Replaces the static economy with a dynamic one. Read the description for more info.
Disclaimer
- This addon will make your game more difficult. If you dont like that, this addon is NOT for you.
My biggest gripe with the economy of stalker is that it does not make sense. Traders would get always the same amount of the same products. Not even my local supermarket can do that.
This is my attempt to make the economy how it should be in an exclusion zone.
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Supply
- Regulary trader supply is now gone.
- Traders (also technician and medics) will now only resupply stock after someone sold them artefacts. (a NPC or the player)
- The resupply rate is at 10 percent stock for one artefact with 100 percent as the maximum.
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Trading
- Trading is less restrictive. Traders will buy all kind of items and NPC's will sell them. Main goal here is to make the traders stock grow more naturally.
- NPC's will perform offline trades, this was not possible before.
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Offline trades
- Offline trades are necessary because online trading is slow and not every NPC is likely to trade.
- After visiting a location for the first time traders from that location are registered and will perform offline trades with stalkers within a radius.
- As you visit more locations the amount of traders will go up and this will cause some initial lag spikes after each level reload. I am still working on this problem and hope that I can at least even out the workload so it does not hit that hard.
- Update: Offline trades are now processed in batches. Batch size is adjustable via OFFLINE_TRADING_MAX_JOBS parameter.
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Adjusting parameters(in wuut_economics.script)
- INITIAL_TRADER_STOCK:
- How much stock traders have at game start, 10 = 100 %
- STOCK_PERCENT_PER_ART:
- How much traders restock per artefact sold.
- OFFLINE_TRADING_MAX_JOBS:
- Max number of traders that are processed at once, reduce this if you encounter performance issues.
- RECURRENT_RESTOCK_ENABLED:
- This enables recurrent restock of a trader, disabled by default.
- RECURRENT_RESTOCK_DAYS
- Days until the next restock.
- Note that you have to go to a trader and let him restock normally to set the next cycle.
- RECURRENT_RESTOCK_ARTS:
- Equivalent in artifacts of the restock amount.
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Other notes
- This addon has been in testing for some days but I did not visit every location yet so expect bugs.
- I was able to survive without selling artefacts so far. So if you like survival this is the way to go.
- A new game start is not necessary but highly recommended so you feel the impact of the addon.
- Testing this addon is very difficult because the effects can only be seen after a long period. Any feedback is invaluable, it will help to balance the addon.
- Change log
- 0.1.0 Initial version
- 0.1.1
- Fixed crash when the game attempts to spawn a non existing section (wpn_l85a)
- Excluded PDA's from trades
- Changed how offline trades work, for details see Adjusting parameters -> OFFLINE_TRADING_MAX_JOBS
- 0.1.2
- Excluded artefacts from resupply lists, this makes addons like TOC safe to use.
- 0.1.3
- Fixed a rare bug that lead to a crash under certain circumstances
- Fixed a rare bug that stopped the script from working
- 0.1.4
- Added support for Tiered progression addon, trader now get coffaine for each artefact.
- Added expiration dates (3 in game days) for outfits, helmets and weapons that have a condition below 75%. This should help keep inventories clean.
- 0.1.5
- Added the requested "restock every x days by y amount" feature. Read above in the "Adjusting parameters" section.
Seems real cool, man! I'll try this out next run.
I guess this is addon won't be compatible with Trader Overhaul Complete, but I think this is worthy a try. Thank you for the genius idea, this makes the zone more lively
Hmm, I should see if I can make a compatibility patch for this... That would be interesting.
Yes this brings a whole new dynamic to the game and once this mod gets ironed out I would love to see yours and it together!
Same question as iAlcatraz, will this interfere with TOC?
And this does look/sound really promising.
Technically it should not. Install this addon last.
But TOC has some traders selling artefacts, in this case their stock will be buffed as the addon use the amount of artefacts in traders inventory for the resupply function. I am gonna try to solve this somehow.
Cool! I'll stick to guys that don't have artifacts for sale.
oh cool!! this is a must
is this compatible with trader overhaul?
As said above, it shouldn't be. Install this last, as wuut says.
Alright, this is awesome so far!
Def. makes the game tougher, better carry more weapons that need different ammo types, it's pretty scarce. And yeah, no problems with trader overhaul as of yet.
what do you wuut think about dynamic changing price of sell/buy action depending on your character actions ? like real supply demand - the more you sell junk to trader the less you get for it, the more stuff you buy the higher price trader would like for it ? its just a thought idk if its even possible
Î was thinking the same, but I dont see any way to change the price for specific items per trader.
Anyone tested with Trader Overhaul Complete? I love the feel touch that TOC gives but this one seems so great and probably gives a lot of dynamic life to the Zone!
Thanks for this addon, it is very interesting. A new game required i suppose ?
i've tested with TOC, so far only the general traders had their stocks changed,
tecs and medics only have very low inventory and i havent noted any change
i suppose that TOC makes that artifacts can only be sold to general traders
tried to change the offline_trade_periodic to true but that only caused lag every few seconds
After selling some artifacts to Skinflint his inventory is better, for some reason the mechanic has a ton of stuff.
I did install this during an existing game.
Ahh, I see! So it's mostly in regards to artifacts being sold as far as compatibility goes... So it gives me an idea for my next patch. Remove Artifacts for sell. Anyhow, Looks really cool and I will try this out along with my addon!
What about mutant parts? I think, selling every kind of items should count in some degre. But artefacts and mutant parts should be the biggest factor. Traders make profit on everything possible.
On the other hand, the concept is really good, I was waiting for an addon like this for a long time. Please, keep up the good work!
I agree with the mutant parts, but everything else does not make sense. My point is that artefacts and mutant parts are the export wares, everything else (food, ammo, medicine) gets imported.
I mean, other stuff, like food, etc is sold for stalkers still, and traders make a huge profit on it.
But I understand how difficult things can be if you have to check everything. If you include mutant parts too, it would be very nice.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: c:/anomaly/bin/..\gamedata\scripts\wuut_economics.script:167: attempt to index local 'npc_trader' (a nil value)
hi,
How can I fix it? my log
Yadi.sk
No idea how this happened, if the issue persists try changing OFFLINE_TRADING_ENABLED to false and reaload the save, and set it back to true after a while.
Ok, I'll try. Great idea for a mod. I started a new game, for two hours everything was fine, then the logs started
Not sure if this was intended, Sak pays awesome money for weapons:
At 530 reputation
800 - M203 grenade
2000 - 1p29
230 - patch
10500- Aug A1 at 85%
7500 - AEK 971 at 75%
Hmm, not really intended, the guns for that condition seems fine. But the patch and grenade and the scope seems off.
Edit: Trader files at this point are not really changed. The only thing I have done is enabled most traders to buy/sell alot of stuff they would not otherwise. I want them to buy artefacts and sell random stuff that stalkers would sell to them. There are gonna be changes to traders at some point but thats the state right now.
Okay, just wondering. The mod is def. making me be loyal to whomever I sell artifacts to. I was just tired of lugging so much crap around and dumped it on Sak.
Love that Zelda CDI picture xD
Also, very interesting mod! Will keep an eye on it for sure.
This is outstanding , changes the whole economy .
Huge improvement over periodical ( and relative fast ) resupplying of inventories - which was unrealistic , this is much more realistic .
This would make inventory of a trader look much less like a Walmart sellout , and more like a true Zone trader . And it would force the player to also travel more frequently around for traders .
Oh it definitely makes life more difficult. Mainly being able to repair armor for me, usually have to pay a mechanic.
It was absolutely worth starting a new game to see the changes. I wish I could change my vote to a 10. ( I installed this in an existing game, then started a new game).
Is this compatible with BaS?
This is so great, makes the Zone feel even more alive.
Qustion, does mutant hides and all those carbon plates etc count as artefacts too and trigger restock?
Its all great but lags lil annoy plus all traders has a lot of PDA for 1ru what is it?
The online stalker trades for some reason keep trading their "pda's" to the traders xD. Might want to fix this idk what other problems that might cause on top of adding junk to their inventories.
So a recommendation to make things a bit smoother in terms of factions or "groups" in the world. If you sell an artifact to a leader of said group then their counter parts should also get restocked.
Example: petrenko in rostok the mechanic and medic will get restocked but not barkeep, as barkeep isn't apart of duty. or sidrovich is by himself the military checkpoint is all together, and the loris and xeno tech are together.
I think this makes more sense from a logistics and lore perspective as these groups wouldn't leave each other behind simply because you didn't sell each of them an artifact. This also makes it to were you aren't getting ripped off as a faction member because they wouldn't want you to not use their specific traders for efficiency.
I've been playing with trader overhaul's 1.19 so it also makes more sense with that addons balance of prices and what not as well. Plus certain traders don't take artifacts, or rather they don't care about artifacts like butcher. maybe his compat patch will make more sense with the eco he created.
I kinda agree to a certain point with this. Problem is, you can 't technically sell stuff to a leader. They are not traders.
Edit: I thought about this before, but maybe you when you sell arts to one trader others with the same faction(and location) should restock as well at a lower rate maybe.
Getting crash
FATAL ERROR
[error]Expression : !tpExistedEntity
[error]Function : xrServer::Process_spawn
[error]File : xrServer_process_spawn.cpp
[error]Line : 59
[error]Description : assertion failed
related or something else?
edit:
Yup, after removing scripts all good, no crash
Im also getting this aswell have u found a fix for it?
My fix was simply removing this addon :(
Can you provide more info, when did this happen.
Happens on older save with lots of items in stashes and in traders. On new game or lighter save it's all right.
I load into game, few seconds and it crashes right as the load spike starts.
Havnt got any far in other saves yet, cant replicate reliably. No big deal to remove your script whenever i want to continue that save, and other saves run good so far.
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U need to make traders change their stuff in 1 hour after selling the arts (at least as optional file, for casual players like me ^_^)
I'm playing on hard/survivalist with trader overhaul complete 1.19. I started a new game and it is very tough to find traders with water (canteen/bottled). Idk if this is something that can be adjusted? I've given a few artifacts and waiting for a restock in water. Food seems fine and you can use mutant meat if necessary but not many other options for water to avoid dehydration.
Check what stalkers have to offer. Check traders, medics and technicians. Savescum as last resort.
Any optimization updates soon?
Does the update require a new game if using the initial version already?
no
Hi, I'm having compatibility issues with another addon "Trader_Complete_1.19"
It's technically just one file that changes what can and cannot be bought and sold by traders, but there are actually way more issues with the two mods being compatible in terms of the ideas behind the addons. For example the mechanics, medics, barmen of factions requiring you to individually sell them artifacts. The progression changes with trader overhaul are overlooked as well by the fundamental idea of medics and other traders being able to sell anything.
The autor of TOC has supposedly removed all the artefacts from trader lists with the 1.19 update. But garbage trades sold arts for me. This reminds me that I have to double check those and make a patch for TOC maybe.
I haven't looked at the flee market yet, but pistols still needs to make changes to a lot of the discounts and buy and sell prices for all the new trades between the traders mentioned above before it plays right with the economy again. Idk if you've played with trader overhaul but it does change the way you think about trading in a good way. You don't just dump items on to one trader, and certain traders buy and sell things for different prices dependent on many things.
Yeah, I didn't remove them yet as I was tweaking them... But with my next patch I'm going to be axing artifacts from them as well and adding them back in a tiered system to Monolith and Sin. So That was on purpose.
Edit: Also, It would be greatly appreciated if you did do a patch. It's by no means necessary but trust me it would save you as well as me a lot of time as adjusting traders is a VERY tedious task.