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but then also under "What this mod DOESN'T change"
"The Prices of items"
? Im confused, so what about the items are increased slightly then ? the amount of them ?
If in doubt, any mod that modifies traders and does not have a section in the in-game mod options menu (because only C# mods can do that, with limited exceptions) is probably either going to be strictly incompatible or potentially have unexpected issues if used alongside this one.
This is especially problematic on vegetarian ideology playthroughs, or new playthroughs with Odyssey - hunting is easy when you change maps frequently, farming not so much.
I had forgotten just how infuriating it is to stock up on luxury goods and have a trader come by with pocket lint and 2 bottlecaps and a sack of rotten potatoes for trade.
You're the boss!
I've rewritten the mod from scratch to include all the new 1.6 game content and Odyssey content so you won't miss out on anything in this new version. I've also tuned up some numbers for balance and even added an in-game mod icon (Very Pretty).
This mod checks what DLCs you have and only changes their content if you have that DLC so you can have none or any combination of DLC Installed.
https://steamcommunity.com/sharedfiles/filedetails/?id=3526584952
For example caravan should have between 2k5 -4k silver
https://steamcommunity.com/sharedfiles/filedetails/?id=2659227786
Currently there is no mod conflict (thank god) but also no interaction.
- Added more Advanced components / Bionics / Implants to all trader types
- Add more Hay, Jade and Stone blocks to all types of tribal traders
- Adjusted the consistency and balance of High tech armour / royal clothes and end game weapons
- Set up load folder logic for DLC's so you won't get error messages anymore for DLC you don't own.
- Settlement traders now have significantly more items in stock, making the trip out there more worth it.
- Improvements to consistency and stock lists across all trader types.
If you don't have the DLCs just dismiss the startup errors, they won't affect your game.
I got debug error log on starting main menu, it seems trying to search for the Empire faction but I dont have that DLC.
In any case, an alternative option would be the Trading Options mod. It isn't a tailored replacement of the stock traders like this one, and notably does not *add* any categories to traders that this mod does, but it does allow you to alter the amount sold (silver and stock) of traders, using a sliding system based on colony weapon and a configured multipliers, as well as how often they appear and how long they stay. And I know it is compatible with Rocketman, as well as other mods that add to traders via XML.
Quick fix, @iller, is move this mod to near the top of your mod list. Proper fix would be for @JoshMate to rewrite the mod as inividual patches on each modified stockGenerator instead of replacing the defs entirely, but that's a large ask, given that basically every stockGenerator definition in every trader is modified.