Galahaut's Morrowind Mod List Wiki

 

Economy

Page history last edited by Kainee 1 yr ago

Economy

Mods that add to or modify the existing Morrowind economy.

 

Parent Category:

Game Improvements

Related Categories:

Combat

Dialogue

Total Conversions

 

Balmora Stock Exchange by Sean Givan

This mod adds a fully operational Stock Exchange to Balmora that is located by the north wall of Balmora on the silt strider side of the canal. There should not be any glitches. Any player can go in and buy shares of stock for one or all of the 3 Great Houses: Hlaalu, Redoran, Telvanni. Before the player buys shares, they can ask for the daily stock quote from stockbrokers. The broker will let the player know if the stock is currently stable, volatile, overpriced or not. Stock prices change each day. Keep track of your stocks and the Exchange has its trading rules posted in a book located in the lobby. Warning: you can make or lose money based on market conditions so start trading conservatively.

 

Economy Adjuster by HotFusion

Makes a series of optional changes to the current Morrowind economy that: makes the NPC merchants much better businessmen by making bribery harder and removing the disposition bonus given for a successful barter so that the Mercantile and Speechcraft Skills become important skills while faction alliances (and the disposition bonuses that come with them) become extremely important; rescales the prices of most ingredients to a more sensible standard and reduces the commonality of pearls; makes criminal penalties much harsher and reduces the discount for using the Thieves Guild's connections to pay off a bounty; makes Glass, Ebony and Daedric weapons much rarer; alters the value of items taken from the Fighter and Mage Guild chests to 0, reduces the value of player-made potions to 0, increases the cost of training, removes the barter options from Creeper and the Mudcrab Merchant and increase the costs of fast travel.

 

Economy: Merchants and Taxes by Biges

Requires Tribunal

Lite version of Economy: Merchants and Taxes - Adventurers. Makes the following changes, installation of which can be chosen: sets Mercantile and Speechcraft of merchants to appropriate level and keeps raising them along with PC; adds taxes based on your level and are progressive that may be paid to any Imperial Legion representative; a workaround where you put down all gold except ONE ONE gold coin in your inventory that will get you the "Service Refusal" message and activate a script that will set NPC's *unarmored* skill to their highest armor skill + 1.

 

Economy: Merchants and Taxes - Adventurers by Biges

Requires Tribunal and Bloodmoon

Makes the following changes, installation of which can be chosen: sets Mercantile and Speechcraft of merchants to appropriate level and keeps raising them along with PC; adds taxes based on your level and are progressive that may be paid to any Imperial Legion representative; a workaround where you put down all gold except ONE ONE gold coin in your inventory that will get you the "Service Refusal" message and activate a script that will set NPC's *unarmored* skill to their highest armor skill + 1; makes training 10x more expensive.

 

Gift Exchange v1.2 (Direct Download Link) by cdcooley

Requires Bloodmoon

Requires MWSE

Allows you to give gifts, trade items or steal from NPCs by giving you access to the inventory of random NPCs you meet in your travels.

 

Improved Bartering (Alternate Download Link) by Fliggerty

Requires Tribunal and Bloodmoon

Requires MWSE

Changes trading in Morrowind so that it is more immersive. Merchants will no longer have a predefined, specific amount of gold to barter with each day. They will have a random amount that will be anywhere from none to a bit over double what they would normally have. This will affect any NPC that barters, including ones added by other mods. Also the ability to convince almost any NPC in the game to barter with you by simply asking them. If you are the highest rank in a particular faction, members of that faction will usually oblige; if you are the Nerevarine success is almost guaranteed. Otherwise, it depends upon disposition with an element of chance.

 

Links:

Mercantile Mods

Economy Realism

 

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