2025-05-15 12:21:46 -04:00
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# Morrowind May Mod: Daedric Merchant
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The player finds an item which, when used, summons a unique NPC merchant for
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bartering with. As the player interacts more with this merchant, dialog and
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quests become available. Completing these quests expands the merchant's
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offering, provides dialog options, and more.
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## Plan
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### Part 1: Merchant
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- The item
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- The merchant
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- The enchantment (i.e., the spell)
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### Part 2: Dialog
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- Include a different greeting based on geography?
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- Could be fun to reference Creeper and Mudcrab Merchant
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### Part 3: Evolving Inventory
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- The merchant will make requests of specific items found throughout the
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game-world. Some for personal desire (who doesn't want a nice Colovian hat?),
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and some for trade to get the player more interesting items.
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- Custom items?
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### Part 4: Quests
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- Some kind of quest involving the merchant, former clients, maybe a custom
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location or "hijacked" location to add in some mod lore?
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### Part 5: Player House
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- Always fun to have your own plane of Oblivion...
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## Development
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Working through the parts 1 and 2. Adding in items and NPCs is easy enough.
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Creating a custom spell is more involved, and so I've opted against it. The
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current implementation is a book which offers the options to summon a merchant
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NPC, or pick up the book. Picking up the book activates it, resulting in the
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player reading it and optionally taking it. Summoning the merchant spawns a
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custom NPC in front of the player. An initial idea is to immediately start
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dialog when the merchant is summoned (using the apt `ForceGreeting`). However,
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given how the player summons the merchant (looking at a book in the worldspace),
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it results in the player staring at the book, seeing the feet of the merchant.
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Further, there is a script attached to the merchant that disables the merchant
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when the dialog box is closed.
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I'm very happy with this initial progress. I've more-or-less implemented my
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original idea of a summonable merchant, in the style of Neverwinter Nights.
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However, this implementation is not what I would like fully, and so the idea
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evolves.
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After playing around with the CS enough, I know that there are several things
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which can expand my idea.
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I'm going to add a faction, possibly hidden, which the player becomes a part of
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when picking up the book. Initially, the player's reputation with this faction
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only allows them to interact with an unfair and invisible representative through
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the book. This is handled through dialog, likely from an invisible actor. The
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inventory is limited, and prices are unfair. The player is told in the book how
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to raise their reputation, and after doing so, will be rewarded with the
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opportunity to summon a proper merchant. The reputation requirement will not be
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too high, maybe 30, with rep increasing every time the player buys something in
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addition to some kind of quest.
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The merchant, once available, is then summoned and placed into the world at the
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player as a full NPC. When spoken with, they warmly greet the player, and
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possibly even comment on the current region. Unlike the default inventory, the
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merchant will offer a smaller selection of better items, also improving and
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expanding as player rep increases. The merchant also has quests.
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At the higher rep levels, the player can visit a tradehouse of the faction. I'd
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like for it to be a zone the player teleports to which exists outside the
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Tamriel world space. I'd like for it to be like a small estate. There are
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several gathering rooms, places for food a drink, and rooms the player can stay
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in. Eventually, the player earns a permanent room at the tradehouse.
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### Book - Inventory
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As the book can be used anywhere, the inventory should be reasonable, and even
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helpful, for an adventurer. I'll need to manipulate the mercantilism skills of
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the book-merchant in order for prices to be unfair. The convenience of having an
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anywhere merchant is not one to be taken lightly, or provided without some
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costs. Perhaps there should be a cost for even accessing the inventory.
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Should the inventory restock? If so, perhaps I can restock it at intervals?
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Maybe the player can pay to restock it sooner?
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What items should be sold? Adventurer items make the most sense. Things like
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potions for health, fatigue, and mana; lockpicks and probes; sensible food and
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drink options (whatever the equivalent of cheap wine, hard-tack, and water would
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be); repair hammers; and scrolls for water walking, water breathing, and
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levitate. The scrolls and potions can maybe be split better. The quality of
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these items can be improved by paying for them to improve, and possibly also
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requiring completing quests for the higher/highest levels.
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As for improving over time, I think it may be easier to just have multiple NPCs
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which can be enabled/disabled as the player's rank increases. The amount of
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money the NPC has can also increase as the player's rank increases. At every
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rank increase, the NPC gold increases (it's like a credit limit!), and at every
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"title change" (Customer -> Partner -> Member) the quality of gear improves.
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2025-05-21 14:19:17 -04:00
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---
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The implementation is to increase the player's "credit limit" (ie., the NPC gold
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available to buy things) increases Ranks 1-6, maxing out at 700gp. Upon the
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"title" changes (Customer -> Partner -> Member), the Clerk's inventory improves
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in quality. Initially, the Clerk's inventory is extremely limited, and is
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expanded through Trade Contracts, one of the quest types offered. The other
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quest types offered are delivery quests and fetch quests.
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1. **Trade Contracts:** Contracts expand the Clerk's inventory.
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2. **Package Delivery:** Bring a package to a merchant, get paid, earn rep.
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3. **Fetch Package:** Receive a package from a merchant for the Clerk, earn rep.
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2025-05-15 12:21:46 -04:00
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### Book - Quests
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### Merchant - Inventory
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### Merchant - Location Dialog
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Based on where the player summons the merchant, their greeting will be
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different. I'm thinking the merchant is knowledgable of, but not experienced
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with, the locations they speak about. They can share information and rumors,
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perhaps even indications of some in-game relevant hints or such, but they've
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also never actually explored Morrowind.
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Locations:
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- Balmora
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"The few times I've seen Balmora it has always felt like home. Comfortable,
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somewhat familiar, despite this unfamiliar realm. Nice little river. Hard to
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complain about living in such a place."
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- Vivec
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"So this is a city of a god? I suppose it's impressive. Does this god
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enforce trade as they do worship? Would they threaten annihilation by large
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rocks from the sky if deals went ary?"
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- Dwemer Ruins
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"Our organization has records of trading with those you call the Dwemer. Big
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into technology. Very innovative. If you find any, pass along our interest
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in speaking with them about some debts."
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- Ghostgate
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- Tel Mora
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- Tel Vos
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- Ald'Ruhn
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- Saeda Neen
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- Ebonhawk
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It would make sense to expand options to include locations from the Tameriel
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Rebuilt, Skyrim, and Cyrodiil landspaces as well. This can come later.
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### Merchant - Quests
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- One requiring trading in a full set of Daedric armor, and in exchange being
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given a powerful artifact. Are there Daedric artifacts from lore or other
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games that aren't in Morrowind, and are they significant enough?
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- Certain thresholds of pieces, or specific pieces turned in could give some
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more mundane rewards, as a sort of progression.
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- Obviously, if pieces are sold to the merchant, they are removed from it's
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inventory, but should still count towards this quest.
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### Trade House - General
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The trade house is a hub and home area. Initially, the player gains access and
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can make use of the amenities listed below. After continuing to raise their
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faction reputation, the trade house expands their inventory, and offers the
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player a permanent room.
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**Amenities:**
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- The "book inventory" NPC is actually located at this trade house, and offers
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the same inventory, though in person, that they offered through the book.
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- A bar area offers food and drink, as well as rooms to rent for the evening.
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Could be really cool to integrate some of the various game mods (Nine Holes,
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Thirteen Telvani) into this space as well.
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- A small interior courtyard, with some nice artificial lighting, and a few
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plants which can be harvested. Should be of medium rarity.
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- It could be neat to have a rotating collection of NPCs that each offer
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different services or unique inventories. For example, could be an alchemist
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that offers potions and ingredients some days, an enchanter with scrolls and
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souls on another, and a small mercenary company offering a wide array of
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trainers.
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### Trade House - Quests
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### Trade House - Player's Room
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Roughly the size of a small apartment, the player's permanent room at the Trade
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House offers several convenience factors. Obviously, the room comes with a bed
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and bedroom furniture. A small entertaining area offers some respawning food and
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drinks. A small garden offers a collection of rarer alchemical ingredients.
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2025-05-29 20:26:32 -04:00
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---
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Some further considerations on names. The original place-holder name is
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"Otherworldly Trade Caravan." The general idea/theme of a river seemed
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appropriate. Currents and currency are an obvious similarity. The tides being a
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good analogy for the movement of wealth. Checking into the lore and languages of
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the Elder Scrolls games, I've discovered some translations that could work:
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- In "Ayleidoon", the language of the Ayleids, `Relleis` is river, and
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`Aran`/`Ran` mean king, so `Rellerane` can translate literally to "River of
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Kings", which is a rather fancy way to describe trade.
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- That word would work for the Falmer dialect as well.
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- In the language of the Dunmer, it could be `Ouada Tong`, or "River Guild",
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adopting the water metaphor from the Ayleids, with what seems to be the
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traditional grouping word.
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- No clear good options for Dwemer, though one would be nice.
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Taking this then to something in common, I've considered the following:
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- Caravan of Tides
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- Brokerage of Tides
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- Consortium of Tides
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- Court of Tides
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None _quite_ fit right. However, "Broker of Tides" sounds like an honorific, and
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so the personalized merchant may use that -- `Vaunted El'Ladim, Broker of
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Tides`, or `Vaunted Intercessor, El'Ladim, Broker of Tides` as suggested by
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Minos, so as to include some religious phrasing.
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Organization again - a cool bit of interaction could be modifying the name of
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the organization based on race. The Altmer would use the Ayleidoon name; the
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Dunmer would use `Ouada Tong`; the Bosmer uncertain; the Imperials and Nords
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would both use the Cyrodiilic name; the khajit would have a name closer to the
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original, maybe something like "Star-Wandering Caravan"; and the argonians may
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just use the Dunmer, or Cyrodiilic too. Could be a nice little touch, maybe
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specifically used when interacting with NPCs for the trade contracts. Also, a
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bit more lore to build for the organization.
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