Mechanics, medics, barmen now sell their respective recipes.
Traders Sell Recipes [DLTX]
As recipes have very low drop rate and are excluded from trader sale stocks,
this mod adds recipes to sale inventory (no reputation or Toolkit missions required):
- Barmen (+Sidorovich) = sells: recipe_cooking_1 (Chef's notes)
- Medics (+Sakharov, Hermann) = sells: recipe_drug_1-4 (Drug recipe)
- Mechanics = sells: recipe_basic_1-4 (Survival guide), recipe_advanced_1-4 (Mechanics manual), recipe_expert_1-4 (Engineering manual), recipe_ammo_1-4 (Safety guide to ammunition)
(Modded EXEs (with DLTX support) required)
Due using DLTX mod - should not have compatibility issues with any other mods..
-----------
OPTIONAL: based on request - to avoid being too OP, also included a version where:
ALT1:
- Price is increased (in range of 5000-7000 * depends on difficulty and rep),
- Recipes have only 50% chance to appear in inventory,
ALT2:
- same as ALT1, but also:
- Most recipes now require 2nd level of reputation / 1/2/3 toolkit missions completed..
* use only one..
Makes sense. Maybe I won’t have to “unlock all notes” early game setup in debug menu like I usually do since there is a way to obtain recipes for sure now. Good idea gameplay wise
about a year ago i made to myself, to butcher to sell the cooking recipie, some mechanics to sell mech rcp; duty doc on bar to sell med rcp and yantar scient for electronics. i thought of nimble to survival, and military for ammo, but never implemented.
now, after a few runs, i found out that i get very quickly to invencibility; and the joy of looting to get rcps and other stuff was gone after the "veles"
so after all this, i get rid of everything but the cooking rcp for butcher. This improve the game for me, and getting loot was again a good experience.
just want to tell my xp with rcps in case you could find it usefull
cheers m8
must have addon 15/10
Would be cool to have them cost about 5k each instead of 300 and have supply level based availability, and maybe not 100% chance of each.
Nvm, did it myself. If you wanna heres the code
![supplies_1]
recipe_basic_1 = 1, 0.5
recipe_basic_2 = 1, 0.5
recipe_advanced_1 = 1, 0.5
recipe_advanced_2 = 1, 0.5
![supplies_2]
recipe_basic_3 = 1, 0.5
recipe_basic_4 = 1, 0.5
recipe_advanced_3 = 1, 0.5
recipe_advanced_4 = 1, 0.5
recipe_expert_1 = 1, 0.5
recipe_expert_2 = 1, 0.5
recipe_ammo_1 = 1, 0.5
recipe_ammo_2 = 1, 0.5
![supplies_3]
recipe_expert_3 = 1, 0.5
recipe_expert_4 = 1, 0.5
recipe_ammo_3 = 1, 0.5
recipe_ammo_4 = 1, 0.5
and
![recipe_cooking_1]
cost = 6000
![recipe_basic_1]
cost = 5000
![recipe_basic_2]
cost = 5000
![recipe_basic_3]
cost = 5000
![recipe_basic_4]
cost = 5000
![recipe_advanced_1]
cost = 6000
![recipe_advanced_2]
cost = 6000
![recipe_advanced_3]
cost = 6000
![recipe_advanced_4]
cost = 6000
![recipe_expert_1]
cost = 7000
![recipe_expert_2]
cost = 7000
![recipe_expert_3]
cost = 7000
![recipe_expert_4]
cost = 7000
![recipe_ammo_1]
cost = 5500
![recipe_ammo_2]
cost = 5500
![recipe_ammo_3]
cost = 5500
![recipe_ammo_4]
cost = 5500
![recipe_drug_1]
cost = 6000
![recipe_drug_2]
cost = 6000
![recipe_drug_3]
cost = 6000
![recipe_drug_4]
cost = 6000
This way its kind of fair and more interesting. Tweak the prices and chances how you like and include it maybe as optional version, it adds "immersion"
Thank you for sharing this =^__^=
It's sad that I didn't understand you, unfortunately it doesn't work for me...
It seems that we will have to make a separate mod with changed prices for crafting recipes, unfortunately...
Check out how DLTX works. Second section goes into gamedata/configs/mod_system_whatever.ltx. First section goes into mechanic config from this mod. Drug recipes you can also shuffle like with mechanics. I dont want to make separate mod thats basically idea stealing, maybe author adds this feature to his mod.
Uploaded 3 versions - higher price, 50% chance; optionally rep/toolkit based..
support trader overhaul?
This uses DLTX so safe to use if placed afterwards, even if does not follow all the customizations of TO..