About this mod
Reworks what vendors can buy, based on what they sell, and reduces available caps to make the game have a more trade-based economy.
- Requirements
- Permissions and credits
- Changelogs
This mod is a scripted MXPF patcher, that is capable of doing all of the following
Vendor Buy/Sell Blacklists
- This feature scans the vendor's possible inventory for a items with certain keywords. If they don't have an item with that keyword, then it adds it to their personal Buy/Sell blacklist. E.g. if a vendor doesn't sell weapons, then they will no longer buy weapons. This feature is quite similar to Complex Vendors, however that mod uses whitelists instead of blacklists, which are more restrictive at the expense of compatibility, and that mod only covers the vanilla game, whereas becuase this is a scripted patcher, it will cover your entire modlist, and has no compatibility issues.
- A sub-feature of this is an armor processor that cleans up and adds a new ObjectTypeClothing keyword to non-armor clothing, allowing it to be restricted by the blacklists.
Vendors have fewer caps
- This function replaces the vendors caps levelled lists with the change levelled list, effectively giving all vendors an average of 30 to 50 caps, instead of their normal amounts. The in-game effect of this, is that it makes it much harder to build up caps by selling your junk, and you will more often have to trade items that the vendor wants in order to purchase stuff.
I recommend using this feature alongside something that reworks the Caps Collector perk (e.g. my True Perks mod), as this feature will disable the vanilla effect of increaseing vendor caps. An optional plugin is available to change the effects of the barter and speech bobbleheads to 5% buying and selling, respectively.
Buy/Sell Junk Value Threshold
- This feature adds the NoSale keyword, which prevents vendors from buying an item, to all Junk Misc items with a value below the set threshold. Setting it around 10 will mean that vendors are still interested in rare and valuable items, but will no longer buy or sell random trash (Including Pre-war money).
Dynamic Restock Time/Percentage
Vendors restock on a random timer (based on a MCM configurable value +/- 50%).
Instead of respawning completely, vendors will now restock a percentage of their stock, equal to the following formula
percentRestock = totalCapsBeforeRestock/totalRestockCaps * averageRestockPercent(configurable in MCM)
totalRestockCaps is a random value, generated by calling the vanilla restock function.
So, if you buy a bunch of a vendor's stock, and take all their excess caps, they will have fewer caps to restock with, and will restock a smaller percentage of their inventory. If you buy a bunch and leave them with a ton of caps, then they'll restock a larger portion of their inventory.
Under the hood, this works by calling the restock function, and instead of replacing the vendors current inventory entirely, it drops a percentage of the current inventory, and replaces it with a percentage of the restock.
Buy/Sell Rates
This tweaks the buy/sell modifier equation that reduces the maximum price modifier you get from 3.5 charisma, down 2. This suits the lowered cap economy much better than the default values. It also tweaks the value of vendor uniques down, and tweaks the value of several other misc items to better fit into the new economy.
Optional Addons
- Speech Bobblehead gives discount: plugin that alters the speech bobblehead to give a selling discount, instead of giving vendors more caps.
- Doctor's don't sell drugs: Optional plugin that removes addictable drugs from doctors- run the patcher with this enabled and loaded last, then disable it.
How to use the patcher
This is a standard MXPF patcher. Place this and MXPF in your Edit Scripts folder, and run it through FO4Edit. It will take a WHILE to run, depending on the size of your load order. Could it be optimised further, probably, but that would take me more time than just running the thing to figure out, and I've got other things to work on.
Settings: All the primary features of the patcher can be enabled/disabled by setting the variable at the beginning of the script to false (or for MiscValueThreshold set to 0), so you can use whatever components of the patcher you want. Advanced users who want to play around with the keywords that the mod restricts are welcome to do so, they can be found in the KeywordsToCheck.ini file- be warned, that adding stuff to this list increases the run time for the script.
Compatibility
It's a patching script, so it should be compatible with pretty much everything, however it does rely on mods correctly using the vanilla keywords. If Lunar Fallout Overhaul is detected in your load order, it will alter the rules for armor/clothing keyword tagging slightly.
Other Recommended Mods
True Perks: Perk overhaul, includes a new effect for Caps Collector (along with pretty much every single other perk)
Vault Boy and Girl Bobbleheads: If you're running the Fourville quest mod, this vanillafies the bobbleheads, and replaces the benefits that modify vendor caps
Unique Replacers Project: This series of mod's replaces the game's unique weapons and armor with actual unique weapons and armor mods from the nexus. Replacing the Vendor Uniques with things you actually will want to buy actually goes a long way to fixing the games economy by giving you something you actually want to spend caps on mid to late game.
Whisky's Survival Mods
Feast and Famine Overhauls food availability, makes water and sodas not heal
Less Dungeon Loot - Makes statically placed food and chems more rare.
Stimpacked - A Survival Healing Mod: Changes food healing to only heal up to certain thresholds
Food Healing Doesn't Stack - Makes food healing not stack
Loaded Out: An Encumbrance Overhaul: Reworks encumbrance mechanics
Barter - An Ecomony Overhaul - Overhauls the game economy
Degrade and Salvage - A crafting overhaul - Adds weapon degredation, and overhauls crafting
Home Unimprovement - Survival Settlement Crafting - Turns settlement building into camping