Morrowind
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mort

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mortimermcmire

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53 comments

  1. mrossk
    mrossk
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    How do you know how the world is supposed to work?
  2. Darkstorne
    Darkstorne
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    This is incredible. It's such a simple but effective way to tackle the ludicrous valuation higher tier items have. I've combined it with mods that prevent dremora and golden saints from dropping daedric equipment too, in case anyone is looking to further reduce end-game gold bloat.
  3. jibberandtwitch
    jibberandtwitch
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    This is exactly what I was looking for!
    Such a simple fix for such a big problem of the Morrowind economy.
  4. tesfan1221
    tesfan1221
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    Interesting mod, but, seriously, this is like a red flag:
    "Watch pawn stars some time..."
    Just to be curious, why would anyone base their concept of trading on a reality TV show? Those have nothing to do with reality itself, it's all smoke&mirrors really, nothing is real there...
    1. Debatemaster1
      Debatemaster1
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      Hello. I'd like to trade in this rare Daedric Katana...

      (Takes a look)

      Best I can do is 75 Drakes; take it or leave it.
    2. mortimermcmire
      mortimermcmire
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      this is also a video game, nothing is real here either lol.
  5. Jaspjay
    Jaspjay
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    Great mod. Out of curiosity, is there any reason this would make me be able to buy items at below value? I can't remember whether this happens in vanilla but with a mercantile of 20 and a disposition of 80 I'm able to buy things for a couple of gold below base value from Arrille
  6. JosephMcKean
    JosephMcKean
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    I love this mod! Being poor and always mindful of how to use my septims in a foreign land makes the game a lot more immersive and realistic! 
  7. cpassuel
    cpassuel
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    I noticed a weird behaviour with 10 gold value items: I can sell one for 4 gold, but when I try to sell 2 of them I get only 3 gold, less money so I have to sell them one by one :/
    1. cpassuel
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      After checking the source code, it appears that items count is not used, leading to weird prices when selling bulk. It should rather be

      if (e.basePrice / e.count) > 10 then
      e.price = e.price / math.log(e.basePrice / e.count)
      end

      EDIT: My bad, I didn't noticed the bug report
    2. mortimermcmire
      mortimermcmire
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      fixed
    3. cpassuel
      cpassuel
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      Thanks for the fix, I've found another issue/inconsistancy more related to the bare ln function used: items with a base price under 30 gold will sell less than a 10 gold item as you can see on this picture (in blue)

      After some simulations, I found a way to fix it with a less punitive function for low prices: from 11 to a defined threesold, (for ex 1000), the function slowly increase from ln(price)/2 to ln(price).

      if basePricePer > 10 and basePricePer < 1000 then
      e.price = e.price / (math.log(basePricePer) / (2 - basePricePer/1000))
      elseif basePricePer >= 1000
      e.price = e.price / math.log(basePricePer)
      end

      Here is a simulation with a 1000 gold threesold with both pricing functions
    4. arcvoodal
      arcvoodal
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      Deleted
    5. arcvoodal
      arcvoodal
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      Making this edit seems to cause this error:

      ?[LuaManager] ERROR: Failed to run mod initialization script:
      Data Files\MWSE\mods\HarderBarter\main.lua:43: 'then' expected near 'e'

      I have learned how to code since that comment. The error is because the code was missing a keyword. Here is the version with `then` added:

      local function mort_barterAdjust(e)
          if ( config.modEnabled == true ) then
              if e.buying == false then
                  local basePricePer = e.basePrice / e.count
                  if basePricePer > 10 and basePricePer < 1000 then
                      e.price = e.price / (math.log(basePricePer) / (2 - basePricePer/1000))
                  elseif basePricePer >= 1000 then
                      e.price = e.price / math.log(basePricePer)
                  end
              end
          end
      end

      But it seems items over 1000 sell for way too little like this. The math needs to be tweaked.
  8. mrbackproblem
    mrbackproblem
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    So i noticed theres some unimplemeted stuff regarding various difficulty settings. Just out of curiosity did you have a plan for how those would affect the price equation? Im trying to figure out a good way to combine this with buying game but the default prices are a little steep I think with both mods active. Would the easier setting just have been something like newPrice = (oldPrice / log(baseprice)) * 2?
    1. mrbackproblem
      mrbackproblem
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      in case anyone is wondering, this is actually a perfect setup in my opinion. the extreme prices are still hevily nerfed (for example a 35k ebony cuirass sells for 5k rather than like 25k, but still way less painful than 2.5k) but it's not quite as intense as usual. and you can still notice the effects of buying game as well, they don't actually conflict, both mods are able to act on the prices at the same time. Also the simple addition of adding * 2 to the equation smooths out the lower prices too. log(11) is roughly 2.3 so multiplying that by 2 means the prices that are just over the 10 gold threshold get bumped up to similar levels as the stuff just under the threshhold
    2. mortimermcmire
      mortimermcmire
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      wow! thank you for the comment, I've wondered the same thing myself
  9. Rosynant
    Rosynant
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    Sounds great, looking forward to using it during my next playthrough. One question, though. Does it affect prices offered by creatures (Mudcrab, Creeper)? I suppose it does, just want to be sure.
    1. mortimermcmire
      mortimermcmire
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      Yes, anything in a barter menu
    2. Rosynant
      Rosynant
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      Great to know, thanks for the response.
  10. SciArcane
    SciArcane
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    Would love to see an OpenMW mod like this!
    1. Atanvarn
      Atanvarn
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      This.