Version 1.2 is the latest. In it, a reported error has been corrected and various aspects have been improved, including the price of enchanted items.
1) Look in your book inventory for the grimoire that contains the spell, it is called: "Grimoire: Commission Sales Chest".
2) Reading the book will give you the ability to use the spell: "Commission Sales Chest". Find it by pressing the letter "R" in the "Magic" option.
3) Executing the spell, a wooden chest will appear in front of you. It operates like any other chest. Transfer items from your personal inventory there. Everything you transfer to the chest will be sold by Xenia.
4) Once the chest is closed, it will disappear after 5 seconds. The chest will be held by Xenia. If you use the spell to summon it once the chest is in Xenia's possession to sell the items inside, Xenia will be angry.
IMPORTANT: Do not force the chest wanting to introduce more items. This will cause you to lose the ENTIRE sale. If you have things left to sell, simply wait for Xenia to vacate the chest, and once Xenia returns it to you empty, the process begins again. The stubbornness of wanting to force things in a way for which THEY WERE NOT PROGRAMMED has been foreseen. Have patience...
6) If you cast the spell, the chest will appear. Read the legend by hovering over it. If it is empty, the chest is available for filling; if it is not empty, it implies that there is a sales in execution. Wait for Xenia to finish it and return the empty chest to you.
7) The price Xenia will get will range from 49 to 65% of the price you see for that item in your inventory. Is a good price. What affects it? Essentially player level, for now. Remember that Xenia will keep 10%. What do you think he will buy his personal Island with? :)
Bugs. Version 1.2 is free of bugs. It is proven! If the MOD is used as just described, you shouldn't have ANY problems. Despite having done countless operational and logical tests, it is possible that its use in unforeseen ways reveals errors. Please, if it's not a bug and you just need some advice, post a message... don't report a bug.
There are 14 MODs of my authorship with thousands of users. NONE of them have errors. Either they have been fixed, or they simply never existed.
IAnswer all the questions, they don't bother me... I do it with satisfaction. Sincerely.
I downloaded this mod a couple of months ago and it was working fine and I loved it. But I started having issues with my game and I disabled all mods, when I enabled this mod back it will not work. I can call it up and put stuff in it, however it will not sell the items I put in it. I downloaded the update and still same thing. I deleted the mod compleaty and re installed it. It just will not work anymore. Any suggestions? I can Also put stuff in it close it up and let it disapper, then I can recall it back up a minute or so later and it will be empty and I will not have any money added to my money stash, everything i puit in it just disappers and I don't get money for it.
Hey. I tried this mod because I was looking for something like that for a while now... but... I have a small problem. Read the book, got the spell... I went to a wilderness cell and tried to cast it. The chest appears but disappears in an instant. I didn't have the chance to open it. Are there any known incompatibilites?
No, as far as is known the MOD does not have BUGs. Some things you should know. 1- The chest appears at the same height as the player's. If there is a ladder or mountain in front of the player, the chest will be there but you won't see it. 2- If you open the chest and close it, it will disappear in 5 seconds. You can summon it again immediately as long as it is empty. 3- The MOD has NOT been tested in AE. I do not know if it works. Greetings!!
1. I tried it in different locations, always flat areas with no obstacles. It appears but as soon as the magic effect disappears, the chest is gone too. 2. I can't even open it. I see its name for maybe a second, then its gone again. Never opened it :( 3. its either AE or something in my load order that causes this :(
Yes, I dare say it is something in your game that is interfering. There is no other report of a similar event. See that the MOD is made with a Skyrim SE SKSE. The SKSE that uses AE (should be called "SKAE") has modifications in relation to the previous one. I hope you find a solution. Actually the MOD makes getting rid of inventory items not so tedious.
Hello! Thanks for this contact. We are working on improving the MOD in various aspects. This one you mark is one of them. Please stay tuned over the next few days to download an update. Greetings!
The mod author stated that she's virtual" so from that I take it there is no actual in-game body - yet. He uses "he & she" to describe the "seller" so no set body. Has possibilities, will track this one.
Well, I'm a Master Forger, and that 150,000 septim will be turning up in no time... Xenia better get ready to show up soon : I like and I long to see who I'm dealing with.
Could something like this be done to add random generic 'customers' that buy from one store and sells items to another store Not connected to the player, so you dont earn anything from this
Its to simulate actual trade happening beyond just the player, as an ambient thing So imagen you find some enchanted weapon and you sell it to a trader in whiterun, at some point its bought from that store and is sold to a trader in solitude Where you the player can see it available in the store to buy back if you wanted, what it dose do is allow stores to recoup the money they spent buying the weapon from you by selling to one of these 'customers' It would really be a virtual thing that just takes a item you sell or Xenia from one store and moves it to another and spawns the amount of gold into the merchant to simulate the purchase It dosnt have to be limited to just items you sell but any stock the merchant has, this way all stock can be shifted around dynamically Producers of Skyrim is a mod that adds in the ability to by from farmers and miners ect i had the idea that they could 'produce' there products every 3 days or so and there products are sold to other stores Bandit Economy mod has a similar ish concept where it simulates weapons you sell being sold to bandits randomly
I just wondered if the base idea of this mod could be made as a generic framework so it could be made into a mod like i described
Hello! Yes, it could be done (a global trade). I'm not sure how attractive it could be for the community since, remember, after a certain level the player is able to make weapons even better than those offered by the merchants.
I'm working on a MOD that tries to incorporate the management of a commercial company by the player. Western Company is called. You hire staff who produce everything that allows the game to be produced. Articles that are then distributed at different points "commercial posts" of the company at prices that the same player determines. It involves inventory management (inputs and finished products) both at the company's headquarters and at the commercial posts; Sales, manufacturing and distribution personnel; Price management based on costs and profit margin, with a mechanism that establishes that if the price set by the player is higher than the game's standard, the demand decreases and if it is lower, the demand increases. The player could also sell the loot they get through the company. This MOD is a small part (in experimentation) of this more comprehensive MOD. Behind it is a simulation of demand... which will always be higher than the amount of goods sold, manufactured and distributed by the company. The differential with your proposal is that the goods distributed by the company do not circulate in the market. The demand simulation destroys them once the commercial operation is done.
Your company mod is a nice addition to that The main goal of mine is it works without the player, the player dosnt have to do anything. Things just move around stores and are 'consumed' by customers, making store inventory's genuinely dynamic Your mod is specifically about player influence, no reason the two cant interact with eachother
One link between the systems could be your 'commercial posts' could trade goods to vanilla(keyword store interiors or keyword merchants) So now all the goods you do trade with thriugh your mod can now filter into regular stores making it so that the players commercial empire can now directly effect stores.
Ill spoiler this as its a long description but i want to explain my vision for this
Spoiler:
Show
Real Economy Of Skyrim adding real traveling traders that actually move goods between Producers and city/town merchants, Bandit Economy pushing goods out to the bandits in the world. My goal is to shutdown the vanilla restock system for merchants and have things made and distributed for a real-time economy system, so stores no longer reset stock ever x amount of days but instead rely on the actual trade system. This would allow for game events to effect how items are distributed in real-time, for example a traveling merchant can be attacked and killed and the stock he was transporting gets distributed to bandits instead of the intended city/town store causing that store to be low on items. Hooking this into the Missives to make dynamic quests to retrieve lost cargo, A real world event with a real world ripple effect. Mods like Lawbringer or Skyrim Realistic Conquering would add into this so that when locations change factions they can effect the passage of trade and cause issues with producers if bandits move in next door. Clearing out a bandit fort could now have a real world impact on items appearing in stores due to new trade routes being safe, i planned to use Trading Posts as travel points for traders using lawbringer and realistic conquering if a fort is hostile then these trade posts can shutdown and stop traders going between certain locations or at the least reduce the frequency of traders working during this time, Missive quests become more available to transport goods instead(if traders cant do it as its unsafe then stringer adventures can instead) Its the reason to not use vanilla restock mechanic as it cant be effected like this, all this really is is moving items from one inventory to another in a sequence where the sequence can be interrupted by events, bandit attacks or even civil war questline.
Most of this idea is basically done through using and tweaking mentioned mods and a few others that already exist and already do these things in parts, its just a case of pulling the parts together Real Economy Of Skyrim isnt entirely setup and it might not be the best system, so i was looking at this and was wondering if two types of generic npcs could be setup 'Transporters' and 'Consumers', Transporters job it to go along trade routes and buy items from one store and sell them in another(just a bunch of simulations to move items from inventory to another and dump gold for the value of items taken). Consumers simply take items out of stores dumps gold in store and deletes the items simulating consumption just speaking for consumables like food drink potions ect, same for the consumption of materials that blacksmiths would use or alchemists. Because the vanilla stock reset is disabled 'consumers' help make items disappear so stores dont just keep filling up
The whole idea is about turning off skyrims fake and shallow economy system(if you can call it that) and setting up one that works in real-time, so that the economy can be directly effect by real events The player clears out a bandit fort and just happens to clear a trade route now new good appear in your local town store. The civil war quests can now heavily effect the situation as things are being played out, because of this stores could actually be out of stock and missive quests could appear to help the store. It makes the missive quests feel actually connected to actual events and are not just fully random
Your mod to add in a player driven company of trade was one ingredient missing im my vision so your mod sounds real interesting to add into the mix, so if the player wanted they can be come a master merchant and directly influence the global market. For example you could tell the 'commercial posts' what stores they can and cant trade with so you can directly control what goods goes where in the global market. And then the high quality weapons and armor the player can craft that you mentioned could then filter into the global market, Bandit Economy could then allow such creations to filter to bandits creating a really dynamic cycle.
One benefit of a global system like that it dosnt require the player to do anything specific, if a player dosnt want to be a merchant or to craft they dont have to to still enjoy they dynamics of the global market. This system would allow many different players to use the system as it works with or without the player, the player donst have to trade or control what goes where or try and change the market or do this or do that, they can just play the game and the game just happens around them. Too many mods focus too much on player control, everything revolves around the player. This system is about the world existing in spite of the player.
There are more parts to this idea of mine, i have a large document at this point lol. I didnt want to mass dump it all here its long enough as is haha
Edit: Just remembered there is this old skyrim mod Skyrim Tycoon That i think dose a similar thing to your mod Dont know if you planned some of the features it has but i was planning to port it over and intergrade it into my idea Id problay try and integrate parts of it into your mod, one cool feature it had was the use of quest for the map To show states of your owned producers and such. You select the quest in your journal and you go to the map to see these quest makers and uses the sub quest goals to show stats, quite a clever idea really.
I think that in you and I we can expand this idea that seems magnificent to me. I'm thinking that to interest the player in what is sold in stores and through street vendors, there are OFFERS! Especially of items that the player begins to have available above a certain level. I always wondered why if the player has the money, they can't buy with a lower level, an ebony or draedric armor. Or more lethal weapons... The development of the game is, in this regard, very linear. But from the "commercial stock dynamics" you speak of; To the extent that there is a circulation of inventory items between the different stores, this would also enrich the game.
Is there a better place to chat, I have some other mods and such that all build into this 'grater concept' I can Pm you more or if you have discord
Iv done alot of research on what mods are out there what they do individually and how they 'could' all connect together to make one global system The biggest advantage is by pulling these existing mods together its alot less work then making the whole idea from scratch
If you want to talk more let me know i can go over in full all the mods iv collected that would make this syetm
Version 1.1 is free of bugs... am I in the Skyrim mods section? The filenames in facegendata don't match the esp. You can regenerate the files (with vanilla hair) or merge with the existing one, but then you'll need resources from Apachii in either case. Yes, I was quite intrigued to see what Xenia looks like
Hello! Thanks for reaching out. For now there are no active NPCs in the MOD. Xenia is virtual... more to spark the fantasy that someone is in charge of the chest and deals with the sales. We are already working on the version that will impose deep changes but within the same mechanics. With which, the folders of textures and Meshes, should not even be in this version.
42 comments
including the price of enchanted items.
1) Look in your book inventory for the grimoire that contains the spell, it is called: "Grimoire: Commission Sales Chest".
2) Reading the book will give you the ability to use the spell: "Commission Sales Chest". Find it by pressing the letter "R" in the "Magic" option.
3) Executing the spell, a wooden chest will appear in front of you. It operates like any other chest. Transfer items from your personal inventory there. Everything you transfer to the chest will be sold by Xenia.
4) Once the chest is closed, it will disappear after 5 seconds. The chest will be held by Xenia. If you use the spell to summon it once the chest is in Xenia's possession to sell the items inside, Xenia will be angry.
IMPORTANT: Do not force the chest wanting to introduce more items. This will cause you to lose the ENTIRE sale. If you have things left to sell, simply wait for Xenia to vacate the chest, and once Xenia returns it to you empty, the process begins again.
The stubbornness of wanting to force things in a way for which THEY WERE NOT PROGRAMMED has been foreseen. Have patience...
5) When Xenia takes control of the chest once you've filled it and closed it, think. The chest will not empty instantly. The sales process, depending on the number of objects to sell, can take ONE WHOLE DAY. And it has its logic. Xenia will go through every merchant in Skyrim to sell them. That takes her time. Especially if we take into account that each merchant has a limit of Séptims available. Xenia will send you money remittances as you make sales.
6) If you cast the spell, the chest will appear. Read the legend by hovering over it. If it is empty, the chest is available for filling; if it is not empty, it implies that there is a sales in execution. Wait for Xenia to finish it and return the empty chest to you.
7) The price Xenia will get will range from 49 to 65% of the price you see for that item in your inventory. Is a good price. What affects it? Essentially player level, for now. Remember that Xenia will keep 10%. What do you think he will buy his personal Island with? :)
Bugs. Version 1.2 is free of bugs. It is proven! If the MOD is used as just described, you shouldn't have ANY problems. Despite having done countless operational and logical tests, it is possible that its use in unforeseen ways reveals errors. Please, if it's not a bug and you just need some advice, post a message... don't report a bug.
There are 14 MODs of my authorship with thousands of users. NONE of them have errors. Either they have been fixed, or they simply never existed.
IAnswer all the questions, they don't bother me... I do it with satisfaction.
Sincerely.
Example: https://www.nexusmods.com/skyrim/mods/76776
Greetings!!
1. I tried it in different locations, always flat areas with no obstacles. It appears but as soon as the magic effect disappears, the chest is gone too.
2. I can't even open it. I see its name for maybe a second, then its gone again. Never opened it :(
3. its either AE or something in my load order that causes this :(
See that the MOD is made with a Skyrim SE SKSE. The SKSE that uses AE (should be called "SKAE") has modifications in relation to the previous one. I hope you find a solution. Actually the MOD makes getting rid of inventory items not so tedious.
Greetings!!
I've modded a bit but never messed with that.
Has possibilities, will track this one.
Not connected to the player, so you dont earn anything from this
Its to simulate actual trade happening beyond just the player, as an ambient thing
So imagen you find some enchanted weapon and you sell it to a trader in whiterun, at some point its bought from that store and is sold to a trader in solitude
Where you the player can see it available in the store to buy back if you wanted, what it dose do is allow stores to recoup the money they spent buying the weapon from you by selling to one of these 'customers'
It would really be a virtual thing that just takes a item you sell or Xenia from one store and moves it to another and spawns the amount of gold into the merchant to simulate the purchase
It dosnt have to be limited to just items you sell but any stock the merchant has, this way all stock can be shifted around dynamically
Producers of Skyrim is a mod that adds in the ability to by from farmers and miners ect i had the idea that they could 'produce' there products every 3 days or so and there products are sold to other stores
Bandit Economy mod has a similar ish concept where it simulates weapons you sell being sold to bandits randomly
I just wondered if the base idea of this mod could be made as a generic framework so it could be made into a mod like i described
I'm working on a MOD that tries to incorporate the management of a commercial company by the player. Western Company is called.
You hire staff who produce everything that allows the game to be produced. Articles that are then distributed at different points "commercial posts" of the company at prices that the same player determines.
It involves inventory management (inputs and finished products) both at the company's headquarters and at the commercial posts;
Sales, manufacturing and distribution personnel;
Price management based on costs and profit margin, with a mechanism that establishes that if the price set by the player is higher than the game's standard, the demand decreases and if it is lower, the demand increases.
The player could also sell the loot they get through the company.
This MOD is a small part (in experimentation) of this more comprehensive MOD.
Behind it is a simulation of demand... which will always be higher than the amount of goods sold, manufactured and distributed by the company.
The differential with your proposal is that the goods distributed by the company do not circulate in the market. The demand simulation destroys them once the commercial operation is done.
Your company mod is a nice addition to that
The main goal of mine is it works without the player, the player dosnt have to do anything. Things just move around stores and are 'consumed' by customers, making store inventory's genuinely dynamic
Your mod is specifically about player influence, no reason the two cant interact with eachother
One link between the systems could be your 'commercial posts' could trade goods to vanilla(keyword store interiors or keyword merchants) So now all the goods you do trade with thriugh your mod can now filter into regular stores making it so that the players commercial empire can now directly effect stores.
Ill spoiler this as its a long description but i want to explain my vision for this
My goal is to shutdown the vanilla restock system for merchants and have things made and distributed for a real-time economy system, so stores no longer reset stock ever x amount of days but instead rely on the actual trade system. This would allow for game events to effect how items are distributed in real-time, for example a traveling merchant can be attacked and killed and the stock he was transporting gets distributed to bandits instead of the intended city/town store causing that store to be low on items. Hooking this into the Missives to make dynamic quests to retrieve lost cargo, A real world event with a real world ripple effect. Mods like Lawbringer or Skyrim Realistic Conquering would add into this so that when locations change factions they can effect the passage of trade and cause issues with producers if bandits move in next door. Clearing out a bandit fort could now have a real world impact on items appearing in stores due to new trade routes being safe, i planned to use Trading Posts as travel points for traders using lawbringer and realistic conquering if a fort is hostile then these trade posts can shutdown and stop traders going between certain locations or at the least reduce the frequency of traders working during this time, Missive quests become more available to transport goods instead(if traders cant do it as its unsafe then stringer adventures can instead)
Its the reason to not use vanilla restock mechanic as it cant be effected like this, all this really is is moving items from one inventory to another in a sequence where the sequence can be interrupted by events, bandit attacks or even civil war questline.
Most of this idea is basically done through using and tweaking mentioned mods and a few others that already exist and already do these things in parts, its just a case of pulling the parts together
Real Economy Of Skyrim isnt entirely setup and it might not be the best system, so i was looking at this and was wondering if two types of generic npcs could be setup
'Transporters' and 'Consumers', Transporters job it to go along trade routes and buy items from one store and sell them in another(just a bunch of simulations to move items from inventory to another and dump gold for the value of items taken). Consumers simply take items out of stores dumps gold in store and deletes the items simulating consumption just speaking for consumables like food drink potions ect, same for the consumption of materials that blacksmiths would use or alchemists. Because the vanilla stock reset is disabled 'consumers' help make items disappear so stores dont just keep filling up
The whole idea is about turning off skyrims fake and shallow economy system(if you can call it that) and setting up one that works in real-time, so that the economy can be directly effect by real events
The player clears out a bandit fort and just happens to clear a trade route now new good appear in your local town store. The civil war quests can now heavily effect the situation as things are being played out, because of this stores could actually be out of stock and missive quests could appear to help the store. It makes the missive quests feel actually connected to actual events and are not just fully random
Your mod to add in a player driven company of trade was one ingredient missing im my vision so your mod sounds real interesting to add into the mix, so if the player wanted they can be come a master merchant and directly influence the global market. For example you could tell the 'commercial posts' what stores they can and cant trade with so you can directly control what goods goes where in the global market. And then the high quality weapons and armor the player can craft that you mentioned could then filter into the global market, Bandit Economy could then allow such creations to filter to bandits creating a really dynamic cycle.
One benefit of a global system like that it dosnt require the player to do anything specific, if a player dosnt want to be a merchant or to craft they dont have to to still enjoy they dynamics of the global market. This system would allow many different players to use the system as it works with or without the player, the player donst have to trade or control what goes where or try and change the market or do this or do that, they can just play the game and the game just happens around them. Too many mods focus too much on player control, everything revolves around the player. This system is about the world existing in spite of the player.
There are more parts to this idea of mine, i have a large document at this point lol. I didnt want to mass dump it all here its long enough as is haha
Edit: Just remembered there is this old skyrim mod Skyrim Tycoon That i think dose a similar thing to your mod
Dont know if you planned some of the features it has but i was planning to port it over and intergrade it into my idea
Id problay try and integrate parts of it into your mod, one cool feature it had was the use of quest for the map
To show states of your owned producers and such. You select the quest in your journal and you go to the map to see these quest makers and uses the sub quest goals to show stats, quite a clever idea really.
I'm thinking that to interest the player in what is sold in stores and through street vendors, there are OFFERS! Especially of items that the player begins to have available above a certain level.
I always wondered why if the player has the money, they can't buy with a lower level, an ebony or draedric armor. Or more lethal weapons... The development of the game is, in this regard, very linear.
But from the "commercial stock dynamics" you speak of; To the extent that there is a circulation of inventory items between the different stores, this would also enrich the game.
I can Pm you more or if you have discord
Iv done alot of research on what mods are out there what they do individually and how they 'could' all connect together to make one global system
The biggest advantage is by pulling these existing mods together its alot less work then making the whole idea from scratch
If you want to talk more let me know i can go over in full all the mods iv collected that would make this syetm
The filenames in facegendata don't match the esp. You can regenerate the files (with vanilla hair) or merge with the existing one, but then you'll need resources from Apachii in either case.
Yes, I was quite intrigued to see what Xenia looks like
With which, the folders of textures and Meshes, should not even be in this version.