I just am having one issue.
One of the key features of the mod is that the town starts off poor, dilapidated and at risk of being overrun by the escaped powder ganger convicts, through your actions you can help the town become more secure, wealthy, independent, ect.
There's two things that I'm having trouble with though.
I'd like the town's vendor to count how much you have spent there and that to have an impact on the economic fortunes of the town, I would also like that effect to decrease if you have a high barter skill (if you're shrewdly milking the town merchants for money they're not getting rich quick off of you).
Ideally I'd also like to implement a feature like in FO3 with the Canterbury Commons investment thingy (or the CARs quest in Paradise Falls), where after patronizing the store to a certain degree they gain access to new items and a higher base cap count independent of just increasing as you gain levels.
Essentially my goal is to model the effects of a big-time adventurer on the economy of a small town, with the prosperity of the town increasing as you buy and sell with their merchants. I also hope to make this effect dependent on your bartering skill, in that the higher your skill the more slowly your actions impact the merchants, because you're pushing them closer and closer to their wholesale cost.