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Economy


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16 replies to this topic

#1
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.



#10
peardox

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OK

 

@ZapGunForHire found the right keys to alter the economy.

 

I've just done a mod (yet to publish it) that sets the economy flat so e.g. a Spyglass both buys and sells for 1,000 cp

 

As mentioned above different people want it balancing differently so I'll branch the version I have a few times.

 

I did a test where everything was free (that really sucked)

 

Normally Spyglass has a 1,000 sell and a 5,000 buy

 

Setting the multipliers to 2.0 got me a 10,000 Spyglass buy price

 

Got a little juggling to do but think I'll do flat (0.2), double (0.4 at a guess) and 10x (2.0) versions

 

The base economy is set for 5x


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#11
peardox

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Done it

 

https://forums.obsid...nce-fair-trade/

 

This version only does the original request

 

Something screwey was going on when I tried doubling everything


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#12
fxluk

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Hi,

 

Thanks for the update, but isn't the mod actually making it easier? :)

 

I will try to make the modification on my own now, thanks for guiding me where are those values.



#13
fxluk

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Hi,

 

So, here is the mod I was thinking about when creating this topic:

 

https://www.nexusmod...tab=description

 

Three versions available: 25, 50 and 75% price reduction.



#14
Zap Gun For Hire

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A suggestion for a RP-ish variant of playing with economy rates.

 

Have the amount vendors are willing to buy from you be dependant on your faction rep with them, just like they are willing to sell to you.

 

Right now, you get a discount (or surcharge) of 5%, 10%, and 15% depending on your standing with a particular faction, if any.  My suggestion would be to give a 5%, 10%, or 15% bonus (or surcharge) to buying things from the party as well.

After all, if they're willing to give things to you on the cheap, they should also be willing to pay you more for your stuff.  Think of it as a backdoor way to haggle/barter.

 

====

 

So how to do it?  After some quick testing, have this as the relevant change.

{
			"$type": "Game.GameData.VendorRatesGameData, Assembly-CSharp",
			"DebugName": "Rates_Bad_01",
			"ID": "70f062d8-5edc-43b5-8e32-f0ecbd7a9c9d",
			"Components": [{
					"$type": "Game.GameData.VendorRatesComponent, Assembly-CSharp",
					"SellMultiplier": 1.1,
					"BuyMultiplier": 0.19,
					"InnMultiplier": 1.1
				}
			]
		}, {
			"$type": "Game.GameData.VendorRatesGameData, Assembly-CSharp",
			"DebugName": "Rates_Bad_02",
			"ID": "8b1371c6-9917-4afd-92cd-24bcbb7354d4",
			"Components": [{
					"$type": "Game.GameData.VendorRatesComponent, Assembly-CSharp",
					"SellMultiplier": 1.2,
					"BuyMultiplier": 0.18,
					"InnMultiplier": 1.2
				}
			]
		}, {
			"$type": "Game.GameData.VendorRatesGameData, Assembly-CSharp",
			"DebugName": "Rates_Bad_03",
			"ID": "3aef39c3-757f-49c3-a5d9-299ff730409b",
			"Components": [{
					"$type": "Game.GameData.VendorRatesComponent, Assembly-CSharp",
					"SellMultiplier": 1.3,
					"BuyMultiplier": 0.17,
					"InnMultiplier": 1.3
				}
			]
		}, {
			"$type": "Game.GameData.VendorRatesGameData, Assembly-CSharp",
			"DebugName": "Rates_Beraths_Blessings",
			"ID": "42c0f93d-ce7c-494c-a637-c7949fc4cbf2",
			"Components": [{
					"$type": "Game.GameData.VendorRatesComponent, Assembly-CSharp",
					"SellMultiplier": 0.5,
					"BuyMultiplier": 0.2,
					"InnMultiplier": 0.5
				}
			]
		}, {
			"$type": "Game.GameData.VendorRatesGameData, Assembly-CSharp",
			"DebugName": "Rates_Default",
			"ID": "bd6efb6b-45e0-477f-b80e-95931b37fa53",
			"Components": [{
					"$type": "Game.GameData.VendorRatesComponent, Assembly-CSharp",
					"SellMultiplier": 1,
					"BuyMultiplier": 0.2,
					"InnMultiplier": 1
				}
			]
		}, {
			"$type": "Game.GameData.VendorRatesGameData, Assembly-CSharp",
			"DebugName": "Rates_Free",
			"ID": "880953e4-2052-456e-a622-eab7e9359776",
			"Components": [{
					"$type": "Game.GameData.VendorRatesComponent, Assembly-CSharp",
					"SellMultiplier": 0,
					"BuyMultiplier": 0.2,
					"InnMultiplier": 0
				}
			]
		}, {
			"$type": "Game.GameData.VendorRatesGameData, Assembly-CSharp",
			"DebugName": "Rates_Good_1",
			"ID": "9e0a47e0-5103-44c7-973f-321316e9feeb",
			"Components": [{
					"$type": "Game.GameData.VendorRatesComponent, Assembly-CSharp",
					"SellMultiplier": 0.95,
					"BuyMultiplier": 0.21,
					"InnMultiplier": 0.95
				}
			]
		}, {
			"$type": "Game.GameData.VendorRatesGameData, Assembly-CSharp",
			"DebugName": "Rates_Good_2",
			"ID": "d9ec906b-3f4c-4507-9cf1-235b466fbbc8",
			"Components": [{
					"$type": "Game.GameData.VendorRatesComponent, Assembly-CSharp",
					"SellMultiplier": 0.9,
					"BuyMultiplier": 0.22,
					"InnMultiplier": 0.9
				}
			]
		}, {
			"$type": "Game.GameData.VendorRatesGameData, Assembly-CSharp",
			"DebugName": "Rates_Good_3",
			"ID": "dda88477-0aa3-4992-bd7f-0fc4b2394e45",
			"Components": [{
					"$type": "Game.GameData.VendorRatesComponent, Assembly-CSharp",
					"SellMultiplier": 0.85,
					"BuyMultiplier": 0.23,
					"InnMultiplier": 0.85
				}
			]
		}, {
			"$type": "Game.GameData.VendorRatesGameData, Assembly-CSharp",
			"DebugName": "Rates_Good_WM",
			"ID": "ebe5a3f2-4f77-4b18-b655-4e355982d9ea",
			"Components": [{
					"$type": "Game.GameData.VendorRatesComponent, Assembly-CSharp",
					"SellMultiplier": 0.5,
					"BuyMultiplier": 0.2,
					"InnMultiplier": 0.5
				}
			]
		}, 

For those who don't want to wade through the code its:

 

Good Level 1: "BuyMultiplier": .21

Good Level 2: "BuyMultiplier": .22

Good Level 3: "BuyMultiplier": .23

 

Bad Level 1: "BuyMultiplier": .19

Bad Level 2: "BuyMultiplier": .18

Bad Level 3: "BuyMultiplier": .17

 

I intentionally didn't mess with the 50% off  sellers, as that'd be silly to implement, even for me. ;)

 

So something that a store would normally buy at 100 gold becomes 95 gold/105 gold at the first level of bad/good, 90 gold/110 gold at the second level, and 85 gold/115 gold at the third level.

 

Obviously, this will pump in a fair amount of cash for some players.  But I like the symmetry of it all. :)

 

NOTE::: Yes, it goes up/down by .1 instead of .5.   That's because the baseline for the bonus/surcharge is 20% not 100%.


Edited by Zap Gun For Hire, 02 July 2018 - 03:53 PM.


#15
peardox

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@fxluk

 

A variant of your variant is to increase item prices - I flattened the market

 

You're reducing sale prices (but presumably already have a load of cash)

 

If you're already swimming in cash raising the prices has a very different effect - you'll soon be a pauper.

 

Raising specific item types REALLY hurts the economy. Anything to do with the ship, as that's the main Sink (sink's are ways to force you to spend virtual cash) in the game would be highly effective for your concept.



#16
peardox

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@fxluk

 

Downloaded your MOD but there's one small issue

 

You credit myself while I credit @ZapGunForHire

 

It's Zap's that allowed me to write it so quickly so his / her research allowed me a very fast turn around

 

I would prefer it is you credited Zap rather than myself on this one

 

I'd already asked if he / she was going to do a mod on it but was given carte-blanche to to whatever I saw fit

 

I hope you understand, @ZapGunForHire found the keys while I (@Peardox) simply used that info to do Fair Trade

 

You should join out Slack group (see the Slack messages)



#17
fxluk

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Hi,

 

I have modified description to credit Zap.

 

Thanks for the ideas. To be honest I didn't play much, since I was waiting for POTD to be corrected.

I will try to play some more now with deadly deadfire + baldur scaling pig buddy.

I will see how it goes and maybe then create some new versions for it.






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