Skyrim Special Edition

Here is a quick guide that covers the basics to make patches for economy overhaul. This is intended for people who are familiar with the creation kit and/or SSEEdit.



Injected keywords:

  • SpImVendorItemGeneralMerchantInjectedKwd 011F0BFB: Makes an item buyable/sellable to all general merchants.
  • SpImVendorItemFarmerInjectedKwd 011F0BFA: Makes an item buyable/sellable to all farmers.
  • SpImVendorItemSkoomaInjectedKwd 011F0BFC: Marks an item as skooma, only buyable/sellable to a few specific merchants.




Selling Perks:

To make sure the new selling perks work properly:

Merchants should not be linked to more than one selling perk. Make sure that every merchant doesn't belong to factions that are not on the same line.
  • JobFletcherFaction, JobBlacksmithFaction, JobJewelerFaction ("Metallurgist" perk)
  • JobCourtWizardFaction, JobTailorFaction, JobSpellFaction, JobApothecaryFaction ("Specialist Seller" perk)
  • CaravanMerchant ("Khajiit's Connection" perk)
  • JobFenceFaction ("Renowned Thief" perk)
(For example, a merchant can belong to both "JobBlacksmithFaction" and "JobJewelerFaction" but not to "JobBlacksmithFaction" and "JobApothecaryFaction".)

If a merchant does not belong in any of the above factions, he will be linked to the "Supplier" selling perk.
    


Sellable Items:

Merchants will buy items that correspond to a keyword list. This list is inside the ServicesXXX faction, unique to each merchant.

Mods can use custom lists for custom merchants, but you should check if they make sense compared to the selling perk linked to the merchant.

A lot of mods will make custom merchants buy everything by putting the "VendorItemsMisc" formlist in the "Vendor Buy/sell List" field and by setting "Not Buy/Sell" to "True". I recommend you change that as merchants that buy everything do not work very well with the new selling perks. To do that, change the "Vendor Buy/sell List" field to a list of your choosing and don't forget to change "Not Buy/Sell" to "False".
Use "SpImVendorItemsGeneralGoods" formlist for general merchants.

Also, those lists limit both sellable and buyable items. Merchants inventories might become limited when you change the keywords list.

If you want to make specific items sellable to general merchants (and buyable if they are in their inventory), add the injected keyword SpImVendorItemGeneralMerchantInjectedKwd 011F0BFB to the items.
If you want to make specific items sellable to farmers (and buyable if they are in their inventory), add the injected keyword SpImVendorItemFarmerInjectedKwd 011F0BFA to the items.



Merchants Inventories:

My mod makes a lot of changes to merchants inventories (blacksmiths have a list corresponding to their speciality, alchemists have their ingredients replaced with a special list for each hold, general merchants inventories are almost completely changed, etc.) If a mod adds new merchants you can either leave their inventory as is, or try to reproduce my changes by looking at a similar vanilla merchant inventory.



Alchemists Inventories Coherence:

Since I changed alchemists ingredients inventories to better correspond to each hold, any mod that changes fauna/flora (inside or outside cities) might make the alchemists inventories incoherent. (Not an actual incompatibility but still.)
Keep also in mind that merchants tend to sell items around them even if they are not in their merchant chest. Mods that modify alchemists interiors might make them sell items they shouldn't.





A good starting point might be to look at what I did in the Dawn of Skyrim patch.

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skepmanmods

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