Adds a new, relocatable merchant to the game that will take orders for crafting materials, soul gems, ingredients, and building materials. The materials can be picked up from him after 3 days.
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Author notes
A note to mod AUTHORS: This mod does not use any custom assets; it relies entirely on maticulously hand-done vanilla scripting, forms, etc. As such, there are no assets that could be used for your own purposes. That being said, if you wish to learn how certain aspects of the mod were created, feel free to message me. I'm more than willing to collaborate so that my techniques can allow you to create something of similar functionality for your own purposes.
A note to mod PACKAGERS/BUNDLES: At this time, I am STRICTLY against this mod being bundled into a larger mod for the sake of convenience. As a newcomer to the *published author* scene, my work independently being recognized is more important to me than having it more widespread by being bundled into a larger work.
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Changelogs
Version 1.0.1hotfix
Realized I had the value in the order timer script I used for testing. This reupload has the correct 3 day timer working as intended.
Version 1.0
Bugfixes: 1) fixed the Creation Kit dialogue bug. 2) added his scimitar to his basic outfit because travel mode alias was not properly equipping him. He should now defend himself with more than just his fists if you are attacked on the way home
New content: added 22 new Rare Curios alchemy ingredients
Spread all alchemy ingredients out, alphabetically, between 5 separate submenus within the ingredient order dialogue so that they are easier to navigate and not have dozens of options on one page.
Finished renaming scripts to avoid possible conflicts with other mods. Cleaned up script folder to remove unneeded files.
Version 0.9
Bugfixes: the order for Nails added in 0.8 was not properly indexed and would not show up in dialogue. This has been fixed
New content: added "Welkynd Stone" (put under enchant orders) and 9 ingredients from the Creation Club content "Rare Curious", which was included in Skyrim Special Edition
Changed Saahir's outfit to "Fine clothes with hat." He is a successful merchant, after all. He will still use a scimatar if you are attacked while you are escorting him home.
Scripting (you only "need" to read this out of curiosity): due to a limitation in Skyrim's engine (that was fixed in Fallout...), it is not possible for me to have a single script that is used by the radiant dialogues the merchant says when you place or pick up an order. As such, each dialogue for each order has unique but identical copies of the same script, which is the reason why this small mod has over a thousand scripts that are no longer than two/three lines of executable code. A user report early on demonstrated that it is possible for a randomly named (by the Creation Kit) script to end up having the same name as another mod with randomly named scripts. What are the odds of this happening? Probably very low. But I do know it's already happened once. As such, I've began the tedious process of renaming every single script copy to be in line with what it does. What this means is a lot of wasted time for me, but a 100% surety of no bugs for you regardless of what mods you use. For this patch, everything but the orders for alchemy ingredients were renamed.
Version 0.8
Order system overhaul: finally figuring out something I missed in early production. I have moved the orders back into the journal system with an implementation to where they will not leave logs in the journal once complete. As such, the pop up notification saying your order is ready has been removed.
Bugfixes: Fixed a scripting bug that caused Falmer Ears orders to not trigger Fixed a syntax error that would cause Goat Horn orders to not remove the correct amount of gold
New content: added 1 Dragonborn ingredient (Felsaad Tern Feathers) and 1 new Hearthfire building material (Nails)
Dialogue: merchant will now recognize if you are an Imperial, Stormcloak, or member of the College of Winterhold and has associated hellos/goodbyes
Prices: updated the Hearthfire building material prices to be in line with the lower price scheme all other orders are now using
Version 0.7.3
New content: added 10 more vanilla ingredients (Falmer Ear, Jarrin Root, Nirnroot, Bee, Bee Hive Husk, Honeycomb, Spider Egg, Spriggan Sap, Bear Claws, Salt Pile)
Dialogue: 1) Activated group 3 for alchemy ingredients. The groups now alphabetically range from A-E, F-I, and J-Z 2) added two new goodbyes and added a condition checking for the relocation quest to be complete before the merchant will refer to the player as Dragonborn or Nightingale (assuming you are recognzied as such to begin with)
Increased Saahir's sandboxing radius from 24 feet to about 32 feet so that he will be more dynamic in larger player homes
Version 0.7.2
New Content: Added 2 new vanilla ingredients (Troll Fat, Elves Ear) and the 6 most expensive Dragonborn DLC ingredients (Ash Creep Cluster, Ash Hopper Jelly, Boar Tusk, Burnt Spriggan Wood, Netch Jelly, Spawn Ash)
Price balancing: updated previously added ingredients to the new, lower prices discussed in the 0.7 notes. All orders other than Hearthfire materials are now updated to the lower prices
Bugfixes: fixed a syntax error in the scripts for Fire Salts that would result in the order failing to activate
Dialogue tree update: activated group 2 of the ingredient list to split alchemy ingredients alphabetically to enhance usability. Ingredients are now split into A-G and H-Z.
Version 0.7.1
Dialogue tree: updated the order follow-up dialogue responses to be so that when you order any ingot, hide, soul gem, or building material that it will properly link to all these categories and also the alchemy ingredient start
Price changes: all soul gems and leather/hides have been updated to have the new, lower prices as disgussed in the v0.7 notes
Version 0.7
New Content: added 3 new vanilla ingredients (Hawk Beak, Hawk Feathers, Taproot) and 2 Dawngaurd ingredients (Gleamblossom, Poison Bloom)
Dialogue tree changes: 1) removed the "goodbye" tag on the merchant's responses when picking up an order so that it is more convenient to deal with him if you are picking up multiple orders 2) To be in line with the above, moved two of his pickup responses to his response list when you actually tell him goodbye 3) added 2 new lines to his list of pickup responses to replace those from above
Price changes: starting this patch, I will begin adjusting the price of orders based on a change to my price formula. Initially, it assumed a merchant multiplier of 3 (equal to a player speech skill of 0), but I decided this makes the prices overall too high. I want the merchant to be an immersive way to spend money on bulk items where you are paying for convenience (and to some extent rarity) but not overly charged. In order for this merchant to be better accessible to newer characters and to be more fair long term, the multiplier has been reduced to 2.66 (equal to a speech skill of 33). 1) All ingot prices have, in this patch, been updated to reflect this new value 2) all future added orders will automatically reflect this change 3) The other previously added orders will be updated to reflect this change in future updates 4) the price of hiring the merchant was reduced from 5,000 gold to 3,000 gold
Version 0.6.1
New content: added 9 new alchemy ingredients: Ice Wraith Teeth, Ectoplasm, Vampire Dust, Briar Heart, Giant's Toe, Glow Dust, Hagraven Claws+Feathers, Dwarven Oil Audio: Redid the AI voiceacting on 11 of his lines BugFixes: fixed the last 3 dialogue lines that had bugged lipfiles
Version 0.6
New content: 1) 5 alchemy ingredients added: Daedra Heart, Void/Frost/Fire Salts, and Moon Sugar 2) 5 Hearthfire building materials added: Clay, Stone, Glass, Goat Horns, Straw
Dialogue system changes: reworked the tree a little bit to separate different categories of orders so that they are easier to navigate and set up the structure for groups of alchemy ingredients to support future updates
Version 0.5b-Hotfix
Reupload due to a compiling error where only 1 script was included for Iron, Dwarven, and Steel Ingots each, causing most of radiant dialogue options to not do anything
Version 0.5
Bugfixes: 1) completely reworked the relocation quest due to a bug I could not fix that caused him to keep following you after completion. It should work perfectly now 2) in v0.4, the order timer was improperly set to 0.1 - the value I use for testing. It is now corrected to the 3 day timer it is meant to be 3) various typo fixes
New Content: Completed his dialogue audio. Fuz-Ro Da-oh is no longer required
Version 0.4
Bugfixes: The relocation quest is now fixed (lol no it wasn't) and is reinstated as a required step to ordering things
Version 0.3
New content: 1) Leather and half of the furs/hides in game are now available 2) He now has greeting dialogue, including an initial, one time, immersion based greeting to let you know he's stuck in Whiterun so that the dialogue leading to his quest is natural 3) He now recognizes the players gender and will occasionally acknowledge that 4) He now recognizes the time of day and will occasionally give you a greeting or goodbye acknowledging that 5) He now recognizes if the player is the Dragonborn or Nightingale (based on quest completion) 6) Much like some of his goodbyes, one of his new greetings is an Easter egg :)
A few of the new dialogue lines do not have audio at this time, including the initial, immersion one
Version 0.2
New content: 1) All EMPTY (this is not an exploit mod) Soul Gems, including Black Soul Gems, are now available. 2) Drastically expanded his dialogue, including radiant/variable dialogue that can trigger off of the same inputs
Content changes: The mod no longer uses the quest journal to track orders that are being waited on due to this cluttering up the finished quest section of the journal with duplicates. Instead, you will receive a generic message in the top left of the screen when an order is placed and a pop up box telling you when one has arrived.
Bugfixes: 1) Fixed a bug where Moonstone Ingots could not be ordered 2) Lip files are now working for all but 4 of his dialogue options. This means his face animates while talking now 3) Fixed a bug where one of his dialogue options did not have a response
Mod packaging and usability: the mod is properly .esp + .bsa packaged this time. No more folders and file systems. DUE TO THIS (AND SCRIPTING/FORM REWORKS) IT IS HIGHLY ADVISED YOU DO NOT UPGRADE ON A SAVE WHERE HE IS ALREADY ADDED TO THE GAME.
Version 0.1
Initial release of mod. Current functionality: Can order ALL ingots and has some flavor dialogue.
Donations
No donations accepted
VERSION 1.0 IS LIVE! Check changelog for full details.
The mod is now considered "done" in that no more major updates are expected. Bugfix support will be available. Please report any problems. More items will be added only on popular request or if I want to for my own use.
A special thanks to Scrivener07 who has been a great help figuring out some scripting issues.
Saahir, the Bulk Item Merchant of Skyrim
Invite this well mannered, proper businessman into your home to cover all your bulk material and ingredient needs! Being an educated, well-traveled, and well-connected man of means, he will deliver on every contract to fill, be it smithing, alchemy, or the enslavement of souls. But be warned: like any good capitalist, his services don't come free of charge. And don't forget about the Civil War. Maintaining a train of commerce capable of pulling this off is no easy feat. Got the coin? Then make the deal, sit back, and let his associates deliver the goods straight into your home. Pick them up from Saahir whenever you're ready to use them.
Oh, and did I mention THE DIALOGUE? Saahir is not like these Bethesda merchants who say the same exact thing every single time you talk to them. Are you getting flashbacks about the guys who work at the lumber mills??? Yes? Good, because Saahir is NOT that. Almost all of his responses are varied and random to ensure he doesn't stick out like an immersion-breaking bug.
If you're a rich adventurer sick of being disappointed that every merchant in Skyrim is constantly low on stock, or you just want your own private supply, this is the mod for you.
What does this mod actually do? Adds a relocatable merchant you can hire who will order items for you in batches of 100 units. They are available for pick up after 3 in game days. You have to have enough gold for the order option to even appear in dialogue. Where is he? Whiterun, Dragonsreach. Inside, right of the door. Probably sitting on the bench because he is packaged with FULL SANDBOXING, BABY! His name is Saahir Al-Risad and he is wearing "fine clothes with hat."
What is the upcharge? The base cost of the item is multiplied by the "merchant upcharge" that all merchants in Skyrim have based on your skill in Speech. This mod does not take your speech skill into account; instead, it uses a global multiplier of 2.66, which is equal to you having a speech skill of 33 against any regular merchant in game. I feel this is a good balance spot as this merchant's utility is centered around paying for convenience and not meant to be an exploit. The value is then multiplied by 1.15 to simulate a shipping charge. Rare items further have a multiplier ranging from 1.1 for something like Silver Ingots and 1.5 for something like Black Soul gems. Common item have no rarity charge. Finally, the order quantity of 100 is taken into account.
So... BaseItemCost x 2.66 x 1.15 x variable x 100 = Final price
What is available in the current version? RADIANT hello, goodbye, and order place/pickup dialogue. Some background dialogue. All smithing ingots. All soul gems. Leather and half the skins/hides in game. Alchemy: 30 vanilla ingredients, 2 Dawnguard ingredients, 7 Dragonborn ingredients, and 31 ingredients from the Rare Curios collection (you have that if you have SE).
The priority on adding alchemy ingredients has been most expensive ones first, followed by cheaper ingredients that are either rare despite their price or used by many things (ie Salt Piles that have use in cooking too). The most easy-to-get ingredients from vanilla/DLCs were not included (ie mountain flowers)
Installation/Uninstallation(I guess it's expected of me to add this): Manual installation: copy file(s) and folder(s) into your Data folder. Or don't. You really should be using a manager. No seriously. ModManager installation: click the button Uninstallation: undo the above
Is this mod safe to install/uninstall/upgrade mid save? Install: yes. Uninstall: should be. 1) In game, make sure you have no orders going on with your save. 2) Run a save cleaner to be sure. Upgrade:v0.1-v0.4: it is PROBABLY NOT SAFE to upgrade to any later version. This is due to scripts and forms being changed, so if they are active, they can cause a crash. Starting at v0.5, it is save game safe to upgrade to future versions.
Known Issues: 1) Going through the dialogue menus and ordering things too quickly MIGHT cause a bug where the quest fails to fire. This is entirely a Skyrim engine limitation and there's nothing I can do to prevent it. Just don't rush him and you should be fine. Let his dialogue end naturally if you are ordering 5 or more things at once.