For me, the big use for this mod is to have travelling merchants serve those smaller villages that don't have a general goods shop. Therefore, I'd increase the proportion of merchants - perhaps half of all travelers.
I think the fee to cure diseases option in apothecaries is a way to cheap (50 gold). Cure disease potion base cost is 79 gold, and if your character has low speech / no perks, that value can increase to 200+ gold.
Suggestion: -increase that value to 250 gold, however it also restores full HP, SP, MP (and cure poison, just to be sure). Many players use mods that reduce or completely disables natural regen, I think this could be a good way to get around this.
I'm interested in the idea of having a mod that generates "escort" quests, where your job is to protect an NPC traveling between two locations, making sure they don't get killed by wolves/bandits/etc. I think you've created most of the framework for something like that, where NPCs are presumably generated and given a source location and destination. Maybe there would be a way to generate "quests" where you'd go and meet the NPC at the location, take the escort contract, and then be required to follow / deliver them safely to their destination. Ideally it'd be configurable so you could decide how "fragile" the generated NPCs should be (like escorting an arch mage probably isn't that hard, but escorting a family with children might be an extremely difficult challenge).
Does this sound possible? Maybe it's something you could even do as an integration with other mods like Missives or The Notice Board, so they could create "escort" jobs for your NPCs?
I think this would go along really well with the Populated Series. I would recommend using the Lite version of this mod though as your roads will be packed!
I think the Alchemists and Apothecaries are too similar to each other. in my mind they are just merchants that sell potions. Compared to the other groups of NPC (especially Merchants) there are too many of them. So I'd merge them into a single group with 10 NPCs or so.
Thank you for the feedback! Their main distinction was meant to be that the Alchemists are 'general purpose' potion and ingredient vendors and the Apothecaries are more focused on healing, curing and restoration (that why they can heal the player for a small fee). That's why if I'd change them I would rather reduce their numbers than merging them.
Travellers of Skyrim - Suggestions & Feedback (7 comments)
Cure disease potion base cost is 79 gold, and if your character has low speech / no perks, that value can increase to 200+ gold.
Suggestion:
-increase that value to 250 gold, however it also restores full HP, SP, MP (and cure poison, just to be sure).
Many players use mods that reduce or completely disables natural regen, I think this could be a good way to get around this.
I think you've created most of the framework for something like that, where NPCs are presumably generated and given a source location and destination. Maybe there would be a way to generate "quests" where you'd go and meet the NPC at the location, take the escort contract, and then be required to follow / deliver them safely to their destination.
Ideally it'd be configurable so you could decide how "fragile" the generated NPCs should be (like escorting an arch mage probably isn't that hard, but escorting a family with children might be an extremely difficult challenge).
Does this sound possible? Maybe it's something you could even do as an integration with other mods like Missives or The Notice Board, so they could create "escort" jobs for your NPCs?
So I'd merge them into a single group with 10 NPCs or so.
Their main distinction was meant to be that the Alchemists are 'general purpose' potion and ingredient vendors and the Apothecaries are more focused on healing, curing and restoration (that why they can heal the player for a small fee).
That's why if I'd change them I would rather reduce their numbers than merging them.