Technically it is already PFT mod. The game has a file containing the assortment and amount of money of traders. As far as I understand, the structure of the file does not allow changing only the amount of money without affecting the assortment, because the assortment is a child property, and the amount of money is the main one. This is a PTF mod, but since it changes all merchants in the game, it affects the whole file. It is safe to use with any other mod that does not change the stock of merchants, or, for obvious reasons, the amount of money merchants have.
Mods that change the balance of trade, prices of items or restock time are fine, since they mod different file.
I launched game on 1.3 patch with this mod, mod which was causing crash on my end was Realistic Loot. Also Better Rain mod was causing black screen on main menu.
I tried to tweak a few of the values for particular high end merchants, but everyone started walking around in their underwear. Really bizarre. Why exactly does that happen? You'd think editing a few values for merchant $ would have zero bearing on whether NPCs are dressed.
Unfortunately, in KCD2 you can't just change a file and then put it into a .pak.
What changes do you have in mind? I can very easily add 1.5, 3, 4 or any other multiplier with Python script.
The progressive system is more complex and must be manually changed. I'm still in the Trotsky region, so I don't know which merchants in Kutenberg deserve to get more money. If you have a list we can work something out.
Something like: if (money > 500) { money *= 3; } I'd want the already rich merchants to be richer, but not the poor ones. I personally find it immersion breaking that the wealthy merchants of Kuttenberg has so little money.
This is just a rough sketch, but you can probably figure something out with this.
This is the direction I'm going to take the mod in. But already in the Trotsky region I see that the script will not work as intended. For examole, I want to give more money to the merchants from the castle. Obviously, they are in direct service to the lord and should be richer. Right now, the merchants in the castle have about the same amount of money as the merchants in the village. If the situation with the merchants in Kuttenberg is the same, the amount of money the merchants have will have to be distributed manually.
Yeah, I've edited other files without issue. It was really bizarre for the money system to affect outfits like that. I had quite a surprise during a stealth mission when everyone was strolling in their undies lol.
But, yea, I was looking to have a bit more cash on hand. Nothing outrageous, but I'm finding it difficult to get rid of all of the stuff I collect without visiting several merchants every time I offload. I really like the direction you chose to take with merchant wealth since there is a distinction between more common merchants and more exclusive sellers.
Maybe a 3x version would still be balanced enough that it doesn't completely break the economy, but still makes offloading less tedious?
I thought NPCs are suppose to gain increased money capacity the more stuff you sell to them, but instead the game resets the area and the npcs more often causing their shop money to stay low?
In the first game millers fence your goods and keeps gaining more money out of it.
edit: so for whatever reason, i was standing in front of a trader when i installed this mod. ans that trader had his money halved, but the rest have now got doubled groschen. life changing. ty for the mod!
33 comments
Mods that change the balance of trade, prices of items or restock time are fine, since they mod different file.
What changes do you have in mind? I can very easily add 1.5, 3, 4 or any other multiplier with Python script.
The progressive system is more complex and must be manually changed. I'm still in the Trotsky region, so I don't know which merchants in Kutenberg deserve to get more money. If you have a list we can work something out.
if (money > 500)
I'd want the already rich merchants to be richer, but not the poor ones. I personally find it immersion breaking that the wealthy merchants of Kuttenberg has so little money.{
money *= 3;
}
This is just a rough sketch, but you can probably figure something out with this.
Yeah, I've edited other files without issue. It was really bizarre for the money system to affect outfits like that. I had quite a surprise during a stealth mission when everyone was strolling in their undies lol.
But, yea, I was looking to have a bit more cash on hand. Nothing outrageous, but I'm finding it difficult to get rid of all of the stuff I collect without visiting several merchants every time I offload. I really like the direction you chose to take with merchant wealth since there is a distinction between more common merchants and more exclusive sellers.
Maybe a 3x version would still be balanced enough that it doesn't completely break the economy, but still makes offloading less tedious?
In the first game millers fence your goods and keeps gaining more money out of it.
edit: so for whatever reason, i was standing in front of a trader when i installed this mod. ans that trader had his money halved, but the rest have now got doubled groschen. life changing. ty for the mod!