Adura's Merchant Mod - Player Shops
2,321 kommentarer
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Pinkie Pie 11. apr kl. 3:34pm 
Its a nice little mod
joesarahh 7. apr kl. 9:33pm 
Such a brilliant mod! Have you considered making it availible on Skyrim Nexus? (Unless it is and I missed it?)
shadrac1701 1. apr kl. 9:01pm 
I apologize. I've done some more 'research' and it appears that I was wrong about the CTD with the BOS, and craftable gold coins. I had those unloaded and Breezehome Basement loaded, along with this and it did fine. When I load BOS, CGC, BHB and this mod, it causes CTD. When I remove Breezehome Basement, OR remove BOS and CGC, then there is no CTD. So the conflict appears to be between BOS, BHB, CGC, and this Mod but only when all 4 of them are loaded together. If you unload the basement or BOS and CGC, it appears fine.
Adura  [ophavsmand] 1. apr kl. 8:54pm 
edit: there's tons of mods that are about craftable gold coins, I may not have used the specific one you do.
Adura  [ophavsmand] 1. apr kl. 8:48pm 
I have heard that it conflicts with Breezehome Basement, but all other claims of that have just said that the stand clips heavily with the altered Breezehome. They never reported any ctds with it.

I have used Unlimited Bookshelves, Hobbiton house and craftable gold coins with this mod (and am still using some of them) and have not experienced any problems at all.

While I have not personally used Bank of Skyrim, people who use my mod have recommended that I use 'Bank of Skyrim' in conjunction with my mod for added fun. This leads me to suspect that they had no problems using them together.
shadrac1701 1. apr kl. 8:32pm 
I found another conflict. It conflicts with Kolton Burke's Breezehome Basement and the patch, causing a CTD as well. It may also conflict with unlimited bookshelves and hobbiton house. I suspect it also conflicts with craftable gold coins. I'm not sure on that because when I load this mod, those mods get unloaded.
shadrac1701 1. apr kl. 8:23pm 
This mod conflicts with Bank of Skyrim. It causes a CTD. I have unloaded Bank of Skyrim and the Crash doesn't happen. This mod looks really interesting and i hope you can work with the author of BOS to see if the two mods can work together. Thank you for publishing your mod.
babywillowfawn 31. mar kl. 6:30pm 
this mod looks good i will give it a try. always wanted to have a place to sell my sstuff with out having to go to vendors for it lol
Bunny Shadow 31. mar kl. 9:13am 
Love this mod! thankyou for making it! I look forward for more updates.
Pork Eating infidel 31. mar kl. 8:10am 
can you possibly make a stand in markarth (so i can sell human flesh) *evil laugh*
youseenothin 30. mar kl. 11:00am 
Well it stopped happening, it just did it once i guess? But anyway great mod! I love it!
Adura  [ophavsmand] 30. mar kl. 10:18am 
There was no money in the strongbox? That's strange =/
Sorry to say I don't know what happened. Never heard of this before.
youseenothin 30. mar kl. 10:05am 
Well in my chest I had some baskets, buckets, plates, and tools and when i came to add more it was all gone and i made no money and the fast travel wasn't very long
Adura  [ophavsmand] 30. mar kl. 9:02am 
@Youseenothin: ..any chance that they were just sold? How long was the fast travel?
youseenothin 30. mar kl. 8:27am 
I fast traveled to my manor to get more stuff to put into my chest. I then came back and all the previous items in the chest were deleted/dissapeared.
Adura  [ophavsmand] 29. mar kl. 8:40pm 
@Xal, Wes: I wouldn't hold my breath, if I were you O_o;

@Carl Grimes: Pretty sure there's a section in the FAQs for that.
General suggestions: Come back later. Look harder (especially in Riften. People have trouble finding her for some reason XD She must blend into the background.). Double check that mod is active.

@Shamo Ying: ^_^

@Mrs. SHark: Hahaha XD Love your comment. It's hilarious.
Adura  [ophavsmand] 29. mar kl. 8:35pm 
Heya Smookey52 ^^

In the description, under conflicts:
"This mod conflicts with Open Cities."

Open Cities makes a copy of the main cities in the open game world. My mod adds stuff to the cells of the original cities, and thus will not appear in Open Cities. (Open Cities, itself, says it will conflict with pretty much any mod that adds things to the cities.)

I have no intention of making it compatible with open cities, for several reasons:
1) I don't use Open Cities, so I have no personal incentive to do it >.<
2) It might not be something I can do without merging the mods, which is a pain and I'd have to get the permission of the creator of Open Cities. The other alternative is to guess where things pop up in the Open Cities areas and put stuff there, hoping they match up. :P
3) I'm lazy in general XD

Glad you like the mod ^^ Sorry you're using one of the few that conflict with it so badly >.<

Happy gaming :D
~DFA~ Sky 29. mar kl. 8:29pm 
Love your mod and everything about it, i might say this, I was raging a bit before when i spent all the gold only to have no stand in front of my house, you said it rarely doesn't work with other mods but i fixed the problem and turns out it's Open Cities Skyrim, perhaps you can work with that mod to make it even better but the standalone is a 5 out of 5, good work!
Xal 28. mar kl. 10:59pm 
Please put this on the Nexus =(
Pikachu 28. mar kl. 2:56pm 
Uhhh, i cant find the people in the Jarl's castle :\
Wes 27. mar kl. 10:47am 
Please Put This On The Nexus
Shamo Ying 26. mar kl. 3:27pm 
Hallelujah! Thank you, seems to work perfectly!
Mrs. Shark 25. mar kl. 2:47pm 
Ahh, Perfect way to lose some of those goods I... found
Adura  [ophavsmand] 18. mar kl. 11:24am 
@Little Birdy: Put items in the shop inventory, have someone attend the stall during business hours, pick up profits after each in-game hour.

(ppl who can attend the stand: yourself, spouses, housecarls, hired shopkeepers.)

@Dovahkiin: Yup~
Dovahkiin 18. mar kl. 10:02am 
can you even sell stolen stuff ?
Little Birdy 17. mar kl. 2:16pm 
how can i sell things
Adura  [ophavsmand] 15. mar kl. 5:47pm 

1) Enable subtitles.

2) Consult the FAQ ^^
cmcclain31 15. mar kl. 5:45pm 
when i was going to the place were the erson is they wouldent talk or let me buy the stand
Adura  [ophavsmand] 15. mar kl. 4:07pm 
also: If I change the listed price that you see in your inventory, that changes the price of the item for everything, including other merchants. Why have a stall to sell items if I was just going to universally increase your ability to sell things at a higher price through vanilla means? XD
Adura  [ophavsmand] 15. mar kl. 4:03pm 
If you restart the mod, sell an item at the lowest merchant level, you should notice getting half of the listed price in your inventory.

At lvl 100, it should be the same as the listed price.
Adura  [ophavsmand] 15. mar kl. 4:02pm 
Listed prices don't change. The amount of gold you GET changes.

I don't know if you CAN universally alter listed prices outside of the merchant/barter screen (short of manually altering each item in the creation kit.)

Listed price (the price in your inventory menu) is not the same as the sell price. (And you can notice that the price of items will, in fact, be different between when you look in your inventory, and when you look at the same item in the barter/sell menu)
jjb-54 15. mar kl. 3:43pm 
Then something is wrong and I need to restart. :(

Because the sword - has not changed prices from Level 1 - to - level 100.

So it must be on my end.
Adura  [ophavsmand] 15. mar kl. 3:26pm 
and by "that sword", I mean the one you used as an example :P

p.s.: percentage-wise, that's a +.5% of base price each level.

And it'd probably be less annoying to just raise the cap then to redo the formula :P
Adura  [ophavsmand] 15. mar kl. 3:23pm 
You're already making a lot more profit (about double) selling through your stand at lvl 100, then you would be selling to random merchant NPCs.

I think that's a good enough edge >.<

And it already does that.
Say you have that sword.

At merchant level 0, it sells through the stall for 125.
Selling it to an NPC merchant the normal way would sell for ~83 at speech=0, and 125 at speech=100.

At merchant level 100, it sells through the stall at 250.
Selling it to an NPC merchant stays at 83 (speech = 0) and 125 (speech=100)

The formula could be altered, sure, but it already is kinda game breaking >.< And I've also gotten requests to lower the selling %s.
jjb-54 15. mar kl. 2:58pm 
Alright - maybe we are saying the same thing?? But from different POV's?

Here is what I am asking:

At level zero - Sword sells for 250 septims.
At level 10 (for example) it sells at 252 septims and/or 1 % +/-
So that at level 100 it would sell - say at 300 Septims +/-

Basically - since we are unable to sell anything that we enchant / or enhance with smithing .. this gives the seller a slight edge??

Does this make sense? Since this is found to be made and/or sold by Dovahkiin - reputation makes it more valuable.
Adura  [ophavsmand] 15. mar kl. 2:50pm 
working as intended :P

at lvl 0, it'd have sold at 250 septims.

NPC merchants (depending on series of mods) will sell things for about 33%-50%, depending on speech and perks.
jjb-54 15. mar kl. 2:21pm 
Okay - I did not see that.

I looked at the base price - 1 item -=> 250 spetims (Sword) ... at level 100 and it had sold for 250 septims.

I will re-check this. Thanks!! :)
Adura  [ophavsmand] 15. mar kl. 1:17pm 
@Jj: Not really sure what you're asking for? ._.

Sounds like you want items to sell for more as your merchant skill increases, which they already do. (from about 50% base value at 0, to 100% base value at 100%. It's higher then normal NPC cuts at lvl 0)
jjb-54 15. mar kl. 1:13pm 
Okay - was thinking about your mod today as I was restocking my shops with goods to sell.

Is there an easy way to - since we cannot sell items we improve Smithing and/or Enchanting - to maybe increase the percentage base of the base items?

IE: Sword sells for 10 Septims.

As our sales perk increases, so the price of our items can go up .. say 2% =/- for each level?

Just a thought.
Maharba 15. mar kl. 10:03am 
Good mod with great potential. Dang that masters program. Who needs school when you can make great mods for me and not get paid for it! Haha I'm just kidding.
Adura  [ophavsmand] 14. mar kl. 7:33pm 

1) maybe. It's something I work on when I feel like it, but the drive for big changes to it doesn't hit often. And the current version on my computer, while it has updated features, also has a lot of things that need to be fixed (things that got messed up while trying new things out.) I refuse to put a broken version on steam! >:O

2) It could. But will it? Not sure. Probably not. It's not on my current beta-list of things to add O_o
andrewenders 14. mar kl. 7:15pm 
1) Is this mod ever going to get another update?

2) If yes, can a future update include advancing the speech skill?
Adura  [ophavsmand] 12. mar kl. 11:21am 
@ArMoonz: No trouble at all :P
ArMoonz 12. mar kl. 11:19am 
yeah srry...just figured that out myself ;) srry for the trouble
Adura  [ophavsmand] 12. mar kl. 11:10am 
from 6 posts down, and the description, and the FAQ:

To buy them you must own property in the town and pay some gold. Just talk to the new npcs in the Jarl's building. (2 seen above)
Cookie 9. mar kl. 3:48pm 
@Adura "I can add a message when players add items that won't sell, to tell them it won't sell. Admittedly, that'd get annoying if you try to jam a bunch in the chest. Maybe I can make it one of those quest notifications in the top-left. I don't remember if those work when in the inventory menu ._. "

"You are carrying too much to be able to run."
"Restore Health discovered from Blue Mountain Flower"
Just putting that out there. ;)
Crimson Lions 9. mar kl. 2:56pm 
I am going to add a recommendation of this mod on one of my mods that involve whiterun. If you would want me to remove it please contact me.
Adura  [ophavsmand] 9. mar kl. 10:52am 
^^ np
Corporal Cluckinton 9. mar kl. 10:50am 
Oh thanks I was just a but confused haha
Adura  [ophavsmand] 9. mar kl. 10:45am 
from description: To buy them you must own property in the town and pay some gold. Just talk to the new npcs in the Jarl's building. (2 seen above)