Oblivion

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Beav

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Manufacturing Kit and Merchant Dialog investment Manufacturing Kit should appear in the players inventory even if you dont start a new game, this does however make the mod in-compatible with any other mod that alters the npc named \"player\" The Manufacturing Kit allows its user to: a) turn bones (most not all) into bone arrows (worthl

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Manufacturing Kit and Merchant Dialog investment

Manufacturing Kit should appear in the players inventory even if you dont start a new game, this does however make the mod in-compatible with any other mod that alters the npc named "player"

The Manufacturing Kit allows its user to:
a) turn bones (most not all) into bone arrows (worthless and uneffective)
b) turn most normal armor/weapons into "material" ingots (does not effect rusty/fine or pre enchanted, dont know what it does with player enchanted) ("material" = daedric ebony glass dwarven elven mithril/silver steel iron)
c) turn "material" ingots into "material" weapons/armor"
d) turn "material" ingots and bone arrows into "material" arrows

"material" ingots are worth 1 gold each and have a negligible wieght...0.001, when weapons/armor are turned into ingots it creates an amount = to the base gold value of the item as shown in the editor, when ingots are turned into armor/weapons/arrows it consumes a number of ingots = to the gold value of the item...this is to maintain some sembalance of balance, granted you "could" use this to sell all weapons/armor for max value instead of the lesser value that most merchants what to buy them from you for...so dont do that if you dont want that...I could have made them worthless...but I didnt think that made sense
the merchant dialog investment adds investment dialog options based on your merchantile skill and current cash etc...
this portion of the mod is incompatible with any other mod that alters the INVEST dialog option
the merchant doesnt nessecarilly get as much cash as you invest
skill merchant increasecash lost

75500 500 (default)
80500 750
851000 2000
905000 10000
951000020000
100 1000050000

I dont know if anyone else has made a mod like this, havent looked to far back into the mods list.

I have tested this extensivly and it seems to work.
Due to the maximum script length problem i ran into this mod places a number of disabled items (invisible and not solid) into the prison cell you start in that have onactivate scripts, these scripts DO run and work no matter where you are in the game...so far.

I plan to eventually extend this mod to work with other "materials" and eventually enchantment/spellmaking

please leave comments/bug reports in the forum link to the right