Barter Mod

Nirran

Vault Senior Citizen
Modder
goal of this mod is to lessen the over-all amount of stored loot and to make barter a usefull neccessary skill

did a little testing but not much

changes are

minimum buy amount is 200% of pro file cost attibute for all items
maximum buy amount is 600% of pro file attribute for all items

each skill point lessens amount of buy cost by 1%,loot is still easy to come buy but takes much more of it to buy the normal things every one needs

uploaded to my site

Nirran
 
Great to see those unused skills finally making their comeback !

I will be using it when i finally get time to play fallout again.
Bye !
 
fixed an over-site with item caps,now they will be counted at face value

Nirran
 
no,the game dirrectly uses the proto stat,otherwise i would have made them sell for less then they do now,and not made the min/max as much as i did

Nirran
 
So, if anyone (me) were to lower those proto values conciderably you could get a scenario where guns sell for a couple hundred bucks and still cost loads to buy unless you've got high Barter?
 
I read that each skill point will lower the percentage cost of items by one, but at skill 100 won't that still be a 500% cost? I think 2 or 3% per skill point is more fair.
 
yes i just reviewed the files,reworded the instructions in the ini file,and added some decimal support in the script

the values are all in the Barter.ini of the mod,feel free to adjust it to your liking

uploaded

Nirran
 
Hey Nirran are you considering changing the weight value of objects, to discourage unrealistic item hoarding – let’s say - double for instance. It could be a useful addition to the new Barter Mod – where both weight and value are bundled in one nice package. A penalty could be attached to the players AP when they reach a particular weight value. Example:

*Player carrying is at 1/3 maximum weight – no lost AP.
*Player carrying is at 2/3 maximum weight – 1 lost AP.
*Player carrying is at 3/3 maximum weight – 2 lost AP.

So people will need to consider how much to carry if they want to maximize their killing ability, and that’s realistic, without damaging the games enjoyment. Feel free to change the values.
 
.Pixote. said:
Hey Nirran are you considering changing the weight value of objects, to discourage unrealistic item hoarding – let’s say - double for instance. It could be a useful addition to the new Barter Mod – where both weight and value are bundled in one nice package. A penalty could be attached to the players AP when they reach a particular weight value. Example:

*Player carrying is at 1/3 maximum weight – no lost AP.
*Player carrying is at 2/3 maximum weight – 1 lost AP.
*Player carrying is at 3/3 maximum weight – 2 lost AP.

So people will need to consider how much to carry if they want to maximize their killing ability, and that’s realistic, without damaging the games enjoyment. Feel free to change the values.

would have to play with get_proto_data and enter critter stats to determine if curent carry weight is available with that function,otherwise it cant be done without additional sfall functions

Nirran
 
Nirran said:
.Pixote. said:
Hey Nirran are you considering changing the weight value of objects, to discourage unrealistic item hoarding – let’s say - double for instance. It could be a useful addition to the new Barter Mod – where both weight and value are bundled in one nice package. A penalty could be attached to the players AP when they reach a particular weight value. Example:

*Player carrying is at 1/3 maximum weight – no lost AP.
*Player carrying is at 2/3 maximum weight – 1 lost AP.
*Player carrying is at 3/3 maximum weight – 2 lost AP.

So people will need to consider how much to carry if they want to maximize their killing ability, and that’s realistic, without damaging the games enjoyment. Feel free to change the values.

would have to play with get_proto_data and enter critter stats to determine if curent carry weight is available with that function,otherwise it cant be done without additional sfall functions

Nirran

that is actualy wrong,i found the trait)object that returns the current carry wieght,will write a global in a while to do what you have asked

i am always open for requests and suggestions :) love to mod

edit : realy leary about this one,could be a major pain in the but,if the functions calling set action points is flawed in any way,the player could wind up with messed up stats,have to think about it for a while before i write it(all but that function is written),will try tho and then test the shit out of it ,heh

Nirran
 
Give it a try Nirran; I’m sure there are plenty of people here who want the game modded towards a more “realistic” edger experience. When we include a new - barter – weight – food – sleep - mod into Fallout 2, then the game will be all the better for it (in my opinion).
 
Nirran said:
minimum buy amount is 200% of pro file cost attibute for all items
maximum buy amount is 600% of pro file attribute for all items

each skill point lessens amount of buy cost by 1%

Are these the only things that affect prices with shopkeepers, or do things charisma or how much the town/person likes you have an effect?

Or is it simply: with 0% Barter skill, all items in all shops cost 600%?
 
I think Charisma, town rep and how much the person likes you all have an effect independent of Barter, but I can't be sure. I always seem to get better prices from Maida in Klamath if I sweet talk her first.
 
right now those things are not concidered,it could easily be added,town rep would take alot of work to add tho ,charisma wouldnt be that hard,the formula is simply

dude_skill - merchant_skill
if dude_skill > 300
dude_skill = 300
if dude_skill < 0
dude_skill = 0

value_on_table := (value_on_table * ini_max) - (dude_skill * ini_point_spread)

then value passed through clamps,pretty simple

wouldnt take much to alter it,i am definetly open to suggestions

edit : fixed an erro in the script,uploaded

Nirran
 
anyone see any flaws in this code?

edit : forum is cropping code again :(

think it should work

Nirran
 
According to Timeslip it's best to have the procedure start; line above any includes in a global script.

if ((has_trait(TRAIT_OBJECT, dude_obj, OBJECT_CUR_WEIGHT) * 2) <get_critter_stat>= ((get_critter_stat(dude_obj, STAT_carry_amt) / 3) * 2)) then
What does this do?
 
thats right,but i wrote that include,it doesnt have any procedures in it

returns weather or not the player is carring 2/3 of max carry weight

edit : actualy that math is wrong,it should not be *2 for cur_weight,fixed it in my script

edit : the forum changed < to <get_critter_stat> heh

Nirran
 
sorry .Pixote. but it cant be done without additional functions in sfall,when setting ap lower then derived ap,the engine turns off derived completely and sets ap to 3,then the script runs and if max weight = cur_weight sets ap to 1(using the values you posted),tried using var to set ap then use that instead of get_critter_stat,but it has the same result

Nirran
 
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