Morrowind
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Dungeom

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dungeom

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39 comments

  1. BarronTV1
    BarronTV1
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    Probably my favourite mod, I actually have to think about my money and choose to go actually make some. Makes me think about travel more too. Great job.
  2. youpaidforthisleak
    youpaidforthisleak
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    Dwarven armor is unchanged, intended?
  3. kinnairdclan
    kinnairdclan
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    This mod right here, more than anything else, has made playthroughs on Vvardenfell more engaging, challenging, rewarding, and enjoyable. Your average bandit cave with loot will net you about 400Gold. A Daedric ruin, with mods so Dremora weapons are summoned, 1500G.

    That's with zero Mercantile, which is now actually useful. You won't use up a single trader's seller gold in one sitting let alone a town's. You'll be driven to explore non-quest-related areas to make money. Combined with MWNCGD with slow skill progression, training will be absolutely crucial to improve attributes but be prepared to watch your paltry 4-5K evaporate!

    So much fun. Money stays important well into the midgame.
  4. coltroost
    coltroost
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    For some reason the prices for Mages Guild travel services are all the same, regardless of location. They seem to be around 85-90 gold for me.
  5. sektorao
    sektorao
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    About the prices of expensive and exquisite items like rings, shoes and such. They are too cheap. It says expensive, but it costs less than silt strider ride. It should be 5 to 10 times more valuable. The rest is great.
  6. Laurelinka
    Laurelinka
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    Thx for the mod.

    Is it possible to rework creeper and mudcrab so they appear only for couple of days per month or something like this? Creeper even said something about it. So it wont be abused as much and preserve actual game design.

    Selfmade potions with 0 value is an overkill. Is it not possible to reduce it ~10 times or make them cheaper cause of negative effects and with only negatives is 0 value themselves? 

    Alchemy apparatus should cost more, not less. Its one lifetime purshase and gives a lot of benefits. They(top tier) are costs not so much in the first place, around usual orchish armor set, while representing pinacle of stat mastery. 

    Fastravel x5 is an overkill. It would be accessable only by nobles what is not correct by the lore. 100+ septims for a relatively short ride, when you can buy full light set or half of heavy on this, why whould anyone use it?
  7. Rosynant
    Rosynant
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    During my previous playthroughs I felt something was wrong with vanilla economy. In fact, at level 20 I was so rich, that I didn't know what to do with all the money and all the expensive items I was accumulating. So I decided to seek a solution.

    I have to say - Price Balance is great. With my recent character I'm around level 10 right now, but I already see that looting and merchanting are way more rewarding. I really have to pay attention to what and when I buy/sell. When I finally earn some more gold I spend it on training or useful items, but I don't reach a point at which worrying about my wallet becomes superfluous. My character's life has become harder and I like it ;)

    Also, as you suggested, I installed  vn_economy_ItemLists and I'm not overloaded with tons of "super rare" dwemer/ebony gear. That's nice too.

    I will definitely report how this modified price curve affects gameplay at higher levels. For now, it's very good.
    1. OffworldDevil
      OffworldDevil
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      If you want even more of challenge, try this mod as well. Gold is much more of a necessity, it's far less easy to become a living god, and there's no longer that annoying temptation to spam weak spells and other repetitive actions to grind your way around spending money.
    2. Rosynant
      Rosynant
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      That's interesting! It's a complete opposite of levelling mods I've come across so far. But it sounds reasonable. The only thing that bothers me is whether it would work with OpenMW.
    3. Rosynant
      Rosynant
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      Ok, so I have developed my character to level 43, playing with this mod installed since the very beginning. I finished the Thieves Guild questline, the whole Bloodmoon Expansion, the Main Quest and I'm currently going through the Tribunal. My observations regarding later game economy are somewhat different from the earlier impressions. Unfortunately, when I was around level 30 and started to explore the Bloodmoon content, "financial problems" emerged. Some items were still disproportionally valuable, like Huntsman Spear and Winterwound Dagger. Together with the crazy enemy density on Solstheim and loot availability, I soon became insanely rich. In fact, a single run from Raven Rock to Skaal Village (without much exploration) would be enough to gather several pieces of Dreugh Armor, Nordic Mail, Huntsman Spears and Winterwound Daggers (from encountered Fryse Hags, Reavers and random loot in containers), worth thousands of septims. Of course, it would have been much worse without this mod installed :) But it still broke the game.

      Apart from Solstheim, I spotted at least 2 crucial moments that suffer from the same problem as Solstheim. One is Ald Daedroth, when you confront amazingly equipped Ordinators during the MQ, and the second one is the base of Dark Brotherhood in Mournhold sewers. After defeating them I ended up with so many daedric and adamantium blades, that I had to leave them behind. Not to mention piles of DB armor.

      To sum it up, I still think Price Balance is great early and mid-game. However, when approaching higher level quests/areas it doesn't prevent the character's wealth from going far beyond measure, so to speak. I see several solutions to that:

      1) Further tweaking leveled item lists (even though I play with recommended vn_economy_ItemLists), especially in regards to Solstheim and DB
      2) Further lowering prices of some easily accesible amazing items (Ordinator's maces, aforementioned Fryse Hags' and Reavers' equipment, some overly abundant glass daggers, etc.)
      3) Further increasing prices of travel services
      4) Increasing prices of training and self-made spells
      5) Maybe modifying GMSTs related to barter in order to make merchants selling stuff at worse prices?

      I think that points 3) & 4) are especially important, since these are one of a few true "money sinks" in the game that prevent the wild inflation.
  8. SciArcane
    SciArcane
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    VERY well done and thought out mod! I tip my hat to you Sir!
  9. Jaakie79
    Jaakie79
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    Hey dungeom,

    First off long time user of the mod and by far my fav eco mod to remedy the price curves.

    Been using vn_economy_ItemLists.esp as a companion mod as suggested and while i really like the new level lists i do find that low level areas like the bitter coast smugglers caves end up now giving very little loot as a comparison to giving too much easy loot at lower levels inn vanilla.

    Agree that things like grand soul gems and lightweight high value scrolls seems too easy/high reward at those levels, but with their removal or at least extremely low spawn rate i find there to be almost no incentive to go to these caves as generally you'll usually end up with a whole lotta nothing or at least very low value gear and makes me wonder what these smugglers were smuggling and trying to protect in the first place.

    Was wondering your thoughts on maybe introducing contraband items to the smuggler cave level lists like dwarven tubes, bowels and coins.
    Raw ebony and maybe glass in moderation.
    The level lists in these lower area's just feel rather empty to me?

    Just wanted to get your take?
  10. Azulyn
    Azulyn
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    Got a new PC and am doing a fresh modded Morrowind install... I notice there have been a bunch of updated MWSE mods that affect bartering and merchant, but none of them cover the economy quite like this mod. The best feature, for me anyway, is Silt Striders and Boats costing money. The vanilla prices were too low.