LitR - Economy Tweaks Testing (Patreon)
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So, after being like, 80% sure I wanted to nuke selling to vendors, I tried it in game for a bit, and found it to just feel a bit weird. I think maybe it's just too much an entrenched part of the RPG genre to do away with it completely,
Here are three plugins, with some different levers for tweaking the economy. Just load them at the end of the list. The heavier chems plugin will disable the sort tagging for the affected items, but that isn't a problem. All plugins are safe to add/remove mid playthrough.
Charisma Sell Penalty
gives the player a penalty to selling items based on their charisma- a player with a charisma of 1 will have a 90% penalty, and a player with a charisma of 9 will have a 10% penalty (it caps there, and doesn't improve based on 10 or greater).
Vendor Caps Penalty
Vendors only get a bit of random change for their caps pool, typically 1-50. These changes will only take effect after vendor inventory resets- so I recommend waiting 3+ days in game, if you want to try this out.
Heavier Chems
This makes chems weigh 0.5, instead of 0.1, and halves their value. Meds have their weight increased, and value stays the same.
I am hoping that some combination of these, plus the recent changes to the vendor uniques, will smooth out the economy a bit.
The one option I've not added here, is a "valuables" category override to Complex Vendors, which would allow vendors to always trade tagged high value items.
I also think I will probably add weight to pre-war money, so it's not just free caps. According to the lore of FO4 at least, it should be worthless junk.