Items become worth less for some reason

Post » Sat May 28, 2011 9:00 pm

I just noticed when i tried to sell a few swords that as I sold them the price for every other item in my inventory got progressively lower until everything has a zero value and this is after selling only 2 or 3 things. I think it might be the supply and demand type of thing that is an option in OOO but i'm not entirely sure so i just want to know before i start fooling around with my mods

Heres my lo just in case i'm wrong
Spoiler
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User avatar
Nichola Haynes
 
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Post » Sat May 28, 2011 9:46 pm

Are you sure the merchant didn't run out of money? They only have a limited amount of gold, and when they run out everything is worth 0.
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Juan Cerda
 
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Post » Sat May 28, 2011 10:46 pm

Are you sure the merchant didn't run out of money? They only have a limited amount of gold, and when they run out everything is worth 0.


Not normally they don't. Unless you see a mod in his list that does that, and if so it might be helpful to state which one it is.
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Amie Mccubbing
 
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Post » Sat May 28, 2011 7:18 pm

Quick test- disable OOO, and sell many items of the same thing (it would be wise to go dungeon-delving beforehand to get the required items.) Start selling to the shopkeepers. If the value stays the same, then OOO's supply/demand thing is to blame. If not, well, then its another mod, and start working down your list.

Also, DO NOT SAVE WHILE DOING THESE TESTS. Trust me- it will cause stability issues...
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Nichola Haynes
 
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Post » Sat May 28, 2011 3:01 pm

Not normally they don't. Unless you see a mod in his list that does that, and if so it might be helpful to state which one it is.

Living economy. It gives merchants a finite amount of gold. If you sell more than that, everything becomes worth nothing.
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Kat Ives
 
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Post » Sat May 28, 2011 9:54 pm

Yep they do have a set amount of money and when it runs out prices change to zero weird i never noticed before especisally since I triple read the OOO installation guide to make sure i got i right. thanks for the help guys :foodndrink:
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Jonathan Egan
 
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Post » Sat May 28, 2011 10:15 am

Yep they do have a set amount of money and when it runs out prices change to zero weird i never noticed before especisally since I triple read the OOO installation guide to make sure i got i right. thanks for the help guys :foodndrink:

OOO is great like that, it always has some new trick up it's sleeve :P
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Kit Marsden
 
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Post » Sun May 29, 2011 1:24 am

Living economy. It gives merchants a finite amount of gold. If you sell more than that, everything becomes worth nothing.


Sounds like a bug in the mod, or bad programming. I prefer the way Fallout 3 handles it. Items are worth full value modified by disposition and barter skill, until the merchant is broke in which case adding items to the list adds nothing to the transaction. Actually I like the Morrowind system even better, in FO3 you can't try for a better price, it's take it or leave it. But in Oblivion, I see no need to change the way it's set up by default. Having endless gold is nice.
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ZzZz
 
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Post » Sat May 28, 2011 8:59 pm

Sounds like a bug in the mod, or bad programming. I prefer the way Fallout 3 handles it.


It's not a bug or bad programming, and in fact it works pretty much the same as in FO3. In that game as well, if you try to sell something when they have don't have any Caps you end up giving it away. How can they pay you full value for an item if they have no way to pay you for it?
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+++CAZZY
 
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Post » Sun May 29, 2011 1:40 am

Also, Living Economy uses economics of scale (if that's the correct term). Basically the idea is that the rarer something is, the more valuable it is. One steel sword is worth more than 10 steel swords, as a simple example. Once you sell a quantity of something to a merchant, he won't pay the same price as you would have gotten originally - they aren't as valuable anymore, he has lots. This is intentional and not a bug. So it's better to sell something in a batch if you're using LE and not one-at-a-time.
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Eve Booker
 
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Post » Sun May 29, 2011 1:15 am

This is why it pays to fully read a readme so you know what you're getting into. I read all of Living Economy's readme and thought just about everything was awesome (hence I use almost all the extra features in it)
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XPidgex Jefferson
 
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Post » Sat May 28, 2011 6:56 pm

Sounds like a bug in the mod, or bad programming. I prefer the way Fallout 3 handles it. Items are worth full value modified by disposition and barter skill, until the merchant is broke in which case adding items to the list adds nothing to the transaction. Actually I like the Morrowind system even better, in FO3 you can't try for a better price, it's take it or leave it. But in Oblivion, I see no need to change the way it's set up by default. Having endless gold is nice.

Nope, not a bug. It makes the game more realistic because merchants don't have an unlimited amount of gold.
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james reed
 
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