Merchant product SE
This mod adds some variety to merchant inventories and adds some items to them that should have been selling all along.
About this mod Machine translation
This mod adds some variety to merchant inventories and adds some items to them that should have been selling all along.
describe
The purpose of this mod is to add some variety to the goods sold by merchants of the same type, and to expand their inventory to make it more consistent with the merchant's own words, deeds, and social role. No honest merchant has a legitimate reason to sell locks, so why would a simple seller of ordinary goods in a small rural village in a province distrust magic to sell so many soul gems and talismans? Alternatively, the Dragonborn may be a crazy hero who can build a house using tools crafted from scratch, but an ordinary citizen wishing to repair a roof or door can simply buy nails, hinges and similar items from a blacksmith or grocer.
Alchemists now sell ingredients that are common/abundant/native to the area they live in, as well as more poisons and potions; I tried to add potions and poisons that fit their speech and personalities (Zaria has a lot of poisons, but also healing potions, Frida sells cold resistance potions...).
Blacksmiths sell nails, hinges, iron fittings, and locks, and some have expanded their inventories (especially in large cities); if the blacksmith lives near a mine or metal source, then they can sell more of this metal ingot. Depending on their culture or story, some blacksmiths will be better at one style or another (so Orcs will have Orc gear, Rustleif might sell scimitars...). Additionally, some blacksmiths will provide warring troops, but may sell some equipment to individuals.
General merchandise merchants will no longer sell locks (I also removed them from regular citizens' inventories, since they also sell pocket items), and they will sell fewer magic paraphernalia (except for Birna in Winterhold, as quasi-mage students are a very large source of her income); the amount of weapons, armor, potions, and ingredients they sell has also been reduced, which is what blacksmiths and alchemists are for. Instead, general vendors now have more sundries, clothes and books to sell, as well as house building materials and raw food. The presence of other merchants nearby affects the amount of specialty products they sell (potions decrease if there's an alchemist in town, raw food increases if the village doesn't have a produce market...).
The hotel sells more drinks and prepared food; the nature of the drinks and food reflects the location of the hotel so don't expect
Terror in Falkreath or Honningbrew Mead in Riften.
The Eastern Imperial Company's inventory no longer resembles some small shop in a forgotten village that sells valuable and exotic items (a quirk from the Dragonborn DLC), as does the Gorum Ai stolen from them. Street vendors now offer a wider and more accurate offer, while fencerows sell more items (except khaki, as the main merchant is someone else). Khajiit caravans sell many things of different origins. Someone in Windhelm might sell something imported from Solstheim, and certainly Brand-Shei would do the same.
The merchants in the Ragged Flag Vintner have been diversified, and instead of 3 blacksmiths and an alchemist, there is now a blacksmith (Arnskar), an alchemist (Herluin), a general merchant specializing in bows and arrows (Syndus), and a spell merchant (Vanryth) specializing in enchanted armor.
Not all merchants are covered (mainly wizards), see this article to know which merchants are available. If anyone has an idea, I'd love to suggest it. Keep in mind that most changes and additions occur in the level list, so you may not see everything you expect the first time as the game randomly selects things from the list to add to the merchant list.
Installation and compatibility
Download and install using the Mod Manager of your choice (Vortex or MO2). This mod requires USSEP and comes with an esp with the esl flag so it won't dominate your load order.
Without a patch, mods that modify the same merchant chest will be incompatible.
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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.