[WiP] DU - Complete Economy Overhaul

Post » Fri Sep 03, 2010 5:46 am

I think someone mentioned this, but would it be possible to have vendors set prices, in addition to type of item, by how many they have? I remember in Fallout Tactics, a Quartermaster would pay you less and less scrip for an item. Like if he had 20 AK47's and you sold him 5 more, you'd get less for those 5 than if he only had 15, and less than if he had 10, and so on. I thought it was pretty neat, and it made economical sense. Likewise, if a vendor has 20 stimpaks, they might be willing to part with them for less than if they only had 5 to sell.

Just an idea, and I'm pretty sure I could've worded it better, but I hope you understand :)


If performance ends up not being an issue, this could probably be done on a category by category basis, i.e., if the vendor has too much meat, the price for all meats go down.
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Sharra Llenos
 
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Post » Thu Sep 02, 2010 4:43 pm

If performance ends up not being an issue, this could probably be done on a category by category basis, i.e., if the vendor has too much meat, the price for all meats go down.

Yeah, that is also a possibility.

As it stands right now I'm not going to worry about that side of things -- plenty of features I want to get straight first.

...and now on top of everything else, my primary computer (the only one running NV) is having problems. *sigh* (Already slotted to build a replacement for it and then tear this one apart and rebuild it, but that's not happening till next month)

Anyways I should hopefully be putting up something for an initial release tonight. That is assuming my computer lets me get into NV to test my final clean-up/changes.
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Vickytoria Vasquez
 
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Post » Fri Sep 03, 2010 5:57 am

Uhm, if you need a beta tester, I'd be available!
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Prisca Lacour
 
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Post » Fri Sep 03, 2010 7:26 am

I'm really looking forward to this.
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Michelle Smith
 
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Post » Fri Sep 03, 2010 12:48 am

Making an entry to push it, so it won't get forget. Still putting off to continue playing until this is published!
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Gemma Archer
 
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Post » Thu Sep 02, 2010 10:07 pm

Looking forward to this as well. I hope your computer issues are not keeping you down!
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Justin Bywater
 
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Post » Fri Sep 03, 2010 2:54 am

What happened to this mod on Nexus? It seems to have vanished, although Currency Exchange and Ammo Smith are still there.
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JLG
 
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Post » Thu Sep 02, 2010 5:47 pm

Was it ever released? I lost track of this mod, despite being interested in it. It may of been lost as, from what I've heard, the Nexus scrambled some of the mod's URL's, making them inaccessible. I'm not sure if that's true or not.
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Kortniie Dumont
 
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Post » Fri Sep 03, 2010 7:49 am

i dont think this was ever released. more's the pity since the game could really use it. just another casualty of RL i suppose.:(
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Jake Easom
 
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Post » Fri Sep 03, 2010 7:01 am

i dont think this was ever released. more's the pity since the game could really use it. just another casualty of RL i suppose.:(


As someone following this for quite a while now: No, it never has been released, which is an enormous pity. I think RL stroke in form of some sort of computer mishap, if I interpret DU's statements correctly. I still hope that in any case he will release the work he already has done very soon. This mod is the reason why I am putting of a restart to finally play through the game once, after all.
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Casey
 
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Post » Thu Sep 02, 2010 6:59 pm

Hey folks,

My apologies for the lengthy time with no replies here. A combination of my main computer going belly up, followed by a family emergency that took me out of town for nearly a month, necessitated gaming being put on the back shelf for the time.

The good news, is that I'm getting caught back up on... well, everything... slowly but surely. New computer should be ready RSN (last of the parts for the new upgraded system should be arriving on Monday), and once I'm able to get everything installed on it and pull my work out from backups, I'll be working on cleaning up at least an initial release worth.

Things died while I was in the middle of several modifications - and with so long spent away from any modding, it'll take me a while to button up what I was working on... but currently my thinking is that I'll just strip out anything that isn't in a finished state, so that I can at least put up an initial release so that folks can check it out / provide feedback / figure out what I missed / etc.

Assuming my system is up and running with FNV and Geck by this time next week, I should be putting up a version sometime next weekend.

- DU
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Leah
 
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Post » Fri Sep 03, 2010 12:22 am

Great to see you back :foodndrink:

Looking forward to the release.
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Laura Samson
 
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Post » Fri Sep 03, 2010 10:07 am

Great news to hear. Looking forward to the release.
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Laurenn Doylee
 
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Post » Fri Sep 03, 2010 2:56 am

With all the modders going on hiatus, its great to see one announcing his return. specially one working on such a needed aspect of the game :celebration:
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Ally Chimienti
 
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Post » Thu Sep 02, 2010 11:06 pm

great news! i am really looking forward to this release.

the economy in NV is a joke. Legion and NCR money are basically just like pre-war money: weightless vendor trash. It will be nice to see them treated as a real currency
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Lew.p
 
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Post » Fri Sep 03, 2010 10:35 am

Hey folks,

Just in the interest of keeping people updated (after a large number of PM's in addition to the posts here): Some parts were delivered late on my new system build, but it is now assembled and in the process of some stress testing to make sure all is well.

This puts me a bit behind where I wanted to be, schedule-wise. It is still possible that I'll have something up this weekend, but right now it is looking more likely that it'll be early to mid next week.

- DU
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Vicki Blondie
 
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Post » Fri Sep 03, 2010 7:44 am

take your time (lie spoken for the sake of politeness, while actually cracking the whip for you to work harder :D). in truth, im surprised you're intending to mod instead of just play after having no rig for quite some time.
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Shannon Lockwood
 
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Post » Fri Sep 03, 2010 2:26 am

take your time (lie spoken for the sake of politeness, while actually cracking the whip for you to work harder :D). in truth, im surprised you're intending to mod instead of just play after having no rig for quite some time.

Heh...

I admit, I am pretty seriously wanting to play -- especially since several of the mods that I was waiting for before my old system blew up, have since been released...

For me however, I only work on mods that I specifically want in my game (actually why 98% of my mods never get released, as they're nothing unique or special, just my own personal preference/tweaks of things that other mods do as well) - in this case, CEO is something that I've wanted from day one.

Really, as the mod stands right now in its development cycle, it doesn't do what I am REALLY after -- as the single largest thing that I've been wanting to implement is different vendors valuing currencies differently, which won't come until the NVSE version of CEO. However, I'd like to get some feedback on the work that I've already done so far - and while I do my best to test my own stuff, I work in the software industry and have long understood that it isn't easy for developers to test their own work without bringing their own knowledge to the table. In other words, I want to see what problems/issues/concerns/foibles I have missed, that you folks come up with.

...so yeah. I want to get this out there and get that process started, while I work on the NVSE version of CEO... because while I'm anxious to play (especially with my new much faster rig :drool:), I am also in that camp of "wanting this mod"...

- DU

PS. I'll accept the whip cracking, only if you accept that once it is out, if you end up liking it, you need to help spread the word... :)
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Syaza Ramali
 
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Post » Thu Sep 02, 2010 10:26 pm

.

- DU

PS. I'll accept the whip cracking, only if you accept that once it is out, if you end up liking it, you need to help spread the word... :)


Challenge accepted :tops: *whipcrack
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Darlene Delk
 
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Post » Fri Sep 03, 2010 7:41 am

hey, i called dibs on the whipcracking! :gun:
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Jordyn Youngman
 
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Post » Fri Sep 03, 2010 12:28 am

Now now, you two can take turns... with... *facepalm* what am I saying!?


The good news in that my new rig is breathing. Have had a stress test running on the hard drive for the last 36 hours or so, but have been loading up some apps on the SSD while that's been running. At around 4am this morning I got FNV up and running (after beating my head against my desk trying to figure out why my fallout.ini kept reverting, and overwriting my DUI changes). Tonight I'm working on getting the GECK up and running as well -- although until the stress test on the hard drive finishes a full round (probably tomorrow sometime) I won't be loading my archived copy of CEO...

Felt good to get into FNV and play for a few minutes though. Even if that was mostly running around cutting up everyone in Goodsprings with a katana...

- DU
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Miranda Taylor
 
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Post » Fri Sep 03, 2010 5:29 am

I'm afraid I have good news and bad news...

The good news, is that my new rig is up and running with FNV/Geck/NVEdit/NVSE... all the tools I need to move forward on CEO.


The bad news, is that in testing a few things with a brand new game (rather than my old save games), I discovered a major problem (once that would actually stop multiple quests from being able to be completed). In digging into it further, I'm discovering that I have actually been... doing something with scripting that I'm not supposed to. Or rather, something that looks fine on the surface, but actually doesn't do what I thought it did. This means that right now parts of the mod that have worked for me in the past, did so more due to being lucky than because of being done "right".

(See my thread in the NV GECK forum if you want more info)

I think I know what changes need to be made (I'm working to confirm that this is the correct path this time, rather than thinking it was right simply because it appeared to work)...

...but right now it is looking like I need to change several thousand variable references spread across over 300 different scripts. There are some patterns involved in this, but it is still going to be at least several evenings of painfully monotonous work.


So in short, the initial release is going to be a little while longer. I've already pulled back some of the functionality that was in flux before - so right now it is just a matter of retooling scripts based on this change, and then fixing a short list of quick/minor bugs I discovered this weekend... but it is times like this that I wish I drank. :facepalm:

- DU
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cosmo valerga
 
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Post » Fri Sep 03, 2010 9:41 am

I'm afraid I have good news and bad news...

The good news, is that my new rig is up and running with FNV/Geck/NVEdit/NVSE... all the tools I need to move forward on CEO.


The bad news, is that in testing a few things with a brand new game (rather than my old save games), I discovered a major problem (once that would actually stop multiple quests from being able to be completed). In digging into it further, I'm discovering that I have actually been... doing something with scripting that I'm not supposed to. Or rather, something that looks fine on the surface, but actually doesn't do what I thought it did. This means that right now parts of the mod that have worked for me in the past, did so more due to being lucky than because of being done "right".

(See my thread in the NV GECK forum if you want more info)

I think I know what changes need to be made (I'm working to confirm that this is the correct path this time, rather than thinking it was right simply because it appeared to work)...

...but right now it is looking like I need to change several thousand variable references spread across over 300 different scripts. There are some patterns involved in this, but it is still going to be at least several evenings of painfully monotonous work.


So in short, the initial release is going to be a little while longer. I've already pulled back some of the functionality that was in flux before - so right now it is just a matter of retooling scripts based on this change, and then fixing a short list of quick/minor bugs I discovered this weekend... but it is times like this that I wish I drank. :facepalm:

- DU



:banghead: :brokencomputer:

We've been waiting for so long, we'll stick with you and appreciate your great efforts for gamerkind :cookie:
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Laura Tempel
 
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Post » Fri Sep 03, 2010 8:21 am

:banghead: :brokencomputer:

Believe me, nobody feels that as much as I do.

...though my girlfriend is likely a close second, given that between my two jobs and this, she's not going to be getting as much of my time as she'd otherwise like...

We've been waiting for so long, we'll stick with you and appreciate your great efforts for gamerkind :cookie:

I certainly appreciate the sentiment. This is very much one of those times where my own perfectionistic nature haunts me...

...but I really want to avoid either having wierd bugs that nobody can put their finger on, unnecessary conflicts with other mods, or even more unnecessary performance problems due to my mod. As it was, I was dang near furious last night when I realized that I'd broken a vanilla quest. *sigh*

- DU
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naome duncan
 
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Post » Fri Sep 03, 2010 5:12 am

Hey, that's what a "Beta" is for, right? :laugh: Honestly, you could actually adapt http://newvegasnexus.com/downloads/file.php?id=38719, which is providing Test Updates for people without problems with the current, stable version. I believe it's been quite successful and could work out here, especially since this is dealing with a fundamental part of the game.

Of course, the first step is to get a first, stable release. :tongue:
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Tania Bunic
 
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