I hadn't noticed how bad that sail was until I saw your comment... and then I couldn't stop looking at it, lol. Now, with your fix installed, it's perfect.
Thank you very much for your mod, Vegetto. Actually, for all your mods. You're nearly a legend around here.
Found out upon reviewing my taxes that the mod actually forces a greeting with the same Socucius Ergalla all the way from Seyda Neen, as opposed to the actual Census agent that I'm talking to. It's like his chargen spirit momentarily possessed them the moment we discussed taxes.
"This is the first of several mods I have in mind/ready where you can earn and spend septims in large amounts without breaking the game's balance, with the sole purpose of making high-level characters fun to play."
This makes me wonder whether you got around to implementing any of the other ideas :).
Great mod BTW. Frankly, once you start playing with it, disabling the mod will suddenly make the game too easy.
Hey, thanks for your comment! Honestly, I ended up doing less than I originally planned. Most of the mods I made just add expensive items or spells that add new features to the game. Here’s what I’ve got so far:
Blood Magic - The Arcane Knowledge of the Aundae: This mod adds new spells for Aundae vampires, but you'll need to pay a hefty amount of gold to get them. (This mod's designed to be played alongside THIS MOD, which also gives the player access to high-cost items).
Armored Bal Isra: This mod lets you buy expensive gear for the Redoran warriors in Bal Isra.
Fishing Nets for Stormrider: Adds fishing nets to the Stormrider ship (which is already pretty expensive) for a price that matches the ship’s value.
I really like this concept, I also was thinking on a tax system but didn't know how to do it properly.
I couldn't find in the description how taxes are computed based on the assets declaration: Is it a fixed percent? What value? Does the percent increases as the assets value increases?
Could it be possible to automatically include in the asset declaration the total value of current gold plus the value of all the equipment and the inventory?
Hello. In case the description isn’t detailed enough, take a look at the third screenshot attached to this mod, which corresponds to the Messagebox that appears when setting the taxes. I'll copy the text here for you:
'Choose the amount of taxes you will have to pay per level. Taxes are paid every ten days. This means that, for example, if you choose an option of 50 and you are at level 10, you will pay 500 Drakes every ten days. The Auto option allows the payment rates to increase gradually, following the formula: Tax to be paid = Player level x (20 + (player level x 5)) [with a level cap at 46]. This means that the player will pay little in the early levels and significantly more in the later levels. For example, a level 1 player will pay only 25 septims every ten days, a level 5 player will pay 225, and a level 10 player will pay 700. This is the recommended option.' The options are '0,' '50,' '100,' '150,' '200,' or 'Auto.'
I think this explanation is quite clear, but if there’s anything it isn't, let me know, and I’ll try to clarify it further.
Regarding what you proposed, it might be easy to calculate the player's gold, but it wouldn’t be as simple to assess the value of the equipment and the rest of the inventory. I don’t think it could be implemented without LUA, and even if it were implemented with LUA, I don’t think it would be representative. Here are some examples:
Leaving the gold on a table would simply allow you to avoid paying a significant portion of the taxes. I use a mod that makes gold weigh something, so most of my gold is never in my inventory.
The value of the equipment varies greatly depending on the style you’ve chosen. A player specialized in medium armor would pay infinitely less than one using light or heavy armor.
There are enchanted items that simply have an exorbitant value.
If you have a very expensive item in your inventory for a quest, you'll end up paying a lot of taxes even though you're just transporting it.
Other options presented in other comments, such as considering the total gold moved in transactions with merchants and earned through quests, would be another mess, in my opinion, because while the idea is good, implementing it correctly would be almost impossible. It also wouldn’t be realistic: in a medieval society, there’s no way to control that.
The best option would be the one suggested by AliceL93, which is to base the taxes on the properties the player owns and their ranks in the guilds and differentiate between taxes from the Great Houses and the Empire. But, unfortunately, there are dozens of mods with properties, and implementing that and keeping it updated would be a lot of work for me.
I chose the option of using the player's level as the basis for calculating the taxes because, ironically, even though it’s an "artificial" element of the game, it usually represents the player's development and wealth quite well. The 'Auto' option added in the 3.0 update is, I think, a good choice for both new and old games.
Thx for the details! Indeed I missed the screenshot with explanations. Your arguments make sense and I can't think of a better simple system.
Basing the tax value on the player level seems effective, but depending on your play style and the economy mods you installed, I suppose you might need to change your mod option multiple times during your playthrough to fit your wealth progression. I'm afraid to become ether an outlaw or too rich 😅
The mod is balanced for vanilla gameplay, but honestly, I think the "auto" option remains balanced even with your mod that increases merchants' skills, both for new and high-level players. Take a look, and if for any reason the mod isn’t playable along your mod at higher levels, I’ll try to make some adjustments to my mod. It wouldn't be difficult to add a configurable maximum for taxes to be paid.
You mentioned Tamriel Rebuilt in the description which got me thinking. Old Ebonheart (and probably some other TR locations) has a CnE Office too. If I have the two mods installed, could I pay taxes there too?
Well, I guess better late than never... Done. It is now possible to pay and review taxes with any high-ranking Census Office official since version 2.5, which I just released.
Nice one, just remembered if Elder scroll is like medieval era so everything is about tax lol.
Maybe in the future i hope we not just pay the tax but also collect it if we already become Leader one of great house, like we can collect tax in sadrith Mora after we become the Arcmagister🤔
Have you considered adding a limit of 30 days as an alternative to 11? Especially when playing with province mods, it would make things easier to manage.
Hello! I could add it as a separate version if you need. However, considering that the player can deposit much more money than they have to pay every ten days, the return times to Seyda Neen are already quite high.
A player with taxes of 10,000 septims has 40 days to return to the Offices, a player with 5,000 taxes has 70 days to return, and a player with 2,500 taxes has 130 days to return. It's enough to travel to Skyrim, do what you want, return, and still have extra days to pay the taxes. If you multiply those days by 3, if taxes were paid every 30 days, there would be players who would only pay their taxes in advance once throughout the entire duration of their game.
Still, I have no problem making a 30-day version :)
51 comments
Though, I cannot see your boat with that sail in the screenshot. :)
So I just uploaded a fix for you: https://www.nexusmods.com/morrowind/mods/51813?tab=files
It will only remove the sail leaving the animation of the moored boat intact.
Cheers!
Thank you very much for your mod, Vegetto. Actually, for all your mods. You're nearly a legend around here.
This makes me wonder whether you got around to implementing any of the other ideas :).
Great mod BTW. Frankly, once you start playing with it, disabling the mod will suddenly make the game too easy.
But yes, I like MWSE mods too much to go to OpenMW...
I couldn't find in the description how taxes are computed based on the assets declaration: Is it a fixed percent? What value? Does the percent increases as the assets value increases?
Could it be possible to automatically include in the asset declaration the total value of current gold plus the value of all the equipment and the inventory?
'Choose the amount of taxes you will have to pay per level. Taxes are paid every ten days. This means that, for example, if you choose an option of 50 and you are at level 10, you will pay 500 Drakes every ten days. The Auto option allows the payment rates to increase gradually, following the formula: Tax to be paid = Player level x (20 + (player level x 5)) [with a level cap at 46]. This means that the player will pay little in the early levels and significantly more in the later levels. For example, a level 1 player will pay only 25 septims every ten days, a level 5 player will pay 225, and a level 10 player will pay 700. This is the recommended option.' The options are '0,' '50,' '100,' '150,' '200,' or 'Auto.'
I think this explanation is quite clear, but if there’s anything it isn't, let me know, and I’ll try to clarify it further.
Regarding what you proposed, it might be easy to calculate the player's gold, but it wouldn’t be as simple to assess the value of the equipment and the rest of the inventory. I don’t think it could be implemented without LUA, and even if it were implemented with LUA, I don’t think it would be representative. Here are some examples:
Other options presented in other comments, such as considering the total gold moved in transactions with merchants and earned through quests, would be another mess, in my opinion, because while the idea is good, implementing it correctly would be almost impossible. It also wouldn’t be realistic: in a medieval society, there’s no way to control that.
The best option would be the one suggested by AliceL93, which is to base the taxes on the properties the player owns and their ranks in the guilds and differentiate between taxes from the Great Houses and the Empire. But, unfortunately, there are dozens of mods with properties, and implementing that and keeping it updated would be a lot of work for me.
I chose the option of using the player's level as the basis for calculating the taxes because, ironically, even though it’s an "artificial" element of the game, it usually represents the player's development and wealth quite well. The 'Auto' option added in the 3.0 update is, I think, a good choice for both new and old games.
Indeed I missed the screenshot with explanations.
Your arguments make sense and I can't think of a better simple system.
Basing the tax value on the player level seems effective, but depending on your play style and the economy mods you installed, I suppose you might need to change your mod option multiple times during your playthrough to fit your wealth progression. I'm afraid to become ether an outlaw or too rich 😅
Maybe in the future i hope we not just pay the tax but also collect it if we already become Leader one of great house, like we can collect tax in sadrith Mora after we become the Arcmagister🤔
A player with taxes of 10,000 septims has 40 days to return to the Offices, a player with 5,000 taxes has 70 days to return, and a player with 2,500 taxes has 130 days to return. It's enough to travel to Skyrim, do what you want, return, and still have extra days to pay the taxes. If you multiply those days by 3, if taxes were paid every 30 days, there would be players who would only pay their taxes in advance once throughout the entire duration of their game.
Still, I have no problem making a 30-day version :)