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Shortchanged v1.2
by Danjb
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Changes a number of game setting to make it much harder to accumulate Gold.
I always found that Gold quickly became meaningless in Morrowind. Why would anyone think twice about paying 20 Gold for a Silt Strider when they have tens of thousands in their pockets? This mod makes the game a lot more challenging by making Gold much more valuable.
Details of the changes I have made are listed below, along with a guide to customising these values to suit your preferences.
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Details
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Here are the specific changes I have made:
- x2 Enchantment cost
- x2 Training cost
- x5 Travel cost (Mage Guild and Silt Strider)
- Crimes now result in larger bounties:
- Trespassing: 200
- Pickpocketing: 500
- Theft: 2 x [item value]
- Assault: 1000
- Murder: 3000
- Thieves' Guild discount for clearing your bounty reduced by 50%
- Home-made potions are worth 50% less
- Merchants will offer 50% less when buying items
- Merchants take 3 days to restock their Gold
- Merchants' dispositions will drop by 2 when an offer is refused
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Customisation
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1. Open the Construction Set.
2. Click on File -> Data Files.
3. Double-click the checkbox next to "Shortchanged.esp".
4. Click "Set as Active File" to ensure that changes will be saved.
5. Click on "OK" and the mod will load.
6. Click on Gameplay -> Settings -> Gameplay tab.
7. Change settings as desired.
8. Save the mod.
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Here are the different settings used by this mod:
- fEnchantmentValueMult
Controls the cost of enchantments.
Initial Value: 1000
Mod Value: 2000
- fTravelMult
Controls the cost of Silt Strider travel (decreasing the number increases travel cost).
Initial Value: 4000
Mod Value: 800
- fMagesGuildTravel
Controls the cost of Mage Guild travel.
Initial Value: 10
Mod Value: 50
- fBarterGoldResetDelay
Time, in hours, before a merchant's Gold respawns.
Initial Value: 24
Mod Value: 72
- iBarterFailDisposition
Disposition change when a merchant refuses an offer.
Initial Value: -1
Mod Value: -5
- iTrainingMod
Controls the cost of training.
Initial Value: 10
Mod Value: 20
- iAlchemyMod
Controls the sale value of home-made potions.
Initial Value: 2
Mod Value: 1
- fBargainOfferBase
Percentage of an item's value merchants will offer at 50 disposition.
Initial Value: 50
Mod Value: 25
- iCrimeKilling
Bounty received for killing someone; see note below (*).
Initial Value: 1000
Mod Value: 3000
- iCrimeAttack
Bounty received for attacking someone; see note below (*).
Initial Value: 40
Mod Value: 1000
See note below (*).
- iCrimeStealing
Bounty received for stealing something (gets multiplied by the item's value).
Initial Value: 1
Mod Value: 2
- iCrimePickPocket
Bounty received for attempting to pickpocket someone.
Initial Value: 25
Mod Value: 500
- iCrimeTresspass
Bounty received for attempting to sleep in someone's bed.
Initial Value: 5
Mod Value: 200
- iCrimeGoldDiscountMult
How much of your bounty you need to pay the Thieves' Guild to clear your name.
Initial Value: 0.5
Mod Value: 0.75
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(*) NOTE:
If you change iCrimeKilling or iCrimeAttack, you also need to change the script that handles Morag Tong writs. This script allows the player to get away with a bounty equivalent to 1 assault and 1 murder.
To change this script:
1. Click on Gameplay > Edit Scripts.
2. Click on "Open".
3. Open "BILL_MT_calc_legit_kills".
4. Change line 15 to reflect the new values.
e.g. If iCrimeAttack is 100 and iCrimeKilling is 2000, this line should be:
set murdercost to -2100
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Changelog
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v1.2
- Fixed broken Morag Tong writs.
v1.1
- Training fixed to be doubly expensive.
- Travel costs halved.
- Merchants get their gold back after just three days instead of a week.
- Merchants' dispositions drop half as fast when haggling.
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Contact
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Email: [email protected]
You can also find me on the Elder Scrolls forums.