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TheThirdRace

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  1. TheThirdRace
    TheThirdRace
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    There's only 1 rule here, be polite. Thanks and enjoy the mod.


    Version 1.1 is live, it corrects some merchants so they don't get more gold than they should. To my defense, some merchants are just badly defined by Besthesda so I had to add some conditions to calculate the right amount of gold.

    Version 1.2 is live, it limits the leveled gold added by the vanilla Master Trader perk to 50. It will avoid unbalanced results especially for merchants with less than 500 gold.
  2. deltaklata
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    Definite download here, I only have one question and it's something that if you put in bold would DEFINITELY make this the best merchant mod on the nexus, does this affect thieves guild fences? I've noticed a lot of other money mods have major issues with fencing stolen goods because the money bugs out and resets their fencing quests. If it doesn't affect thieves guild quests, I'll be sure to spread the word on this, because it would be the only mod to not only let you sell more, but leave fences still functioning properly.
    1. deltaklata
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      This is my own fault but I noticed no merchant is replenishing, then I read your mod more carefully, I didn't notice you need the master trader perk in order for this to work, I thought this was from the get go, because my character is level 30 now, and I'm starting to overflow with gear (That's with a mod to turn armor and weapons into ingots so all I carry is crap tons of magical items to sell, that's WITHOUT picking up any steel or iron items as well AND a mod to make crafting and alchemy items weightless, there's just not enough gold to sell all this gear!!! ). I might console code the perk in or something in the end (shush I have all the achievements on the console already and bought a copy for PC to boot, I think I deserve to cut some corners! :V) but maybe alter this to work from the get go, as an alternate version, unless it's specifically tied to the perk, because in that case I understand changing it would be a coding nightmare to retool it.

      TL : DR Thought it worked from lvl 1, then realized it's tied to a perk, still keeping it installed 5/5 would download again! :3

      **had to edit twice because they put emotes all over...wish I could disable them
    2. TheThirdRace
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      The reason I made the mod requires Master Trader perk is to be more "legit", it didn't have to be. So if you want to give you the perk with the console, go ahead, my fun doesn't have to be yours and vice versa

      As for the "fencing quest bug", what is it? I know about the "merchant bug" where if the merchant goes over 30k gold it gets stuck and you don't receive money when you sell them things, but I have no idea what is the "fencing quest bug".

      First, the 30K gold (more like 32767 gold, 15 bit integer) bug is still present even with this mod as this is a game engine problem. Since I don't give merchants an enormous amount of gold like other "merchant gold" mods, the only thing you have to watch out is to avoid buying 24K gold of items worth in one go. Should be fairly easy if you ask me...

      Second, my does something that no other mod does as it adds the gold directly to the NPC and doesn't use the leveled lists. It might be what saved me from the "fencing quest bug". The NPC only has the new amount of gold while it's in the barter screen, so the gold is added after selecting a dialog option and removed before any dialogue option is displayed again. That means that it has no effect on the dialogue lines conditions which is probably the culprit in the "fencing quest bug".

      Now that you mention it, I see how I could make a version where it works without the perk and stay on the "legit" side. Basically, the replenishing gold method would always be active, but Master Trader perk would unlock the multiplier for gold, in this case 5x. So without the Master Trader perk, a city blacksmith would see its gold replenish at 1000 gold each time you barter with him. With the Master Trader perk, a city blacksmith would see its gold replenish at 1000 gold x 5 (5000 gold) each time you barter with him. You get the same mechanic, the Master Trader perk only unlock the gold multiplier. The only downside is not all merchants will work this way, so it would create a situation where a few merchants don't respect the "standard" set by the game. On the other hand, those merchants already are outside of the "standard" set by the game, so maybe it's not that much of a problem. What do you think?
    3. Oxytwist
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      I know it is an old post from you.
      But I do like this alternate idea.
      And thank you for explaining your mod again.
    4. TheThirdRace
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      Just to add to the conversation, I actually made these modifications for Skyrim SE.

      You can find the mod here Master Trader SE - Merchants Never Run Out Of Gold
  3. Deathgodszzz
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    This takes way to fucking long i have a bunch of s#*! worth about 10k but i have to sell some back out talk to him refresh back out talk this is fucking annoying you should have like an option to set the gold amount
    1. TheThirdRace
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      -- Sorry in advance to everyone else --

      And there goes the only rule I asked for: be polite... Just to be clear, post something with the same tone again and you'll get reported and banned from all my mods. I don't owe you anything so lose the self-entitlement attitude.

      As for the comment behind that foul mouth:

      • Items aren't worth 10k in vanilla Skyrim so I guess you have a mod that gives you items like that. I don't mod for unbalanced mods
      • There's a mention in the description why I don't go too high for the amount of gold. Read it...
      • If you didn't have my mod, you'd have to run around Skyrim instead. This would take you much longer, be grateful for the time saver
      • There are other mods that will give 30k gold to all vendors if you want. I know exactly what mod you're looking for, have fun searching...
    2. darkmatterslayer
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      LOLOL I know this is old, but @thethirdrace, that last notation you wrote made me laugh so hard, " I know exactly what mod you're looking for, have fun searching' ahaha good stuff. i died a little.
  4. Lerasai
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    This mod didn't seem to work for me at all. Not sure if it just needs updating or if its a problem on my end?
    1. TheThirdRace
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      Hi,

      How did you install it? I know the NexusModManager doesn't always copy all the files correctly somehow (2% of cases). You might have to uninstall and reinstall the mod, which usually solve the problem right away.

      If it doesn't work, open the mod ".7z" file and check if the appropriate files are located correctly in your DATA folder.

      I hope it's not this, but triple check you activated the mod.

      Maybe you also have another mod that conflict with this. Anything that would change dialogue options, like RDO, would conflict. In that case, make sure to load my mod after the conflicting one. You can simply try loading the mod last and check if it works. If not, try with just this mod.

      Let's start with this and we'll advise afterward if it still doesn't work.
  5. umanfly
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    Hi ,
    i have 255 mods and have played with the same setup over several years . Back in september 2015 ( its now Feb 2016 ) i added this mod , and didnt realize that my trading menu was gone upon trying to trade till recently .So i uninsttalled this mod , and the trading menu suprisingly reappeard .... all was fixed .
    1. TheThirdRace
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      Well, with 255 mods installed you are asking for trouble...

      The problem with Skyrim is that it's "stability" depends a lot on your computer, the game's engine quirkiness and how Papyrus feels that day. I had a guy pushing his install so much, Papyrus was skipping lines in a 4 line script for my Oghma Infinium mod... He uninstalled 2 mods and everything worked fine afterward. I then suggested he should remove more mods to be sure Papyrus never skips a line again.

      It's really not rocket science, there's a set amount of data the game engine can handle and if you go over it even for half a second, something isn't gonna behave like it should. It's very subtle, you won't necessarily see it unless you go look for it, but with 255 mods installed there are other mods in your install that don't react like they should either.

      My suggestion would be to either upgrade your computer (which isn't a 100% guaranteed solution) or remove some 50 to 75 other mods too (which will help tremendously in more laggy moments). You simply can't run Skyrim with that many mod installed, the engine isn't really built to handle too much information. You can easily do it with very small mods (1 to 3K in size), but as soon as you include more complex mods you're setting yourself up for failure.

      It's also important to note that mods without any "ESP" or "ESM" files aren't counted toward the 255 limit, but they do have an influence on the game engine nonetheless.
    2. umanfly
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      I was at the time giving your mod a commendation , since my trading menu was buggy . I wasnt looking for a recommedation .
    3. TheThirdRace
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      No problem
    4. slvsaris
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      You probably had RDO installed, or another mod that also affected merchants.
  6. KILLERGOONIE
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    The mod is good for what it does though personally i have used a better one then this one but since that one is probably not gonna be ported over this mod will suffice. Good job.
  7. Dillon2469
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    All I can say is I love the "True Story"
  8. MikotoMononoke
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    I'd like to use this mod, but I want to be sure of one thing before I install it--is this going to ruin my merchants if I try to uninstall it? I've been looking at lots of different merchant mods and a resounding theme I hear in a lot of them is that it's impossible to remove their effects even if the mod is uninstalled (i.e. merchants would get permanently stuck with massive gold increase).

    This mod in particular appeals to me because it approaches the problem in an entirely different way, but I'm now worried about the other direction, since it heavily reduces the gold bonus for the Master Trader perk, if I decide to remove this mod in the future, am I going to be stuck with merchants who only have +50 gold for eternity?

    Thanks for your time in both making and publishing this mod as well as taking the time to answer my question! (assuming you do, and even if you don't it's nbd, I'm not one of the many disillusioned individuals who believes they deserve to be catered to, so if you don't have the time or desire to answer that's perfectly understandable)

    1. TheThirdRace
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      Merchants aren't modified in any way with this mod so uninstalling doesn't have any adverse effect on them.

      Enjoy the mod!
  9. NexGenration
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    i have a question, not about the mod, but a question for the modder in terms of advice for making my own mod. i would like to make an economics overhaul. how much of this is possible without the creation kit? (trying to make a portfolio to increase my chances of being hired by bethesda and they look for ppl who can use the kit without 3rd party addons):

    -asking a shopkeeper to make an extra order of any of the items they regularly restock, perhaps for a fee dependent on the prices. like ask an alchemist to make an extra large shipment of Nordic barnacles for a fee of 5% the cost of all the barnacles ordered

    -if the perk allowing one to sell any item to any shop and the player sells a sword to an alchemist, the alchemist will, upon restocking, attempt to sell the sword to the nearby blacksmith, altering both shops gold and inventories accordingly, and then have a chance of the blacksmith selling the sword to some by standard as part of their natural "restock" mechanic

    - control each specific item a shopkeeper owns and randomize which item(s) get sold to "random people" on reset, to simulate a real economy, then affect the gold and merchandise of a shop accordingly. so if one decides to buy a lot of relay expensive soul gems to an enchanter and then sell the enchanter a lot of relay expensive items in return, leaving the enchanter with 10k worth of stuff, then say half of it is sold on reset, starting the enchanter with their stock gold plus 5k

    -allow shops to "improve" over time the more they trade with you and other characters, improving their base restocking items and gold they receive on reset, and perhaps what their store even looks like. like adding more shelves and more items to said shelves, increasing the size of the exterior and interior of the shop (of corse with pre-made designs, obviously you cant make them grow infinitely), and with more "flashiness" on the exterior to simulate attempts of "attracting more customers"

    -maybe with 100 speech, allow the player to become a business partner with the merchant, greatly increasing its "success" and granting the player a cut of the money made from the shop on each reset

    out of curiosity, if anything isn't possible with just the creation kit, how much of it is possible with things like SKSE?
    1. TheThirdRace
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      Sorry, but this is totally off topic. You should have sent me a PM instead.

      As for the question in general, I have no idea without actually making a proper analysis of my own and I don't have the slightest interest in doing so...

      There is a forum on the Nexus and on Bethesda site for those kind of question, you might have better chances there.
  10. khaled985
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    is this compatible with your other mod "skill overhaul"?
    Thank you.
    Edit: nevermind, it is
  11. realpedro
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    Nicely done. Thanks.