If you're following instructions at http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas#Create_a_Bashed_Patch, or otherwise creating or rebuilding a Bashed Patch with Wrye Flash, then do not tick Cost Multiplier: Repair in Tweak Settings, which would conflict with this mod.
The game uses these formulae (ignoring special discounts etc; see http://fallout.wikia.com/wiki/Barter#Fallout:_New_Vegas):
Sale value % = 45% + [Barter x 0.45%]; = 90% for Barter 100 Buy Value % = 155% - [Barter x 0.45%]; ] 110% for Barter 100
Sales and repair outlets compete against each other, so the price to get one's near-zero condition weapon or armour fixed (i.e. rebuilt from near-nothing) should be about the same as to buy a new one. This suggests BRbase = 1.55 and BRmulti = 0.0045.
When doing my own repairs (using DALCO Workbench Repairs http://www.nexusmods.com/newvegas/mods/45607/?), I set BRbase = 1.35, since now I'm using my own labour and only paying for parts and overhead (and merchants in this game make at a minimum 20% profit in transactions).
With these settings, even a character with Barter 100 who buys a near-broken item for next to nothing would pay (1.35 - .0045*100 =) 0.90 of its value to repair it, which equals its selling price. So this isn't a way to farm caps in the game. Similarly, it's not worth repairing something only to sell it, but it remains cheaper for one's own use than to have someone else repair it, or to buy it new.
And here I am almost 1 year later and I almost forgot to get this mod for another playthrough. I doubled the carry weight so I changed this to 400-200% (as well as my barter mod)
I'm downloading it later i will try it i was tired of give 5000 caps for repair having 100 of barter.....This mod makes more important the barter skill thanks....
@MGUMPALUPA The repair cost multiplier is constantly varied as your barter skill goes up and down, point by point using the formula: 3 - 0.02*Barter. Not in discrete steps, those were just examples to show the 2 extremes and the mid point where its the same as vanilla.
@phoenix0113 I do not want vendor repairs to become a way of making money. Buying damaged goods, getting them repaired and selling to the same vendor to turn a profit should not be possible. I do agree that a base multiplier of 3x is a bit steep, especially for starting players and due to the fact one the earilest repairmen is the level 100 repair guy at mojave outpost. I'll probably reduce the base cost to 2.5x, and adjust the multiplier so the cost drops to 0.75x at barter level 100.
@Ryzza No, player repair skill should have no effect the costs of vendor repairs. Repair vendors are an alternative to repairing things yourself (using the repair skill and salvaged items) Think about it, would you want some dusty wanderer walking into your place, looking over your shoulder, telling you how to do your job and then trying to stiff you your costs when it came to payment?
Edit: Uploaded new version, with customisable variables. Tweak the mod without even having to use FNVEdit or the GECK.
Makes tons of sense, but it still feels a little steep to pay that much, especially repairing an anti-materiel rifle. I was hoping that at 100 barter it would be cheaper to repair, I don't know why repairs are so expensive anyway, just buy a new one from gun runners, it's cheaper! That is why I never get NPCs to repair my stuff, it's pointlessly expensive. I suggest this.
0 barter - 2.5x item value 25 barter - 2x item value 50 barter - 1.5x item value 75 barter - 1x item value (same as full item value) 100 barter - 50% of item value
13 comments
Sale value % = 45% + [Barter x 0.45%]; = 90% for Barter 100
Buy Value % = 155% - [Barter x 0.45%]; ] 110% for Barter 100
Sales and repair outlets compete against each other, so the price to get one's near-zero condition weapon or armour fixed (i.e. rebuilt from near-nothing) should be about the same as to buy a new one. This suggests BRbase = 1.55 and BRmulti = 0.0045.
When doing my own repairs (using DALCO Workbench Repairs http://www.nexusmods.com/newvegas/mods/45607/?), I set BRbase = 1.35, since now I'm using my own labour and only paying for parts and overhead (and merchants in this game make at a minimum 20% profit in transactions).
With these settings, even a character with Barter 100 who buys a near-broken item for next to nothing would pay (1.35 - .0045*100 =) 0.90 of its value to repair it, which equals its selling price. So this isn't a way to farm caps in the game. Similarly, it's not worth repairing something only to sell it, but it remains cheaper for one's own use than to have someone else repair it, or to buy it new.
The repair cost multiplier is constantly varied as your barter skill goes up and down, point by point using the formula: 3 - 0.02*Barter. Not in discrete steps, those were just examples to show the 2 extremes and the mid point where its the same as vanilla.
@phoenix0113
I do not want vendor repairs to become a way of making money. Buying damaged goods, getting them repaired and selling to the same vendor to turn a profit should not be possible.
I do agree that a base multiplier of 3x is a bit steep, especially for starting players and due to the fact one the earilest repairmen is the level 100 repair guy at mojave outpost.
I'll probably reduce the base cost to 2.5x, and adjust the multiplier so the cost drops to 0.75x at barter level 100.
@Ryzza
No, player repair skill should have no effect the costs of vendor repairs. Repair vendors are an alternative to repairing things yourself (using the repair skill and salvaged items) Think about it, would you want some dusty wanderer walking into your place, looking over your shoulder, telling you how to do your job and then trying to stiff you your costs when it came to payment?
Edit: Uploaded new version, with customisable variables. Tweak the mod without even having to use FNVEdit or the GECK.
0 barter - 2.5x item value
25 barter - 2x item value
50 barter - 1.5x item value
75 barter - 1x item value (same as full item value)
100 barter - 50% of item value