As usual everyone whining (about duplicate npcs this time) made the mod Author leave plus it was too big of a project for 1 guy anyway so let's hope someone continues this project someday :)
I've got this issue where I'm seeing two identical sets of merchants and bodyguards, and both merchants have black faces. Nothing is overwriting them in xEdit, but I realised they don't have any face morphs/parts/tints assigned anyway. Not sure if that's the problem?
Spoiler:
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Also it doesn't show the "what have you got for sale?" dialogue when I speak to them. Is that by design?
Firstly the black faces; I know this is not a result of my mod, other mods I made some people mentioned the same - is it due to other mods? Who knows. There is a mod you can get which fixes the black faces. Here: https://www.nexusmods.com/skyrimspecialedition/mods/42441
As for the identical NPCs. Don't worry about this. The NPCs are all identical(except for the Orcs). So, they will be traveling from another location and often will be seen together.
And yes, they do not sell to the player. They are intended for trade between the holds only.
Corie, any chance of implementing this same behavior but for personal assistant npcs or followers to allow the player to send an npc to buy specific type of resources, like minerals, gems, alchemical ingredients, etc? Like a personal shop assistant.
Nethers Follower Framework does something like this but it's very basic. Might be worth asking to add the functionality since the mod already has the base behavior.
Any chance to improve this? It happens quite often when waiting/sleeping for example near the Whiterun stables then 4 identical merchants and 8 identical bodyguard spawn, which looks quite weird.
@Jonha87 This is expected behaviour as the NPCs will travel from the moment the game begins and may very well reach Whiterun at a similar time; so long as they don't run into obstacles. Waiting in the game often makes NPCs seem like they just spawn in due to how the games code is; rather than the mod specifically.
Would be cool if the merchants die a quest is made where you have to find them and retrieve the goods, maybe have it work with or require Missives Could be if the merchant dies then an enemy is spawned and the good are transferred to that enemy, then a quest appears in the missive boards to retrieve the missing goods. You go to the location and kill the enemy that has the goods and return them to the location the merchant was headed
Probably more complex then im suggesting but would intergrade them into the game abit more from a player questing point
i realy love this idea, this idea would fix the possible problem with accidental deaths were you risk loosing a shop permanently can not trade the anny more, in so doing so that if the trades die a new npc-trader takes its place after the retrived goods bin collected. so the player can start tradeing at that shop again in the future.
Maybe have the merchant ride on a horse while the guards are on foot and have one or two packing mules behind following them. Maybe add the chance for thieves to spawn and rob them and fail/succeed. Maybe make the merchant a hefty individual to portray them as filthy and rich.
Very nice idea, The roads around Skyrim should have people on them going from place to place. There is a mod out there that adds more than just merchants that I have been using for years by tonycubed2. you might want to check out if you have not.
Should the npcs go from a 'producer' to a store So taking your example npcs travel from 'hunter' producer(aka the place the leather and hides are made) then travel to whiterun then return back to the 'producer' to collect more(with maybe a day or two brake inbetween) They could also quickly go to riften store first drop some goods then go to whiterun as part of the full run cycle
Another example of riverwood being a wood 'producer' so you can have npcs take wood from riverwood to towns and cities return to riverwood get more wood and repeat. The 'producer' is the explanation of where the items come from as in how they come into existence. Three are a number of hunter spots in vanilla that you can use as food(meat) and leather and hide 'producers' Arcadia's Cauldron could server as a producer for ingredient, obviously blacksmiths are producers, miners farmers ect there are many existing producers in the game you can have npcs return to to acquire products
You could then have some npcs setup to move 'excess' items between traders stores, example riften store has an abundence of x items so its traded to whiterun in return for x item that whiterun dosnt need ect
You should definably look into having the games trader respawn system disabled to allow only your system to provide restock. Perhaps later on when you have more added to fleshes out the movement of all the products
Food is a major commodity that would be traded - farmers produce to the towns and cities of Skyrim, raw materials, not just ore but furs/hides, wheat fruit and veg, lumber from Riverwood and various mills to cities and finished goods made with them, mead/beer, clothes, boots, armour and weapons, household goods etc to towns and villages and other cities. Perhaps as well as going to various shops in places too small for many or any shops they could set up a market? Perhaps several different trade caravans could meet for these occasionally in smaller towns?
pelts and wood from falkreath to markarth, loaded with silver and random dwarven items on return trip. a convoy of prisoners from Solitude to Markarth, escorted by soldiers (happens only aslong both holds are controlled by same civil war faction) regular food deliveries from Whiterun to all holds. regular mead deliveries from the two meaderies to neighboring holds.
Just downloaded and will get to it as I install stuff for the millionth time now that STEP and Northern Experience updated lol
Suggestion: "Shady" trade merchants!
Basically its the default NPC's in this mod but they're like the Dragon Age: Origins Merchants that sell their normal stuff like any normal merchant, but then you pick another dialogue line saying "What else have you got in stock?"
This opens up a totally separate barter menu where they have some... Questionable... items that they totally didn't buy from Tonilia at the guild, or a backroom deal with Arniel at the College/Jarl's court wizards for strong AF potions and scrolls, tomes, ingredients, etc. that they totally didn't need to offload from their faction's prying eyes.
Obviously these items are sold at a higher price just like the Dragon Age merchants do, and any chance they could be dressed appropriately? i.e. weapons/armour = speak to merchant clad in something protective (merchants do get robbed after all).
Another Suggestion: Hard to find merchant(s) that sells the most crazy, OP gear that breaks the game for a (outrageous, like Proudspire Manor+ for high/super rare/Daedric artifact tier) price. Obviously they have vanilla meshes and textures (taking mod overrides like Leanwolf/aMidianborn too) for compatibility into account.
Basically they could be for instance a couple that work as merchants in any two random areas at the same time (they COULD be in the same area if they RNG appear in the same city/town by small chance, just in different well hidden spots and they meet up away from guards and they romantically discuss their haul before leaving/realise they're being watched by you )
They look normal, but have an aura to them by the way they speak, dress, and they share the same properties as Falas Selvayn who sells you this and other stuff Falas "acquired" between midnight and 6am at Solstheim.
Only difference they will be available in their locations for STRICTLY 1 hour as opposed to Falas' 6 hours, then they vanish due to the nature of their goods and this also prevents buying from one merchant, fast travelling/COC commanding to another city/town and praying they randomly show up there if you have the money.
60 comments
Also it doesn't show the "what have you got for sale?" dialogue when I speak to them. Is that by design?
As for the identical NPCs. Don't worry about this. The NPCs are all identical(except for the Orcs). So, they will be traveling from another location and often will be seen together.
And yes, they do not sell to the player. They are intended for trade between the holds only.
This is expected behaviour as the NPCs will travel from the moment the game begins and may very well reach Whiterun at a similar time; so long as they don't run into obstacles.
Waiting in the game often makes NPCs seem like they just spawn in due to how the games code is; rather than the mod specifically.
Could be if the merchant dies then an enemy is spawned and the good are transferred to that enemy, then a quest appears in the missive boards to retrieve the missing goods. You go to the location and kill the enemy that has the goods and return them to the location the merchant was headed
Probably more complex then im suggesting but would intergrade them into the game abit more from a player questing point
love this idea! <3
For instance, if one were to use the Drunken Dragon mod, could merchants be set to purchase goods from it?
I will upload ESL under optional files.
https://wwwnexusmods.com/skyrimspecialedition/mods/1840
aka Populated Lands Roads Paths for SE
@ corie1995
I like this idea ; tracking your progresses.
Should the npcs go from a 'producer' to a store
So taking your example npcs travel from 'hunter' producer(aka the place the leather and hides are made) then travel to whiterun then return back to the 'producer' to collect more(with maybe a day or two brake inbetween) They could also quickly go to riften store first drop some goods then go to whiterun as part of the full run cycle
Another example of riverwood being a wood 'producer' so you can have npcs take wood from riverwood to towns and cities return to riverwood get more wood and repeat. The 'producer' is the explanation of where the items come from as in how they come into existence. Three are a number of hunter spots in vanilla that you can use as food(meat) and leather and hide 'producers' Arcadia's Cauldron could server as a producer for ingredient, obviously blacksmiths are producers, miners farmers ect there are many existing producers in the game you can have npcs return to to acquire products
You could then have some npcs setup to move 'excess' items between traders stores, example riften store has an abundence of x items so its traded to whiterun in return for x item that whiterun dosnt need ect
You should definably look into having the games trader respawn system disabled to allow only your system to provide restock. Perhaps later on when you have more added to fleshes out the movement of all the products
Check out Willybachs Whiterun/Whiterun Valley
https://www.nexusmods.com/skyrimspecialedition/mods/18317
https://www.nexusmods.com/skyrimspecialedition/mods/11917
He has various traders going between places in the hold that look to be fairly well thought out.
Food is a major commodity that would be traded - farmers produce to the towns and cities of Skyrim, raw materials, not just ore but furs/hides, wheat fruit and veg, lumber from Riverwood and various mills to cities and finished goods made with them, mead/beer, clothes, boots, armour and weapons, household goods etc to towns and villages and other cities. Perhaps as well as going to various shops in places too small for many or any shops they could set up a market? Perhaps several different trade caravans could meet for these occasionally in smaller towns?
a convoy of prisoners from Solitude to Markarth, escorted by soldiers (happens only aslong both holds are controlled by same civil war faction)
regular food deliveries from Whiterun to all holds.
regular mead deliveries from the two meaderies to neighboring holds.
Suggestion: "Shady" trade merchants!
Another Suggestion: Hard to find merchant(s) that sells the most crazy, OP gear that breaks the game for a (outrageous, like Proudspire Manor+ for high/super rare/Daedric artifact tier) price. Obviously they have vanilla meshes and textures (taking mod overrides like Leanwolf/aMidianborn too) for compatibility into account.