Your customers need more... and more.... AND MORE!!! HELP ME BRO YOU GOT SOME MORE??!!
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Added new Economy Multiplier configuration parameter
Added new Ignore Existing Deals configuration parameter
Fixed the logic that breaks coroutines by patching the Exit to Menu function
Added new Patch for Process Handover to increase economy on each deal during the session
The Process Handover increase is enabled only if Increase Economy is true
The Process Handover increase is tied directly to the economy multiplier, player earnings and balance and customer current spending habits
Capped the Orders per week increases to be in 1-3 range based on Economy Multiplier
Changed the Max and Min weekly spending to use higher cap for spending habits per session
Changed the "Player" to be the Local Player instead of randomly selected from an array of all player objects
Changed evaluation logic for selecting new feens to check earlier for distance (less unnecessary calcs)
Changed evaluation logic for selecting new feens to account for existing deals
Changed evaluation logic for selecting new feens to account for NPC Movement status
Changed Folder structure in Nexus to include the Mods Folder in the Zip file so that Vortex Mod manager handles it correctly
Version v1.2.2
Removed potentially broken functions from the randomEffects
Moved all Economy and Spending related functions to be their own logic
Fixed customer spending and order limits logic to be "relative" increase from its current value instead of being an absolute value.
Added new increaseEconomy config variable to allow disabling the Economy and Spending logic
Moved Ragdolling and potential customer attack to their own coroutines
Customer attacking you during feening now requires customer relation below 3.8 (game default 2.5 - max 5.0)
Added safety checks to avoid getting null reference exceptions
Increased the speed at which attacking and ragdolling coroutines evaluate
Fixed il2cpp json config loading to use newtonsoft assembly
Version v1.2
Added config.json support
Changed feening behaviour to not always apply aggression
Changed feening behaviour to roll from a set of random events
Version v1.1.1
Stability and bug fixes
NEEDS MELON LOADER
- Forces your customers to be feening for more... They will surround you in groups. IMPORTANT! "alternate" or "alternate-beta" branch users download the FeeningNPCs-Mono "default" or "beta" branch users download the FeeningNPCs-IL2CPP
Installation Steps:
Install Melon Loader from a Trusted Source like https://melonwiki.xyz/
Manually download the correct .zip file and then unzip the file.
Copy the DLL file and FeeningNPCs folder (with config.json) into the Mods folder and you are good to go
Optional Configuration Steps:
Open the FeeningNPCs Folder and it has a file called config.json
Open the config.json file, its contents by default are:
maxFeensStack: How many nearby Customers can be selected as Feens at once
feeningTreshold: The minimum time application waits to select new Feens
feensClearThreshold: How often a Customer can become a Feen again
feeningRadius: Minimum distance from player that Customer must be to become a Feen
randomEffects: When true, rolls random events like angry noises, ragdolls, aggression changes, etc.
increaseEconomy: When true, slowly starts increasing customer spending behaviour to compensate for the feening.
economyMultiplier: value between 1-10, how fast economy increases (1 slow increase, 10 mod default increase)
ignoreExistingDeals: when true, customers with existing deals can also become feens
Random Effects Explained: 1 of these will be selected every time a customer starts to feen
Customer falls down right infroont of you Customer punches you Set the Customer skin Sick color Set the Aggression to 50% Set the Aggression to 100% Set the call Police chance to 50% Set the call police chance to 100% Set the customer angry face and play very hurt voiceline
Increase Economy Explained: 1 of these will be selected every time a customer starts to feen
Increase Maximum orders per week by 1-3 (Based on economy multiplier) Increase minimum orders per week by 1-3 (Based on economy multiplier) Increase Maximum weekly spending by 1-10% (Based on economy multiplier) Increase Minimum weekly spending by 1-10% (Based on economy multiplier)
Additionally when Increase Economy is true: - Each time a customer processes a handover (from dealers or player) they increase their Maximum and Minimum weekly spending, based on their current max/min spending, player economy and economy multiplier -> Higher player economy will increase their spending behaviour more
Note: The config.json file will get created automatically in the Mods/FeeningNPCs/config.json directory if missing.
Contribute, Build from Source or Verify Integrity -> GitHub
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