore
      Hulgore
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      I'm actually going to repeat what I said, curing at a temple is more expensive when I have your mod activated. If I disable it, the price is lowered
    4. Brovarius
      Brovarius
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      Just tested it and you're correct. I looked again at the script file containing the algorithm and, unlike other services, curing disease is controlled by the algorithm my mod changes. However, for the same reason, it's not a very straightforward task to modify it independently of the general mercantile algorithm. I will look at fixing this at some point (don't hold your breath), but I'm still learning about modding DFU.
    5. Hulgore
      Hulgore
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      Okay well thanks
  6. Hulgore
    Hulgore
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    I think there's a small typo mistake ? In the mod settings, the tooltip when mouse-overing 'Buying adjustment' indicates that the default value of your mod is 120, but the default setting seems to be 240
    1. Brovarius
      Brovarius
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      Yes, the setting is correct, the tooltip is wrong, will fix in the next version.