no garbage economy
A collection of modular economic models
About this mod Machine translation
A collection of modular economic models
The idea behind this mod is to prevent fast travel from selling trash in a friendly way. As I tried to determine the most time-consuming and compatible way, it expanded into a series of small modules that changed various aspects of the economy.
NJE - Use weapons and armor
Have you ever noticed that Skyrim is filled with weapons and armor? If there was a profitable market for second-hand weapons and armor, surely one of the well-equipped bandit camps would bring a captured vehicle to one of Skyrim's many dungeons, looting the dungeons dry and earning the convenience. If gangsters are willing to risk their lives to belittle them easily and don't think it's a good way to make money, it shouldn't be a profitable business for the Dragons.
Anyway, this mode solves the above problems by making merchants who buy weapons and armor offer terrible prices. Specifically, it affects the following:
Blacksmiths: Blacksmiths in Skyrim are selling the weapons and armor they create. They are proud of their skills and don't want to tarnish their reputation by selling hand-me-downs or merchandise made by unproven newbies who just started working out a week ago. They will still buy items, but the prices are terrible compared to other merchants. This also applies to Fletchers and Quartermasters.
Blacksmith's Assistant: Some blacksmiths are responsible for keeping a well-stocked forge for their apprentices. These apprentices will buy and sell ore and ingots at regular prices. If the blacksmith dies, the assistant takes over the main shop, including the low prices.
General Goods: There are now two types of General Goods items. There are people who sell used items but offer terrible prices to ensure a profit (including Kajit Caravans). Others focus on general supplies - they offer regular prices, but not weapons.
Merchant Perk: While this mod doesn't change the Merchant Perk, it does make this perk more valuable as it allows you to sell weapons and armor to merchants who offer regular prices.
Master Trader: Gaining the advantage of a Master Trader will allow the merchant to offer regular prices again.
Compatibility: This mod works primarily by using a simple script that runs once and adds an extra functionality to the player. However, it does make some changes to merchant services and may conflict with other economic models.
NJE -LEATHER&IRON
The goal of this mode is to make low-level smithies unprofitable, forcing players to choose between selling resources for profit, or using them to craft a level smithy. A character who doesn't want to be a Smith shouldn't have to make early iron and leather gear just because they sell better than the raw materials. While used Weapons & Armor makes selling heist gear less profitable, it doesn't solve the problem of some armors (especially cuirasses) being significantly more profitable than the materials used to make them.
This mod changes the value of iron, steel, and leather armor, doubling the value of leather and animal hides, increasing the value of iron ore to 4, increasing the value of iron ingots to 8, and requiring 2 iron ore to make an ingot. So you will never need to visit a smelter or tannery rack unless you plan to become a Smith, and if you choose to become a Smith you won't be able to make a profit until you invest at least 2 perks.
I would consider a complete rebalance of all weapons and armor, as the relative prices in this game area are a mess, but that would unbalance custom weapon and armor mods based on the original prices, so for compatibility reasons I'm limiting the changes to just iron, leather, and steel.
NJE - Progressive Jewelry
This model further facilitates early forging of unprofitable goals. It increases the level requirements for jewelry recipes and makes gold recipes require steel forging. It also changes the value of jewelry, making higher level recipes more profitable. At the beginning of the game you can only craft a basic s …
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.