(optional) Allows vendors to buy some vendor-appropriate items like medical tools at Pharmacies
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Changelogs
Version 1.0
Initial Release, only contains additional item tags
Mods that depend on this file:
Selling Restrictions (optional for now): Vendors will now buy some appropriate items (medics buy gauze, forceps, etc.) Crafting Overhaul: (very very early github beta) Required for disassembly to work properly
Future mods for this overhaul:
Crafting overhaul - weapons will break down into intermediate parts to be crafted into usable components (with something like a loose hardware junk item). Immediately-usable parts will still exist as loot. Pure junk items are only good for selling, and a lot of those won't be worth much (champagne buckets, NDAs, etc.). When it's all said and done, most of the junk you collect will either have some monetary value (not $3) or a needed component for crafting
More expensive vehicles- vehicle prices are going up. Like way up. Buying a car should be something you put a bit of work into, not something that you just do to burn extra Eddies. If it's possible, getting your car back after the heist will be more difficult, so buying a vehicle will be a necessity rather than a side activity. I'm not sure how to handle the vehicles you can get from quests yet.
Apartments - this one is a stretch and has a ton of potential challenges, but I'd like to convert most apartments to a weekly rent system. Pay by text, and if you don't you're locked out until you pay with a late fee (don't worry, I'm not touching the stuff inside. we'll pretend they put it in storage). Some of the high-end apartments will be fully purchasable, but don't expect them to be cheap at all.
Carry Weight Reduction - There was an older mod that rebalanced carrying well, but last I checked it was pretty out of date. If it doesn't update I'll touch on that too, so you really can't pick up everything on the ground (and disassembling everything you find won't produce immediately usable parts, so you'll have to decide if that's even worth it). Cyberware will still boost your carry capacity, but it'll feel more like an investment than a "free" bonus.
Clothes - Tbh I may not do anything with them. Without the old clothing mod system, they don't have much of a gameplay effect. Modded clothes prices fluctuate wildly, but it may be possible to rebalance prices for them across the board. We'll have to see.
Other recommended mods to pair:
Reduced Loot - This mod by djkovrik isn't updated for 2.0 just yet (it's close!), but will be what this overhaul is built around (as well as the Survival System, but I'm trying to keep that optional). It won't be strictly required, but I'm going to do all of my testing and balancing with that enabled.
Lower income across the board - Eddies Received Multiplier can do this. I'm running it at 50% for now and it feels alright.