Elestat Posted November 9, 2011 Share Posted November 9, 2011 Hey guys, i am the creator of the Trade and Commerce mod for oblivion and i've been thinking about releasing the mod for Skyrim. It'll probably take me some time to start developing the mod and even more time if i have to wait for something similar to OBSE to come out for Skyrim, but ill definitively give it a go. So the point of this thread: i want to get some input from players on what aspects of the mod you would like to see improved and what new features you would like to see. Link to comment Share on other sites More sharing options...
RejectedCamel Posted November 9, 2011 Share Posted November 9, 2011 That's one of my favourite mods, congratulations. For improvements, I would suggest sending employees (or going yourself) to old ruins and bringing back ancient relics and valuable items to sell them off. Or perhaps include a bit of marketing - Setting up sign posts in the street that would increase an NPC's chances of buying something from your shop. Link to comment Share on other sites More sharing options...
Elestat Posted November 9, 2011 Author Share Posted November 9, 2011 Thanks! Very good suggestions both, for advertising i was thinking about hiring a town crier, basically an npc who would go around town advertising your store. Now about relics you touch on one of the points i always wanted to develop for the original mod but never quite got around it; basically as you get more money you would hire a group of adventurers to go out on expeditions to remote lands and the more money you payed them (funding the expedition) the greater the chances they would bring valuable stuff. Link to comment Share on other sites More sharing options...
droscoe2 Posted November 9, 2011 Share Posted November 9, 2011 Loved your mod. Used HGEC body replaced with H-Cups and made my clerk woman sell my stuff topless. Needless to say business was good. Link to comment Share on other sites More sharing options...
JERorly Posted November 9, 2011 Share Posted November 9, 2011 How about actual caravans / carriages that travel from cities to others with actual trade goods that can be intercepted by the player or other NPCs on the road? Link to comment Share on other sites More sharing options...
phalen Posted November 9, 2011 Share Posted November 9, 2011 absolutely! i'd love to see this in skyrim :D it saves me from selling items one by one. Link to comment Share on other sites More sharing options...
Elestat Posted November 9, 2011 Author Share Posted November 9, 2011 @JERorly:Thats a very good one, although it may prove quite difficult to implement. Link to comment Share on other sites More sharing options...
PaladinRider Posted November 9, 2011 Share Posted November 9, 2011 (edited) Cool mod! I had originally planned to do something very similar. I even searched the Oblivion nexus for mods like this but somehow I missed it! I'm in a double degree program for Business and Computer Science.. I released my first mod back in March for New Vegas. It was a business mod in a sense but I'd really like to take it a step further. I had a totally planned out business mod - there'd be several open plots of land in each city to open a specific business. I had a fishing port, a horse stable, a courier, training facilties, mine*, and many more. I was planning to be very intricate - complete with income statements and balance sheets. The plan was to have a different tax rate in each city (different for the types of businesses as well). Each business was interconnected in a way. If you owned the stables, you needed to buy feed and hay for your horses, but if you owned the farm you could sell these at a discounted rate. *I thought the mine could introduce a competition aspect to it with the East Empire Trading company. You could have a big-fish little fish competition scenario where the EET will try to put you out of the mining game. Anyway to save a further wall of text I actually have some 4-5 pages of my schematics laid out. PM me if you want me to give you more ideas. :thumbsup: EDIT: I ended up choosing a different route, still a business mod but less expansive. I felt there would be too big of a potential for conflicts by having small plots in every city. Edited November 9, 2011 by PaladinRider Link to comment Share on other sites More sharing options...
Elestat Posted November 9, 2011 Author Share Posted November 9, 2011 @PaladinRider: You're the maker of the Run the Lucky 38 mod right? I never played it but it seems like an awesome mod,and quite successful with the community. I certainly think your idea is very good but its a bit outside my scope for the mod, i want to focus on a single store and make it as fledged out as i can. One of the things i learned about my mod after releasing it is that people seem to like it because its fairly straight forward, all you have to do is go out loot a dungeon and dump everything in the store; sure there are employees and taxes and what nots but at its core is a very simple mechanic. Are you planning on modding for Skyrim? something similar to Run the Lucky 38 for Skyrim would be awesome Link to comment Share on other sites More sharing options...
PaladinRider Posted November 9, 2011 Share Posted November 9, 2011 Are you planning on modding for Skyrim? something similar to Run the Lucky 38 for Skyrim would be awesome Yup I'm amped to mod for Skyrim. Truth be told, I'm more anxious to start my mod for Skyrim than actually play it! :dance: My mod will be something similar to my Run the Lucky 38 but to tell the truth since it was my first mod it wasn't as fleshed out as it could be. I started off small with it, and eventually piled on extra features - expanding it. The end result was a massive mod that would give you many hours of playing time, but it was a little messy :ermm: I've learned a lot so I have no doubt I'll be better prepared for my Skyrim mod :thumbsup: I was going to start with a small business and try to make it intricate, and release it as a beta when it was finished. I was going to use the same format for each business. Run the Lucky 38 wasn't very dialogue oriented, nor quest oriented. It was more intuitive - but I could use terminals and robots for a lot of my purposes. No terminals nor robots in Skyrim :biggrin: So instead I'm opting to spend a little more time to make it a flowing immersive quest with dialogue and a story. I'm pretty excited to see what modders come up with, the number of modders for Skyrim is going to dwarf the Fallout series, I'm betting. Link to comment Share on other sites More sharing options...
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