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Changelogs
Version 1.0
Initial Release
This disables the ability to sell most items to most shops. Realistically, the nice clothing shop doesn't want your old clothes, and the guy grilling meat in the market has no use for the 50 champagne buckets you're carrying around.
(coming soon)The shops that do buy aren't going to pay much for your used stuff.
Notes:
Junk vendors will still buy most things.
Weapons vendors will still buy guns and melee weapons (and ammo? ammo's a weird case with the way it's handled in the inventory, need to do a little investigation) for the moment. Later I'd like to add a weapon dealer-type license you'll have to buy/work for before they'll even touch firearms (might be a separate mod). No plans for changes to melee weapons right now.
For now, Pharmacies will buy any consumables. It's not something I really want to do, but there's very little use for most consumables (especially alcohol), and I don't want you to have to just drop them. I'm open to ideas on what to do with this. Once the junk overhaul is done (see below), they will also buy medical supplies (gauze, forceps, scissors).
Ripperdocs and Netrunners will buy Quickhacks. It just felt right, and it's one of the few items that don't seem like they could be in "used" condition (what are they, anyway? SD cards?). ~~I'd like to add the ability to sell Cyberware you own that isn't installed back to a ripperdoc, but that'll take some work to prevent equipped and placeholder cyberware from being sellable. ~~ This may already be the case. I need to do some research here.
Drop points are no longer shops at all. I would eliminate them totally if they weren't required for some quests. If I can link them to the stash, I may give them that functionality.
This is a sweeping change that hits every vendor I can grab from the tweakdb. There may be manual adjustments that need to be made for some special cases, and there may be some vendors that slip through the cracks. If you can give me either the map location or the vendor ID, I can make adjustments.
The game already has a tagging system for what vendors/players can and can't sell, I just don't see it used on the player selling side anywhere.
For mod developers: compatibility is pretty easy, just pick a tag to add for your items, and append that tag to a vendor's tag list (through a tweakXL yaml or redscript). This may need some intervention on my end if it's one of the vendor types that are tagged with AllItems though.
If it's something that generally makes sense, message me and I can add it to the tags list in this mod. From what I've seen so far, there's no limit to the number of tags I can add and there aren't any adverse effects from adding tags that aren't used by any items.
This is the first part of a few economy overhaul mods I'm planning to put together to fit in with a harder, almost survival-type playstyle. Once they're all complete, I'll put these and some related mods into a Vortex collection for the full experience.
Feel free to ping me @_jackthestripper on discord with questions or to discuss balance, potential additions, etc. Seriously, I love talking through the logic and mechanics of this kind of stuff.