[IDEA] - Pawn Shop

Post » Sun Feb 27, 2011 4:03 pm

Name: CDM - Imperial Pawn Shoppe
Version: 1
Author: CDM
Download Link: http://tesnexus.com/downloads/file.php?id=30702
Requires: OBSE V,18 +

Introduction:-
The Imperial Pawn Shoppe is a new store for the Imperial City Market District. It is just around the corner from Red Diamond Jewellery and The Feed Bag. Run by Elezen, the Pawn Shoppe will allow you to temporarily trade items for money, often with the security that you will have time to purchase the item back.

Elezen will hold onto any items you sell him for a period of time based on the price. After that time, he will put the item up for sale, and you will not be able to buy it back (it will be gone). Before this time, however, you can re-claim any items you have sold to Elezen for the price he paid for it and some interest.

The value of an item determines how long Elezen will hold on to it for:
- Less than 500 Gold - 3 Days
- Less than 1000 Gold - 10 Days
- Less than 2500 Gold - 15 Days
- Less than 5000 Gold - 25 Days
- More than 5000 Gold - 30 Days

Install:-
1) Copy CDM - Imperial Pawn Shoppe.esp to your Oblivion/Data Folder
2) Check CDM - Imperial Pawn Shoppe in your Data Files Menu

Uninstall:-
1) Buy back any items you want - if you do not, they will be lost forever
2) Leave the Shoppe
3) Delete CDM - Imperial Pawn Shoppe.esp from your Oblivion/Data Folder

Known Issues:-
- Items sold will be magically repaired at the moment
- May not be comptaible with other Mods which edit the Market District


Please be aware that this is a Beta-- if you find any issues/problems, please let me know. Thank-you.
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Floor Punch
 
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Post » Sun Feb 27, 2011 2:17 pm

Yeah, you could, but I'm not sure how you'd deal with pricing uniques. For example, if you generate a non-standard kind of potion, or use a mod to craft a suit of armor, how would the game go about attaching a value to that?
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marie breen
 
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Post » Sun Feb 27, 2011 3:14 pm

Potions have prices attached to them in-game already when you make them, and mod-crafted armor would have a price set in the CS by the mod maker.

You'd just have to tweak the seller's buy min/ buy max and sell min/sell max setting to ensure you never get a good deal.

Two biggest issues would likely be overloading the merchant's stock. Sell him too many items, and opening his goods menu would take forever and be slow as heck.

The other issue is more "immersion" oriented. If he never sells anything, where does he get more money to buy stuff from you?
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Jodie Bardgett
 
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Post » Sun Feb 27, 2011 8:26 pm

My original thought was just to use the default price set for things (I don't use any Crafting Mods, but I know potions have a default price auto-set)-- so basically just run it like a normal shop, but using a high Mercantile for the owner. As I say, just an idea at the moment, but could be fun :)

Edit: Maybe using multiple Merchant Chest? Some respawn, some don't... So some simulate actually buying and sellin stuff, but the Player's things remain constant, and are always there? The main issue is MCs-- I assume I would just need to set them to non-respawn, but would like confirmation if I can (so probably going to have to test later on today if no-one knows).
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claire ley
 
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Post » Sun Feb 27, 2011 11:09 pm

I think your biggest issue there would be whether you can control what goes into which merchant container.

Might need a way to monitor when the Player sells something and move it from a respawning container to a static container.
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Janeth Valenzuela Castelo
 
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Post » Mon Feb 28, 2011 12:56 am

I *think* I have a solution, to that :) I can set one Merchant Container, which is Non-Respawing, then set up several Containers in the Cell which DO Respawn, with Ownership-- I've never tested for obvious reasons, but based on what I know, it should make it that items Sold to a Merchant default to their registed MC, whilst they can sell from any Chest they Own :D

So, I'll probably just copy and edit an existing interior a bit, place it in-world, and try it out :D

Edit: It works! :D I waited for a week, the two other Chests Updated correctly with new items, but the Third remained intact :) As to selling him too-many items, I'll probably make that a warning in the Read Me :) It is meant for short-time selling of valuable items to get needed Cash (so sell a Vaulable Unique Sword, get the 2000 Gold, buy what you really need/want, then later come back for it-- kind of like a simplified version of real life).
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Eve Booker
 
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Post » Sun Feb 27, 2011 7:00 pm

You might think this kind of defies the whole purpose of the mod, but I'd like a chance to have the merchant sell some of the stuff you "pawned". A configurable percentage in the ini would be nice - like 10% of the items 10% of the time.

I think the risk would make it more interesting :)

Cheers!

cc
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Georgine Lee
 
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Post » Sun Feb 27, 2011 11:35 pm

Yes, that seems an interesting possibility... I would definitely need to make it .ini based, but I like the idea of Pawning a vaulable/unique item (perhaps because you're greedy for that House, or a set of armour) and paying the price later :) SkyCaptain already suggested a way of possibly doing it, so I'll need to take a looksy at that. As it stands, I just need to finish decorating the Shop, and the Mod is basically ready to be released in its Current Form (with the Pawnbroker never selling anything you give him-- at least apparently not (I'll need to test it over a longer period, maybe 2 months, before confirms-- but with TimeScale that isn't an issue :D ))
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Steve Fallon
 
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Post » Sun Feb 27, 2011 3:17 pm

IMO the quickest way to test respawns is to set the ihourstorespawncell gamesetting to 1 via console (setgamesetting ihourstorespawncell 1).


Exit the shop, wait an hour and enter - the shop has respawned. :)
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Julia Schwalbe
 
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Post » Sun Feb 27, 2011 12:17 pm

If you want real pawnbroker behavior, then you need a way to put a time limit on each item you pawn. After its limit expires, you've lost the right to get it back "cheap". There would be a chance it's sold and gone completely, and the reclaim price is now the full value (i.e. you move it to the regular chest)

To cut down the volume of items, put a lower value limit (levelled) on what you can pawn. Items over 5000 gold only, for example, at higher levels. After all, the common stuff you can buy and sell, because you're not worried about getting the exact same one back.
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Eduardo Rosas
 
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Post » Mon Feb 28, 2011 12:26 am

Thank-you for the suggestions, Ghastley :) I think, though, that it might be a bit beyond my ability to add in something like that-- I already suspected it would be beyond me to add realistic behaviour, hence why I went with a kind of psuedo-realistic/television-clich? type of Broker (i.e., like the ones you see on TV who conveniently never sell the item the Character Pawns, but wants three times the price to sell it back).
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Juan Cerda
 
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Post » Sun Feb 27, 2011 8:00 pm

The pawnbroker could be a real rip-meister...when you try to sell unique things from mods, he just gives a cheap value in return.
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victoria johnstone
 
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Post » Mon Feb 28, 2011 1:34 am

This reminds me somewhat of the "consignment chests" mod that I used in Morrowind. Each shop had a chest where you could leave items that you wanted to sell. Each day you didn't visit the shop, the merchant's barter gold would be used to buy items from the chest, removing the item and putting the gold into the chest for you to retrieve later. Items worth more than the merchant's barter gold would take several days for the merchant to "save up" enough gold to buy the item from the chest, and if you wanted the item back during that time, you could just come back to the shop and take it out of the chest.

I've thought about making something like this for Oblivion, but since Oblivion's barter gold limits are per-transaction (rather than per-day), it's not clear how much gold should accrue from day to day for buying items from the chest.
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Kyra
 
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Joined: Mon Jan 29, 2007 8:24 am

Post » Mon Feb 28, 2011 2:02 am

An interesting idea -- I still think it's a little beyond me, since I'm not great working with Merchants particularly, but something I might look into :D What I'm hoping to do is finish the Store decoration today, and release the original idea-version, and then based on Feed Back, and comments already here, look into making something a little more advanced :)
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Yvonne Gruening
 
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Post » Sun Feb 27, 2011 2:36 pm

Released. I have modified the original post to include a copy of the Read Me and Download Link.

Can a Modertor please change the Title to a [REL] if possible? Thanks in advance.
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scorpion972
 
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Post » Mon Feb 28, 2011 2:12 am

Released. I have modified the original post to include a copy of the Read Me and Download Link.

Can a Modertor please change the Title to a [REL] if possible? Thanks in advance.

Hey!

Happy to see this released!

You might want to consider using "RELz" for your threads though - the reason for that is the forum search engine that doesn't allow 3 letter words. It makes things easier on people trying to keep track of new mods.

Cheers!

cc
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City Swagga
 
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