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Author notes
I give permission for any of my mods to be translated and uploaded to the Nexus. You do not need to ask me first. For any other changes, please contact me first.
Please consider the following recommendations for translations:
1. Please clearly state the mod version of your translation and link back to the original file, so users can check they have an up-to-date version. 2. Do not change the name of any files, including the mod esp/esm files. This is because some other mods may search for the mod by name in their own scripts. 3. Also, do not translate or change the name of any options contained in INI files, since these are referenced by name in scripts too. However, you can freely change any instructions contained in INI files. 4. You can post your translated esp/esm files along with any of the original mod assets, and you do not need to ask for permission. However, please consider posting only the esp/esm file whenever possible, and requiring users to download the original file for the assets. This will allow the users to endorse the original file and contribute to downloads to help mod visibility. 5. If you find any scripted messages (created by the functions MessageEx ot MessageExAlt) that cannot be translated without editing the script, please contact me and I will move the message to a form instead.
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Translations
Spanish
French
Translations available on the Nexus
Language
Name
FrenchAuthor: PushTheWinButton - traduit par zebumper
Changed how the 'value override' feature works. This was intended for a scripted version of SITE that I never got around to making, so hopefully someone else will find a use for it. More information is in the INI file and included example. The feature is disabled by default. Also added a bCreateOutput option to aid with making value override files.
Added an option to include cards and keys in the value calculation, disabled by default. This is mainly if someone wanted to include them in a value override file for whatever reason.
Version 3.0.5
Minor update for the most recent version of YUP.
Version 3.0.4
Added a feature that allows you to manually override any item value in the game (including from any mods) by adding some lines to a txt file. I was going to use this to do a thorough manual overhaul of items worth less than 100 caps to try and make a low-value economy more balanced, but I sort of lost interest in the economy stuff a bit. Someone else might find it useful. I consider this a bit of a resource, rather than a feature, so the instructions and an example are available in a separate download in the Optional section.
Version 3.0.3
Script optimisations.
Version 3.0.2
Added a check to ensure that Cigarette Cartons are always proportional in value to Cigarette Packs based on weight.
Added an extra INI option, to prevent changes to the value of items below 50 caps.
Version 3.0.1
Reduced the repair multiplier from 110% to 100%.
Version 3.0.0
Complete overhaul and rebalancing of the item values and mod structure. All mod features can now be configured (including disabled entirely) using the optional INI. The INI is optional as I have already pre-balanced the mod and don't intend you to change the values. By doing so you acknowledge that you could mess with the intended balance.
Added a new, simpler formula for item value calculations, which now affects all inventory items. Item values are generally lower than in previous versions, but in some cases the difference isn't that great.
Reimplemented the changes to casino win limits using scripts. This now affects mod-added casinos and can be customised in the INI. You can also increase the winning limits if you really want to break the economy. Alternatively, you can use the bNoCasinoBans in lStewieAl's Tweaks. Either way, I would recommend enabling bLuckDoesntAffectGambling in lStewieAl's Tweaks if you want more risky gambling sessions.
Removed the changes to max bets. You can now bet the vanilla amount in all casinos.
Decreased the number of legion denarii in the dropboxes that respawn as part of the Caesar's Favour quest.
Re-added the Sierra Madre voucher and instead decreased the number of chips that can be redeemed using it.
Decreased the number of caps rewarded for turning in snow globes. This also affects DLC snow globes.
Removed hard edits to vendor caps and instead implemented a new scripted system for reducing vendor caps. This also affects caravan players, so they will now have a more appropriate number of caps to gamble with.
Increased repair costs from 50% of item value to 110%. This is still less than the vanilla 200%.
Version 2.0.0
Removed changes to barter skill and condition value formulas. Vanilla settings are now used.
The value of some aid and misc items are now affected. This follows the same scripted method as the other areas of the mod, so no conflicts.
Version 1.12
Quick revisit for some script optimisations. The increase is marked, but since the script only runs once when the game starts, it's unlikely you'll notice any improvements. Testing the changes in isolation, I've clocked speed increases over 10x.
Version 1.11
Corrected the spelling of Gomorrah in the casino list (fix carried forward from YUP).
Version 1.10
Added checks to ensure that the correct version of NVSE and JIP LN NVSE are installed.
Economy Overhaul Requirements: All Official DLC (except Courier's Stash) xNVSE JIP LN NVSE Plugin
Introduction
Economy Overhaul offers an alternative, tougher, but (in my opinion) a more rewarding economy for New Vegas. I always thought that it was incredibly easy to make caps in New Vegas, more so than in Fallout 3 due to the high value of weapons and apparel. You can quickly be granted wealth beyond measure (outlander) by stripping fallen raiders of their weapons and reselling them to the nearest merchant. I much prefer the idea of a lower-value economy, where these items cost less, but you have less to spend on them. Where do merchants keep all those caps, anyway?
Description
Value Overhaul
The value of apparel, weapons, and weapons mods have been drastically lowered. The value of other inventory items has also been reduced, with the magnitude of the reduction being dependent on the item's original value. Low-value items are affected much less than high-value items. This is carried out by a script which runs once when you start your game, and it covers all items, even those added by mods. The script is in my characteristic streamlined fashion, so there should be little to no performance impact. No record edits are involved in this element of the mod, hence compatibility is not an issue.
Cheaper Repair Costs
The vanilla cost of fully repairing a completely broken piece of equipment at a merchant was 200% of the item's base cost. 200%!!! You mean it's cheaper to buy a new item?!
Yes, yes it is. I had a similar situation with a toaster once. Economy Overhaul lowers this to 100%. Now you'll no longer need to spend an arm and a leg to keep your trusty toasters in good nick.
Vendor and Caravan Player Caps
The amount of cash merchants and caravan players have to toss about has been reduced, such that even if you do manage to lug all those Laser RCWs and 10mm Pistols back to the Gun Runners, there's no guarantee that you'll be able to sell them all. Mostly this is just a plausibility change - generally merchants will still have plenty to trade with you.
Casinos and Other Large Rewards
To preserve the new economy, Economy Overhaul lowers the amount of caps you can get from:
Casino jackpots,
Snow Globe rewards,
The Sierra Madre Complimentary Voucher,
The Legion Denarii dropboxes in the recurring Caesar's Favour quest.
Full Customisability
Version 3 of Economy Overhaul comes with the option for full customisability of all features. See the Customisation section below.
Alternatives
Fallout 3 Economy follows a similar concept, but decreases values more drastically than Economy Overhaul does. I've provided an optional INI config that makes Economy Overhaul's values almost identical to Fallout 3 Economy's.
Version 3 of Economy Overhaul features optional INI customisation of all the mod's features, including the option to turn each feature off entirely. The INI is provided as an optional download and is not required to use the mod, as the default settings are built-in to the scripts.
If you mess with settings in the INI, you may disrupt the intended balance of the mod, just so you're aware. The default settings are intended to give the best economy balance.
I have also included an optional INI that aligns the mod settings to similar to those in Fallout 3 Economy by TrueVoidWalker, but with Economy Overhaul's additional features and value rounding enabled. Because of Fallout 3 Economy's lower item values, I have also decreased some of the quest rewards slightly more than Economy Overhaul's default settings.
Uninstallation
This mod can be safety uninstalled at any time and will have no permanent effects on your game.
My Mods
I spend a lot of time creating and supporting my mods, so any donations are gratefully received.