Skyrim

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TwinCrows

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TwinCrows

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33 comments

  1. Grimus4
    Grimus4
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    great mod! However, the notifications are really bothering me. How do I mute/turn them off?
  2. msp26
    msp26
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    Do prices reset slowly over time?
    1. TwinCrows
      TwinCrows
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      The prices don't return to normal over time. What happens is, you'll end up with an economy permanently defined by your choices. Adds a lot of gravity to every trade.
    2. alannexus
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      can you add a version where the prices reset over time (every 2 or 3 days the price resets) it could break loot/crafting gameplay if the prices are too low/high
    3. DDCrusader
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      I also think that slow reset over time would be good.

      For example, let’s say I crafted 30 iron daggers and sold them. Sometime later, after I stopped supplying local merchant with daggers, demand should be higher again, otherwise, how can I become a smith, that crafts specific thing for money?

      I would probably tie this to the event, when vendors reset their stock. In vanilla, it is 2 days, if I am not mistaken.
    4. qwertypol012
      qwertypol012
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      Yes, i also share the same idea. While it's probably a bit more realistic for the price to keep increasing, it's also probably not good in gameplay-wise. Just think of it similar with what the mod "Crime Bounty Decay" does, in which your bounty will decrease slowly over time as long as you keep yourself from entering that hold (eg. You have a bounty in Whiterun, you keep yourself from entering Whiterun for a while, then you'll find your bounty has been lowered after coming back to Whiterun later). This is meant to "normalize" things if it went "too far" or to avoid "unwanted" behaviors.

      To keep it challenging though, you can make the "decay" not flat, but based on a factor/variable or two, for example your feat/contribution in the hold/city (eg. if you're a thane or helped a lot of people there or considered a hero, people will be more lenient to you so the price will go down slowly if you keep yourself from buying that same item), so that it won't simply serve as a means of conveniency for the player. This is just a rough concept, but i think the idea is valid. It makes the economy more dynamic instead of static.

      But anyway, this is a great mod already
    5. phoenixfireeye
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      I've been looking for some way to replicate the modded economy that I had in Oblivion, and it seems like maybe those mods just do not exist for Skyrim. It was a really cool and logical system where prices varied regionally as well as per vendor and would fluctuate not only based on player actions but randomly to simulate other people buying and selling. Like many of you are saying here, a mod like this one would make a lot more sense if it wasn't 100% dependant on the player's actions. Honestly, it's pretty immersion-breaking for the world to revolve entirely around the player and I feel like this mod would unfortunately just increase that feeling. I do like the basic idea of supply and demand, but I want it to feel like a real living and breathing world where things can and do happen without my direct input. I think for a truly immerse experience there needs to be a balance somewhere between feeling like the entire world depends on my personal actions and feeling like nothing I do changes anything at all.
    6. Stonewall19792
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      "For example, let’s say I crafted 30 iron daggers and sold them. Sometime later, after I stopped supplying local merchant with daggers, demand should be higher again, otherwise, how can I become a smith, that crafts specific thing for money?"

      I think no reset needed. Reset, gives oportunity to sell items for higher price again. If prices can be reseted, so what's the point in mod? Low demand=low price, high demand= higher prices. For your exmple. You sold 30 daggers, merchant sold them all, lets suggest market is oversaturated. When demand will be again high?   If  we talking about iron daggers, i for example dont buy kitchen knifes every day. And i doubt that Middle Ages farmer bought it more often. A day or a month, or a year? So the reset time will be ....? Want higher prices, invest money. That poor game already dosn't have any economics at all. I dont know how about you, but i have one big question "Why the hell needed merchants in that game? Especially  blacksmiths (all gear we can get from loot, and in base game in doesn't have durabilty), and alchemists (any potion again we can get from loot, and from start character is professional healer (say "hello" to heal spell), again in base game). Maybe MCM for those who want reset option, if author have a time.

      "but I want it to feel like a real living and breathing world where things can and do happen without my direct input."
      I thought about it too. And only way i found is somehow force  NPC use shops. That will be preaty heavy scripted.
  3. Stonewall19792
    Stonewall19792
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    Great mod, it must be in base game. That is exactly i was searching for.
  4. Arenmaw
    Arenmaw
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    Thanks for the mod, but wasn't there an older version of it where we had an MCM and the affected prices weren't permanent?
    Anyway can you implent these features into this one? And if you do, will there be a problem in upgrading the mod?

    Thanks in advance!
  5. Axtray
    Axtray
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    Can you please update your mod to the one that SE has? I think most of us want the updated version where the economy restarts every now and often for LE.
  6. jedy33
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    So this might be a feature or a bug on my end, but I've found out, when testing if this mod works, that the drop and rise in market price is actually applied to your character instead of save state. I repeated the same transaction by reloading a save and found that the market value had dropped, even if I chronologically hadn't made the purchase yet. This meant that I went from making 900 septims the first time I did this on this particular save to making 800 to 500 in consecutive times, again, without even having made the original transaction on that save game at all.
  7. XuxyKkyskas
    XuxyKkyskas
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    This mod is great, but the notifications get very annoying, and for some reason, every time I loot a corpse or container, the prices increase which can get pretty annoying to have the notifications covering half your screen.
  8. LuluAshfield
    LuluAshfield
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    Phenomenal mod. Honestly, this is so beyond the level "Immersive: by galaxies XD

    1 thing to note, not sure why, but whenver I deposite/withdraw items in the Safehouse of the "LoTD: Dragonborn Gallery", the prices change. Is there a way to stop that? XD
  9. deathtopancakez
    deathtopancakez
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    Looks great - one question re: compatibility, how does this fit with Trade Routes? Will it add the price buff/debuff once TR has applied it’s own fluctuation ?

    Nice one on Faction Economy by the way it’s really cool
  10. Duriel7
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    Oh I see a Fable TLC exploit here... buy all the emeralds to sell them afterwards.
    1. zerefnosekai
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      its not really an exploit considering this is how trading works back in the day example spice and wolf
    2. Duriel7
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      Yeah I know, but that's not what I implied in my "joke" - In Fable, you could just buy everything and just after tell the merchant "oh emeralds are very rare in these days uh ?" and then resell the 425616817 emeralds you bought for thrice the price. And do that in loop to have immense and insane amounts of gold.
      In Skyrim it's not possible due to how merchants work (ie having only 10000 max with mods and 2000 vanilla) but I wanted to joke on the system, which I find cool.
      You talk about the Spice and Wolf anime/LN or you made a reference I don't understand ? I didn't watch the anime nor read the LN so I may not understand what you mean.