ISSA shame that I'm already too deep into the game and could have made a lot more money using this, but still... People don't understand, that this mod is really good and you can only abuse it if you've maxed out your stats in order to become a legitimate trader. You can see traders sell s#*! for as much as you'd sell a working weapon or deathclaw stake. That's plain stupid. Me as a scavenger and a fighter, playing in a survival mode with low carry weight and common charisma, I'll not be able to abuse this mod and the risks I'm taking by killing 50 raiders, especially using high realistic damage mods, where three good hits are a kill, will finally be worth it. Without this mod, I'm risking my life getting rare goods all over the deadly dangerous world and live like a common loser and cant afford stupid purified water or proper food. The prices are absolutely unreasonable. I'll see how unfair the mod is, but right now I'm thankful for the mod even before trying it out.
Spamming the system and taking advantage of the trader can be at least partially eliminated with a few simple equations and a range rather than a set percentage. Randomize the percentage of your trade within the set range. You may not be able to take advantage of the trader anymore, it's more or less left up to chance. Just a thought.
Low gun price can be explained as common gunz are just junk, and healthy food costs more. If you try to sell legendary gun it will cost 20 times more. And other problem in Bethesda games - you have tons of items and if sell them for "real price" you will be millionaire on first hours of game play.
In other hand - ammo buying pries compensate low guns price, so you must spend caps to live in game world. For me best solution - specialized traders, only one gunsmith must buy gunz and make modifications, as in STALKER, he will not buy junk from you and sell items for good price only if you have good relations with his faction. But its too complicated for Bethesda developers..
what about that the legendary weapons vendors sell lose their value when you buy them. i think shooting double projectiles isnt worth only 800 and something caps
Price is the least of the problems with legendary weapons entier concept is unrealistic and not immersive not only that but it also fucked up the gameplay as now we have no real unique guns in the game like we had in 3 and NV
So how low are the selling prices and how high the buying prices if your charisma is 1? Because I feel like the way you did it originally is perfectly fine if it scales with your charisma level. If at Max charisma you get a 'mere' 5% discount and 5% profit, I feel like that incentives players to actually put points into charisma. Because the way I see it, the problem with vanilla prices wasnt that they were unrealistic, but that they werent fun from a gameplay point of view. If the rewards for maxing out charisma are s#*!, players arent motivated to invest in it. So, to cut my long rambling short, I think this mod is great. Thanks a bunch!
Companies do sell at a loss all the time. When first starting out they may sell at a loss to build that customer relationship because a small amount of debt now will prosper into more money in the future. Retail companies do sell at a loss when there aren't a ton of buyers for certain products. Look at Ross and Marshells. Their entire business model is buying clothes from other companies who sell there clothing at a loss because they are either out of season or not popular. Selling at a loss doesn't seem like a good business model but it happens all the time. Usually comapnies go for a profit or at least try to. Companies willl sell at a loss or at cost in order to inject cash into the business/company. If I put 100 shirts up on the market for 1 dollar a piece the expected value is $100. If they don't sell any of the shirts then would a company rather be in $100 dollars in debt or lets say $25 ? They are porbably going to still sell the shirts but discounted.
Great mod! And for the people saying stuff like "this is not realistic", "merchants wouldn't sell at a loss", that makes no sense considering that Fallout 4 merchants don't actually get their merchandise from producers, they produce it themselves, buy it from different people, loot it and maybe even steal it. Fallout 4 takes place in a post-apocalyptic setting in which people resume to trading goods for goods instead of money, and bottlecaps are a conventional monetary unit used to establish an item's worth. And when an item has an established value that everyone in the Commonwealth knows, buying items for a tenth of their price and selling them hundred times more expensive - that is ridiculous.
"*Player can now buy a good at up to 95% of its original cost as opposed to the vanilla 120%"
You're saying it's realistic for merchants to sell all their merchandise at a loss of no less than 5%? That's making it easier for the player, not realistic. Bethesda games have annoying "economies," but at least they're realistic in that retailers actually try to make a profit rather than selling everything for less than its "market value" when they have no real competition. People engage in commerce to make a profit, not to lose money.
This is a scenario in which their profit is guaranteed to be no greater than -5%.
You're right about 99% of the time in a modern capitalist society, this is a post apocalyptic society however. The merchants don't have the internet or any readily available way to establish the value of items other then the knowledge they obtain in their own experiences. Who knows maybe the merchant bought the items at way under bluebook from someone else who isn't knowledgeable about their value so they're still making profit, or maybe they've been sitting on these items so long that they're willing to take a loss for clearing up that shelf space. They probably buy most of their items from the scavengers you see all over the commonwealth, and you know they only pay pennys on the dollar for those items because of how bad off the scavengers are. Ofcoarse this whole arguement is made under the assumption that you don't just sit there abusing the system which would break all immersion anyways. TLDR: the mod is immersive way more so then all merchants taking you to the cleaners
Actually it is kind of realistic if you look at the player Characters role in this game. You'd assume that he/she defines prices and has interest in making profit when selling his loot. After all, scrounging through radioactive ruins while killing Deathclaws, Super Mutants and Raiders in order to find Pencils and Teapots to sell at the market would HUGELY have an impact on the sales value of said items.
Nevertheless I use the alternate version of this mod, since it fits my style of gameplay better.
In a post-apocalyptic world where food is just as scarce as guns, would they not be similarly priced? If I was living in a world like post-war Boston. Water and food would sure as hell be up there on the list of priorities along with guns. That's just my opinion!
Prices are one thing, but realistic trading requires a whole lot of variables than that. Then again I don't know if such variables can even be accommodated so I perfectly understand if only like Bethesda itself would wanna pull that off.
1. Mod title is decent and descriptive of one variable. Tomato ain't a gun as in why would a food merchant wanna even look at a gun. Another thing is in a post-apo world I guess fresh food and water would be worth more or equal to guns.
2. Merchant thinks "sell" so everything he buys for stock supply must be in top shape and useful, in short, sellable. There's like a whole list of items nobody would buy from them, so what's the point of a merchant buying that crap from you.
3. Referring to previous stuff, there's a whole list of stuff a merchant would die to have in stock, yet they're not to be found.
4. Shelf space - No gun merchant will buy from you like 50 guns simply cause he already has too many guns in stock. There's a limit to how much of a particular item a merchant would buy. Especially referring to the idea of decay, refrigeration & upkeep.
5. Item condition is another variable. A rotten tomato ain't worth crap compared to freshly plucked, and a broken gun is worth less than sh..t. After all this is a post-apo world. I mean you go around scavenging 200 year old junk. I can bet my ass 200 years is enough to decay gunpowder in a bullet to a point of worthlessness in combat, let alone guns and many other items.
Seriously why did Bethesda resigned from Item condition variable I just don't know.
That's exactly what I thought - the original prices are good because on average they show that you're mostly selling crap or items that are not needed in so big quantitie (on average a man needs 1 gun, not 40, so he buys one gun, and after having that one rest o guns are not worth buying for any price, so why would merchant have so many of them to sell? Especially if it's food merchant. But food? That s#*! is really important and will be bought over, and over again. So if there's a need the price increases.
and you can bet your pile of forty guns if the item condition variable was included, I'd be using 39 of those guns for scrap repairing. Wouldn't need to hawk as many guns as four tens to the nearest tato farmer. That's just terrible.
Talk to any gun enthusiast mderezulko and he'll tell you that an average man always needs more then 1 gun. I think the average is about 3, 1 for home defense, 1 for concealed carry and one for if the world goes full fallout 4.
27 comments
People don't understand, that this mod is really good and you can only abuse it if you've maxed out your stats in order to become a legitimate trader. You can see traders sell s#*! for as much as you'd sell a working weapon or deathclaw stake. That's plain stupid. Me as a scavenger and a fighter, playing in a survival mode with low carry weight and common charisma, I'll not be able to abuse this mod and the risks I'm taking by killing 50 raiders, especially using high realistic damage mods, where three good hits are a kill, will finally be worth it. Without this mod, I'm risking my life getting rare goods all over the deadly dangerous world and live like a common loser and cant afford stupid purified water or proper food. The prices are absolutely unreasonable. I'll see how unfair the mod is, but right now I'm thankful for the mod even before trying it out.
And other problem in Bethesda games - you have tons of items and if sell them for "real price" you will be millionaire on first hours of game play.
In other hand - ammo buying pries compensate low guns price, so you must spend caps to live in game world.
For me best solution - specialized traders, only one gunsmith must buy gunz and make modifications, as in STALKER, he will not buy junk from you and sell items for good price only if you have good relations with his faction. But its too complicated for Bethesda developers..
Fallout 4 takes place in a post-apocalyptic setting in which people resume to trading goods for goods instead of money, and bottlecaps are a conventional monetary unit used to establish an item's worth. And when an item has an established value that everyone in the Commonwealth knows, buying items for a tenth of their price and selling them hundred times more expensive - that is ridiculous.
You're saying it's realistic for merchants to sell all their merchandise at a loss of no less than 5%? That's making it easier for the player, not realistic. Bethesda games have annoying "economies," but at least they're realistic in that retailers actually try to make a profit rather than selling everything for less than its "market value" when they have no real competition. People engage in commerce to make a profit, not to lose money.
This is a scenario in which their profit is guaranteed to be no greater than -5%.
That's not realistic.
TLDR: the mod is immersive way more so then all merchants taking you to the cleaners
Nevertheless I use the alternate version of this mod, since it fits my style of gameplay better.
1. Mod title is decent and descriptive of one variable. Tomato ain't a gun as in why would a food merchant wanna even look at a gun. Another thing is in a post-apo world I guess fresh food and water would be worth more or equal to guns.
2. Merchant thinks "sell" so everything he buys for stock supply must be in top shape and useful, in short, sellable. There's like a whole list of items nobody would buy from them, so what's the point of a merchant buying that crap from you.
3. Referring to previous stuff, there's a whole list of stuff a merchant would die to have in stock, yet they're not to be found.
4. Shelf space - No gun merchant will buy from you like 50 guns simply cause he already has too many guns in stock. There's a limit to how much of a particular item a merchant would buy. Especially referring to the idea of decay, refrigeration & upkeep.
5. Item condition is another variable. A rotten tomato ain't worth crap compared to freshly plucked, and a broken gun is worth less than sh..t. After all this is a post-apo world. I mean you go around scavenging 200 year old junk. I can bet my ass 200 years is enough to decay gunpowder in a bullet to a point of worthlessness in combat, let alone guns and many other items.
Seriously why did Bethesda resigned from Item condition variable I just don't know.
Squidward: "No, Patrick, mayonnaise is not a gun." *Patrick holds his hand up* "Horseradish is not a gun either."