Fallout 4

Fallout 4

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Turt Dec 27, 2021 @ 7:19pm
Modding a specific vendor to lower prices?
I'm trying to mod the Institute Food Packets to be a bit more useful for a survival playthrough. My first idea was to simply increase the price to make it restore more hunger, but the vendor would always sell them too expensive. I then remembered that some NPCs can reduce their prices for specific actions and was wondering if I could make the synth vendor do the same.

I'm only good with basic modding with CK and Xedit so this is a bit above me and was hoping someone with more experience could point me in the right direction of where to start.
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Bored Peon Dec 27, 2021 @ 7:41pm 
This a food mod like Horizon where the value of the food item determines how much hunger it restores? Otherwise you would just edit the item value.

I think I know what you are thinking about, it is the relationship level implemented with Skyrim. It has a level 1-5 and depending upon the level is what goods, services, and use of beds is based on. I do not think there was much put into that system for Fallout 4, but the structure still exists, for example:
openactorcontainer 2
That 2 is needed to be able to see the entire inventory, because it acts as if your relationship is higher.

Another possibility would be to create ingredients and a recipe. The ingredients could be cheap, but when combined create a higher value food item.
Chaosium Dec 27, 2021 @ 8:07pm 
The discount effect is handled by a perk, you can find an example with CarlaMarkdownPerk, which is the 10% discount she gives you with the sarcastic dialog option.

Basically, create a new perk, and in the perk entries, add as Entry Point: Mod Sell Prices and fiddle with the math because for the love of me I am literally unable to tell you if sell prices multiplied by 0.90 would be 10% higher or 10% lower xD

Finally give that perk to the merchant and you should be set
Last edited by Chaosium; Dec 27, 2021 @ 8:07pm
Turt Dec 27, 2021 @ 8:23pm 
Originally posted by Chaosium:
The discount effect is handled by a perk, you can find an example with CarlaMarkdownPerk, which is the 10% discount she gives you with the sarcastic dialog option.

Basically, create a new perk, and in the perk entries, add as Entry Point: Mod Sell Prices and fiddle with the math because for the love of me I am literally unable to tell you if sell prices multiplied by 0.90 would be 10% higher or 10% lower xD

Finally give that perk to the merchant and you should be set
Awesome this is what I was looking for! Thank you very much for the answer! What would be the best tool for this? Never worked with perks before so I don't know if CK or Xedit would be easier for making a new perk.
Bored Peon Dec 27, 2021 @ 9:11pm 
Originally posted by Chaosium:
The discount effect is handled by a perk, you can find an example with CarlaMarkdownPerk, which is the 10% discount she gives you with the sarcastic dialog option.

Basically, create a new perk, and in the perk entries, add as Entry Point: Mod Sell Prices and fiddle with the math because for the love of me I am literally unable to tell you if sell prices multiplied by 0.90 would be 10% higher or 10% lower xD

Finally give that perk to the merchant and you should be set
Ah, I learned something new, so that is how that works for Carla and Connie.

It was hard to see if it worked because I think the Bethesda math comes into effect that it comes in before or after your charisma discounts.
Turt Dec 27, 2021 @ 9:52pm 
Originally posted by Chaosium:
The discount effect is handled by a perk, you can find an example with CarlaMarkdownPerk, which is the 10% discount she gives you with the sarcastic dialog option.

Basically, create a new perk, and in the perk entries, add as Entry Point: Mod Sell Prices and fiddle with the math because for the love of me I am literally unable to tell you if sell prices multiplied by 0.90 would be 10% higher or 10% lower xD

Finally give that perk to the merchant and you should be set
Okay, so I've been messing around with the Mod Sell Prices but I'm having some issues. I can change the value of the food packets and those changes will show in game, but the perk I made doesn't seem to be having any effect on it no matter what I change the value to.

Here is a screenshot of the Xedit if you wouldn't mind taking a look at them.
https://imgur.com/a/MPFhl6O
Chaosium Dec 28, 2021 @ 4:18am 
It's one of those cases where the CK may provide a better visibility than XEdit, have you tried opening your plugin in the CK to see if the perk is set properly?
steventirey Dec 28, 2021 @ 4:29am 
I don't know how the perk that reduces Carla's prices works, but its a possibility that she doesn't have the perk herself. It could be a hidden one applied to you instead. You might try and see if that works.

Edit: Reading her wiki page:

Effects of player's actions

If the Sole Survivor chooses the sarcastic response the first time they meet, she will give a permanent 10% discount to prices she sells for. (There is no effect on the prices she will pay when buying.)
This is implemented by granting the player character a hidden perk, CarlaMarkdownPerk.

So it is a perk that is given to the player, not the merchant.
Last edited by steventirey; Dec 28, 2021 @ 4:31am
Chaosium Dec 28, 2021 @ 4:44am 
Yep the perk is added to the player with a Mod Buy Prices effect, the thing is that it doesn't have any conditions as to who the buyer is, but most likely gets removed by a "quest". It sounds more complicated to do rather than adding one to a merchant directly
Turt Dec 28, 2021 @ 6:21pm 
Okay so I tried messing around a bit more and seeing if I could put together a "quest" that could add the perk to the player when initiating dialogue and then removing it when finishing, but this is a bit too advanced for my skill atm.

In the end I followed Peon's advice in the first comment on creating a recipe that uses the original institute food packets to create a new food packet (just a duplicate) that simply had a higher value to restore more hunger. Obviously this could be sorta exploitable, so I was hoping I could make it unsellable, but then I learned that to make a item unsellable you need to make it's price 0. Which sorta defeats the whole purpose of this mod lol. But since it's more for personal use it shouldn't be a problem for me. Thank you everyone for the advice and help!
Bored Peon Dec 29, 2021 @ 2:44am 
Originally posted by Turt:
Okay so I tried messing around a bit more and seeing if I could put together a "quest" that could add the perk to the player when initiating dialogue and then removing it when finishing, but this is a bit too advanced for my skill atm.

In the end I followed Peon's advice in the first comment on creating a recipe that uses the original institute food packets to create a new food packet (just a duplicate) that simply had a higher value to restore more hunger. Obviously this could be sorta exploitable, so I was hoping I could make it unsellable, but then I learned that to make a item unsellable you need to make it's price 0. Which sorta defeats the whole purpose of this mod lol. But since it's more for personal use it shouldn't be a problem for me. Thank you everyone for the advice and help!
It is a single player game. Exploiting is up to the player. If they want an honest balanced game they will play that way. If they want to cheat for money might as well:
player.additem f 20000
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Date Posted: Dec 27, 2021 @ 7:19pm
Posts: 10