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LitR - Economy Tweaks Testing

🕑 Added 2023-06-21 17:01:53 +0000 UTC

Comments

WhiskyTangoFox

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.

Christopher Schneider

Hey 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


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