A "Balanced" repricing mod?

Post » Wed Dec 07, 2011 11:39 pm

I'm wanting to start a new game where I play a mostly non-combative merchant character, in order to do this though I want certain basic items value to be increased, especially items such as alchemy ingredients and other mob drops. I've tried using some like RedBag, but the items were too unbalancing, where a short round of deer hunting results in a full new set of armor's worth of value.
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Rob Davidson
 
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Post » Wed Dec 07, 2011 8:09 pm

TheNiceOne's http://www.tesnexus.com/downloads/file.php?id=25078 mod is extremely configurable. I know there is at least one .ini setting that controls the value of loot drops, as well as how much gold is available overall. I can't imagine playing without it.
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Katie Louise Ingram
 
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Post » Wed Dec 07, 2011 12:07 pm

One of Enhanced Economy's features is that you can read prices from a text file, which will then store the new prices in your savegame. EE comes with a number of such price files to choose from, and you can edit any of them in your favourite text editor before (re-)loading them. As an example, here is the start of "ACs realisticaly priced clutter.txt"

ACs realisticaly priced clutter.Increase the price of vanilla clutter, especially on the higher-class clutter.[Oblivion.esm]01F1E2,	1,	LowerJugTan04,	Tan Jug0104C9,	1,	LowerClassCup03,	Stone Cup01BBCA,	1,	PaintBrush06,	Paint Brush

If you want a Paint Brush to be worth 2 gold, just change the 1 to 2.


Another EE feature, which is accessed from EE's ingame menu as part of the Local Economy feature, is that you can choose to change the price of all items (even added by other mods) of a specific type. Say you want all alchemy ingredients to be worth 50% more, open the Local Economy places menu, choose the "Base Multiplier" and set the multiplier value for "Ingredient" to 1.5. After that, all ingredients will be repriced.
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Kristian Perez
 
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