With V1.2 I fixed some of the issues from the remaster (I used an old version of xEdit when I was first making this mod and forgot to re-add a bunch of stuff from remaster earlier).
Also V1.2 comes with a version that allows you to sell anything to anyone.
I still don't understand the economic system in this game, I bought a lot from a vendor in Cheydinhal and also sell things a lot, but it seems the vendor's gold/money did not increasing or decreasing, it stays 1000 no matter what
Im pretty sure the merchants technically have unlimited gold in this game the number it says (in this case being "1000") is the most they are willing to pay you for a single item meaning lets say when you open up bartering and it says "1500" under their name, you won't be able to sell an item worth 2000, the most expensive item you can sell to them is 1500. its kinda stupid and unimmersive i was looking for a mod that gives them limited gold since by late game if you have near 100 mercantile you can kill 4-5 bandits take their glass armor and sell it to a random fisherman for 10,000 gold I swear to god this feels like the mandela effect because i could have sworn merchants in the original oblivion ran out of gold
Ahhh I see, thank you my friend. It's clear now and yes it makes the economy a bit unimmersive compared to Skyrim and KCD or KCD2. Let's hope there's a mod that can fix this so the economy will feel like well "economic"
This mod doesn't change the gold of Nilphas Omellian, the trader in The Merchants Inn, on the Imperial City Market District, any chance this could be fixed?
The mod works for me and I used Vortex to download. The alchemy mage in Bravil still had 1800 gold, but when I checked a different shop in Bravil, the shop that sells general goods to be exact, she had 8500 gold, which I bumped her up to 9000 gold after investing. So, it seems to work for me. As what it says in the description, some vendors have a minimum of 1200, so can't expect every vendor to have rich gold. hah hah Anyways, I am enjoying the mod. Thank you for the mod.
I'm wondering why you are telling people, in all of your mods, to drop the file in the main game folder and rely on relative archive extraction, when they have to go to C:\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data to edit the plugins.txt file anyway, so you may as well tell them to go to that folder, drop the esp in, and then change plugins.txt in order to avoid any confusion or user error.
so i've used your mods for a few days now and one thing i can't seem to understand is: What is the purpose of the optional file? If i remember correctly, at a specific skill level one can trade any item with any vendor anyways, no?
59 comments
With V1.2 I fixed some of the issues from the remaster (I used an old version of xEdit when I was first making this mod and forgot to re-add a bunch of stuff from remaster earlier).
Also V1.2 comes with a version that allows you to sell anything to anyone.
Enjoy
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you missed this part:
ur Plugins.txt file in the:
Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data
Should look similar to this (RicherVendors and any other ESP mods must be added at the end):
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp
RicherVendors.esp
C:\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data
to edit the plugins.txt file anyway, so you may as well tell them to go to that folder, drop the esp in, and then change plugins.txt in order to avoid any confusion or user error.
Some one please help me understand this ^^
Kind regards from germany, heros of kvatch