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About this mod

If you ever played Skyrim, you probably know how useless the Speech skill is.
I think the reason for that is simple: the economy in Skyrim is too easy. Money is almost never a concern for the player.
The goal of this mod is to overhaul the Speech skill by making the economy harder and the Speechcraft perks more interesting.

Requirements
Permissions and credits
Changelogs

Economy Overhaul and Speechcraft Improvements:


Description:


If you ever played Skyrim, you probably know how useless the Speech skill is. Personally, I finished several playthrough without spending a single perk point in the Speechraft tree.
I think the reason for that is simple: the economy in Skyrim is too easy. Money is almost never a concern for the player.
The goal of this mod is to overhaul the Speech skill by making the economy harder and the Speechcraft perks more interesting. Getting rich will be very hard without an investment in the Speechcraft skill.
A patch for Ordinator that integrates the new perks into Ordinator's perk tree is available. See the "Compatibility & Load Order" section.








Features:



  • Buying costs are higher at low Speech skill level.
Prices will be 1.5x higher for a player with no Speech skill but will be the same for a player with a Speech skill at 100; making Speech a more interesting skill.
Technically, the maximum price multiplier goes from 3.3 (vanilla) to 5, the minimum price multiplier stays at 2.
Here is a little chart comparing the prices of an iron sword at different skill levels (without any perks).




  • Merchants will only buy and sell items that better correspond to their respective profession.
- Alchemists: No longer buy food or animal parts that are not ingredients.
- Blacksmiths: Also buy gems and jewels.
- General Good Merchants: Only buy/sell animal parts, food, books, tools, building materials and other miscellaneous items. (See the "Notes" section if you want to revert this.)
- Tailor: No longer buys jewelry.
- Jewelers: No longer buy ore, ingots and tools.
- Fletcher: No longer buys tools.
- Drunken Huntsman: No longer buys tools but buys and sells raw food.
- Innkeepers: No longer buy/sell ingredients that are not food.




  • Sell prices are very low without the right perk for the right merchant.
This mods adds five new perks related to selling prices. It is now impossible for the player to make a lot of money from bartering without investing in the Speechcraft perk tree. This renders selling loot useless unless you have the right perk. I made this to prevent the player from automatically becoming a loot hoarder. More details about the new perks in the perk tree section below.
This is also to reflect the fact that merchants should only stock from trusted suppliers, not from the first adventurer walking into their shop.




  • The Speech perk tree is overhauled.

Modified perks:
Haggling: Now scaling by 10% increments, up to 50% better prices, (Instead of vanilla's increments of 5%, up to 30%.) making this perk a little more attractive.
Investor: Combined with Master Trader. Also changed the amounts: every merchant gains 500 gold, and merchants you invest in (for 500 gold) gains 1,000 gold.

Added perks:
- Supplier: Can sell items to general goods merchants, innkeepers and hunters for better prices.
- Metallurgist: Can sell items to blacksmiths and jewelers for better prices.
- Specialist Seller: Can sell items to mages, tailors and alchemists for better prices.
- Khajiit's Connection: Can sell items to Khajiit's caravans for better but still relatively low prices. (It's 80% of the price you get at ordinary merchants with the other perks, these low prices are compensated by the fact that you can sell almost anything to Khajiit caravans.)
- Renowned Thief: Can sell items to fences for better prices.
- Privileged Customer: Merchants you invested in will sell valuable, exclusive new items. A more precise list of items unlocked by this perk is available here.
- Bounty Hunter: Earn 50% more gold from bounty quests rewards.

Removed perks:
- Allure: It was a superfluous perk and I had to make some place on the perk tree.
- Merchant: Had to be removed to make the other perks work. (Plus, it was a nonsensical perk.)
- Master Trader: Combined with Investor.

Unchanged perks (except for the positioning):
- Fence: I just corrected the description which incorrectly stated that you needed to invest in a merchant to benefit from it.
- Bribery
- Persuasion
- Intimidation

You can see the new perk tree structure here.




  • Bounty rewards are revamped.
The Vanilla bounty rewards where ridiculously low, a fixed 100 gold for bandits, forsworn and giants, 500 golds for a dragon. I changed the gold amount to be more rewarding and to scale with your level (except for Giants since they do no level with the player).
A picture is worth a thousand words, so take a look at this chart to get a better idea.
Completing bounty quests also improves your Speech skill, proportionally to the amount of gold you are awarded.




  • Favor quests rewards are adjusted.
Favor quests are small quests that generally consist of bringing an item from one NPC to an other or doing a small errand. The reward given in vanilla for these was sometimes outrageously exaggerated. You could earn up to 750 gold for simply delivering notes. This mod drastically reduces the reward given by those quests. The reward now scale from 25 to 75 gold depending on you level. (It was from 250 to 750 gold in vanilla.)




  • Some quests rewards are adjusted.

A couple of  bigger quests gave a reward disproportional to the task accomplished.

Thieves Guild radiant quest will reward you with 50-300 gold (instead of 50-500). I did this because you already earn a lot by doing the quests themselves (stealing items, pickpocketing), they also can be done quickly and be repeated a lot.

Radiant Dark Brotherhood killing contracts reward you with 200-600 gold (instead of 400-1,200). Again, I did this because those missions are done quickly and can be repeated.

The final Dark Brotherhood quest (Hail Sithis!) reward is changed. In vanilla, you earned a game-breaking amount: 20,000 gold. On the other hand, you were encouraged to spend 19,000 gold on the sanctuary reparations, leaving you with a mere 1,000 gold, not a lot for the final Dark Brotherhood quest. With this mod, you earn 10,000 gold and can spend 7,000 on the reparations, leaving you with 3,000 gold. The dialogue with Nazir referencing to those gold sums was also adapted.

Some Dragonborn quests rewards where rescaled: 1,500-4,000 gold (instead of 1,500-10,000) for "March of the Dead" and "Served Cold"; 100-500 gold (instead of 250-2,000) for "It's All In The Taste", "Clean Sweep" and "Recipe for Distraction".

You earn 200 gold (instead of 500) by necklace retrieved for the "Pain in the Necklace" quest. In vanilla, this quest had the potential to give you 16,500 gold, it's 6,600 now.




  • Small Jobs rewards are adjusted.
The gold reward for small jobs (Mine Ore, Gather Crops, Chop Wood) is lowered and now depends on you Speech skill. Doing them will also give you a bit of Speechcraft experience.
Even with lower rewards, these jobs remain quite useful for low Speech level players.




  • Alchemists inventory now depends on the natural resources of their respective hold.
Alchemists ingredients change depending on their location (it was the same for every alchemists in vanilla) to better represent each region natural resources. Some ingredients are only available in a specific hold.
A complete list of ingredients repartition is available here.
This repartition was for the most part base off of this map.
I also modified some flora inside the cities to better match the flora of their hold.
A book called "Resources of Skyrim's Holds" details each holds unique ingredients and is available to buy from all general goods merchants.




  • Blacksmith now have specialties instead of all having the same inventory.
Depending on their location, they will sell different ores and some weapons and armors will be unlocked at lower levels.
A complete list of blacksmith inventory changes is available here.
A book called "Resources of Skyrim's Holds" stating specificities of each hold is available to buy in all general good stores.




  • Some smaller changes:
- Street vendors have more gold (200 instead of 50)
- Merchant resupply (merchandise and gold) every seven days (instead of two) to prevent the player depleting their gold reserve too often.
- Services cost more: 25 for a night in an inn (instead of 10); 50-75 for a carriage ride (instead of 20-50).
- Houses cost 1.5 times more (Except the Solitude house which was already quite expensive).




  • A few animal and chest loots are changed.

Dragons don't loot guaranteed gold and gems anymore. Dragon bones and scales are already worth a lot, and it didn't make sense for dragons to have lots of gold or gems. I looked everywhere and I couldn't find any justification in the TES lore for dragons to be attracted or eat precious items. (This is Tamriel, not Middle-earth.) Dragons now have a 25% chance to loot a small amount of gold (about 25) since they are able to swallow a man whole. (They also have a 25% chance to loot a piece of weapon/armor, just like in vanilla.)

I removed the gold/gem/jewelry loot from animals. Animals had a 10% chance to loot a bit of gold, a ring or a gem, I have no idea why.

Prowler's Profit is nerfed. You will get an average of one more gem per gem container. The vanilla value of 2.5 more gems per gem container was just too big, and made you accumulate a lot of gems very quickly.

The "desecrated corpses" from the quest "The Break of Dawn" had their gold loot reduced. You could loot up to 5,000 gold from them in that quest. (Now it's about 750 maximum.)




  • Some changes required to fix Skyrim's economy are outside the scope of an economy mod. But here are a couple of recommended mods:

A lot of things required to fix this game's economy -like crafted items prices- involve modifying things a economy mod shouldn't, such as alchemy and enchanting mechanics. I thus decided to not implement them in this mod. However, let me (shamelessly) recommend three of my other mods.

Alchemy Potions and Ingredients Adjustments: Some crafted potions are completely overpriced, allowing the player to make money quickly from inexpensive ingredients. This mod fixes that (and many other problems with alchemy). Please read the "Compatibility and Load Order" section if you install this mod.

Enchanting Adjustments and Price Bug Fix: Enchanting items is one of the easiest way to make a lot of money, notably because some enchantment are completely overpriced. This mod fixes that (and many other problems with enchanting).

Selective and/or More Expensive Transmute: The transmute spell allows the player to easily create a lot of gold ingots without any kind of drawback. Install one of the two "more expensive" versions of this mod to fix that.




  • The Unofficial Skyrim Special Edition Patch changes are forwarded.







Requirements & (Un)Installation:


You need the latest version of Skyrim Special Edition.

You need to install the Unofficial Skyrim Special Edition Patch. You will crash on startup if you don't.

Installation as usual. Install with your favorite mod manager or manually in the data folder.

I do not recommend installing this mod mid-playthrough if you already have unlocked Speech perks. If you have unlocked the "Merchant" perk, you need to remove it with console commands (player.removeperk 58F7A).

You should be able to uninstall simply by removing the mod files. However I cannot guarantee that some perks effects won't persist.







Compatibility & Load Order:


This mod changes a lot of records, including merchant chests, merchant factions, Speech perks and a lot of leveled lists. I recommend you check with SSEEdit for conflicts before playing.

It is not compatible with mods that change the Speech perk tree (with the exception of Ordinator if you install the patch provided.).

If you see any conflict and can't do a compatibility patch yourself, post a request in the comments. I'll look into it, but no promises. A guide to make patches for this mod (intended for people who are familiar with either the Creation Kit or SSEEdit) is available in the articles section.

This mod should work with merchants added by other mods, however some selling perks might not work with them depending on how these new merchants are implemented. Also, their inventory will not be region specific without a patch. Merchants added by other mods might buy every type of item, making some of the new selling perks less useful.

A compatibility patch for Ordinator is available in the download page. This patch integrates my new perks into Ordinator's perk tree. The "Salesman" perk, which is the equivalent of the "Merchant" perk, is also deleted.

A compatibility patch for MorrowLoot Ultimate is available in the download page. This patch removes the blacksmiths specialties and the "Privileged Customer" perk, because they both go against MorrowLoot philosophy.

If you are playing with both Ordinator and MorrowLoot Ultimate, load the Ordinator patch after the MorrowLoot patch. (Note that the "Privileged Customer" perk will no longer be removed if both patch are installed.)

A compatibility patch for Dawn of Skyrim (Director's Cut) for SSE is available in the download page.

A compatibility patch for Scarcity is available in the download page.

This mod is compatible with You Hunger SE. My mod should be loaded after it.

A patch for Valdacil's Item Sorting is kindly provided by zazusha and is available here.

If you play with Alchemy Potions and Ingredients Adjustments, load it after this mod.

Bashed patches created before version 1.3 of my mod probably overwrote some of my changes. I recommend you do them again with V1.3.







Notes:


If you want general good merchant to buy every type of item from you (like in vanilla), you can install the "General merchants buy everything" optional file. Keep in mind that with this file installed, the "Metallurgist" and the "Specialist Seller" perks are not as useful as I originally intended. (Because if you can sell weapons/armors/potions/etc to general good merchants, unlocking perks allowing you to sell to blacksmiths and alchemists is less interesting.)

If there is anything you think I missed (such as an overpaid quest or any cheaty way to make money), fell free to write a comment and I'll be glad to add it.

For the masochists out there: an optional file called "Hardcore Prices" that makes prices much higher is available. (Similar to "Cutthoat Merchants" on Oldrim.)

A version for Xbox One is kindly provided by Tarshana here.







Credits:


Bethesda Softworks for making TES:Skyrim and the Creation Kit.
All members of the xEdit team.
Ray Lederer for the illustration.
Katie Tiedrich for the comic.







Permissions:


This mod is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0).
You can consider this mod as a resource. Feel free to copy, modify and upload this mod anywhere, as long as it is for non-lucrative purpose.






My Other Mods:


Alchemy Potions and Ingredients Adjustments
Enchanting Adjustments and Price Bug Fix
Selective Transmute
Shouts Cost Less Souls
Wards Act Like Shields

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