MrLaxitive Posted July 21, 2018 Share Posted July 21, 2018 ok i have been thinking of this for the past few days and since i have no talent when it comes to modding i thought i would hand it off to you guys. all i ask is that you keep me in the loop, let me have impute, and of couse put me in the credits. the whole concept is make playing as a straight up merchent with thats trying to become as big as or bigger than the east empire trading co. General idea- no fast travel- roads are more dangerous based on various factors ( must stay on road for quicker travel)- items cost more and sell for less in the beginning ( various factors )- regional commodity's- merchants life quest line affected by the vanilla quest lines you have completed- upgrades cost a lot- as you deal in more expensive merchandise/further along you get danger increases- all followers/ caravanners are nonessential mod add ons maybe?- needs and diseases-frost fall-AFT-LOTDB- horse mod for followers?- land lord Quests-change base on choices made skyrim quest lines and other mods-east empire compony will hate you by the end-more to come MERCENARY TYPES/COST/protectionprotection rated 1-10per week pay 10- 300types: mage, healer, thug, scout, archer, regional guide, bard, druid, muscle, knight, spell sword, barbarian, soldier , etc stage 1 Walking merchant- prone to being attacked by highway men/woman and occasional bandit raid- travel types (as of stage 1) each have pros and consa. walking ( speed 1, danger 3, cost 0)b. Caravan ( speed 1, danger 1, cost 50)c. carriage ( speed 3, danger 2, cost depends on destination)- very limited carry space stage 2 hand cart merchant-hand cart low durability- upgrades/hirelings A. the hand cart Expands carry space a littleB. Chest on hand cart ( carry space more)C. essentials side rack ( for frost fall/ camping mod stuff)D. +1 hirable mercenary -travel typesA. solo ( if fully upgraded) ( speed 2, danger 2, cost free)B. caravan (Same as stage 1) MERCENARY TYPES/COST/protection-protection rated 1-10-per week pay 10- 300-types: mage, healer, thug, scout, archer, regional guide, bard, druid, muscle, knight, spell sword, barbarian, soldier , etc-have to renew contract monthly ( will approach you about it) stage 3 Horses adds speed- hand cart low durabilityA. durability upgrade- can attach horse to hand cart?- +1 hirable merc- can form caravanA. +2 merchants (may ask /be asked to join) (costs vary)B. have chance to be raided by non friendly factions Merchants- types: black smith, herbalist, alchemist, mage scholar, etc- can leave caravan when you arrive at city/ town- offers benefits to have in party stage 4 carrage-Carriage (must get rid of hand cart)A. adds ability to be hired to transport npcsB. upgrades1.chests adds more space for inv2. Campers upgrade3 +1 crafting station-Merc upgrade1.horses-+1 merc-+1 merch stage 5 merchants guild -found merchants guild ( must be a thane)A. can purchase a guild hall in a hold you are thane of ( can only build 5 property's and only in friendly area aka stuff like civil war must chose a side)B. can recruit and form npc caravans C. costs to keep property's per monthD each hold provides a unique benefit to build inE. Employee pay chestF. guild leader ( you) cut chest- +1 merc/and merch- Carriage upgradesA. +1 crafting stationB. defensive upgrades- east empire co can try to "get rid of" competition stage 6 The sea- Can purchase a shipA. can be used to travel to various portsB. Deep sea fishing? (unique ingredient's and items)C pirate/ non friendly faction raids *cough* east empire *cough*D. must hire crew again must pay monthly- I need ideas for the ship- Carriage upgradeA. becomes personal "Home on the road"B. +1 crafting stationC. Further space upgrades-+1merc/merch More to come on monday Link to comment Share on other sites More sharing options...
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