Skyrim

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Martabertrand

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martabertrand

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About this mod

The purpose of this mod is to add some variety to what merchants of the same type sell, as well as expand their inventories and make them more true to the merchant’s own words.

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Description

No honest merchant has a valid reason to sell lockpicks, and why would a simple general goods vendor of a province that distrusts magic sell so many soul gems or spell tomes? Also, the Dragonborn might be a crazy hero that single-handedly builds homesteads with tools created from scratch, but regular citizens simply buy nails, hinges and similar materials from blacksmiths or general vendors.

Alchemists now sell more ingredients that are common/abundant/native to the areas where they live, and more potions and poisons; I tried to make the potions sold match their words and personality.

Blacksmiths sell nails, hinges, iron fittings and locks, and some have had their inventories expanded (specially in big cities); if a blacksmith lives near a mine or source of metal, they will have more of the corresponding metal to sell. Additionally, some blacksmiths may have some soldier equipment for sale.

General goods merchants no longer sell lockpicks (I removed them from their normal inventories as well), and sell less magic items (soul gems, spell tomes, enchanted stuff) than before, except for Birna in Winterhold, who sells stuff to prospective mage students; the amount of weapons, armour and potions they sell has also been reduced, that’s what blacksmiths and alchemists are for. To make them more true to their jobs, they sell more clutter, clothes and books, in addition to Hearthfire materials (the ones they didn’t sell already), raw food and salt.

Inns sell plenty more drinks and cooked food; the nature of the drink and food reflect the place where the inn is, so don’t expect much horker stew in Falkreath or sujamma in Whiterun.

Street vendors now have a wider and more accurate offer, and fences sell plenty of good items. The East Empire Company in Solitude no longer has the same inventory as a regular shop from some rural hamlet, they sell valuable and exotic items (that is, Dragonborn DLC stuff), and so does Gulum-Ei (who steals from them).

People in Windhelm also have a chance to sell Solstheim stuff, and of course Brand-Shei and Revyn Sadri do.The Khajiit traders sell a lot of stuff of diverse origin.

Not all merchants are covered, some seemed alright to me or I had no idea what to change. If someone thinks a merchant inventory should be changed, I’m open to suggestions. Keep in mind that you might not see many changes when visiting a merchant, that is because most of my additions are part of levelled lists and so not all of their contents get chosen by the game at one time.The Ragged FlagonAdd-on
This little add-on modifies Vekel’s chest (he sells progressively more and better food and drink as the Guild gets back on its feet) and the chests of the 4 merchants (Tonilia is covered by the main plugin). Syndus has been changed to misc and fletcher (from blacksmith), and Vanryth to a custom merchant type that deals in magic and enchanted stuff (from blacksmith).

Installation and requirements

Download and install with a mod manager of your choice. This mod requires USLEEP; the Ragged Flagon Add-on requires the main plugin (any version).

Compatibility and load order

Mods that add or modify the same merchant chests will not be compatible without a bashed patch. If you don’t do that, then the last loaded mod will win; if you wish to keep my changes, load my mod after any others that modify merchant chests.

This mod comes in 2 flavours, one with edits to the inns’ merchant chests and the other without. The version with no inns is made to be compatible with my other mod, Houses Shops and Inns (the versions with edits to the inns); both mods make the same changes to inn inventories.

The Ragged Flagon add-on is not compatible with mods that change those merchant chests (obviously), including my own Houses Shops and Inns (the version with Guild edits).