DarkWarrior45 Posted April 2, 2008 Share Posted April 2, 2008 I've posted an Idea thread on the official forums, but I'm also posting here to see what everyone's opinion is. Basically I am looking for unique ideas that I can incorporate into the shop. Currently, I am looking for some ideas on a shop that I am going to do. I am wanting to add an Alchemy shop into my mod project in my sig. I've been thinking on this Alchemy shop and am having a hard time thinking of "how can I make this shop different than the dozens of other alchemy shops in both vanilla MW and OB?" By different, I am not talking about just simply eye candy, as with me, that is a given. But instead, I want to give the player a good reason to step into the shop. One thing I am doing is having the shop owner run daily specials through dialogue on rare, expensive, or unique items. But other than that, I ask for some ideas. Link to comment Share on other sites More sharing options...
GenghisKhanIT Posted April 2, 2008 Share Posted April 2, 2008 What about something to induce the player to do in-shop alchemy ? For example, you could add a very good static alchemy set (like in At Home Alchemy) that you could use paying at the end of your alchemy session (ex: 20 septims per potion created), and you could eventually buy it only after a certain amounts of potions (say 200) are created in the shop. Another way to tempt to remain in the shop could be to directly use merchant's ingredients and pay them at the end of your alchemy session. This way, instead of being sure I have brought with me all the ingredients needed for my potions, I can use his' and pay only once. Note that Alchemical Formulas already uses a Mark Stone which, when put into a container, will mark it as ingredient container. Then, when using any alchemic apparatus all the ingredients are transferred into your inventory, available for your potions. Let me know if you like my ideas and, above all, if they are feasible... :) Link to comment Share on other sites More sharing options...
madman132 Posted April 2, 2008 Share Posted April 2, 2008 Chests for ingredients owned be the PC, perhaps buyable, would be nice. To bad Poisons got nerfed :/ a leveled List of Apparatuses would be nice, so that your Vendor may sell Master Tools.But then, they would be rather useless if you have a "fixed" "Lab" like in "Alchemy at Home". Large Quantities of Potions would be nice, for those who dont want to meddle with brewing. And for those who like the Companion Mods out there and want their Companion to be well stocked with Potions. Link to comment Share on other sites More sharing options...
GenghisKhanIT Posted April 3, 2008 Share Posted April 3, 2008 An idea to merge mine with madman: you could for sure make the merchant sell the leveled vanilla apparati, and the one "for rent" (in-shop usage) should be 1 level above the max on sale. This way, when you have Master apparati on sale, you would have access to the Master+ apparatus, with the option to buy it as I mentioned above. Of course, potion created in the past would do count for your fidelity card :) Of course what is already given for granted in an alchemy shop mod is: all ingr available and bunch of potions for sale. Also nosibab idea could be implemented, with a bit of improvement. For example, the merchant could give you a date when he will have to sell all of his <requested ingredient> to his customer. After that date, the quest would automatically disappear from your journal and the bonus on that ingredient would automatically disappear. Just take care to space these quests out in time and do not have more than two at the same time. Link to comment Share on other sites More sharing options...
chris 07 Posted April 4, 2008 Share Posted April 4, 2008 How about make quests for the shop, for example, you talk to the store keeper, and he'll pay you so and so for a list of items, he gives you a randomized list and you then find the items on the list, that way it will keep the quest fresh and you'll gain good coin for the ingredients that you bring in. Link to comment Share on other sites More sharing options...
wizardmirth Posted April 4, 2008 Share Posted April 4, 2008 I like the idea of retrieving special ingredients for the shop keeper to make special potions like in BHC but more unique. Perhaps tie in with specific quests that culminates in finding lost lore for him to create a super-potion. Link to comment Share on other sites More sharing options...
DarkWarrior45 Posted April 4, 2008 Author Share Posted April 4, 2008 I like the idea of retrieving special ingredients for the shop keeper to make special potions like in BHC but more unique. Perhaps tie in with specific quests that culminates in finding lost lore for him to create a super-potion. How about make quests for the shop, for example, you talk to the store keeper, and he'll pay you so and so for a list of items, he gives you a randomized list and you then find the items on the list, that way it will keep the quest fresh and you'll gain good coin for the ingredients that you bring in. The merchant could, at times, be comissioned by some customer willing certain specific item(s) and will gladly pay the adventurer the whole tag price and maybe a bonus for that item(s). This can be made as quest but some care would be need as not to flood the player journal. Some counter on actives related quests could do the trick. Now I'm thinking it's a bit realistic too, no one will keep employing a less than competent henchman, and a topic resign the no more wanted quests would be fine too.I know this idea can be more difficult to implement than it is worth, but... Also nosibab idea could be implemented, with a bit of improvement. For example, the merchant could give you a date when he will have to sell all of his <requested ingredient> to his customer. After that date, the quest would automatically disappear from your journal and the bonus on that ingredient would automatically disappear. Just take care to space these quests out in time and do not have more than two at the same time. Allright, I'll start jotting down a couple of quest lines for the shop. I also like the idea of a counter; keeping track of a quest failure rate so that the shop keeper won't commission the player after failing quest after quest, along with a resign topic. And I don't think it difficult to implement, plus it would add some realism/immersion factor into the shop, which is what I'm wanting for this project. In fact, I love all of the above ideas in regards to the shop. What about something to induce the player to do in-shop alchemy ? For example, you could add a very good static alchemy set (like in At Home Alchemy) that you could use paying at the end of your alchemy session (ex: 20 septims per potion created), and you could eventually buy it only after a certain amounts of potions (say 200) are created in the shop. Another way to tempt to remain in the shop could be to directly use merchant's ingredients and pay them at the end of your alchemy session. This way, instead of being sure I have brought with me all the ingredients needed for my potions, I can use his' and pay only once. Note that Alchemical Formulas already uses a Mark Stone which, when put into a container, will mark it as ingredient container. Then, when using any alchemic apparatus all the ingredients are transferred into your inventory, available for your potions. Let me know if you like my ideas and, above all, if they are feasible... :)An idea to merge mine with madman: you could for sure make the merchant sell the leveled vanilla apparati, and the one "for rent" (in-shop usage) should be 1 level above the max on sale. This way, when you have Master apparati on sale, you would have access to the Master+ apparatus, with the option to buy it as I mentioned above. Of course, potion created in the past would do count for your fidelity card :) Of course what is already given for granted in an alchemy shop mod is: all ingr available and bunch of potions for sale. I love the idea of an in-shop alchemy set. Rent-a-Alchemy-lab maybe? Either way, I like the idea, and will attempt to implement. I appreciate the ideas put forth in this thread, as they all seem like mature, thought out, and helpful ideas. .~DW Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.