This is a mod that I've been working on for a while now (overall my first real work on something substantial as a releasable mod), and am getting close enough to release that I wanted to put some info out there and get a bit of feedback/reaction from the community here. The idea all started from my extreme dissapointment in how alternate currencies (NCR script / Legion coin) were implemented in FNV by default, and my desire to change that. The more I worked on the fleshing out ideas I had, the more I realized that my changes were necessarily going to start influencing some of the other aspects of the in-game economy that don't sit quite right with me... which lead to the idea of making this more all encompassing.
That having been said, there are three main focuses to this mod.
- Make alternate currencies actually matter, rather than just being another random widget to trade for caps at the first available opportunity
- Make the overall in-game economy more of a challenge to master for the player -- ie, make it more difficult to end up with more money than you know what to do with
- Add various NPCs offering different goods and services - both to act as money sinks in general, as well as to add some additional content/flavor to the game
The plan is to make a good portion of the mod optional - mostly with optional files for now (I don't know that in-game configuration will really make sense for this mod - but I'm open to the concept if that is where things end up heading).
Features of the mod (including currently implemented, scheduled to be worked on before release, and future plans):
Note: Some planned features will require NVSE - I expect that to be v2 of this mod, most likely not included in the original release
- (Done) Change several quest rewards from caps, to the "more appropriate" currency type based on the quest/quest giver. (Currently over three dozen entries modified, for over 9000 caps worth of rewards changed)
- (Ongoing) Change several dialogue options where the player pays an NPC, to be have options to pay in different currencies as appropriate (with different values to that currency as appropriate)
- (Done) Change default barter skill game settings for dealing with vendors (making purchase prices higher and selling prices lower - common to many other mods)
- (Ongoing) Change certain appropriate vendors to remove most of (if not all of) the caps in their respawning inventory, and add an amount of the appropriate alternate currency
- (Not yet started) Change certain appropriate vendors to value alternate currencies as appropriate (ie. NCR Quartermaster will treat NCR script at face value, while treating Legion coin as worthless)
- (Not yet started) Change a few additional vendors to take your faction reputation into account when setting prices (only a small handful do so in the vanilla game from what I've seen), and adjust some of the values of those who do alter their rates based on factions/quests (some of them feel rather extreme)
- (Not yet started) Change select doctors to charge alternate currency rather than caps for their services.
- (Not yet started) Change several vendors to favor appropriate items based on merchant type and location -- example: Trudy in Goodsprings won't value purified water very highly, nor would she be interested in paying normal price to buy your extra set of armor.
- (Not yet started) Change select vendors who repair to use alternate currency instead of caps for repair costs.
- (Abandoned feature)
Change Caravan players settings so less of their total caps are up for grabs per game (especially vendors who play Caravan with their store's caps)This option no longer appears to be needed after changes made by the last major patch. If someone has evidence to the contrary, please bring it to my attention - otherwise I'm crossing this one off and moving on to other things. - (Done) Change Casino Cashier's to take a % "exchange fee" anytime NCR script or Legion coin is exchanged (as the casino's favored currency, caps are not charged any fees)(Note: Changes to Casino Cashiers can already be seen in the initial release version of "DU - Currency Exchange Rates" which is what basically became this mod)
- (Done) Change Casino Cashiers to use the same exchange rate (4 chips per $10 NCR or 1 Denarius) when purchasing chips, but a worse rate when exchanging chips for NCR/Legion currency. (Really the worse rate is their default, but to encourage people to come and play, they give chips out at an 'improved' rate)
- (Done) Add a new NPC to the Crimson Caravan main building, who deals with currency exchange for anyone interested. Like the casino cashiers, he take a (smaller) % from every transaction as an exchange fee. Unlike the casino cashiers, all transactions are based on his currently established exchange rate. Exchange rates fluxuate randomly every few days, independantly for NCR or Legion currency (if you work REALLY hard at it, you can actually profit from exchanging currency back and forth at the extreme rates on each end - but this takes a lot of time and some luck). Eventually I plan to have the exchange rates somewhat influenced by player actions pertaining to each faction. It is also noteable that unlike the casino cashiers, this NPC has a limited amount of each type of currency on hand for exchanging at any time (replenishing random amounts often).
- (Done)(Optional addon) Add a new NPC to Camp Golf who sells ammunition (with randomly replenished supply), will take custom orders for handloaded ammo (expensive!), and will buy empty cases and hulls from the player -- all for NCR script only. Also will have his own quest he'll send the player on. (Note: a mostly complete version of this has already been released as a seperate mod "DU - AmmoSmith")
- (In progress)(Optional addon) Add a new NPC to Cottonwood Overlook who sells certain survival-skill-crafted drugs/medicine to the player, will also buy some of the raw materials he needs from the player -- all for Legion coin only. Actually uses his stock of materials to make medicine (so limited supply to sell), and will pay varying amounts for some raw materials depending on his supply (pays more if he is out of stock, less if he has alot on hand). Also will have his own quest he'll send the player on.
- (In progress)(Optional addon) Add a new NPC to Mojave Outpost who will put the player through certain "military training courses" (aka custom minor perks) for NCR script. Also will have multiple quests that he'll send the player on.
- (In progress)(Optional addon) Add a new NPC to the NCR Embassy who will pay the player for certain books brought to him in good condition (changes pre-war books in game to have a chance on pick-up to be "one of the ones he's looking for", for anyone who misses the old days of paying attention to pre-war vs. burned out books - but only some pre-war books will be valuable, most of the 1000 placed in the world won't)
- (Not yet started)(Optional addon) Add a new NPC to The Fort who will trade certain supplies and/or Legion coin for various food stuffs. Also will have his own quest he'll send the player on.
- (Not yet started)(Optional addon) Add a new NPC to Camp McCarran who will pay bounties (as quests) in NCR script for taking out certain Legion individuals also added by this addon.
- (Not yet started)(Optional addon) Add a new NPC to Cottonwood Cove who will pay bounties (as quests) in Legion coin for taking out certain NCR individuals also added by this addon.
- ...a few other NPC based optional add on that are still in too much of a rough concept stage to mention here...
For those who don't mind spoilers, a list of quest NPCs that have been altered already. If you know of others that you think should also be changed, please bring them to my attention, as I'm certain this list isn't complete yet.
- Private Renolds
- Lieutenant Markland
- Ranger Jackson
- First Sergeant Astor
- Eddie
- Sgt. Daniel Contreras
- Col. James Hsu
- Capt. Ronald Curtis
- Major Knight
- Tech Sergeant Reyes
- Captain Parker
- Thomas Hildern
- Angela Williams
- Major Dhatri
- Quartermaster Mayes
I have an idea / suggestion of something else you could do to improve the in-game economy...
Please, by all means share! I may or may not use your idea, but I'm always happy to hear thoughts of other players. If I like your idea, I'll use it (and credit you for your help). Even ideas that I don't like sometimes put me on a line of thinking that leads to something I'll end up using though...
Are you going to change all vendors / quests / etc to value things differently?
No, only certain ones as it seems/feels appropriate within context. Example: folks in Novac will always prefer caps over other currencies, and Crimson Caravan quests will always pay in caps.
Why the "DU" in the mod name?
Habit - I tag all of my personal mods with DU (Dark Uncle) for easy identification. Since this started as a personal mod that I'm now planning to release, it stuck around.