Jump to content

Search the Community

Showing results for tags 'trading'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Nexus Mods Hub
    • Site Updates
    • Site Support
    • Account Support
    • Vortex Support
    • Nexus Mods App
  • Modding Discussion
    • Mod Troubleshooting
    • Mod Ideas
    • Modding Academy
    • Articles and Guides
  • The Lounge
    • Newbies
    • General Chat
    • Gaming
    • Hardware and software discussion
    • Off-Topic
  • Moderation
    • Formal Warnings and Bans
  • Discussions
  • Vortex
  • Cyberpunk 2077's Mod Ideas
  • Cyberpunk 2077's Discussion
  • Baldur's Gate 3's Discussion
  • Baldur's Gate 3's Mod Ideas
  • Blade & Sorcery's Discussion
  • Blade & Sorcery's Blade & Sorcery: Nomad
  • Elden Ring's Discussion
  • Elden Ring's Mod Ideas
  • Fallout 4's Discussion
  • Fallout 4's Mod Ideas
  • Fallout 4's Creation Kit and Modders
  • Skyrim's Skyrim SE
  • Skyrim's Skyrim LE
  • Skyrim's Skyrim VR and Consoles
  • Skyrim's Mod Ideas
  • Skyrim's Creation Kit and Modders
  • Monster Hunter's MH Rise
  • Monster Hunter's MH World
  • Morrowind's Discussion
  • Morrowind's Spoilers
  • Morrowind's Lore
  • Morrowind's Construction Set and Modders
  • Morrowind's Troubleshooting
  • Mount & Blade II: Bannerlord's Discussion
  • Mount & Blade II: Bannerlord's Old Games
  • Oblivion's Discussion
  • Oblivion's Mod Ideas
  • Oblivion's Mod troubleshooting
  • Oblivion's Oblivion Construction Set and Modders
  • Oblivion's Spoilers
  • Ready or Not's Discussion
  • Red Dead Redemption 2's Discussion
  • Red Dead Redemption 2's Mod Ideas
  • Resident Evil Remakes's Resident Evil 4
  • Resident Evil Remakes's Resident Evil 3
  • Resident Evil Remakes's Resident Evil 2
  • Resident Evil Remakes's Resident Evil Village
  • Starfield's Discussion
  • Starfield's Mod Ideas
  • Starfield's Creation Kit and Modders
  • The Witcher's The Witcher 3: Wild Hunt
  • The Witcher's Mod Ideas
  • The Witcher's The Witcher 2: Assassins of Kings
  • The Witcher's The Witcher
  • The Witcher's REDEngine and Modders
  • Spider-Man's Spider-Man Remastered
  • Spider-Man's Miles Morales
  • Spider-Man's Mod Ideas
  • Fallout New Vegas's Discussion
  • Fallout New Vegas's Mod Ideas
  • Fallout New Vegas's Mod Troubleshooting
  • Fallout New Vegas's GECK and Modders
  • Fallout New Vegas's Spoilers
  • Stardew Valley's Discussion
  • Fallout 3's Mod Ideas
  • Fallout 3's Discussion
  • Fallout 3's GECK and Modders
  • Fallout 3's Spoilers
  • Fallout 3's Mod Troubleshooting
  • Dragon Age: Origins's Discussion
  • Dragon Age: Origins's Builder Troubleshooting
  • Dragon Age: Origins's Mod Troubleshooting
  • Dragon Age: Origins's Mod Ideas
  • Valheim's Discussion
  • Dark Souls's Dark Souls
  • Dark Souls's Dark Souls 2
  • Dark Souls's Dark Souls 3
  • Dark Souls's Dark Souls Remastered
  • Mass Effect's Legendary Edition
  • Mass Effect's Original Trilogy
  • Mass Effect's Andromeda
  • Hogwarts Legacy's Discussion
  • Subnautica's Subnautica
  • Subnautica's Below Zero
  • XCOM's Discussion
  • XCOM's Mod Ideas
  • XCOM's Enemy Unknown
  • XCOM's XCOM 2
  • Jurassic World Evolution's Jurassic World Evolution 2
  • Jurassic World Evolution's Jurassic World Evolution
  • 7 Days To Die's Discussion
  • Anno 1800's Discussion
  • Assassin's Creed's Odyssey
  • Assassin's Creed's Valhalla
  • Fallout 76's Discussion
  • Fallout 76's Mod Ideas
  • Far Cry's Far Cry 3
  • Far Cry's Discussion
  • Final Fantasy's Discussion
  • Final Fantasy's VII Remake
  • Final Fantasy's XII The Zodiac Age
  • BattleTech's Discussion
  • Dying Light's Dying Light
  • Dying Light's Dying Light 2
  • Dragon's Dogma: Dark Arisen's Discussion
  • Dragon's Dogma: Dark Arisen's Mod Ideas
  • Dragon Age: Inquisition's Discussion
  • Dragon Age: Inquisition's Mod Ideas
  • Dragon Age: Inquisition's Troubleshooting
  • No Man's Sky's Discussion
  • No Man's Sky's Mod Ideas
  • The Elder Scrolls Online's Discussion
  • State of Decay's State of Decay
  • State of Decay's State of Decay 2
  • Planet Zoo's Discussion
  • Neverwinter Nights's NWN Discussion
  • Neverwinter Nights's NWN2 Discussion
  • Neverwinter Nights's Mod Ideas
  • My Summer Car's Discussion
  • Metal Gear Solid V: The Phantom Pain's Discussion
  • MechWarrior 5: Mercenaries's Discussion
  • Kingdom Come: Deliverance's Discussion
  • Kingdom Come: Deliverance's Modding Tools and Modders
  • Devil May Cry 5's Discussion
  • Star Wars Jedi's Fallen Order
  • Star Wars Jedi's Survivor
  • Star Wars: Battlefront II (2017)'s Discussion
  • Sekiro: Shadows Die Twice's Discussion
  • Pillars of Eternity's Pillars of Eternity
  • Pillars of Eternity's Pillars of Eternity 2: Deadfire
  • Palworld's Mod Ideas
  • Palworld's Discussion
  • Palworld's Unreal Engine and Modders
  • Dragon's Dogma 2's Discussion
  • Dragon's Dogma 2's Mod Ideas

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 16 results

  1. How about an idea for a Diamond City (perhaps a good neighbor), so that instead of the dead unique sellers of weapons, a doctor, etc. after a while, other ordinary sellers allegedly from among the residents of the city appeared. Another option, with good relations with the Institute, they could be asked to replace the dead with their copies (without unique replicas and quests) or simply send Synths there to provide these services. Or maybe tell me similar existing modifications to solve this problem. Thanks.
  2. Merchant “Class” Okay, so basically the would be a mod that attempts to make it viable for a player to play a merchant that would travel around skyrim selling wares in different places. It would make the Speech Class more of a play style as opposed to just something that levels in the background. It could also affect the follower system as well as make the survival aspect more interesting. Also that Achievement for getting 100,000 gold not just something that only happens either at Very Very end game or through the use of cheats or exploits. So for people that don't know how a merchant would conduct trade back in the day, basically you would buy a s#*! ton of something (Silk) and then you would move a Huge distance and sell it to people who didn't have that, and you couldn't just hop town and then be able to buy it for yourself. You are basically taking an item that is abundant in one location and moving it to another that is deprived of said item. The mod idea is scaleable, it all depends on how much you wanna put into it so i will state at the base and move up i think. If i come up with anything else I'll post in the comments. Also if this formatting looks like trash just tell me and ill try to ake it better or upload from somewhere else or link or something. Thanks!!! Now for the mod descriptions and ideas... Base Mod (What is needed to make the foundation for the mod) Items Cart - Basic Cart Its the item you would need to do this “Class” Initial cost is 10,000 You use this to move your wares, player moves at normal running speed It is equipped Acts like a chest for the “Raw Materials” 1,000 weight Horse Drawn Cart - Upgraded Cart Initial Cost is 30,000 You use this to move your wares, player moves at normal horse walking speed It is Ridden Acts like a chest for the “Raw Materials”, holds 10,000 weight “Raw Materials” - This would be things that a city or hold could export. To give some ideas here is a list, but the big thing is this would have to be limited to basically one thing per hold to make things simplistic, and should be based on the geography of the location. Timber Fish Stone Meats Exotic Goods Precious Gems Irion Commerce This is what Whiterun has as their “Raw Materials” Obviously it’s not a raw material, but this acts as something to reinforce the idea that Whiterun is that trading hub of Skyrim. Mechanics Shipments You get this from an NPC in each hold Capital. When you buy this you buy shipments, each weighing between 100 and 300 pounds. Selling your shipments can be done anywhere, but the farther you are from where you can buy That shipment, should be three tiers 1 - Selling This hold sells the shipment you are trying to sell Sell your shipments for a net loss 0.75 2 - Touching This Hold is touching a hold that sells what you are selling Sell your shipments for a net neutral 1 This is true UNLESS the holds 3 - Distant This hold is separated from a hold that sells your wares Sell your wares for a net gain of 2 Commerce Only available in Whiterun Sell your wares for a net gain 1.25 Towns This is just an example to give an idea Dawnstar Fish Falkreath Timber Markarth Stone Morthal Meats Riften Fish Solitude Exotic Goods Whiterun Commerce Windhelm Irion Winterhold Precious Gems Additions Followers The player can have a extra follower at speech levels 25, 50 and 100 maxing at 4 followers total Playing with the Speech perks to include this new system Messing with the Steed standing stone to include this system Making the player more prone to being attacked by mercenaries or hired thugs while moving around product. Whatever else cool things you good people can think of that would be cool to include.
  3. Imagine how nice it would be to have a Trading post designated in your settlement for visiting Traders/Caravans like Trashcan Carla, Cricket, Doc Weathers, etc.. All trading post could accommodate everything in the Caravan like even their bodyguards and their pack Brahmin. Since they're popular all across the Commonwealth, it would be fun to see visitors in your settlement looking for Cricket or Lucas Miller. Also, the same visitors would hang out and trade in your player-built vanilla (or modded) Shops, this would add so much fun in building proper stores, diners and security in your settlement because of course, there would be random events of either a raider posing as a visitor or even an entire raider raid in your settlement. "It'll feel good knowing that your 3-5 hour Restaurant/Bar Build in Sanctuary, is finally generating caps instead of a Freeloading Preston all the time." Also, there would be random times where, all 5 travelling Caravans converge in the settlement that you're in, then it would be like a festival in your settlement where a huge amount of Visitors would flock your settlement looking for the things they need, heres hoping in festival mode, all 5 traders and your own player-built shops would have like 20 to 50% discounts on all items except legendary ones. Maybe another addition that allows yourself to be a member of Bunker Hill's Traders and specially after the Railroad line and Covenant Quests are done, maybe the good ties with Old Man Stockton would allow you to be an instant honorary member as a gift of gratitude in saving someone's "Daughter". It's all in my head, i want to draw some sketches but i can't for the life of me draw. Well, since the CK is in Beta, here's hoping someone would try a take on it. Thank you for reading!
  4. I think settlement is a big too crowded with jobless except produce food, stay on trading stand or stay on guard post. The provisioner is alone on a long away trade route. Therefore, i think does it possible to give them command as trading escort maximum is 4 units (a squadron) so the trade route will be a bit funnier :smile: Moreover, we have too many settlement but a bit less secure parameter. Any possible to make a protection team (12 units) to clear out all hostile in their settlement radius (same as artillery range). I play with Institute and certainly general of minutemen. However, i am too tired with their random check point. Do you ever dream to have more citizen, more soldier to pacify entire Commonwealth. Currently, we just have a mod to let settles to produce junk. So we can have infinity resources to build settlement bigger. We have mod to expand infinity settlers, and settlement build limit If we can have that mod, then before we can engage to diamond city, we can build step by step from santuary as a HQ. Recruit more settles, give them armor and weapon, then sent them to secure surround parameter. To pacify the city center, we need hangman alley, bunker hill and castle to set a triangle basement to send 3 assault team to secure that area with 12 x 3 = 36 units. I think that could make commonwealth will no longer a chaos land with insitute technology (or BOS fire power), Minutemen courage and proffesional army who recruited and equipped from local settement. No longer have to deal directly some mosquitors, murlurks, mutants, raiders, gunners in our prosperity and large towns territory :D there is an army to shot them down haha
  5. I would like to see a mod which permits me to sell, or take possession of, a stolen horse. FREX, the horse from the rock shelter bandit hideout over by Whiterun. I can ride him, but as soon as I get off he heads back to the bandit hide. If there's a way that's already in existence I'd like to know about it.
  6. More Things To Buy Please Having played Fallout 3 for over 50 hours or so on my current character I have managed to amass quite a large collection of bottle caps (over 30,000). I now have no use for them because armour is not a problem and my stimpaks heal about 150 of my health and I can find them everywhere, I was just wondering if there is a mod that adds items, chems or other over priced amazing things to the game for me to buy? (I'm thinking of something like the insanely priced items in the Gun Runners Arsenal pack in New Vegas) Thanks you.
  7. Silk Road was over 4k miles while the US is 2k miles across. This can open up so much for FO4 it's unreal, if Caesar won.... I don't know if this is the place to suggest, hire or ask someone to make it, but I have an awesome idea for a mod. One of the biggest complaints I've heard with FO4 is the lack of lore and story diversity, which leads to a lack of immersion and a sense of being let down by the story writers of Bethesda. I thought it would be amazing to have the Crimson Caravan show up and little trade areas could start to pop up between major towns or as parts of your settlements with NPCs saying who they are and maybe a little about some town they passed through. The voice actors could reference other places between New Vegas and DC that have been seriously neglected by the writers. It wouldn't have to be a full disclosure of an area or cities situation, but it could tell someone's perspective of traversing the harsh plains or dealing with bandits/crazy radiated s#*!,kinda like Silk Road. You could literally call it Fallout: Silk Road. Brilliant! Hypothetically, it would only be possible if Caesar's Legion would have won. Hear me out... The NCR would have been significantly weaker after their president was assassinated and their entire eastern front collapses. This would have caused the protection provided by NCR territorial occupation to become much more unstable. The CC would still exist though. And you better believe they'd want to keep things going. Sure some pockets of the NCR could resist, by without relief or supplies they'd likely die from starvation or exposure or abandon their posts outside of their major strongholds. They aren't all trained to be Rangers. Caesar's Legion, on the other hand, is very much trained to be survivalists. It's noted that traders prefer Caesar's territories because it's free of banditry and safer than NCR territory for travel. This would seem like an opportunity for the administration of the CC to broker a deal with the Legion post-New Vegas. If not for their survival as a company than the potential to expand trade to territories further east would seem very important to both the CC and the Empire Caesar is trying to create. If the plot of that major character in FO4 you see looking out a window at the Golden Gate Bridge is any indication there is knowledge of both Coastal lines and a means to get there. There was even that bar scene along the way as well. You're absolutely right that it's logistically impossible, but IMO, only with the NCR. Their supply lines wouldn't be able to handle the logistics of manning all that open area with their command center being so far away, dealing with other tribes along the way would become detrimental because of their code of laws and diplomacy would become a nightmare. Communication across this wide of an area would hamstring a lot of their forward operations. It's not impossible with Caesar's Legion for 3 reasons. They are way more nomadic and versatile as an army by design. They operate autonomously as Legions at the command of their leader who answers to Caesar. This mirrored the true Roman custom of conquering territory "for the good of the Republic", but in this case there's no Senate to sanction the operations. It seems like Caesar heads a lot of his campaigns, but doesn't need to do all of them. Their ruthlessness would be an extremely beneficial factor because, like the conquering societies, they would absorb other tribes. This would keep slavery up to be used as labor and cannon fodder and keep their higher ranking infantries casualties low in battle. Also feeding the tribes would be a problem for the NCR the Legion would resolve by just killing them. There would potentially be plenty of cities to scour for supplies along the way and little to no opposition from their western front. They really wouldn't have much opposition on their eastern Front except for the pocket cities the BoS is in and a Deathclaw or two. Even then, there wouldn't be much concentrated "resistance" until the East Coast. Since they've clearly shown that they are accustomed to and thriving in conflict zones, I doubt the CC wouldn't look for some way to work something out with Caesar if they saw Mr House AND the NCR fall. They would probably even be commissioned with assisting sieges and troops with supplies or food in exchange for protection to trading in their conquered territory. They would be interested in growth as a company, but also probably forced as a federalized entity of the Legion.
  8. After all those years I might still be under impression of Spice and Wolf, and Founders of the North it inspired, but recently I was thinking about trading mod in Fallout 4. Not the crappy trading 'get all the loot and sell it to a vendor', but real trading. Resources, manufacturing, contracts, huge amounts of caps involved. Quickly looking through Nexus I didn't find a mod like this, and the settlement system was left so lackluster and boring, so, why not splice it up? Though the Commonwealth may not be the best place for such mod (since devs were too lazy to fill it with real settlements), but still, anyone else would like such mod?
  9. Hi all, So I'm about at my wits end. I'm experiencing a CTD that seems a bit...odd. It's almost entirely random, and centred around trading. I first noticed it in Whiterun, trading with one of the market stalls: I tried to buy Wine, and the game CTDd. Odd. Since then I've found this seems to happen if I buy wine from traders - but not all of the time. It seems to be almost random, I've no idea why. So since, I've been trying to figure out why- disabling mods in sequence and testing, then retesting and retesting again, always with the same result: No Dice. Sometimes the game will seem like it's fixed, or it'll fool me to thinking I've narrowed down the problem to a few mods, but it'll just be a trick: It'll just occur again during retesting. I'm not too keen on starting all over again at this point, but realise I might just have to. I just can't seem to figure this out.
  10. I have always loved Skyrim, and all the craziness...well, maybe not all of it. Skyrim modding has got to be some of the craziest I have seen for games, but I wanted it to be a little more interactive in a way. I already know that Skyrim has an online mod, but I thought, why have an online mod in which I have to use a seperate service for it to work on a generalized server that someone else hosts? I personally loved the idea of online skyrim, but I personally don't have enough bandwidth to play online. I have plenty of friends that I know who would love to play, but it will never happen as I will always get kicked because I lag out. So I figure, for those that don't want to use an internet service and instead want to use their rigs as a server for a LAN of their own friends (virtual LAN would be supported), why not do that? grant it, it would be very small, like 5-6 characters max, or depending on your rig system specs would determine your player cap. can it be done or not? I am just curious, cause I spitball: I do not create content, so any input is appreciated.
  11. I've noticed that some merchants deal in "shipments" where you can get a lot of a given item at your settlement(s) without lugging it yourself. If they can do that, why can't they do that for your stuff too? Call it something like "shipment of inventory" and treat it like other "shippment" items. Charge by weight. Why request this? Because running back and forth across the wasteland every time your inventory is full sucks, and not evryone likes fast travel. As a player you'd also need to balance cost vs. convenience, adding a little more depth to trading/inventory management.
  12. I would like to see a mod that shows how many caps a vendor is trying to give you beyond their max amount of caps when trading. It could be called something like "What do I owe 'ya?" and would show how many caps -total- the vendor owes you (and vice versa) so you know how much more value in items you need to trade to keep from exceeding their max caps. I searched and didn't find a mod like this, would love someone to make it or point it out if there is already something like this out there.
  13. Do you remember the trading camps in the game Fable? I would like to see something like that in Skyrim. Brynjolf's market stall gave be the idea. I imagine my character teaming up with Brynjolf to start our own peddling business. I imagine the dollar sign rolling through our eyeballs like a slot machine, when I mention this idea to Bryn. Just imagine it. A Gypsy style trading camp caravan along the road somewhere. Includes: Market stalls, wagons, tents for sleep, bigger tents for business and entertainment, a huge campfire, performers (dancers, stunts, magicians), fortune teller, jester, carnival style games, carnival food, prizes for winning, fences, maybe some exotic animals. Gypsy Vanner horses. New Cooking and Alchemy recipes that are guaranteed to cure everything (including Falmer's Elixir). Recipe ideas: Elixir Ricipies: Elixir of Sunshine, makes you Vampire resistant for 24 hours. Serana will probably not want to have sex with you either. Elixir of the Moon Blood, gives you vampire powers for 24 hours, with out turning you into one. But, you might want to have a cure disease potion on you just in case. Healing Waters of High Hrothgar, it's just chilled melted snow :laugh: with a little mint flavor in a pretty blue glowing bottle. Blessed by Dibella, promises to enhance your bosoms' and take 5 years off you. Desires by Dibella, boost stamina, stamina regeneration, speech craft and better prices from the opposite sex. Liquid Gold will put 5,000 gold septum's in your pocket. Warning: Drinking this might attract dragons to you. Moonshine can make you go blind or … help you see in the dark. Take a chance and see what happens. Lover's Elixir, will cause the first person who sees you to fall in love you and possibly want to marry you. Warning! Find a place to hide for 24 hours if you attract an unwanted lover. Food and Drink Recipes: Mammoth Ears (fried mammoth ears seasoned with sugar and spice) Horker Whoppers (Have it your way) Horker Whopper Jr Krab Kababs (Spelling crab with a K makes it look fun) Skeever Kababs (Just put some sauce on it. That will cost you 1.oo G.S extra) Kynesgrove Fried Chicken (KFC) Weeny Sticks. (could be dog, could be skeever, possibly a horse or a troll) Beer Battered Skeever (You see a pest, I see an opportunity) Oyster Shooters (Get fed and drunk at the same time) Cotton Candy ( a cluster of Tundra Cotton dipped in honey, coated in salt & sugar dust. Not exactly what you had in mind I take it.) Champion Beer ( Someone needs to bring beer) Milk Drinker (5% alcohol 95% milk drinker) Lucky Lover's Ale (makes you think you're talking to an attractive woman or man, while drunk for 160 sec.) (Give players the option to chose what appears to them, straight, bi, gay and race.) Drink more if you want to continue the convershashion with them. Spiced Apple Cider. (something for the kids) A vendor that has the most expensive looking bull s#*! on display. Mood Rings Crystal Necklaces Lava Lamps Dream Catchers Ariel's Secret Map of Lost Forgotten Treasures (Relive the Geraldo Rivera experience) Cheese Wheel of Gold ( You just purchased a glorified paper weight, because you can't eat it or do anything with it). Falmer's Elixir ( Only for a limited time offer) The Jarl's Magnificent Robes. Another idea is to set up your trading camp the same way you set up Campfire.
  14. Have you heard of or even played Oolite? Or giving your age away Elite?
  15. I would like a mod that shows my companions inventory along with my own when bartering or transferring items without having to trade with them and then go back to bartering or transferring. Ideally it would be it's own list in the pip boy so you would have weapons, Apparel, Aid, Ammo, Misc, Junk, Companion. I realize I can just use a carry capacity mod and just carry everything myself but that's not really what I want. If such a mod already exists please let me know Thank you
  16. I've been working on modding the way commerce goes on in the Commonwealth, primarily centered on player perks and what few game settings I could find. In order to test the mod, I'm tracking the buy/sell ratio of an item (10mm Pistol, no mods), which I've also modded to have a value of 100, while the player levels their skills. Though not the end of the world, I've hit a snag (see title). I'm about as novice as they get, but this is what 2 days of head-scratching has gotten me so far: At first I thought it was having Charisma 1 grants an extra 10% value, but tuning base charisma doesn't seem have any effect on the value of my items. Then I thought it was the PlayerPerk, which has a few mod Buy/Sell entry points, but yielded no results after deleting them. This extra 10 caps appears to be 10% of the base value, as changing it to 50 makes it worth 55. My question is thus: where is this extra 10% coming from? Bonus Question: fBarterMax appears to change both Buying and Selling power, and fBarterMax appears to do nothing. Am I missing something, or is this just poor implementation? Any knowledge you can share on fBarterMin, fBarterMax, fBarterBuyMin, fBarterBuyMax, fMinBuyMult, fMasSellMult, or any other relevant settings or files I have missed would be immensely appreciated
×
×
  • Create New...
  翻译: