Fixed buying and selling at the same price, traders will be slightly more expensive to buy from and sell to. v1.2 Adjusted trader prices so that buying items is slightly cheaper. Example: The trader will pay you 50 for a jar of water with Better Barter 3, and for you to buy a jar of water costs 75, so he does not completely rip you off. You do not need that level of Better Barter, a ballpark example of what to expect price-wise.
Now open 24/7. v1.2 Removed code for trader open and close times. Restocks daily. All traders close at 23:59 and open at 00:01 to help with questing, as TFP doubled the number of quests per tier in full release.
Please submit any questions or balancing issues as your own comment so that I can effectively deal with each one.
It should, yes. Not much has changed to cause issues, and in general, my mods work well across alphas and updates. If you have any issues with my mods, leave me a comment with as much information as possible, and I'll address it :)
How do I get only the mods to restock every day and the cheapest sweets from the machines? without changing the trader's items because this makes me buy cheaper items and sell more expensive ones, this means I have an infinite xp and duke farm.
You'd have to edit traders.xml, and where it says traders /traders/@buy_markup, change to 3.0 to increase the buying price, and reduce /traders/@sell_markdownto 0.2 to make buying more expensive. If you're happy with the buying price, just change the sell markdown.
just an fyi, you can reduce your lines of xpath a little.
<set xpath="/traders/trader_info[not (@reset_interval='-1')]/@reset_interval">1</set> <set xpath="/traders/trader_info/@open_time">0:01</set> <set xpath="/traders/trader_info/@close_time">23:59</set> this will set all traders that do not have a -1 reset interval to a value of 1 and as <set/> ONLY effects values that exist you can set the open and close times for all of them at once.
not that the extra minute matters much but wondering why you made it 2 min instead of 0:00 to 0:01? I have so far had no issue with just 1 min myself.
Yes, that is useful to know, and thanks. If it is okay with you, I'll credit you on the main page and in the ModInfo. I've already reworked open and close times and got rid of that, so disregard it.
It's a byproduct of resetting the trader every day, same as if you quit to your main menu and load back in, you'll see new quests.
As for multiple quests, that'll probably require a Harmony patch, and I don't see small modlets like mine offering this. I suspect it's a pain to tackle if it's anything like the limit of selling more than 3 identical items or stacks to the trader which is hardcoded.
We've had trader quests for years, and although I can see the appeal from players there's nothing I can do until they expose those values for modders - could be hardcoded because otherwise, it would cause issues and put in a QuestManager to oversee the process will further bog the game down. Who knows what the reason is?
For now, I guess the best option would be to pick some of the custom (some nice customised Teragon-based A21 maps available) with large cities that hopefully have a lot of traders (or a multi-trader POI), which sort of solves the issue of needing multiple quests in more convenient locations. As each trader has its own speciality, you will end up needing to visit them.
I tried for a long time to understand and complete the config settings. Question - there is <set xpath="/traders/@quality_mod">2</set> I understand that it is responsible for the price multiplier depending on the quality and buy_markup">2.3 for the multiplier of the price itself when selling to a player, but no, I fully understand the calculation step, for example, if a cartridge costs $1, and I want to raise the price to $1.5, what step should I write down? Is it possible to write a script that, depending on the quality, would multiply the price in steps of, for example, ? /25, because it makes no sense that the first shooting range of a 9mm pistol costs $1000, and that the same pistol of the 5th shooting range costs exactly 1000. /With uv.
Я долго пытался разобраться и завершить настройки конфига. Вопрос - есть <set xpath="/traders/@quality_mod">2</set> Я так понимаю он отвечает за множитель цены в зависимости от качества и buy_markup">2.3 за множитель самой цены при продаже игроку, я не понимаю шаг расчета, например, если картридж стоит 1 доллар, а я хочу поднять цену до 1,5 доллара, какой шаг мне нужно прописать?, и можно ли написать скрипт, который в зависимости качества предмета умножал бы цену с шагом, например, на 0/25, потому что нет смысла, что первый тир 9-мм пистолета стоит 1000$, а тот же пистолет 5-го тира стоит ровно 1000./ С ув.
Sorry for the late reply, I didn't get a notification for this message.
To raise the buy price of ammo, change traders/@buy_markup to 1.5 because the quality doesn't apply to ammo, only items with quality levels such as weapons/tools/mods. And you're right. The quality_mod is set very low to make traders cheaper to buy and sell. Adjust from 0.1,1 to 0.4,8 if you prefer vanilla values.
I just noticed the bad translation. The fact is that for a Beret pistol, 5 quality and 1 quality cost the same. In other words, there is a gradation of prices for slower development, but there is no gradation of prices for quality .
This isn't a bug, and the trader has a limited number of buybacks anyway—if it's an issue for some, I could make this an optional file. Note that I haven't played 7DTD since A21 exp.
FYI the trader default markup is 3, and this mod sets it to 1. The sell markdown is also 1 in this mod, but the default is 0.2—feel free to adjust.
It would conflict, but I could make one modlet so it doesn't restock as that would be very easy. But then, why would you not want to use vending machines?
Since it took seconds, I've added a new modlet that doesn't restock any of the vending machines. I've not tested it cos it is late here, feedback would be useful.
FYI, POI vending machines would conflict with that mod as they are the same as you have at traders. If we had specific vending machines for traders, I could split them, but they're the same in the game ie one is drinks and the other is food and candy.
Thanks for the modlet and the attempt, shame for the conflict.
It's just probably my unpopular opinion that POI's vending machine being restocked feels wrong overall, since the potential vending machine workers wouldn't physically be able to do their jobs for 1 of 2 reasons; they're now a zombie or traders don't seems the type to leave their compound safety to go and restock them.
Plus I suppose I'm just being unreasonable and contradictory wanting two mods that virtually does two different things.
I suppose in the end I wanted to feel like the trader doesn't only trade with me exclusively and having a stock change daily would somewhat make it feel more realistic in a sense where they somehow manage to scrounge stock from wandering survivors to purchase, added with the reality that most things out there are dead and things are in perpetual slow but steady degradation, with POI vending machines having limited stock outside of the safety of trader walls.
Anyways sorry for the rant and thanks again for taking the time, I'll definitely give it a go.
With the new modlet "Cheaper Vending Machines Don't Restock", it does achieve some of the immersion you were seeking whilst keeping traders restocked every day which was already a core part of the mod as I also preferred the trader had new stock daily.
I quest constantly and gives me a reason to bother stopping by. Plus, if you didn't like any of the quests, you could ignore that day's traders' quests and take the next days instead.
I do need to clean up some of the descriptions on the main page of this mod as it covers more options. After all, I prefer to keep my mods here and just vary them from then on. I just need to balance another optional main mod to increase prices and what he sells.
More than happy to clarify any questions people may have here in the comments or any reasonable requests in relation to the modlets.
It changes the prices based on the quality of the item. The formula is item value * quality modifier.
To make prices more balanced, I would adjust the buy markup to 2, then change the quality mod to 0.2,4. You can play about with that to get it to your own preference. I will add a more balanced option for ALL values when I return from vacation as the current mod does make items very cheap to buy, and more favourable to sell your loot. Plus some extras that I want to get in.
I had already reported this issue as Nexus hasn't updated Vortex to support V2 ModInfo for A21.
The issue has nothing to do with the mod, and all you need to do is manuallydownload and extract to your Mods folder. Note V2 ModInfo works for A21 only.
Don't manually drop into Vortex because their outdated plugin keeps changing my ModInfo.xml to include the ModInfo tags when it shouldn't, causing the annoying message.
If you must use a mod manager, try Sphere's Mod Launcher V4. I don't use a mod manager, but there's an alternative to try for those that do.
40 comments
Fixed buying and selling at the same price, traders will be slightly more expensive to buy from and sell to.
v1.2 Adjusted trader prices so that buying items is slightly cheaper. Example: The trader will pay you 50 for a jar of water with Better Barter 3, and for you to buy a jar of water costs 75, so he does not completely rip you off. You do not need that level of Better Barter, a ballpark example of what to expect price-wise.
Now open 24/7.
v1.2 Removed code for trader open and close times.
Restocks daily. All traders close at 23:59 and open at 00:01 to help with questing, as TFP doubled the number of quests per tier in full release.Please submit any questions or balancing issues as your own comment so that I can effectively deal with each one.
If you have any issues with my mods, leave me a comment with as much information as possible, and I'll address it :)
<set xpath="/traders/trader_info[not (@reset_interval='-1')]/@reset_interval">1</set>
<set xpath="/traders/trader_info/@open_time">0:01</set>
<set xpath="/traders/trader_info/@close_time">23:59</set>
this will set all traders that do not have a -1 reset interval to a value of 1 and as <set/> ONLY effects values that exist you can set the open and close times for all of them at once.
not that the extra minute matters much but wondering why you made it 2 min instead of 0:00 to 0:01? I have so far had no issue with just 1 min myself.
Glad to see your help over here as well.
As for multiple quests, that'll probably require a Harmony patch, and I don't see small modlets like mine offering this. I suspect it's a pain to tackle if it's anything like the limit of selling more than 3 identical items or stacks to the trader which is hardcoded.
For now, I guess the best option would be to pick some of the custom (some nice customised Teragon-based A21 maps available) with large cities that hopefully have a lot of traders (or a multi-trader POI), which sort of solves the issue of needing multiple quests in more convenient locations. As each trader has its own speciality, you will end up needing to visit them.
Я долго пытался разобраться и завершить настройки конфига. Вопрос - есть <set xpath="/traders/@quality_mod">2</set> Я так понимаю он отвечает за множитель цены в зависимости от качества и buy_markup">2.3 за множитель самой цены при продаже игроку, я не понимаю шаг расчета, например, если картридж стоит 1 доллар, а я хочу поднять цену до 1,5 доллара, какой шаг мне нужно прописать?, и можно ли написать скрипт, который в зависимости качества предмета умножал бы цену с шагом, например, на 0/25, потому что нет смысла, что первый тир 9-мм пистолета стоит 1000$, а тот же пистолет 5-го тира стоит ровно 1000./ С ув.
To raise the buy price of ammo, change traders/@buy_markup to 1.5 because the quality doesn't apply to ammo, only items with quality levels such as weapons/tools/mods. And you're right. The quality_mod is set very low to make traders cheaper to buy and sell. Adjust from 0.1,1 to 0.4,8 if you prefer vanilla values.
FYI the trader default markup is 3, and this mod sets it to 1. The sell markdown is also 1 in this mod, but the default is 0.2—feel free to adjust.
Do you interact with all vending machines including the POI's?
Or do you simply interact with the traders vending machines?
Since it took seconds, I've added a new modlet that doesn't restock any of the vending machines. I've not tested it cos it is late here, feedback would be useful.
FYI, POI vending machines would conflict with that mod as they are the same as you have at traders. If we had specific vending machines for traders, I could split them, but they're the same in the game ie one is drinks and the other is food and candy.
It's just probably my unpopular opinion that POI's vending machine being restocked feels wrong overall, since the potential vending machine workers wouldn't physically be able to do their jobs for 1 of 2 reasons; they're now a zombie or traders don't seems the type to leave their compound safety to go and restock them.
Plus I suppose I'm just being unreasonable and contradictory wanting two mods that virtually does two different things.
I suppose in the end I wanted to feel like the trader doesn't only trade with me exclusively and having a stock change daily would somewhat make it feel more realistic in a sense where they somehow manage to scrounge stock from wandering survivors to purchase, added with the reality that most things out there are dead and things are in perpetual slow but steady degradation, with POI vending machines having limited stock outside of the safety of trader walls.
Anyways sorry for the rant and thanks again for taking the time, I'll definitely give it a go.
I quest constantly and gives me a reason to bother stopping by. Plus, if you didn't like any of the quests, you could ignore that day's traders' quests and take the next days instead.
I do need to clean up some of the descriptions on the main page of this mod as it covers more options. After all, I prefer to keep my mods here and just vary them from then on. I just need to balance another optional main mod to increase prices and what he sells.
More than happy to clarify any questions people may have here in the comments or any reasonable requests in relation to the modlets.
Can you explain what these numbers do?
I tried internet searching but could not find a clear answer.
To make prices more balanced, I would adjust the buy markup to 2, then change the quality mod to 0.2,4. You can play about with that to get it to your own preference. I will add a more balanced option for ALL values when I return from vacation as the current mod does make items very cheap to buy, and more favourable to sell your loot. Plus some extras that I want to get in.
Thank you!
The issue has nothing to do with the mod, and all you need to do is manually download and extract to your Mods folder. Note V2 ModInfo works for A21 only.
Don't manually drop into Vortex because their outdated plugin keeps changing my ModInfo.xml to include the ModInfo tags when it shouldn't, causing the annoying message.
If you must use a mod manager, try Sphere's Mod Launcher V4. I don't use a mod manager, but there's an alternative to try for those that do.