Trade overhaul that makes the Mercantile skill meaningful. Requires Inventory Extender. [WIP]
Features
- Characters with low mercantile can't see what their items are worth. Gold values are hidden in both tooltips and inventory until your Mercantile skill reaches a configurable threshold (default 25). Gold is always shown. The hidden text is customisable and you can set the threshold to 0 to disable entirely.
- Skooma, moon sugar, raw ebony, raw glass, and dwemer artifacts are considered contraband. Law-abiding merchants will not see these items in your inventory during barter. Illicit traders such as smugglers, members of the Thieves Guild or Camonna Tong, and anyone with an alarm value of 0 will still deal in contraband.
- Inventory categories are hidden if the merchant doesn't deal in that category. For example, an alchemist won't show the Weapon tab, a smith won't show Potions, and so on. Categories are restored when you leave the trade window. Merchants who buy enchanted/magic items will keep categories for enchantable item types visible.
- Pawnbrokers only buy and sell weapons and armor that are damaged items. Pristine gear is hidden on both sides of the trade window.
- All features are individually togglable in the in-game settings menu under
Make A Profit
Kinda going for something like Buying Game, this is mostly the foundation for the other features I'll be adding over time
hope he’s alright













It'd be great to have an option to have merchant inventories refresh/reset after a while


It's good to know that it's just an engine feature ^^