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A merchants life


MrLaxitive

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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/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

 

 

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 cons

a. 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 little

B. Chest on hand cart ( carry space more)

C. essentials side rack ( for frost fall/ camping mod stuff)

D. +1 hirable mercenary

-travel types

A. 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 durability

A. durability upgrade

- can attach horse to hand cart?

- +1 hirable merc

- can form caravan

A. +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 npcs

B. upgrades

1.chests adds more space for inv

2. Campers upgrade

3 +1 crafting station

-Merc upgrade

1.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 month

D each hold provides a unique benefit to build in

E. Employee pay chest

F. guild leader ( you) cut chest

- +1 merc/and merch

- Carriage upgrades

A. +1 crafting station

B. defensive upgrades

- east empire co can try to "get rid of" competition

 

stage 6 The sea

- Can purchase a ship

A. can be used to travel to various ports

B. 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 upgrade

A. becomes personal "Home on the road"

B. +1 crafting station

C. Further space upgrades

-+1merc/merch

 

More to come on monday

 

 

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