Some edits to how merchants scale their stock.
Features:
--Staves scale now!
Previously, staves were excluded from the store scaling function (I assume it was accidental since some staves should scale based on material progression).
--Store scaling is now more closely linked to player level!
Previously store level was determined partially by RNG; that has been removed. Store items will only scale up, never down, so if a store you encounter at level 2 has an nice veridium sword, it'll stay that way, not drop down to iron. (some stores were flagged to be 1-2 levels higher than the player and/or had a slight chance to have higher-level equipment; both those features have been kept)
--All items come rune-enabled, if their material tier is high enough!
Previously, only some stores could sell rune-enabled items, and then only if the RNG was favorable. -_-
Because the stores keep scaling up (roughly 1 tier every 3 levels) and everything has rune slots, be warned that this can make buying things more expensive.
Limitations:
--Not every item is set to scale by its material progression. Unfortunately, there is no scripting function to change this; it has to be done by UTI edits (many can be found in the optional & miscellaneous files here, with more item mods are listed in the description page).
--Runes prevent items from scaling! To scale items by selling them to a merchant and then buying them back, you must remove runes first.
If you want to see how the store scaling originally worked and my notes / changes, check the Articles tab.
Optional downloads:
Alternate versions that retain either the original rune enabling mechanic or the original RNG scaling mechanic.
Conflicts:
Will conflict with any other mods that edit gen00pt_generic_actions.ncs, although I'm unaware of any. Additionally, some stores are special and use different plot scripts to open. I've also edited all of those scripts I could find (see readme for scripts and affected stores), but this does mean a lot more potential for mod conflicts. Best delete the conflicting script from this mod if that happens.
v1.1: patch for Qwinn's Fixpack included, since it's pretty widely-used.
Since I've only edited scripts, this should be completely compatible with mods that change merchant inventories and/or add new merchants (although if the added merchant uses a custom script to open, it won't be affected).
Features:
--Staves scale now!
Previously, staves were excluded from the store scaling function (I assume it was accidental since some staves should scale based on material progression).
--Store scaling is now more closely linked to player level!
Previously store level was determined partially by RNG; that has been removed. Store items will only scale up, never down, so if a store you encounter at level 2 has an nice veridium sword, it'll stay that way, not drop down to iron. (some stores were flagged to be 1-2 levels higher than the player and/or had a slight chance to have higher-level equipment; both those features have been kept)
--All items come rune-enabled, if their material tier is high enough!
Previously, only some stores could sell rune-enabled items, and then only if the RNG was favorable. -_-
Because the stores keep scaling up (roughly 1 tier every 3 levels) and everything has rune slots, be warned that this can make buying things more expensive.
Limitations:
--Not every item is set to scale by its material progression. Unfortunately, there is no scripting function to change this; it has to be done by UTI edits (many can be found in the optional & miscellaneous files here, with more item mods are listed in the description page).
--Runes prevent items from scaling! To scale items by selling them to a merchant and then buying them back, you must remove runes first.
If you want to see how the store scaling originally worked and my notes / changes, check the Articles tab.
Optional downloads:
Alternate versions that retain either the original rune enabling mechanic or the original RNG scaling mechanic.
Conflicts:
Will conflict with any other mods that edit gen00pt_generic_actions.ncs, although I'm unaware of any. Additionally, some stores are special and use different plot scripts to open. I've also edited all of those scripts I could find (see readme for scripts and affected stores), but this does mean a lot more potential for mod conflicts. Best delete the conflicting script from this mod if that happens.
v1.1: patch for Qwinn's Fixpack included, since it's pretty widely-used.
Since I've only edited scripts, this should be completely compatible with mods that change merchant inventories and/or add new merchants (although if the added merchant uses a custom script to open, it won't be affected).