Variety of merchants 1.0
商人品种多样 1.0
Screenshots 5 screenshots
About this mod Machine translation
The purpose of this model is to add some variety to merchants of the same type, as well as expand their inventory and make them more true to the merchant's own words.
describe
No honest merchant has a legitimate reason to sell lockpicks, why would a simple general goods vendor in a province that doesn't trust magic sell so many soul gems or spell tomes? Additionally, the Dragon Roar may be a crazy hero who builds his home alone using tools created from scratch, but the average citizen simply buys nails, hinges, and similar materials from a blacksmith or general supplier.
Alchemists now sell more ingredients that are common/abundant/native to the areas they live in, as well as more potions and poisons; I'm trying to make the potions sold fit their words and personalities.
Blacksmiths sell nails, hinges, iron fittings, and locks, and some have their inventories increased (especially in large cities); if the blacksmith lives near a mine or metal source, they will have more of the corresponding metal to sell. Additionally, some blacksmiths may have some soldier gear for sale.
The general merchandise merchant no longer sells locks (I also removed them from the normal inventory), and sells fewer magic items (soul gems, spells, magic items) than before, except for Birna in Winterhold, who sells stuff to future wizard students; they also sell fewer weapons, armor, and potions, which is where the blacksmith and alchemist come in. To make them work more realistically, they sell more sundries, clothes, and books in addition to Hearthfire materials (which they don't sell), raw food, and salt.
The inn sells more drinks and cooked food; the nature of the drinks and food reflects the location of the inn, so don't expect a lot of stews at Falkreath or Whiterun's sujamma.
Street vendors now have a wider and more accurate offer, with fences selling large quantities of quality goods. The lone Eastern Empire Company no longer has the same inventory as the regular shops in some rural hamlets where they sell valuable and exotic items (i.e. the Dragonborn DLC stuff), nor does the Gulum-Ei (who they steal from).
People from Windhelm also have the opportunity to sell stuff from Solstheim, and of course Brand-Shei and Revyn Sadri. Khajiit traders sell stuff from many different sources.
Not all merchants are covered, some seem to work well for me, or I don't know what to change. If anyone thinks the merchant inventory should be changed, I'm open to suggestions. Keep in mind that you may not see many changes when visiting the merchant, this is because most of my content is part of a level list, so not everything will be selected by the game at the same time. Ragged FlagonAdd-on
This small addon modifies Vekel's chest (as the Guild gets back on his feet, he gradually sells more and better food and drink) and 4 merchant chests (Tonilia is covered by the main addon). Syndus has been changed to misc and fletcher (from the blacksmith), while Vanryth has been changed to a custom merchant type involving magic and magic (from the blacksmith).
Installation and requirements
Download and install using the mod manager of your choice. This mod requires USLEEP; the Ragged Flagon Add-on requires the master add-on (any version).
Compatibility and load order
Without a base patch, mods that add or modify the same merchant chest will be incompatible. If you don't do this, then the last mod loaded will win; if you want to keep my changes, load my mod after anyone else who modifies the merchant chest.
This mod comes in two flavors, one with edits to the inn's merchant chests and one without. The version without the inn is compatible with my other shops, the shop store, and the inn (version edited to the inn); both mods make the same changes to the inn inventory.
The Ragged Flagon add-on is (obviously) incompatible with mods that alter those merchant chests, including my own House Shops and Inns (the version with the Guild edit).
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.