help!help! can you tell me how to change the Horsetraders price?make it more expensive? And what is the code mean in "shop_type2item.xml" ? like<row amount="10" default_on="True" item_id="0290b689-c01c-480f-b121-bed71ad1f5e0" shop_type_id="2" />
These are the first and foremost type of mod I look for in CRPGs these days. It is the most important type of mod to me.There needs to be a hunger to take all the loot and sell it, if you get rich quick, the thrill of lockpicking/picketpocketing and looting become pointless.
Hi. Checked a few shops in Rattay and the buy/sell prices increase/decrease by 100% and 50% respectively. Great mod. Endorsed!
However, the Trader’s wealth, is unchanged. Here's some traders I've checked Huntsman Berthold - 200g Swordsmith - 1.8k gold 2 traders between swordsmith and armoursmith - 20g and 40g respec Armoursmith -2.2k gold
Have I misunderstood how the trader's wealth element works?
I modified the Original version of your mod that made the sell multiplier .1 or 10% to 25% for all merchants except merchants I identified as blacksmiths/Weapon Dealers/Armorers who have a value of 50% this way selling food from hunting should always only give 25% but selling armor can still be half as lucrative as before (because at 25% for me, it just wasn't worth it in the slightest)
However I'm still not happy with this solution, I would like to be able to change the worth value of specific items (Such as all game meats) but haven't been able to identify how after spending a few minutes looking at some of the XMLs.
You wouldn't happen to know how I could do that do you? If I can figure it out I would like to publish a rebalancing mod that nerfs Hunting/selling gear respectively but keep cool things like golden goblets relatively valuable because I think they should be since they're rare. I think the sell multiplier of 50% over all would be decent but I would further nerf food as an item and probably buff specific Items as to not make them completely useless.
Cheers! Hmm, I can't seem to make sense of there being multiple entries for kidneys but they have different values (Price and weight)and listed as I think props in the world.
like "props/interiors/kitchenware/food/kidneys_deer.cgf" - There are several of these with different IDs and values
those are different items like "doe_kidney", "doe_kidney_cooked", or "sheep_kidney cooked" you can look in item.xml using the item_id to find the name which is bit more descriptive
Is there any way to alter the money merchants have by type or something? Armorsmiths/weaponsmisths/alchemists adn the like often have thousands of grochen, but anyone else (especially those dealing with food) have just PITIFUL amounts like 40... They aren't even worth your time talking to
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And what is the code mean in "shop_type2item.xml" ?
like<row amount="10" default_on="True" item_id="0290b689-c01c-480f-b121-bed71ad1f5e0" shop_type_id="2" />
row amount="10"
default_on="True"
item_id="0290b689-c01c-480f-b121-bed71ad1f5e0"
shop_type_id="2"
what's that article mean?
Would you be so kind as to add a version that makes shops buy at 1/4th the price? Thanks!
These are the first and foremost type of mod I look for in CRPGs these days. It is the most important type of mod to me.There needs to be a hunger to take all the loot and sell it, if you get rich quick, the thrill of lockpicking/picketpocketing and looting become pointless.
Thank you so much for this!
However, the Trader’s wealth, is unchanged. Here's some traders I've checked
Huntsman Berthold - 200g
Swordsmith - 1.8k gold
2 traders between swordsmith and armoursmith - 20g and 40g respec
Armoursmith -2.2k gold
Have I misunderstood how the trader's wealth element works?
However I'm still not happy with this solution, I would like to be able to change the worth value of specific items (Such as all game meats) but haven't been able to identify how after spending a few minutes looking at some of the XMLs.
You wouldn't happen to know how I could do that do you? If I can figure it out I would like to publish a rebalancing mod that nerfs Hunting/selling gear respectively but keep cool things like golden goblets relatively valuable because I think they should be since they're rare. I think the sell multiplier of 50% over all would be decent but I would further nerf food as an item and probably buff specific Items as to not make them completely useless.
like "props/interiors/kitchenware/food/kidneys_deer.cgf" - There are several of these with different IDs and values
you can look in item.xml using the item_id to find the name which is bit more descriptive
Armorsmiths/weaponsmisths/alchemists adn the like often have thousands of grochen, but anyone else (especially those dealing with food) have just PITIFUL amounts like 40...
They aren't even worth your time talking to
if you look in Libs\Tables\shop\shop_type2item.xml in Tables.pak you'll find an entry for each shop type and you can raise or lower them as needed