I was interested in the economic part of this simple modlet and was thinking about something like this as an add-on for difficulty and to soak up all the extra resources in my groups games.
Could you help clarify for me the lowering portion of prices.
Like, your 0.7 buy modifier, lowers how much traders pay for things? Like if i sell something thats say, 3000 coins in value normally, they would only give me a 1000 for example (lower)?
I was looking to edit the vanilla defaults "traders buy_markup="3" sell_markdown="0.2" portion as a money and resource sink to help get rid of all the excess coins and slow down the monetary gain from traders to make it a bit more challenging.
Again thanks for this as it definitely helps tweaking gameplay!
The buy markup is how much of the "EconomicValue" from items.xml you pay the trader. the trader charges 3 times the value so at buy_markup="3" a beaker costs you 1500 but at 0.7 it only costs you 350.
The sell markdown is how much of the "EconomicValue" from items.xml the trader pays you. So at 0.2 they pay you 100 for that beaker, if you change the value to 1.0 the trader pays you 500 for that beaker, or change it to 0.02 and the trader only pays 10.
I only changed the cost to the player with my mod, bringing prices down to make it less grindy for people playing alone, if you want to make a larger economic gap, you might want something like this in the mods traders.xml:
That would set the trader to charge the player 4 times the value while only paying .02 times the value. So again using the beaker as an example, it would cost the player 2000 but the trader would only give you 10 for it.
There's been an itch I've needed to scratch for a while now. There was an old mod in Skyrim called Cuthroat Traders, where the buy price is multiplied by like 100 and the sell price was multiplied by like .10. It got better as whatever skill it was that improved your bartering got higher, the prices dropped and selling yielded more. Still the prices were insanely unfair and required you to actually use buffs and try to get your skills higher and loot everything you can and basically be poor until much much much later.
All I need to know is, is it possible to use your mod like the Cutthroat Traders mod? I would delete <removeattribute xpath="/traders/trader_info/@open_time" /> <removeattribute xpath="/traders/trader_info/@close_time" /> because I already have a mod that removes trader closing
then delete the setattribute line you have in there, and add what you said in your post <setattribute xpath="/traders" name="buy_markup">4</setattribute> <setattribute xpath="/traders" name="sell_markdown">0.02</setattribute>
but make it <setattribute xpath="/traders" name="buy_markup">100</setattribute> <setattribute xpath="/traders" name="sell_markdown">0.10</setattribute>
And that would multiply my prices by 100 and I would sell for .10 of base price, correct? And then as I increase Better Bartering and use buffs it should drop the prices a bit (max 75% buy 70% sell if I use all, says the wiki) but still be ridiculously grotesquely preposterously high, correct? The beaker in your example would be 50000 (lol!) and sell for 50. But with buffs at max it would cost 12500 (50000*.25) and 50+35+5 for sell I think?
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I was interested in the economic part of this simple modlet and was thinking about something like this as an add-on for difficulty and to soak up all the extra resources in my groups games.
Could you help clarify for me the lowering portion of prices.
Like, your 0.7 buy modifier, lowers how much traders pay for things? Like if i sell something thats say, 3000 coins in value normally, they would only give me a 1000 for example (lower)?
I was looking to edit the vanilla defaults "traders buy_markup="3" sell_markdown="0.2" portion as a money and resource sink to help get rid of all the excess coins and slow down the monetary gain from traders to make it a bit more challenging.
Again thanks for this as it definitely helps tweaking gameplay!
The sell markdown is how much of the "EconomicValue" from items.xml the trader pays you. So at 0.2 they pay you 100 for that beaker, if you change the value to 1.0 the trader pays you 500 for that beaker, or change it to 0.02 and the trader only pays 10.
I only changed the cost to the player with my mod, bringing prices down to make it less grindy for people playing alone, if you want to make a larger economic gap, you might want something like this in the mods traders.xml:
<setattribute xpath="/traders" name="buy_markup">4</setattribute>
<setattribute xpath="/traders" name="sell_markdown">0.02</setattribute>
That would set the trader to charge the player 4 times the value while only paying .02 times the value. So again using the beaker as an example, it would cost the player 2000 but the trader would only give you 10 for it.
Yeah your modlet is great for my wife, but my buddies will probably want it a bit more grindy and costly so they don't have so much.
Thank you again!
There's been an itch I've needed to scratch for a while now. There was an old mod in Skyrim called Cuthroat Traders, where the buy price is multiplied by like 100 and the sell price was multiplied by like .10. It got better as whatever skill it was that improved your bartering got higher, the prices dropped and selling yielded more. Still the prices were insanely unfair and required you to actually use buffs and try to get your skills higher and loot everything you can and basically be poor until much much much later.
All I need to know is, is it possible to use your mod like the Cutthroat Traders mod?
I would delete
<removeattribute xpath="/traders/trader_info/@open_time" />
<removeattribute xpath="/traders/trader_info/@close_time" />
because I already have a mod that removes trader closing
then delete the setattribute line you have in there, and add what you said in your post
<setattribute xpath="/traders" name="buy_markup">4</setattribute>
<setattribute xpath="/traders" name="sell_markdown">0.02</setattribute>
but make it
<setattribute xpath="/traders" name="buy_markup">100</setattribute>
<setattribute xpath="/traders" name="sell_markdown">0.10</setattribute>
And that would multiply my prices by 100 and I would sell for .10 of base price, correct?
And then as I increase Better Bartering and use buffs it should drop the prices a bit (max 75% buy 70% sell if I use all, says the wiki) but still be ridiculously grotesquely preposterously high, correct?
The beaker in your example would be 50000 (lol!) and sell for 50. But with buffs at max it would cost 12500 (50000*.25) and 50+35+5 for sell I think?