Hi, you must have been reading my mind because I was trying to do that but couldn't see a way without dublicating items. It is something I will definitely want, but for the next release as I have to get this release out.
Understandable, but note that the only thing needed for your mod is that the cells where merchants trade must have a cellId with identical prefix (PellGate, the prefix for The Sleeping Mare or something else). If so, all you need for, say to make all Lower Class clothes be worth 30% more and Upper Class clothes be worth 20% less, is to add this to EE's "Enhanced Economy - Location Prices.ini" file:
set tnoEEP.p_ClothesLo to 1.3set tnoEEP.p_ClothesUp to 0.8set tnoEEP.p_cellPrefix to sv_Construct "PellGate"SetStage tnoEEP 10
That's all, though there are of course many more categories than just Upper/Lower clothes, and you can also get the merchants to explain about the local prices by adding those lines above the last line:
set tnoEEP.p_hdl1 to sv_Construct "High Price Dialogue Line 1"set tnoEEP.p_hdl2 to sv_Construct "High Price Dialogue Line 2"set tnoEEP.p_hdl3 to sv_Construct "High Price Dialogue Line 3"set tnoEEP.p_hdl4 to sv_Construct "High Price Dialogue Line 4"set tnoEEP.p_hdl5 to sv_Construct "High Price Dialogue Line 5"set tnoEEP.p_ldl1 to sv_Construct "Low Price Dialogue Line 1"set tnoEEP.p_ldl2 to sv_Construct "Low Price Dialogue Line 2"set tnoEEP.p_ldl3 to sv_Construct "Low Price Dialogue Line 3"set tnoEEP.p_ldl4 to sv_Construct "Low Price Dialogue Line 4"
Adding those, will make the merchants in Pells Gate have one additional topic line, "Local Prices", and selecting that will make the merchant say "What do you want to know?" (or something like that), and lead to three new topics: "High Prices", "Low Prices" and "That was all". Selecting High/Low prices will make the merchant say (with silent dialogue) the lines added above - no tinkering in the dialogue editor needed.
It would be far more fun and realistic to have merchants gouging customers on items that are cheaper in the next town. Or having dirt cheap items for sale, so I am definitely interested, thank you!
That is quite easy, within the limits of EE's local price feature, as explained.
One thing I really want for future releases are far more custom items for sale in the shops. There are 6 shops and three street merchants so it is needed for a better shopping experience.
I cannot help you with that (though EE's local price variation works for mod-added items as well), but also note that as long as the merchants are of the vanilla merchant classes, their prices will automatically wary depending on class, so that a smith will be more interested (and have higher prices for) weapons/armor, etc. This works without any tinkering at all, as long as Enhanced Economy recognizes the merchant's class.