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Economy


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8 replies to this topic

#1
fxluk

fxluk

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Hi,

 

I was just thinking about the economy mod.

Anybody knows if there is some kind of price multiplayer that affects all selling items?



#2
TKDancer

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Anybody knows if there is some kind of price multiplayer that affects all selling items?

from what i remember seeing in the items.gamedatabundle nearly all if not all non-money items have a tag for being sellable for "full price" set to false

 

 

you could try changing item values around and switching all false tags to true but that'd take forever unless you just change, which would make the economy a joke



#3
peardox

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Actually, it'll take an hour or so to get to testing

 

If you've seen my MOD Double Hard getting that one off the ground took about three hours (learn from what goes wrong)

 

This one would be pretty quick, now, to do as I've automated re-writes of *gamedatabundle

 

The key is actually CanSellForFullValue and the Value as in, err "Value"

 

I'll simply set CanSellForFullValue to true as requested

 

I  promised to look at the Invisibility MOD tomoz but as this is waiting on translation have no issues writing this one owing to myself waiting for the text strings for Invisibility Wizard.

 

The bitch of writing a MOD is creating all the images required for Nexus (can longer than writing the MOD)


Edited by peardox, 13 June 2018 - 12:10 PM.


#4
peardox

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Ahh, hit a small snag.

 

Switched everything to CanSellForFullValue and selling everything in my clothing stash resulted in exactly the same amount of cash with and without the MOD installed.

 

Turns out you get ripped off by the vendors, they sell you something above market price.

 

For example Sanza sells a Spyglass for 5,000 (4,500 for me with my 10% discount) but if you look at the description it is listed as being worth 1,000.

 

I imagine what you're after is, in the example above, selling Sanza a Spyglass for his own asking price?



#5
TKDancer

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Ahh, hit a small snag.

 

Switched everything to CanSellForFullValue and selling everything in my clothing stash resulted in exactly the same amount of cash with and without the MOD installed.

 

Turns out you get ripped off by the vendors, they sell you something above market price.

 

For example Sanza sells a Spyglass for 5,000 (4,500 for me with my 10% discount) but if you look at the description it is listed as being worth 1,000.

 

I imagine what you're after is, in the example above, selling Sanza a Spyglass for his own asking price?

check their stores to see if there's a value multiplier?



#6
peardox

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Nope



#7
fxluk

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Thx for input on this.

I see many reports that after 30-50% of the game, you are already swimming in gold.

What I am after, it to make our selling prices worse, to make economy harder.

 

As I didn't see any mod like this yet, thought it might be a good addition to other difficulty mods out there.

 

I was thinking about 3 versions of the mod with 25, 50, 75 price reductions.



#8
peardox

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Thinking out load (as usual)

 

There's probably a global variable that sets the discount per vendor / faction / whatever

 

Globals are used extensively in the game, just a case of finding the right one - I know it's not a char or store attach

 

For the next few days I'm going to go thru design/conversations/* to dissect that lot - at the end of that process (more complex than it looks) I should have a list of the junk we need.

 

Unless it's baked-in of course.

 

As a note I believe it to also be possible to turn any named NPC into a vendor (not too far into investigating this one yet though)



#9
Purudaya

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Thx for input on this.

I see many reports that after 30-50% of the game, you are already swimming in gold.

What I am after, it to make our selling prices worse, to make economy harder.

 

As I didn't see any mod like this yet, thought it might be a good addition to other difficulty mods out there.

 

I was thinking about 3 versions of the mod with 25, 50, 75 price reductions.

 

Would love to see this as well. Just reducing the sale value for all fine/exceptional/superb generics by half would make a huge difference in the mid-late game economy.






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