Thank you to everyone who has downloaded and enjoyed my mods over the years. It's amazing to see so many people enjoying the content I create.
I no longer intend to provide updates to any of my existing mods and focus some time on new projects. I will be keeping the bug reports tab available for reporting issues and offering solutions to anyone else that may encounter similar issues.
Here and there, you may find me replying to some comments but certainly not all.
You are free to create alternative versions of my mods, patches or translations so long as I and others included in the original mod's development are clearly credited for their work.
Could anyone tell me if the NPC labourers are immortal? I mean, I got a ton of extra enemy spawns in my modlist (Sands of Time, OBIS Bandits, etc) and there is no way I'd be able to stand still for 5 minutes in that mill without being approached by a random patrol. Thing is: I can take care of myself. ;) How about the labourers?
It means that once everything is built, and you have the Laborers Borik and Xuzai hired and working for you, as well as either Mercenary Guards or Thane Guards to protect the property, you can make a profit that should be made automatically each month, and you should see a timer in the active effects for how often payments are going out.
There's also a random int generated for how much money you make each month. This means that one month it could be good, or the next bad, or the next high, or the next low. Also how much you're paying everyone (Borik, Xuzai, and the Guards) may mean that you can actually loose money one month. There is a lot of fun you can have with managing the property.
What do I mean by this? Click the "show" button next to the word Spoiler to read what that is.
Spoiler:
Show
Well as I mentioned in a different post one of the newest aspects of this version over the old one is managing the property in a bit more detail then the options you had in the original version of Millwater Retreat. In the original version, you found the property, you built the house up, you hired guards, and a lumberjack and fisherman and that was it. Then come back every 72 hours and collect a small amount of gold. But that was it, and there was nothing else to it.
In this version of Millwater Retreat there is an enhanced property management system, and you have a safe you have to put gold into, and until you do, you cannot hire or pay anyone. Once you put gold into the safe, you can then hire guards or workers to build up the property and eventually hire the Laborers named Borik who is a lumberjack and Xuxai who is a fisherman, and then you can start making a profit which can be tracked through the ledger in the office. How much you pay Borik and Xuzai as a wage you have to negotiate with them which takes your Speechcraft skill into account. Also a trade ship will appear twice a week at the end of the pier next to the Lumber Mill, and do business with the property, which in turn is automatically figured into the profits you make each month.
Bandits CAN attack and steal everything in your safe, IF you have no guards guarding the property. Mercenary Guards will cost 600 gold. Thane Guards are free ( there is an option in the ledger to hire Thane guards that is active ONLY AFTER you have become Thane of Falkreath). Now if your safe was robbed by bandits, and Borik and Xuzai were working for you at the time, and then did NOT get paid as a result of that robbery, they both go back to Falkreath. When you go back to Falkreath to ask them to come back to the Mill to work for you again, this time they WILL want more money lol Cheeky buggers huh? lol
Quick side note - If Bandits do steal whats in your safe, the leader of that group of Bandits will have the entire contents on him of what they stole, so you can get all of it back, if you find them and kill them.
Now as for hiring borik and Xuxai in the beginning, how high your speechcraft skill is will determine at what rate your able to negotiate as your hiring price. So it is possible to hire them at the lowest option, but your speechcraft has to be high enough to be able to successfully persuade them to work for you at that price.
So as you can see, what wage your currently paying Borik and Xuzai and the Guards can significantly affect how much profits you make each month OR if you actually loose money on a bad month. It all is suppose to work like a real life business so to speak in other words. Some months are great, some months will suck.
Checking the ledger will also let you know what the last set of profits were.
Now if the mod is working as it should be, and nothing is conflicting with it, It should work how I described. One note on conflicts, as far as I could tell in my testing of this for Dark before its official beta release nothing should conflict with it unless its a mod that alters the same exact cell this mod resides in.
A month? Why would their wages outpace my income? And how much is the income anyway? I see "timers" for guards, workers and laborers. No info on my own income. Also is the original version still up? That sounds exactly what I would like.
I also went back to the original version. The new one is great. But I also want to play the game. Not play a Mill Sim. Managing all the various pieces was really taking away from having fun. So I removed it and installed V1.0.
Love this mod. Just a noob question. How does it make money? I have the two dudes hired and it has been days in game and there hasn't been any coin made. Must I do something specific ?
First of all, love what I have of this mod so far. But I feel that I may be missing something. I am giving the carpenters tasks to build parts of the home, but it's taking forever to complete anything as they can only build one piece at a time and I can't find anywhere where I can build anything myself to help speed up the process of the initial build. Am I missing something or is it intended to take this long to build ... seemingly only 1 piece of furniture a day or something like that. Any suggestions for speeding up the build process?
i realize this is a month old but thinking on what you're asking, I believe it's intended that way. It's been times where it may take several days, week and the one build project will be done. I also don't believe you can update/build what the workers are currently already assigned. You can use the workbench and build other structures etc... but I think once you assign a worker to a task, it removes it from the workbench.
Mind you, I'm saying all these things from memory; it's been a bit since I've gotten back to that area.
Very nice. Completes the Hearthfire-adjacent trilogy with Skvindt's "Heljarchen Farm" and "Windstad Mine". The interactivity in this one is at least as good if not better than those two.
Nestles splendidly (without becoming baroque wedding cake) into the east end of Lake Ilinalta with ...
I was amazed to find this combination resulted in _zero_ landscape tears (that I could find in careful inspection).
I checked the related patch authors and found this doesn't yet have patches for ...
- Mindflux's "Embers XD" (the fireplaces and forge do not work) - ElSopa's "Anvil" (looks messed as usual when not patched) - Craftian's "Citizens of Tamriel" aka "ezPG". Its Argonian fisherman at that spot is thematically compatible, but he ends up stuck submerged in the new dock. (I am using the newer "ezPG" version.) He just needs to have his furniture (chair, net, rod) straightened out a bit, or get moved a few meters.
298 comments
Thank you to everyone who has downloaded and enjoyed my mods over the years. It's amazing to see so many people enjoying the content I create.
I no longer intend to provide updates to any of my existing mods and focus some time on new projects. I will be keeping the bug reports tab available for reporting issues and offering solutions to anyone else that may encounter similar issues.
Here and there, you may find me replying to some comments but certainly not all.
You are free to create alternative versions of my mods, patches or translations so long as I and others included in the original mod's development are clearly credited for their work.
Just wondering, is there any way to boat from Lakeview Manor to Millwater?
There's also a random int generated for how much money you make each month. This means that one month it could be good, or the next bad, or the next high, or the next low. Also how much you're paying everyone (Borik, Xuzai, and the Guards) may mean that you can actually loose money one month. There is a lot of fun you can have with managing the property.
What do I mean by this? Click the "show" button next to the word Spoiler to read what that is.
In this version of Millwater Retreat there is an enhanced property management system, and you have a safe you have to put gold into, and until you do, you cannot hire or pay anyone. Once you put gold into the safe, you can then hire guards or workers to build up the property and eventually hire the Laborers named Borik who is a lumberjack and Xuxai who is a fisherman, and then you can start making a profit which can be tracked through the ledger in the office. How much you pay Borik and Xuzai as a wage you have to negotiate with them which takes your Speechcraft skill into account. Also a trade ship will appear twice a week at the end of the pier next to the Lumber Mill, and do business with the property, which in turn is automatically figured into the profits you make each month.
Bandits CAN attack and steal everything in your safe, IF you have no guards guarding the property. Mercenary Guards will cost 600 gold. Thane Guards are free ( there is an option in the ledger to hire Thane guards that is active ONLY AFTER you have become Thane of Falkreath). Now if your safe was robbed by bandits, and Borik and Xuzai were working for you at the time, and then did NOT get paid as a result of that robbery, they both go back to Falkreath. When you go back to Falkreath to ask them to come back to the Mill to work for you again, this time they WILL want more money lol Cheeky buggers huh? lol
Quick side note - If Bandits do steal whats in your safe, the leader of that group of Bandits will have the entire contents on him of what they stole, so you can get all of it back, if you find them and kill them.
Now as for hiring borik and Xuxai in the beginning, how high your speechcraft skill is will determine at what rate your able to negotiate as your hiring price. So it is possible to hire them at the lowest option, but your speechcraft has to be high enough to be able to successfully persuade them to work for you at that price.
So as you can see, what wage your currently paying Borik and Xuzai and the Guards can significantly affect how much profits you make each month OR if you actually loose money on a bad month. It all is suppose to work like a real life business so to speak in other words. Some months are great, some months will suck.
Checking the ledger will also let you know what the last set of profits were.
Now if the mod is working as it should be, and nothing is conflicting with it, It should work how I described. One note on conflicts, as far as I could tell in my testing of this for Dark before its official beta release nothing should conflict with it unless its a mod that alters the same exact cell this mod resides in.
Managing all the various pieces was really taking away from having fun. So I removed it and installed V1.0.
-For me, this is exactly what I was looking for!
Love this mod. Just a noob question. How does it make money? I have the two dudes hired and it has been days in game and there hasn't been any coin made. Must I do something specific ?
Mind you, I'm saying all these things from memory; it's been a bit since I've gotten back to that area.
-Happy gaming-
Mush
Ever get it fixed? I seem to be having the same issue with it now
Moved it lower in the load order. Works fine.Nestles splendidly (without becoming baroque wedding cake) into the east end of Lake Ilinalta with ...
- SoftRodvt's Mirele Bismath Comfy and Compact Wizard Tower
- Arthmoor's Oakwood
- Ryn's Guardian Stones
I was amazed to find this combination resulted in _zero_ landscape tears (that I could find in careful inspection).
I checked the related patch authors and found this doesn't yet have patches for ...
- Mindflux's "Embers XD" (the fireplaces and forge do not work)
- ElSopa's "Anvil" (looks messed as usual when not patched)
- Craftian's "Citizens of Tamriel" aka "ezPG". Its Argonian fisherman at that spot is thematically compatible, but he ends up stuck submerged in the new dock. (I am using the newer "ezPG" version.) He just needs to have his furniture (chair, net, rod) straightened out a bit, or get moved a few meters.