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  1. Disclaimer: I haven't thought a lot about this mod. Just kinda disappointed me when I did a little digging and didn't find a mod about it. Not sure if someone else has thought about this yet, but here it is again if someone has. Introduction: Hey, so this is a mod I've been wanting for a while. After I played Fallout: New Vegas and ran into the Gun Runners and saw how they operated, I thought "What if Fallout introduced a DLC or system like that where you could produce your own items and sell them to the public on a mass scale?" Now, I have been wanting this for a long time and have only recently discovered this forum, so here I am. This mod should add the ability for the user to create their own production lines for Nuka-Cola (and other foods I guess), weapons, ammunition, and clothing. The Industrial DLC that Bethesda released has touched on this a little bit, but as far as I know, you can only use it for settlements and that's extremely disappointing. TL;DR: This mod should be about creating a business around manufacturing and distributing nuka-cola and nuka-cola products around the wasteland using the industrial DLC or some other platform that's easy to use. This shouldn't be too difficult for the user and should be fairly user-friendly. More in-depth overview: The first and most important part of this mod would be the nuka world DLC requirement as it adds the ability to get different recipes for different nuka-cola recipes, as well as the nuka-cola bottling plant. Maybe, if the creator of the mod would want, have alternate mods for DLC and non-DLC users. The user would first have to acquire the Nuka-Cola bottling plant. Then somewhere in the plant would be a holo-tape of some guy who wanted to go out on his own and make his own nuka-cola plant after the bombs fell, but he hella dead so now it's up to you to do it. You could use the original nuka-cola bottling plant or go out and make your own somehow (leave this up to the creator of the mod). Maybe use this for other different kinds of business opportunities. You could expand your production from there into the world of guns and ammunition with perks or discovering them in the wasteland. Buying & Selling: The supply and demand portion of the mod would be kinda unrealistic, seeing as how the wasteland is littered with weapons already. However, if the player were to manufacture superior weaponry like the Gun Runners in F:NV, then the demand would be apparent. Nuka-Cola would just be a base business. Kinda like the lemonade stand in Adventure Capitalist. Like any mass-producing system, there will be a need for supplies. My idea for this would be to have settlements supply your factories with supplies through having settlers scavenge or create "Mines" for materials. There will definitely be a large investment in these factories, but the return will be large. You won't have to sell to individuals, but to cities like Diamond City and Goodneighbor. The mod creator could create a type of communication stand that would allow the player to establish trade relations to these cities and supply traders in the cities with your goods. The traders will have different "trade relationships" for the player depending on how successful the player's factory is. Open to more ideas: I know there's a lot more that could be added onto a mod so incredibly vast as this one (and this one will certainly be huge, maybe about the size of Sim Settlements) considering it could also be a really intriguing DLC as well. If Bethesda would take the time to implement this into the Industrial DLC, I'd not hesitate to buy that DLC. Here's the f*#@in DLC I was talking about the whole time and I think it's a decent place to start: http://fallout.wikia.com/wiki/Contraptions_Workshop Thanks for reading!
  2. Shipping Incorporated. Salutations adventurers! I just want to say thank you, should you decided take your time in reading this. In the event that someone has already posted this, I do apologize in advance for "double posting" I have looked and looked, but found no topic such as this, or similar idea. So if I missed it, I am very sorry, and that I am not trying to spam. I have decided to go forth and post an idea about this mod. I have been searching for a mod like this for awhile, however, I don’t seem to see the idea being executed. So I will now explain as to what I am trying to get at. The idea should be simple; in fact, it is best to note that this idea has already happened, more or less. It was made as a quest in a mod called Castle Volkihar Redux. The quest name was “Port Of Call” To which it allowed you to rebuild your own ship port, so you can then ship your goods out. At the end of the month, you got to collect your income from what you have sold through a merchant that served you. THE IDEA This idea is similar; I am actually surprised that no one has done it. What I would like to happen, is not a complicated mod, yet complex to make. The player gets to build his/her own Shipping Company by buying or opining up his/her own port and generates income. Well that was simple! However, it is the execution part, that I would like to express. The idea is that the player receives a letter, informing him/her, that they have “inherited” a broken port, to which they will have to rebuild or Fix. It does not have to be inherited; the person who is doing this mod can be creative. After you get the letter, you also should receive some gold, let us say 100,000(I know this is a bit much, the modder can modify this) the player then, goes and investigates the port. Once the player is there, they can then hire some NPC’s to fix it up, much like you fix your house, or upgrade it, whatever one. From then, you interact with merchants, I will now explain below. I would also like this to be lore friendly, so there should be a deed that you have to buy from the Jarl, which states you are allowed to open up the port. PORT BANKER Though I did say “NPC’s” I honestly think this should be handled by one NPC. We can call this NPC “Port Banker” Or something like that. This NPC should handle everything like: MONEY, DEEDS, and LETTERS FROM MERCHANTS who wish to use your services. There also should be deductions of the upkeep of 50gp every 3 weeks. (Almost like a personal accountant or financial adviser, or IRS) For convenience, I can understand this being tedious. So instead of traveling to the port every time you want money, it would be great to have a courier delivering the gold with a statement, indicating the players Income/deductions. We can also set up a ledger that the player can use to see his/her affairs. SHIPS! SHIP! SHIPS! A port is not without its ships! Once you have things situated and the port is done, you can then begin a runaround of finding people to build your ship/ships. Or use the Port Banker (Again, all up to how the modder wants it done). After you have the ships or ship, you can then higher crew, or the ship payment can come with the crew, does not matter, whatever is easier. (Best to have just the ship come with the crew) Now that this is done, the player then can start his shipping schedule. To do this, we will need an NPC, a personal courier (Maybe, Port Banker) who will let you know if someone wants your services and the items that need to be shipped, from Iron, Potions, Armor, Skeever, and so forth. Once that is set, you can then go up to the ship captain and give him your orders, (merchants request) which he should just take the letter from you, like most NPC's when doing quests, and the ship departs. FOR SPAR-PLAYER! Of cores this can be used for the player, should the player fancy him/herself an Alchemist or Smith, whether making quality Potions, or Swords, their goods can be shipped to whatever the major city they want to do business with, obviously free of charge. (Trade and Barter should work really well with this on the economics) That is said, the player will have to hire a merchant to sell the goods, (or you can go yourself) and then the player pays, or offers the merchant a rate that the player is willing to pay the merchant to sell the goods. Or the merchant can offer a rate and the player can counter it, to come to a conclusion. To make it plain, you should be able to sell your goods as well as other NPC’s. (Every one likes choices) INCOME So how do you make money? Should be simple, you charge the shipping rate; this is a shipping company not a charity program. So charge them a percentage on their goods. Example: The merchant wants 10,000 crate shipped from your port to Markarth. You charge him 3% of whatever he gets for the goods. Let us pretend that the merchant obtained 60,000gp for his 10,000 crates. 3% of 60,000gp should be 1800gp. That is what you would get, should you want to charge him that. Whatever the player wants to set it up to be, I know that does not sound like a lot of gold, but we can set it up so that you have a contract, the merchant uses your company for a year, or three month. I will explain later how this can be handled and why should there be a time stamp. Even better, you can choose when to end the contract. Should the player be greedy and set the percentage at 50% the merchant can simply not do the business with you, or however the modder wants to handle it. I am not an economist; I don’t know how I would set up the details. That is not to say you can’t have a high percentage, it should all depend on your speech level. Millions? Nope, I want BILLIONS! Indeed, you are here to build an economic empire, one port should never be enough. Once the player starts generating some income and feels like he/she can do more, they can then go and expand their shipping empire, by opening up more ports from other major cities. The process is the same, go to Jarl, buy the deed, and then go and pay someone to build your port and so forth. Each city will have a broken or unused port. Perhaps some of the other port owners are not doing so well and are willing to sell you their deeds to already running port? (Whatever the modder wants to do) CHALLENGES (After a while you will get bored, owning so much money and no one to stop you) So now you feel like the richest Dragonborn in Skyrim, and, you feel like you can buy a third port, you show up at another big opportunity, but alas! What is this? You are informed that there is another port built here by “EAST EMPIRE TRADING COMPANY” Looks like you have some competition! That would be correct; This mod, would be great if this has at least one other faction competing with you, or 3 or 4, like the Nords, Imperials, Black-Briar, Gray- Mane, Or the Battle-Born folk, and even the Vampires (depending if you have the DLC or not) The way I want to go about this, is that the Port Banker has a map in his Bank. You can then take a look at the map and see how much influence you have over the shipping. Perhaps you can ask the local merchants (Like the stall merchants) to see what the competition is charging them for shipping in goods, and at what rate. Then you can adjust the rate depending on what the other 4 are charging. The whole point of the time stamp that I have talk about earlier, is that the merchant can leave you and go for the other faction should the other faction be charging less. Though I guess it does not matter, since they could just leave you. Let us say that you are doing really well against the other factions, what would you do if you are not doing so well? I think I would look at my other options, outside the box, like paying someone to end your life? (I am sure you can think up of who that would be) the point is, the better you do the more risk there is; some might hire thugs after you, or perhaps assassins? Perhaps blackmail you and you will have to clear your name with the guards which costs you influence points. Whatever it is, there will be and should be a challenge. Nothing personal just business (It is a cutthroat business, sometimes you just have to do everything you can, to stay alive!) Of course you can do the same thing to them. Not doing well? See if you can blackmail them for wanted! Or, if you have the connections with the assassins…I am sure you don’t need me to continue. Perhaps you want no blood but just to scare them. Get the thieves guild opinion? This way it will drop their influence, and raise yours. You will be creative, I am sure. Another way I can see you managing your influence is by charging lower, or perhaps once in a while letting them have the shipping for free? To be honest, I have not thought out that much. Conclusion Anyway, I know that some of you are thinking that I should have done this myself, but the problem is with the CK, I never got it to work. Not sure why, but it deleted some of my saves sometimes, or just never started. Point is it was a pain to try to get it working. Even if I did have the CK up, I just do not have the time to do this mod, however, I can come on and say a few things as well as providing suggestions, should someone want to do this that is. Just give me the credit for the idea, though I am not sure if the idea is original. However, on how to go about it, I would like the credit, or don't, just out of respect. I would like to ask of you to pardon my grammar and spelling, should you see any. I am not really well versed with English, being that I am Russian. Again, thank you for taking your time on reading this, and I hope that someone is interested enough to at least start it. Sincerely, Postnikov.
  3. Hello all, go easy on me I'm new at this. *Possible spoilers to anyone who has never played the thieves guild quests before* I enjoy playing as a thief character but it bothers me that after the quest "taking care of business" your relationship with the effected shopkeepers is perminantly destroyed. Keerava and Talen-Jei's reactions are particuarly hurtful. First and foremost, yes, I have attempted to do their favor quest for them after this quest is completed. It does not fix the relationship 100%, more like about 50% since their reactions to me then vary between friendly and unfriendly. (ex: *enter conversation* "it is our most favorite company" *exit conversation* "door's over there why dont you use it"). Second, I have also attempted to repair the relationship status via console code, this also is uneffective and has yet to ever make a difference in their comments toward me. Is there perhaps a mod that allows you to skip the quest "taking care of business" and avoid having to shake them down entirely, thus preserving the good standing with them? Or at least one that fixes the relationship with them after the quest or even after the thieves guild questline is complete? And if not, I would be very greatful if someone would make such a mod. Thank you in advance for any help provided.
  4. My request is a simple one, but I think many people have been wanting a mod like this one. I would like the El Rey hotel to be converted into a prostetution ring. I think the El Rey would be the best location due to its proximity to Camp Mcarren and its lack of usage in general. I prepose all of the rooms be accessable, and modeled after the Novac hotel. The differences would be the lighting and contents of the rooms and the office should be converted into a saloon. This mod would be considered a quest, you need to track down the key to the El Ray office then you'll find the former resident's journal containing a short story about how he was a pimp and how good and horrible his lot was in life. The quest will then take you across the Mojave to find girls for the business, some are chem addicts, some are homeless, others are just bored and want a little excitement in their lives. Along with finding girls you'll also need to secure a deal with the Great Kahns to supply your bar with alcohol and chems to keep your customers happy, and hire a couple guards to manage the place while you are away. After you have good booze and hot girls you're still missing one thing, horny customers. You will need to pay a visit to the local radio station and ask them to advertise your business. Now just sit back and let your profits roll in. Stick around or go off adventuring just come back every once in a while and check your profit box to get a blend of caps, legion and NCR money. But be warned if you don't check on a regular basis you'll come back and upon checking your box you'll get an alert saying your profit numbers aren't adding up, at which point you need to have a pimp talk with your girls and show them who's boss.
  5. Hello there, I want to start a new character and I have plans to make him rich. But any characters I used to have that became rich ended up getting boring because there was nothing left to do with all the gold. If you know any mods that encourage you to spend money in any way, please inform me about it. I would love for there to be some kind of business mod, like Trade and Barter for Oblivion... but I haven't yet found something like that. :sad: Thanks Bilal
  6. First of all, I'm not a native english speaker. Sorry for any mistake. Hi, I don't want to start a rant about how good or bad were mods back in Morrowind times, but even though I must say that while we have a whole load of awesome mods for a wonderful game, there are little mods regarding jobs/businesses for peaceful/roleplaying experiences. For example, there were farming mods, guild jobs or even a small mod I remember giving you a small weekly income according to your current guild level. Oblivion had his own businesses mods as well (a winery, your own guild, and so on). Skyrim has currently two nice mods, the Ciderhouse and the Brewery, both of them by Katixa (thanks, by the way, if you ever read this), but that's not enough, at least not for me. So, after a long introduction, there are several jobs or businesses which could be added through modding to Skyrim, but I'm particularly fond of alchemists, so here's the idea. - Be able to buy a house, no matter if it's inside a city or along a main road, where you can start your alchemist career. - Homebrew potions allocated in a specific barrel/chest/generic container would be sold while the player spends time attending the shop. The amount of potions should be linked more or less to the Speech skill and the relevant perks; also, if possible, spending time working at your shop could possibly improve Speech skill. Work time should be off-scene (like resting or something like that). - Be able to buy decorations, better equipment or whatever addition to improve your business daily selling limit (which, as I said, should also be influenced by Speech skill; high speech+high investment=higher profit). - Have some sort of ingredient bulk purchasing system. In order to prevent massive amounts of ingredients being bought (creating hundreds of expensive potions sold to Skyrim merchants), the bulk system should be somewhat limited. For example, ordering ingredients should take some time (a week or so), and there should be limits on ingredient availability as well as a limited amount of every ingredient per order. That would be the main ideas, but for the lazy and "I want free money from businesses", a hired vendor or even hired alchemists coudl be added to make it self-sufficient, although I must admit I've never really liked self-sufficient business mods; nevertheless, most people like the business mogul theme. I'm a terrible modder. I've played Daggerfall, Morrowind, Oblivion and Skyrim. I did little mods for every game (except Daggerfall), but I've never been a great modder; I don't even know how to use any of the scripting editors. That's why this is a request. If anyone really feels like modding this, I'd be really greatful; if not, well, at least there's the idea for future modders.
  7. A mod where you get random requests for loans/investment that have a chance of being lost or returning a variable profit. Great for wealthy players to simulate a business as a loaner. Fund expeditions, business start ups, pay for military equipment, charity etc Multiple variations would keep it fresh. Great money sink and potential career opportunity! All text based most likely, accessed via a ledger or special notice board.
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