Oblivion Trade And Commerce
Vilja is a popular mod because she is fully voice acted by the mods author and has a tonne of features including her own character development system where her relationship with you develops over time. She levels up with you and is also marked as essential and her AI is very good so it's rare for her to glitch or get stuck somewhere.
There's a useful Summon Vilja spell as well so you can summon her to you if you ever lose her which can happen a lot during big dungeon delving quests. Just never lose her or any companions in Oblivion realms because if they ever fall in to larva they are lost forever.
After installing this mod you will find a folder labeled 'Ini' in your oblivion data folder (oblivion/data) inside this folder is a text file named 'Trade and Commerce.ini' open it and you will find detailed instructions on how to configure your play experience. How to Handle Being a Vampire in Oblivion. If you play, sooner or later you will become a vampire, and frankly, it can be a real pain to deal with sometimes. It has its positives, such as increased skills and powers like the Hunter's.
Stick together and save progress a lot if you have companions in Obvlivion realms.Gabrielle Renee is another good quality mod and she is as reliable as Vilja but I did have a few glitching problems with Gabrielle although not bad enough to stop using the mod. There is no voice acting and not much dialogue but she does her job as a good bodyguard. She was my first companion so we go way back.The CM Partners mod and the addons provide a large number of different NPCs which are perfect for outfitting and placing in inns and taverns or for your castle mods but they are not suitable for serious dungeon delving because their AI isn't quite up to it. It can soon become more hasstle than it's worth.I don't want to give too much away but there is a quest where you meet two brothers and at some point in the quest you have to lead them home. At that point they become two very strong, essential followers until the day you decide to release their services by taking them home. Along with Gabrielle they were my earliest followers and they got me through some very tough fights especially when Daedra were involved.The Trade And Commerce mod adds a shop you can use to sell items and it also adds a store guard that you can instruct to follow you. If he leaves the store nothing happens anyway so that's another follower option.I've started using summoned followers only so I can travel alone but have backup when I need it.
The Wizards Tower plugin and a lot of mods provides some useful summons. The Midas Spells mod adds the most powerful followers I've seen but it also adds some very powerful enemies so you are looking for a challenge that is perfect.Something else you can do to is to add a stack of summon spells to the inventory of your followers and when you encounter danger they will use the summon spell. This can also act as an early warning system for danger lurking nearby.There are also mods that let you make anyone a follower which can be fun for a while but not practical for the serious quester. Originally posted by:I already have OOO so I don't know if I can use Maskar's at the same time, I also have the shop mod and midas and always used those summons as back up as well. I think I'll try the Vilja companion mod, I've been using the author's player home mods so I should try the companion mod as well.Absolutely. Emma is a highly respected modder who has created some excellent mods and is known for making high quality work. I have a lot of her mods installed.Glad to see you have Midas.
Earning the spell books is hard work but rewarded with some very useful summon spells. By summoning the Angel and Golum I can stand back and let them take care of most enemies. Putting the boot in occasionally. Originally posted by:When I first did a playthrough with Midas I never knew about the other spellbooks because I couldn't figure out the astral crossword puzzle.
I had to look it up online to get the passwords to activate the portal, my favorite were the walking turrets and iron golem, I also liked how that fortify beast spell worked on any conjured creature and not just animals which made them more deadly and even makes the centurion and carpet faster to ride on.I have one of the turrets stationed in the basement of Benirus Manor. Did you ever notice how powerful the Avalance spell is? It could make light work of even the Emero-El Priests who were immune to magic and almost impossible to kill.The Kumiko Manor mod adds a large home and quest that results in a follower but I had a lot of problems with the quest not only in difficulty of working out the puzzels but it also glitched and I had to use the console to progress it. I ended up missing out on a large chunk of the quest just to get it marked as completed. The follower you gain is also not up to the same standard as Gabrielle and Vilja and I ended up sending her home to the manor where she hangs out 24/7.The Cheydinhal Petshop is also a must have mod if you want animal company.
Most are keep at home pets but some can make valuable followers.
Nexus Link - (Short Description:Ever wondered what to do with all that endless loot you have collected over your adventures? Tired of selling your wondrous items for only a fraction of their real value? Then this mod is for you. Now you can own a fully functional store, where you can put for sale any item you want; in a way that feels real, involved and most importantly balanced2.
Long Description:OBSE is absolutely necessary.UPDATE V1.1: Now fully compatible with better cities! Just download the new version and overwrite the old.esp, read the compatibility section if you want to know more.This mod adds a shop in chorrol that the player can buy for 10,000 gold.
Once you have your shop a short quest guides you through the basics of furnishing it, hiring a shopkeeper and stocking the items you want to sell. Your shop comes with your very own office where you can easily and conveniently access every detail of you shop, from how many items you have sold and how much gold you have made to purchasing new upgrades for your shop so you may have a higher chance of selling your stuff.How does it works?It’s quite simple really, you put any item you want to sell in any of the chests in your shop basemant and they will be automatically sorted in different containers according to their value level.
There are 6 value levels, from common items that cost less than 500 septims to epic items that cost more than 30,000 septims. At the end of each day every item has a chance of being sold depending on its value. Looks promising, but I won't download it till I know if its compatible with better cities, and if its balanced with Enchanted Economy.Maybe you need to make the mercantile skill have more effect on this mod. A better mercantile skill = more chance to sell items, or sell them at a higher price. It would also be necessary to hire somebody, so your store can still be open when you are exploring, and if your shop is starting to get success, you might need to hire a guard to keep the thieves at bayPosts: 3394 Joined: Fri Nov 16, 2007 3:27 am.
Looks promising, but I won't download it till I know if its compatible with better cities, and if its balanced with Enchanted Economy.Maybe you need to make the mercantile skill have more effect on this mod. A better mercantile skill = more chance to sell items, or sell them at a higher price. It would also be necessary to hire somebody, so your store can still be open when you are exploring, and if your shop is starting to get success, you might need to hire a guard to keep the thieves at bayThanks for your comment:Well you do have to hire a shopkeeper in order for the store to function, in fact, no shopkeeper no selling. I played with the idea of daily or weekly upkeep, but i really didn't know how such a thing would be received by other players since it would add a layer of complexity that i think many would prefer to avoid and may end up becoming a nuisance. The reason why mercantile skill is not a factor is because you are not actually selling the items, the shopkeeper is. I don't think there is need to balance this with 'Enchanted' Economy (i don't remember if it is enchanted or enhanced), the only way i think this mods may overlap is if enhanced economy increases or decreases item prices, and that is perfectly fine my scripts take care of all this, you will sell your items based on their actual value. I may make a compatibility patch with better cities, but only after i know this mod is in a state that players enjoy; i would like to add more features ( like the guards you mentioned, this is something i have always wanted to do) before doing compatibility patches.All this being said i plan to keep adding to this mod if there is enough interest and i value your opinion greatly, i encourage you to give it a try if only so you can give me more recommendations and feedback for future updates.
Wow sounds brilliant! Only thing to say is the shop sounds a bit cheap!! And are there running costs??
Do you have to pay your staff and pay for all those candles you use and the inevitable heating bills come winter.hahaha, yes i also think that at 10,000 its a bit cheap. But i wanted players to be able to experience the mod fairly early in their character life. There are costs! The first upgrade costs 10,000 more, the next 15,000, the other two 30,000 and 50,000. They improve your chances of selling more expensive items, (you can check your current chances in your office desk) and without them the most expensive are very hard to sell, oh and did i mention that all these upgrades have a visual impact? Its not just numbers!!About upkeep:I wanted to put this in but decided against it, but looks like its something that you guys want. So i think i should add it in a future update, you would have to pay a weekly wage to your employees and perhaps taxes on your store (a fixed amount or based on income?).
But please play the mod!! Its perfectly functional and immersive as it is, and i need feedback if i am to improve it.
Also any update i do will be compatible with your current save-game so no problems there and any new feature that may change your current game experience should be optional.I have a bunch of ideas to keep adding to this mod, but i dont want to star promising things that i may end up not doing.Believe or not my only motivation for making mods is for other people to play them, i don't enjoy them once i made them. So as long as there is people playing it i will keep improving it.Posts: 3405 Joined: Thu Jun 29, 2006 12:05 am.
This sounds like an incredibly promising mod. Since you asked for feedback, I have the following suggestions.I also use both Better Cities and Enhanced Economy.
If there are incompatibilities I think you'll find that the producers of both of those mods have been very willing to produce compatibility patches when needed, so it may be something to discuss with them.Whether through an Enhanced Economy patch, or through your mod directly, being able to configure some of your variables via an INI file may be something to consider. Even if your mod doesn't have a 'direct' conflict with Enhanced Economy, the percentage chances for sales you're using seem a bit inconsistent with Enhanced Economy's base settings which make economic game more 'hardcoe' and therefore harder to win the mercantile game and make profits. It also has regional pricing, so certain goods that are cheap in Chorrol might be expensive in Anvil. To be truly compatible, the sale prices in the store for regional goods should mimic the other stores in the area rather than just use the base prices. I suggest you to talk to TheNiceOne about the possibility of incorporating a patch in Enhanced Economy to add that functionality.Being able to modify those thresholds would allow individual users to tweak things as desired, e.g. The 50% sale chance per day for base items may seem high to some. I don't think most stores have that kind of turnaround on inventory.
What would really be cool is if in conjunction with Enhanced Economy the store could model market saturation.if you have a lot of a specific item available, after a while the market will become more saturated and the price would drop.Posts: 3425 Joined: Wed Oct 04, 2006 2:07 am. Hahaha, yes i also think that at 10,000 its a bit cheap.
But i wanted players to be able to experience the mod fairly early in their character life. There are costs!
The first upgrade costs 10,000 more, the next 15,000, the other two 30,000 and 50,000. They improve your chances of selling more expensive items, (you can check your current chances in your office desk) and without them the most expensive are very hard to sell, oh and did i mention that all these upgrades have a visual impact? Its not just numbers!!About upkeep:I wanted to put this in but decided against it, but looks like its something that you guys want. So i think i should add it in a future update, you would have to pay a weekly wage to your employees and perhaps taxes on your store (a fixed amount or based on income?).
But please play the mod!! Its perfectly functional and immersive as it is, and i need feedback if i am to improve it. Also any update i do will be compatible with your current save-game so no problems there and any new feature that may change your current game experience should be optional.I have a bunch of ideas to keep adding to this mod, but i dont want to star promising things that i may end up not doing.Believe or not my only motivation for making mods is for other people to play them, i don't enjoy them once i made them.
So as long as there is people playing it i will keep improving it.I can always edit the starting price of it myself. If you just want people to play it to get feedback then tell them how to get the house without paying or something. Either way I'll make it more expensive when I eventually download it. I don't have time to play at the moment, and I broke my LO recently anyways. But I do play with Better Cities so I would welcome a patch for that. I also use enhanced economy.But yes, an income based tax makes sense.
Depending on how far you want to go with it you could always add in a (secret) option for people to find the tax man and pay him off a little to get some cheaper tax! When I have more time I'll add this to my LO (and fix it!).Posts: 3306 Joined: Tue Jun 20, 2006 7:56 am. Hey guys just wanted to let you know that i am working on the compatibility patch for better cities, i am almost done with the 'interior' better cities patch then I'll have to take care of the exterior. I think i may be able to release this sometime today.After that i think I'll start adding some of the suggestions you have posted.@StromgardeI really like the INI idea, i have being doing some research and it is much more easy to implement than i though it would. That's the next thing i am gonna tackle after i am done with the better cities compatibility patches.Posts: 3341 Joined: Wed May 23, 2007 11:59 am.
Definitely going to check this out.If you really want to think big, you could have player-owned shops in all the cities, with each city having its own 'preferred loot' you would want to sell there, or basically the localized economies from Enhanced Economy Stromgarde already mentioned. And then apply pretty much everything else Stromgarde said, hehe, integrating Enhanced Economy, or just in general mimicking some simple economic behaviors, keeping it fun. Like I can imagine it would be pretty cool to start with a shop in one city, then slowly expand to more cities, playing the markets and taking advantage of regional preferences. Sorry, I'm just kind of imagining where it could go and still need to try it out! But with the right balancing and fitting it in with Enhanced Economy, oh man!!!!Posts: 3464 Joined: Tue Jun 13, 2006 2:59 pm.
Free Doors and Used Free Doors:Imperial City Market WestDoor 3 is reserved for the One Stop Armors.Door 4 is reserved for the Bank of Cyrodiil.Door 5 has an interior included in the ICMarket.Door 6 is reserved for the Old Crow Inn.Doors 1 & 2 are free.Imperial City Market EastDoor 10 is reserved for the TESFU Book Collection.Door 11 is reserved for the Scribe Supplies.Door 13 is reserved for the IC Expanded.Door 14 is reserved for the IC Waterfront Tunnel Entrance.Doors 7, 8, 9 & 15 are free.Imperial City Market Upper LevelDoors 16 & 19 are free.AnvilDoors with??? Are free.Bravil B&MNo Free DoorsBravilNo Free DoorsLeyawiinNo Free DoorsLeyawiin DockDoors with??? Are free.BrumaNo Free DoorsCheydinhalNo Free Doors.ChorrolNo Free DoorsSkingrad2 doors are free.You may want to move your shop to another city with free doors, so that it shows up right in BC, and they can make a patch for you! Write in the 3400 Joined: Mon Feb 12, 2007 7:45 am. Now fully compatible with Better Cities and Open Better Cities! The store is still in chorrol, i found a nice spot to place it.Check the first post for details.Thanks for all the wonderful ideas, i am already starting to think how to implement some of these.
Oblivion Trade And Commerce Login
Specially those about enhanced economy, I'll try to introduce regional prices somehow; my idea right now is to allow the player to sell 'Trade Goods' which they have to acquire from different parts of cirodyl (with varying prices depending on the region). That just an idea for now, first i want to polish what i already have! A way for the player to customize the selling chances is next.Posts: 3318 Joined: Thu Dec 07, 2006 2:53 amDisplay posts from previous: Sort.