This modification adds to the traders of the Commonwealth large shipments of materials for crafting. The lot size of all materials (except gold) reaches 1000 pieces. The total number of added variations of loads and lots is approximately 150.
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This modification adds to the traders of the Commonwealth large shipments of materials for crafting. The lot size of all materials (except gold) reaches 1000 pieces. The total number of added variations of loads and lots is approximately 150.
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* Materials are added to merchants according to their trade area. For example, the merchants clothing can additionally receive the batch of fabric and leather, junk dealers - increased party of antiseptic and acid, from gunsmiths - additional materials to improve weapons, such as steel, aluminum, fiber optics, nuclear material, etc. The party added in a random way. For this purpose several new level lists are created and small changes in already available are made. The drop rate of more rare items, much less than the common. Such increased party as steel, wood, glass, fabric, concrete, rubber, plastic - will come across quite often, almost every dealer of junk there is a big chance close to 100 percent on their loss. Increased loads of rarer items, such as aluminum, copper, bolts, springs, gears, nuclear material, fiber optic, fiberglass and others, rarer. And the chance of deposition of large quantities of drag. metals-very low, in the case of gold (by the way, for this noble metal added only additional parties consisting of 50 and 100 units to maintain the balance), does not exceed a few percent.
* Prices for all new batches of materials are calculated by the game itself, so all the perks and chemicals that reduce prices from sellers will work (even perks and chemicals from mods). Prices for large quantities of rare materials will be quite "Nipper", for example, a batch of aluminum from 1000 units, will cost around 40-50 thousand caps without perks, with additional perks pumped throughout the "Charisma" and with ingestion of grape menthat, the cost can be reduced to acceptable ~15 thousand caps. Common materials (steel, wood, etc.) will cost not so expensive, even at 1000 units, you've got a price in the region of a few thousand caps.
Possible conflict:
A mod may have conflicts with other similar ones, such as mods adding items to merchants making changes to level lists to merchants adding and / or increasing batches of materials.