LitR - Economy Tweaks Testing
Added 2023-06-21 17:01:53 +0000 UTCSo, after being like, 80% sure I wanted to nuke selling to vendors, I tried it in game for a bit, and found it to just feel a bit weird. I think maybe it's just too much an entrenched part of the RPG genre to do away with it completely,
Here are three plugins, with some different levers for tweaking the economy. Just load them at the end of the list. The heavier chems plugin will disable the sort tagging for the affected items, but that isn't a problem. All plugins are safe to add/remove mid playthrough.
Charisma Sell Penalty
gives the player a penalty to selling items based on their charisma- a player with a charisma of 1 will have a 90% penalty, and a player with a charisma of 9 will have a 10% penalty (it caps there, and doesn't improve based on 10 or greater).
Vendor Caps Penalty
Vendors only get a bit of random change for their caps pool, typically 1-50. These changes will only take effect after vendor inventory resets- so I recommend waiting 3+ days in game, if you want to try this out.
Heavier Chems
This makes chems weigh 0.5, instead of 0.1, and halves their value. Meds have their weight increased, and value stays the same.
I am hoping that some combination of these, plus the recent changes to the vendor uniques, will smooth out the economy a bit.
The one option I've not added here, is a "valuables" category override to Complex Vendors, which would allow vendors to always trade tagged high value items.
I also think I will probably add weight to pre-war money, so it's not just free caps. According to the lore of FO4 at least, it should be worthless junk.
Comments
Restricting items that vendors can buy is very difficult. Have a look at complex vendors, it restricts by type keywords, not by tier, and any keywords you restrict the vendor cannot buy OR sell that item. How that mod works is the only way it can be done. In order to restrict by tier, you'd need to add tier keywords to pretty much every single item in the game (and from every single mod in the list), the keywords you'd want to do this just don't exist. It'd be possible with some xedit scripting- add keyword based on item base value, but real fiddly, especially because LitR is already large enough that it gives MXPF problem with the number of masters it needs to add. I tried solving the same problem by nuking vendor caps- they have some spare change, but not "We Buy Gold" money laying around. Should end up nuking the ability of the player to use them as a trash --> caps converter, I think that, coupled with the weight and sell penalty, should be enough to maintain the economy to late game.
WhiskyTangoFox
2023-06-21 19:49:51 +0000 UTCHey Whisky. Nuking the ability to sell things was thought provoking. Bethesda's economies are so broken that I often find that playing after mid-level becomes pointless. Is there a less drastic take on no selling that might look like vendors only by more uncommon items? Say no pipe weapons, no clutter items, etc. In other words, only things that would have real worth in a post-apocalyptic economy. Even then, vendors should make a decent profit to the point where the player feels they get the wrong end of the bargain. I'm going to explore making a mod that does just that. Might be outside my expertise but i have a few ideas. Keep up your stellar work on LitR. Best FO4 deployment out there. Cheers
Christopher Schneider
2023-06-21 19:31:14 +0000 UTC