Jump to content

Daily Income (for LoversAdultplayPlusPlusforSSP) 1.0


Recommended Posts

Posted

RogueMage's Daily Income 1.0.7zName: Daily Income

Version: 1.0

Date: 8/30/2011

Category: Gameplay Effects and Changes

Requirements: Oblivion Script Extender (OBSE)

Recommended: Oblivion Mod Manager

Author(s): RogueMage

Source: http://www.loverslab.com

 

Description

===========

Gives actors daily payment depending on social status and class-level.

 

 

Details

=======

I really liked the idea of playing a courtesan type character but got extremely frustrated about payment. LoversAdultplayplusplusforSSP checks if at last 10 Septims are in the customer’s inventory. If this is not the case, you get :’I am afraid I cannot afford….’. Furthermore if your customer can pay you, he will never get new Septims. No customer retention possible.

 

With this mod the actors (townsfolk, bandits, necromancers, vampires etc.) get their earnings daily. The formula takes the ClothingValue as basis for the social status/wealth and multiplies this value (1.00-100.00) with a factor (can be easily changed in the ini-file). Furthermore you have the choice to include the class-level of the character into the calculation which is also multiplied by a factor (can also be set in ini). You can set how many daily wages the actors are allowed to have in their pockets (so that they won’t hoard extremely large sums). Also you can set an amount to define a size of the money sack. If you don’t want anybody to be paid who has more than 200 Gold, you can do this. This mod does not take money away. It adds money or not.

 

Formula:

Daily Wage: (ClothingValue * Basemultiplier(default 2.0)) + (Level * Levelmultiplier(default 1.2))

Example:

Beggar -> (6*2.0)+(2*1.2) =14.4 Septims

Alberic Litte (Chorrol Mage) -> (18*2.0)+(20*1.2) = 60 Septims

Erana (in front of Chorrol Mages Guild, Level = PC+5) -> (45*2.0)+(LVL*1.2)=Level5: 96 Septims, Level 20: 114 Septims, etc.

Count Indarys of Cheydinhal -> (63*2)+(10*1.2)=138 Septims

 

The frequency how often the script is processed can be set in the ini as well.

 

 

Install

=======

This archive is distributed in what LHammonds calls OMOD-Ready format.

It allows you to manually extract and install like most other mods but it also

allows you to use Oblivion Mod Manager and import this archive with all the

settings pre-configured for an OMOD file.

Pick which method you are going to use for installation:

 

Manual Installation

- = or = -

OBMM Installation

 

Manual Install

--------------

1. Extract this archive to any folder and then copy the contents to Oblivion's Data

folder. You can ignore or delete the "omod conversion data" folder.

2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

 

OBMM Install

------------

Create the OMOD (Do this section only once)

1. Copy archive to (install folder)\Oblivion\obmm\omod\

2. Start Oblivion Mod Manager.

3. Click the Create button.

4. Click the Add Archive button, find and select the archive, then click Yes.

5. Click the Create omod button, then click OK when it finishes.

 

Install the mod using OBMM

1. Start Oblivion Mod Manager.

2. Double-click the name of the mod in the right-hand side of the OBMM screen.

(icon should turn blue)

 

Uninstall

=========

Pick which method you are going to use for uninstall based on how you installed it:

 

Manual Uninstall

- = or = -

OBMM Uninstall

 

Manual Uninstall

----------------

1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).

2. Delete the files/folders associated with the mod.

 

RMDailyIncome.esp

ini\RMDailyIncome.ini

 

OBMM Uninstall

--------------

1. Start Oblivion Mod Manager.

2. Double-click the name of the mod in the right-hand side of the OBMM screen,

click Yes. (icon should turn green)

 

 

Incompatibility

===============

None known.

 

 

History

=======

1.0, 2011/08/30 - Initial release.

 

Contact

=======

You can find me on Loverslab as 'RogueMage'

You can find me on TESNexus as 'CloudDragon'

 

Thanks to Loverslab.com for beeing supportive and open-minded.

Thanks to LHammonds for the Readme Generator this file was based on.

Thanks to Bethesda for creating Oblivion.

 

Tools Used

==========

7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579

Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097

Oblivion Script Extender (OBSE) - http://obse.silverlock.org/

TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536

Readme Generator - http://HammondsLegacy.com/obmm/tools_readme_generator1.asp

 

Licensing/Legal

===============

You can do whatever you want with this mod but all I ask in return is that

you give me credit if you distribute any part of this mod.

Posted

Brilliant idea. I really like the straight forward, "does what it says on the can" mods like this.

Do you reckon it might be mergeable with LoversAdultplayplusplusforSSP?

Posted

Thanks :)

 

Do you reckon it might be mergeable with LoversAdultplayplusplusforSSP?

 

This mod is totally independent from LoversAdultplayplusplusforSSP. You could run it without any other mod (Vanilla). I only wrote it my courtesan character and LoversAdultplayplusplusforSSP in mind. You could also use it to make pickpocketing more profitable.

 

 

Posted

D'oh!

All I had to do was think for a minute and check out dependencies in Wrye Bash and I could have worked that out for myself. This wasn't one of my finer moments here.

Anyway, this mod works very well. First rate for a reliable income.

Posted

I love the idea of the mod. Always wanted to try playing the game by mostly making money by whoring my characters out, but it always seemed pointed cause everyone was dirt poor. Thanks a lot.

Posted

If this mod isn't required to have Lovers activated to run, might wanna release it on TESNexus. This helps with those that like to play thief characters in their games. Combined with Oblivion XP, you have a decent way of leveling your character at low levels.

Posted

this is brilliant! this mod was definitely needed, as you could work a town dry and have to move on to another spot. now NPCs are a renewable resource! :D

 

thanks for this!

Posted

If this mod isn't required to have Lovers activated to run' date=' might wanna release it on TESNexus. This helps with those that like to play thief characters in their games. Combined with Oblivion XP, you have a decent way of leveling your character at low levels.

[/quote']

 

Thought about it and did it today.

 

 

Posted

If this mod isn't required to have Lovers activated to run' date=' might wanna release it on TESNexus. This helps with those that like to play thief characters in their games. Combined with Oblivion XP, you have a decent way of leveling your character at low levels.

[/quote']

 

Thought about it and did it today.

 

 

 

Might wanna not mention Loverslab in your file description. As much as you (or anyone else, for that matter. (me too)) may like this place, mentioning loverslab, friends and lovers, xlover or lovers with PK on the nexus can result in a nasty case of permaban.

Posted

If this mod isn't required to have Lovers activated to run' date=' might wanna release it on TESNexus. This helps with those that like to play thief characters in their games. Combined with Oblivion XP, you have a decent way of leveling your character at low levels.

[/quote']

 

Thought about it and did it today.

 

 

 

Might wanna not mention Loverslab in your file description. As much as you (or anyone else, for that matter. (me too)) may like this place, mentioning loverslab, friends and lovers, xlover or lovers with PK on the nexus can result in a nasty case of permaban.

 

Rewrote the most part of the readme but forgot to take out the thanks and contact. Just dumped it all and cleaned the evidence. Than uploaded it again. Should have made up myself after reading around in the banning-game-thread. It's a pity that they are so prudish/intolerant concerning adult stuff. Got a lot people of LoversLab banned?

 

Thx for the warning btw.

Posted

Well, I don't know how many of us got banned (not me, fortunately for me), but they have a zero-tolerance policy, regarding lovers. And I mean ZERO-tolerance.

Posted

Mentioning anything about LoversPK or anything related to it = Perma Ban on Nexus.

same thing with rape,loli posting nude pictures and many other things...

This is becasue of new (well not so new now ) host which don't allow anything like that to be posted or even talked about.

Thanks to that Darkone nice $$ from ads etc. :dodgy:

Posted

Huh, didn't know about the lovers ban thing on Nexus. Is that the reason why the adult book store mod has been under review for so long? Been waiting for the thing to lift so I could get another mod for the Claudia's Little Secret Crossover

Posted

One thing I'd like to mention for this mod is I THINK you might want to look at some of the money distribution. NPCs like Marauders and bandits tend to end up with enough money to unbalance the early game. If you can find a way you might want to just not give as much or any to them somehow, maybe by faction checking or something similar.

Posted

One thing I'd like to mention for this mod is I THINK you might want to look at some of the money distribution. NPCs like Marauders and bandits tend to end up with enough money to unbalance the early game. If you can find a way you might want to just not give as much or any to them somehow' date=' maybe by faction checking or something similar.

[/quote']

 

Yesterday I started a new game and soon recognized that the default values I put in the ini are to high. I'am still adjusting but now I am going with:

RMBaseMultiplier 1.25

RMDailyIncome.RMLevelFactor 0.60

RMMaxPocketSize 300

 

So far it looks much more reasonable. But you are right with the faction thing. One guy on nexus pointed out that the guards are to 'rich' and the nobility is to poor. Unfortunately the ClothingValue does not make a difference between clothing and armor. I already thought about building something in and also looked into the factions. Scripting a decision between factions is technically not the big issue. If you could treat factions differently (Bandits, MagesGuild, Guards etc.) how would you like to have this? (I'd like your opinion(s) here). Setting a fix clothing value, exclude from some of the multipliers...

 

Posted

yeah, it's ironic that the guards are the richest and yet they never want my services because they are too responsible. :P

 

is there a way to check for max item health?

if you look here: http://www.uesp.net/wiki/Oblivion:Armor

you can see, for example, rusty iron armor cuirass has only 250 hit points even though it's worth 40gp.

contrast that with the emperor's robe which is worth 25gp.

 

so what if you scale the gold value of anything with hit points (armor) based on hit points and weight of the item (to prevent light armor from becoming massively undervalued).

 

so something like ((maxHealthPoints / 5000) * goldValueOfItem) / (weightOfItem/30)

note: 5000 is just an arbitrary number, so you can tweak things.

 

new value:

rusty iron cuirass: ((250/5000) * 40) / (30/30) = 2gp

 

leather cuirass: ((160/5000) * 35) / (7.5/30) = 4.48gp

 

steel cuirass: ((500/5000) * 180) / (35/30) = 15.4gp

 

daedric cuirass: ((2700/5000) * 4800) / (60/30) = 1296gp

 

note: daedric is still worth an extremely high amount, but very few NPCs walk around in daedric or ebony armor.

it also has the purpose of making people wearing leather or iron quite poor. which, i think is realistic, because medieval dudes who wore leather weren't exactly rich and were the guys who were hunting or whatever (i dunno, not a student of history here).

otoh, it would make steel wearers somewhat middle of the pack (once you add in the rest of their items, greaves, boots, etc). I would expect steel wearers to have 100-200gp in their pockets.

 

for any item that isn't armor, you could probably just go with the standard way that you've been doing.

 

oh also, for bandits, i think you could probably exclude them completely... i mean, they bandits, after all. they wouldn't be there if they had much money at all. :P

Posted

Thx uglycat. I am thinking over the whole process and probably will handle the most of it with factions (total rewrite). So the user may decide if bandits, necromancer etc. are included or not. I still have an amount of npcs who probably will not have an appropiate faction and who wear armor. Your idea looks very interesting and brought me on track for this.

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...