Strange, I've never really thought this would be a point of contention for people. Like I've mentioned elsewhere, with the Great Khans you can VERY easily reach this same buy/sell ratio with only 25 Barter. My logic was that reaching the Commissaries is enough of an inconvenience to justify base value transactions, since with the Khans you don't need to dismiss all active companions every time you feel like selling stuff.
However, I'll make an ini configurable version and release it later today.
The Khans is far enough, and isolated enough, that the Armorer is not a problem , economy wise.
We can get access to commissary as early as just out of Goodsprings and not even get in Primm yet.
Commissary also contain good amount of good stuffs, ESPECIALLY for early games, that 100% buying or selling has far more implication than you would think. For example, they can save most stuffs not trading with Chet, but to sell to commissary and buy things there.
DLC-wise, if you can buysell at 100%, Lonesome Road has LOTS of looted stuffs in the military base outside of the silo that can be converted to cash, which lead to breaking economy even in Mojave, let alone LR. We are talking about they can gather inventory for a fast travel to the Canyon to sell, instead of selling in Mojave shops. It would lead to bottlecaps move from the LR to Mojave, since we dont sell things to shops, just buying.
I don't fully agree with this simply because the NV economy is already seriously broken by default. For example, when the Commissary's caps go below 200, they reset to 6,000 upon the next interaction, generating money out of literally nowhere. You can abuse this in the base game quite effortless by just looting and selling everything in the starting silo, closing the menu when it runs low, then opening it again to reset it, letting you easily walk away with 10,000+ caps and Riot Gear within the starting hour of the game with only 15 barter if you really wanted to.
However, now that I've released a version that lets you specify the barter multipliers you wish to use, it's up to you to decide how broken you really want the economy to be.
I wonder if they always intended them to be ordinary merchants or if they planned something similar to the Sierra Madre vending machines. Hmm, new mod idea...
Ah, that may actually throw some of the calculations I use in this mod out of whack. I'll update it to account for people using modded barter setting values.
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The courier bartering with a literal vending machine in LR
100% buy/sell is like 100 Barter with all the trader perks. Too bloody OP.
I would suggest a 50% for buying back, and 150% for selling out.
It's a bit too cuthroat, but you were in a military zone shopping in monopoly shops, what do you save money for?
Strange, I've never really thought this would be a point of contention for people. Like I've mentioned elsewhere, with the Great Khans you can VERY easily reach this same buy/sell ratio with only 25 Barter. My logic was that reaching the Commissaries is enough of an inconvenience to justify base value transactions, since with the Khans you don't need to dismiss all active companions every time you feel like selling stuff.
However, I'll make an ini configurable version and release it later today.
We can get access to commissary as early as just out of Goodsprings and not even get in Primm yet.
Commissary also contain good amount of good stuffs, ESPECIALLY for early games, that 100% buying or selling has far more implication than you would think. For example, they can save most stuffs not trading with Chet, but to sell to commissary and buy things there.
DLC-wise, if you can buysell at 100%, Lonesome Road has LOTS of looted stuffs in the military base outside of the silo that can be converted to cash, which lead to breaking economy even in Mojave, let alone LR. We are talking about they can gather inventory for a fast travel to the Canyon to sell, instead of selling in Mojave shops. It would lead to bottlecaps move from the LR to Mojave, since we dont sell things to shops, just buying.
32k caps shop bug, anyone remember that?
However, now that I've released a version that lets you specify the barter multipliers you wish to use, it's up to you to decide how broken you really want the economy to be.