[WIP] Cyrodiil Economic Overhaul

Post » Fri May 27, 2011 2:57 pm

It might be possible. Right now, work has stopped due to an issue I've encountered; I'm trying to find out why it's happening. Is anyone else getting a 'Runtime error' when using this Mod, and wondering round outdoors? Or any other odd crashes?
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Tanya
 
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Post » Fri May 27, 2011 6:20 pm

A suggestion would be to implement buying and selling of goods between the cities. You would first have to buy a cart to bring your goods around and there would be a tax on the cart and what you are importing. You could get clues on what to buy and where to bring it through the merchants and the financial news paper.

PS. This mod is added to my list for when I start playing Oblivion again.
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maddison
 
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Post » Fri May 27, 2011 4:48 am

It should be -1 to the economy per day; if everything is working correctly, it shouldn't have too great an effect unless you leave it for months/game years.


I'm planning to delay the MQ for a while. So as soon as I go inside the Kvatch gate , this -1 per day think kicks in right (or around there)?

EDIT: I'm sorry if this question has been answered already, but here it goes: Will this mod eventually supersede Living Economy or does it not cover everything LE does?
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Kat Stewart
 
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Post » Fri May 27, 2011 3:28 pm

You could use a main quest delayer like I am going to do when I play again. I didn't even do anything with the main quest when I played before anyways.

PS. The mod I am going to use allows you to select the place you want to start the game from and lets you start the main quest when you want but I forgot the name of it.
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Mélida Brunet
 
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Post » Fri May 27, 2011 3:22 pm

Not everyone wants to use an MQ delayer. Maybe instead of a day-by-day basis, check the status of the Oblivion gates? Something like this --

Per open random gate, global: -2
Per open city gate, global: -5
Per open city gate, that city: -20
Per closed gate, global: -1 (people are still panicking until the crisis ends)

Might be more sensibly consistent across different TimeScale settings, too.
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patricia kris
 
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Post » Fri May 27, 2011 4:44 pm

- Player's Spending - Since the Player is the only one who really spends Gold, their behaviour is calculated


I had a thought after using your "The Bank Mod". What if the amount of gold spent by the player with the bank and kept in the bank affected the overall economy? Wouldn't it make sense that a Leyawiin merchant might ask for a loan from The Bank in trying times and for economic expansion? Of course, this would make more sense if there were branches of The Bank in all cities. And, of course, if the player chooses to rob The Bank, there could be an economic upheaval as stores cannot take out loans anymore and lose their savings.
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Petr Jordy Zugar
 
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Post » Fri May 27, 2011 2:23 pm

What would be really, really, really cool and kinda fit into the theme of this mod is add some Trade Exchanges about, that hire the player to deliver Crates of goods to different exchanges. Or, even, have the exchanges sell the crates to the player and have the player set about stimulating the economy that way. For example, every 20 crates sold, the local economy of that town gets a +2.

Then, the town that the player sells the crates to gets a +1 for every 20 crates. This would probably be better to do with dialogue, but if OBSE is used, I'm sure this could be easily done. In this way, the player could set about stimulating an economy from poor to moderate to rich, all the while getting in his hard earned money shipping Leyawiin tobacco to the Imperial city, and then for the return trip, ship IC sugar to Leyawiin. And Bruma fur to Anvil. And Anvil tea to Chorrol...oh, dear Nocturnal, I'm getting the sailor's urge again...

It'd give me a reason to fire up either the Bella Moretta or CLS sailboat again. I'd love to become a coastal merchant. Maybe even a pirate...but that'd be near impossible, given that it's probably next to insane to create randomized boats for the player to raid. Unless, of course they were creatures and could be killed, and then loot the corpse to get the crates. But, that's all wishful thinking. I'd be really happy just to get to be a merchant.
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Thema
 
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Post » Fri May 27, 2011 5:47 am

There hsouldn't be a need for an MQ Delayer with the next version; I fixed an oversight so that the MQ effect doesn't start until the Player has actually found Martin, and received the update 'I need to take him to Jauffre' (Paraphrase). This means it won't happen until the Crisis is really underway.

The Bank idea would be good, but because it's a separate .esp it may be difficult to implement (I'd have to check everything out before I confirm it's possible).

I like the idea of trading; may be coming in the future.

Can I take it then that no-one else is getting Run Time Errors with the released version? Mine seem to have cleared up, too, making me think it might be a LO issue, but I'd rather hold-off on the next installment until I can confirm.
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Sabrina Steige
 
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Post » Fri May 27, 2011 10:48 am

I'm afriad that, for the time being at least, this Mod is onhold. My RTE's came back, and I'm not comfortable releasing a Mod that could randomly crash without any reason or warning. I'm still trying to find a solution, but I can't even identify the problem yet, given that it just comes and goes at random.
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Steve Fallon
 
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Post » Fri May 27, 2011 1:41 pm

Hope that you find a solution to the problem. Eagerly awaiting this mod to reach a release state :)
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Breanna Van Dijk
 
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Post » Fri May 27, 2011 8:50 am

I believe TheTalkieToaster will making a mod where NPCs buy goods (and possibly sell). How will that affect this mod?
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Rodney C
 
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Post » Fri May 27, 2011 6:22 am

Progress is mixed right now. Sadly I lost some of the data (file corruption), but had enough back-ups to rebuild :) I'm tyring to intergrate everything into a single .esp, and use a .ini file to control things, which seems to be in working order.

Options right now :
1. Allow Economy (Variable Merchant stuff)
2. Allow Mages' Guild Salary
3. Allow Fighters' Guild Salary
4. Allow Imperial Pension
5. Allow Weighted Gold (also effects NPCs)

Things I'm thinking of:
1. NPCs Have More Gold - Option to double Gold found on NPCs (for those who think there isn't enough. Should work with TNO's Gold Adjustment)
2. Bank - I want to integrate the original Bank into this, but need to check some stuff first.

On the issue of TTT's Mod: I don't think it will have any effect, since a) I have no scripts to check for NPC Gold change, and b ) I'm guessing TTT's mod doesn't actually make NPCs spend Gold, just simulate it. I may be able to do something with it, but I'll have to wait until it comes out, and see how it works overall. My immediate thought would be to check any packages added by TTT's Mod (assuming he uses them to make people buy things), and then randomise based on it's presence...
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Veronica Martinez
 
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Post » Fri May 27, 2011 12:12 pm

I am looking forward to this. Keep up the hard work!
- Tomlong75210
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Fluffer
 
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Post » Fri May 27, 2011 5:31 am

So, some progress today:

I got the bank exterior working (thanks Ghastley for the Command), and I got the 'Give coin' feature working (which lets you give a coin to any NPC, pick the denomination, et cetera). Also, after a PM from CDM, I've added in a split currency between SI and Tamriel for those who use SI. Now for those worrying about managing two currencies, don't. It's purely an aesthetic feature, with the game changing your Septims for the equivelant value in 'Sheo' (my SI Money, though I don't know if there's an actual Lore-currency). For example, if you have 100 Septims, they will become 100 Sheo when you enter the Shivering Isles (though only if you're using Weighted Gold).
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brandon frier
 
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Post » Fri May 27, 2011 11:35 am

WOW! This sounds like a mega-wicked moddage!

My suggestion, from having used the bank mod and ABC (arcane bank) - none of which were what I was looking for - is to have a Bank statement attached to your account. This piece of parchment/book would tell you all the info about your account, such as how much cash you have, interest rate (Variable depending on the economic situation!), projected income from interest, possibly stocks/shares portfolio too, buit that may be too much.

Yeah, that would be cool - to own a shop/to sell goods by cart around tamriel (bulk, wholesale selling - not just offloading a few daedric swords).

Anyway - I'll let you work peacefully x
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Ann Church
 
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Post » Fri May 27, 2011 9:23 am

I plan something vaguley like the Statement, but I don't think it's possible to use Variables in a book, so it would have to be a menu within the book itself (if that makes sense...)

In other news, I've managed to get a working separate Currency for SI. An optional feature, this is distinct from the aesthetic one I mentioned earlier. Basically, there are two versions :

Standard
Only the name of the Coins change when entering SI

Full
Complete SI Currency, distinct from Tamriel. Septims are worthless in SI, and SI Currency (Sheos) are worthless in Tamriel. The main issue I'm having right now is coming up with materials for the new coins: I want something that's 1) believable, 2) wothless in the 'real world' and 3) reflects Sheogorath's madness persona.
So, I was thinking of something like the following (Septims/Sheos)

Platinum - Stone
Gold - Glass
Silver - Madness
Brone - Amber
Nickel - Tin
Copper - Brass
Iron - Wood

But I'd like your imput on what you all think :)
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Jessie Rae Brouillette
 
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Post » Fri May 27, 2011 5:29 am

Any progress on this? It looks awesome and thread has been quiet for days xx
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Suzie Dalziel
 
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Post » Fri May 27, 2011 1:35 pm

Hang on, so you're telling me if I went to the relm of a daedric prince, the currency would be WORTHLESS back home?
Perhaps as money, yes, but as an item? I'm sure it'd be worth a reasonable sum, myself.
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Jodie Bardgett
 
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Post » Fri May 27, 2011 4:23 am

Sorry for the long delay everyone. That's what I was thinking Phoshi: they would be worth only their 'material' value (usually half the cost of the Money value). Since this is optional, it shouldn't be an issue either way.

Right now, I have to finish off the bank, and do some testing, but it looks like it is almost ready for release (but there won't be any money change during transactions just yet)
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Scott Clemmons
 
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Post » Fri May 27, 2011 3:21 pm

How about the more mundane materials cost less, but Amber or Madness coins are worth closer to their value, for example?

I have to say, if I were a merchant I wouldn't pay much for a coin made out of stone, for example :P
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Invasion's
 
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Post » Fri May 27, 2011 6:16 pm

Would there be any way to detect any business mods that the player has installed? For example I've got Hillsborough Estate and Big Business in my game, and after vast investment and large amounts of time now have a huge estate stretching from Anvil up to Fort Sutch. That amount of investment, jobs and trading would have a massive effect on Anvil's economy, is there any way to detect the mods likely effects and account for them easily or would it be a horrendous amount of work?
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Elisha KIng
 
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Post » Fri May 27, 2011 5:36 pm

Any Progress on this? No word has been posted for 2 weeks..... Sounds sooo goood! xxx

ss
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Laura Tempel
 
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Post » Fri May 27, 2011 10:43 am

I have sent the new files to SkunkyLee to add interiors, and am just waiting to hear back from him. Hopefully then it shouldn't be too-long for a Beta release.
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The Time Car
 
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Post » Fri May 27, 2011 4:29 pm

I know it's been a while since there's been any real news on this. Thank-you all for bearing with SkunkyLee and I, and now we have some news :)

SL has sent me the interiors he's been working on, and they're looking pretty good: for stealth characters, breaking into the Vault is going to be a real challenge by the look of it, making the rewards worth it :)

I've still got to check some things out, refine a few pieces, but I believe we'll be ready for wider-Beta Testing soon, if anyone is interested.
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Kelly Tomlinson
 
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Post » Fri May 27, 2011 3:09 am

sounds good, I recently started using living economy but I like the thought of taxes and payments. I might have to try this out.
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Cathrine Jack
 
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