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jjensen6823

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Mod to improve the financial system for Millwater Retreat.

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PLEASE NOTE: This mod was written for MR version 2.0, and WILL have compatibility issues with version 2.2 and above.

Millwater Retreat by darkfox127 is one of my favorite player homes.  It is large, well thought out, intricate, with lots of surprises and special features.  I wouldn't want to play without it.  With that said, there are a few problems that need to be corrected, IMHO.  I created a patch hub with a variety of small patches, here.  This "patch" is one I have have been working on for 20 months (off and on), and I believe it is finally done.  It primarily seeks to address the financial system at Millwater Retreat.

In the mod, you may hire the lumberjack and the fisherman for 200, 300, or 400 septims each, per fortnight.  If you start this quest early in your playthrough, you are unlikely to have a high enough speech to reduce the salary, and there's no way to bargain it down later.  If you are the thane of Falkreath, you can use your thane guards to guard your home without paying them, but if you need to hire mercenary guards, they'll cost you another 600 septims per fortnight.  So that's potentially 1,400 septims (not including the carpenters, if you hire them) paid out every two weeks.  For income, the lumberjack and fisherman each bring in 250-650 septims per fortnight.  That means that average income with both workers hired is 900 septims per fortnight.  Not a very profitable business.  If you wait until late game to play this, hiring the workers for 200 septims each and using thane guards, then you stand to make some decent money, but I'm not that patient.

This mod does the following:
  • Changes the salaries possible for the fisherman and lumberjack to 200, 250, or 300 septims.  Changes the mercenaries' pay to 400 septims.  Income is 300-600 septims each (assuming a neutral satisfaction level--see #2).  This still means eeking out a profit if you're paying the max for wages (1,000 septims) for everyone will be very difficult, but at least you shouldn't lose a lot of money.
  • Implements a "Employee Satisfaction" system.  Without giving too much away, telling the lumberjack or fisherman to take a break or giving them gifts provides a bump in their satisfaction, with a corresponding increase in their earnings.  If they miss a paycheck, they won't immediately leave if they have a positive job satisfaction, but their satisfaction takes a big hit, and so do their earnings.  Job satisfaction always moves slowly back towards "neutral" over time.
  • The timing system used by the mod assumes a 20:1 time scale, so if you use a mod to change the time scale, the pay periods won't be a fortnight.  This mod changes how timing is implemented and will no longer be affected by time scale, time spent in menus, or any other factors.  It will always be 14 days.
  • Bandits will now only attack every 14 days, no matter when you hire the workers and guards.
  • Added a lot of error trapping to various scripts.  There were small problems in the scripts that had no effect at all on the game, but kicked out a ton of errors in the papyrus error log, making debugging difficult.  That should be fixed.
  • Creates an Mod Configuration Menu where all these numbers can be adjusted to suit your taste.  It's your game.  Salaries for the fisherman or lumberjack will need to be changed after you hire them.

This was a big undertaking (as least for me), so I would not be too surprised if I made a mistake somewhere.  If you notice anything, please let me know and I will do my best to correct it.
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