Oblivion

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creepyfellow

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creepyfellow

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About this mod

*** LIVING ECONOMY 3.70 - Now with SI merchant support!!! *** This plug-in creates more realistic bartering mechanics, a more interesting mercantile environment and harder \"get rich quick\" schemes. This plug-in grants dynamic prices to all the items in game, simulating a supply & demand system. This gives the player incentives for visiting

Permissions and credits
*** LIVING ECONOMY 3.70 - Now with SI merchant support!!! ***

Thread in TES Forums:
http://www.bethsoft.com/bgsforums/index.php?showtopic=736529

Readme excerpt:

DESCRIPTION:

Living Economy is composed of 2 plug-ins.

* Living Economy
* Living Economy - Items

Keep in mind that both plug-ins are independent from each other. So you may use either one of them to take advantage of their specific features. Also remember most features can be turned off/on at will and most things can be customized to fit your playing style.

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Living Economy:

This plug-in creates more realistic bartering mechanics, a more interesting mercantile environment and harder "get rich quick" schemes.

Dynamic Barter Gold:

* No more infinite gold. Makes ALL player transactions affect a merchant's barter gold. A la Morrowind. If you sell an item for 400 gold, the merchant's gold will go down by 400 gold and vice versa. Repairs, Recharges and Spell purchases also affect the merchant's barter gold.

* The NPC's Mercantile skill will be the main factor in determining their gold. Additional factors are the player's Mercantile skill and/or his level.
Additionally, different merchant types will have different base gold values. Smiths will have more gold than a common merchant reflecting the often expensive prices of arms, while a pawnbroker will have less. This brings even more diversity to the mercantile environment. For even more details regarding the barter gold amounts refer to the Living Economy Mod spreadsheet included with the download.

Merchant Skill Progression:

* Now a merchant's mercantile skill will no longer be static. It will dynamically change according to how often the player barters with them. The formulas used are in-par with the speed of the player's mercantile skill. This would make your most visited merchants have a higher Base Barter Gold and raise their prices according to their skills. Their skill will also decay back to their base skill with time to prevent all merchants reaching a master level.

Barter Renewal:

* Different merchant types will reset their barter gold to base after different amount of days. A common trader will reset their gold every 3 days by default, while a smith resets it every 5 days.

Random Transactions:

* Random merchant transactions are now reintegrated with Living Economy. This makes the merchant's gold fluctuate at the start of everyday according to their mercantile skill. This also provides an alternative to the forced gold resets.

Expanded Investment System:

* Now there are more investment options available to the player. Additionally, the higher investments will now give a return of the store's profits to the player. New investment options are 500, 1000, 2500 and Full Partnership.

Complementary Player Mercantile Progression:

* The player now has the facility to increase his Mercantile skill based NOT ONLY on the quantity of the transactions, but on the size of the transactions. The burden of needing to sell items individually to achieve significant progress is now lightened.


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Living Economy - Items:

This plug-in grants dynamic prices to all the items in game, simulating a supply & demand system. This gives the player incentives for visiting different shops and cities to get the best deals when selling loot or buying new supplies.

Shop Based Prices:
Smiths will offer more gold for arms and repair hammers while paying nothing for miscellaneous clutter. The mage's guild and other magic shops will pay handsomely for any soul gems, Aylied stones or staves you may find in your travels. Trader's will pay base price for everything.

Quantity Based Prices:
Prices will also adjust according to the amount of the item a merchant has. A smith that only has 1 hammer left will not let go of it so cheaply (or pay handsomely for another); however, if he had too many in stock, he let them go cheaper.

Regional Prices:
Different Cities will offer different prices for different types of items. Also introduces Global Economy and Local Economy factors that will modify prices of all items in their respective places (whole province or local city). You'll be able to sell weapons in Leyawiin for a higher price than you would on Skingrad, buy glass items cheaper on Cheydinhal, sell luxury items higher on Anvil, etc... Refer to the spreadsheet for more details, it's too much to put here.

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First Time Usage:

Simply decompress the contents into your Oblivion\Data directory.

Then, from the Oblivion Launcher, select Data Files and check the box next to the "Living Economy.esp" file and/or the "Living Economy - Items.esp".

Play!

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Updating:

- From 1.X: if you are updating from 1.X version please use a save clean of this mod. To clean your save from this mod: Uncheck the Living Economy.esp file from Data Files, open game, load your save, resave and exit. Then recheck the Living Economy.esp file and play.
- From 2.0 & 2.1 (if you previously started 2.x or 2.1 with a clean save): To ensure all values are the correct ones use the menu and use "Renew Gold" option.
- From 2.X previous to 3.1: Please make sure you use the Recalculate Prices Option so every change will correctly update!
- If you are updating from 3.11, please clean your save from the Living Economy - Items.esp. This is due to a bug that would otherwise break customization.
- If you are updating from 3.12 Just plug and play! Please note that merchant's gold will be reset, this is due to the change of the placeholder items.

From 3.5 onwards... just plug and play! UNLESS you are updating to the Shivering Isles version, in which case you might want to consider renaming the esp to Living Economy to prevent losing your customizations and other weird unexpected stuff.

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Additional Optional ESPs:

Living Economy (No Barter Chatter): This is a replacement for the main Living Economy.esp.
What this version does is get rid of all the Buy and Sell dialogue. So you won't hear things like "You've bought that for a sum." or "I let that go to cheap...". It was named the same so people would not lose their customizations and other weird unexpected stuff...

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Living Economy (Shivering Isles): This is a replacement for the main Living Economy.esp. This adds support for the new merchants added by the official Shivering Isles expansion. It was named differently merely so I wouldn’t go mad as future updates come with need to support 2 versions of very similar plug-ins. If you are updating, you might want to consider renaming the esp to Living Economy to prevent losing your customizations and other weird unexpected stuff.

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Cutthroat Merchants: This makes merchants a bit more "tight". It lowers the initial lowest sell haggle value by 15%. And increases the buy by around 100%. Also doubles the range of the haggle bar (from 40 to 60). So you can haggle from 30% to 90% instead of just to 70%. This will effectively slow down the initial gold influx of players and makes it worthwhile to increase your mercantile skill. I recommend using this with my "CF's prices" because they are a bit too high for the normal haggle values.

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See the README file included for more details!!!
Also refer to the Living Economy Spreadsheet included to have a better idea of what this mod can do.