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Showing results for tags 'vendor'.
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Version 1.0
16,747 downloads
Update 22 Nov 19: All my mods for Skyrim, Skyrim SE and Fallout 4 are up for adoptions. All their source code is included in the download packages and can be used in whatever way any other modders see fit - no need to ask me for permission. I have retired from Bethesda games' modding to focus on my own indie game project LifePlay (check it out here, it's an life simulation RPG on Unreal Engine. It's also moddable and open-source, and completely free.). ----------------------------------------------------- You may occasionally find a few random devious devices being sold by merchants that sell clothes. You can then buy them and equip them with full DD functionality. 15 July - Not a new update. Just reuploaded the file as it was down after LoversLab's server upgrade error. Providing a lore-friendly but easy way to get your hands on some devious devices without using any console commands. Once you buy the devices, you can use them with Violate and Prostitution as follows (in addition to the optional DD integration already described in Violate and Prostitution's threads): Violate: as an aggressor, you can select the Rob option, then give your victim a few devious devices, which will be equipped on them automatically, tying them up Prostitution: you can trade with your brothel prostitutes (since they're settlers/ companions) and give them the DD items, which will also be equipped automatically. Requirement: Devious Devices and its requirements Installation: Like any other mods. Manually or with mod manager. Note: Merchants will only reset their stock every 48 hours in game so you won't see the DD items being sold immediately. You can wait 48 hours if you're impatient.-
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Version 1.0.0
487 downloads
Just a simple mod that adds leveled amounts of gold to the merchants in Skyrim. Yes I know there are already mods that add gold to merchants, but I could not find one that added leveled amounts so I made one. Nothing fancy about this mod, just something I wanted for my own game and thought I'd share it. What does the mod do? All merchants (except the Khajiit caravans) have a leveled vendor gold list in their merchant chest. This mod adds a new leveled list inside that called "EtR_LeveledVendorGoldList85". This list begins adding additional gold to the merchant chest starting when the player reaches level 5 and continues to gradually increase this thru level 120. How much depends on the type of vendor, street vendors get a small boost while general goods merchants and blacksmiths get the biggest bump. It does this by checking and adding the listed amount anywhere from 50 to 1000 times depending on the merchant. However, to make things a little more random there is a 15% chance each time it checks that it won't add that amount, which adds some variability to the exact amount the merchant will have when you visit. The mod doesn't use any scripts, its just a basic leveled list so should have no impact on your game play other than giving merchants more gold as you level up. How Much Gold is Added? That's a little tricky to answer because it depends on the player's level and the type of merchant, but I'll give some examples and a more complete description in a spoiler. A street vendor, like say Carlotta in Whiterun gets a small amount: At player level 5 the max is 50 extra gold with an average of about 44 gold added. At player level 60 the max is 400 extra gold with an average of around 177 gold added. At player level 100 the max is 800 extra gold with an average of around 280 gold added. For someone like Belethor in Whiterun, a general goods merchant the amount is much larger. At player level 5 the max is 1000 extra gold with an average of around 850 gold added. At player level 60 the max is 8000 extra gold with an average 0f around 3500 gold added. At player level 100 the max is 16,000 extra gold with an average of around 6200 gold added. Why the big difference between the max and the average at high level, its a bell curve effect. Merchants Affected: Apothecaries Blacksmiths Fences Innkeepers Misc (general goods) Merchants Spell vendors Street vendors Note: Khajiit caravans are not currently affected, Bethesda didn't give them a leveled gold list in their chest and I haven't gotten around to figuring out a good way to update them that wouldn't conflict with other mods. Installation: Drop it in your load order and go. Probably doesn't matter much where you put it, should be compatible with most mods adding other items (not gold) to merchants. Will likely conflict with other mods that add gold to merchants so pick which one you want (only use one). -
Shop "Lover's Essences" is a main location of mod. Exterior/Location Shop located near Half-Moon Mill and Evergreen Groove, slightly north of the road. It's have 2 buildings, on Whiterun-style, small pound. Main building - alchemy shop, second buulding - tavern/bakery for future release. Near shop growth some herbs, spawns moth. Also i plan add stable with horse (for quest line). Main building Main building is an ordinary/typical alchemy shop - shelves with ingredients, books, potions, a merchant behind the counter. Nothing unusual. Shop building divided for several areas/zones. Main shop area. As i say, shelves with books, ingredients, potions, standard alchemy table. Owner's living area. Small kittchen, storage, bedroom on second floor. Locked by key. On second floor - Player's room. You can own it after quest line completing. Locked. Small room with no appointment. Previously, I used it to test alchemy equipment, but now I have transferred the functionality to the main laboratory. May be i replace it with something else. Main functionality located at Basement floor. Door to this cell located on shop's first floor, in front of the store entrance. Basement floor This cell separated for 2 zones. First zone with public/everyone access. Its tavern/inn. It's have 4 guest rooms, long hall with tables, bookshelves, various decorations. Also i plan add kittchen zone, party room, bathroom and some special (kinky) rooms. Second - restricted access area. You will get key to enter it due quest line. This area needed for special mod functionality and contains this rooms. Alchemy Lab and Storage - with books, ingredients, special apparature Orangery Creature cells Small internal hall for future purposes. Decoration, assets, resources, arts, content Commonly i use mostly vanilla assets and some popular modders resources packs. Oaristys clutters Balcer's animated door for storages k13ran64 planters Blary's OpenBooks, BookSets, WallArt, IngredientsDrawers AwesomePotions for new ingredients and potions. But i create new textures for some books/wallarts, some new models of laboratory flasks/equipment, and other assets. In basement cell. public area i use some NSFW arts from differents authors, for location themization. It's semi-vanilla wallarts, fantasy, with different thematics(moslty straight, toying, orgy, cum collecting, bestiality) and fantasy characters (elfs, orcs, demons, draenei, demons/succubus). Now its about 30 different arts, that i use in location. I plan add some erotic statues in public halls and some special rooms, some adult furniture, some books with erotics content. For quest/story reasons i currently writing some books about alchemy and add some vanilla alchemy book from other games of TES universe.
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- alchemy
- developing
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The Coming Black Empire is an expansion of my first mod, Crippling poisons, in fact, Crippling Poisons is now obsolete. I built this mod to take a break from OSTP, and put to the test many things that I have learned over the past six months; I still haven't put all of that in the mod, but it should work well enough to be a stable part of the game at this point, while actually using game mechanics instead of the console. There isn't much that I would like to say here, so I'll let the mod do the talking. Please provide feedback either here or in the Black Empire support thread. Thanks folks.
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Version 181112.0
1,613 downloads
Basically by installing this you agree to become one of my test minions and submit detailed reports on issues and papyrus log files when needed if possible How to enable Debug Logging and where to find the files: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging This plugin contains a heap of FormLists and Levelled lists for clothing to be added to vendors or checked by other mods like: FL_LeotardsThin FL_BodysuitsThin FL_UnitardsThin FL_CatsuitsThin FL_LeotardsArmored FL_BodysuitsArmored FL_UnitardsArmored FL_CatsuitsArmored FL_PantsArmored FL_PantsSexy FL_GlovesNice FL_BootsNice FL_BeltsNice FL_HoodsNice FL_JacketsNice FL_HatsCapsNice FL_BattleArmor FL_PlateLegs FL_PlateArms FL_PlateChest FL_Wetsuits LL_Any_Gymwear LL_Any_Kinky LL_Any_Sexy LL_Any_SexToys LL_Any_Slavewear LL_Any_Battlegear LL_Any_Vaultwear LL_Loot_LockerClothes LL_Loot_SuitcaseClothes LL_VaultTech LL_Western LL_BattleArmor LL_LeotardsArmored LL_BodysuitsArmored LL_UnitardsArmored LL_CatsuitsArmored LL_PowerArmorPlugsuits LL_PowerArmors LL_StealthSuits LL_Heroic LL_PlateChest LL_PlateArms LL_PlateLegs LL_HazmatWear LL_JetPacks LL_GasMasksNice LL_HelmetsOpenFace LL_HelmetsFaceMasked LL_HelmetsSealed LL_Accessories_Goggles LL_Accessories_Electronics LL_WeaponHolders LLI_AllDisplayWeapons FL_Heroic FL_TownDweller FL_Prostitute FL_Slutty FL_Vaultsuits FL_Gymwear FL_Slavewear FL_SciFi etc. There are several clothing mods automatically added to the lists if they are installed. It might take a game day or 2 for them to appear. The Lists are added to Vendors, some Actor Clothing Lists and Loots depending on the MCM settings. Supported Mod esp's are: GITS_suit_by_OniNigma.esp GITS_suit_camo.esp OpticalCamo.esp el_precursorsuit.esp ArmorBodySuit.esp Colossus.esp [SunJeong] Dva Outfits.esp Kerrigan.esp KerriganGlasses.esp JSE-Kerrigan.esp BRx Armor.esp DX_Banshee_Recon_Armor.esp FEAR.esp [SunJeong] Yurica Summer Dress.esp Kashima.esp AsukaClothOfficer.esp Black chinese qipao.esp Nier.esp Headcrab_Bunny.esp Sporty Underwear.esp Lara's Wetsuit.esp CompetitionSwimsuit.esp Bloomers.esp SuperGirl.esp Superman.esp ShinoCosplay Spider Gwen.esp Crimsonrider's WonderWoman.esp Catwoman.esp BlackWidow.esp DavesMomJeans.esp DavesMomJeansPatch.esp tao_catsuit.esp LatexNurseSuit.esp SuitDreams(3.Average).esp ApalLeotard.esp rpampas.esp fortaleza2.esp Holsters & Sheaths.esp Devious Devices.esm I don't know where to get these files, most are from Nexus or Lover Lab. I probably won't get much done on this myself unless other people send in modded scripts to add to it for new outfits. Some outfits are near impossible to add too if the color variations are set by templates. Don't forget to give thanks to all the Modders who made this cool stuff. -
Devious Merchants View File Update 22 Nov 19: All my mods for Skyrim, Skyrim SE and Fallout 4 are up for adoptions. All their source code is included in the download packages and can be used in whatever way any other modders see fit - no need to ask me for permission. I have retired from Bethesda games' modding to focus on my own indie game project LifePlay (check it out here, it's an life simulation RPG on Unreal Engine. It's also moddable and open-source, and completely free.). ----------------------------------------------------- You may occasionally find a few random devious devices being sold by merchants that sell clothes. You can then buy them and equip them with full DD functionality. 15 July - Not a new update. Just reuploaded the file as it was down after LoversLab's server upgrade error. Providing a lore-friendly but easy way to get your hands on some devious devices without using any console commands. Once you buy the devices, you can use them with Violate and Prostitution as follows (in addition to the optional DD integration already described in Violate and Prostitution's threads): Violate: as an aggressor, you can select the Rob option, then give your victim a few devious devices, which will be equipped on them automatically, tying them up Prostitution: you can trade with your brothel prostitutes (since they're settlers/ companions) and give them the DD items, which will also be equipped automatically. Requirement: Devious Devices and its requirements Installation: Like any other mods. Manually or with mod manager. Note: Merchants will only reset their stock every 48 hours in game so you won't see the DD items being sold immediately. You can wait 48 hours if you're impatient. Submitter vinfamy Submitted 07/07/2017 Category Armor & Clothing Requires Devious Devices and its dependencies
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View File Basically by installing this you agree to become one of my test minions and submit detailed reports on issues and papyrus log files when needed if possible How to enable Debug Logging and where to find the files: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging This plugin contains a heap of FormLists and Levelled lists for clothing to be added to vendors or checked by other mods like: FL_LeotardsThin FL_BodysuitsThin FL_UnitardsThin FL_CatsuitsThin FL_LeotardsArmored FL_BodysuitsArmored FL_UnitardsArmored FL_CatsuitsArmored FL_PantsArmored FL_PantsSexy FL_GlovesNice FL_BootsNice FL_BeltsNice FL_HoodsNice FL_JacketsNice FL_HatsCapsNice FL_BattleArmor FL_PlateLegs FL_PlateArms FL_PlateChest FL_Wetsuits LL_Any_Gymwear LL_Any_Kinky LL_Any_Sexy LL_Any_SexToys LL_Any_Slavewear LL_Any_Battlegear LL_Any_Vaultwear LL_Loot_LockerClothes LL_Loot_SuitcaseClothes LL_VaultTech LL_Western LL_BattleArmor LL_LeotardsArmored LL_BodysuitsArmored LL_UnitardsArmored LL_CatsuitsArmored LL_PowerArmorPlugsuits LL_PowerArmors LL_StealthSuits LL_Heroic LL_PlateChest LL_PlateArms LL_PlateLegs LL_HazmatWear LL_JetPacks LL_GasMasksNice LL_HelmetsOpenFace LL_HelmetsFaceMasked LL_HelmetsSealed LL_Accessories_Goggles LL_Accessories_Electronics LL_WeaponHolders LLI_AllDisplayWeapons FL_Heroic FL_TownDweller FL_Prostitute FL_Slutty FL_Vaultsuits FL_Gymwear FL_Slavewear FL_SciFi etc. There are several clothing mods automatically added to the lists if they are installed. It might take a game day or 2 for them to appear. The Lists are added to Vendors, some Actor Clothing Lists and Loots depending on the MCM settings. Supported Mod esp's are: GITS_suit_by_OniNigma.esp GITS_suit_camo.esp OpticalCamo.esp el_precursorsuit.esp ArmorBodySuit.esp Colossus.esp [SunJeong] Dva Outfits.esp Kerrigan.esp KerriganGlasses.esp JSE-Kerrigan.esp BRx Armor.esp DX_Banshee_Recon_Armor.esp FEAR.esp [SunJeong] Yurica Summer Dress.esp Kashima.esp AsukaClothOfficer.esp Black chinese qipao.esp Nier.esp Headcrab_Bunny.esp Sporty Underwear.esp Lara's Wetsuit.esp CompetitionSwimsuit.esp Bloomers.esp SuperGirl.esp Superman.esp ShinoCosplay Spider Gwen.esp Crimsonrider's WonderWoman.esp Catwoman.esp BlackWidow.esp DavesMomJeans.esp DavesMomJeansPatch.esp tao_catsuit.esp LatexNurseSuit.esp SuitDreams(3.Average).esp ApalLeotard.esp rpampas.esp fortaleza2.esp Holsters & Sheaths.esp Devious Devices.esm I don't know where to get these files, most are from Nexus or Lover Lab. I probably won't get much done on this myself unless other people send in modded scripts to add to it for new outfits. Some outfits are near impossible to add too if the color variations are set by templates. Don't forget to give thanks to all the Modders who made this cool stuff. Submitter Halstrom Submitted 10/25/2018 Category Armor & Clothing Requires F4SE, MCM View File
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View File Just a simple mod that adds leveled amounts of gold to the merchants in Skyrim. Yes I know there are already mods that add gold to merchants, but I could not find one that added leveled amounts so I made one. Nothing fancy about this mod, just something I wanted for my own game and thought I'd share it. What does the mod do? All merchants (except the Khajiit caravans) have a leveled vendor gold list in their merchant chest. This mod adds a new leveled list inside that called "EtR_LeveledVendorGoldList85". This list begins adding additional gold to the merchant chest starting when the player reaches level 5 and continues to gradually increase this thru level 120. How much depends on the type of vendor, street vendors get a small boost while general goods merchants and blacksmiths get the biggest bump. It does this by checking and adding the listed amount anywhere from 50 to 1000 times depending on the merchant. However, to make things a little more random there is a 15% chance each time it checks that it won't add that amount, which adds some variability to the exact amount the merchant will have when you visit. The mod doesn't use any scripts, its just a basic leveled list so should have no impact on your game play other than giving merchants more gold as you level up. How Much Gold is Added? That's a little tricky to answer because it depends on the player's level and the type of merchant, but I'll give some examples and a more complete description in a spoiler. A street vendor, like say Carlotta in Whiterun gets a small amount: At player level 5 the max is 50 extra gold with an average of about 44 gold added. At player level 60 the max is 400 extra gold with an average of around 177 gold added. At player level 100 the max is 800 extra gold with an average of around 280 gold added. For someone like Belethor in Whiterun, a general goods merchant the amount is much larger. At player level 5 the max is 1000 extra gold with an average of around 850 gold added. At player level 60 the max is 8000 extra gold with an average 0f around 3500 gold added. At player level 100 the max is 16,000 extra gold with an average of around 6200 gold added. Why the big difference between the max and the average at high level, its a bell curve effect. Merchants Affected: Apothecaries Blacksmiths Fences Innkeepers Misc (general goods) Merchants Spell vendors Street vendors Note: Khajiit caravans are not currently affected, Bethesda didn't give them a leveled gold list in their chest and I haven't gotten around to figuring out a good way to update them that wouldn't conflict with other mods. Installation: Drop it in your load order and go. Probably doesn't matter much where you put it, should be compatible with most mods adding other items (not gold) to merchants. Will likely conflict with other mods that add gold to merchants so pick which one you want (only use one). Submitter EinarrTheRed Submitted 09/21/2018 Category Other Requires Special Edition Compatible View File
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I am working on a faction that will trade or not trade with the player, depending on certain conditions. To test it, I created a simple xmarker and test it with the getdisabled condition in the faction->vendor tab. Test 1: I start the game with the xmarker in disabled state and the merchant is not trading ✅ I enable the marker and the merchant is trading ✅ I disabled the marker and the merchant is still trading ❌ I can't toggle it OFF again ? Test 2: I start the game with the xmarker in enabled state and the merchant is trading ✅ I disable the marker and the merchant is still trading ❌ Again, I can't toggle it OFF ? Is this condition only checked once in life-time? Is the trading mood only one way and can't be disabled again? My little scenario is just a test for a more complex one, so I am primarily interested into this ON/OFF thing and how I can use the conditions in the faction. Thank you!
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- skyrim
- creationkit
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