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what does "improve my merchant experience" mean to you? what do you want? more variety? more interaction? more magic? more money so you can offload more?
Your Market Stall is dumb, you like that? it's not passive, you or a follower has got to sit there right? who the hell wants that?! you got stuff to do! if you like that maybe go farm on Goldenglow and set up your farm stand and forget the world around you and do something peasant-y... some people enjoy this stuff I guess, I find it mind-numbingly boring. (it's Steam, what are ya gonna do? some people find Pressure Washer or Powerwash Simulator enjoyable, there's even DLCs for the 2nd one, it to the tune of $55 to, yep, pressure wash things. takes all kinds I guess...)
I mean there are ones that let you recharge magical items so you don't have to collect souls, does that "improve" your experience? do you want more of them? like the wandering vendor carts that patrol the main roads between holds? etc. etc. give us some criteria.
I am personally using following style, when sharing links. Each their own, but just as example.
Unofficial Skyrim Special Edition Patch - USSEP
https://www.nexusmods.com/skyrimspecialedition/mods/266
Now, I AM going to clickety click through those mods, just in case I spy something that was missing from my build. Trade&Barter combined with Trade Routes has been quite enough, but it is always worth to check.
Merchant - A Trading Expansion
The Mudcrab Merchant- Immersive Easter Eggs (SE-AE version) (''morrowind'')
Merchant - A Trading Expansion
Skyrim Trading Posts Remastered - SSE
Solstheim Trading Posts
Realm of Lorkhan - Freeform Alternate Start
JK's Arnleif and Sons Trading Company
East Empire Company Armor
RE - Real Estate Continued
LC_Build Your Noble House
LC Become Jarl of Ivarstead SE - Port with Expansion and Voices Fix
All some fine recommendation from my modlist that does make the 'trading and status' system in the game a little bit more interesting.
Understandable, since I'm also new to forum just like 2 days ago, still learning! :>
Trade and Barter
https://www.nexusmods.com/skyrimspecialedition/mods/23081
Trade Routes - Regional Economy SE
https://www.nexusmods.com/skyrimspecialedition/mods/12358
These can be used together. It is recommended that Trade Routes loads after Trade and Barter, because it will "hijack" TaB's price anchor change. Other features of TaB remain active.
IE: Don't bother making any price anchor changes in Trade and Barter MCM, if both mods are used. Move price anchor in Trade Routes instead. Tweak other percentages in TaB as you like.
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I recommend that you also check at least Trade and Barter I linked above. It takes your personal relationship and status in account for sales. MCM allows you to tweak values as you like.
For example, Thane of Whiterun who befriended Adrianne by doing her quest gets good discounts from her. You can befriend both Belethor and Arcadia in one simple quest for a minor discount (or larger, depending on what you decided in MCM) + possible status bonuses. Archmage thane has better prices from college merchants. Doing some favour quest for them lowers the prices again.
This is why I also use Trade Routes. That mod is definitely not for everyone, but I consider it as base for merchant build. It changes supply availability AND prices in regions, based on what is common there. For example: spellbooks in Markarth are more pricey than in College of Winterhold, but latter pays better prices from gold and jewels, while Markarth has plenty of those. Whiterun is central area and considered as trade hub of Skyrim. Prices there are in medium level for all products.
Checking through MCM and making some decisions is required with Trade Routes. Price anchor is the key here. Leaving it low will cause prices to jump in every hold. Moving it high will give cheaper prices. I am personally using very low position, because money in Skyrim is basically "free" and vanilla prices cause character to swim in cash at level 10.
People complaining about it's changes never figured out the mod logic and seemed to have ignored MCM entirely. Once you figure out the logic and set price anchor suitable for your game, it makes no sense to play the game without Trade Routes. BGS could have set regional price variation to begin with, but we know they had to cut out a lot of things before the release. Perhaps this was one thing they had to give up for.
The Mod cause only corrupt Savegames
For market stalls there is the little unknown mod Adura's Merchant which adds 5 stalls in the big cities as soon as you own the house there, it doesn't cause any problems
Otherwise I can highly recommend Trade and Barter, you can adjust a lot of things like how much gold the merchants should have, adjust selling and buying prices etc.
It does not corrupt save files, but it will inflate them. If you have plenty of mods running custom scripts, then it is best to leave it out. Otherwise it can increase the save size, because items you sold do not disappear from NPC inventory.
This is usually not a big deal in normal game, unless you keep rolling through towns over and over again. It is pointless risk for games having more advanced mods. They do not need any more weight to save files.