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Found 3 results

  1. GENERAL INFORMATIONS: Fort Elianor is my newest project. Thanks to DarkFox127 and all the tutorials on TESA I decided to push myself once again! After making a few player homes and shop overhauls, I thought it is time for something bigger, better! I love hearthfire! The concept of building your own home, haveing to gather the materials you need, then hire bards, get a steward and move in with your children, it is something I really enjoyed. So do a lot of other people I guess (yeah, there are also a lot of other people who dont own hearthfire, srsly, just buy it already!). So, while building a house was cool, it was not enough for me. Not even quite! I wanted walls, guards. Hire NPCs and stuff. While there are some mods on the Nexus and the Steam Workshop which gives you these options, it felt to easy and it was just not enough for me again! I also love Skyhold from Dragon Age. But honestly, in Skyrim it would be far to much work and probably end up being one of these empty looking, to big places. I dont want that. So, after a long time of planing I finally have the skills and the time AND the will to make what I always wanted: A fort with a player home you can build hearthfire style with hireable NPCs and Economy! Maybe even more in the future! So, what is my plan? Well basically you will be able to buy a piece of land from a NPC (maybe that changes). The piece of land will turn out to be a valley with a hill, on which the fort ruin is that you will be able to rebuild, a lake, woods and a old mine. You can then rebuild the fort (you need a realistic amound of materials you can buy or harvest in the valley or outside!), build a player home, houses for your NPCs and later hire them (Look at the feature list for more informations about that!) After the basic rebuild the NPCs will have an Economy purpose. Hunter will be able to get hides, pelts, meat, etc. Miner will mine and you get the idea. So, here is a list of features and the current state of them: General things: Worldspace (100% done) Lake (100% done) Forest (100% done) PARTLY CUT! LOD (100% done) Layout of the Fort (100% done) Layout of the Home (100% done) Basic Crafting System (100% done) NPC and Enemy (15% done) Economy System (0% done) Crafting/Building: New Features planed! Main Gate with Upgardes (100& done) Guard House (100& done) Forge (100% done) Smelter Area (100% done) NPC Training area (100% done) Stabels (100% done) Hunter Shack (100% done) Yard (100% done) Fire Place (100% done) Backyard (100% done) Mine (only planed so far) Jail (only planed so far) Player Home Outside (0% done) Player Home Inside (0% done) Tavern/Pub (only planed so far) CUT Storage Area (20% done) CUT (has been reworked into the whole fort) Tavern/Pub (only planed so far) CUT (for now) Guards: Basic Guards (0% done) (have to be reworked!) Dwemer Guards (0% done) Wood Elves Archer (0% done) Sellswords (0% done) maybe more, no plans so far! Blacksmiths: COMPLETE! New Features planed! Blacksmith Faction (100% done) Blacksmith Merchant Faction (100% done) Basic AIPackage (Day/night) (100% done) Orcish Blacksmith (100% done) Nord Blacksmith (100% done) Nord Female Blacksmith (100% done) Royal (Imperial) Blacksmith(0% done) CUT Hig Elf Blacksmith(0% done) CUT Wood Elf Blacksmith(0% done) CUT Argonian Blacksmith (100% done) Dark Elf Blacksmith (100% done) Hunters: (currently worked one! Like, right now!) Nord Dog (0% done) Husky Dog (0% done) Hunter Leader (0% done) Hunter Female (0% done) Hunter Male (0% done) Other NPCS: Miners (0% done) Merchant (0% done) Staff (0% done) Steward (only planed so far!) Khajiit Caravans (only planed so far!) maybe more! AI Packages: Guard Package (50% done) others (0% done) Economy: still in planing! I can not promise any dates or so since I work on it mostly alone (DarkFox127 helps me with scripts). I will however keep you up up-to-date! Also, if you want to help me test the mod for bugs, please let me know via pm! Used Ressources/Content so far: Screenshots: AND I would love to hear ideas and input from you guys!
  2. SCARCITY - Less Loot Mod - From the Maker of Character Creation Overhaul and Random Alternate Start Author: Syclonix Current Version: 1.0.0 Download at Skyrim Nexus If you enjoy this mod please Endorse it! DESCRIPTION: It's no secret that Skyrim's economy is broken--Worse yet, the more weapon/armor/creature mods you add to your game the more disproportionate Skyrim's economy becomes. Scarcity fixes this problem by reducing the amount of loot in-game and making finding rare items rewarding once again. There are less weapons and armors lying around, potions and gems are scarce, and enchanted items and magic staves are now genuine treasures. Moreover, it reduces loot so you don't have to keep making trips to the same cleared dungeon again and again just to haul everything back. Overall, Scarcity makes loot 4x less likely to find inside containers, dead creatures, and dead NPCs, and affects everything from arrows to lockpicks to scrolls. It will not touch quest-related items or items equipped by NPCs (as opposed to unequipped loot) so that fights will still be tough. It also does not touch gold (use kuertee's Gold adjustment mod for that). Best of all Scarcity is fully compatible and will integrate well with all other mods, even those altering levelled lists (see "Compatibility" section). In the future versions I will make the rarity of loot adjustable either by separate esps or MCM menu and also add Dawnguard and Dragonborn support. COMPATIBILITY: Scarcity is fully compatible with all other mods that add items to the game or alter existing levelled lists. All you need to do is include it in your Bashed Patch (see "Installation"). Scarcity will apply to all mod-added items that utilize Skyrim's vanilla levelled loot lists. Scarcity will not touch mod-added items that are outside of loot lists; for example Scarcity will not affect NPCs equipped weapons and armor, only the additional weapons and armor they might drop upon death. RECOMMENDED MODS:Gold adjustment by kuertee - The inspiration for this mod! Scarcity affects all item types but you can use kuertee's mod to further tweak occurrences of certain items as well as gold.Trade and Barter by kryptopyr - Essential mod for balancing Skyrim's economy and adjusting it to your liking. I use fBarterMin 3.5, fBarterMax 7.5, and -40% Buying Price Adjustment to make it worthwhile to only sell items above a 10:1 Value/Weight ratio, while keeping buying prices close to vanilla, and making Speech skill more valuable.Reduced Gold Rewards for Quests by mjharper - Can work alongside kuertee's mod if you don't want gold from quests removed dynamically because of the immersion-breaking "Gold Removed" messages.Morrowloot by Trainwiz - Highly recommended. Removes high level armor/weapons/items from levelled lists and places them physically in the world where they make sense. Unfortunately, it also removes crafting recipes for high level armors, but you can edit the mod yourself to add them back in or use the Morrowloot - Nwah Edition below.Morrowloot - Nwah Edition by Kotep - Same as above with the ability to craft high level armors, but not up to date.Morrowloot - Unofficial Dawnguard Patch by Scyantific - Removes Daedric weapons/armor from Dawnguard Dragons in Dawngaurd.Skyrim Scaling Stopper by David Brasher - Highly Recommended. Enemies and loot don't level with you, instead you have a chance to encounter all levels of enemies/loot. More difficult. More rewarding. Use a Bashed Patch to make it work with Morrowloot.INSTALLATION:Download using Nexus Mod Manager or download manually and copy all files in the 'Data' folder to Skyrim's 'Data' folder then enable the 'Scarcity - Less Loot Mod.esp' file.(OPTIONAL) If you use Wrye Bash, include this mod when creating your Bashed Patch, but DO NOT use any Bashed Tags. LOAD THE MOD RIGHT BEFORE THE BASHED PATCH.(OPTIONAL) If you are also using TES5Edit DO NOT include this mod in your Merged Patch.If you do not use a Bashed Patch I suggest loading this mod close to the top of your load order, before mods that add items to the game otherwise you may not see those items show up. Note, however, that without the Bashed Patch you may not get all the changes from both mods. UNINSTALLATION: Disable the mod manually or uninstall using Nexus Mod Manager. Any containers you have already encountered will respawn their contents regularly after the default cell reset period (usually 10 game days). UPDATE HISTORY: Version 1.0.0 - Released January 2nd, 2014Initial Release CREDITS & PERMISSIONS:The source code for this mod is included for personal use. Please do not publicly modify or redistribute this mod without my permission.Thank you Bethesda for making my all time favorite games and providing us with the tools to mod them.Credit goes to kuertee's Gold adjustment, and theNiceOne's Enhanced Economy mod for Oblivion for inspiring the ideas behind this mod. "This is real love—not that we loved God, but that he loved us and sent his Son as a sacrifice to take away our sins." -1 John 4:10
  3. The line in the code that is larger font seems to be the offending piece. The code compiles and runs and does everything except this line. All I need is for this object to be removed from the player's inventory. I have already determined (Thanks WilleSea) that mySelf/Self referes to the script in this case and not the item to which the code is attached. Any ideas how to accomplish this goal. If I can get this to work, it will eliminate the problem where you buy too much from the vendor, causing their max gold limit to exceed. If you have ever seen this situation, you end up selling all your stuff and not getting any gold for it. It's not fun. What this code does is turn any gold over a set amount in the vendors inventory, into Skyrim "Septimus Notes" (Paper Money). You can then buy these from the vendor and resupply them with gold. When you drop the "Septimus Note" and then pick it back up, it converts it back to Gold Septims. It's a somewhat immersive way to eliminate one of the problems Bethesda made for us by putting limits on the amount of gold a vendor can have. More likely, they just used the wrong data type for the variable that tracks this value. Not sure. Anyway, any suggestions anyone could offer will help me get this mod out sooner. Scriptname FQSeptimusNoteExchangeScript extends ObjectReference import debug import utility miscobject Property GoldRef Auto Int Property maxVendorGold Auto miscobject Property FQ100KSeptimusNote Auto miscobject Property FQ50KSeptimusNoteSkyrim Auto miscobject Property FQ40KSeptimusNoteSKYRIM Auto miscobject Property FQ30KSeptimusNoteSKYRIM Auto miscobject Property FQ20KSeptimusNoteSKYRIM Auto miscobject Property FQ10KSeptimusNoteSKYRIM Auto miscobject Property FQ5KSeptimusNoteSkyrim Auto miscobject Property FQ4KSeptimusNoteSkyrim Auto miscobject Property FQ3KSeptimusNoteSkyrim Auto miscobject Property FQ2KSeptimusNoteSkyrim Auto miscobject Property FQ1KSeptimusNoteSkyrim Auto MiscObject Property FQSPENTSeptimusNoteSkyrim Auto MiscObject property coinObj auto Int property coinAmt auto MiscObject mySelf auto State Waiting Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) mySelf = self.getBaseObject() as MiscObject Debug.Notification("OnItemChangedContainer") Debug.Notification("akOldContainer = " + akOldContainer); None Debug.Notification("akNewContainer = " + akNewContainer); ObjectReference if akNewContainer == Game.GetPlayer() Debug.Notification("akNewContainer == Game.GetPlayer()") if !akOldContainer Debug.Notification("!akOldContainer") gotoState("done") int numOfCoins = coinAmt [size=6] game.getplayer().removeitem(mySelf, 1, abSilent = true)[/size] game.getPlayer().addItem(coinObj, numOfCoins) game.getPlayer().addItem(FQSPENTSeptimusNoteSkyrim,1, abSilent = false) elseif akOldContainer Debug.Notification("akOldContainer") SeptimusNoteExchange(akOldContainer) endif endif endEvent endState State done ;do nothing endState Function SeptimusNoteExchange(ObjectReference akTargetRef) Debug.Notification("Now we're debuggin the SeptimusNoteExchange function!") ObjectReference VendorRef = akTargetRef int currentVendorGold = VendorRef.GetItemCount(GoldRef) int amtOverMaxVendorGold = currentVendorGold - maxVendorGold Debug.Notification("The amtOverMaxVendorGold is " + amtOverMaxVendorGold) while amtOverMaxVendorGold >= 1000 if amtOverMaxVendorGold >= 100000 VendorRef.additem(FQ100KSeptimusNote, 1, false) VendorRef.removeitem(GoldRef, 100000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 100000 endif if amtOverMaxVendorGold >= 50000 VendorRef.additem(FQ50KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 50000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 50000 endif if amtOverMaxVendorGold >= 40000 VendorRef.additem(FQ40KSeptimusNoteSKYRIM, 1, false) VendorRef.removeitem(GoldRef, 40000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 40000 endif if amtOverMaxVendorGold >= 30000 VendorRef.additem(FQ30KSeptimusNoteSKYRIM, 1, false) VendorRef.removeitem(GoldRef, 30000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 30000 endif if amtOverMaxVendorGold >= 20000 VendorRef.additem(FQ20KSeptimusNoteSKYRIM, 1, false) VendorRef.removeitem(GoldRef, 20000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 20000 endif if amtOverMaxVendorGold >= 10000 VendorRef.additem(FQ10KSeptimusNoteSKYRIM, 1, false) VendorRef.removeitem(GoldRef, 10000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 10000 endif if amtOverMaxVendorGold >= 5000 VendorRef.additem(FQ5KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 5000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 5000 endif if amtOverMaxVendorGold >= 4000 VendorRef.additem(FQ4KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 4000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 4000 endif if amtOverMaxVendorGold >= 3000 VendorRef.additem(FQ3KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 3000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 3000 endif if amtOverMaxVendorGold >= 2000 VendorRef.additem(FQ2KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 2000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 2000 endif if amtOverMaxVendorGold >= 1000 VendorRef.additem(FQ1KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 1000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 1000 else Debug.Notification("The amtOverMaxVendorGold is less than 1000 at " + amtOverMaxVendorGold) endif endwhile EndFunction
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