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About this mod

Smart Merchants for MWSE-Lua inspired from HotFusion's Economy Adjuster and Wakim's game settings, no need of a separate .esp, and no need of extra dialog greetings

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Smart Merchants for MWSE-Lua

inspired from HotFusion's Economy Adjuster

 and Wakim's game settings

, no need of a separate .esp, and no need of extra dialog greetings

version changes:
1.06 - fixed ordering of harder-barter like price reduction
1.05 - tweaks
1.04
- You can now toggle merchants/trainers skill upgrades to be persistent (base value changes) or on-the-fly (current dialog only) persistentSkillsUpgrades
- Configurable Harder Barter like merchants buying prices reduction
1. Low - Squared root base 10 logarithmic --> totalPrice / sqrt(base 10 logarithm(unitPrice))
2. Medium - Squared root natural logarithmic --> totalPrice / sqrt(natural logarithm(unitPrice))
3. High - Base 10 logarithmic --> totalPrice / base 10 logarithm(unitPrice)4. Very High - Natural logarithmic --> totalPrice / natural logarithm(unitPrice)
4. Very High - Natural logarithmic --> totalPrice / natural logarithm(unitPrice)

1.03 - added option to use player level in calculation if actor level is lower than player level
1.02 - try to apply GMSTs changes immediately instead than on next reload
1.01 - tweaked sliders parameters, added skillLevelBase, replaced creaturebargain toggle with creatureBargainLevel slider

Note:
if you have problems with upgrading try deleting the old Data Files\MWSE\config\abotSmart_Merchants.json file

Tweakables list (info is displayed while hovering over the option in the MWSE Mod Control Panel):

upgradeTrainerNPCsSkills = true,
upgradeMerchantNPCsSkills = true,
skillLevelBase = 0, -- base value added to upgraded mercantile and speechcraft (default: 0)
skillLevelMultiplier = 3, -- multiplier for upgraded mercantile and speechcraft (suggested: 3)
fBargainOfferBase = 40, -- NPC buy/sell price percent (game default: 50, suggested: 40)
creatureBargainLevel = 10, -- If greater than 0, fBargainOfferBase and max(creature bargain level, creature level) affect creature prices (game default: 0, suggested: 10)
fBargainOfferMulti = -5, -- repeated bargain request modifier (game default: -4, suggested: -5)
fBribe10Mod = 20, -- NPC Disposition raise % on successful 10 gold bribe (game default: 35, suggested: 20)
fBribe100Mod = 40, -- NPC Disposition raise % on successful 100 gold bribe (game default: 75, suggested: 40)
fBribe1000Mod = 60, -- NPC Disposition raise % on successful 1000 gold bribe (game default: 150, suggested: 60)
iBarterSuccessDisposition = 1, -- NPC Disposition raise on successfull barter (game default: 1, suggested: 0)
fDispBargainSuccessMod_X100 = 1 -- NPC disposition raise / 100 when player sells under price (game default: 100, suggested: 1)

In short it is mostly easier tweaking for standard GMSTs

The skill changes to merchants/trainers should work more or less like HotFusion's linked mod (merchants get possible increase in current
mercantile/speechcraft based on level, trainers based on best 3 skills).

The one real new feature is probably the setting to modify also creature vendors prices based on creature level/fBargainOfferBase so you should
be able to tweak also mudcrab/creeper

The average Joe usually don't even read the 4 lines readme LOL, hopefully the hints when hovering over the option will be read, I think this is a neat thing in the MWSE mod management panel.

About other infos, I think this mod is mostly for people previously using HotFusion's mod that would like to avoid the possible problems with greetings due to MCP changes to TalkedToPC and/or conflicts with other mods using forcegreeting, or just to spare a mod slot, so in theory they should already know how that part works. Same for GMST changes used also from Wakim/BTB mods