moebius989 Posted January 22, 2016 Posted January 22, 2016 You have Slavery mods... You have Milk making mods... You have Hunter mods... You have....well you get the idea. Thing is where is the economy? Made a female character the other day and set out to make conditons for her as terrible as possible. In other words, She was below the bottom of the barrel, filth if you will. I want her to struggle with blood, sweat and tears to become the greatest harlot tamriel has ever seen. Still skyrim more or less does not make it hard. For instance, my character turned her first trick wearing rags. I knew in order for toget more gold she would have to work for better clothes and gain better skills...sex that is. Would be cool to see her work the streets and save her gold, so that one day she can buy those soft tanned leather boots. Maybe that nobled blue dress also, would do wonders for her prestige level..eh? Sure would like to mod that attempts to get these awesome mods under one economy, a web work if you will. Where you'll really have to work your ass off to get that awesome Bow that will fell any Deer more quickly. Or that dress and matching boots that'll get you gentlemen clients, filling your coffer ever so slightly. Skyrim needs an economy, it needs one badly.
43deadwood Posted January 22, 2016 Posted January 22, 2016 You've got to start by getting rid of all the all-to-easily accessible loot. Vanilla skyrim has barrels outside common houses with full sets of clothes and food, and the countryside is dotted with corpses sporting full sets of armour plas weapons. Your character can go to any forge and start making armour and weapons to sell. 'Stuff' needs to be considerable harder to find. I've tried to do that in my own games by modifiying the levelled lists for containers (barrels, sacks, etc.) - ie removing anything that wouldn't be left lying around. I've also gone through every corpse and removed armour, weapons, etc. There's a mod that allows your character to order items from the blacksmith and another that requires tools for smithing - combine them and get rid of all the hammers lying around and then your character has to buy everything. I've done all this, and use Tabula Rasa which makes my character start at level 0 and slows levelling-up. But still I started a game yesterday using Live Another Life - my girl escaped naked from the sinking ship and swam ashore. She found the lighthouse (Frostfall?) that has the chaurus in the cellar - and there was an abundance of clothing and food, and even some weapons. Now she's armed and clothed and all within a few hours of starting. I' thinking of using the Pet Collar mod - I've modified the conditions so that it's fatal to use anyting that is labelled VendorItemClothing, VendorItemArmour and VendorItemWeapon. I then use Hunterborn with additions to the Scrimshaw for making simple clothing - probably a bit extreme! Also the pricing of items is all wrong - how can tomatoes be on sale when the climate is totally unsuitable for their growth? Also where do the grapes come from to make the wine? It's something I've been looking at for a while but haven't really done anything - it basically means altering lots of records in CK. Good luck in your quest!
FauxFurry Posted January 22, 2016 Posted January 22, 2016 Here is an economy mod right here: Skyrim Tycoon.
Jayleia Posted January 22, 2016 Posted January 22, 2016 Making ONE mod to make an economy would be really hard, but if you're trying to make a whore character have as rough a life as possible at start...we've already had some ideas. And here's another one to make things a bit tougher. But here's your best friend for giving you a hard time financially
moebius989 Posted January 22, 2016 Author Posted January 22, 2016 You've got to start by getting rid of all the all-to-easily accessible loot. Vanilla skyrim has barrels outside common houses with full sets of clothes and food, and the countryside is dotted with corpses sporting full sets of armour plas weapons. Your character can go to any forge and start making armour and weapons to sell. 'Stuff' needs to be considerable harder to find. I've tried to do that in my own games by modifiying the levelled lists for containers (barrels, sacks, etc.) - ie removing anything that wouldn't be left lying around. I've also gone through every corpse and removed armour, weapons, etc. There's a mod that allows your character to order items from the blacksmith and another that requires tools for smithing - combine them and get rid of all the hammers lying around and then your character has to buy everything. I've done all this, and use Tabula Rasa which makes my character start at level 0 and slows levelling-up. But still I started a game yesterday using Live Another Life - my girl escaped naked from the sinking ship and swam ashore. She found the lighthouse (Frostfall?) that has the chaurus in the cellar - and there was an abundance of clothing and food, and even some weapons. Now she's armed and clothed and all within a few hours of starting. I' thinking of using the Pet Collar mod - I've modified the conditions so that it's fatal to use anyting that is labelled VendorItemClothing, VendorItemArmour and VendorItemWeapon. I then use Hunterborn with additions to the Scrimshaw for making simple clothing - probably a bit extreme! Also the pricing of items is all wrong - how can tomatoes be on sale when the climate is totally unsuitable for their growth? Also where do the grapes come from to make the wine? It's something I've been looking at for a while but haven't really done anything - it basically means altering lots of records in CK. Good luck in your quest! That's just it, I think it would be much harder if you can't loot corpses or easily rob people. Skyrim is a hard place to live...well that's what it looks like to me. I think that life in Skyrim should be doubly harder. Especially with the Civil War going on. Need iron for the Sword you wanna make?... well go mine it for at least a week, or depending on how large is the quarry. Samething for wood or anything else, I think the game would be much more interesting.
moebius989 Posted January 23, 2016 Author Posted January 23, 2016 Making ONE mod to make an economy would be really hard, but if you're trying to make a whore character have as rough a life as possible at start...we've already had some ideas. And here's another one to make things a bit tougher. But here's your best friend for giving you a hard time financially Yeah these look really good and skyrim tycoon also. Imma give these a go and see wat happens. Thx guys vm.
43deadwood Posted January 25, 2016 Posted January 25, 2016 Just found this on Nexus - in my opinion prices are too low but the supporting documentation is very interesting. I'm looking through them at the moment. http://www.nexusmods.com/skyrim/mods/72896
DeadSomething Posted January 26, 2016 Posted January 26, 2016 Well, my (quite vanilla world) character han't even been to skyrim for a month and has reached the noble title of thane in whiterun and falkreath, has three followers and wears 2 daedric reward items! the game is way too easy, while installing any base sexmods is way too complicated. making the economy more harsh, the items priced by rarity, ressources needed (and skill needed to craft) would absolutely make it more convincing. damn, i loved the good old D&D worlds, where mundane stuff like foods was nearly worthless compared to anything better than an iron helmet. like 50 cabbages would possibly pay an iron helmet. and everyone's picky on where to spend coin. well, in D&D games a simple leather armor was worth 1 GoldCoin, but it provided some decent protection, though elven chainmail was worth 2000 and only gave like 5 points more armor rating, but was totally worth it and was only surpassed by darkelve armor, which disintegrated when touching sunlight! if my char would return from their dungeon crawls regularly with 10 nice sets of irnon and leatherarmour and sold them at whiterun, this should also have some impact on the skyrim economy. there were mods for Oblivion like enhanced economy, whcih actually took player sales into account. this is definitely a difficult topic, but having a hard time begins with not getting gifts everywhere. like in Morrowind and Oblivion, there were way too many containers with valuable loot and the guilds gave away too generously. "here, have another sword and armoru to sell at the merchant" "here's your magical robe and a bunch of ingredients and soulstones" Morrowind at first seemed harder than any of the other games, but there's a lot of free stuff everywhere, skyrim is way too easy and putting up difficulty only makes all enemies harder to kill. i'd love to do a lot of quests, small things to prove ones worth to be accepted to the city, then get accepted and maybe join a guild or something, do bountyhunting and runnign errands before going treasurehunting. the curve from "prosecuted criminal" to "hero of all mankind" is way too steep in vanilla. my char is thane in two regions and still feels like a nobody who just got what he didnt deserve.
DenjiXMakima Posted January 26, 2016 Posted January 26, 2016 Here is an economy mod right here: Skyrim Tycoon. damn that sounds great ... a shame I am too far in my actual playthrough already :/
moebius989 Posted January 26, 2016 Author Posted January 26, 2016 It'd be awesome to see an underground-> Black-Market setup underneath whiterun. Something like, Whiterun's dirty little secret. There you can shop for Slaves of labor or pleasure. Get that Skooma, sell those jugs of premium breasts ejaculated semem mixed milk. Or even drop you're girls off on one the many underground pleasure inns. Pfft, why not open one up and set up shop yourself. Just think vanilla gear's freakin' lame, try and get that good shit underground at that black markets. Man that would be a world onto itself....just saying. Oh and I remember a mod some one made that had actual sewers in whiterun.
DenjiXMakima Posted January 27, 2016 Posted January 27, 2016 is there actually any mod that removes all the food from long lost caves? like you go into a dwemer ruin and suddenly you find some fresh tomatoes in a sack or something similiar. thats simply retarded. ^^ Can anyone tell me if something like this exist? edit: I know they take care of that in "you hunger" but I don't actually want all of the options the mod comes with. :/
crudo Posted January 28, 2016 Posted January 28, 2016 Two mods I use that make earning gold and finding gold more difficult are: Gold adjustment. This essentially empties most containers in the game and adjusts the amount of gold you earn. http://www.nexusmods.com/skyrim/mods/13248/? Trade and Barter. This mod has a few functions but I use it mostly to adjust buy/sell prices. To make things more difficult I set buy prices at 50% more expensive and my sell prices 40% less valuable. http://www.nexusmods.com/skyrim/mods/34612/? For a little roleplaying I don't allow my character to pick up random armor and clothes and wear them using the logic of they don't fit, unless she can take them to a workbench and craft them. Two exceptions I make are enchanted items and ragged robes or roughspun tunics. One other adjustment I make is the carry weight for my character. I generally start somewhere between 90 and 120, depending on the type she will be, mage or fighter. Makes hauling around valuables a more calculated decision.
43deadwood Posted January 28, 2016 Posted January 28, 2016 is there actually any mod that removes all the food from long lost caves? like you go into a dwemer ruin and suddenly you find some fresh tomatoes in a sack or something similiar. thats simply retarded. ^^ Can anyone tell me if something like this exist? edit: I know they take care of that in "you hunger" but I don't actually want all of the options the mod comes with. :/ Just did a quick edit in CK and produced this - it removes all food in all sacks which re-spawn and replaces it with a bloody rag, so sacks won't display as empty. No Food in Sacks.esp
Musje Posted January 28, 2016 Posted January 28, 2016 It's not too easy to earn gold in Skyrim (well, maybe it is), but it's too easy to not spend it, and/or to forego the necessities of life. There should be some consequences: - Don't eat => become weak and die - Serious wounds should require (expensive) potions or treatment by a healer, and not heal by itself. Don't treat them => die of infection - Not wearing clothing outside for a longer period of time => die of exposure - Spending the night outside: you need a campfire, good blanket or tent. - Stuff wears out, and at some point you should repair or replace - Swim or get rained on => die of exposure if you don't dry off at a fire or an inn. - Walking or sleeping outside should carry a risk of sustaining an injury. In other words: you should need to keep spending time or money to stay alive. IIRC there are mods that implement some of the above, and more.
DenjiXMakima Posted January 28, 2016 Posted January 28, 2016 is there actually any mod that removes all the food from long lost caves? like you go into a dwemer ruin and suddenly you find some fresh tomatoes in a sack or something similiar. thats simply retarded. ^^ Can anyone tell me if something like this exist? edit: I know they take care of that in "you hunger" but I don't actually want all of the options the mod comes with. :/ Just did a quick edit in CK and produced this - it removes all food in all sacks which re-spawn and replaces it with a bloody rag, so sacks won't display as empty. No Food in Sacks.esp wow thats awesome! you did that just for me? <3 I have one question though. Does it remove food from really all sacks? or just the ones from the ancient ruins and dungeons?
43deadwood Posted January 29, 2016 Posted January 29, 2016 is there actually any mod that removes all the food from long lost caves? like you go into a dwemer ruin and suddenly you find some fresh tomatoes in a sack or something similiar. thats simply retarded. ^^ Can anyone tell me if something like this exist? edit: I know they take care of that in "you hunger" but I don't actually want all of the options the mod comes with. :/ Just did a quick edit in CK and produced this - it removes all food in all sacks which re-spawn and replaces it with a bloody rag, so sacks won't display as empty. No Food in Sacks.esp wow thats awesome! you did that just for me? <3 I have one question though. Does it remove food from really all sacks? or just the ones from the ancient ruins and dungeons? It's all sacks, everywhere - the only way to select sacks in ruins and dungeons would be do do them one by one - and there's well over one thousand of them!
Swiftstep Posted January 29, 2016 Posted January 29, 2016 Guess the main problem is that people expect gold coins to be the "economy". Well, guess again. A currency is by its definition limited in availability. That rules the coins out. -> What else could be the currency? I can cheat / cheese / add everything unlimitedly into the game!? Fear not! There is one ressource you cannot add to your characters inventory! It's T I M E. Yes, you heard right. The only reliable way of creating a believable economy into the game is to create something that costs ingame time. Imagine to replace the coin by a new currency that is earned by your investments in other shops / mines / farms e.g. - payday is once a week. More money, more investments, more refunds. -> and what would it mean for me? That's no economy, but just a new label! Okay, I grant you that. But what is it you want? The dragonborn doesn't need gold to win the game. Economy means that you can sell your trash, and be done with it. If you want your character to be dependent on the economy.. that whole idea is not yet available in Skyrim. Step 1: create a new currency you can't cheat into the game (or that doesn't get useless because mod x adds items that would cause a massive inflation) Step 2: create the ingame needs to make your character dependent to specific items (food, shelter, transportation, repair, followers e.g.) Step 3: ask yourself why that is a matter for the adult section Step 4: trash it all, because it's too much effort Step 5: wait for TES:6 That's what I expect of this idea.
moebius989 Posted January 30, 2016 Author Posted January 30, 2016 Two mods I use that make earning gold and finding gold more difficult are: Gold adjustment. This essentially empties most containers in the game and adjusts the amount of gold you earn. http://www.nexusmods.com/skyrim/mods/13248/? Trade and Barter. This mod has a few functions but I use it mostly to adjust buy/sell prices. To make things more difficult I set buy prices at 50% more expensive and my sell prices 40% less valuable. http://www.nexusmods.com/skyrim/mods/34612/? For a little roleplaying I don't allow my character to pick up random armor and clothes and wear them using the logic of they don't fit, unless she can take them to a workbench and craft them. Two exceptions I make are enchanted items and ragged robes or roughspun tunics. One other adjustment I make is the carry weight for my character. I generally start somewhere between 90 and 120, depending on the type she will be, mage or fighter. Makes hauling around valuables a more calculated decision. Any idea if there's a mod that prevents corpse looting?
43deadwood Posted January 30, 2016 Posted January 30, 2016 I make this simple edit to remove all armour and weapons from standard corpses - after all Skyrim's a brutal world and any corpse would be stripped before it was even cold! Naked Corpses.esp It's worked fine for me and removes the tempatation to loot!
DeadSomething Posted April 18, 2017 Posted April 18, 2017 you mean the corpses thart are lying around when you enter a scene? that's a nice idea.
43deadwood Posted April 18, 2017 Posted April 18, 2017 you mean the corpses thart are lying around when you enter a scene? that's a nice idea. There's also a Nexus mod - Contraband (75425) which 'hides' armour & clothing of recently killed NPCs so that they can't be looted, and makes it illegal to loot. It does however mess up with any mods which rely on the player finding items on corpses (including those that have been jst killed by the player)
Lostdreamer Posted April 18, 2017 Posted April 18, 2017 There's also a Nexus mod - Contraband (75425) which 'hides' armour & clothing of recently killed NPCs so that they can't be looted, and makes it illegal to loot. It does however mess up with any mods which rely on the player finding items on corpses (including those that have been jst killed by the player) I've found it works really well. What it seems to do is mark everything on human corpses (bandits, foresworn, etc) as stolen. It also marks everything in tombs and similar places as stolen. Shopkeepers may not know for sure where you got it, but your bloodstained circlets and battle damaged swords look suspsious as hell and they don't want them! It significantly reduces the quantity of treasure you can get from random encounters, as most of it isn't very saleable. I've touched on a lot of this in thread tracking my game build. Other mods you may not have thought of: Deviously Cursed Loot - random mystical bondage may not be your thing, but it works neatly from a mechanical side of things to do what you want to do. When looting random objects and people becomes a high risk strategy, you stop doing so. And therefore stop picking up all those small piles of gold and random treasure items. Also has a whole bunch of fun secondary functions like Rape and Public Indecency you may be interested in. Realistic Room Rental & Just Sleep - You need to rest, and it costs you money to do so. Better Fast Travel - This rejigs carriage costs, and has the option of restricting fast travel. So if you want to teleport across the map, it costs you money. Don't craft - There isn't a mod that forces this, but your life becomes much harder if you make the gameplay decision that, no, your character isn't a learned alchemist and nor have they spent all their lives learning to work a forge. So no, they can't create handy items out of fresh air. Summer Skyrim, Grass on Steroids, Whiterun Hold Forest, etc - Robbing bandits is much harder when a) you can't sneak and stealth archer them all to death and you can't find their bodys afterwards, because they are lost in the undergrowth somewhere. Dynamic potions - making potions cheap means you can afford to have some (yay!) but also makes them way less useful as treasure (also yay!) I'm sure there are other elements of the build that help lock down cash flow, but those are the ones that leap to mind. It seems to work ok. If I massively reduce training costs I can just about afford my training each level, but that pretty much runs me out of cash.
DeadSomething Posted April 18, 2017 Posted April 18, 2017 "Shopkeepers may not know for sure where you got it, but your bloodstained circlets and battle damaged swords look suspsious as hell and they don't want them!" as if noone would clean those items before selling them. i always hated the idea of "branded" items. they wouldn't even know if it were their own potions you sold back to them, if it weren't for that damn var set to "stolen". with a smith having their own stamped stolen works sold back to them that's okay, but with everything else, that's just plain stupid.
43deadwood Posted April 19, 2017 Posted April 19, 2017 There's also a Nexus mod - Contraband (75425) which 'hides' armour & clothing of recently killed NPCs so that they can't be looted, and makes it illegal to loot. It does however mess up with any mods which rely on the player finding items on corpses (including those that have been jst killed by the player) I've found it works really well. What it seems to do is mark everything on human corpses (bandits, foresworn, etc) as stolen. It also marks everything in tombs and similar places as stolen. Shopkeepers may not know for sure where you got it, but your bloodstained circlets and battle damaged swords look suspsious as hell and they don't want them! It significantly reduces the quantity of treasure you can get from random encounters, as most of it isn't very saleable. I've touched on a lot of this in thread tracking my game build. Other mods you may not have thought of: Deviously Cursed Loot - random mystical bondage may not be your thing, but it works neatly from a mechanical side of things to do what you want to do. When looting random objects and people becomes a high risk strategy, you stop doing so. And therefore stop picking up all those small piles of gold and random treasure items. Also has a whole bunch of fun secondary functions like Rape and Public Indecency you may be interested in. Realistic Room Rental & Just Sleep - You need to rest, and it costs you money to do so. Better Fast Travel - This rejigs carriage costs, and has the option of restricting fast travel. So if you want to teleport across the map, it costs you money. Don't craft - There isn't a mod that forces this, but your life becomes much harder if you make the gameplay decision that, no, your character isn't a learned alchemist and nor have they spent all their lives learning to work a forge. So no, they can't create handy items out of fresh air. Summer Skyrim, Grass on Steroids, Whiterun Hold Forest, etc - Robbing bandits is much harder when a) you can't sneak and stealth archer them all to death and you can't find their bodys afterwards, because they are lost in the undergrowth somewhere. Dynamic potions - making potions cheap means you can afford to have some (yay!) but also makes them way less useful as treasure (also yay!) I'm sure there are other elements of the build that help lock down cash flow, but those are the ones that leap to mind. It seems to work ok. If I massively reduce training costs I can just about afford my training each level, but that pretty much runs me out of cash. Thanks for the suggestions - DCL has been an essential to my playthroughs for quite a while, along with RRR. I love Whiterun Forest as it makes it so difficult to navigate, especially with a mod that turns off the compass, and 'No GPS in Skyrim' (Nexus 37062) which turns off the player marker. As a result you only know where you are when you're beside a landmark. On the crafting side there's Crafting Requires Permission (nexus 80341) which adds a charge for using all crafting stations, plus Crafting Requires Tools (nexus 58328) which does what it says, but if you remove all the loose tools (hammers, bowls, ladles) then life is very difficult! Fianlly there's More Punishable Crimes (nexus 82355) which makes it an offence to loiter in private residences and even some public areas, plus extra stuff too. What I really need to complete things is a mod which makes it illegal to remain in Inns overnight unless you've rented a room.
Lostdreamer Posted April 19, 2017 Posted April 19, 2017 Whiterun Forest as it makes it so difficult to navigate, especially with a mod that turns off the compass, and 'No GPS in Skyrim' (Nexus 37062) which turns off the player marker. As a result you only know where you are when you're beside a landmark. If that's one of the things you like about Whiterun Forest, i strongly suggest the combo of Summer Skyrim & Grass on Steroids. Summer Skyrim adds lots more grass all over the place. Grass on Steroids makes all the grass taller. In thick grass, you fill find you can't see where you are going if you are trying to sneak You will want every HD texture you can find for the grass too, because you will be spending a lot of time up close and personal with textures that wern't quite ment to be used that way. Turning the compas off is just a bit too masochistic for me. I want stuff that adds to my game, gives me stuff to do and makes things happen - rather than stuff that stops from doing things. About my only complaint about Cursed Loot is that it had a tendency to roadblock things. It's much easier to get into trouble than out of it! I am curious how things would play with that sort of hard to navigate world map, resricted fast travel, frostfall, RND. Add some extra encounters on the world map to up the threat rating and you would very much have a world where 'Yeah, the reason there arn't many other adventurers and nobody has looted all this stuff is because adventuring is really difficult and really dangerous!'. On the crafting side there's Crafting Requires Permission (nexus 80341) which adds a charge for using all crafting stations, plus Crafting Requires Tools (nexus 58328) which does what it says, but if you remove all the loose tools (hammers, bowls, ladles) then life is very difficult! Fianlly there's More Punishable Crimes (nexus 82355) which makes it an offence to loiter in private residences and even some public areas, plus extra stuff too. What I really need to complete things is a mod which makes it illegal to remain in Inns overnight unless you've rented a room. Interesting. None of those do quite what I want them to do, but that does suggest it would be possible to hijack the crafting process and lock it down heavily. Ban the use of grindstones and armour benches for example - a steel sword is a steel sword for example, you don't get to suddenly make it 3x better than the blacksmith could by spending two mins sharpening it. May have to learn to mod and put something together.
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