Oblivion
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Khorest

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khorest

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16 comments

  1. ShahdeeAlice
    ShahdeeAlice
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    Всем дарова! Есть вариант увеличения кошелька торговцам БЕЗ этого мода и даже без редактирования файлов игры.

    Открываете консоль -> выбираете торговца (мышкой или "pridID") -> набираете "SetBarterGold N" где N - количество золота и жмёте enter.

    Теперь у торговца иной лимит денег. Наслаждайтесь.

    За Императора!!
  2. JayayePea
    JayayePea
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    Can you install this mod using Vortex? 
  3. HalfBakedMedia
    HalfBakedMedia
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    I wish I could endorse this way more than once.
  4. Aaronmarq
    Aaronmarq
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    Just for the FAQ section you deserve my endorsement
    1. Pushkatu
      Pushkatu
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      I’m quite sure that more than half of this mod’s endorsements are due to that FAQ.
  5. jalin1
    jalin1
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    Not sure what's up but this mod didn't change anything, installed a different merchant gold increase mod from 2008 and it worked fine, not sure if this one only works on new saves or what have you.
  6. Freyr95
    Freyr95
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    I cant get this to work with bashed patch. It gets "merged" into bashed patch but it doesnt carry over the changes? I tried adding bash tags to the mod but that also didnt work
  7. tesnexus8
    tesnexus8
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    Conceptually, merchants with more gold have higher skill, and thus you get proportionally less return when selling to them.
    Realistically, you'll end up with over 1M gold by level 20 even if you're barely trying, so the 8% (roughly) difference in return is completely meaningless, and just dumping everything on, say, Thoronir now that he can pay up to 8000 per item is completely fine.

    There's a lot of BS "shaming" that goes on for mods like this sometimes, but in reality it basically has no gameplay impact at all: it's just nice to actually get what something is really worth. If anything, it's MORE "immersive", because the limiting factor (once you get to the early teens and loot isn't all garbage any more) becomes your Mercantile skill rather than an arbitrary maximum. :)
  8. rainyquartz
    rainyquartz
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    Hi! Thank you greatly for this mod. It may have cut actual years off my lifespan if I had to sell a 3500-gold daedric axe for just 2000. Luckily, thanks to this mod, we won't have to find out now will we?

    A request: Would it be possible to add Nilphas Omellian from the Battlehorn DLC to the list? He's located in the Merchant's Inn in the Imperial City Market District if that helps any! I'd rather sell my stuff to my girl Jensine of course, but Nilphas is more of a pushover. :D

    Besides, if he's charging me upward of 2000 for each castle upgrade, he's hardly hurting for Septims! He can totally stand to be gouged by a silver-tongued Dunmer sweet-talker such as myself. ;D
  9. Brohanga
    Brohanga
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    This does not work for some reason!
  10. lubronbrons
    lubronbrons
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    a suggestions

    - better use script to change every merchants barter gold, for better compatibility, and should good to go with other mods
    event handler OnActivate might be good choice for this. also a tip... somehow merchant barter gold can't go more than 40K gold in Oblivion,
    I don't know the reason why... (an OBSE weird gold limit??)
    so in my mod AoG I set all merchant gold into 30K flat for Simple Economy setup
    BUT
    strangely if we edit merchant gold in TES4Edit (no OBSE script) by using override method, the maximum value is 65535, much more than 40K

    - and regarding your notes about price...
    we could manipulate sell value with OBSE syntax GetTransactionInfo
    so it is possible to sell item more than 800 GP etc etc
    1. khorest
      khorest
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      I originally did this as a very quick fix, but now that's sorted I'm going to look at OBSE. It's an unusual limit, obviously 65,535 comes from the unsigned 2 byte integer limit, but a limit of around 30k (32,767 for instance) may imply that OBSE handles it as a signed 2 byte integer. There's no reason to do this, as there's no reason to have negative values, but data types are annoying as hell and I don't begrudge anyone for accidentally using one that may not be the most suitable. Or it could be a necessary workaround to tie it into other quantities, who knows?

      But certainly now I'm not bleeding cash from the SI merchants I can look into better ways to implement this, thanks for your suggestion!