With the Iliac Bay Real Estate(TM) mod it is finally possible!
It won't obviously be possible to buy palaces, shops or guild buildings, but any house with a owner can become yours, if you can afford it.
And now the choice is vast: from the tiny hovel lost in the countryside that can be purchased for 30 thousands gold pieces, to the huge buildings that overlook the main boulevard in Wayrest that will require more than a million, and anything in between.
Version 0.1.0 is out.
What is in this mod:
- Any building marked as a "residence" can be purchased;
- The final price is influenced by the player Mercantile skill, Personality, owner social group, type of location, plus a customizable general multiplier that allows the player to decide how hard does he want to work to be able to finally own a house;
- Ability to buy farmsteads, even if at a higher price than what would be expected by the same model building in a town;
- Settings to modify base price of houses purchased through the private market, both general and from sellers that belong to specific factions;
- The possibility to own more than a house in each region;
- Ability to sell a house bought through the "free market" to a bank in the same region;
- Possibility to name each house owned differently.
New stuff introduced in ver. 0.1.0:
- Houses buy and selling prices are now influenced by the local political situation: buy cheaper while the plague strikes the region, sell higher after a war has been won; you can be a ruthless real estate speculator now!
- Multiple conversation lines that gives indications on the market status - and many more will be added in future updates.
- Luck has now a moderate part on the price asked when buying a house.
What will be in future updates of the mod:
- Other product prices also influenced by what's happening in the region: expect food to get expensive during a famine or after a bad harvest, and weapons while the war is raging, and so on.
- A meaning to Banks quality level (that right now doesn't do anything) in the form of monthly profits out of the gold deposited, increasing cost of services offered and risk of govern taxation based on conflicts and regional emergencies.
Special thanks to: Cliffworm, Hazelnut, Macadaynu, Magicono, Ralzar, Kab, Regnier and all the nice modders here, that helped me with many aspects of the code, because I'm quite bad at it.
Thanks again to Magicono for the wonderful TextTokenFromRawString, that saved me hours of work and even more headaches.
Thanks to thenameisthegame for pointing out that a version of this mod was causing some serious stuttering problems, and to Kab (again) for isolating the mistake in the code in a few minutes.
Thanks to John Doom, that gave me the idea for the new 0.1.0 main feature.
Thanks to Dorcas Gustine, that gave me the physical means to play and mod DF Unity, and is always ready to try and teach me how to use Linux properly.
And obviously to Interkarma, that made Daggerfall the game it always deserved to be.