I main save has about 400K gold. I didn't cheat, I just know how to use Astarion (or any thief) and Withers. This will make collecting that much more difficult, which will add a bit of much needed stress to finances (at least for a short while lol)
There's something particularly twisted about not only halving the economy and slashing sell potential but also offering us like 400 new items to clog our inventories with by endgame. With that said, would it be possible to have this mod without the shop bank nerf? I'm a huge fan of the economy changes otherwise.
also offering us like 400 new items to clog our inventories with by endgame
I'm not sure what you're talking about, they are not additionally dropped to you, they are built into the general pool, and the economy is not disrupted.
What is your specific request? I can't figure it out.
By adding said items, do you not intrinsically create a higher chance that mundane loot would become one of your items? Like if the pool was originally between a few hundred mundane items, and you use REL to slide your items into the loot pool, does that not shift the weight? I'm not exactly educated in this stuff, so not being rhetorical/facetious even though I sorta was with the first post... and what I was asking for would be a version of the mod which operates as-is only this:
- After each long rest, merchants will refresh with less gold in their pockets, limiting you from huge loot selling.
A nerf to shops' banks, being revoked. More broadly, if it's probable and you wanted to, you could also have some MCM compatibility which lets people alter rates of reductions for their sessions.
By adding said items, do you not intrinsically create a higher chance that mundane loot would become one of your items?
Yes, that's exactly how it works. How does it break the economy if instead of item A at price N - you get item B at price N?
A nerf to shops' banks, being revoked. More broadly, if it's probable and you wanted to, you could also have some MCM compatibility which lets people alter rates of reductions for their sessions.
That would actually be cool, but I'm not modding at SE level, and all this customization is SE level, which requires you to know lua. To tell you the truth, I made this mod before the official mode with custom economy settings, and I made it more for myself based on my experience. Otherwise I would have uploaded here 100 different versions for all tastes a long time ago. It's just not something that's on my list of interests in BG3 modding at the moment. You can always use Multitool and edit the mod however you want, you just need to know how to use notepad.
Oh, so an object's loot's decided by price? That'd solve the concern I had about a ton of clutter. And the rest of that's a shame, but totally understandable. I'll probably just mess with it myself in that case. Thanks for your time tho.
Not really, it's much more complicated than that :D Just my point, all my custom artifacts are tied to vanilla prices. Uncommon Ring has the price of Larian's Uncommon Ring, Legendary Weapon has the same price as Larian's Legendary Weapon. And REL is set up so that in most cases you will get the same quality loot as you would without REL. Consequently, you'll have as much profit from magical loot - 90% of the time as you would in vanilla. I paid a lot of attention to the progression economy during development, no flaws there.
For some reason, if I start a multiplayer game with a friend with this mod enabled, my friend gets an error that "he doesn't have one of the mods installed on the server." If I disable this mod, everything works.
follow up question: we can still level-scum the merchants by leveling a new character/hireling to refresh their gold and backpack it is there a way to implement a condition where the merchant's gold are refreshed but to only like 100 gold or so to avoid this abuse?
I already use less exp mod and less approval mod for companions, next time will use overhauls mods for armor and weapon and now for economy! Definitely will try it out in my next playtrought(currently I'm in act 2 so this will need to wait).
So I'm in act 3 early on, started it with less then 1k gold(I dont hoard money) and after clearing my chest camp from not used items I got to 4.5k gold(never had more before with this mod active), normal difficulty, cannot wait when I will play on custom mode. Great mod!
Hello, Is there a way to make all items from specific rarity to be increased by a specific amount, affecting also modded items ? I would love to find or make such mod but I don't know if there is a way
Yes of course, but there are no such mods, because you can do it yourself through editing GoldValues.lsx. No one will make mods with a thousand parameters for one and a half people.
I understand, so do you think I could change for example all items of epic rarity to cost atleast 8000 for example ? and all legendary items to cost 15000, and not the selling price but the buying price ?
but why would it be thousand parameters, I just want one option that put the rule as long as it is epic or legendary or uncommon it costs this amount whatever it is, even coming from a mod, do you get my idea ? I don't want to change the price of each items individually.
No, unfortunately this engine doesn't have a separation between sell and buy price. However, you can set a unique total price for a certain rarity.
but why would it be thousand parameters, I just want one option that put the rule as long as it is epic or legendary or uncommon it costs this amount whatever it is, even coming from a mod, do you get my idea ? I don't want to change the price of each items individually.
Because it uses a separate category for each equipment slot, divided by rarity, and all this is still inherited from each other - in general you can understand it just by looking at GoldValues.lsx. Google it, the solution is in plain sight.
here is the formula for calculating an item's base gold value (thanks to @SeanConnerX0 's help): RawGoldValue = ValueScale * GoldValue * CumulativeParentScaleGoldValue is the value corresponding to the ValueLevel in GoldValues.lsx
CumulativeParentValue is the product of all the ParentScale values in GoldValues.lsx (corresponding to the ValueUUID of the item)
The RawGoldValue is then rounded to get the final value, according to these rules: RawGoldValue <25 round to nearest integer RawGoldValue >=25 round to nearest multiple of 5 RawGoldValue >=250 round to nearest multiple of 10 RawGoldValue >=1000 round to nearest multiple of 50
Ok got it now tysm, as I understand it more, I realise that changing that won't change my issue as some mods use volontarly (I guess) base armor UUID even though they are legendary to make them purposely cheap, so even if I make that change it wouldn't affect them, sadge, I will need in the end to individually change each armor added mod if I want a more balanced gameplay
It is, they don't want to incorporate their mod in a balanced perspective but more so in a cheaty way, I can't share my modpack to my friends with such mods, well no bother, I'll do the changes slowly, I'll finish it at some point
i have a bug and i 'think' its caused by this as there are no other mods in my list that mess with economy nor loot lists except the four of your mods.
I play in splitscreen and occasionally on game reload ill find the held gold by my character markedly reduced.
Nothing wild but often 20-30% less than it was.
Also interestingly is I think the long rest gold reduction causes an accumulative bug when entering act 3, as all the merchants in the area have 0 gold. I didnt notice crazy low gold numbers in act 1 or 2 however.
Very interesting bug, it's possible that recent economy patches may have introduced some Shenanigans and the reduced gold modifiers of merchants could just go to zero(but I have no idea how that's possible and where to look). For now, I suggest removing the mod and not using it. Especially since there are now custom economy settings in the game itself.
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I didn't cheat, I just know how to use Astarion (or any thief) and Withers. This will make collecting that much more difficult, which will add a bit of much needed stress to finances (at least for a short while lol)
What is your specific request? I can't figure it out.
Just my point, all my custom artifacts are tied to vanilla prices. Uncommon Ring has the price of Larian's Uncommon Ring, Legendary Weapon has the same price as Larian's Legendary Weapon. And REL is set up so that in most cases you will get the same quality loot as you would without REL. Consequently, you'll have as much profit from magical loot - 90% of the time as you would in vanilla. I paid a lot of attention to the progression economy during development, no flaws there.
follow up question: we can still level-scum the merchants by leveling a new character/hireling to refresh their gold and backpack it
is there a way to implement a condition where the merchant's gold are refreshed but to only like 100 gold or so to avoid this abuse?
but why would it be thousand parameters, I just want one option that put the rule as long as it is epic or legendary or uncommon it costs this amount whatever it is, even coming from a mod, do you get my idea ? I don't want to change the price of each items individually.
Many thanks for the answer
Because it uses a separate category for each equipment slot, divided by rarity, and all this is still inherited from each other - in general you can understand it just by looking at GoldValues.lsx. Google it, the solution is in plain sight.
<node id="GoldValue">
<attribute id="Level1" type="uint32" value="15000"/>
<attribute id="Name" type="FixedString" value="ArmorLegendary"/>
<attribute id="ParentScale" type="double" value="20"/>
This will make it so all legendary armors cost 15000, even mods ? what does "ParentScale" refers to ?
Thx for the help
RawGoldValue = ValueScale * GoldValue * CumulativeParentScaleGoldValue is the value corresponding to the ValueLevel in GoldValues.lsx
CumulativeParentValue is the product of all the ParentScale values in GoldValues.lsx (corresponding to the ValueUUID of the item)
The RawGoldValue is then rounded to get the final value, according to these rules:
RawGoldValue <25 round to nearest integer
RawGoldValue >=25 round to nearest multiple of 5
RawGoldValue >=250 round to nearest multiple of 10
RawGoldValue >=1000 round to nearest multiple of 50
I play in splitscreen and occasionally on game reload ill find the held gold by my character markedly reduced.
Nothing wild but often 20-30% less than it was.
Also interestingly is I think the long rest gold reduction causes an accumulative bug when entering act 3, as all the merchants in the area have 0 gold.
I didnt notice crazy low gold numbers in act 1 or 2 however.
didnt realise there are custom economy settings now, cool!