Fun merchant life(Shopping AI MOD)

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Author: Missile

Last revision: 4 Sep, 2021 at 13:12 UTC (1)

File size: 826.37 KB

On Steam Workshop

Description:

Requires a import.

(Use machine translation)
-This mod does not add new characters, squads, items, dialogs.
So strange English will not be added to the game.

There are various shopping mods in this game.
But I was not happy with them and created this mod.
Using this mod with other shoppingAI mods can cause problems with game balance and AI.
I recommend using this mod alone.
(Mods that increase NPC store money or assortment are compatible with this mod)

I created this mod to solve the following issues
“In a few days, resident’s money will run out and it wo n’t recover”
“Only some characters do shopping”
“I sell trash instead because they don’t buy expensive things”

[MOD Characteristic]
1.Does not destroy game balance (does not cause inflation)
Aimed for a natural and continuous economy.
The focus was on role play as a merchant, rather than simply making big money.

2.The residents’ funds will never run out
They now have almost unlimited money (Players can’t take it away)
Of course, They don’t buy all the products in the store at once (no inflation occurs)
Make a small purchase per day, controlled by probability.

3.Gatekeeper Paladin, town guard Samurai, HQ Gang,Shop Guard(etc) also go shopping
At a designated time, they take a break from their original work and go shopping.
When they are satisfied with their shopping or after two hours, they return to their original job.
However, important NPCs do not go shopping.(Gatekeeper leader, shopkeeper, Emperor Teng, Phoenix, etc)
Nobles go shopping, but their escorts do not leave him.
There should be no problem with town security.

4.It is your benefit to arrange high quality items
There is no limit to the purchase price.
There is no need to place dried meat instead of meatrap.
Line up high quality weapons instead of picked up scraps.
In this mod, economic balance is controlled by probability rather than amount.
For example, the probability of a Citizen buying weapons is only 1% per day. Even Soldiers are 4%.
For Food, it is about 10-25%.
It ’s important to take advantage of fewer opportunities.

[Settings made]
-Each character’s shopping list and money (1 billion) has been set.
In many cases, the lists conforms to NPC class such as Citizen and Militaly.
-It is also influenced by factions and races.
(HN people have a lower probability of buying Alcohol than UC, a little more likely to buy food…etc)
-The store guard pays for the goods from the store funds.
This is not infinite, but it will recover over time (game specification)
-Shopping AI was set for each Squad.
A shopping time of about 2 hours in the daily schedule was set.
-Nomad Merchant Caravans now have items such as animal skins, meat, and a few Leviathan pearls. This is the setting they need to have money.
They never sell it, but it is possible to rob them.
-Hashish internal item category has been separated from Alcohol (does not affect normal gameplay)
HN people buy alcohol but not Hashish.
SW people are very rare to buy Hashish. Because they produce it by themselves.
-Some AI fixes. It’s a small fix for the NPC stop, no major changes.

[Non-Settings made]
-Not set for the character in the Bar and UniquePC(created as a patch)
However, UCHero goes out shopping at midnight with the effect of this mod.
-Thief guild
-Setting for police station and slave shop (Setting is possible, but there was a problem)
-No setting for Hive in village(HiveLess,Caravan Boss do shopping). Respected the race background.

[Known issues (such as MOD conflicts)]
Some of the problems remained due to the complicated setting of money.
-If a dog is in a Bounty Hunter unit, they don’t have money
-If MOD characters are added to a unit, their money setting may be overridden
For example, if “Empire Ninja (New Weapons Dissemination Mod)” is added to the gatekeeper of the empire,
gatekeepers will have a small amount of money.
To solve this problem, open the “Empire Ninja” item in FCS and set the [wages] to 1 billion.

-As time goes by and NPCs make a lot of shopping, their inventory fills up.
Then they will not be able to go shopping.
The only way to avoid this problem is import. However, introducing a item patch can mitigate the rate of fullness.
If you don’t want to import frequently, I recommend introducing patches.

[Lists available at shop counters and rough probabilities.]
Move up and down by faction and race.

00%-05% Clothing
00%-05% Weapon
00%-20% Hashish
01%-05% Backpack
05%-10% Firstaid
10%-25% Food
00%-05% SPLINT
05%-20% Alcohol
00%-05% Robotrepair

Wandering trader buy a lot of things with a high probability.
Wandering trader are Caravans, Bounty Hunters, Wandering Assassins,Mercenary and more.
However, this mod does not make any changes to increase their total number.
If you want to open a shop in the wilderness, it should be a place where many people pass.

[Items that cannot be sold]
Tool,BluePlint,Book,Items like Materials,Bolts…etc.
——————————————————————————————-
[Patches]
I don’t like changing too many things in one mod, so I created a patch.
I apologize for having occupied the Steam list with many patches.

Fun merchant life Patch(Alcohol)
Fun merchant life Patch(Hashish)
Fun merchant life Patch(Food+Medic)
Fun merchant life Patch(all in one)
-Change the stackable number and weight of items.

-Not included in "all in one"-
Fun merchant life Patch(AI)
-Fixes a small AI issue found while creating a mod. Should reduce NPC outage issues.

Fun merchant life Patch(Bar)
-Settings for bar characters and unique PCs

Fun merchant life Patch(Caravan)
-Increase caravan possession from about 5,000 to about 25,000

NPC changes weapon slot from 2 to 1

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.