Skyrim Trade Guild
A massive undertaking to implement a real economy system into Skyrim. Currently includes a bank in solitude.
UPDATES
UPCOMING:
-New location/exterior for the bank
-ATMs – thanks to Dwemer technology, no more stinking humans needed!
-A test run of commodities.
0.0.5a: Quick interim release to fix some dirty edits around Whiterun. I haven’t finished decorating the bank interior, but it’s a start.
There should be no changes to the actual script in this release.
0.0.5: Added Letters of Credit to a lot of merchants (something like 40). They are spread all across the main Holds, so go find them!
Refactored interest rate code to make rates more adjustable in future.
“Should” work without a clean save.
Note: I’m still trying to track down some random script errors in the thousand lines of code I currently have right now. Papyrus isn’t making my job easier here.
(interim): Added some blank dialog files to fix fast dialog subtitle problems. To prevent hundreds of megabytes of blank dialog in the future, I really need to find a better option (i.e. Ely’s Silent Voice mod)
0.0.4: Added Letters of Credit support to the following Vendors:
Belethor of Whiterun
Adrianne Avenicci of Whiterun
Endarie of Solitude
LOCs give you the amount of gold shown on the screen (directly from the merchant), and deduct the appropriate amount (plus a 2% fee) from your own account. Currently I’m using the Vendor chest to determine the amount of money. Due to a side effect, opening the barter window refreshes the gold amount on the chest, and unfortunately I can’t do anything about that right now.
Currently for testing. See screenshot. I will of course do more merchants in the future. (it’s relatively easy after writing the scripting necessary for this to work)
Should be compatible with all mods including those that change these NPCs (as long as they are not deleted).
Replaced door to hopefully fix some problems.
0.0.3: Fixed packaging bug. There should be no such problems in the future now that I’m aware of it.
Note: if you downloaded this mod before and it doesn’t work, try it now.
0.0.2: Implements a tiered interest rate system:
0 gold – 0%
>1000 gold – 0.1%
>5000 gold – 0.3%
>10000 gold – 0.5%
>100000 gold – 0.75%
>1000000 gold – 1%
These are per day rates (right now).
Implements a new underground area.
Requires a clean save.
0.0.1: Original version.
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FUTURE PLANS
Short term:
– Add more bankers to the various cities in Skyrim (I’m going to hold off on making additional buildings right now, so I’ll stick them in “convenient” locations with some props for realism).
– Add rentable safeboxes. These will also be commonly accessible if I can get it to work right.
– (done) Add merchant support for cashing “letters of credit” (so that I can implement account access for every merchant in Skyrim at once) for a percentage based fee.
Long term:
– Add a commodities trade system
– Add a supply and demand system
Ultra long term:
– Brand new interface for executing transactions. Imagine your broker’s trading platform in Skyrim. (UI modders needed).
– Caravans
– Raids
– More stuff
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COMMODITIES (from my WIP post):
This is very, very much WIP.
This is more of a idea thread for myself, but anyways:
Goal – implement realistic supply and demand into skyrim. This will be in conjunction with a possible banking / futures-based commodity exchange idea (i.e. capital required to actually fund these businesses).
Basic commodities:
Iron Ore
Steel Ore
Malachite Ore
Ebony Ore
Iron Ingot
Steel Ingot
Malachite Ingot
Ebony Ingot
Wood
Leather
Grains
Furs
Fruits
Guards (L)
Guards (H)
Villager
Commoner
Miner
Smither
Pickaxes
Farming tools
Smithing tools
Weapons (low)
Weapons (high)
Armors (low)
Armors (high)
General rules:
All “products” consume a worker and possibly a tool. E.g. to make 5 Iron Ores, 0.2 pickages and 0.1 miners are required.
All workers require food (fruit, grains) and possibly other products.
All tools are made with products.
Workers/tools/products are consumed either through trade or random in game things (e.g. bandit raids).
Productivity:
All outputs (positive values) are adjusted by a productivity factor. Default is =1.
Guards increase productivity of an enterprise by 25% (L) and 50% (H).
Guards are depleted by random bandit raids, attacks, etc.
Rational actors will hire a guard if expected benefit (0.25*(revenue-expenses)) > expected cost.
Bandit attacks decrease productivity by a max of 50%.
Productivity slowly recovers spontaneously, faster w/ guard.
Supply and demand matrix:
Products are down the columns.
Resources required to make products in rows (negative = consumed, positive = produced).
No idea if the model is stable as is. (I can almost guarantee that it isn’t, currently). Will need simulations.
I was thinking of setting up some Monte Carlo simulations in excel, but that will take … quite some time to do.
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A massive undertaking to implement a real economy system (accounts-based) into Skyrim. The first stage of this project involves making branches of Skyrim Bank across the continent with a (not so) friendly neighborhood banker.
Currently features:
– Deposit and withdrawal accounts.
– Tiered Interest rate system
– Ability to cash Letters of Credit at various merchants
– Massive amount of scripting to make this work, and also to engineer for future stuff.
Future plans:
– A commodity exchange
– Real trade
– Caravans
– etc.
WARNING: Scripting related stuff may change dramatically between versions. Cannot guarantee backward compatibility at this point in time. Testing only.
Releasing this as more of a modder’s resource and code critique right now.
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Clean saving
1. Withdraw all your assets from the bank.
2. Move the player out of any Skyrim Trade Guild cells, preferably into an interior
3. Remove the mod from your load order.
4. Load up the game, and make a clean save.
5. Update the mod.
6. Put the mod back into your load order.