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nocoolnamejim

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Everything posted by nocoolnamejim

  1. Thanks for the feedback and suggestions guys. Am in the process of doing some studying and reading up to try and learn how to do this.
  2. Hello all. Thanks for taking the time to read about my idea. I was thinking about doing some things with the economy. Like basically every Bethesda game ever made that I've played (Morrowind on), the economy in Skyrim seems to follow the same path: 1. First couple of hours - Dirt poor, struggling to get by, weighing each and every decision or use of resources like the next 50 hours of gaming hangs in the balance 2. Next couple of hours - Relatively balanced 3. Following 200 hours or so - Richer than Mitt Romney and nothing really to use your vast wealth on I'm very new to the idea of modding, but I have a general idea on what I want to do. I am not looking to rebuild the entire Skyrim economy from the ground up since I figure I'd start my modding career kind of small. But I like the idea of introducing "Taxes" into the game. How it would work is that I'd introduce a script that is tied/triggered by the in-game timer. Every so often, the script would run and "tax" a player in game of some of their obscene amounts of wealth that you build up. Taxes would be pretty simple at first, maybe tied to the number and type of player homes, but gradually I'd like to expand this mod in later versions to be more granular and introduce other "expense" type items for things like home upkeep, House Carl salaries and maybe add some player choice. (Player can refuse or be unable to pay taxes, earning a bounty.) I recognize that this is not a perfect solution. As I said, not looking to rebuild the economy as I'm just learning how to do this, but for versions I was thinking along these lines: Version #1 - Simple script. References in-game timer. Every so often (time period TBD), script runs and grabs a set amount of money away from a player. Script triggers message notifying taxes have been paid. Version #2 - Start adding in a few more logical statements into the script. Ability of player to ignore paying their taxes to trigger bounty. "If "PlayerPaysMoney", then "TakeMoney" else "PayerIsDeadBeat" then "AddBounty". Version #3 - Begin tying script to specific holds. Have a house in Solitude? You pay taxes on that house to Solitude. Don't pay taxes? Bounty gets added to Solitude hold only. Version #4 - Start adding any other sources of revenue and expenses. Archmage of the College of Winterhold? Maybe maintaining the college costs some money? Things of that nature. Hopefully as I got my feet wet on the really simple early stuff, I could make this more "fine-tuned" and even start introducing more advanced concepts like tax shelters, itemized taxes, etc. Then, beyond that, maybe I'd eventually start looking into (WAY down the road) building a real, functional economy for an Elder Scrolls type game.
  3. Hey Rusty. Thanks for the reply. This is a good workaround. It's not quite optimal as I'd prefer to keep influence plus/minus factors as the developers have intended, but it works since I can "eyeball" it a bit to try and use the kittens to get Oghren's positiveness a bit closer to where it should be without overshooting it. I appreciate your help!
  4. Hello everyone. Thanks in advance to anyone taking the time to help me out. I've searched through several categories of mods on the sight and gone back a few pages on the forums, but I haven't been able to find anything that fits what I'm looking for. Is there a mod out there that fixes the glitch/bug that gifts for Oghren in Awakenings start at half value? Building influence with him seems to be pretty hard in both Origins and Awakenings and it looks like it will be even harder with this bug.
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