Price of filled soulgems

Post » Fri May 04, 2012 12:49 am

I am playing MW using BtB game improvements.

I like his changes very much, but there is still one issue.

It is related to earning gold. The price of self made potions was set to zero, so that stopped easy income. And there are more changes like this (reduced daedric drops from dremoras and so on). But I can still sell filled soulgems and so earn very good money doing this, with minimal effort.

The thing is, that BtB enabled some traders to sell unlimited empty soul gems. It is a good thing, because he modded magical items, so they do not recharge by time, you must recharge them only by filled soulgems. But everything combined, it created very easy opportunity to earn gold. Just buy empty soulgem, summon a minion, kill and soutrap him and sell filled soulgem for good price.

Now, I know player can restrict himself, no problem. But it kinda break immersion, and economics there, if you know what I mean.

My plan is to somehow solve this.

So, do you have any idea how to prevent selling filled soulgems?

I was thinking about reducing soul values of summoned creatures to 0, but it will prevent the possibilty how to create "energy" for your magic items.
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Tania Bunic
 
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Post » Thu May 03, 2012 6:58 pm

Make sure your using the code patch. It re-balances filled soul gem prices as follows ...

Kagouti .............. 20 soul ....... 41 septimsBull Netch ........... 50 soul ...... 113 septimsScamp ............... 100 soul ...... 300 septimsOgrim ............... 165 soul ...... 779 septimsHunger .............. 250 soul ..... 2063 septimsGolden Saint ........ 400 soul ..... 7200 septims

Get rid of unlimited soul gems at vendors and increase rarity as loot and merchandise according to capacity as well as player level.

Set summoned creatures soul values to zero (You will also need to modify a certain dialogue to make your lore fit the world).
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Emma Pennington
 
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Post » Thu May 03, 2012 8:30 pm

Rocket: I am using the code patch.

About your other proposals, this will limit the overall usefulness of soulgems. Which I do not want to do, because magic items are not recharging by themselves in that mod and that is the change I like.

I just want to prevent selling of filled soulgems somehow.
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Stephani Silva
 
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Post » Thu May 03, 2012 6:23 pm

About your other proposals, this will limit the overall usefulness of soulgems. Which I do not want to do, because magic items are not recharging by themselves in that mod and that is the change I like.

I just want to prevent selling of filled soulgems somehow.
You prevent (excessive) selling by making other uses more valuable. You make other uses more valuable by increasing rarity.

An approach I took for my custom world was actually the opposite. I made filled soul gems nearly worthless by pushing the rarity factor onto enchantable items and making soul gems a common commodity, in turn decreasing value of the soul gems drastically. Every item that could be enchanted had a copy made with the enchantment capacity of the original item set to zero. The new items were then name "Enchanted " and given (greatly) increased monetary value. These in turn became rare loot.

The lore went as follows.

Only undead and daedric creatures had souls to be captured (with certain exceptions). You didn't actually capture the soul (since they don't have one) but rather the void where their soul once was. Enchanted (meaning can be enchanted) items were created when somone died a violent or epic death in combat. Their soul became bound to the item and you could release it using the void contained in the soul gem, replacing it with an enchantment when you did so.

There's more than one way to skin a cat. Get creative.
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Jerry Cox
 
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