Skyrim

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EnigManic

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EnigManic

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About this mod

Adjusts prices on almost every item in the game so you don't end up with too much money. Prices are more balanced and merchants' inventories have been adjusted for better immersion.

Requirements
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Changelogs
Skyrim Economy Overhaul
Ensuring that money is actually worth something!


Dawnguard and Dragonborn required.


|| Update: Hello, everyone! Once again, I'd like to thank everyone who endorsed my mod.

I haven't played Skyrim in years but I'm considering getting the SE and perhaps to update my mods. But before I commit to the time it will take to remake my SEO mod, including refreshing my knowledge of the CK so I can remember how I made the mod in the first place, I'd like to gauge whether there is enough interest in it. Perhaps if someone knows how to set up a poll, I'd appreciate a DM with advice. If there is enough interest in updating this, please let me know in the comments or through DM's. ||


I wanna thank everyone who took the time to endorse this.
Your support is greatly appreciated.

I am greatly annoyed by the broken economies in most RPGs these days. Perform quests, sell loot and soon
you have tons of gold but nothing to spend it on. Prices don't even make sense, there's no balance!
For example, why do three enchanted robes cost as much as the Riften home?

I have painstakingly edited almost every item in the game, doing calculations and adjusting prices
so that things seem properly balanced. Prices have been adjusted by certain fractions, some quest
rewards have been modestly reduced and player homes now cost right. Meaning if you wanna buy
a house, you may need to actually save up for it.

In addition, merchants now have more money and their inventories are more region-specific.
For example, fewer non-human armors for sale in Solitude and Windhelm, plus fewer Orcish armors
for sale outside of Orc settlements. Lastly, training costs have been reduced and you can now
train 7 times per level instead of 5.

If there's a problem or you have a suggestion, your feedback is welcome. If you enjoy it, please endorse.


Bonus
Seven new craftable and enchantable amulets available for sale by jewelry merchants.

Dovahkiin Amulet - Unique amulet that reduces shout cooldown by 33%. You can find it on
top of the Throat of the World when you meet Paarthunax. Look next to the Word Wall.

White Phial - Enchantments for the phial are now actually worth the trouble you went through to repair the damn thing!

Necromancer's Amulet - Penalties against healing and stamina regen have been reduced.

Recommendation
Check out Inns and Taverns. It sets different prices for the various Inns.
It is MCM compatible, so you can configure the room rates to balance with SEO.


Updates - Please consult the change log.


Potions have heal-over-time effect.
Thanks to Gromit84.
Potions Heal Over Time

Certain merchants may sell bolts:
the blacksmiths in Windhelm and Markarth
the fletcher in Solitude
Syndus at the Ragged Flagon (after completing special jobs for the Thieves Guild)
Riverwood Trader (ver. 5.3.1 and above.)

Improved variety in merchant inventories', factoring for profession and region.
The fletcher sells more arrows.
Non-mage merchants sell fewer enchanted items.
Restorative potions don't stack. (ver. 5.3.1 and above.)


Please check out my other mods:
Dark Assassin Armor
Hjerim Deluxe
UDO