Better Shopping Experience

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Author: Wraith

Last revision: 4 Oct, 2017 at 16:24 UTC

File size: 1006.59 KB

On Steam Workshop

Description:

A Mini mod that makes it more worth while to set up shops in early game.
Still have some balance type fiddling to do but It’s ready for the first release.
Best used with a new start. Imports and continuing saves works fine but you will get a sudden rush or people trying to by and destroys the emmersion some what.

Basics;
Still not guarenteed a sale every hour or every six, but the chances are dramatically improved.
Civillians have a little more cash and shop for a wider selection.
Mercs are now alcoholics and care about getting themselves fixed after a fight.
Gang controlled towns now have something in the way of an economy.
Travellers now have the cash to buy the stuff they want.
A few other small changes to money and NCP desires.
Bewarned though all you Hash dealers, the Police Chief could also pay you a visit and buy bottle of Sake… I’ll be honest I have no idea how he reacts to Hash being in the shop inventory. I have not yet had Hash for sale when a law officer has had a look at the wares. (Update: Seems that both Hash and stolen goods are ignored.)
Nobles now buy stuff sometimes.

Due to the truely senseless Nav meshing and AI Pathfinding it has happened that people get stuck in your shop. I cant change this. The devs have had the chance to update pathfinding for years and never managed it so I am not holding my breath.

So far no mod conflicts.
Let me know if any conflicts occure and I post and try to fix it.
Possible conflict/negator: Mods that change the price of goods and materials will screw with the amount of money available to the NPCs and what they can buy. It might not make a huge difference or it might make the whole mini mod collapse.

Feel free to use the mod how you want (Just let me know.)

Update
Nomads around UC territory now also buy things correctly.
Tech Hunters buy Tech related loot.
Most Factions and their civilians now buy some kind of Alcohol and or Food.
Be the the helper of the homeless and starving! for a price… Residents of The Hub will now spend what little money they have on food items while some of the larger groups and bandits that pass through (providing you are not on too bad terms) will buy foods, medical and the holy alcohol.

Known Problems;
Other than wandering trader spawns and their guards or wandering parties and their conected members, there is the fact that the inventory from some Sprites and NPCs will fill up with unuseable items like Alcohol or even med kits if they are not used up. I am trying to find some way for triggering an inventory refreash every few days or so simular to what happens during a game import which would solve to problem. If any one knows how to achive this give me a shout.

Weapons and Armour are not apart of the ITEM catagory lists and as such are not asignable to the buy lists for NPCs at the moment. Once the game reaches full release I will look into it again along with the possibility of trade related quest (Supplying X to Group A type stuff where X can be Weapons or items)

Pathfinding and AI… Need I say more?
With the normal Pathfinding problems, there is one that seems to happen more than most. Slavemongers, scum that they are stealing our business like they do, seem to get stuck in your shops more often than most. I think it is due to one (or more) of the party being stuck somewhere.