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I think I've, finally, settled on a configuration for Devious Followers-centered Skyrim that works pretty much as I want it to (as I laid out previously). The relevant settings being: Trade and Barter: fBarterMax 8.00, fBarterMin 2.00 Scarcity: 2x loot rarity .esp SexLab Survival: 50g toll, non level-based Devious Followers Continued: 500/50 base/level-based debt, 50% interest, 1000/1000 deal agreement/removal Perseids Inns and Taverns: 50% of default rental I was on the right track before - using Trade and Barter to tune down the prices vendors were willing to give was the key. Offloading loot in town does kind of feel a bit unsastifying now as I get basically peanuts for most items sold, but it's probably the least unsatisfying compromise. To balance Skyrim's loot economy to my liking, it seems like one of three things must be true: recurring resource sinks must be tuned very high, the amount of loot must be severely reduced, or vendors must pay a lot less for loot. But the payoff in the kind of game environment it creates is so worth it. For the first time in... maybe ever, I don't feel like I have to vigorously DM my own Skyrim playthrough just to not completely break the immersion. With a few small exceptions (no carriages), I'm finding myself actually trying my best and using all available (in-universe) tools to solve problems the game throws at me. It's also had positive effects on the Devious Followers side of things. When I took my first deal on the road to Markarth after realizing I didn't have enough daylight to reduce my 2K debt before the day's interest kicked in, it genuinely felt like a defeat. Speaking of DF. I've been running with Belrand (spellsword merc at the Winking Skeever) as my Devious Follower this playthrough. He fits the role surprisingly well. My original intent was to hire him to clear Ahtar's mission, then replace him with Ahtar as a long-term follower, but I ended up deciding to stick with Belrand. He is kinda charming in an old-man kind of way and he has that balding, lanky hairstyle that fits the "creepy uncle" trope to a tee. That plus him being an old mercenary hanging out in a bar suggest a certain kind of dynamic that is quite different from the one my other characters had with Sven. In my mind my hedge mage character initially latched on to him as a sort of father figure, though (of course) the wily old merc had other designs on his hapless ingénue. I also envision him as a bit of a drunk, which is a good excuse to handwave all the random times the follower AI will shit itself. Belrand stuck somewhere not helping out in this bandit fight? Oh, he's just shitfaced again. And with follower needs turned on in iNeed he just goes through all the booze I offload to him super quick, and he complains when he's out of drinks, which would normally be a little annoying but is a fortuitous bit of mechanical storytelling in this case. (As an unrelated aside, I've been moving away from the original pure healslut character concept and going into Destruction magic, and goddamn. Having some offensive capability bypasses so much frustration related to the follower AI being dumb as bricks sometimes. Follower inexplicably ignoring an enemy archer taking potshots at him? That's okay, I can deal with them myself.)
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Resource faucets and sinks, part 2
SacredDatura posted a blog entry in random thoughts in a perilous province
Quick follow-up from my previous post, having played a new game for about six hours. So, of course, the in-hindsight entirely predictable outcome of removing/gutting all other major resource faucets in my game except for alchemy is, alchemy is even more relatively profitable than before. And it really is shockingly profitable once you discover the high-value potions. (For instance, blue butterfly wing plus blue mountain flower, both cheap and relatively common ingredients, make a two-effect potion that sells for 80-100g.) The house rule I set to not loot bodies feels bad. It feels like leaving money on the table. Plus there's a certain lizard-brain satisfaction to running through a dungeon and coming out laden with the possessions of your vanquished enemy. That satisfaction feels like a core appeal of Skyrim, and taking it away lessens the thrill of dungeon diving. I think the obvious solution of a mod that blanket nerfs the rates merchants are willing to give you, while inelegant, might be the way to go. I always kind of dislike that in RPGs merchants will give you like 20g for an item ostensibly worth 100g, but I see the necessity here. Trade and Barter looks good. I also really liked the idea of Trade Routes but apparently it has some unpredictable interaction with Ordinator perk trees. I've set the Devious Follower debt to a base of 500 daily, with a level-based increase of 100 per level (previous I went with 1000 base and 50 level-based). I'm not sure yet as the effects haven't kicked in, but I think this should have the desired effect of cranking up the financial pressure as I start to level up. Live Another Life is great. I started arriving on a boat to Solitude, which actually works really well. I come through the gates, and get to witness Roggvir's execution, a dramatic introduction to Skyrim and the Imperial/Stormcloak subplot. Though a bit later I did find a couple of radiant encounters on the road that would have made a lot more sense in Whiterun - the Honningbrew revelers and the two Alik'r harassing a random Redguard woman. I always assumed they were tied to a location, but apparently they are chained to the player character, wherever she might be. ----- At this point, with a few restarts under my belt, I want to try to codify what I feel is the "ideal" playthrough, for me. What kind of experience do I want out of a playthrough of Skyrim + Devious Followers? In a nutshell, I want to be put in the mindset of a struggling adventurer living hand-to-mouth. dungeon-clearing should be lucrative but not excessively so - ideally I should come out of a daily dungeon loop (kill-loot-return-craft-sell) with roughly enough to pay the follower, the toll collector plus a room at the inn. Sometimes I should come out ahead, other times I should make a loss. If anything goes wrong, like if the follower gets downed a few times or I don't plan my trips well enough, that should put me in the red unless I've had a long streak of moderate success beforehand and built up a nice nest egg. the various money sinks: inns, tolls, food etc., and alternate money faucets like waitressing, begging and performing should remain relatively relevant. financial ruin ideally shouldn't be reliant on big RNG "nukes" that I have no control over such as everything being stolen while I sleep. If/when I go into debt, it should be by incremental cuts and failures. I should be able to see it coming and either fail despite my best efforts or pull through to fail another day. I should feel comfortable enough to really actually do my best within the confines of the game mechanics, without relying on limiting myself with house-rules so as to not break the game. in a similar vein, I want to not have to constantly fiddle with the MCM mid-game to adjust settings, either in my favor or otherwise. the Devious Follower's demands should escalate steadily at roughly the rate or slightly above the rate of my increasing ability to make money (due to higher Speech, better potions, more valuable loot). At some point I should be pressured by economic necessity to start taking deals. Is such an experience even possible to configure for? And more importantly, will I get there before my interest runs out? I don't think I have an unlimited amount of restarts in me. At some point (soon, I suspect) the novelty of replaying the first dozen hours over and over again is going to run thin. -
Resource faucets and sinks from a player POV
SacredDatura posted a blog entry in random thoughts in a perilous province
Not strictly speaking a topic for LL, but eh. I'm here. I've been thinking about the economy loop for Skyrim. The very core of the problem here is that it is really easy to make lots of money in vanilla Skyrim - you very quickly get into a post-scarcity situation where you have so much gold and nice things that you have no more compelling reasons to engage in the game's "kill-loot-sell" core gameplay loop except for its own sake. And every aspect of Skyrim seems designed to funnel you into and facilitate this kill-loot-sell cycle, so when it breaks, the game can start to feel quite hollow. So getting that economy balance right is, to put it mildly, Quite Important. There's actually two distinct sub-problems here: the resource faucets are too generous. You can clear a couple of dungeons and come away thousands of gold richer, potentially, not to mention all the other lucrative things the game lets you do like alchemy, ore transmutation and smithing. there are not enough recurring resource sinks. You don't actually need to eat, sleep or heal. You can get through the game never buying a single piece of gear. You don't need to pay followers more than once. You can buy property, but why? You don't need a place to sleep, and safe barrels to stash your stuff are everywhere. (I don't really like training as it feels basically like paying to bypass level progression.) So far I've been playing with mods that tackle this latter sub-problem. Making it so that you have to eat and sleep in proper beds. Making sure your followers need to get paid. Introducing city tolls and taxes. I've come to the growing realization though that it's only a partial solution, because if you really want to put your nose to the grindstone, the game gives you multiple ways to make a shocking amount of gold in a really short time, so these sink mods all have to be tuned absurdly high to even have a hope of keeping up: licenses in SexLab Survival cost thousands. My Devious Follower demands over a thousand gold a day. I could tune these resource sinks even higher, but even at this level it's already kind of distorting the game's incentives. Sure I could run all the way up Dragonsreach to claim the 100 gold bounty from Proventus Avenicci, but the time it takes to do that already cost me more than 100 gold in recurring costs. They also completely overshadow more modest sinks like inn, food and gear repair costs, as well as making features like begging from SLS or performing from Ordinator less viable than they might otherwise be. So it's clearer to me now that the other half of the solution is tackling that first problem - the resource faucets. My first instinct is to just download a mod that guts the loot tables like Scarcity and be done with it, but thinking about it some more, a big chunk of my looted income actually comes from selling armors and weapons looted from bandits, which I don't think Scarcity touches. It might make more sense to also have a house-rule that I can't strip the armor and weapons off bandits (it always felt kind of unrealistic, anyway). I'm not 100% sure this is the way to go - what might end up happening is that dungeon-diving becomes so unrewarding it no longer makes sense for my timid civilian character to want to do so, which is not something I want. Another house rule I'll probably go with is to not use the transmute spell, when I find it. It is really strange that this this is not a bigger thing in the lore, anyway - for instance no one seems to think about transmuting all that mined silver to gold in Markarth (yeah, I know they're called the Silver-Bloods but still). Alchemy, the last big faucet, I will probably leave as is. I really like having a reason to tinker with the ingredients and discover various combos. Unrelated but I'm excited to try out Live Another Life, which I just downloaded, for my next start. Will probably go with the shipwreck or just the ship arrival start. The escape from Helgen is pretty dramatic but there's only so many times I can run through the exact same narrative beats in a short span of time without my eyes glazing over ("yes yes, mead with juniper berries in it; oh look here goes that horse thief; the dragon is gonna burst through this wall in 3..2..."). I'm interested to see if the flow of the early game still makes sense when starting not in Helgen-Riverwood-Whiterun. -
A "commodity" for Devious Followers as an alternative to cash
Lupine00 posted a blog entry in The Lupine Collection
First, some context: I've mentioned this on several occasions, but I raised it again recently, in the context of a discussion about Skyrim economics: This triggered a long response by @HexBolt8 that you can find here: https://www.loverslab.com/topic/130527-devious-followers-continued/?do=findComment&comment=2936344 I'll summarize that as: Which in this case refers to a class of loot object. It's got pros and cons vs an existing item like soul gems. I won't dig into HexBolt's "rare trinkets" idea here, because while it's an interesting idea, it seems more interesting as an augmentation to other mechanics rather than a true paradigm shift in follower payment. As a concept it's just not visceral enough. It doesn't immediately resonate. It's not a strong basis for a relationship. What bothers me is that ... it just feels manufactured ... and that's true of soul gems and the other objects too. @Darkwing241 also made an interesting response, which got closer to my thinking, but addressed the issue more generally: https://www.loverslab.com/topic/99955-sexlab-survival/?do=findComment&comment=2936294 To clarify: What I'm looking for is something that makes sense for a follower you are already connected to, such as a housecarl, or a spouse, a "something" that would justify them treating you like a slave if you don't deliver it. i.e. It's not for a new mod, it's a feature for Devious Followers, and it has to work with most of the existing dialogs. That doesn't mean no dialog changes. I think some dialogs would swap based on the payment 'mode', but it would be too tiresome to make all of them conditional. There would also likely be additions specific to the mode, and some little tweaks in some mechanics - such as device removal. I think the best thing would be something you do, not something you have. The key is to then make that 'thing you do' appropriate enough, interesting enough, time-consuming enough, and yet also troublesome enough, that it is lore-friendly, immersive, and good-gameplay. I'll list those points again, and number them: appropriate (it just makes sense lore and RP wise) - feels like the basis for a strong relationship immersive - feels like an event, not just a mechanic interesting - sufficient complexity time-consuming - usually easy to adjust troublesome - some effort required on the player's part, some risk of failure gameplay - choices have consequences, some risk of failure The obvious first try candidate for this is sex. It's appropriate and immersive, but it's not very interesting, and generally not troublesome or delivering any gameplay, without building a complex system around prostitution, addiction, etc. The follower could expect sex with others, or just with the follower. Their reaction to non-delivery could then be treated as either frustration that you aren't satisfying them, or a natural outcome of them acting like a pimp and treating you like a whore. The core problem with sex is that it would require a lot of new mechanics to make it work well. There is no existing prostitution mod that does the job appropriately in this context. Most of those mods lack any satisfying gameplay, or any real risk, and are just easy ways to get money if you don't mind watching SexLab scenes over and over again. Only ME ever went beyond this, and it's not compatible with anything else and had many bugs besides. It also has some 'logic' problems. Why would a housecarl do this? Why would a spouse who locks you in a chastity belt also whore you out? It feels a bit awkward. You can make up answers but they won't suit everyone. So, sex is a "maybe", but not really a great solution without a lot of extra work that would block delivering the DF feature. The spouse scenario I keep coming back to is my "running joke" vegetable stall. It's more like a grimly realistic alternate start than a solution for DF. Nevertheless, the idea of a spouse follower (or even housecarl) seeing the PC as merely a support character (regardless of the actuality) and acting accordingly is really a common story-basis for DF scenarios. It's not the only story, but it's one story you can use to rationalize what's happening in DF. In this setting, the follower demanding cash seems strange. If we turn on gold control, it makes sense that they no longer demand cash but simply control it. That still leaves a very loot oriented game, which can be boring, and doesn't quite fit with spouse followers. What could a spouse reasonably expect, either item or action? One possibility is the opposite of sex. The PC just needs not to have sex with others. This is appropriate, immersive, but not interesting, time-consuming, or necessarily good gameplay. Maybe too easy if wearing a belt, and as the only involuntary sex mod that isn't a straight-out rape mod is HH, it's pretty limiting. Suffice to say, there's something there, but it would need a lot more work to make it viable. Another possibility is that the spouse makes arbitrary and variable demands: a mixture of radiant quests and Submissive Lola type demands for items. This is probably achievable. It's pretty close to what @Darkwing241 suggested, and very, very close to what Sex Slaves - Mia's Lair - Dominant Andrew does. Andrew has a plotline and progression mixed into his radiant quests, but it really is the same thing. What Andrew does is perfect for a possessive spouse. The downside of this mix-and-match approach is that it isn't an obvious replacement for cash. There is no easy way to create an exchange rate between these different actions and cash, though you could assign values to each one. As this fits in with the radiant quest mechanics I was thinking of for enslavement, there's some efficiency there, on the downside, it makes the normal non-enslaved experience more like being enslaved, which reduces the variety of experience. I suppose it may be possible to have similar mechanics yet still make it different enough. This could be adopted with slightly different dialogs for a bossy housecarl, or other "involved" follower who isn't asking for money, but is making demands. Maybe mixing in something like the soul-gem mechanic, and "ancient trinkets" as well could help vary it. It's getting pretty nebulous as an idea. I was looking for a simple answer, and I guess there isn't one? The only "obvious" action is sex, and the drawbacks with that approach are already noted. It comes back to a handful of simple questions: What would be interesting for your housecarl to demand you do? Why would your housecarl think it's OK to try and enslave you? What would be interesting for your spouse to demand you do or give them? Why would your spouse think it's necessary/useful to enslave you?- 67 comments
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Okay, I really like thievery in skyrim but i think theres no REAL experiences and challenges for thief characters for actually stealing stuff. The most hardcore thievery you can commit in skyrim outside of storylines is stealing some common clothes and a clothes iron from the jarls dresser in whiterun. There are mods that add vaults but a lot of the time these vaults are too easy like one I just tried out which actually puts an icon on your map showing where the secret back entrance to the vault is. This vault is very easy and gives over 500k septims in loot, There is no inherent problem here except its just not what im looking for. Any good mods that add some compelling thievery experiences? ALSO! Are there any mods that fix the immersive jewelry prices and stuff? Ive tested the limits of this and i can get to lvl73 smithing and 70k+ septims with 30 steel ingots. Just 30 steel ingots. You may say "well just dont do it". And i say... shut up ANOTHER ALSO! Any mods that overhaul the strength perk trees? I have Path of Sorcery which im really liking and i have the smithing perks overhaul which is a little annoying but im liking it. I really like path of sorcery because it gives destruction a more compelling end game and more levels of gameplay. Any mods that overhaul the strength trees to give the same feel?
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Devious Followers - Continued View File Devious Followers - Continued Devious Followers turns any follower into a tricky hireling that want to lure you into slavery. The follower charges you for their services, and if you cannot pay, you can instead take "deals" that involve bondage and humiliation for the follower's amusement. Over time, the deals tend to erode your willpower, so it becomes harder to resist the follower's influence. If you can't clear your debts quickly enough, the follower may take payment in kind and enslave you. If you are able to pay the follower, they can provide some help escaping from devious devices, play gambling games that might allow you access to extra cash or device keys, and at times they may also initiate bondage games based simply on you wearing certain devices. They can also help you pay for your SexLab Survival licenses. Guide to DFC for new players You can find a guide on getting started with DFC that should give you an idea of where it can fit in your game, how to configure it, and what sorts of things will happen here: Gameplay Mechanics Summary Requirements Optional Integrations Other Recommended Mods Voice Pack Downloads Installing Upgrading Compatibility Known Bugs and Workarounds About Special Edition Support About the Whore Armor Credits Information for Old Devious Followers Users Notes for Modders The documentation for mod-events and storage-util interfaces is here: https://www.loverslab.com/blogs/entry/12974-devious-followers-continued-interfaces-for-modders/ Roadmap for future development Future plans and information about what's being worked on now are here: https://www.loverslab.com/blogs/entry/12761-devious-followers-continued-2021-roadmap/ Full Changelist The full change list is here: https://www.loverslab.com/blogs/entry/12923-devious-followers-complete-change-list/ Submitter Lupine00 Submitted 09/28/2019 Category Other Requires SKSE, SkyUI, SexLab 1.62, DD 4.1+, PapyrusUtil 3.3 Special Edition Compatible No
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Version 2.14.4
116013 downloads
Devious Followers - Continued Devious Followers turns any follower into a tricky hireling that want to lure you into slavery. The follower charges you for their services, and if you cannot pay, you can instead take "deals" that involve bondage and humiliation for the follower's amusement. Over time, the deals tend to erode your willpower, so it becomes harder to resist the follower's influence. If you can't clear your debts quickly enough, the follower may take payment in kind and enslave you. If you are able to pay the follower, they can provide some help escaping from devious devices, play gambling games that might allow you access to extra cash or device keys, and at times they may also initiate bondage games based simply on you wearing certain devices. They can also help you pay for your SexLab Survival licenses. Guide to DFC for new players You can find a guide on getting started with DFC that should give you an idea of where it can fit in your game, how to configure it, and what sorts of things will happen here: Gameplay Mechanics Summary Requirements Optional Integrations Other Recommended Mods Voice Pack Downloads Installing Upgrading Compatibility Known Bugs and Workarounds About Special Edition Support About the Whore Armor Credits Information for Old Devious Followers Users Notes for Modders The documentation for mod-events and storage-util interfaces is here: https://www.loverslab.com/blogs/entry/12974-devious-followers-continued-interfaces-for-modders/ Roadmap for future development Future plans and information about what's being worked on now are here: https://www.loverslab.com/blogs/entry/12761-devious-followers-continued-2021-roadmap/ Full Changelist The full change list is here: https://www.loverslab.com/blogs/entry/12923-devious-followers-complete-change-list/-
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Version 2.0
251 downloads
No longer abandoned. If anyone decided to try to pick up the project, you have permission to continue, as the direction we each will take with it will likely be completely different. Just please give your project a new name. Thanks. Welcome to Open Skies Trading Post. This is a player home turned business property. The goal is to make the player the crafter/vendor, and let Skyrim buy from the player. Near future plans -Possibly make the player buy the property from the Jarl -Navmesh the perimiter of the building to keep followers from getting stuck against the outside walls -Investigate cloning NPCs and generating generic NPCs -Write quests and dialogue -Remove the supplies from the outside chests Two people have offered to help get some of these plans accomplished. We will see if they even have the time. If not, then this may be a long time in coming. There isn't much to say other than check out my blog that better states my goal with OSTP. Have fun, folks. http://www.loverslab.com/blog/152-gitchegumees-development-blog/ -
Version 0.0.1
5688 downloads
ALL YOU NEED IS WHORES!! Is your lustful galactic empire suffering from a lack of resources?? Are you torn between building more brothels, sex cities, milk farms VS things your advisors are demanding like alloy refinerrerebies... or whatever they are called? Do you get the feeling your economy should have more things to it then call girls, escorts and whores? BUT YOU JUST DONT WANNA?! Is your species genetically modified sex maniacs? Or maybe sex dolls that became sentient? OR all of the Above?! Well, welcome to my first ever mod. Which because Paradox can't make a useful mod installer I can't get running on my system. BUT! I assure you!! One guy with a trick mustache helped me get it working on this system! Sooooo... Give it a try! Or bitch at me in the comments and maybe we can figure out how to get it working for everyone. Meant to be run with Lustful Void ❤️ and Event Replacer1 ❤️ And like all the other dirty nasty slut mods you pervs love so so much! What do's? Add's new trade policy that takes trade and makes it balanced across food, minerals, energy and Alloys!!! A respective 0.45/0.25/0.45/0.1 No consumer good cause... Milk farms. Add's some flavor text to said trade policy to set the mood. Caused me weeks of frustration. >.< Might allow me to watch you fap. (Starting to get crowded over here... seriously... Theres Zone-tan, Sanguine, Cathulu, Eros, Min, Bastet... Just to name a few. Perms. PLEASE!!!! PLEASE!!! HELP ME TO GET IT RUNNING!!! T_T But like seriously if anyone thinks that can do it better go nut!! Pic from Hyperdef on pintest, which is prolly not the real artist. So if you know let me know. or submit any scifi looking brothels that look sexy. I'm not gonna turn down free prawns. -
Version 1.0.0
22 downloads
This little economy mod is made for the two American Truck Simulator and European Truck Simulator 2 games. Features Trailers will be available at level 4 Your first bank loan will be 150.000 and will be available after the first jobs Bank loans will be in sizes of 150.000, 300.000, 500.000 and 1.000.000 You will have 1-4 years to pay them back Your credit limit will range from 150.000 at level 0 to 12.000.000 at level 35 Installation copy the zip file into your mod folder. By default it's in yourDocuments/<Game Name>/mod/ start the game open the mod manager of your profile activate the mod I do recommend to put it at the top of your mod list (right side) Deinstallation in game: deactivate it in the mod manager remove zip file from your mod Folder Compatibility Created and tested with both games in the 1.42 up to 1.47 versions. With or without DLCs should not matter. Tested with Promods Europe and Canada Changelog 2021-12-29 v1 first version -
View File All You Need Is Whores ALL YOU NEED IS WHORES!! Is your lustful galactic empire suffering from a lack of resources?? Are you torn between building more brothels, sex cities, milk farms VS things your advisors are demanding like alloy refinerrerebies... or whatever they are called? Do you get the feeling your economy should have more things to it then call girls, escorts and whores? BUT YOU JUST DONT WANNA?! Is your species genetically modified sex maniacs? Or maybe sex dolls that became sentient? OR all of the Above?! Well, welcome to my first ever mod. Which because Paradox can't make a useful mod installer I can't get running on my system. BUT! I assure you!! One guy with a trick mustache helped me get it working on this system! Sooooo... Give it a try! Or bitch at me in the comments and maybe we can figure out how to get it working for everyone. Meant to be run with Lustful Void ❤️ and Event Replacer1 ❤️ And like all the other dirty nasty slut mods you pervs love so so much! What do's? Add's new trade policy that takes trade and makes it balanced across food, minerals, energy and Alloys!!! A respective 0.45/0.25/0.45/0.1 No consumer good cause... Milk farms. Add's some flavor text to said trade policy to set the mood. Caused me weeks of frustration. >.< Might allow me to watch you fap. (Starting to get crowded over here... seriously... Theres Zone-tan, Sanguine, Cathulu, Eros, Min, Bastet... Just to name a few. Perms. PLEASE!!!! PLEASE!!! HELP ME TO GET IT RUNNING!!! T_T But like seriously if anyone thinks that can do it better go nut!! Pic from Hyperdef on pintest, which is prolly not the real artist. So if you know let me know. or submit any scifi looking brothels that look sexy. I'm not gonna turn down free prawns. Submitter Sybian Submitted 01/19/2020 Category Stellaris Requires Nothing!
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View File [ATS][ETS2] worik's Economy for European & American Truck Simulator This little economy mod is made for the two American Truck Simulator and European Truck Simulator 2 games. Features Trailers will be available at level 4 Your first bank loan will be 150.000 and will be available after the first jobs Bank loans will be in sizes of 150.000, 300.000, 500.000 and 1.000.000 You will have 1-4 years to pay them back Your credit limit will range from 150.000 at level 0 to 12.000.000 at level 35 Installation copy the zip file into your mod folder. By default it's in yourDocuments/<Game Name>/mod/ start the game open the mod manager of your profile activate the mod I do recommend to put it at the top of your mod list (right side) Deinstallation in game: deactivate it in the mod manager remove zip file from your mod Folder Compatibility Created and tested with both games in the 1.42 up to 1.47 versions. With or without DLCs should not matter. Tested with Promods Europe and Canada Changelog 2021-12-29 v1 first version Submitter worik Submitted 12/29/2021 Category Misc Requires American Truck Simulator OR European Truck Simulator 2
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OpenSkiesTradingPost_09062014
Storms of Superior posted a topic in Downloads - Skyrim Non Adult Mods
View File No longer abandoned. If anyone decided to try to pick up the project, you have permission to continue, as the direction we each will take with it will likely be completely different. Just please give your project a new name. Thanks. Welcome to Open Skies Trading Post. This is a player home turned business property. The goal is to make the player the crafter/vendor, and let Skyrim buy from the player. Near future plans -Possibly make the player buy the property from the Jarl -Navmesh the perimiter of the building to keep followers from getting stuck against the outside walls -Investigate cloning NPCs and generating generic NPCs -Write quests and dialogue -Remove the supplies from the outside chests Two people have offered to help get some of these plans accomplished. We will see if they even have the time. If not, then this may be a long time in coming. There isn't much to say other than check out my blog that better states my goal with OSTP. Have fun, folks. http://www.loverslab.com/blog/152-gitchegumees-development-blog/ Submitter Storms of Superior Submitted 08/13/2014 Category WIP / Beta Requires Dawnguard, Dragonborn for now Special Edition Compatible