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RV Mercantile Skills Fix and Economy Adjustments
==================================================

This suite of mods is designed to fix many of the broken factors of Morrowind's economy which makes it easy to make lots of gold for very little effort,
but then have very little to spend it on other than expensive enchantments.

This mod was inspired by HotFusion's Economy Adjuster. The Mercantile fix Script is all my own work, although most of other modules are edits of HotFusion's work.

It is in a modular format, so if you want to pick and choose which bits to use, you can, although I would advise using them all (naturally).

I would also advise using my Slower Restocking Alchemy Ingredients mod alongside this.

RV Mercantile Skills Fix
========================

This is probably the most important part.
As pointed out by HotFusion, the reason why bargaining with merchants in Vanilla Morrowind is like taking candy off a baby
is that he majority or merchants have the Mercantile skill of a baby - or at least that of a starting character's miscellaneous skill.
Their spechcraft skills are equally poor, making it easy to butter them up to give you even better prices.
This is means you can buy for much less than you sell at, enabling you to harvest a merchant for all his gold without selling them anything.

This problem occurs mainly with Mercantile skill below 40.

The previous version based on HotFusion's mode used Dialogue triggered scripts. While an elegant solution, this hid some first-time dialogue and
with MCP's setting which changed the Spoken To flag at the end of dialogue could cause a neverending dialogue loop to occur.

This version is entirely different.
It would be possible to create a mod to edit 100's of NPCs, but this has the potential to conflict with any number of mods, so I have used a
remarkably simple script - although quite extensive in scope.
The script runs everytime the player enters a new cell which resets the Mercantile and Speechcraft skills
of every service provider in the game - except those that didn't need changing.

This might sound cumbersome, but I find it does not make any noticeable hit on game performance on my PC - which is fairly old.
I did try doing this with a one-time script triggered at the start of the game, but the stats of all NPCs are reset on loading a cell
if it has been more than 72 game hours since the cell was last loaded, so it need refreshing at each cell loading.

The script was compiled using an Excel spreadsheet listing the NPCs, which took a lot of the labour out of it once I had the data.
The fomula used to calculate the new Mercantile skill was:
40 + ((Level -1)*1.5) Plus 10 for an Imperial (Racial bonus) Plus a Location Modifier
The Location Modifier was from 0 (ZERO) for a backwater like Hla Oad or Syeda Neen to 12 for a Major City (Vivec). This was to reflect the
experience a merchant would have from operating in a busier place, plus making prices a bit higher in the big city.

Speechcraft was 30 + (Level-1) Plus Racial and Location modifiers.

For those offering training, their lowest training skill was used as a cap to ensure the skills they offer to train remain unchanged.

The only downside of this version is that it does not have any effect on new merchants added to the game. They would need to have their
skills manually edited.

RV EcoAdj DaeDrops
==================

This module reduces the previously drops obtained from Golden Saints, Dremora and Dremora Lords without altering what weapons they use.
Without this, these creatures are probably one of the most lucrative sources of valuable weapons.

Golden Saints, Dremora and Dremora Lords no longer have weapons in their inventory in TESCS.
Instead, they each have a script which adds a random levelled weapon (and shield in the case of Golden Saint) for them to use.
On death, there is a chance these will be removed. The chance of removal is greater for the more valuable weapons and shields.
Thus while you may still obtain daedric weapons from killing these creatures, it will be a rare event.

The summoned ones are unaltered as they disappear when they are killed anyway.

Staada still has lootable weapon and shield with no chance of them vanishing.


RV EcoAdj Creatures
===================

This module alters the Mudcrab Merchant and Creeper from game changing cash machines to slightly strange quirks.

Since creatures have no Mercantile skill, they effectively have a Mercantile skill of ZERO which cannot be changed.
To get around this, these two merchants now have no barter gold.
The mudcrab now only buys and sells potions, as befitting his stock and dialogue, which suggests he was once a liquor merchant.
Creeper sells portions and miscellaneous items, as befitting his stock. He nows seems like a quirky creature servant who sells off some the the Manor's oddments.


RV EcoAdj Settings
==================

This module adjusts various settings to modify the economy of Morrowind to make gold more meaningful to the player.

ibartersuccessdisposition �(was 1) � 0- stop disposition increasing with every successful trade
fTravelMult (usually 4000) � 2000 � doubles cost of travel
fMagesGuidTravel (usually 10) - 20 - doubles the cost of Guild Guide travel
iAlchemyMod � (normally 2) � 1 � reduce the value of self-made potions (approx 1/4 to 1/2 value)
iTrainingMod � (normally 10) � 50 � increase the cost of training x5
fSpellValueMulti - (normally 10) - 10 - double cost of spells
fSpellSpellMakingValueMult - (normally 7) - 30 - increases the cost of spellmaking so they cost more than the pre-made spells to buy.


fEnchantmentValueMult � (normally 1000) � 100 - reduce cost of enchanting.
fMagicItemOnceMult � (normally 1) � 0.05 � reduce cost of enchanting cast once items
These two might seem counter-intuitive, but it stops you buying an expensive enchantment, then recouping all the gold you just spent
on the enchantment by selling the enchanter some expensive items no other trader can afford. It also seems a fairer price

RV EcoAdj Crime
===============

This module alters various settings, variables and dialogue to make the fines for crimes greater.

fCrimeGoldDiscountMult - (Was 0.50) - 0.75
fCrimeStealing - (was 1) - 5 - the bounty for stealing is now 5 times the value stolen rather than the value stolen
iCrimeAttack - (was 40) - 4000 - increase the bounty for attacking someone
iCrimeKilling - (was 1000) - 50000 - increase the bounty for killing someone
iCrimePickpocket - (was 25) - 250 - increase the bounty for picking a pocket
iCrimeThreshold - (was 5000) - 50000 - increase the bounty level at which guards will attack in line with the increase in iCrimeKilling
iCrimeTresspass - (was 5) - 100 - increase the bounty level for tresspass

Modifies multiple dialogue entries to react to the new bounty levels. Includes MPP correction of entries which would make all guards attack
even if the bounty is cleared.

This includes a global variable setting (RV_GH_TheftMult = 5) to work with Graphic Herbalism ReVisited to in increase the penalty for theft.
This may need setting manually if a game save already has a different value for this variable.

RV EcoAdj Pearls
================

This module reduces the frequency of finding pearls from kollops from 50% to 20% - which is still pretty common for pearls compared to real life

Includes a global variable setting (RV_C_KP = 80) which will work with Graphic Herbalism ReVisited. This may need setting manually
if a game save already has a different value for this variable.

Installation
=============
Copy the .esp files into the Data Files folder of your installation of Morrowind.
Select the data files in the Morrowing loading screen according to which modules you wish to use.
Remember to uncheck EcoAdjMerchantSkills (RV Edit) if you have used this previously.

Conflicts
=========
Since this mod uses only stand-alone scripts, it should not conflict with any other mod.
It will not work properly if you try to use it at the same time as EcoAdjMerchantSkills (RV Edit) as this will overwrite the changes
to the merchant skills. The whole point of this mod is to avoid any issues that mod might have caused. Don't use them both!


Acknowledgements
================
Hot fusion for his mod which inspired me.